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Ability to carry two Main weapons #254

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Minidou opened this issue Jun 19, 2014 · 23 comments
Closed

Ability to carry two Main weapons #254

Minidou opened this issue Jun 19, 2014 · 23 comments

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@Minidou
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Minidou commented Jun 19, 2014

Is it possible to have the feature to carry two main weapons ?

Exemple : A breacher can carry one M4A1 and one shotgun in the back for the CQB.

Idea : For that you can try to unlock the AT slot so it will restrict the "Rambo" player who want to use 2 main weapons 1 AT.

@commy2
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commy2 commented Jun 20, 2014

This is not possible and the way ACE did it in Arma2 doesn't work anymore.

@commy2 commy2 added this to the Version 1.0 milestone Jun 20, 2014
@Cephel
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Cephel commented Jun 20, 2014

Just save it somewhere and put the model on the back via attachto

@KoffeinFlummi
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Just save it somewhere and put the model on the back via attachto

The problem is that the inventory system in Arma 3 doesn't allow you to simply save and restore everything (mainly the magazine with the correct ammo count).

@nicolasbadano
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Koffein, which exactly is the problem? Couldn't we read the magazine info with currentMagazineDetail, store it and then reset it with setAmmo? Maybe the same for attachments?

@commy2
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commy2 commented Jun 20, 2014

You can set the ammo if there is a magazine, but you can not add a magazine to that slot in the first place. What Arma needs is a addPrimaryWeaponMagazine command,,,

Edit: If you use the addWeapon commmand, it will take any compatible magazine from the units inventory, even if you don't want it to.

Edit2: The attachments are no problem, the magazines are.

@commy2 commy2 changed the title Ability to carry to Main weapons Ability to carry two Main weapons Jun 20, 2014
@nicolasbadano
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I think there's a way around that. If you run addMagazine inmediately before addWeapon, then this last magazine seems to be used.

EDIT: No, it doesn't work reliably

@nicolasbadano
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There's an alternative, but it seems to be a PITA:

When reequiping a weapon.
1 - Query all compatible magazines on backpack, vest and uniform
2 - Remove them all
3 - Add the magazine inserted in weapon
4 - Add the weapon
5 - Readd the removed magazines to backpack, vest and uniform

@commy2
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commy2 commented Jun 20, 2014

Problem is that you can not re-add non-full magazines to the correct place, e.g. vest or uniform.
There is the "addMagazine array" which lets you add non-full mags but this doesn't work with "addItemToBackpack", "addItemToUniform" and "addItemToVest".

@commy2
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commy2 commented Jun 20, 2014

What you described is the way ACE did it in A2 btw. But the inventory was simpler back then. So as I stated, it doesn't work like this any more.

@commy2
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commy2 commented Jun 20, 2014

Also, if you have a full inventory and no mags to remove beforehand, the addMagazine command will fail and the magazine is lost. This wasn't the case in A2, since there was no extra slot for the currently loaded mag.

@nicolasbadano
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Wow. I was gonna point out addItemToXXXX, but you are right! I'm giving up!

@commy2
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commy2 commented Jun 20, 2014

I tried all this before and even more but it just doesn't work : /

@nicolasbadano
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I see. Sorry for wasting your time :(
¡

@commy2
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commy2 commented Jun 20, 2014

No worries, it's still fun thinking about all this. Maybe someone will come up with something,
who knows!

@nicolasbadano
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There's a request for this (http://feedback.arma3.com/view.php?id=15286) on the feedback tracker, which it's assigned.

@Legolasindar
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Actually you can put a second weapon in the backpack with vanilla ArmA3

@commy2
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commy2 commented Jul 5, 2014

Closed.

@kripto202
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what if you have the weapon automatically remove the clip. That clip will then go into your inventory. When you switch back to that weapon, either you can have it where you reload that same magazine or you just have to simply reload your gun. It doesn't sound too hard.

@commy2
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commy2 commented Dec 7, 2014

It doesn't sound too hard.

O_O Do it then.

@kripto202
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I wonder is it possible where you also state the primary as a launcher too.

@commy2
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commy2 commented Feb 8, 2015

It's not. Everything about the gear system is hard coded. The item has to be a specific type and simulation class to fit in that slot (type 4, simulation RocketLauncher ,iirc ). Changing those values won't let them fit into the primary weapon slot (type 1, simulation Rifle).

Those values are bitmasks, but using 5 will only make one weapon use up both slots and causes more issues, because that behavior which was used for machine guns in A2 is no longer supported in A3. (Weapon duplication or deletion glitches)

@WastedMike
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Is there a way to write this into the mod?

http://www.armaholic.com/page.php?id=31062

@kripto202
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might want to shift this over to ACE

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