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Thread: ASC - Customizable Weapon Addon

  1. #1

    ASC - Customizable Weapon Addon

    Today the ASC Addon Team present you a long and hard worked Addon called ASC_WP (Weaponpack).
    It allows the players to customize a big case of weapons with silencers for different calibers, a bunch of optics and some equipments like M203, Flashlight, IR-Laser via a WYSIWYG Weapon Modify Menu.

    Also a functionality is in there that there is a customizeable chance that careless running players can damage their weapon optics near objects.

    All these full SP/MP/JIP compatible !




    < Demonstration Video Part 1 - Big thanks to MacScottie ! >
    < Demonstration Video Part 2 - Big thanks to MacScottie ! >




    At weapons who supports both types of enlightment ( Flashlight and IR-Laser) you can also switch between them via the 'u' key. (it's customizeable via userconfig) and you can see the active Mode for a short time.
    (See on the left on the picture the active Laser Mode)

    For this Release we tuned the following weapons in over 400 different mostly real variants:
    - Bizon
    - G36
    - M107
    - M14A1
    - M16A4
    - M240
    - M249
    - M4A1
    - M9 Beretta
    - Makarov
    - Mk12
    - Uzi

    More will come, but it depends on the community echo, if other Addonmakers will also use our mechanism and of cause time.


    The ASC_WP needs Armed Assault II : Operation Arrowhead or Combined Operations

    Required Addons:
    CBA (Community Base Addons) (not in this Pack included)
    ASC_Core (1.0 in this pack included)

    <ASC_WP Misc Freehoster Download links>


    < Armaholic Mirror >
    Last edited by Lester; Mar 8 2011 at 13:49.
    Don't think Beta!

  2. #2

    Smile

    Great idea...

    i was looking for somethig like that!!

    ty for sharing.



  3. #3
    Interesting. Is it possible not to have damage optics function?

  4. #4
    yes, you have set this var.

    ASC_WM_Set = [ WeaponsCanModifiedBool , OpticsCanDamagedBool, [ DamageChance/sec , RepairconditionString , DamageSoundClassArray , AfterRepairCommandString ] ];



    Indexname Default Value
    WeaponsCanModifiedBool true
    OpticsCanDamagedBool true
    DamageChance/sec 0.001
    RepairconditionString "count (nearestObjects [player, ASC_Repairvehicles + ASC_AddRepairvehicles, 7]) > 0"
    DamageSoundClassArray [ "ASC_OpticCrash_S" , "ASC_OpticCrash_L" , "ASC_OpticCrash_S" ]
    AfterRepairCommandString ""
    War is the continuation of the policy with other means

  5. #5
    Staff Sergeant Lester's Avatar
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    Overall we set the variable to a very tolerated default value found out in many hours of playing.

    However you have to sprint near objects to activate the chance to damage it.

  6. #6
    Could you explain more on how this works. Can you pick up any gun, click a key and customize your gun the way you want, or do you do it in breifing? or what? I'm a bit confused.
    Sounds really cool, but would like to know more before I download.



    Click for mah PC specs!
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  7. #7
    Moderator [FRL]Myke's Avatar
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    Quote Originally Posted by Enad View Post
    Could you explain more on how this works. Can you pick up any gun, click a key and customize your gun the way you want, or do you do it in breifing? or what? I'm a bit confused.
    Sounds really cool, but would like to know more before I download.
    It is basically a similar (altough much more polished) version as i introduced a while ago here: http://forums.bistudio.com/showthread.php?t=102386

    At the very and, it is simple removeweapon/addweapon.


    @Lester, very well done, will try it out. Any plans to include default BIS weapons to it?

  8. #8
    for example:

    you picup a weapon from Ammobox, and an Item (Optics, M203, Flashlight etc.)
    via actionmenu, you can open a dialog to modifed your weapon.

    this system works only with ASC Weapons this Time.

    regreetz

    Marco

  9. #9
    @work
    Does this package offer the flexibility to create any type of weapon/combination as offered by the

    Lets say I want to make a M4 with Aimpoint and M203 -- a model not present in arma2/oa by default -- can this mod do it?

    -k
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  10. #10
    Moderator [FRL]Myke's Avatar
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    Quote Originally Posted by NkEnNy View Post
    @work
    Does this package offer the flexibility to create any type of weapon/combination as offered by the

    Lets say I want to make a M4 with Aimpoint and M203 -- a model not present in arma2/oa by default -- can this mod do it?

    -k
    No, it requires that the target model does exist, as far as i understand the system.

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