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Thread: Reusable weapon attachments for modders?

  1. #11
    Quote Originally Posted by Alwarren View Post
    What about things like the Rheinmetall LLM01? It has both a laser and a flashlight, will it be possible to combine these? In other words, can you switch between laser and flashlight, or is there a general class of "activatable" attachments that is always turned on with the L-Key?
    I'm potentially interested in having something like that too...

    Even so, a scripted solution would probably be much 'tidier' in ArmA 3 than the methods used to do it so far in OA: Just need a way to quick-switch the attachment in the inventory if/when fitted to the base weapon, not switch the entire weapon this time.

    Even so, it's nice to hear how one will go about adding this feature to community content in future - and we can start designing models with that in mind. Thank you for the info Mr. Vespalec!

  2. #12
    Warrant Officer Slatts's Avatar
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    Any chance of example proxies and a how-to do XYZ after release? pretty please


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  3. #13
    Master Gunnery Sergeant Alwarren's Avatar
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    Author of the Thread
    Quote Originally Posted by RobertHammer View Post
    i know , that i requesting much ,but weapons really needs these and thank you
    I totally agree with you

  4. #14
    Makes you wonder if some mods will just be special kit, scoops or picture in picture stuff you can add to your guns.
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  5. #15
    Quote Originally Posted by Vespa View Post
    You take your bare weapon model, fit it with appropriate proxies in O2, define which accessories are allowed for it in config, and you're good to go.
    what about memory points? will each optics model have its own eyepoint?

  6. #16
    Quote Originally Posted by rstratton View Post
    what about memory points? will each optics model have its own eyepoint?
    Seeing as sights have different height I'd assume so.

  7. #17
    Quote Originally Posted by Vespa View Post
    3 slots for now, as I'm aware (not exactly my area)
    Unfortunate that it's only 3 and not more... is this why it seems that the underbarrel grenade launcher (UGL) version of the MX 6.5 mm is a separate weapon and the Magpul Angled Foregrip (AFG) in the E3/GameStar/Gamescom videos is modeled under the barrel of the MX 6.5 mm but does not take up an attachment slot? Would like the ability to mod in more attachment slots...

  8.   Click here to go to the next Developer post in this thread.   #18
    Quote Originally Posted by Slatts View Post
    Any chance of example proxies and a how-to do XYZ after release? pretty please
    Definitely, I would like some pack of tools and tutorials to help people with weapons modding.

    Quote Originally Posted by rstratton View Post
    what about memory points? will each optics model have its own eyepoint?
    yep

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  9. #19
    Chief Warrant Officer RobertHammer's Avatar
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    @Vespa - arma is about weapons , so it could have all kind of features that other games don't

    at this point some upcoming shooters will have more weapon features than arma - for example Ground Branch

    Don't tell me that those small weapon features are waste of time
    Last edited by RobertHammer; Aug 18 2012 at 14:18.

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  10. #20
    1) ArmA is not about weapons.
    2) bandwagon ahoy.
    3) there is no such thing as small task or easy fix. Tasks that span across several areas (artwork/animation system/GUI/rewriting weapon handling code) almost definitely are not simple and need coordination and testing. All tasks and jobs have a tendency to expand and linger on.

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