Diwako’s Punish unknown weapon

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Author: diwako

Last revision: 17 Apr, 2022 at 09:34 UTC

File size: 279.83 KB

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Description:

A mod that punishes picking up unknown/enemy weapons by degrading their efficiency!

Description

As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier.
During my time playing this game I saw multiple ideas how to limit players from picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory.
This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us.
So, I started thinking of a way to discourage players from picking up enemy weapons, but not outright remove the option for them.
As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk.
In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more than your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA)
The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and make the weapon itself unusable.

By no means is this mod meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players!

Translations

This mod is available in German and English! I am still searching for more translations!

Requirements

In order to use this mod, you need to run these mods alongside it:
-CBA
-ACE Overheating

Installation and configuration

Mount the mod. Any configuration will be done within Eden editor and in

Settings -> Addon Options -> Diwako’s Punish unknown weapon

For mission makers
Here is a small rundown what which setting does and how in general this script works.

Enable: Enables the mod on mission start.

Wait after mission begin:
This mod will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon.

Add weapon dispersion:
Adds a flat value ONTOP of ACEs dispersion value. This makes weapons less accurate.

Add jam chance:
Adds a jamming percentage ONTOP of ACEs jamming chance.

Reload failure chance:
Chance of a reload failure for an unknown weapon.

Chance to destroy weapon on jam:
If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user.

Add more weapons:
In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon.

Add briefing entry:
Adds a diary entry to the briefing menu warning players that this mod is activated.

Enable propagation:
Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example.

Variables
This mod uses some variables which are not listed inside the addon options menu.

diwako_unknownwp_local_weapons:
This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable.

-Only strings are allowed
-Every string MUST be fully uppercase
-No whitespaces in class names
-Must be filled on mission start for the unit, mid mission not supported!

CBA Events
This script/mod uses CBA events

diwako_unknownwp_clearWeaponStat:
Removes any disadvantage from a gun (does not fill whitelist)
Global event
Params: [_weapon]

diwako_unknownwp_addWeapon:
Adds weapon to global whitelist and triggers the "diwako_unknownwp_clearWeaponStat" event
Server event
Params: [_weapon]

Troubleshooting

Be aware that many weapons might be the same type of gun on the outside but have internally different class names! Add additional weapon class names, which players do not start with to the "Add more weapons" option! Famous example are NIArms weapons!
Disabling propagation also means that the add more weapons option is disabled! You need to use the "diwako_unknownwp_local_weapons" variable in this case! This needs to be done if you want to set up a TvT for example!

Additional

Discussion can be found in the BI Thread[forums.bohemia.net], for bug reports please use this GitHub Repo[github.com].

Please refrain form re-uploading this mod, you can create collections and server presets for your players instead.

License

Copyright 2018 diwako

This work (diwako_unknownwp or the like) uses the license Arma Public License Share Alike (APL-SA)

https://www.bohemia.net/community/licenses/arma-public-license-share-alike

Copyright 2018 diwako. This item is not authorized for posting on Steam, except under the Steam account named diwako

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