Arma 3
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Diwako's Punish unknown weapon
   
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
Updated
279.831 KB
Oct 27, 2018 @ 3:33am
Apr 17, 2022 @ 1:34am
4 Change Notes ( view )

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Diwako's Punish unknown weapon

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
46 Comments
Overside Sep 9, 2023 @ 9:48am 
No ACE version?
Redwan S. Aug 5, 2023 @ 4:07pm 
@diwako Do you have any plans to add a way to increase recoil or sway?
brendob47 Apr 22, 2022 @ 9:03am 
Does this add weapons assigned to playable units (that are not occupied by a human) to the known weapon array? If so, that could be a way to add weapons without scripting.
Mighty Jan 23, 2022 @ 11:17pm 
Is there a way to blacklist weapons as always unknown? Our missions start with an arsenal, and use Rimmy's persist mod. So if players pick up an enemy weapon in one op, I still want it to be recognized as unknown on the next op even though the player spawns in with the weapon due to Rimmy's persist mod.
Ainsley Harriott Dec 16, 2021 @ 7:47pm 
whenever my unit uses grips for guns in attachments the gun becomes unusable even though I have it's class name. Any help would be great
Babatunji Dec 2, 2021 @ 2:56pm 
Is it possible for you to make it work with [Animated Recoil coefficient changer] So we could change recoil and sway of the unknown weapons? It would be awesome and immersive at the most.
diwako  [author] Oct 3, 2021 @ 1:19pm 
unknown to me. if the DZN mod changes cached values for guns then it might be a conflict
Red Dog Oct 3, 2021 @ 1:04pm 
If I used this in combination with dzn extended jamming would it still increase the chances of jamming, or would it cause a conflict?
Vizconde Medardo Jun 23, 2021 @ 5:18pm 
Diwako im making a stalker like mission, and i just needed this to avoid my mates from being Overpowered A F in 10 mins of running the mission! awesome script!
diwako  [author] Jan 14, 2021 @ 9:08am 
@C. Eagle
This only affects player units, AI will not suffer from this, remote controlled or not.