Arma 3
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GreenMag
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
3.786 MB
Jan 6, 2021 @ 2:28pm
1 Change Note ( view )

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GreenMag

In 1 collection by CoseDola | Miller
GreenMag
3 items
Description
GreenMag aims to improve ammunition handling in Arma 3.

What does it do?
With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns.
These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets.

Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one.
Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item.

Features
- Load / Unload magazines
- Ammunition, Ammunition packages and belt items
- bullets can be taken out of belts to fill magazines with them
- configurable through CBA settings
- Modifiers for units in 3DEN, to simulate differences in skill

CBA Settings
GreenMag provides multiple ways to customize your experience. From completely disabeling the mod to customizing how many magazines you want to be shown in the ace interactions.
For mission creaters can also choose if they want a basic system or a advanced system for ammunition handling. While the basic system differs just by caliber, the advanced system also differs by type, e.g. tracer and non tracer.

Compat patches
Collection
Patches are available for:
- RHS USAF
(more to come)

Do other mod items work?
Most of the time they do, but limited. Mods that do not have a compat patch will most of the time work with the basic system, because the caliber can usually be read from the magazine classname. This can only be impaired if the magazine does inherit wrong GreenMag values from another magazine.
To register a non-supported magazine as one that needs belts to work, use this:
[["Magazin_A", "Magazin_B"]] call greenmag_main_fnc_addBelt;

If they requiered caliber does not exist, it won't work obviously.

Known Issues
- Removing an empty magazine from the weapons magazine slot through drag & drop will make the magazine vanish into the void.

Licensing
GreenMag is licenced under APL-ND.
See https://www.bohemia.net/community/licenses/arma-public-license-nd for more information

You MAY NOT reupload this mod on the Steam Workshop.

[www.gruppe-w.de]
Popular Discussions View All (3)
2
Feb 10, 2025 @ 1:50pm
Partial magazines disappearing
B1GMike
2
Mar 6, 2022 @ 1:07pm
[Bug?] Bullets dropping on the ground even though there is space in bags/uniform
Omega12008
0
Sep 15, 2023 @ 10:26pm
Some ideas
Herr Keown [20X]
146 Comments
Mar 29 @ 7:36am 
If there's ever time, it'd be killer to get some documentation on setting up ones own compat patches so the communtiy can help expand further
Jan 28 @ 8:45pm 
Can confirm without a doubt that Greenmag isn't causing the magazines to disappear, and the fix of running profiling on both the client and the server doesn't work.

I just did extensive testing on this for my unit, as we run greenmag and love the mod. Regardless of whether or not I had greenmag running (both clients and server with Profiling too) mags would disappear at similar rates, however it would only occur if there was another player on the server. The second there are more than one player on a server the issue starts to happen. Sucks but what can you do?
Jan 18 @ 4:08pm 
Does the mod still remove the sand colored SPAR-16 magazine?
Nov 13, 2025 @ 9:50am 
Is it possible to reassign the button, and if so, where?
Sep 22, 2025 @ 2:27pm 
we need 9x39
Aug 20, 2025 @ 8:38am 
Thanks CL rautamiekka for the reply.

My community has started using GreenMag now and I think it's working great, with one exception: belts. Is there any way to disable GreenMag for the belts only?
Jun 30, 2025 @ 4:03pm 
@Darojax

1) Check the settings window itself (which would be the very best option, especially since IIRC the mod shouldn't have many of them).

2) Use the `CBA_settings_fnc_export` ( https://github.com/CBATeam/CBA_A3/blob/master/addons/settings/fnc_export.sqf ) function (which is a fairly bad option, since it'll export every mod's settings, but that way you'll get a string you can use search on).

3) Decompile the mod with Mikero's Tools (a problematic toolset to install and use in practice, so use the "All In One Installer") and look through the files for `CBA_fnc_addSetting` (or `addSetting`, if the mod happened to use macros to speed up coding the thing).
Jun 30, 2025 @ 8:12am 
Cheers for this great mod. How would one find a list of possible cba_settings variable names that can be used, please?
Nov 13, 2024 @ 11:36pm 
Can confirm GreenMag is causing more issues with the mags disappearing. Vanilla servers rarely if ever have the issue now while GreenMag servers have almost constantly disappearing mags.
Oct 26, 2024 @ 7:50am 
Communities without using greenMag told that the problem is fixed after the last Armaupdate. We still have the issues with using greenMag. Can you please check again?