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
Mar 6, 2022 @ 1:07pm
[Bug?] Bullets dropping on the ground even though there is space in bags/uniform
Omega12008
0
Dec 11, 2024 @ 3:23am
Partial magazines disappearing
B1GMike
0
Sep 15, 2023 @ 10:26pm
Some ideas
Herr Keown [20X]
139 Comments
B1GMike 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.
Baker 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?
Frost Oct 20, 2024 @ 4:54am 
GreenMag magnifies the problem honestly.
CoseDola | Miller  [author] Oct 14, 2024 @ 10:11am 
@everyone Arma 3 v.2.18 introduced a bug related to magazines dissapearing.
This bug existed since Beta as far as I am aware, but it has worsened with the last update.

To fix this you can use the profiling branch. Be aware though, that in a mp environment EVERY PLAYER AND THE SERVER has to use it, otherwise it won't work.

This issue is in no way related to GreenMag and it's not within my abilities to fix it. So here's hoping for a quick hotfix.
https://feedback.bistudio.com/T142540
Nilia Oct 11, 2024 @ 3:04pm 
@Sligorix I can confirm, half Empty or Empty Mags disappear.
Sligorix Oct 11, 2024 @ 2:58am 
I believe this mod may have broken via the recent Arma 3 update. Is anyone else having issues with mags disappearing when reloading?
[+| CL rautamiekka Oct 4, 2024 @ 2:52pm 
@BrGuardian
@CoseDola | Miller

I think only if you had separate config entries for every empty mag specifying 0 weight, which the newly empty gets replaced with. Which is a lotta work, to put it mildly, since config can't be modified during runtime.
SuperGamerman98 Oct 4, 2024 @ 8:38am 
Understandable, as my unit always says: "RL takes priority." Still, if you want any help with the mod let me know, even if that is just bug-checking.
CoseDola | Miller  [author] Oct 3, 2024 @ 10:58pm 
@BrGuardian
That's not possible.

@SlumDoc
This is not the target of this mod. I'm currently working on such a system on the side as part of a different mod. Maybe I'll merge it into this one, maybe it'll be it's own thing. We'll see.

@SuperGamerman98
GreenMag is still in passive development. I'm currently reworking the whole thing to get it more stable in certain situations. One big part of that is reducing the need for extensive compat modifications.
But, this takes some time. My primary focus is on my work and my MilSim Community. They're taking precedence, I'm sorry. :)
•W• Sep 5, 2024 @ 2:00am 
can you make it faster?