RimWorld

RimWorld

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2035 Armories - Arma 3 Weapons
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.227 MB
Dec 30, 2024 @ 2:16pm
Sep 18 @ 12:06am
16 Change Notes ( view )

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2035 Armories - Arma 3 Weapons

In 1 collection by GrahammerTek
GrahammerTek's Mods
15 items
Description


After about 2 years of development, I present the entire roster of weapons from Arma 3, with additional color variants exclusive to raiders/traders. See the preview images for the full list of what's added.

The calibers being listed in the screenshots is for CE users, but it also shows a good idea of how much damage they do.

Known Issues:
For Combat Extended users: Due to the way that Rimworld detects mod files, having multiple versions of CE installed at the same time can lead to the CE patches not loading, causing guns to behave weirdly. If you have both the Steam version and the GitHub version of CE installed, you will have to delete one of them.



Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why can I only craft one weapon's color variant?
A: To cut down on crafting menu clutter, I've limited players to only being able to craft one color variant per weapon, usually the one used most often used by its associated faction in Arma 3. The other color variants can be found in raids or bought from traders. If there is enough demand for a mod setting to allow crafting each variant, I will consider it, just be warned it would basically triple the crafting menu size.

Q: Why is X gun called Y when it's clearly a Z?
A: Some guns in Arma 3 use fictional names despite being largely identical to real guns. If you prefer to use the real-world names, or are used to the ACE3 names, enable "Use real-life equivalent weapon names:" in the Vanilla Framework Expanded mod settings if you have that mod loaded.

Q: X gun is in the wrong caliber!
A: Ain't no way I'm adding a Chiappa Rhino in .45 ACP. As for the ASP-1 Kir using 12.7x55 instead of 12.7x54, the two calibers are basically exactly the same, no point making an entirely separate caliber for it.

Q: Some launchers aren't implemented, will you add those?
A: Yes, I'm currently waiting for CE to finish work on their guided missiles system first. As a consequence of this however, the new launchers will be a CE exclusive.



Combat Extended
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]


[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
132 Comments
GrahammerTek  [author] 37 minutes ago 
For the people who were asking for the guns from the CDLCs, I've released them separately here: https://steamcommunity.com/sharedfiles/filedetails/?id=3570641984

@Panthercat64 - See above for the MXAR.
Delta29 13 hours ago 
might be a lost cause but is there a way to play Rimworld like Antistasi? a gamemode or ruleset?
Panthercat64 Sep 9 @ 11:02pm 
Tad Curious if you'll add the Expeditionary Force DLC variation of the MXAR's.
It would be neat to see a "Jack of all trades, master of none" version of the weapon. That... and they're kinda becoming a favorite of mine in game.

Either way, need to come back to tell you how happy I am for this mod existing. It's fricken awesome.
maddog_fr Aug 26 @ 11:07am 
Engage that rifleman 200 meters
Get in that Vehicle
Copy That
Roger
Negative
Negative
Negative
Roger
Contact Fast mover 500 Meters
Luscious Aug 21 @ 12:12am 
Man, 100 meters front! Kerry, engage that man!
Hero_Swe Aug 7 @ 12:16am 
Hope that Nerf doesn't affect CE users :P
qwe5n Aug 3 @ 9:10am 
(it can kill an Alpha thrumbo with 3 bursts, and a centipede with 1.5 bursts. for me that seems pretty broken xd)
qwe5n Aug 3 @ 9:08am 
Hi! The Navid LMG is completely broken. Its DPS is 60 (for example, miniguns DPS is 41,7, while it has WAY worse accuracy) and it has reliable accuracy. Please consider to rework it.
Svenska-räv Jul 19 @ 12:23pm 
Do you plan on doing any of the CDLC Weapons? its fine if you aren't i'm just curious. it's cool either way.
MarcelineMaeEye Jul 17 @ 1:24pm 
THERE'S AN ENEMY, MAN 100 METERS BEARING 2-4-5