Arma 3
CE - Aviation Munitions
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Update: Sep 14 @ 11:14am

Added Napalm Hydra's to RHS AH-6.
Reverted smokeshell changes, as this didn't work as intended; 82mm Red smoke now works again.
Changed M134 sfx, to a less clunky sound; all M134s use this now better sound.
Changed firemode on M129 Grenade Launcher, now fires in singles but can hold trigger down to continous fire.
Updated RHS Fuel tanks, to now use their original classnames, thus avoiding duplicate fuel tanks.
Hid the Sand Fuel Tank, as it's still not texture ready.
Disabled hardpoints on PavewayIII's, this should hide them in the pylon manager (Scope=0, wasnt enough).

Update: Sep 13 @ 10:45am

Added Napalm Hydra 17lbs.
Tweaked Napalm Cluster bomb's submunition cone.
Added GBU-31 Daisy Cutter.

Update: Sep 11 @ 9:34pm

Added Daisy Cutter script.
Laid groundwork for GBU24; not useable yet due to bugs.

Update: Sep 10 @ 8:12pm

Added Fuel Tank in Olive Green (Sand texture is WIP so currently uses Olive texture).
Added UH60 Helicopter Fuel tank variants, (Use Munitions code but RHS model).

Update: Sep 5 @ 10:39am

Added M197 magazine and ammo upgrade (Only useable by the RHS AH-1Z);
- The M197 now actually fires SAPHEI, the original despite claims did not, it fired AP.

Update: Sep 5 @ 7:59am

Addressed some cfgAmmo inheritance issues.
Reduced Impact of some HE ammo types.

Update: Sep 3 @ 10:13pm

Added AGM-84 Harpoon Anti-Ship Missile.
Changed firing mode of M230.
Added ballastic computers and autoLocking to applicable munitions.

Update: Sep 2 @ 5:53pm

Resolved issue with M252 smoke not being the correct colour.
Resolved issue with M252 firing in very direction except where the gun is pointing.

Added ArtilleryTrail effect to M102 ammo.

Update: Sep 2 @ 3:23pm

Added M252 Mortar Pylon. Fires HE, HE LASER, White Smoke, Red Smoke.
Tweaked more SFXs that were having issues.
Added muzzle impulse (Weapon firing causing it/the aircraft to jolt) to applicable weapons (M102, M129, M252)

Shifted the SFXs that were in CE - Aviation, over to CE_AIR_SFX
Tweaked some reload SFXs to be better sounds.
Tweaked some Tail/Closure SFXs to be less tinny.

Added more bass to the Flare SFX.

Update: Sep 2 @ 6:18am

Fixed most of the plaguing sfx issues.
Readded AH6 GAU pylons to both sides, under a trial of using different memory points for effects.