RimWorld

RimWorld

2035 Armories - Arma 3 Weapons
124 Comments
Svenska-räv Jul 19 @ 7:23pm 
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 @ 8:24pm 
THERE'S AN ENEMY, MAN 100 METERS BEARING 2-4-5
Ronin Jul 17 @ 8:09pm 
I love the look of this. I was looking at another mod that added modern military stuff but it seemed like it added every possible gun available. The amount of weapons in this mod is perfect, plenty to choose with variety from but not overwhelming amounts at all. I can also justify these weapons existing a bit more with my headcanon that humanity might send well send out cryosleep expeditions in 2035 with this sort of futuristic but not fully scifi weaponry.
VALT13L Jul 17 @ 4:02pm 
subbed, liked and faved. THE DAKKA SHALL BE MINE
GrahammerTek  [author] Jul 16 @ 4:07am 
Because Arma 3
gnar Jul 16 @ 3:14am 
why not use the real names
GrahammerTek  [author] Jul 15 @ 7:40pm 
They work fine together.
Raymund Jul 15 @ 4:18pm 
i know this sounds like a dumb question but is it fully compatible with your 2.0 armory, or are there issues due to certain guns sharing the same names? im just curious
Delta29 Jul 11 @ 12:26pm 
finally Cpl. Kerry is lore accurate to the colony (he will be rushed down by a viking with a waraxe and killed)
GrahammerTek  [author] Jul 4 @ 2:41am 
Thank you
moo Jul 4 @ 1:51am 
This mod needs updating as VEF has updated the namespace. It's no longer VFECore
Svenska-räv Jun 18 @ 1:21am 
@GragammerTek - I Honestly feel that for naming conventions. it’s just how you formatted the pictures on the page even tho it doesn’t honestly really matter. Autism is tricky to have :/ makes me cling to things that shouldn’t really matter.

So i personally apologize for my actions if that upset and or annoyed you. Honestly really cool that you made this. You don’t see alot of mods based on arma out of arma…..
GrahammerTek  [author] Jun 17 @ 4:43am 
I'm aware that ACE3 is less strict than I am when it comes to the names, it just didn't feel right having a "SIG-556" chambered in a battle rifle caliber for instance, or an "MSBS Grot" chambered in a fictional caseless cartridge.
GrahammerTek  [author] Jun 17 @ 4:36am 
@Dewa - I didn't give real names to guns which were changed from their original calibers, with the real MG5 being chambered in 5.56/7.62 NATO, while in Arma it's chambered in an obscure heavy magnum cartridge. Or the Zafir being swtiched to 7.62mmR.

Also in the case of the Zafir, the description states that it's a chinese copy of an Israeli weapon, so I felt it was fictionalized enough to be distinct from the real gun.
Dewa Jun 16 @ 6:53am 
While not entirely 100% accurate, pretty sure the Zafir is heavily based off the Negev, and the Navid is also based off the MG5
GravitWry Jun 4 @ 7:28pm 
@the lord's miracle Oh man, I sure do hope there aren't any mines here!
Leonard L. Church May 22 @ 1:09am 
Man 200 Meters Front Bering 285, 6 move 200 Meters front, 7 move to 125084.

This is cool as fuck cant wait to fuck with this, i love arma, just look at my hours
Mr.7706 May 15 @ 8:07am 
Thank you for the RPG7 update!!
kentohun0 Apr 29 @ 2:48pm 
Would be really cool if you could make Arma 3 global mobilization Cold War Germany CDLC Vehicle mod
King George, The Third. Apr 27 @ 1:15am 
THE GREEN BACKS ARE COMING, THE AAF'S GONNA HIT THIS PLACE HARD!
Svenska-räv Apr 19 @ 6:27pm 
Yo the Promet is a real gun its the FB MSBS Grot the bullpup variant oh and do you plan to add any of the CDLC weapons?
GrahammerTek  [author] Apr 19 @ 8:11am 
@RedDrake704 - It's an AK-15, In Arma 3 the developers named it the AK-12.
RedDrake704 Apr 19 @ 4:59am 
Is the AK-12 using a 7.62? he uses 5.45
CSAT Basitin Apr 10 @ 3:08pm 
Should I expect the Titan MPRL?
TheCommander Mar 25 @ 7:13pm 
@GrahammerTek - Thank you good sir, you are my hero
General Michael Mar 25 @ 12:25pm 
man, the only thing missing is proper Arma 3 Clothing for the pawns and it's all set.
GrahammerTek  [author] Mar 25 @ 6:47am 
@TheCommander - Yes I do, I meant to add them a while ago but never got around to it. Might do them this week if I'm not busy.
TheCommander Mar 25 @ 6:26am 
will you be adding a basic RPG-7 or RPG-42 as well? I'd love to see me some older launchers to really fit my rugged "political activist" faction in the desert :)
Nitsah Mar 12 @ 3:14pm 
ah yes the cheesevid. The gun every shitter uses on servers because it's overpowered and here to.
General Michael Mar 8 @ 12:50pm 
ENEMY SPEC OPS - MAN - 200 METERS - IN FRONT OF US!
Luscious Mar 7 @ 12:21pm 
Kerry, Engage that man!
BrGuardian Feb 28 @ 9:17pm 
Unknown contact - Man - 300m - front
denchik4577 Feb 26 @ 7:12pm 
So disbalance mod....
Svenska-räv Feb 15 @ 5:21pm 
Glad to see arma stuff get implemented theres not a lot of games that have mods related to arma which is a shame as i love arma (i have about 1,980 hours in arma…..i have to much spare time >.<)
Woozle Feb 14 @ 3:56am 
AAF chads rise up
ningmone22 Feb 11 @ 6:37pm 
I like those guns!u must build these art stuff very diligently.thank u so much!
GrahammerTek  [author] Feb 7 @ 10:05pm 
First part is mostly personal preference, I like having a lot of variety condensed into one mod. Cherry Picker is encouraged, which reminds me I should add that back into my mod descriptions.

The rate of fire isn't something I can do much about since Rimworld determines that in ticks between shots, which doesn't have much flexibility. The results were calculated from a spreadsheet and rounded to the nearest whole number.

Static weapons will be included a separate mod.
Mihsan Feb 7 @ 8:30pm 
I liked ArmA, so I gave this mod a try. It was fine, quality was good, but in general it had some major problems, so I had to disable it.

First of all there is just too much stuff, it feels bloated. Different texture variants of the same weapon are pointless and in general I would prefer if this mod was split in parts (like one part for NATO weapons, another for CSAT, another for resistance, another for Livonia...). At some point had to cut some stuff with cherry picker mod and still it was too much.

My second main problem is that most weapons have the same rate of fire somehow. In ArmA it was obvious that MX SW and mk200 (just like MX and Katiba) are WILDLY different just from the fire rate alone. In this mod they are almost the same, so the whole point of having a lot different weapons is lost.

And also it lacks some static weapons.
CrispeOptryx Feb 6 @ 11:56pm 
@GrahammerTek - Thanks, just tested a few things, looks like the issue isnt appearing any longer. I'll keep you updated on any other bugs I encounter with this mod. Thanks for all your work! :mhwgood:
GrahammerTek  [author] Feb 4 @ 9:40pm 
@Abdulek - Sorry it took me a while to get to it, I've fixed the problem in the latest update. They can now be reloaded normally.

@YeeticusMcYeet CrispeOptryx - See if the update helped at all, since all the errors in the log that was sent were referring to the underbarrel weapons.
CrispeOptryx Feb 4 @ 8:50pm 
@GrahammerTek - Nope, been using 1.5
YeeticusMcYeet Feb 4 @ 4:00pm 
@CrispeOptryx @GrahammerTek - Got the same errors on 1.5, with this mod's weapons, used CharacterEditor to destroy the weapons spawned on world pawns to stop the error logs
GrahammerTek  [author] Feb 4 @ 12:19am 
@CrispeOptryx - Strange, those errors seem to be pointing to a conflict with Vanilla Expanded Framework, haven't seen that problem before. Are you playing in Rimworld 1.4 by chance?
CrispeOptryx Feb 3 @ 11:23pm 
Just came across your mods recently, absolutely love some of em'!

Was just getting a few error logs from what I think is associated with your this though. If you could help me maybe understand what is at least going on from my end that would be great!

Logs: https://imgur.com/a/lWitmfw
[Radeon]FallenVire Feb 2 @ 2:28am 
HRK's SCAR can use the xml editor to change colors without affecting the making of lists
BigGovernment Feb 1 @ 3:54pm 
@Gtek any update on your clothing mod to accompany this?
Freedomer Feb 1 @ 1:30am 
Woah, dude, you are the best of the best!
LoneMausE50 Jan 28 @ 8:13am 
outstanding work with these
Abduleq Jan 27 @ 9:15am 
Hey. I have a question about under barrel attachments, especially the MX GL one. How to reload the grenade launcher? The description says 5 steel per 1 grenade but my pawn don't reload on their own and I can't force them to do it. Does it require any extra mods to work?
Suffering Jan 25 @ 5:06am 
Do you have any plans for the static weapons?