Feature #13216

Make Mk13, M32 and M79 launchers secondary weapons

Added by gubben about 5 years ago. Updated about 4 years ago.

Status:Assigned Start date:08/23/2010
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:-
Target version:-
Affected ArmA II version:Please select... First affected ArmA II version:
Reproduced by another DH user:No Single / Multi Player?:
I am using some Mods:No BIForumURL:
I am using: NGUrl:
Reproducible for you:No WIKIurl:
Related to content of DLC:

Description

Its hard to imagine a scenario where you would want them to be your primary weapon rather then a rifle. Especially the Mk13 and M79.

If you could carry a weapon in addition to those they might actually be used every now and then.

History

Updated by BigDawgKS about 5 years ago

I believe it is still hardcoded that only weapons that are simulation type missle, rocket, or laser can be carried in the secondary weapon slot.

Alternatively, perhaps a much better solution is this: #12240

Updated by MaHuJa about 5 years ago

There are scenarios where they are just as useful, or even more useful, than a rifle. It assumes, however, that you aren't operating alone like most "pubbers" do.

  • What's not to love about handheld artillery? Just add hilltop to hide behind and spotter. And bug out before they come to investigate.
  • If you are the medic, and someone went down in an open area, putting a bit of smoke around him is probably a good idea.
  • A colored smoke, or several across an open area, can be helpful in communicating directions.

Updated by AnimalMother92 about 5 years ago

And all of that can be accomplished by a SCAR w/ EGLM attachment. Sure you can fire off more rounds quickly with the M32, but the M79 and Mk13 are basically useless.

Updated by Fireball almost 6 years ago

  • Subject changed from Make Mk13, M32 and M79 launchers. to Make Mk13, M32 and M79 launchers secondary weapons
  • Status changed from New to Assigned
  • Priority changed from Low to Normal

Updated by CarlGustaffa about 4 years ago

Damnit, voted no, should have been yes (mouse jumped). Sorry, and I'm not able to change? Yes I agree they should have been "launchers", but I understand why they aren't. They shouldn't be sidearms though, that wouldn't make any sense. As a workaround on a mission basis, use Dominations built in "on back" and show the action only if these weapons are in hand. Not perfect by any means, but still makes them usable. I guess you could say the same for any type of secondary arms you want to have on back.

If any kind of "on back" simulation comes built in, I hope there are some sensible limitations to it, and thought gone into it to not make anything overpowered and exploitable.

Updated by kju about 4 years ago

  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)

Here is a test addon:

class CfgPatches
{
    class MakeGrenadeLauncherSecondaryWeapon_Gameplay_C_PvPscene
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"CAWeapons_E_GrenadeLauncher"};
    };
};
class CfgMagazines
{
    class FlareYellow_M203;
    class FlareWhite_M203;
    class FlareRed_M203;
    class FlareGreen_M203;
    class 1Rnd_SmokeYellow_M203;
    class 1Rnd_SmokeRed_M203;
    class 1Rnd_SmokeGreen_M203;
    class 1Rnd_Smoke_M203;
    class 1Rnd_HE_M203;
    class 6Rnd_HE_M203: 1Rnd_HE_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_FlareWhite_M203: FlareWhite_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_FlareGreen_M203: FlareGreen_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_FlareRed_M203: FlareRed_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_FlareYellow_M203: FlareYellow_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_Smoke_M203: 1Rnd_Smoke_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_SmokeRed_M203: 1Rnd_SmokeRed_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_SmokeGreen_M203: 1Rnd_SmokeGreen_M203
    {
        reloadAction = "ManActReloadAT";
    };
    class 6Rnd_SmokeYellow_M203: 1Rnd_SmokeYellow_M203
    {
        reloadAction = "ManActReloadAT";
    };
};
class CfgWeapons
{
    class GrenadeLauncher_EP1;
    class M32_EP1: GrenadeLauncher_EP1
    {
        type = 4;
        value = 10;
        reloadAction = "ManActReloadAT";
        primary = 0;
        memoryPointCamera = "eye";
        magazines[] = {"6Rnd_HE_M203","6Rnd_FlareWhite_M203","6Rnd_FlareGreen_M203","6Rnd_FlareRed_M203","6Rnd_FlareYellow_M203","6Rnd_Smoke_M203","6Rnd_SmokeRed_M203","6Rnd_SmokeGreen_M203","6Rnd_SmokeYellow_M203"};
    };
    class M79_EP1: GrenadeLauncher_EP1
    {
        type = 4;
        value = 10;
        reloadAction = "ManActReloadAT";
        primary = 0;
        memoryPointCamera = "eye";
        magazines[] = {"6Rnd_HE_M203","6Rnd_FlareWhite_M203","6Rnd_FlareGreen_M203","6Rnd_FlareRed_M203","6Rnd_FlareYellow_M203","6Rnd_Smoke_M203","6Rnd_SmokeRed_M203","6Rnd_SmokeGreen_M203","6Rnd_SmokeYellow_M203"};
    };
    class Mk13_EP1: GrenadeLauncher_EP1
    {
        type = 4;
        value = 10;
        reloadAction = "ManActReloadAT";
        primary = 0;
        memoryPointCamera = "eye";
        magazines[] = {"6Rnd_HE_M203","6Rnd_FlareWhite_M203","6Rnd_FlareGreen_M203","6Rnd_FlareRed_M203","6Rnd_FlareYellow_M203","6Rnd_Smoke_M203","6Rnd_SmokeRed_M203","6Rnd_SmokeGreen_M203","6Rnd_SmokeYellow_M203"};
    };
};

For some reasons on weapon change, the unit will not take the weapon into the hands,
but keeps it on the back instead.
No idea if thats another config value (unlikely), some hardcored stuff of Launchers,
some (missing) model property or an animation issue.

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