RUG High Dispersion AddonV.1.5 BETA
9.9.2010
by Wolfrug
Edit: Updated to 1.5. See changelog below + FileFront or OFPEC mirror.
Description:This addon creates an exact copy of every default hand-held weapon in vanilla Arma 2, except that their"dispersion" config value has been changed. This means the weapon is considerably less accurate, which leads to longer firefights between the AI (and the player, should s/he choose to use a 'HD' weapon).
The inspiration for this comes from the wonderful HD version of all the JAM weapons from old OFP (featured heavily in for instance the Tonal campaign). The soldiers wielding these weapons might represent untrained militias armed with sub-par weaponry.
Features:- Comes with simple modules (F7) which can be synchronized with group leaders/individual vehicles to switch all weapons on mission start.
- Can be used either in Arma 2, Arma 2 Operation Arrowhead, or Arma 2 Combined Operations.
- Comes with a simple script, "switchHD.sqf", which is used as a "killed" eventhandler: will switch the primary HD weapon of a dead soldier to the corresponding normal weapon upon death. Called: unitName addeventhandler ["killed", {_this execvm "RUG_HD_Core\switchHD.sqf"}];
- Can also be called without synchronizing with modules (but the modules still need to be in place to initialize the scripts). The script versions of the modules are: RUG_HD_AssureHD (permanent HD weapons), RUG_HD_AssureReg (permanent regular weapons), RUG_HD_RegToHD (switch weapons from regular to HD), RUG_HD_HDToReg (switch weapons from HD to regular). All of these are called in the same way: [unitname] spawn <script>. NB: You may want to give the modules a second to initialize before running the script!
- Comes with (invisible, Scope = 1) unit classes for every HD unit in both A2 and OA. These have the same classnames as in vanilla, except with an added RUG_HD to the front, so e.g. "RUG_HD_Ins_Soldier_AR". This is for ease of use in various spawning scripts etc, although you can also use the scripts to switch weapons.
- Fully signed for MP play.
Instructions:- Put the RUG_HD_Core.pbo, RUG_HD_Vehicles.pbo, and either (or both) RUG_HD_A2.pbo/RUG_HD_OA.pbo into an addons folder (e.g. @RUG_HD/Addons). Note: for ONLY A2, use RUG_HD_A2.pbo + vehicles & core. For ONLY OA, use RUG_HD_OA.pbo + vehicles & core. For CO, use all of them.
- When in the editor, access modules (F7) and find the new modules: RUG HD: Switch Regular to HD (Men), RUG HD: Switch Regular to HD (Vehicles), RUG HD: Switch Regular to HD (permanent) and RUG HD: Switch HD to Regular (permanent). Note there is only one that works on vehicles.
- Synchronize (F5) the (Men) module with any group member to switch all possible weapons in that group to their HD versions. Also men inside vehicles etc. will be affected, but only if their weapons have a HD equivalent (currently only vanilla weapons supported)
- Synchronize (F5) the (Vehicles) module with any INDIVIDUAL vehicle (empty or occupied) to switch all MAIN TURRET weapons to their HD equivalent. No non-main turret weapons (commander MG, crewchiefs etc) will be affected - this is because it is currently impossible to access these weapons using default BIS commands. The static guns and most 'simpler' vehicles work fine though (such as the BRDMs and the USMC IFVs).
- If you want a vehicle to both have a HD crew and be HD itself, you need to use both modules.
Feedback requests:* Technical stuff
- Would you prefer to get the HD units/factions etc back (simple config tweak)?
- Any weapons that don't work (the pistols have no discernible dispersion, despite having a value - no idea what's up there).
- Does the addon accidentally interfere with vanilla weapons/addons (i.e. have I screwed up an inheritance someplace)?
- Any other addon-related error messages?
* Functional stuff
- Is the Dispersion too big? Too small? Just right? It's easy to change, so please comment!
- Would you prefer the dispersion only affected AI? (tweaking only aiDispersionCoef variables)
- Would you prefer a more sophisticated dispersion model which would incorporate for instance recoil? (might be a lot of work)
* Notes
- NOT COMPATIBLE WITH TOTAL CONVERSION MODS E.G ACE2! This is meant for Vanilla use only! No addon weapons will be modified, and any modifications to vanilla weapons will probably NOT SHOW UP (almost all inheritances etc. inside the .pbos are internal to RUG_HD)! This includes Sound Mods I'm afraid - don't blame me, blame the BIS config system.
- The dispersion is now a set 0.03 for every weapon in game, including vehicle weapons: this is slightly modified by their own original dispersion (dispersion = RUG_HD_DispersionValue + <original dispersion>), but this effect is too small to be noticeable.
- Vehicles can be given HD weapons (via module), but ONLY their main turrets are affected (i.e. the BMP-3 has two forward gunners + its main gunner + its commander. Only the main gunner's weapons are changed). This is because it is impossible at the moment to manipulate non-main turret weapons with the default BIS commands (addweapon/removeweapon).
- All vehicle weapons changed this way lose all custom animations (i.e. recoil anims and reload anims).
- Many vehicle weapons have HD variants, but aren't HD otherwise (e.g. rockets): this is because they do not have any dispersion by default.
- All of the weapons have UNCHANGED DISPLAY NAMES - therefore there's no way of telling if a unit is using a HD weapon or not at a glance! This is intentional, and you should use the (permanent/assured) scripts to assign HD or regular weapons to your units/players as you see fit!well enough for me currently - you just have to keep tabs on what units are what.
- Only one of the two Assures should be run at once (otherwise the scripts would be switching weapons back and forth like crazy!). If you want a certain unit not to run the script (e.g. in a group), simply add one of the two vehiclevariables to it in its init: unitName setvariable ["RUG_HD_HDAssured", false] OR unitName setvariable ["RegAssured", false]; If you ever want the script to -stop- running, simply do the same thing (set the variable to false) - note that this will not switch the weapon to HD/regular automatically, it will simply stop the monitoring and switching scripts. Also, the 'assured' scripts will stop on death, so you can't use corpses as a factory for HD/regular weapons
Changelog:- fixed a typo for the HD weapon of RUG_HD_Ins_Woodlander3 -> he is now properly armed
- removed scope = entries from the unitscfg.h file -> no more units showing up that shouldn't (for instance bugged Men (RACS) man under Guerilla/HD CDF)
- very slightly increased the dispersion rating
- Tweaked dispersion ratings a bit more
- Added all vehicle weapons (although some still have no dispersion, e.g. missiles)
- Removed added HD units & factions & groups, replaced with Modules (F7) for Men and Vehicles
- (1.13) Readded HD units, but hidden, so as not to clutter the editor - can still be used with createUnit
- (1.13) Added script + modules for "permanent HD" and "permanent regular": these will either assure that a unit's weapons are always HD (if available) or always non-HD. More resource hungry than the standard switch script since it is in a constant loop.
- (1.14) Added compatibility with OA, and split the addon into an A2 and an OA pack, plus a Core pbo to allow for either pure A2, pure OA or CO.
- (1.15) Added British Forces DLC/Lite compatibility, simply add the new RUG_HD_BAF.pbo to the mix (might only work with OA - not sure?).
- (1.15) Signed all the files!
Dedication: I want to dedicate this addon to Planck, who helped me in the early days with not only config work but also worked as a springboard for ideas. Rest in peace.
Enjoy!
Download:
FileFront RUG HD 1.4OFPEC (forum attachment)
For your FURTHER ENJOYMENT I have created two BETA missions for you to use, one for A2 and one for OA.
Operation Cape Horn (mirror:
[link]) has been properly beta-tested and is a fun romp through Chernarus, whereas
Operation Scott Free is a quick and very simple escort mission in Takistan which is compatible with either CO or OA only.
Please let me know what you think about the addon after playing the missions!
Regards,
Wolfrug