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SPON Attachments v0.3.0 (ACCEPTED)

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Spooner:
SPON Attachments v0.3.0
- Released: 2007-11-17
- Install size: 32k + SPON Core (Core v0.1.2 used in demo)
- 100% scripts
- No addon dependencies
- See attached README.html for full details

Attach and detatch ACOG, M203, Aimpoint, GP-25 and/or suppressors (silencers) on your weapons in-game.

Note that the effect of this script has some overlap with CSL Weapon Switching, but has significant differences that make it worth developing both scripts (his is intended to allow you to carry two primary weapons, but this allows you put any of your weapons into multiple configurations).

Requires that the SPON Core scripts package be installed in the mission (v0.1.2 or higher). Both SPON Attachments and SPON Core are script-based and do not require any addons to be installed on client or server.

Features
    * Allows some weapons to be modified by players in the field. The options available in vanilla ArmA are:
          o ACOG sights (M16A4 M203 ACOG/M16A4 ACOG).
          o Suppressor (silencer) (AKS47-UN/Makarov SD/M9 SD).
          o M203 grenade launcher (M16A2 M203/M16A4 M203 ACOG/M16A4 M203).
          o Both ACOG and M203 (M4 M203 (includes ACOG)/M4A1 M203 ACOG/M16A4 M203 ACOG).
          o GP-25 grenade launcher (AK-74 GP-25).
          o Aimpoint sights (M4 Aimpoint).
          o Both suppressor and Aimpoint (M4A1 QDS CompM4).

    * Records which weapon accessories you have removed, allowing reattachment to the same (or similar) weapon in the future.
    * Due to the fact that the mission-maker configures exactly which weapons can have accessories attached or removed:
          o New weapons from addons can easily be incorporated into this script.
          o Which vanilla ArmA weapons are modificable can be limited, both to prevent modification and to reduce workload (if the weapons aren't available in the mission).
          o There is nothing to stop you defining other types of attachable weapon accessories if you need them.

    * You can script to give player loose attachments or place them "in" non-soldier objects (picked up via action menu).
    * If the player dies (MP) or anyone dies (SP) with loose accessories that aren't on a weapon, then the player (not other players in MP) can pick them up from the corpse.
    * To allow for non-reversable attachment, the mission-designer can define whether an attachment can be detatched once attached. I don't think this is meaningful for vanilla ArmA weapons, but could be useful if using this script with addons in order to to implement field-repairs, e.g. "Attach M240 firing pin to Broken M240", which would leave you with an M240 that couldn't be broken again by the player detatching the "M240 firing pin" again.
    * Although the removal of ACOG wouldn't normally take place in the field, it is implemented since real soldiers are able to use the top edge of the ACOG as an ironsight. Since dual-action ACOGs (that offer magnification or ironsights modes on the same weapon) are available in addons, there is no reason to use this script for this purpose (detatchable ACOGs) unless you specifically wish to avoid using those addons.

Compatibility
    * SP: Yes.
    * SP Teamswitch: Yes.
    * MP: Yes, but there are limitations, below.
    * MP JIP: Yes if AI disabled, but partial if AI enabled (if you re-connect to a soldier who previously had loose attachments, they will have disappeared).

Limitations
    * When removing the ACOG from the M4 M203 (includes ACOG) or M4A1 M203 ACOG, one is left with the plain M4 or M4A1 respectively (without ACOG or M203). This is because there is no M4 or M4A1s with M203s that don't have ACOG weapon in vanilla ArmA.
    * When removing the suppressor from the M4A1 QDS CompM2, one is left with the plain M4A1 (without suppressor or aimpoint). This is because there is no non-suppressed M4A1 Aimpoint weapon in vanilla ArmA.
    * Weapons are reloaded and returned to semi-automatic fire mode, or whatever their default firing mode is, during the process of attaching or detatching accessories.
    * Can't attach/detatch in vehicles (Definitely more effort to implement this than it is worth).
    * You can't tell what attachments you are currently carrying, unless you have a weapon that could have that attachment (and then you still can't determine how many you have).
    * AI can't attach or detatch accessories (or carry them, unless they have been teamswitched to in the past).
    * MP: All accessories that are not on a weapon when a player dies are only retrievable by that player (if he respawns, of course).
    * MP: Can't transfer loose accessories between players.

Known Bugs
    * None

Design Aims
    * Allow the player to make battlefield modifications to weapons.
    * Make up for the fact that in vanilla ArmA, one cannot aim along the top of the ACOG sights, so when using weapons with ACOG one is severely disadvantaged in CQB.

Credits
    * Uses my SPON_getWeaponType and SPON_deepEquals functions, which is included in the package.
    * Testing and useful suggestions by Wolfrug.
    * Significant testing and feedback by members of the Regiment of Grenadier Guards [RGG] squad (http://www.rggsquad.co.uk). Thanks fellas!

Change Log
v0.3.0
- Added
    * Each attachment can be defined as detatchable or non-detatchable. One can always attach them though.
    * Added a second playable soldier in the demo to test team-switching.
    * Lose accessories are now retrievable from corpses (on the local machine).
    * Rather than using addAction directly, the mission-designer can use the addAction.sqf (or SPON_addAction function) to add "Take accessory" actions to non-soldier objects.

- Removed
    * No longer needed Mando getPos or Mando myWeapon.

- Fixed
    * Detatching, re-attaching and then detatching an accessory prevents the correct attachment action being shown for that weapon again.
    * Not compatible with Teamswitch in SP.
    * Sometimes you can fire a weapon other than the one you are holding after attaching or detatching an accessory.
    * Sometimes after you have attached or detatched an accessory, you cannot fire it until you press 'F' to choose a firing mode.

v0.2.0
- Added
    * Gave a lot more attachment options in the demo mission (including M203s, GP-25s and Aimpoints).
    * addAttachment.sqf and takeAttachmentAction.sqf added to allow players to get loose attachments without having to remove them from weapons.

- Modified
    * Previously, if you removed the Aimpoint and M4 suppressor from an M4A1 QDS CompM4, then you couldn't then attach just the the Aimpoint to an M4 (you were considered to have a compound accessory, rather than two separate accessories). Now each accessory is considered entirely separately (the M203/ACOG was the other compound accessory in the original version).

- Removed
    * You no longer always use the modified weapon after you attach/detatch an accessory

- Fixed
    * If there are more than one possible attachments/detatchments for a weapon, then only one of them is shown in an action.
    * If you take off more than one attachment of the same type, then you only have one available to reattach.
    * The weapon class-names in the config are case-dependent.
    * Sometimes it is possible to fire a weapon that is still holstered/slung.

v0.1.0
- First release.

Get SPON Attachments

[seven]:
Haven't got around to trying this yet but let me get this straight, it allows the player to use an action to make an "adjustment" to his weapon in game, but that adjustment is really just swapping out one weapon for another.  Essentially the same concept armament.sqf uses, but rather than rearm vehicles it rearms soldiers, correct?

Spooner:
Yes, it is implemented by replacing weapons, but if the player doesn't know this (or doesn't mind suspending disbelief ;P), it should feel like you are attaching or detaching the accessories.

The big difference to your plane rearmament script is that it remembers which accessories you have removed so you can use them again later. Thus, if you have an M16A4 ACOG and remove the ACOG, then you could put the ACOG back on that M16A4 or you could hold onto it and go and attach the ACOG on an M16A4 M203 to make an M16A4 M203 ACOG. The other effect of this is that if you are given just a plain M16A4 at the start, you won't be able to put an ACOG on it (because you don't have one).

michallll:

--- Quote from: Spooner on 14 Nov 2007, 17:53:21 ---* When removing the suppressor from the M4A1 QDS CompM2, one is left with the plain M4A1 (without suppressor or aimpoint). This is because there is no non-suppressed M4A1 Aimpoint weapon in vanilla ArmA.

--- End quote ---

O really  :whistle:?  Hmm I have an M4 Aimpoint and I have Mrs. Vanilla....

Spooner:
Nope, we have an M4 Aimpoint, not an M4A1 Aimpoint (I was fooled for a while there too!)! I really didn't want to totally change the fire modes by removing the silencer! Still, if you are happy with that switch, the configuration is easy to change (look at the README.html for details).

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