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Found 2 results

  1. I was wondering if there was still a script going around to attach a chemlight to your character, by using a right click action, if you had chemlights in your inventory. I this script isn't a thing anymore, would it be hard to make? Thanks!
  2. Hey guys, I've been working on a script that allows players to take off weapon attachments from one weapon and put them on another. Hopefully some other people also enjoy it or find it useful. Weapon Attachment Mod 1.1.0 all of this information is available in an easier-to-read format on github pages >> note: This addon has been thoroughly tested but only on a low population server. if you have any issues on a high population server, let me know and I will try to address them. This addon lets players remove weapon mods from their weapons and apply them to other weapons. For example, you can take an ACOG scope off of an M4A1 and put it on a SA58, or add Gold Paint to a revolver, etc. It only works with existing weapon combos (you can't put a silencer on a DMR or anything like that) For an example, check out this imgur gallery or this video on twitch.tv: Features: configurable so you set your own combinations easy to use, just right click and remove or add the part admin list for adding modifications without the item note: Due to the way saving data works, unattached weapon modifications do not save across server restarts, so the player must attach the part to a weapon again before it will save. Players are notified of this whenever they remove a modification from a weapon or whenever they have their weapon mod inventory open. Installation download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root add this line to the end of your mission file init.sqf. call compile preprocessFileLineNumbers "addons\wmod\init.sqf"; edit addons\wmod\config.sqf if you want to configure some options such as what guns it works with etc. Configuration note: Configuration instructions are easier to read on github. To edit the configuration options, open addons\wmod\conifg.sqf Some of the more complex configuration options are shown below (others are in the config.sqf) DZE_WEAPON_MODS array format DZE_WEAPON_MODS = [ [_attachment,_base,_upgrade], [_attachment,_base,_upgrade], [... more info here ...] ]; DZE_WEAPON_MODS array arguments parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _attachment | the name of the weapon attachment | string | "GP25 GL" _base | the classname that the attachment is put on to | string | "AK_74" _upgrade | the classname the item becomes after the attachment is put on | string | "AK_74_GL" DZE_WEAPON_MOD_COMBINE array format DZE_WEAPON_MOD_COMBINE = [ [_combined,_attachments], [_combined,_attachments], [... more info here ...] ]; DZE_WEAPON_MOD_COMBINE arguments parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _combined | the name of the attachment to combine the other attachments into | string | "CCO Sight" _attachments | array of attachments to combine into the combined attachment | array | ["Kobra Sight"] Issues/FAQ Users get kicked for publicvariable restriction #0 find your battleye filter directory open publicvariable.txt the first line should say 5 "" (... other stuff ...) change it to 5 "" !"DZE_WMOD_INVENTORY" (... other stuff ...) Change Log version|change -------|------- 1.1.0 | unused mods now persist after logout (but not server restart) | better inventory management system | more configurable options 1.0.1 | bug fix for removing attachments 1.0.0 | first release
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