Arma 3
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GreenMag
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Data Type: Mod
Mod Type: Equipment, Mechanics
File Size
Posted
3.786 MB
6 Jan, 2021 @ 2:28pm
1 Change Note ( view )

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GreenMag

In 1 collection by CoseDola | Miller
GreenMag
3 items
Description
GreenMag aims to improve ammunition handling in Arma 3.

What does it do?
With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns.
These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets.

Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one.
Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item.

Features
- Load / Unload magazines
- Ammunition, Ammunition packages and belt items
- bullets can be taken out of belts to fill magazines with them
- configurable through CBA settings
- Modifiers for units in 3DEN, to simulate differences in skill

CBA Settings
GreenMag provides multiple ways to customize your experience. From completely disabeling the mod to customizing how many magazines you want to be shown in the ace interactions.
For mission creaters can also choose if they want a basic system or a advanced system for ammunition handling. While the basic system differs just by caliber, the advanced system also differs by type, e.g. tracer and non tracer.

Compat patches
Collection
Patches are available for:
- RHS USAF
(more to come)

Do other mod items work?
Most of the time they do, but limited. Mods that do not have a compat patch will most of the time work with the basic system, because the caliber can usually be read from the magazine classname. This can only be impaired if the magazine does inherit wrong GreenMag values from another magazine.
To register a non-supported magazine as one that needs belts to work, use this:
[["Magazin_A", "Magazin_B"]] call greenmag_main_fnc_addBelt;

If they requiered caliber does not exist, it won't work obviously.

Known Issues
- Removing an empty magazine from the weapons magazine slot through drag & drop will make the magazine vanish into the void.

Licensing
GreenMag is licenced under APL-ND.
See https://www.bohemia.net/community/licenses/arma-public-license-nd for more information

You MAY NOT reupload this mod on the Steam Workshop.

[www.gruppe-w.de]
Popular Discussions View All (3)
2
10 Feb @ 1:50pm
Partial magazines disappearing
B1GMike
2
6 Mar, 2022 @ 1:07pm
[Bug?] Bullets dropping on the ground even though there is space in bags/uniform
Omega12008
0
15 Sep, 2023 @ 10:26pm
Some ideas
Herr Keown [20X]
141 Comments
[+| CL rautamiekka 30 Jun @ 4:03pm 
@Darojax

1) Check the settings window itself (which would be the very best option, especially since IIRC the mod shouldn't have many of them).

2) Use the `CBA_settings_fnc_export` ( https://github.com/CBATeam/CBA_A3/blob/master/addons/settings/fnc_export.sqf ) function (which is a fairly bad option, since it'll export every mod's settings, but that way you'll get a string you can use search on).

3) Decompile the mod with Mikero's Tools (a problematic toolset to install and use in practice, so use the "All In One Installer") and look through the files for `CBA_fnc_addSetting` (or `addSetting`, if the mod happened to use macros to speed up coding the thing).
Brother Darojax 30 Jun @ 8:12am 
Cheers for this great mod. How would one find a list of possible cba_settings variable names that can be used, please?
B1GMike 13 Nov, 2024 @ 11:36pm 
Can confirm GreenMag is causing more issues with the mags disappearing. Vanilla servers rarely if ever have the issue now while GreenMag servers have almost constantly disappearing mags.
Baker 26 Oct, 2024 @ 7:50am 
Communities without using greenMag told that the problem is fixed after the last Armaupdate. We still have the issues with using greenMag. Can you please check again?
Frost 20 Oct, 2024 @ 4:54am 
GreenMag magnifies the problem honestly.
CoseDola | Miller  [author] 14 Oct, 2024 @ 10:11am 
@everyone Arma 3 v.2.18 introduced a bug related to magazines dissapearing.
This bug existed since Beta as far as I am aware, but it has worsened with the last update.

To fix this you can use the profiling branch. Be aware though, that in a mp environment EVERY PLAYER AND THE SERVER has to use it, otherwise it won't work.

This issue is in no way related to GreenMag and it's not within my abilities to fix it. So here's hoping for a quick hotfix.
https://feedback.bistudio.com/T142540
Nilia 11 Oct, 2024 @ 3:04pm 
@Sligorix I can confirm, half Empty or Empty Mags disappear.
Sligorix 11 Oct, 2024 @ 2:58am 
I believe this mod may have broken via the recent Arma 3 update. Is anyone else having issues with mags disappearing when reloading?
[+| CL rautamiekka 4 Oct, 2024 @ 2:52pm 
@BrGuardian
@CoseDola | Miller

I think only if you had separate config entries for every empty mag specifying 0 weight, which the newly empty gets replaced with. Which is a lotta work, to put it mildly, since config can't be modified during runtime.
SuperGamerman98 4 Oct, 2024 @ 8:38am 
Understandable, as my unit always says: "RL takes priority." Still, if you want any help with the mod let me know, even if that is just bug-checking.