Arma 3
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Heavy Weapons Framework
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Data Type: Mod
Mod Type: Animation, Mechanics
Tamaño
Publicado el
Actualizado el
5.259 MB
9 SEP 2024 a las 6:58 p. m.
29 MAR a las 5:29 p. m.
5 notas sobre cambios ( ver )

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Heavy Weapons Framework

Descripción
This mod was a part of the Solar Auxilia mod for a while, but due to popular request I have made it into a completely standalone system.

So what does this mod do?
This mod adds specific animations to any weapon added to the CBA options or in the weapons config aswell, the main idea behind the mod is to restrict player movement with heavy weapons yet keep some mobility. When using a heavy weapon the player will be put into a special moveset, when in this custom moveset you can simply exit it by crouching or sprinting. You can fire the weapon whilst crouched, but they recoil will be near unmanageable. TLDR, stand still or mount/bipod your weapon to retain accuracy. It also makes ops alot more cinematic. You can also restrict heavy weapon usage when players are prone. You can also disable everything that was mentioned in addon settings.

Mod supports AI as well now.
I made it easy for players to add a weapon that is not supported by this system by default, you can adjust the array in addon settings. For modders out there, if you want your weapon to be compatible with the system without players adding it manually, add this line to your config, its simple as:
WBK_UseHeavyWeaponFramework = true;

This mod by default support these weapons:
  • Vanilla heavy MMG: Navid and SPMG
  • Solar Auxilia Rotary cannons
  • Weapon Research and Security MMG
  • NIArms minigun
  • OPTRE HMG: Etilka + variants
  • Z6 from Legion Studios, JLTS, and IDA

Known *issues*
  • System does not support any custom skeletons.

I am planning to fix those problems, as well as add stuff that people will request.

Thats all, hope you'll like it. If you want to use any of the animations from this mod in your project, or If you have questions, suggestions, bug reports or want to check out what i am working on now - please join my discord - https://discord.gg/UJfDvdyr7w


Main Credits:
Macser - For awesome ArmaRig for blender!
Bohemia Interactive - For awesome game and platform!
My patreons - for support. Huge thanks to you guys! You made this mod possible.
Macho - for being Macho
Discusiones populares Ver todo (2)
6
1
7 JUL a las 4:07 a. m.
Share your suitable classnames for Heavy Weapons!
HBAOplus
2
1 NOV 2024 a las 7:25 p. m.
Realism Suggestion
R. Gonzalez
114 comentarios
HBAOplus 17 JUN a las 8:36 a. m. 
A little bug: when Heavy Weapons animation activated, then switch to pistol, you will find you still hold the MG. Firing pistol now will look like cowboy style Hipfire.
WebKnight  [autor] 31 MAY a las 9:41 a. m. 
@Bendy ye
Bendy 30 MAY a las 6:33 p. m. 
does this also add a handicap to enemy AI with heavy weapons? otherwise they have advantage
nanner 13 MAY a las 8:20 p. m. 
Is anyone else having an issue where his character does not switch from standing the heavy weapon firing position to secondary until you crouch?
WebKnight  [autor] 29 ABR a las 6:35 a. m. 
@JeweL go ahead
JeweL 29 ABR a las 6:26 a. m. 
Hey @WebKnight, By any chance do you allow to redistribute this mod within a single unit (semi milsim unit) mod?
R. Gonzalez 8 ABR a las 6:42 p. m. 
@Webknight my friend

Any change to make that "first shot", while weapon still up, not happen?
It wasn't like this before the last update
FrostBiteSheperd 30 MAR a las 1:10 a. m. 
@Quest4Cash, If ya haven't figured it out already, its from Legion Studios Mod.
Xzas90 19 MAR a las 12:34 p. m. 
I can't seem to get the hang of adding weapons to the mod. I do as instructed: I find the name, I put it in, try to use the weapon and it doesn't change anything. Do you have any idea what I might be doing wrong?
Quest4Cash 23 ENE a las 2:59 p. m. 
love this for everything scifi, just curious if anyone knows what star wars mod the cloak on the clone is from? reminds me of the old 2003 clone wars and now I want it bad