the weapon mod mod
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.
note:It only works with existing weapons, so you can't put a suppressor on a DMR or anything like that.
If you want to see some more visual footage, check out this imgur gallery or this video on twitch.tv:
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.
call compile preprocessFileLineNumbers "addons\wmod\init.sqf";
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 FORMAT
DZE_WEAPON_MODS = [
[_attachment,_base,_upgrade],
[_attachment,_base,_upgrade],
[... more info here ...]
];
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 FORMAT
DZE_WEAPON_MOD_COMBINE = [
[_combined,_attachments],
[_combined,_attachments],
[... more info here ...]
];
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"] |
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 attachment removal |
1.0.0 | first release |