Arma 3
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S436 Weight Reduction
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
2.222 KB
8 Apr, 2019 @ 7:36pm
1 Change Note ( view )

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S436 Weight Reduction

Description
S436 Weight Reduction
v0.1
Created by Forte

This mod increases the maximum carryable weight and stamina of the player by 25%.

Disclaimer and Notes from the Author

This mod is currently under development and is intended to be used only on the Section 436 servers. No guarantees can be provided that this mod will work properly on other servers, work properly in combination with other mods, or even work properly at all. The mod is provided as-is, and no support can be promised at this time. Use it at your own risk. You have been warned.

While I am generally friendly and welcome feedback, I reserve the right to engage with you solely at my discretion or choose to ignore you completely. :)

License Information

This mod is licensed under the GPL v2 license[www.gnu.org].
9 Comments
Forte  [author] 3 Oct, 2021 @ 8:17am 
Hi again Uncle Buck. Yes, the script I wrote is used in one of the co10 Escape missions which I've added a laundry list of customizations to, so you might be thinking of that specific mission from our servers. My script was originally adapted from one of the freely-available scripts I found on Google, but I modified it in several ways to be more specific for the missions we run on our server.

As far as what is missing in your case, that I cannot tell you. Some of the scripts available on Google seem to have been originally designed to run manually by copying+pasting into the debug console — I had to change a few things plus write additional custom logic to integrate it into our mission. You will likely have to do the same for your mission, but exactly how to do that will depend on your mission's file structure (which has changed significantly between all the different versions of co10 Escape).
Uncle Buck 2 Oct, 2021 @ 6:41pm 
No worry at all if you don't want to bother entertaining this anymore I understand. I highly doubt you thought you would ever be reached out to for this lol.
Uncle Buck 2 Oct, 2021 @ 6:38pm 
I intended on using it on a CO10 escape mission as well. I guess I really just wanted to understand better how it worked. I have all the function files fn_CallPolice, spawn heli/offroad. Which all for the most part make sense to me and I know what I would need to change for the unit classes to be appropriate. Google (at least with my search terms) never seemed to turn anything up. Im just not sure what else there is to your script that I am missing.
Uncle Buck 2 Oct, 2021 @ 6:24pm 
No worries. The funny thing is that I came across it in a co10 escape mission where the script is actual in use and working so I thought you might know something about that. I have a small grasp on arma scripting but really only enough to tweak things to the way I want them.
Forte  [author] 2 Oct, 2021 @ 5:30pm 
Hi Uncle Buck. I wrote a script which does that, but it's not set up for adapting into any mission, it's custom-specific for a mission I made and would be difficult to adapt in its current form. You can find scripts which do the same thing and are more readily adaptable into missions by simply searching on Google though. They aren't particularly difficult scripts to work with, but if you aren't sure how to adapt a script like that into your mission, it's not something I'm going to be able to walk you through easily ... you would need to start with a working knowledge of Arma 3 scripting and an understanding of your specific missions's structure.
Uncle Buck 2 Oct, 2021 @ 4:27pm 
Evening. Do you happen to recall a script that would call police upon killing civilians? If so do you have it and would mind walking me through on how to set it up?
Hotshot 14 Jul, 2020 @ 9:58pm 
Man, not only thanks for the fast response, but also for it's thoroughness!

NO one has every explained how mods work server-side very well and I've struggled with that (using my own small linux server as a dedicated A3 machine), but your info helps a lot!!

Have a good one!
Forte  [author] 14 Jul, 2020 @ 4:31pm 
Hi Hotshot,

Short answer: it only needs to be loaded by the clients (and only for those who want the weight reduction).

Longer answer: it needs to be loaded by the "owner" of any unit which needs the weight reduction. For players, their client machine is the owner, so the client needs to load the mod for their own player to get it. For AI units, the server machine is usually the owner, so for AI to get the weight reduction the server needs to load the mod. AI don't usually need the weight reduction though, so I admit I've never tested it server-side. But theoretically it should work!

We only add the .bikey to the server's keys folder to whitelist the mod (making it an optional client-side mod). To force players to load the mod (for example if you use your own custom heavyweight loadouts baked into the mission), you can use the "-mod=" parameter on the server's command line -- this will force both the server and all clients to load the mod.

Hope that helps! Cheers,
Hotshot 14 Jul, 2020 @ 6:36am 
Do I have to load this...
a) only on the clients
b) on the server with "mod="
c) on the server also with "serverMod="

Cheers!