RimWorld

RimWorld

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2035 Armories - Arma 3 Weapons
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.220 MB
30 Dec, 2024 @ 2:16pm
5 Aug @ 11:34pm
15 Change Notes ( view )

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2035 Armories - Arma 3 Weapons

In 1 collection by GrahammerTek
GrahammerTek's Mods
14 items
Description


After about 2 years of development, I present the entire roster of weapons from Arma 3, with additional color variants exclusive to raiders/traders. See the preview images for the full list of what's added.

The calibers being listed in the screenshots is for CE users, but it also shows a good idea of how much damage they do.

Known Issues:
For Combat Extended users: Due to the way that Rimworld detects mod files, having multiple versions of CE installed at the same time can lead to the CE patches not loading, causing guns to behave weirdly. If you have both the Steam version and the GitHub version of CE installed, you will have to delete one of them.



Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why can I only craft one weapon's color variant?
A: To cut down on crafting menu clutter, I've limited players to only being able to craft one color variant per weapon, usually the one used most often used by its associated faction in Arma 3. The other color variants can be found in raids or bought from traders. If there is enough demand for a mod setting to allow crafting each variant, I will consider it, just be warned it would basically triple the crafting menu size.

Q: Why is X gun called Y when it's clearly a Z?
A: Some guns in Arma 3 use fictional names despite being largely identical to real guns. If you prefer to use the real-world names, or are used to the ACE3 names, enable "Use real-life equivalent weapon names:" in the Vanilla Framework Expanded mod settings if you have that mod loaded.

Q: X gun is in the wrong caliber!
A: Ain't no way I'm adding a Chiappa Rhino in .45 ACP. As for the ASP-1 Kir using 12.7x55 instead of 12.7x54, the two calibers are basically exactly the same, no point making an entirely separate caliber for it.

Q: Some launchers aren't implemented, will you add those?
A: Yes, I'm currently waiting for CE to finish work on their guided missiles system first. As a consequence of this however, the new launchers will be a CE exclusive.



Combat Extended
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]


[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
129 Comments
maddog_fr 26 Aug @ 11:07am 
Engage that rifleman 200 meters
Get in that Vehicle
Copy That
Roger
Negative
Negative
Negative
Roger
Contact Fast mover 500 Meters
Luscious 21 Aug @ 12:12am 
Man, 100 meters front! Kerry, engage that man!
Hero_Swe 7 Aug @ 12:16am 
Hope that Nerf doesn't affect CE users :P
qwe5n 3 Aug @ 9:10am 
(it can kill an Alpha thrumbo with 3 bursts, and a centipede with 1.5 bursts. for me that seems pretty broken xd)
qwe5n 3 Aug @ 9:08am 
Hi! The Navid LMG is completely broken. Its DPS is 60 (for example, miniguns DPS is 41,7, while it has WAY worse accuracy) and it has reliable accuracy. Please consider to rework it.
Svenska-räv 19 Jul @ 12:23pm 
Do you plan on doing any of the CDLC Weapons? its fine if you aren't i'm just curious. it's cool either way.
MarcelineMaeEye 17 Jul @ 1:24pm 
THERE'S AN ENEMY, MAN 100 METERS BEARING 2-4-5
Ronin 17 Jul @ 1:09pm 
I love the look of this. I was looking at another mod that added modern military stuff but it seemed like it added every possible gun available. The amount of weapons in this mod is perfect, plenty to choose with variety from but not overwhelming amounts at all. I can also justify these weapons existing a bit more with my headcanon that humanity might send well send out cryosleep expeditions in 2035 with this sort of futuristic but not fully scifi weaponry.
VALT13L 17 Jul @ 9:02am 
subbed, liked and faved. THE DAKKA SHALL BE MINE
GrahammerTek  [author] 15 Jul @ 9:07pm 
Because Arma 3