This mod allows more integral weapon components like grenade launchers, optic rails, etc. to be detached or attached to weapons in the field.
Current support:
- Vanilla Arma 3
- Western Sahara Creator DLC
- CUP Weapons (partial)
- Arma 3: Aegis & Atlas
- RHS USAF/AFRF/GREF/SAF
- NIArms
Note: Some weapon/component combos might not be supported. You can check the second page of a weapons' stats in the ACE arsenal to check compatibility.
If you want to add new components or recipes, you can either contribute to the
project directly, make a mod that defines new components/recipes, or define the
components/recipes in a description.ext
for a mission.
The following code is an example of how to define a new component and a weapon group.
You can either place this in your Config.cpp
(if making a patch/compat mod) or
in your description.ext
(for missions or campaigns).
If weapon components or weapon groups are defined in a mission config with the same ID as one defined in an addon config, the weapon component or weapon group defined in the addon config will be completely replaced by the one defined in the mission config.
class sct_wmod_defines {
class WeaponComponents {
// Defining this does not create an item, it just allows it to be referenced from
// the `components` entry in a weapon group and allows it to be attached/detached.
class kac_grip {
// The display name of this component, shown in the ACE interact menu.
// If not specified, defaults to the display name of the item specified below.
displayName = "KAC Grip";
// The classname of the item for this component.
// If this class doesn't exist in the game (for example, when the mod isn't loaded)
// this component won't be usable in any recipes.
className = "rhsusf_acc_kac_grip";
};
};
class WeaponGroups {
// This class describes a group of weapon that can be modified (in this case the RHSUSAF M27 IAR).
// It has two variants, one with the KAC Grip and one without.
class rhs_m27iar {
// The weapon classes contained within this group and the
// components that should be considered as attached.
// The mod will automatically calculate all applicable detach/attach actions.
class rhs_weap_m27iar {
components[] = {};
};
class rhs_weap_m27iar_grip {
components[] = { "kac_grip" };
};
};
};
};
- Weapons with incorrectly defined
baseWeapon
entries may cause incorrect attach/detach actions