Table of Contents
Mission Makers
The disposable weapons system removes any extra ammo from units carrying a disposable launcher. E.g. if a unit was carrying an M136 and two magazines, the magazines would be removed, leaving one shot to be fired.
To work around this, it is possible to give a unit two launchers with the weapon on back feature ( API ).
Please also keep in mind that some weapons require an assembly item. Such weapon is Javelin system, that consists of missile tube and CLU targeting device, that must be present in Your inventory to allow preparing and firing the weapon.
Addon Makers
In order to make a launcher disposable it needs a few things:
In CfgWeapons
The config entry for the weapon needs to have the following changes:
class Wep: Launcher {
ace_disposable = 1; // Declares weapon should use the disposable features
ace_disposable_used = "Wep_Used"; // Weapon config used for the fired weapon
ace_disposable_model = "Wep_Used_Tube"; // Vehicle config entry used for the disposed tube
ace_weight = 6; // Should be weapon+magazine
ace_disposable_needpart = 1; // Require an item - optional
ace_disposable_neededpart = "NeededItem"; // Item needed to enable preparing launcher (f.e. Javelin CLU)
model = "Wep_loaded"; // The weapon should use the loaded model (magazine modelSpecial) or a loaded-but-safe model
};
In addition, a new class representing the used weapon, the one you're holding after firing, needs to be defined.
It should have the following syntax:
class Wep_Used: Wep {
scope = 1; // Protected scope
magazines[] = {"Wep_Used_Mag"}; // Special dummy magazine
ace_disposable = 0; // Dummy weapon shouldn't use disposable features
ace_weight = 4; // Weight of launcher alone
displayName = "Wep (used)"; // Name to remind the player he's holding an empty, non-reloadable tube
model = "Wep_empty"; // Should use unloaded weapon model
};
In CfgMagazines
The magazine for the weapon becomes essentially invisible to the player. It's added when the disposable weapon is selected, and removed when not. It should be made invisible to prevent confusion.
class Wep_Mag: CA_LauncherMagazine {
ace_disposable = 1; // Activates the scripts
ace_weight = 0; // All the weight's in the launcher
model = "\ca\weapons\empty"; // Hide the magazine
modelSpecial = "Wep_loaded"; // Same model as the main weapon
picture = "\CA\weapons\data\clear_empty.paa"; // Hide the magazine
type = 256; // Needs to be > 0 to avoid some bugs, 256 recommended
ACE_NOARMORY; // Prevents the magazine from being added to enumeration scripts (f.ex. to the ACE magicbox)
};
We also need the dummy magazine for the used weapon
class Wep_Used_Mag: Wep_Mag {
scope = 1; // Hide from view
count = 0; // Zero shots, dummy magazine only
modelSpecial = "Wep_empty"; // Use same model as used weapon
};
In CfgVehicles
We need to make an object for the disposed tube so it'll stay on the ground
class Wep_Used_Tube: ACE_UsedTubes { // Has to inherit from ACE_UsedTubes
model = "Wep_used_vehicle"; // A specially modified used model, with simple geometry and RoadWay LOD.
};
