User guide

Admins

To enable @ace3 compatibility on the RKSL scopes move the optional pbo  “uk3cb_baf_weapons_ace” to the addon folder.

During game play

This BAF Weapons mod defines 3CB key binds which can be altered from the ArmA menu by going to Configure>Controls>Configure Addons>3CB:

L115/L118

To observe the fall of shot and delay the bolt-action reload animation, continue to hold down either the “fire” button or your “hold breath” key.

M6 mortar

Deploying

  1. Equip the M6 in the launcher slot
  2. To assemble drag the M6 from your inventory onto the ground
  3. To use, approach the assembled M6, and select “get-in” from the context menu
  4. We’ve added a shortcut key to assemble and “get-in” the M6 (“3” by default)
  5. To aim, change the traversal with the mouse and elevation using PAGE-UP/PAGE-DOWN
  6. Press “F” to change the charge
  7. Press “Ctrl-B” to bring up an integrated range table
  8. If you need a visual assist then press “Ctrl-`” and a circle will display for 6 seconds
  9. Once the correct charge, traversal and elevation are set, then fire …

Loading the M6 (and L16) is a two stage process.

  1. Prepare the correct type of round.  This is accomplished by approaching either the M6’s ammo crate or the M6’s tube.  Use the context menu to select a round (available ammo is shown in green).  Once selected the round will turn red.
  2. Load the round, either by once again using the context menu on the M6’s tube, or by pressing “R” to reload.

Packing-up

  1. Select “get-out” from the context menu, to get out of the M6
  2. Drag the M6 from the ground into your launcher slot.
  3. We’ve added a shortcut keys to get out and stow the M6 on your back, and equip your primary weapon. (“1” by default).

Notes:

  • You can team up to load the Mortars. One person operating the Weapon and one or more loaders.
  • Reloading of the M6 or L16 is only possible when you have slung your weapons. Ie your hands are free.  We’ve added a key to sling all weapons (“0” by default)
  • Rounds can be located in either your backpack, on the ground or in an ammo crate near the tube.
  • The gunner can only reload ammo from their backpack
  • There is also a shortcut key (“4” by default) to get-out of the M6 with empty hands ready to reload the next round.

L16 mortar

Deploying

  1. Place L16 bipod on the ground
  2. Equip the L16 in the launcher slot
  3. To assemble look at the bipod and select the “assemble” from the context menu
  4. To use, select “get-in” from the context menu
  5. To aim, change the traversal with the mouse and elevation using PAGE-UP/PAGE-DOWN
  6. Press “F” to change the charge
  7. Use the @ACE 82mm range table.  Requires placement of the @ACE mortar module
  8. Once the correct charge, traversal and elevation are set, then fire …

Loading the L16 is a two stage process.

  1. Prepare the correct type of round.  This is accomplished by approaching either the L16’s ammo crate or the L16’s tube.  Use the context menu to select a round (available ammo is shown in green).  Once selected the round will turn red.
  2. Load the round, either by once again using the context menu on the L16’s tube, or by pressing “R” to reload.

Packing-up

  1. Select “get-out” from the context menu, to get out of the L16
  2. Select “disassemble” from the context menu

Notes:

  • You can team up to load the Mortars. One person operating the Weapon and one or more loaders.
  • Reloading of the L16 is only possible when you have slung your weapons. Ie your hands are free.  We’ve added a key to sling all weapons (“0” by default)
  • Rounds can be located in either your backpack, on the ground or in an ammo crate near the tube.
  • The gunner can only reload ammo from their backpack
  • There is also a shortcut key (“4” by default) to get-out of the L16 with empty hands ready to reload the next round.
  • In MP the L16 will fire automatically, if a player is in the L16 and another player puts a round in the tube

Javelin Launcher

In the following instructions we have set our @Ace3 Weapons ‘Lock Target’ key to “T” (the same as vanilla ArmA) and ‘Cycle Fire Mode’ key to “Shift+T”.

  1. Equip a Javelin Command Launch Unit (CLU) into your Binocular slot. It can be used as a thermal spotting system on it’s own.
  2. Equip a Javelin Tube to your launcher slot. It has a black end cap protecting the missile inside the tube.
  3. To assemble the Javelin press “Ctrl+B”. The CLU will be attached to the Tube (if @Ace3 is loaded this option is also available on the interaction menu).
  4. Aim at a target with a thermal signature. Sight down the optics (right mouse button).
  5. Switch to thermal imaging by pressing “N” (toggles day-thermal-thermal).
  6. Zoom in from WFOV to NFOV by pressing “Numpad+”.
  7. In vanilla ArmA press “T” to lock-on to the target. With @Ace3, press and hold “T” to obtain a lock which may take a few seconds.
  8. With @ace3 you can additionally change the attack mode from ‘Direct’ to ‘Top Down’ by pressing “Shift+T”.
  9. Fire the missile (left mouse button).
  10. Disassemble the CLU from the used tube by pressing “Ctrl+B”. The CLU is returned to your binocular slot for re-use.
  11. Discard the used Javelin tube. Pick up another – but bear in mind they cost $250,000 each!
  12. NB: While sighting through the assembled Javelin, if you move too fast @ace3 causes the optical sight to drop away from the eye.

NLAW

  1. Equip an NLAW Launcher to your launcher slot. It is a sealed unit with a missile enclosed, no extra missiles are required.
  2. Select the NLAW. Sight down the optics aiming at the target vehicle (right mouse button).
  3. Press “T” to lock-on to the target.
  4. When the tone changes to a lock, fire the missile (left mouse button).
  5. Discard the used NLAW tube (it is a single shot weapon).
  6. NB: The NLAW can also be ‘dumb-fired’ without obtaining a lock first, but this would not be normal practise.
  7. The NLAW and AT4 are disposable, so require no magazine. They are automatically loaded at the point where you first sight through the weapon.

Other Static Weapons

  1. static weapons can be dismantled into tripod and barrel components and carried in bags via the launcher slot for reassembly elsewhere (mouse wheel action while looking at weapon)
  2. static weapons can be raised or lowered to suit the emplacement position (mouse wheel action while mounted in the weapon)

Splitting belts

100 and 200 round 5.56mm and 7.62mm ammo belts can be split or joined (@Ace3 self-interaction > equipment > Split/Join Belts or with a keybind).

The operation splits or joins one belt at a time.  The belt has to be in the player’s inventory or on the ground near them.

This feature is primarily intended to allow the exchange of 7.62mm belts between vehicles and infantry.

Blank Ammunition and Blank Fire Adaptors (BFA)

For combat simulation many of the rifles have blank ammunition available. They make the sound of firing, but no bullet is ejected. BFA’s may be fitted to the muzzle for further realism.

BFA’s can be used with standard ammunition and although they don’t get destroyed or stop the bullets from following their normal trajectory, they do prevent the bullet from causing damage. For best results however, use blank ammunition.

Practice grenades (both hand and UGL) are now available

LLM Mk3

The Laser Light Module (LLM) is a dual purpose IR Laser / Flashlight. It can be toggled between the two modes using the 3CB ‘Switch Attachment’ or @Ace3 ‘Switch Laser’ key (“Ctrl+L” by default

ACE ATragMX Input Data

Note for all weapons you only need to set the zero on the ATragMX, you do not need to set the zero on the weapon as well.

Weapon                  L129 
Ammo                    UK3CB_BAF_762_L42A1_20Rnd
Bore (cm)               3.81 
Bullet Weight (grams)   10
Bullet Diameter (cm)    0.782
C1 Coefficient          0.508
Rifle Twist (cm / trn)  28.57
Muzzle velocity (m/s)   802 
Zero range              100
Weapon                  L118
Ammo                    UK3CB_BAF_762_L42A1_10Rnd
Bore (cm)               3.81
Bullet Weight (grams)   10
Bullet Diameter (cm)    0.782
C1 Coefficient          0.508 
Rifle Twist (cm / trn)  22.86
Muzzle velocity (m/s)   768
Zero range              100
Weapon                  L115
Ammo                    UK3CB_BAF_338_5Rnd
Bore (cm)               3.81
Bullet Weight (grams)   16
Bullet Diameter (cm)    0.858
C1 Coefficient          0.663
Rifle Twist (cm / trn)  27.9
Muzzle velocity (m/s)   936
Zero range              200
Weapon                  L135
Ammo                    UK3CB_BAF_127_10Rnd
Bore (cm)               3.81
Bullet Weight (grams)   42
Bullet Diameter (cm)    1.29
C1 Coefficient          0.670
Rifle Twist (cm / trn)  38.1
Muzzle velocity (m/s)   887
Zero range              100
Weapon                  L135
Ammo                    UK3CB_BAF_127_10Rnd_AP
Bore (cm)               3.81
Bullet Weight (grams)   47
Bullet Diameter (cm)    1.29
C1 Coefficient          0.670
Rifle Twist (cm / trn)  38.1
Muzzle velocity (m/s)   893
Zero range              100

Eden Objects (Zeus Units)

Many ammo and weapon crates are now available in the Eden Editor and Zeus

Available under Objects (Units) > Props (Empty) > Supplies > Ammo

  • [BAF] Ammo 40mm Grenades
  • [BAF] Ammo 5.56mm
  • [BAF] Ammo 7.62mm
  • [BAF] Ammo Grenades
  • [BAF] Ammo L111A1 HMG
  • [BAF] Ammo L134A1 GMG
  • [BAF] Ammo L16 Mortar (HE)
  • [BAF] Ammo L16 Mortar (Illumination)
  • [BAF] Ammo L16 Mortar (Mixed)
  • [BAF] Ammo L16 Mortar (Smoke)
  • [BAF] Ammo L7A2 GPMG
  • [BAF] Ammo M6 Mortar (HE)
  • [BAF] Ammo M6 Mortar (Illumination)
  • [BAF] Ammo L16 Mortar (Mixed)
  • [BAF] Ammo L16 Mortar (Smoke)
  • [BAF] Ammo Milan ATGW
  • [BAF] Crate Ammo
  • [BAF] Crate Ammo L16 Mortar (HE)
  • [BAF] Crate Ammo L16 Mortar (Illumination)
  • [BAF] Crate Ammo L16 Mortar (Mixed)
  • [BAF] Crate Ammo L16 Mortar (Smoke)
  • [BAF] EOD/Demolitions
  • [BAF] Medical Supplies
  • [BAF] Night Gear
  • [BAF] Section Supplies
  • [BAF] Weapons L111A1 HMG
  • [BAF] Weapons L134A1 GMG
  • [BAF] Weapons L16 Mortar
  • [BAF] Weapons L1A1
  • [BAF] Weapons L7A2 GPMG
  • [BAF] Weapons Launchers
  • [BAF] Weapons Launchers (ILAW)
  • [BAF] Weapons Launchers (Javelin)
  • [BAF] Weapons Launchers (NLAW)
  • [BAF] Weapons M6 Mortar
  • [BAF] Weapons Standard
  • [BAF] Weapons Support
  • [BAF] Weapons Turrets

BAF weapons have been added to Eden and Zeus.

Available under Objects (Units) > Props (Empty) > Weapons

Static weapons manned by AI have one magazine loaded by default. This can be increased by the appropriate line to the unit’s Initialization:

this addMagazine “UK3CB_BAF_762_200Rnd”;
this addMagazine “UK3CB_BAF_32Rnd_40mm_G_Box”;
this addMagazine “UK3CB_BAF_127_100Rnd”;
this addMagazine “UK3CB_BAF_1Rnd_81mm_Mo_Shells”;
this addMagazine “UK3CB_BAF_1Rnd_60mm_Mo_Shells”;

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