xximrtwoixx 104 Posted June 27, 2012 I believe this idea would be fairly easy to implement for the devs so long as they don't bother with textures/skins, its alpha that stuffs not important anyway IMO. Here it is:Add the ability to remove a silencer from an SD weapon to allow it to fire normal rounds.How it works:The weapons that have silenced variants also have standard non silenced variants, through script attachement either on the weapon or on a silencer item that would be held in your equipment slots the player could toggle between the two variants of the gun.This would function much like the ammo conversion or hatchet/flashlight conversion, the player goes into their inventory and right mouses over the item and selects "remove silencer" this then changes the item in their inventory to the non silenced version of that weapon. If actual silencer Items were added to the game there would be four, one for each weapon variant. These items could be generated by a script attached to the silenced weapon, "Remove Silencer" the item would have a script that would change a standard version of that weapon into a silenced version and then make it disapear. Animation would be the normal hunched gear animation. M9 SilencerM4CCO SilencerMP5 SilencerBizon SilencerIf the weapon itself held the script then a flag system would be needed to flag/check that the generated standard version of the weapon included a silencer so it can be changed back. This may require new/seperate versions for the four standard versions of the silenced weapons.Maybe the above is completely wrong, or this idea is a waste of time at this stage of the mod but I think this would greatly increase the utility of the silenced weapons and make them even more desirable. I also think this would be more realisitic as these weapons should function like this.Thoughts? Share this post Link to post Share on other sites
miragexl 33 Posted June 27, 2012 I personally think that you should be able to find the 'silencer' around and attach it to what you see fit; along with any other attachments minus the exception of large guns. Share this post Link to post Share on other sites
matt.gilmurray@gmail.com 46 Posted June 27, 2012 It would definitely help against the infected but the range should be reduced because then it becomes a lethal assassin tool for the bandits. +1 Share this post Link to post Share on other sites
xximrtwoixx 104 Posted June 27, 2012 Silencers don't work that way they are made to specific requirements based on the weapon platform, ammo, and desired noise reduction. Ie a silencer for an M9 will not work for an M4 the .223 ammo is to fast and the barrels are different sizes so it would be impossible to attach it to the m4. Worse yet would be attaching a can for a M9 to a 1911 the bullet would blow the can up and more than likely injure you in the process. Also implementation of "universal" silencers would be much harder as it would require development of additioanl skins for each weapon. I think the origianl idea is a nice blend of realistic function and ease of implementation. Share this post Link to post Share on other sites
GreenJedi 0 Posted June 27, 2012 I definitely like Morgan's conception of it. Less complicated. Course, you could make like Two said, different silencers, but instead of different weapons, what about weapon types? Submachine gun, Pistol, Assault rifle, etc. Either way, +1. Share this post Link to post Share on other sites
xximrtwoixx 104 Posted June 27, 2012 Basing on weapon types would not work either as different handguns, rifles, submachine guns fire different rounds. A can for an M4 or any .223 would explode if you attached it to an AK variant rifle as their rounds are bigger. The silencers could be based on ammo type, ie a 9mm silencer works for all 9mm weapons or a Stanag silencer works for all stanag rifles. This would be to hard to implement at this stage IMO though as this is testing mechanics/design there would be no need to add all the animations/skins needed for creating silenced variants of all rifles. That would a massive job. Share this post Link to post Share on other sites
BlessedHeretic 1 Posted June 27, 2012 I believe the simple solution here is to have silencer parts added as loot you can find and use a "combine" feature to attached the silencer to the weapon (removing the weapon and granting you a silenced type). This would allow weapons in the game that have a silent arma II counterpart to be added without being too frequent (if you make the silencer chance say 2.00% per individual gun). The issue then is making the ammo be silent when fired by said gun, as having a SD clip in a louder weapon is still deafly silent to the zeds. Share this post Link to post Share on other sites
xximrtwoixx 104 Posted June 27, 2012 I think a universal solution would be harder to implement than a limited number of specific solutions, but maybe I'm wrong. I also think a universal solution would cheapen the experiance of finding a specific silencer type/weapon, as they would fastly become prevelant on most players even with a .99 percent chance of spawn much like NVG's are now. Share this post Link to post Share on other sites
smithy0815 6 Posted June 27, 2012 it would work.bring in silencers, the game changes the guns in the inventory via script.example:only m9 ingame, if silencer found you can switch between m9 and m9sdKeep standard guns ingame and lets find attachments which transferate your guns via script into the diffrent variations ingame. Share this post Link to post Share on other sites
xximrtwoixx 104 Posted June 28, 2012 And if the implementation exists for only the weapons that have silenced variants there would be no need to retexture or develop animations for anything correct?I think this would be doable and be a nice addition in game. Share this post Link to post Share on other sites
nacrom 82 Posted June 28, 2012 +1 and would take it further suggesting multiple types of attachments. Share this post Link to post Share on other sites