Armed Assault Wiki

NOTE: This article is about the M4/M4A1 carbine in Armed Assault, ArmA 2 and ArmA Tactics. For the M4 Scorcher self-propelled gun artillery vehicle in ArmA 3, see M4 Scorcher.


The M4A1 is a 5.56 mm carbine featured in ArmA: Armed Assault, ArmA 2, and ArmA Tactics.


ArmA: Armed Assault[]

« The M4A1 Carbine is a shortened version of M16. It sports a shortened barrel and collapsible stock, making it the Special Operations weapon of choice. In contrast to the M16A2, with its 3-round burst mode, the M4A1 is capable of fully automatic fire.
Thanks to the SOPMOD program, the M4A1 can be modified with a variety of special accessories, including optics such as the M68 Aimpoint and ACOG, an easily detachable suppressor, an M203 underbarrel grenade launcher, and many others.
Library Description[1]
»
The M4A1 5.56 mm carbine.
The M4A1 5.56 mm carbine.

The M4A1 is used by both U.S. Army forces and Black Element PMCs in ArmA: Armed Assault.

Overview[]

The M4A1 is gas operated, select-fire carbine that is chambered to fire the 5.56×45 mm NATO cartridge. It is the carbine counterpart of the M16A2 assault rifle, featuring a shorter barrel and a telescoped shoulder stock.

It can load either 30- or 20-round STANAG magazines[A1CfgW 9], and can attain a fire rate of up to ~ 667 rounds per minute[A1CfgW 10][Formula 1] with a muzzle velocity of 930 m/s.[A1CfgM 3] The M4A1 has the ability to mount an unmagnified reflex sight and a sound suppressor.

Compared to the full-length M16A4 rifle, the M4A1 carbine has a ~ 11% higher dexterity buff regardless of whether it has an optical sight mounted which makes it slightly easier to wield in close quarters.[A1CfgW 7] The other advantage is that it has a suppressed sub-variant (M4A1 QDS CompM2) whereas no variant of the M16A4 has a sound suppressor fitted.

However, the M4A1's carbine configuration does come at a cost since it has ~ 54% increased dispersion (0.00175 rad) over the M16A4 (0.001 rad). Even though its muzzle velocity remains unchanged at 930 m/s[A1CfgM 3] since it feeds from the same 30-/20-round STANAG magazines used by the M16A4, the M4A1's reduced accuracy will make it less effective against targets located beyond 300 metres.


Variants[]

M4A1 GL[]

The M4A1 GL 5.56 mm carbine.
The M4A1 GL 5.56 mm carbine.

The M4A1 GL is an M4A1 carbine that has been fitted with an M203 40 mm underbarrel grenade launcher.

The underbarrel M203 grenade launcher can load and fire either 40 mm high-explosive (HE) grenade rounds or less-than-lethal (LTL) flare shells.[A1CfgW 18] The launcher uses a fixed zeroing of 400 metres.[A1CfgW 19][A1CfgW 20]

Statistically, there are few changes from the baseline M4A1 carbine and its M203-fitted counterpart as it shares the exact same fire rate, muzzle velocity and ability to toggle a full auto firemode. The only real differences are that it is heavier to wield[A1CfgW 17] and that it is always fitted with an ACOG riflescope (it does not have a variant that only has ironsights).

M4[]

« The M4 Carbine is a shortened version of the M16 service rifle. It has recently begun to replace full-length M16 rifles throughout US Army. In contrast to the M4A1 used by Special Ops units, it is shipped with a 3-round burst mode, rather than a full automatic mode of fire.
The M4 can be modified with a variety of special accessories including optics such as the M68 Aimpoint and ACOG, an easily detachable suppressor, an M203 underbarrel grenade launcher, and many others.
Library Description[1]
»
The M4 5.56 mm carbine.
The M4 5.56 mm carbine.

The M4 is the parent model of the M4A1 carbine.

It is statistically identical to the the latter and is also a select-fire weapon. The only differences are that the M4 is restricted to toggling either a semi-automatic or 3-round burst fire mode (it cannot be fired on full auto).[A1CfgW 29] Additionally, even though the M4 has the ability to mount an unmagnified reflex sight, the M4 has no sub-variants that are fitted with a sound suppressor.

M4 GL[]

The M4 GL 5.56 mm carbine.
The M4 GL 5.56 mm carbine.

The M4 GL is a modified M4 carbine that has been equipped with an underbarrel 40 mm grenade launcher.

Just like the baseline M4 carbine, the M4 GL is also restricted to toggling only a semi-automatic or burst fire mode.[A1CfgW 37] Aside from this restriction, the M4 GL remains statistically and functionally identical to the M203-fitted (and full auto-capable) M4A1 carbine and always fitted with an ACOG riflescope (the M4 GL does not have an ironsights-only variant).


Sights[]

Arma1-m4a1-ironsight-overview
Ironsights on M4A1s and M4s that have carryhandles mounted utilise a fixed zeroing of 300 metres.[A1CfgW 38][A1CfgW 39][A1CfgW 40][A1CfgW 41] This cannot be manually adjusted to a different setting.

Arma1-m4a1cco-ironsight-overview
M4A1s and M4s fitted with reflex sights utilise a fixed zeroing of 100 metres.[A1CfgW 42][A1CfgW 43][A1CfgW 44][A1CfgW 45] It is not possible to manually adjust this setting.

Arma1-m4a1gl-ironsight-overview
M203-fitted M4A1s and M4s that have riflescopes mounted are set to a fixed zeroing of 100 metres.[A1CfgW 46][A1CfgW 47][A1CfgW 48][A1CfgW 49] It is not possible to manually adjust this setting.

Arma1-m203m4a1-ironsight-overview
The M203 grenade launcher on M4A1s and M4s are set to a fixed zeroing of 400 metres.[A1CfgW 19][A1CfgW 20][A1CfgW 50][A1CfgW 51] It is not possible to change this to a different setting.


Recoil curves[]

 
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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.



Camouflage[]

  • Black: Standard matte black/grey finish.

Ammunition[]

Ammo parameter 5.56 mm NATO (Ball) 5.56 mm NATO SD (Ball)
Base damage value 8[A1CfgA 1] 7[A1CfgA 2]
Aerodynamic friction -0.001425[A1CfgA 3] -0.0006[A1CfgA 4]
Muzzle velocity (m/s) 930[A1CfgM 3] 320[A1CfgM 5]
Expected velocity (m/s) 900[A1CfgA 5][note 1] 320[A1CfgA 6][note 1]
Deflection angle (degrees) 10°[A1CfgA 7] 10°[A1CfgA 8]

For grenade rounds usable with the GL, refer to its dedicated article here.

All variants of the M4/M4A1 can load up to three types of magazines.[A1CfgW 9][A1CfgW 52] All three magazine types require at least one[A1CfgM 6][A1CfgM 7] free inventory slot to carry:

30Rnd. Stanag[]

Arma1-ammunition-30rndstanag

Standard 30-round magazine loaded with 5.56 mm NATO ball ammunition.[A1CfgM 8]

None of the rounds fired will emit visible tracers.

30Rnd. Stanag SD[]

Arma1-ammunition-30rndstanag

Specialised magazine loaded with subsonic 5.56 mm ammunition.[A1CfgM 9]

It is mostly identical to regular 30-rounder STANAGs but rounds fired from this magazine have a much lower velocity of 320 m/s.[A1CfgM 5]

20Rnd. Stanag[]

Arma2-ammunition-20rndfnfal

20-round box magazine used by the Mk12 marksman rifle.

Aside from its reduced capacity, it is completely identical to regular 30-round STANAGs (none of the rounds fired will emit visible tracers).


Magazine compatibility[]

Weapon name
(Classname)
30Rnd. Stanag
30Rnd. Stanag SD
20Rnd. Stanag
M4
(M4)
M4 Aimpoint
(M4AIM)
M4A1
(M4A1)
M4 M203
(M4GL)
M4A1 M203 ACOG
(M4A1GL)
M4A1 QDS CompM2
(M4A1SD)

Trivia[]

  • Armed Assault is currently the only main ARMA game in the series to feature burst fire capable variants of the M4 carbine.
  • Despite having a shorter barrel, the in-game M4/M4A1 carbines share the exact same muzzle velocity of 930 m/s with the full-length M16A2/M16A4 rifles.
    • Due to technical limitations with Armed Assault's iteration of the Real Virtuality 2 engine, weapons inherit their muzzle velocity values from the loaded magazine rather than from the weapon itself, hence why the in-game M4/M4A1 carbines still retain a muzzle velocity of 930 m/s. This limitation with weapon muzzle velocities would not be addressed until the release of ArmA 3 (and changes introduced with Real Virtuality 4).[2]
  • Prior to Patch 1.05, M4s and M4A1s fitted with reflex sights used a fixed zeroing of 300 metres instead. This was changed to 100 metres after the patch's release.[3]
The information below details unused, pre-release or removed content.
  • Based on unused strings within the game files, all variants of the M4A1 would have supposedly had their own specific magazines rather than drawing from a generic pool shared by all 5.56 mm weapons.
    • The two magazines, named "M4 20rds mag." (String name: STR_MN_M4_20[4]) and "M4 Mag." (String name: STR_MN_M4[5]) would have been 20-/30-rounder magazines (respectively).
  • In addition, numerous other unused strings suggest that both the M4 and M4A1 would have access to a full suite of optics: Aimpoints[6], ACOGs[7][8] and Holosights[9].
    • The Aimpoint and ACOG attachments would remain in the final game but the Holosight does not make an appearance at all. Similarly, the variety of sub-variants would be slimmed down drastically to only the Aimpoint for non-GL M4/M4A1s, while ACOGs stayed exclusive to the M203-fitted variants and would not have the Aimpoint as an attachment option.

Gallery[]

ArmA 2[]

« The M4A1 Carbine is a shortened version of M16. It sports a shortened barrel and collapsible stock, making it the Special Operations weapon of choice. In contrast to the M16A2, with its 3-round burst mode, the M4A1 is capable of fully automatic fire.
Thanks to the SOPMOD program the M4A1 can be modified with a variety of special accessories including optics such as the M68 Aimpoint and ACOG, an easily detachable suppressor, the M203 under barrel grenade launcher, and many others.
Armoury Description[10][11]
»
The M4A1 5.56 mm carbine.
The M4A1 5.56 mm carbine.

The M4A1 is used by the U.S. Marines and in limited numbers with Takistani Army special operations units/ION PMC bodyguards in ArmA 2.

Overview[]

Returning from Armed Assault, the M4A1 still serves as the carbine counterpart to the U.S. Marine Corps' standard-issue M16A4 assault rifle. However, only the M4A1 remains available for use as ArmA 2 no longer has a burst fire-only M4.

Aside from the loss of the non-A1 M4, ArmA 2's M4A1 statistically remains unchanged from its predecessor in Armed Assault. It can still attain a fire rate of ~ 666 RPM regardless of whether it is toggled to semi or full auto.[A2CfgW 10][Formula 2] Its muzzle velocity also stays unchanged at 930 m/s[A2CfgM 4], and when it comes to attachments, the M4A1 still has sub-variants that are fitted with unmagnified CCO reflex sights and sound suppressors. Accuracy-wise, its dispersion also stays the same (0.00175 rad).[A2CfgW 1][A2CfgW 2]

The primary differences with ArmA 2's M4A1 is that in addition to being able to load either 20- or 30-round STANAG magazines, it gains the ability to feed from 100-round drum magazines used by the German-made MG36 light support weapon.[A2CfgW 11] Zeroing for its ironsights is now fully adjustable up to 600 metres[A2CfgW 12], though it should be noted that this only applies to the baseline M4A1 with no optics fitted.

It should also be noted that unlike in Armed Assault, suppressed versions of the M4A1 (M4A1 CCO SD) are now restricted to being able to only load magazines with subsonic 5.56 mm ammunition. It is no longer possible to share non-subsonic STANAG magazines between unsuppressed and suppressed M4A1s.


Variants[]

M4A1 M203[]

The M4A1 M203 5.56 mm carbine.
The M4A1 M203 5.56 mm carbine.

The M4A1 M203 is an M4A1 carbine that has an M203 40 mm grenade launcher attached.

The M203 grenade launcher has the ability to load and fire a variety of 40 mm grenade rounds, ranging from lethal high-explosive (HE) grenades to less-than-lethal (LTL) flares and non-lethal smoke shells.[A2CfgW 23] The M203 is set to a fixed zeroing of 400 metres.[A2CfgW 24][A2CfgW 25]

Unlike the baseline M4A1 carbine, it should be noted that the M4A1 M203 does not have an ironsights-only sub-variant as it is always fitted an optical sight. This can be either an ACOG riflescope or a holographic sight. M4A1 M203s that have a holographic sight attached feature usable flashlights (M4A1 Holo/M4A1 Holo SD)[A2CfgW 26][A2CfgW 27] while ACOG-fitted M4A1 M203s have an IR laser pointer instead (M4A1 M203 ACOG).[A2CfgW 28]

Additionally, there are also restrictions to what kinds of magazines that specific M4A1 M203s are able to load. Unsuppressed M4A1s with ACOG riflescopes (M4A1 M203 ACOG but not the M4A1 Holo) cannot feed from drum magazines nor load G36-type plastic magazines, while suppressed M4A1s (M4A1 Holo SD) are restricted to feeding from 30-rounder STANAGs loaded with subsonic ammunition.

M4A3[]

This is a premium asset that requires ownership of the Operation Arrowhead expansion pack.

« The M4A3 is the newer version of the M4A1 carabine. The difference is that the M4A3 has a removable carry handle allowing access to a Picatinny rail for mounting accessories.
This one features additional improved grip and the M68 red-dot Aimpoint gunsight.
Armoury Description[11]
»
The M4A3 5.56 mm carbine.
The M4A3 5.56 mm carbine.

The M4A3 is a custom derivative of the M4A1 carbine. It is exclusively utilised by operatives of the Czech 601st SFG and ION PMC contractors.

Statistically, the M4A3 is almost identical to that of USMC M4A1s. The main differences with Czech M4A3s are that it has a slightly expanded selection of sub-variants fitted with different optical sights and side rail accessories:

ACOG-fitted M4A3s are also slightly heavier to wield by ~ 12%[A2CfgW 37], though aside from these functional and aesthetic differences the M4A3 remains unchanged from the baseline M4A1 carbine.

M4A3 M203[]

This is a premium asset that requires ownership of the Operation Arrowhead expansion pack.

« The M4A3 is the newer version of the M4A1 carabine. The difference is that the M4A3 has a removable carry handle allowing access to a Picatinny rail for mounting accessories.
This one features additional M203 40mm grenade launcher and the RCO (Rifle Combat Optic).
Armoury Description[11]
»
The M4A3 M203 5.56 mm carbine.
The M4A3 M203 5.56 mm carbine.

The M4A3 M203 is simply an M4A3 that has a 40 mm grenade launcher mounted.

Just like USMC M4A1s that have an M203 launcher attached, the M203 on M4A3s also have the ability to load and fire 40 mm HE, flare and smoke grenade rounds.[A2CfgW 49] Similarly, the M4A3 M203's launcher also uses a fixed zeroing of 400 metres.[A2CfgW 50][A2CfgW 51]

The M4A3 M203 is always fitted with an ACOG riflescope and a functional IR laser pointer.[A2CfgW 52] However, there are no sub-variants fitted with any other kind of optic.

It should be noted that unlike (non-M203) M4A3s with ACOGs, the M4A3 M203 doesn't actually share the same dexterity penalty with M203-fitted M4A1s (it remains unchanged at 1.8 as opposed to 1.59).[A2CfgW 48] In addition, the M4A3 M203 has no restriction when it comes to the types of magazines available, and can be freely fed with drum magazines if needed.


Sights[]

M4A1 variants[]

Arma2-m4a1-ironsight-overview
The baseline M4A1 carbine with only a carryhandle attached allows for zeroing to be manually adjusted starting from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[A2CfgW 12] By default, zeroing is always set to 100 metres.[A2CfgW 53]

Arma2-m4a1cco-ironsight-overview
The M4A1's reflex sight cannot be zeroed. Only the red dot will be visible under low-light conditions.

Arma2-m4a1m203holo-ironsight-overview
The M4A1's holographic sight cannot be zeroed. Only the holographic reticle will be visible under low-light conditions.

Arma2-m4a1m203acog-ironsight-overview
The M4A1's riflescope cannot be zeroed. Only the illuminated chevron at the centre of the reticle will be visible under low-light conditions.

Arma2-m4a1m203acogbuis-ironsight-overview
Backup ironsight located atop the M4A1 M203's riflescope. It is not possible to adjust the weapon's zeroing.

Arma2-m203m4a1m203holo-ironsight-overview
The M203 uses a fixed zeroing of 400 metres.[A2CfgW 54][A2CfgW 55] It is not possible to manually adjust this to a different setting.

Arma2-m203m4a1m203acog-ironsight-overview
The M203 uses a fixed zeroing of 400 metres.[A2CfgW 24][A2CfgW 25] It is not possible to manually adjust this to a different setting.

M4A3 variants[]

Arma2-m4a3-ironsight-overview
The baseline M4A3 carbine with no attachments fitted allows for zeroing to be manually adjusted starting from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[A2CfgW 56] By default, it utilises a zeroing setting of 100 metres.[A2CfgW 57]

Arma2-m4a3cco-ironsight-overview
The M4A3's reflex sight cannot be zeroed. Only the red dot will be visible under low-light conditions.

Arma2-m4a3acog-ironsight-overview
The M4A3's riflescope cannot be zeroed. Only the illuminated chevron at the centre of the reticle will be visible under low-light conditions.

Arma2-m4a3acogbuis-ironsight-overview
Backup ironsight located atop the M4A3's riflescope. It is not possible to adjust the weapon's zeroing.

Arma2-m4a3m203acog-ironsight-overview
The riflescope on M4A3s that have an M203 grenade launcher fitted cannot be zeroed. Only the illuminated chevron at the centre of the reticle will be visible under low-light conditions.

Arma2-m4a3m203acogbuis-ironsight-overview
Backup ironsight located atop the M4A3 M203's riflescope. It is not possible to adjust the weapon's zeroing.

Arma2-m203m4a3m203acog-ironsight-overview
The M203 uses a fixed zeroing of 400 metres.[A2CfgW 50][A2CfgW 51] It is not possible to manually adjust this to a different setting.


Recoil curves[]

Standing

 
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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


Prone

 
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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


 
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Camouflage[]

  • Black: Standard matte black and dark grey paint finish used on regular USMC M4A1s.
  • Woodland: Woodland spraypaint camouflage finish. Used on M4A1s carried by USMC Force Recon operators.
  • Desert: Three-colour desert spraypaint camouflage finish. Only used on Czech 601st SFG M4A3s.

Ammunition[]

Ammo parameter 5.56 mm NATO (Ball/STANAG) 5.56 mm NATO (Ball/G36) 5.56 mm NATO SD (Ball)
Base damage value 8[A2CfgA 1] 8[A2CfgA 1] 7[A2CfgA 2]
Aerodynamic friction -0.001425[A2CfgA 3] -0.001425[A2CfgA 3] -0.0006[A2CfgA 4]
Muzzle velocity (m/s) 930[A2CfgM 4] 920[A2CfgM 6] 320[A2CfgM 7]
Expected velocity (m/s) 900[A2CfgA 5][note 1] 900[A2CfgA 5][note 1] 320[A2CfgA 6][note 1]
Deflection angle (degrees) 10°[A2CfgA 7] 10°[A2CfgA 7] 10°[A2CfgA 8]

For grenade rounds usable with the M203, refer to its dedicated article here.

Both the M4A1 and M4A3 (excluding suppressed and M203-fitted versions of the M4A1) have the ability to load up to six types of magazines.[A2CfgW 11][A2CfgW 58] All of these magazines are fully interchangeable with any M16/G36-type assault rifle and carbine that is chambered to fire the 5.56 mm NATO cartridge. This also includes (but is not limited to) light machine guns like the M249 SAW and the L110A1, as well as marksman rifles like the Mk12 SPR.

With the sole exception of the 100-round drum magazines, all magazines only need one free inventory slot to carry.[A2CfgM 8][A2CfgM 9][A2CfgM 10] Only the 100-rounder drums require at least two[A2CfgM 11] inventory slots:

30Rnd. STANAG[]

Arma1-ammunition-30rndstanag

30-round STANAG magazine used primarily by M16-type assault rifles and carbines. Loaded exclusively with 5.56 mm NATO ball ammunition.[A2CfgM 12]

None of the rounds fired will emit visible tracers.

30Rnd. STANAG SD[]

Arma1-ammunition-30rndstanag

Special 30-round STANAG magazine loaded with subsonic 5.56 mm NATO ammunition.[A2CfgM 13] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[A2CfgM 7]

As with the stock 30-rounder STANAGs, it does not contain any visible tracer rounds.

This is one of the only two magazines that can be loaded by suppressed M4A1s.

20Rnd. STANAG[]

Arma2-ammunition-20rndfnfal

20-round STANAG magazine containing only twenty rounds worth of 5.56 mm ball ammunition.[A2CfgM 14]

None of the rounds fired from this magazine will emit visible tracers.

G36 Mag.[]

Arma1-ammunition-30rndg36

30-round plastic magazine used primarily by G36-type weapons and non-M16 assault rifles/carbines loaded with 5.56 mm ball ammunition.[A2CfgM 15] Rounds fired from this magazine specifically have a lower muzzle velocity of 920 m/s.[A2CfgM 6]

Aside from its reduced muzzle velocity and appearance, this magazine remains statistically unchanged from 30-rounder STANAGs.

Note that M203-fitted M4A1s with ACOG riflescopes do not have the ability to load this magazine.

30rnd G36 SD[]

Arma1-ammunition-30rndg36

Special G36-type plastic magazine loaded with thirty rounds of subsonic 5.56 mm ammunition.[A2CfgM 16] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[A2CfgM 17]

Aside from its subsonic loadout, this magazine is statistically unchanged from the standard G36-type magazine.

M203-fitted M4A1s with ACOG riflescopes cannot load this magazine.
This is one of the only two magazines that can be loaded by suppressed M4A1s.

MG36 Mag.[]

Arma2-ammunition-100rndmg36

High-capacity 100-round drum magazine loaded with a mix of 5.56 mm ball and tracer ammunition.[A2CfgM 18] Rounds fired from this drum specifically have a lower muzzle velocity of 920 m/s.[A2CfgM 19]

Every fourth[A2CfgM 20] round fired will emit a visible tracer. The last four[A2CfgM 21] rounds of the drum will always emit tracers.

Note that M203-fitted M4A1s with ACOG riflescopes do not have the ability to load this magazine.


Magazine compatibility[]

Weapon name
(Classname)
30Rnd. STANAG
30Rnd. STANAG SD
20Rnd. STANAG
G36 Mag.
30rnd G36 SD
MG36 Mag.
M4A1
(M4A1)
M4A1 CCO
(M4A1_Aim)
M4A1 CCO
(M4A1_Aim_camo)
M4A1 M203 ACOG
(M4A1_RCO_GL)
M4A1 CCO SD
(M4A1_AIM_SD_camo)
M4A1 Holo SD
(M4A1_HWS_GL_SD_Camo)
M4A1 Holo
(M4A1_HWS_GL)
M4A1 Holo
(M4A1_HWS_GL_camo)
M4A3 CCO
(M4A3_CCO_EP1)
M4A3 ACOG GL
(M4A3_RCO_GL_EP1)
M4A3
(M4A3_EP1)
M4A3 ACOG
(M4A3_RCO_EP1)

Trivia[]

  • The ArmA 2 M4A1 models (not the M4A3 variants) are simply updated ports of the Armed Assault M4A1.
  • Just like in Armed Assault, ArmA 2's M4A1 unusually has a muzzle velocity of 930 m/s despite the fact that it has a shorter barrel.
    • This is because ArmA 2's iteration of the Real Virtuality 3 engine still causes handheld weapons to inherit their muzzle velocity values from the magazine rather than the weapon itself.[2] Since it shares STANAG magazines with the M16A2/M16A4, the M4A1 also gains the latter's muzzle velocities.
  • Both the M4A1 and M16A4 are shown to have been completely replaced in U.S. military service by the SCAR series sometime before 2012 in the Armaverse.[12] This is completely unauthentic to real-life however, as neither the 5.56 mm nor the 7.62 mm variants of the SCAR were considered for adoption at any point by conventional U.S. military forces.
    • Some special operations units did end up adopting the SCAR platform in limited numbers, but simply to complement the M4A1 rather than fully replace it.[13][14]
  • Some of Colonel Aziz's elite bodyguards are depicted utilising the M4A1, though no other Takistani troops wield the carbine in regular gameplay.
  • Prior to being fixed by Patch 1.01 for ArmA 2 (pre-Operation Arrowhead), the holographic reticle on M4A1s with holosights would project shadows, making the optic potentially difficult to use under certain lighting conditions.[15]
  • Following the release of the Community Configuration Project/CorePatch updates for the Steam version of ArmA 2, all variants of the M4A1 which featured non-functional laser pointers and flashlights were fixed and now work as expected. Prior to the update, pre-Operation Arrowhead M4A1s could not utilise their side rail accessories despite having said attachments modelled onto them.[16][17]
    • CorePatch also added in two new variants of the M4A3 that are based on (formerly) unused models: the ironsights only M4A3 and an ACOG-fitted variant that isn't equipped with a UGL.[17]
The information below details unused, pre-release or removed content.
  • Arma2-m4a1-06

    Unused icon for an M4A3 with an RX01.

    The M4A3 previously had several unused variants that were not configured for use in-game.
    • Notably, this included a variant that had no optics mounted and lacked a carryhandle, another that used an ACOG riflescope and laser pointer, as well as a variant that has a Trijicon "RX-01" reflex sight (similar to the one used by the Sa-58V).[18]
  • With the sole exception of the RX01-fitted variant (which continues to remain unused), the ironsights-only and ACOG M4A3s were eventually added into the game by CorePatch.[17] However, Czech military ammo crates do not have these variants stocked by default, and they can only be spawned in through the use of scripting commands or a custom addon to make them available.

Gallery[]

ArmA Tactics[]

« The M4 carbine is a family of firearms tracing its lineage back to earlier carbine versions of the M16 rifle, all based on the original AR-15 rifle designed by Eugene Stoner and made by ArmaLite. The M4 is a shorter and lighter variant of the M16A2 assault rifle.
Armoury Description
»
The M4A1 5.56 mm assault rifle.
The M4A1 5.56 mm assault rifle.

The M4A1 is used by the Operators and several REDFOR factions in ArmA Tactics.

Overview[]

The M4A1 is unlocked by default and is the standard-issue weapon of the Operators.

A jack-of-all-trades and master-of-none, it possesses less attack range than the M110 sniper rifle and reduced lethality at close ranges compared to the M1014 shotgun.

However, in contrast to other weapons, the M4A1 retains a decent hit probability regardless of the user's proficiency with assault rifles, making it suitable for all Operators no matter their skill level. It also doesn't require the user to be right up close to enemies to score kills[CCharWp 2] (unlike the M1014[CComMat 1]) and has relatively cheap upgrades which scale well throughout both campaigns. Lastly, it is one of the only two weapons which can be suppressed, making it ideal for missions where stealth is required for completion of the scenario.[CCharWp 3]

Ideally, either Salazar or Dodds should be utilising the M4A1 whilst the other members of the team have their M4A1s swapped with the M110/M1014 to balance out the M4A1's drawbacks (lack of range/low damage).


Upgrades[]

The M4A1 has three upgrades available for purchasing at the Armoury:

Tactics-attachment-m249saw-acog

ACOG

« Advanced Combat Optical Gunsights (ACOG) provide fixed power magnification levels from 1.5x to 6x. The reticles are illuminated at night by an internal phosphor.
Armoury Description
»
Increases the Operator's hit probability by +5%.[CCharWp 4]

Costs 250 credits to acquire.

Tactics-attachment-m110-extendedmagazine

Extended Magazine

« Allows the operator to shoot more rounds before the weapon needs to be reloaded.
Armoury Description
»
Increases the M4A1's magazine capacity by +2 rounds (to a maximum of 9).[CCharWp 1]

Costs 250 credits to acquire.

Tactics-attachment-m110-silencer

Weapon Silencer

« Silencer (more accurately Sound suppressor) is a device attached to or part of the barrel of a firearm which reduces the amount of noise generated by firing the weapon.
Armoury Description
»
Suppresses the M4A1, making it difficult for enemies near the Operator to hear them firing shots against a target. However, whilst the Weapon Silencer remains attached, it cuts the Operator's hit probability by 20%[CComMat 2], lowers damage by 30%[CComMat 3], and reduces the chance of inflicting a critical strike by up to 70%.[CComMat 4]

This upgrade is acquired by default and does not need to be purchased.


Trivia[]

  • Tactics' rendition of the M4A1 has several oddities with regards to its appearance and classification:
    • It is strangely referred to as an assault rifle despite its carbine configuration. This is even lampshaded by its own Armoury Description, which accurately states that it is a carbine.
    • The in-game model is loaded with 20-round STANAG box magazines whereas its icon depicts it with a curved 30-round magazine. Furthermore, its Extended Magazine upgrade in reality would store the same amount of rounds as it is also a 20-round box magazine.
    • Equipping the ACOG upgrade will not visually alter the in-game model. It will continue to show the carryhandle fixed onto the upper receiver. Likewise, the Weapon Silencer isn't visually mounted onto the M4A1's muzzle either.

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> B_556x45_Ball >> hit
  2. CfgAmmo >> B_556x45_SD >> hit
  3. CfgAmmo >> B_556x45_Ball >> airFriction
  4. CfgAmmo >> B_556x45_SD >> airFriction
  5. CfgAmmo >> B_556x45_Ball >> typicalSpeed
  6. CfgAmmo >> B_556x45_SD >> typicalSpeed
  7. CfgAmmo >> B_556x45_Ball >> deflecting
  8. CfgAmmo >> B_556x45_SD >> deflecting

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 1.2 1.3 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. 2.0 2.1 CfgMagazines >> 20Rnd_556x45_Stanag >> count
  3. 3.0 3.1 3.2 CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 1Rnd_HE_M203 >> count
  5. 5.0 5.1 CfgMagazines >> 30Rnd_556x45_StanagSD >> initSpeed
  6. CfgMagazines >> 30Rnd_556x45_Stanag >> type >> "256"
  7. CfgMagazines >> 20Rnd_556x45_Stanag >> type >> "256"
  8. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  9. CfgMagazines >> 30Rnd_556x45_StanagSD >> ammo >> "B_556x45_SD"

CfgWeapons (ArmA: Armed Assault)

  1. CfgWeapons >> M4A1 >> Single >> dispersion
  2. CfgWeapons >> M4A1 >> FullAuto >> dispersion
  3. CfgWeapons >> M4A1 >> Single >> recoil
  4. CfgWeapons >> M4A1 >> FullAuto >> recoil
  5. CfgWeapons >> M4A1 >> Single >> recoilProne
  6. CfgWeapons >> M4A1 >> FullAuto >> recoilProne
  7. 7.0 7.1 CfgWeapons >> M4A1 >> dexterity
  8. CfgWeapons >> M4A1SD >> dexterity
  9. 9.0 9.1 CfgWeapons >> M4A1 >> magazines[] >> {"20Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"}
  10. CfgWeapons >> M4A1 >> FullAuto >> reloadTime
  11. CfgWeapons >> M4A1GL >> M4Muzzle >> Single >> dispersion
  12. CfgWeapons >> M4A1GL >> M4Muzzle >> FullAuto >> dispersion
  13. CfgWeapons >> M4A1GL >> M4Muzzle >> Single >> recoil
  14. CfgWeapons >> M4A1GL >> M4Muzzle >> FullAuto >> recoil
  15. CfgWeapons >> M4A1GL >> M4Muzzle >> Single >> recoilProne
  16. CfgWeapons >> M4A1GL >> M4Muzzle >> FullAuto >> recoilProne
  17. 17.0 17.1 CfgWeapons >> M4A1GL >> dexterity
  18. CfgWeapons >> M4A1GL >> M203Muzzle >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}
  19. 19.0 19.1 CfgWeapons >> M4A1GL >> M203Muzzle >> distanceZoomMin
  20. 20.0 20.1 CfgWeapons >> M4A1GL >> M203Muzzle >> distanceZoomMax
  21. CfgWeapons >> M4 >> Single >> dispersion
  22. CfgWeapons >> M4 >> Burst >> dispersion
  23. CfgWeapons >> M4 >> Single >> recoil
  24. CfgWeapons >> M4 >> Burst >> recoil
  25. CfgWeapons >> M4 >> Single >> recoilProne
  26. CfgWeapons >> M4 >> Burst >> recoilProne
  27. CfgWeapons >> M4 >> dexterity
  28. CfgWeapons >> M4AIM >> dexterity
  29. CfgWeapons >> M4 >> modes[] >> {"Single","Burst"}
  30. CfgWeapons >> M4GL >> M4Muzzle >> Single >> dispersion
  31. CfgWeapons >> M4GL >> M4Muzzle >> Burst >> dispersion
  32. CfgWeapons >> M4GL >> M4Muzzle >> Single >> recoil
  33. CfgWeapons >> M4GL >> M4Muzzle >> Burst >> recoil
  34. CfgWeapons >> M4GL >> M4Muzzle >> Single >> recoilProne
  35. CfgWeapons >> M4GL >> M4Muzzle >> Burst >> recoilProne
  36. CfgWeapons >> M4GL >> dexterity
  37. CfgWeapons >> M4GL >> M4Muzzle >> modes[] >> {"Single","Burst"}
  38. CfgWeapons >> M4A1 >> distanceZoomMin
  39. CfgWeapons >> M4A1 >> distanceZoomMax
  40. CfgWeapons >> M4 >> distanceZoomMin
  41. CfgWeapons >> M4 >> distanceZoomMax
  42. CfgWeapons >> M4A1SD >> distanceZoomMin
  43. CfgWeapons >> M4A1SD >> distanceZoomMax
  44. CfgWeapons >> M4AIM >> distanceZoomMin
  45. CfgWeapons >> M4AIM >> distanceZoomMax
  46. CfgWeapons >> M4A1GL >> M4Muzzle >> distanceZoomMin
  47. CfgWeapons >> M4A1GL >> M4Muzzle >> distanceZoomMax
  48. CfgWeapons >> M4GL >> M4Muzzle >> distanceZoomMin
  49. CfgWeapons >> M4GL >> M4Muzzle >> distanceZoomMax
  50. CfgWeapons >> M4GL >> M203Muzzle >> distanceZoomMin
  51. CfgWeapons >> M4GL >> M203Muzzle >> distanceZoomMax
  52. CfgWeapons >> M4 >> magazines[] >> {"20Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"}

CfgAmmo (ArmA 2)

  1. 1.0 1.1 CfgAmmo >> B_556x45_Ball >> hit
  2. CfgAmmo >> B_556x45_SD >> hit
  3. 3.0 3.1 CfgAmmo >> B_556x45_Ball >> airFriction
  4. CfgAmmo >> B_556x45_SD >> airFriction
  5. 5.0 5.1 CfgAmmo >> B_556x45_Ball >> typicalSpeed
  6. CfgAmmo >> B_556x45_SD >> typicalSpeed
  7. 7.0 7.1 CfgAmmo >> B_556x45_Ball >> deflecting
  8. CfgAmmo >> B_556x45_SD >> deflecting

CfgMagazines (ArmA 2)

  1. 1.0 1.1 1.2 1.3 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. 2.0 2.1 CfgMagazines >> 20Rnd_556x45_Stanag >> count
  3. 3.0 3.1 CfgMagazines >> 100Rnd_556x45_BetaCMag >> count
  4. 4.0 4.1 CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  5. 5.0 5.1 CfgMagazines >> 1Rnd_HE_M203 >> count
  6. 6.0 6.1 CfgMagazines >> 30Rnd_556x45_G36 >> initSpeed
  7. 7.0 7.1 CfgMagazines >> 30Rnd_556x45_StanagSD >> initSpeed
  8. CfgMagazines >> 30Rnd_556x45_Stanag >> type >> "256"
  9. CfgMagazines >> 20Rnd_556x45_Stanag >> type >> "256"
  10. CfgMagazines >> 30Rnd_556x45_G36 >> type >> "256"
  11. CfgMagazines >> 100Rnd_556x45_BetaCMag >> type >> "2 * 256"
  12. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  13. CfgMagazines >> 30Rnd_556x45_StanagSD >> ammo >> "B_556x45_SD"
  14. CfgMagazines >> 20Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  15. CfgMagazines >> 30Rnd_556x45_G36 >> ammo >> "B_556x45_Ball"
  16. CfgMagazines >> 30Rnd_556x45_G36SD >> ammo >> "B_556x45_SD"
  17. CfgMagazines >> 30Rnd_556x45_G36SD >> initSpeed
  18. CfgMagazines >> 100Rnd_556x45_BetaCMag >> ammo >> "B_556x45_Ball"
  19. CfgMagazines >> 100Rnd_556x45_BetaCMag >> initSpeed
  20. CfgMagazines >> 100Rnd_556x45_BetaCMag >> tracersEvery
  21. CfgMagazines >> 100Rnd_556x45_BetaCMag >> lastRoundsTracer

CfgWeapons (ArmA 2)

  1. 1.0 1.1 CfgWeapons >> M4A1 >> Single >> dispersion
  2. 2.0 2.1 CfgWeapons >> M4A1 >> FullAuto >> dispersion
  3. CfgWeapons >> M4A1 >> type >> "1"
  4. CfgWeapons >> M4A1 >> Single >> recoil
  5. CfgWeapons >> M4A1 >> FullAuto >> recoil
  6. CfgWeapons >> M4A1 >> Single >> recoilProne
  7. CfgWeapons >> M4A1 >> FullAuto >> recoilProne
  8. CfgWeapons >> M4A1 >> dexterity
  9. CfgWeapons >> M4A1_Aim >> dexterity
  10. CfgWeapons >> M4A1 >> reloadTime
  11. 11.0 11.1 CfgWeapons >> M4A1 >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}
  12. 12.0 12.1 CfgWeapons >> M4A1 >> discreteDistance[] >> {100,200,300,400,500,600}
  13. CfgWeapons >> M4A1_HWS_GL >> Single >> dispersion
  14. CfgWeapons >> M4A1_HWS_GL >> FullAuto >> dispersion
  15. CfgWeapons >> M4A1_HWS_GL >> type >> "1"
  16. CfgWeapons >> M4A1_RCO_GL >> type >> "1"
  17. CfgWeapons >> M4A1_HWS_GL >> Single >> recoil
  18. CfgWeapons >> M4A1_HWS_GL >> FullAuto >> recoil
  19. CfgWeapons >> M4A1_HWS_GL >> Single >> recoilProne
  20. CfgWeapons >> M4A1_HWS_GL >> FullAuto >> recoilProne
  21. CfgWeapons >> M4A1_HWS_GL >> dexterity
  22. CfgWeapons >> M4A1_RCO_GL >> dexterity
  23. CfgWeapons >> M4A1_RCO_GL >> M203Muzzle >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  24. 24.0 24.1 CfgWeapons >> M4A1_RCO_GL >> M203Muzzle >> distanceZoomMin
  25. 25.0 25.1 CfgWeapons >> M4A1_RCO_GL >> M203Muzzle >> distanceZoomMax
  26. CfgWeapons >> M4A1_HWS_GL >> FlashLight
  27. CfgWeapons >> M4A1_HWS_GL_SD_Camo >> FlashLight
  28. CfgWeapons >> M4A1_RCO_GL >> M4_ACOG_Muzzle >> irDistance
  29. CfgWeapons >> M4A3_EP1 >> Single >> dispersion
  30. CfgWeapons >> M4A3_EP1 >> FullAuto >> dispersion
  31. CfgWeapons >> M4A3_EP1 >> type >> "1"
  32. CfgWeapons >> M4A3_EP1 >> Single >> recoil
  33. CfgWeapons >> M4A3_EP1 >> FullAuto >> recoil
  34. CfgWeapons >> M4A3_EP1 >> Single >> recoilProne
  35. CfgWeapons >> M4A3_EP1 >> FullAuto >> recoilProne
  36. CfgWeapons >> M4A3_EP1 >> dexterity
  37. 37.0 37.1 CfgWeapons >> M4A3_RCO_EP1 >> dexterity
  38. CfgWeapons >> M4A3_EP1 >> weaponInfoType >> "RscWeaponZeroing"
  39. CfgWeapons >> M4A3_CCO_EP1 >> FlashLight
  40. CfgWeapons >> M4A3_RCO_EP1 >> irDistance
  41. CfgWeapons >> M4A3_RCO_GL_EP1 >> Single >> dispersion
  42. CfgWeapons >> M4A3_RCO_GL_EP1 >> FullAuto >> dispersion
  43. CfgWeapons >> M4A3_RCO_GL_EP1 >> type >> "1"
  44. CfgWeapons >> M4A3_RCO_GL_EP1 >> Single >> recoil
  45. CfgWeapons >> M4A3_RCO_GL_EP1 >> FullAuto >> recoil
  46. CfgWeapons >> M4A3_RCO_GL_EP1 >> Single >> recoilProne
  47. CfgWeapons >> M4A3_RCO_GL_EP1 >> FullAuto >> recoilProne
  48. 48.0 48.1 CfgWeapons >> M4A3_RCO_GL_EP1 >> dexterity
  49. CfgWeapons >> M4A3_RCO_GL_EP1 >> M203Muzzle >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  50. 50.0 50.1 CfgWeapons >> M4A3_RCO_GL_EP1 >> M203Muzzle >> distanceZoomMin
  51. 51.0 51.1 CfgWeapons >> M4A3_RCO_GL_EP1 >> M203Muzzle >> distanceZoomMax
  52. CfgWeapons >> M4A3_RCO_GL_EP1 >> irDistance
  53. CfgWeapons >> M4A1 >> discreteDistanceInitIndex >> "0"
  54. CfgWeapons >> M4A1_HWS_GL >> M203Muzzle >> distanceZoomMin
  55. CfgWeapons >> M4A1_HWS_GL >> M203Muzzle >> distanceZoomMax
  56. CfgWeapons >> M4A3_EP1 >> discreteDistance[] >> {100,200,300,400,500,600}
  57. CfgWeapons >> M4A3_EP1 >> discreteDistanceInitIndex >> "0"
  58. CfgWeapons >> M4A3_EP1 >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}

EWeaponList.cs (Tactics)

  1. Assembly-CSharp.dll >> EWeaponList.cs >> public enum EWeaponList >> {WEAP_M4A1_CARBINE,WEAP_M1014_SHOTGUN,WEAP_COLT1911_PISTOL,WEAP_M110_SNIPER,WEAP_M249_LIGHT_MACHGUN,WEAP_RPK,WEAP_SVD,WEAP_AK74,WEAP_AKS74U,WEAP_AK107,WEAP_COUNT,WEAP_NONE}

EWeaponType.cs (Tactics)

  1. Assembly-CSharp.dll >> EWeaponType.cs >> public enum EWeaponType >> {NONE,ASSAULT_RIFLE,SHOTGUN,PISTOL,LIGHT_MACHINE_GUN,SNIPER_RIFLE}

CArmory.cs (Tactics)

  1. Assembly-CSharp.dll >> CArmory.cs >> public class CArmory >> public static string[] ItemNames >> {"Weap M249","Weap M4A1","Weap M110","Weap M1014","FlashBang","AdrenalineShot","Medkit","FragGrenade","SmokeGrenade","Morphine","ProximityMine","RemoteCtrlExplosives","GrenadeEnhancer","ExperiencePoints"}

CCharWeaponManager.cs (Tactics)

  1. 1.0 1.1 Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> else if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_MAGAZINE_CAPACITY) >> m_UpgradeExtraAmmo += (int)armoryItemUpgrade.m_UpgradeValue
  2. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public float GetMaxDistanceForShooting() >> public float GetMaxDistanceForShooting() >> case EWeaponList.WEAP_M4A1_CARBINE: >> result = 4f
  3. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public static bool IsWeaponSilencerCompatible(EWeaponType type) >> case EWeaponType.ASSAULT_RIFLE:
  4. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_HIT_PROB) >> m_UpgradeHitProbBonus += armoryItemUpgrade.m_UpgradeValue

CCombatMath.cs (Tactics)

  1. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private static readonly float c_MaxHitDistShotgun = 35f
  2. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_AimSilencerCorrection = -0.2f
  3. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_DamageSilencerMulti = 0.7f
  4. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_CriticalSilencerCorrection = -0.7f

Formulae

  1. 60 / reloadTime = 60 / 0.09
  2. 60 / reloadTime = 60 / 0.09

Notes[]

  1. 1.0 1.1 1.2 1.3 1.4 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., 2006, Weapons, armedassault.com, viewed 5 March 2025, <https://web.archive.org/web/20071011200457/http://www.armedassault.com/weapons.html>. (archived link)
  2. 2.0 2.1 Hondo_bi_wiki, Reyhard et al. 2007, CfgWeapons Config Reference, Bohemia Interactive Community Wiki, viewed 22 July 2024, <https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#initSpeed=0>.
  3. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 22 July 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.05>.
  4. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4 20rds mag.
  5. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4 Mag.
  6. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4 M203 CompM2
  7. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4 ACOG
  8. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4A1 ACOG
  9. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\weapons\stringtable.csv, M4A1 Holosight
  10. Bohemia Interactive a.s., 2009, Assault Rifles, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-weaponry/assault-rifles>.
  11. 11.0 11.1 11.2 Bohemia Interactive a.s., 2010, Assault Rifles, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-assault-rifles>.
  12. Bohemia Interactive a.s., 2010, United States Army, Arma 2, viewed 3 December 2017‎, <https://www.arma2.com/arma-2-oa-factions/a-2-oa-us-army>.
  13. Soldier Systems Daily 2010, SOCOM Reprograms Funds for Mk16 SCAR Purchase – Goes Heavy Instead, Soldier Systems Daily, viewed 22 July 2024, <https://soldiersystems.net/2010/06/26/socom-cancels-mk16-scar/>.
  14. Johnson, S 2011, 'Navy to buy additional FN SCAR Mk. 13, Mk 16, Mk. 17 and Mk. 20', The Firearm Blog, 15 December, viewed 22 July 2024, <https://www.thefirearmblog.com/blog/2011/12/15/navy-to-buy-additional-fn-scar-mk-13-mk-16-mk-17-and-mk-20/>.
  15. .kju et al. 2009, Arma 2: Version History, Bohemia Interactive Community Wiki, viewed 22 July 2024, <https://community.bistudio.com/wiki/Arma_2:_Version_History#Version_1.01>.
  16. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 11 July 2021, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  17. 17.0 17.1 17.2 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 8 March 2022, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  18. ARMA 2: Operation Arrowhead 2010 [Video Game], Bohemia Interactive a.s., \ca\weapons_e\m4a3\m4a3ref.p3d

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA: Armed Assault
Handguns M9 9 mmMakarov 9 mm
Submachine guns MP5A5 9 mm (SD6)
Carbines AKS-74U 5.45 mmM4A1 5.56 mm (M4A1 GL, M4, M4 GL)
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO) • G36 series (G36, G36C, G36K) • M16A2 5.56 mm (M203) • M16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm
Sniper rifles KSVK 12.7 mmM107 .50M24 7.62 mmSVD Dragunov 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Grenade launchers 6G30
Launchers 9K32 StrelaFIM-92F StingerJavelin LauncherM136RPG-7V
Static AA PodAT TripodAGS-30D-30DShKMM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
Queen's Gambit
U.S. Army - Armoury (ArmA: Armed Assault)
Handguns M9 9 mm*
Submachine guns MP5A5 9 mm (SD6)
Carbines G36 series* (G36C*, G36K*) • M4A1 5.56 mm* (M4A1 GL*, M4, M4 GL)
Assault rifles G36 5.56 mmM16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm*
Sniper rifles M107 .50M24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm*
Machineguns M240 7.62 mm
Launchers FIM-92F StingerJavelin LauncherM136
Static AA PodAT TripodM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
* denotes weapons also used by the Black Element sub-faction.
Weapons of ArmA 2
Handguns CZ 75 9 mmG17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5 9 mmPDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
USMC - Armoury (ArmA 2)
Handguns M1911 .45M9 9 mm
Submachine guns MP5 9 mm
Shotguns M1014
Carbines M4A1 5.56 mm (M4A1 M203)
Assault rifles M16A4 5.56 mm (M16A4 M203)
Designated marksman rifles DMR 7.62 mmMk12 SPR 5.56 mm
Sniper rifles M107 .50M24 7.62 mm (M40A3)
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Launchers FGM-148 JavelinFIM-92F StingerM136SMAW
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
ACR - Armoury (ArmA 2)
Handguns CZ 75 9 mmG17 9 mm
Submachine guns CZ Scorpion Evo 3 A1 9 mm
Carbines M4A3 5.56 mm (M4A3 M203)
Assault rifles CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • Sa-58V 7.62 mm (Sa-58P)
Sniper rifles CZ 750 S1 M1 .308SVD Dragunov 7.62 mm
Squad automatic weapons M249 Para 5.56 mm
Machineguns M60E4 7.62 mmUK-59 7.62 mm
Launchers MAAWSRPG-7V
Static 2B14 PodnosDShKMRBS-70
(Parenthesis) denote variants.
Operation Arrowhead | Army of the Czech Republic
Takistani Army - Armoury (ArmA 2)
Handguns Makarov 9 mmRevolver .45
Submachine guns PDW 9 mm
Carbines AKS-74U 5.45 mmM4A1 5.56 mm
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • FN-FAL 7.62 mmM16A2 5.56 mm (M16A2 M203)
Sniper rifles KSVK 12.7 mmSVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Launchers 9K32 Strela-2Metis-M 9K115-2RPG-7VRPG-18
Static AGS-30D-30Igla AA PodKORDMetis AT-132B14 PodnosSearchlightSPG-9ZU-23
(Parenthesis) denote variants. | Operation Arrowhead
ION Services - Armoury (ArmA 2)
Handguns G17 9 mmM9 9 mm
Shotguns AA-12
Carbines M4A1 5.56 mm (M4A3) • XM8 Compact 5.56 mm
Assault rifles FN FAL 7.62 mmM16A2 M203 5.56 mmXM8 series (XM8, XM8 M320)
Designated marksmen rifles XM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmKSVK 12.7 mm
Squad automatic weapons XM8 Automatic Rifle 5.56 mm
Machineguns PKM 7.62 mm
Launchers FIM-92F StingerRPG-18
(Parenthesis) denote variants.
Operation Arrowhead | Private Military Company
Weapons of ArmA Tactics
Shotguns M1014
Assault rifles M4A1 5.56 mm
Sniper rifles M110 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm