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dragon zen

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Everything posted by dragon zen

  1. dragon zen

    [SP/MP]Advanced Fierce Combat System

    This has been solved by other players (I don't have this problem): please do not use Mission Control Center (MCC). By the way, I suggest you run this mission without any mod firstly and test whether this is the problem of mission or confliction with mods.
  2. dragon zen

    [SP/MP]Advanced Fierce Combat System

    Haha, thanks for your support bro. By the way how is your building? If somebody could tell me how to put high buiding on the map, I will try to let player customize a city, :D
  3. Ha, I finally decided a AdvancedFierceCombatSystem, new topic has been open here http://forums.bistudio.com/showthread.php?178869-SP-MP-Advanced-Fierce-Combat-System
  4. IMPORTANT: BlackHole has been renamed as Advanced Fierce Combat System, please follow and discuss here: http://forums.bistudio.com/showthread.php?178869-SP-MP-Advanced-Fierce-Combat-System No more discussion here, thanks
  5. Thanks bro: It is not the first time I heard the mission name is confusable or not attractive to players. And I agree that I should "marketing" it somehow. Currently I'm thinking a new name, and also collecting ingame screenshot or so to photoshop a good overview picture. Thanks for your suggestion on Graphic Concept, I think it is unnecessary now but I will tell you if I intend to have one, :D, thanks. My current idea on the name is like "CrazyCloseCombatSystem", straight forwards I think. How do you think about this or have some suggestions?? Again, I always appreciated your help and thanks for your support, :D. Will keep developing this mission. Dragon ---------- Post added at 07:01 PM ---------- Previous post was at 06:59 PM ---------- Haha, you can keep press OK or Accept if you don't want to adjust them. ---------- Post added at 07:02 PM ---------- Previous post was at 07:01 PM ---------- WOW, it has spawn and smoke problems??? Well I will try to test it, recently I am busy so cannot fix both version in short time.
  6. Large Improvement, now you can create an air battle with this mission.
  7. Hi friends: I'm studying the cfgRecoil but I still feel confused with it after searching information. I know 3 elements as one anim, and I saw the first is time (seconds??), second is back offset (meter), and third is rotation speed upwards (radiant). Example: assaultRifleBase[] = [0,0,0, 0.06,0.01,0.01, 0.1,0,-0.02, 0.1,-0.01,0.01, 0.05,0,0] What I'm confused is that, how does it work? 5 Questions here: First: second line "0.06,0.01,0.01", it is 0.06 second * 0.01 upwards = 0.0006, OR, upwards 0.01 within 0.06 seconds?? In addition, it is relative to last animation, or relative to init position?? (In another word, line 3, based on line 2 or based on line 1??) Second: we know all rifle climb up when firing, but why there is -0.02 in third line? drop down?? Third: how burst or continuous firing influence the data?? For example, only calculate line 2 line 3 and not line 4 because of time limitation?? Fourth: most rifles not only climb up, but also move rightward when firing, is there a variable for this? or just multiple an index from upwards? Fifth: For some MG, the recoil = "empty" and recoilprone = "". And in CfgRecoil there is "1/10 machingun" or sth like that, how does it work?? Well, because the recoil is so important in any FPS game, I hope we can make it very clear. So put forward lots of questions. By the way, I don't know how to edit these cfg variables so I cannot make experiment by myself, I only want to know how to calculate, in fact, I want to present the information of weapons in dialogs when edit my mission. Thanks friends Dragon
  8. WOW, celebrate the 15 year birthday of BI. Get back here and up my mission, :D
  9. dragon zen

    China - PLA Infantry (Alpha)

    so awesome, just download this addon and pretty cool!
  10. SP version now compatible with Zeus work, you can handle the battle better now!!
  11. Hi friends: I want to use Zeus in my mission, but I found if I create a GAME MASTER with script, GMZeus=_group createUnit ["ModuleCurator_F", position player, [],0,"NONE"]; then the basic function of this Game Master is OK, but the create menu at right side have nothing, therefore I cannot create any units, although the addons with this GM is full.:confused: In contrast, if the GM is set on map in editor, it is available to create all units. Anybody know what is the problems?? Thanks Dragon Zen
  12. I found MPKilled eventhandler cannot take effect in my MPmission, simply replace it as Killed, it works. Don't know whether other editors meet similar problems.
  13. new vedio finally uploaded, up!
  14. dragon zen


    SORRY, THIS POST HAS BEEN CHANGED TO http://forums.bistudio.com/showthread.php?175802-SP-MP-BlackHole-(Highest-Density-Close-Combat) Do not reply here. To Managers: Please keep this thread because some old post linked to this post, such as Armaholic. SORRY FOR TROUBLING YOU I open this new post to combine SP and MP page, :D Busy Editing,
  15. BUG REPORT: I find in MP mission, when the B_Soldier_TL_F respawn, it will shows: No entry "bin\config.bin/CfgMagazines.Default REDManAllSignal" If it is replaced by other type of soldier such as B_Soldier_F, no bug report. I didn't test all other soldiers of course. Clear Arma3 without development or other Mods. Dragon Zen 2014-Apr-06 ---------- Post added 04-07-2014 at 01:27 AM ---------- Previous post was 04-06-2014 at 11:56 PM ---------- My friend point out it is here, the respawnLinkedItems, you can find that REDManAllSignal. respawnLinkedItems[] = {"V_HarnessOGL_brn","H_HelmetLeaderO_ocamo","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_OPFOR"}; respawnMagazines[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer","30Rnd_65x39_caseless_green_mag_Tracer","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","MiniGrenade","MiniGrenade","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","DefaultREDManAllSignal","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell"}; respawnWeapons[] = {"arifle_Katiba_GL_ARCO_pointer_F","hgun_Rook40_F","Throw","Put"};
  16. Sorry, this link has been changed to http://forums.bistudio.com/showthread.php?175802-SP-MP-BlackHole-(Highest-Density-Close-Combat) Please reply at there.
  17. DIY your High Density Close Combat!! The 4F AdvancingPower in Arma3!!! Features: This mission present high-density close combat, with all kinds of weapons, units and supports. And you can design your own battle with various opinions!! Generally, the major feature of my mission is 4F: 1.Furious: In this mission, your emeny appear in front of you and friends come from behind. Battlefield will move with position of groups, so every meter is valuable. With new AI script, AI teams will also call support and that make battle more crazy! You can set battlefield smaller (see "Flexible") to enjoy CQB! 2.Flexible: Firstly, size of battleground, number of groups, time, weather, so many options let you make your own battle. Most of options can be change DURING the game by Radio 0-0-9! Secondly, system will search exist weapons and vehicle automaticly, so that you can enjoy your downloaded Weapons and Vehicles in this mission! You can replace soldiers and vehicle for AI groups. 3.Fruitful: Firstly, you can enjoy all kinds of weapons and vehicle. Call several support including Artillery, AH and Satellite...which make the battlefield more colorful. Secondly, there are 3 SubMissions in this version, in which you can fly AH or Jet or be a sniper. Bullet camera is availiable for SubMissions. Thirdly, You can act as soldier and give leadership to AI. You can also switch position in Helicopter to enjoy the gunner. 4.Fantastic: Some supply such as Detection, Teleport and SmokeWall and so on, are not that realistic. And you will also get welfare if you lack of money or scores. All of these are designed for an enjoyful experience! Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/Missions folder. Download: Armaholic: http://www.armaholic.com/page.php?id=21874 I have released it to SteamWorkShop and you can track it easily, don't forget to support it, :D Altis: http://steamcommunity.com/sharedfiles/filedetails/?id=179971427 Stratis: http://steamcommunity.com/sharedfiles/filedetails/?id=179972069 Other Versions: This mission now have 8v8 MP version!!! Armaholic: http://www.armaholic.com/page.php?id=25276 BI Forum: http://forums.bistudio.com/showthread.php?161371-MP-TDM-BlackHole-(Highest-Density-Close-Combat-with-AI-system!!) ChangeLog: 140407 1. Fix bug about Arrow in Dialog 2. Adjust some preset weapons 131115 1. Add bullet camera for all units. 2. Add bullet tracer script provided by community editor. 3. Adjust the information of weapons. 131110 1. Support AllinArma Mod and Other Mod 2. Add Kill Mode and Money Mode 3. Adjust the economy system. 131006 1. Fix the bug that no setting menu. 2. Fix the bug when AI call AH at beginning 3. Fix the bug UAV in AH list. 4. Add UAV and Static Bags to buy. 5. Add Urban OPF. 130920 1. Fix the bug that cannot buy Binocle 2. Ammobox now created when game begin. 130918 1. Add New Weapons and Vehicles. 2. Add BackGround AA Vehicle, BG Mortar and BG chopper. 130911 1. Buy weapons script updated 2. Fix the redscreen or blur after death. 3. Fix other bugs. Thankslist: THANK piko, swagger and other friends in Chinese community: They teach me lots of skill and help me to solve lots of trouble. THANK thumsonb: His awesome mission Flashpoint:Chernarus give me the basic idea how to create and respown infantry and vehicles, and he allow me to use those codes in his scripts. THANK Mr.Murray: his handbook for scripts teach me a lot things as I am a new learner. THANK Chicago: He taught me how to use camera. THANK Big Dawg KS: He release his bullet camera code. THANK Hypnomatic: He release his bullet tracer code. THANK others for some code: ruebe for selectbestplace; R3 for their cargo drop code.
  18. Hi friends: I want to figure out how to get the round per minutes, initial speed of bullet of certain rifle, but cannot find them in cfgWeapon. It seems that Init Speed could be found at cfgMagazine, but... doesn't the rifle per se influence the speed of bullet?? Thanks for your help. DragonZen ---------- Post added 11-15-2013 at 12:02 AM ---------- Previous post was 11-14-2013 at 11:46 PM ---------- In addition, I can find the cfgRecoils but I don't know the meanings class CfgRecoils { someRifle_Recoil[] = { 0.000000,0.000000,0.000000, 0.060000,0.010000,0.010000, 0.100000,0.000000,-0.018000, 0.100000,-0.010000,0.010000, 0.050000,0.000000,0.000000 }; }; Third set of 3 is based on Second set of 3, or is absolute position related to 0,0,0?? Since we have the data, I wonder whether we can conduct a calculation and present the recoil with simple parameter, so that players could compare the recoil very easy and straight forword.
  19. Thanks friends. I don't edit config, just want to understand the current data and present the different parameter with script, :D
  20. Even so, I still cannot understand the meanings of numbers. Third set of 3 is based on Second set of 3, or is absolute position related to 0,0,0?? Since we have the data, I wonder whether we can conduct a calculation and present the recoil with simple parameter, so that players could compare the recoil very easy and straight forword.
  21. Great Job Hyp!! May I add this function to my mission?? I could give special thanks for you when the function is on.
  22. Thanks for your support ef770409. I renew at SteamWorkShop because somebody report bug there and I don't know whether it is same with the one at armaholic. There is no essential change so I didn't upload new version to ArmaHolic. I'm really busy for these days, if I have important update later, I will post it to Armaholic too, :D
  23. I have update it through SteamWorkShop, hope u love it.
  24. Hello: I try to set artillery shell on the ground directly but failed. I can create "SmokeShellBlue", but same code cannot create explosion with ammo such as "Sh_120mm_HE" now.:confused: Anybody know why? what is the correct code to set a explosion on the ground directly? ========== _ARTYType="Sh_120mm_HE"; _b = _ARTYType createVehicle [_px1,_py1,200];