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quickdagger

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Everything posted by quickdagger

  1. quickdagger

    BloodLust (Version 2022.04.13)

    Hi Zooloo75, The mod is really amazing and I have been using it from the start. Would you somehow consider the possibility of making bodies explode when hit by common ammo? I was expecting the bodies to "explode" or alike, when hit by ordinary .50 cal ammo. Best!
  2. Understood, thank you for the insights. In this case, the system could simply spawn the default version of that vehicle, not the edited one. I mean, in the Editor you can change or edit the crew but for the respawn purpose the vehicle could come as the default hardcoded one, like set in the cfgVehicles. If the AI disembarks then leave it, no need to delete it or so, for he will die anyway. Would that eliminate the necessity for looping scripts?
  3. I have added to my mission in case you are curious. https://steamcommunity.com/sharedfiles/filedetails/?id=1468184551
  4. Working wonderfully now 🙂 Thank you Pierre!
  5. Hi Pierre, The idea is to do some sortof "APC Operations", more or less using the features you already have. 1) You start the game by the side of an APC. Its crew inside: driver, gunner, commander, and 2 additional crew members. 2) You go somewhere and call the APC to pick you up. Set task as goal? 3) The APC must fight its way and shoots infantry with cannon on the way. 4) If the APC is destroyed then it needs to respawn at base with its crew inside. Today, many modules have this module but after respawn the menus disappear. 5) If one of your team members is hurt, the 2 spare crew members eject the APC with a white flag and heal the hurt person then go back to the APC. Currently they do not return to the APC. Or, they carry the hurt AI or player to inside the apc. 6) The APC maintains the taxi options menu on multiplayer. Today the module is not working for me on MP. With just that, HALO and a script to respawn inside the APC you can already create many cool missions or define tasks as goals on the run 🙂 Very clever choice of modules by the way!
  6. Hi Pierre, thank you for the mod. I have placed a pick up marker to call for a chopper, gogogo it came but it didn't land so I couldn't board. And, the taxi module doesn't have a call option. Do you have any other great idea about how to call for extraction. Forget about bi module because if the vehicle is destroyed then it respawns without the crew.
  7. Thank you very much for the dedication and for sharing your thoughts Von Quest. 👍
  8. Hi Von Quest, Pls, would you consider sharing your work on Steam? Updating might be a bit easier there. Best!
  9. In the editor, in the module, I have added vehicles among the units to spawn. On the "attack" mission, 2 vehicles have spawned inside a house, on top of each other, both have exploded. Would it be possible, somehow, please, to separate spawning vehicles from infantry? Also, I have added just a single sniper on the recon mission, in the module, in the editor. The sniper has spawned and started walking, so it was easy to find him. Do you think feasible letting the mission creator to chose the unit stance. Something similar to this setunitpos = down; this disable_ai_move = true; ? Have a good one!
  10. Hi @Von Quest, Now the SOCOM system is not appearing to me anymore on the VQI_SOCOM_LAPTOP object 😞 And I also try using your SHIFT + I shortcut but it doesn't work. Keyboard maybe? Solved: I have added VQI_SOCOM_LAPTOP to the module. Pls Von Quest, add this to the manual, it is not saying so.
  11. Hi @Von Quest, Now the SOCOM system is not appearing to me anymore on the VQI_SOCOM_LAPTOP object 😞 And I also try using your SHIFT + I shortcut but it doesn't work. Keyboard maybe?
  12. Hi @Wolf ZA, Thank you. I think I have some more good news for you. I have managed to reduce the mod's size by more than half 🙂 Just download the latest version from Steam. Just be advised that I am still working on some weapon animations so, a few of them are not perfect right now. But I wanted to release the mod asap because the ghillies look awesome and also because downsizing is also good. Keep it up!
  13. hi all, Some people are asking recoils and I brought the discussion here, so that more people can benefit from it 🙂 All right, there are 2 ways of doing it for realistic results: 1) By keeping current weapons dispersion and tweaking recoil, or 2) by increasing weapon dispersion and keeping current recoil. I prefer option 1 because vanilla recoils kick up too much, leaving to the player the responsibility for managing recoil with the mouse. I like to believe the soldier is managing recoil by using the proper firing stance. And also because a weapon system's dispersion is something that belongs to the system, not to recoil management. I mean, if you glue the weapon on a desk weighting 999999999999 tons, then recoil will be zero and the dispersion will be purely the system's dispersion, which is existent and smaller than the final MG cone of death. If you unglue the firearm and let it be fired by the shooter, then the cone of death becomes a bit bigger so, that's the challenge for me: How much recoil should be added in order to come up with realistic cones? Considering the way BI codes recoil, then I have found this work to be try and error but, in the end I've managed to come up with realistic results. So, Dagger Sniper Mod offers you realistic "dispersion cones" for MG's. All MG's? No, only the Dagger ones, the ones starting the description with DGR.
  14. hi @TCGM, so I presume you have a solution for it, right?
  15. Very nice! It is working now! You have helped me to solve an old issue I had. I always wanted to dynamically place snipers around mission areas, in a way that they never move or stand up. With your methodology I have achieved that. All I do is adding this: _nul = [this, 2000, 75, 1000] execVM "vqi_socom\custom_faction.sqf"; this setUnitPos "down"; this disableAI "Move"; ... to the group leader init field, in the editor, and they will spawn exactly as I want. I also use EOS to spawn some patrols and bandits inside houses (for CQB) all over the map, so it is never safe to fool around. For the purple white list of civilians, I add a few blue allies, but dressed as civilians and carrying just pistols, to represent good-guys-armed-civilians. It is hard to know who is who during gameplay, which adds to the caos state and demands even more tactical planning. If you want to check my always wip mission, here you are: https://steamcommunity.com/sharedfiles/filedetails/?id=1468184551
  16. Ha, thank you :) Oh, that user custom factions thing would fit like a glove to my many factions :) Now that you have explained, I think the 33% probability of not having a patrol looks nice, there is always that expectation. I use 2km spawn distance for AI spawn, because we play as snipers and like to recon the area from 2km away. Also, when we advance, we keep another unit 500 m behind to cover for flanking AI. So, AI patrolling 250m away from the goal looks nice but spawn distances much further would look awesome. We don't use those other AI mods because they de-spawn-re-spawn AI all the time and that render our backup strategies useless. The "no mission complete" message while on the mission makes sense to me now, because it simulates the situational confusion. However, maybe it could be confirmed when you are back to base. Just an idea. Very nice you are around answering posts! Keep it up!
  17. hi Von Quest, I have done the mission to recover the databox from the downed MI48. I have found and recovered the suitcase representing the databox but the mission did not complete. Also, enemies have not appeared. Best!
  18. ACE, CBA, Dagger Sniper Mod, Recolor.
  19. ACE, CBA, Dagger Sniper Mod, Recolor.
  20. ACE, CBA, Dagger Sniper Mod, Recolor.
  21. quickdagger

    Enemy occupation system (eos)

    Hi all, Please, is it possible to make the spawned AI assume stealthy behavior? I mean, is there a way to select one of the existing behavior like combat, aware, stealth, etc?
  22. quickdagger

    Enemy occupation system (eos)

    Hi pros! I am trying to spawn snipers in the open but, the problem is that they keep moving, making it too easy to spot them. I want them to stay prone and static. Is there a way? I don't want to use house groups. null = [["sniper1"],[0,0],[5,0],[0,0],[0],[0],[0,0],[5,1,1500,EAST,TRUE]] call EOS_Spawn;
  23. Dear all, I have followed BI Wiki on recoil but it didn't work. I don't want to use scripts and editor either so, setUnitRecoilCoefficient 3 is not an option for me. Their link is here: https://community.bistudio.com/wiki/cfgRecoils In order to play a bit with the numbers I have created the following config: class cfgRecoils { class recoil_default; class recoil_dgr_rifle : recoil_default { muzzleOuter[] = {0,0,0,0}; muzzleInner[] = {0,0,0,0}; kickBack[] = {0,0}; permanent = 0; temporary = 0; }; }; class CfgWeapons { class arifle_MXC_F; class dgr_Rifle: arifle_MXC_F { baseWeapon = "dgr_Rifle"; _generalMacro = "dgr_Rifle"; recoil = "recoil_dgr_rifle"; recoilProne = "recoil_dgr_rifle"; maxRecoilSway = 0; swayDecaySpeed = 0; }; }; I was expecting no recoil at all but, the rifle still has the original recoil. What is going on?
  24. quickdagger

    Recoil Config

    OK, I have found the solution. You must just remove many required addons and leave it like described below. requiredAddons[]={"A3_Weapons_F","A3_Weapons_F_Mark"}; From my understanding, for some reason, one of the previous required addons was restoring the original recoil values so, my changes never took effect. Curious part is that the ingame config viewer told me my recoils were active.
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