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quickdagger

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Everything posted by quickdagger

  1. quickdagger

    MGI ADVANCED MODULES

    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.
  2. Thank you very much for the dedication and for sharing your thoughts Von Quest. 👍
  3. Hi Von Quest, Pls, would you consider sharing your work on Steam? Updating might be a bit easier there. Best!
  4. 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!
  5. 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.
  6. 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?
  7. 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!
  8. 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.
  9. hi @TCGM, so I presume you have a solution for it, right?
  10. 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
  11. 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!
  12. 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!
  13. ACE, CBA, Dagger Sniper Mod, Recolor.
  14. ACE, CBA, Dagger Sniper Mod, Recolor.
  15. ACE, CBA, Dagger Sniper Mod, Recolor.
  16. 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?
  17. 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;
  18. 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?
  19. 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.
  20. quickdagger

    Recoil Config

    I wonder if final perceived ingame recoil might have something to do with a soldier parameter or something...
  21. quickdagger

    Recoil Config

    All right guys, thank you for the nice tips. I have deleted those lines .kju said, and I have also opened the in game config. I've found that, my recoils are active at the single and full auto modes but they are not active at the ACE_burst_far, FullAuto_medium, Single_medium_optics1, Single_medium_optics2 and Single_far_optics2. I understand it didn't work on the last ones because I have not configured them in my config. So, I have added them to a new config, even knowing that they are showToPlayer = 0; and tested again. Same results, same original recoil and my recoil config is recognized by the ingame config viewer.
  22. quickdagger

    Recoil Config

    The reason why I am concerned about recoil is because, if you can not make the recoil be the way you want then, you have no control over it. If you can not control then, you can not predict it. If you can not predict it, then you can not configure realistic shooting behavior. If you can not establish realistic recoil then, the game will be less attractive to realism enthusiasts, like this guy here (I don't know him): I believe the community can help itself by letting recoil config be very clear. In order to do so, I propose a config challenge: 1) In the virtual arsenal, the player must empty a full magazine, in full auto, hitting all shots on the soldier at 100m, with no mouse movement to compensate for recoil, standing still, recoil config must not be zero, it can be low but not zero. You are allowed to config all recoil parameters you want and camera shake but, you are not allowed to use scripts and you are not allowed to change weapon dispersion. Please, try your code before sharing. You can try my code too. You will see that, even using very small numbers, like 0.001, recoil is still the same as the original.
  23. quickdagger

    Recoil Config

    Remember, one to the right, one to the left, une up, one down, dispersion must be a circle around the aiming point. I don't know why all second shots always go up and right on full auto. First shot hits where it aims but, second shot always top right.
  24. quickdagger

    Recoil Config

    Well, actually I have omited the CfgPatches, but here you are a more complete version. All BI recoils are up and to the right. As an exercise, I want to make a recoil down and to the left. My final goal is to shoot full auto and hit all shots on a target 100m away. I don't want recoil zero, I don't want recoil_empty. I don't want all shots up and right. I want one shot to the right, one shot to the left, one shot up, one shot down, etc. I want a perfect circular dispersion around my point of aim. Only after I achieve that, I will make full auto shots go up by using positive values to the CfgRecoils variable named "permanent": permanent = 0.1; If I manage to do that, then I can say I know how to edit recoil and I will be able to edit recoils my own way. This is my current config. There are other weapons which I have omited. //#include "basicdefines_A3.hpp" class CfgPatches { class a3_dgr_weapons { name = "Dagger Weapons & Ballistics"; author = "Dagger"; dlc = "a3_dgr"; requiredAddons[]={"A3_Weapons_F","A3_Weapons_F_Mark","ace_ballistics","A3_Data_F","A3_Sounds_F","asdg_jointrails","a3_dgr_magazines","a3_dgr_scopes","a3_dgr_attachments","A3_Sounds_F_Mark","A3_CargoPoses_F"}; units[] = {}; weapons[]={"dgr_6_Semi_Rifle"}; requiredVersion=0.1; authors[] = {"Dagger"}; authorUrl = "https://forums.bistudio.com/forums/topic/209137-dagger-scopes-weapons-ammunition-and-gear/"; url = "https://forums.bistudio.com/topic/187196-dagger-weapons-for-arma-3-and-ace-3/"; version = "4"; versionStr = "4"; versionAr[] = {4}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CowsSlot; class MuzzleSlot; class SlotInfo; class WeaponSlotsInfo; class asdg_SlotInfo; class asdg_OpticRail; class asdg_OpticRail1913; class asdg_MuzzleSlot; class PointerSlot; class asdg_FrontSideRail; class asdg_UnderSlot; class asdg_MuzzleSlot_556; class asdg_MuzzleSlot_762; class dgr_underSlot; #define Xcoef (0.0001) #define Ycoef (0.0001) #define LynxXcoef (0.0001) #define LynxYcoef (0.0001) class cfgRecoils { #include "cfgRecoilsLegacy.hpp" class Default; class recoil_dgr_rifle : Default { muzzleOuter[] = {-0.0001,-0.0001,-0.0001,-0.0001}; muzzleInner[] = {-0.0001,-0.0001,-0.0001,-0.0001}; kickBack[] = {-0.0001,0.0001}; permanent = -0.0001; temporary = -0.0001; }; access = 0; empty[] = {}; impulse[] = {0,0,0,0,0,0,0,0,0,0,0,0}; recoil_empty[] = {0,0,0}; recoil_dgr[] = {-0.0001,0.0001,-0.0001,0.0001,-0.0001,0.0001,-0.0001,0.0001,-0.0001,0.0001,-0.0001,0.0001}; }; class CfgWeapons { class ItemCore; class InventoryFlashLightItem_Base_F; class InventoryOpticsItem_Base_F; class arifle_MXC_F; class dgr_6_Semi_Rifle: arifle_MXC_F { baseWeapon = "dgr_6_Semi_Rifle"; _generalMacro = "dgr_6_Semi_Rifle"; reloadAction = "GestureReloadSPAR_01"; descriptionShort = "0.31MIL dispersion, 20.32cm R twist, 10in barrel"; ace_barrelTwist = 203.2; // 1:8" ace_barrelLength = 254; // 10" ace_twistDirection = 1; // direction of twist (-1 = left, 0 = no rifling, 1 = right) author = "Dagger"; displayname = "DGR .243 WM (6mm) Semi-Auto Rifle"; dlc = "a3_dgr"; scope = 2; magazines[] = {"DGR_243_30Rnd"}; recoil = "recoil_dgr_rifle"; recoilProne = "recoil_dgr_rifle"; maxRecoilSway = 0.001; swayDecaySpeed = 1; inertia = 0.001; class Single: Mode_SemiAuto { recoil = "recoil_dgr"; recoilProne = "recoil_dgr"; dispersion = 0.00031; sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_Closure_01",0.3,0.3,30}; closure2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_Closure_02",0.3,0.3,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"DMR05_Shot_SoundSet","DMR05_tail_SoundSet","DMR05_InteriorTail_SoundSet"}; begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_01",0.3,0.3,1200}; begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_02",0.3,0.3,1200}; begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_03",0.3,0.3,1200}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; }; class SilencedSound: BaseSoundModeType { SoundSetShot[] = {"MMG02_silencerShot_SoundSet","MMG02_silencerTail_SoundSet","MMG02_silencerInteriorTail_SoundSet"}; begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_01",1,1,300}; begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_02",1,1,300}; begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_03",1,1,300}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; }; }; class FullAuto : Mode_FullAuto { recoil = "recoil_dgr"; recoilProne = "recoil_dgr"; reloadTime = 0.075; dispersion = 0.00031; sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_Closure_01",0.3,0.3,30}; closure2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_Closure_02",0.3,0.3,30}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"DMR05_Shot_SoundSet","DMR05_tail_SoundSet","DMR05_InteriorTail_SoundSet"}; begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_01",0.3,0.3,1200}; begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_02",0.3,0.3,1200}; begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\DMR_05_short_03",0.3,0.3,1200}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; }; class SilencedSound: BaseSoundModeType { SoundSetShot[] = {"MMG02_silencerShot_SoundSet","MMG02_silencerTail_SoundSet","MMG02_silencerInteriorTail_SoundSet"}; begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_01",1,1,300}; begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_02",1,1,300}; begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_02_SPGM\silencer_MMG_02_short_03",1,1,300}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; }; }; class WeaponSlotsInfo: WeaponSlotsInfo { class PointerSlot: asdg_FrontSideRail { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; }; mass = 40; allowedslots[] = {901}; }; drySound[] = {"A3\sounds_f\weapons\Other\dry_1",2,2,10}; reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_reload",1,1,10}; changeFiremodeSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode",2,2,5}; }; };
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