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Everything posted by quickdagger

  1. Hi Gromskar, Mil and MRAD are the same thing. Do you mean MOA instead? Al my scopes are in Mils, as well as my reticles. Good luck.
  2. Dagger mod offers real life ballistics and reticles to Arma 3 players. It can be used on serious simulations of range estimation and bullet drop. Players can use real life balistics computers to play Arma 3 using Dagger ammo and rifles. The new gear introduces civilian hunting camo as well as fieldcraft painted camo patterns. Read the manuals for additional information. Message to the users This mod focuses on simulation and functional representation of shooting instead of exterior empty beauty. Please, do not rate it poorly just because you haven't found the exterior 3D models of the scopes or rifles you want. The real power of Dagger mods relies in providing low cost training to civilian and military shooters, rather by providing accurate reticles instead of 3D models of scopes, real life ballistics instead of highest damage as possible, hand made field craft camouflage painting techniques instead of official army this or that pixelated camouflage. Download http://www.armaholic.com/page.php?id=33063 http://steamcommunity.com/sharedfiles/filedetails/?id=1105446708 If you like my camouflages and want them in your game or real life project, let's talk. If you want my real life ballistics calculations in your game or real life project, let's talk. All the camouflages with the exception of the first one are my own creation and they are the result of years studying the subject. All the scopes' lines, dots, stadia lines, etc were built from scratch and were extensively calculated using real life engineering and ballistics knowledge, aquired from more than 10 years studying the subject. Nothing was copy pasted. Bullets hit the dots they are supposed to, considering you know which ammo type to choose and which climatic conditions to shoot. Included rifles / calibers 22 LR, 5.7 mm, 4.6 mm, .45 ACP, .220 Swift, .223 Rem / 5.56 NATO, .243 Win, .257 Roberts, .264 Win Mag / 6.5 mm, .270 Weatherby Mag, .277 / 6.8 SPC, 7.62x54R, .284 Rem Mag / 7mm, 30-06 Springfield, .308 / 7.62 NATO, .300 Win Mag, .300 Blackout, .303 Enfield / 7.7x56 Rimmed, 7.92x57 Mauser, .338 Lapua Magnum, .408 Cheytac, .50 BMG, .366 / 9.3x64 Brenneke. Included scope's reticles Broken scope, AN/PVS-7, Swarovski Aug 1.5x, Leupold Mark 4 1-3x14mm CQ/T, Carl Gustav MAAWS 3x scope, Aimpoint Compm4s 3x, Trijicon Acog TA33A-13 3x, Zeiss ZF 3x4°, Elcan C79, Elcan M145 (for 5.56x45), Elcan M145 (for 7.62x51), WWII Enfield No.4 3.5x, Trijicon Acog TA11J-308 (for 7.62x51), Trijicon Acog TA11MGO-M249 (for 5.56x45), AN/PVS-4 4x, S&B Zenith Short Dot 1.1-4x 24mm, Colt 4x duplex scope, EOTech 516 and 4X magnifier combo (SPF), Zeiss Hensoldt 4x24 M1 scope, POSP 4x, PSO 4x (7.62x54), PSO 4x (9x39mm), Elcan SpecterDR 1-4x 5.56 NATO, Elcan SpecterDR 1-4x 7.62 NATO, Sight Unit Small Arms, Trijicon Acog TA31RCO, XM8 4x sight, Bushnell Yardage Pro Sport 450, FLIR binocular, AN/PEQ-1 SOFLAM, M3 binoculars, 6x Duplex sight, UK 6x Maxikite, Trijicom Acog 6x TA648, VECTOR 21 (Nite), Leupold Mark 4 MR/T 2.5-8x36mm (30mm) M2, AN/PVS-10 8x, Redfield USMC Vietnam Era Accu-Range 3-9x40 scope, Leatherwood ART II 3-9x, Generic 9x duplex scope, Swatscope SSVZ, Rapid RR-800-2 (10x42mm), Fictional Rapid 1000 scope, AN/PAS-13 (V3) 5-10 zoom, Leupold Mark 4 LR/T 3.5-10x40mm (30mm) M5, Leupold Mark 4 LR/T 3.5-10x40mm (30mm) M2 Illum, NF NXR 2.5-10x42 with MLR reticle, USMC Unertl MST-100 10x scope, Leupold Mk 4 LR/T M3 10×40mm, Zeiss 3-12x56 Diavari VM/V T* 30 mm, S&B M8541 3-12x USMC Scout Sniper Day Scope (SSDS), S&B 3-12x50 PM II/LP/MTC, Zeiss 3–12×56 SSG, NF Velocity 1000 3.5-15x56 NXS, Premier Heritage 3-15x50 Tactical, NF 3.5-15x50 F1 NXS MLR2.0, Leupold Mark 4 LR/T 16x40mm (30mm) M1, Leupold Mark 6 3-18x44mm M5B2 (34mm), S&B 3-20x50 PM II/LP/MTC/LT, S&B 5-25x56 PMII LP/MTC/LT H37, Leupold Mk4 LR/T 8.5-25x50mm (30mm) M1 Illum, S&B 5-25x56 PM II/LP/MTC/LT MSR, S&B 5-25x56 PM II/LP/MTC, NF ATACR 5-25x56, NF 8-32x56 NXS MIL-DOT, Generic spotting scope with 1 MIL stadia lines. Current version 0.4 Changes from previous versions v 0.4: - Improved textures. - Replacements by new camoes. - Added backpacks. - Added rfles. - Added balaclavas. - Added rifle camo nets. - Ballistics review. - Added rifle paint to magazines and cheek rest. - Added new textures to the sniper ponchos. - Adjusted camouflage values. v 0.3: - Reduced bullet dispersion due to overheating. - No more asthmatic soldier. - No more snipers with parkinson disease. - Fixed the armor not protecting the abdomen. - Increased vest carrying capacity. - Increased overall damage values and penetration, now the .50 destroys APC's. - Redistributed the rifles camoes, now only the hand painted camoes are present. - Camo is also painted over boots and gloves. - Added half ghillies or sniper ponchos and balaclavas. - Improved many textures. A) Damage to target is calculated by the engine as being proportional to: A1) Penetration depth inside the target, A2) The difference of bullet's entry and exit velocities inside the target. A1) A low penetration bullet will not deliver full damage because in order to do so it must travel the maximum piercing distance inside the target's body. If the penetration is low, the bullet will have shalow penetration and cause shalow damage. A2) A high piercing bullet will loose less velocity while transfixing the target, meaning it will transfer damage to the target proportionaly to the entry and exit velocity difference. More explanation inside the manual, please read it. B) It is possible to prove that in game damage in directly proportional to bullet's speed instead of the square of speed. It means that the game's hit value (damage) is calculated by the engine as being quantity of movement instead of kynetic energy. So, damage for each caliber must be proportional to mass * velocity, which means the difference between default damage values should be greater. DGR ammo fixes this problem by making the 5.56 a bit weaker but with higher penetration and by making the .50 stronger. The same for every other caliber, strictly following real life proportions and bullet data. Forums & Discussions Current: https://forums.bistudio.com/forums/topic/209137-dagger-scopes-weapons-ammunition-and-gear/ Old ones (but they contain all the history of Dagger mods, probably your questions are answered there): http://www.armaholic.com/forums.php?m=posts&q=32426 https://forums.bistudio.com/forums/topic/183698-dagger-scopes-for-arma-3/ https://forums.bistudio.com/forums/topic/187196-dagger-weapons-for-arma-3-and-ace-3/ http://www.armaholic.com/forums.php?m=posts&q=27539 http://www.armaholic.com/forums.php?m=posts&q=26400&d=0 http://www.armaholic.com/forums.php?m=posts&q=21507 Good shooting!
  3. quickdagger

    Arma 3 Units - Feedback thread

    Would it be possible to filter units by the mods they are using? There is a particular mod that I want to use and I want to join a unit using that mod. It is very stressful when you join the unit, play with that mod then it is removed. Thank you.
  4. quickdagger

    A3 Color Converter

    Falae Casperento, Is it possible to do the other way around? Like pick a color in game and then tell what HEX it is?
  5. Hi all, This time I would like to know what should be your codes for spawning an enemy group when the player kills a civilian. Interpret that as the civilian's family and friends coming to take revenge. I am using Bangabob's COS - Civilian Occupation System, I am not placing civilian units on the map, in the editor, so, I presume I can't edit their init field. I am also using Bangabob's EOS - Enemy Occupation system. Both EOS and COS require that you place triggers on the map, which will serve as their spawn points. Somehow they recognize house interiors so, units respawn inside house if you config to do so. Really amazing. I am also using CBA and ACE. There could be a delay between killing the civilian and the spawn of the enemy group. The spawn point should be the nearest village/base but not the current village/base. Or the nearest trigger on the mao, which I use as the spawn points to EOS or COS ? EOS @Leopard20 @opusfmspol @stburr91 @froggyluv @Play3r @vilas Since you have provided great help the other day, I would like to invite you to this discussion but, pls feel free to move on with this idea or not if you will.
  6. Nah, the init field on COS it is not working... And, I am not using COS anymore, EOS spawning civilians is better for what I am trying to do... @wogz187, I don't know how to use an event handler, pls where do I paste that piece of code?
  7. If you kill too much, bomb too much, etc, then you will have a hard time with enemies growing in Geometric Progression.
  8. Thank you for answering @damsous but I am not a scripts person. Actually I have no idea about how to do that. Would you mind, please, sharing the exact code I should add and where?
  9. Hi all, We have a new release. Check Steam and Armaholic!
  10. Hi all, I want to do a mission with 1 AI hostage and 2 AI terrorists. The terrorists are pointing at the hostage but they don't shoot. When you kill one terrorist, the other shoots the hostage. I don't want to use triggers detecting bluefor presence because I want to have snipers eliminating the terrorists from long distance, simultaneously. How would you make this work?
  11. Thank you guys! That's a nice refinement. So, now we have: Init: doStop this; this disableAI "move"; this setUnitPos "UP"; this setBehaviour "COMBAT"; this addEventHandler ["handleDamage", {h1 setCaptive false}]; And this is working fine for the configuration of mods listed above 🙂
  12. Insightful brainstorm @stburr91! I have followed you line and made a line of many terrorists, each one with a different init script, covering all the ideas that were exposed here. For my selection of mods, the code that produces the fastest reaction was: Init doStop this; this disableAI "move"; this setUnitPos "UP"; this setBehaviour "COMBAT"; this addEventHandler ["Dammaged", {h1 setCaptive false}]; I was impressed by having the combat behavior assigned as well but, if you put in perspective it is not that bad. I mean, if the terrorist finds any BLUEFOR around he will shoot ... it could be. Since his movement is disabled then he is hunting for BLUEFOR all the time and will shoot the hostage at the moment the hostage becomes BLUEFOR. It also creates the tactical option of allowing players using ghillies to crawl closer to the hostage in order to do a better assessment of the situation. Also, I was thinking about that if (_shooter == player) thing. Then I have thought about a possible scenario where the player doesn't know the hostage is there, calls mortar fire, the explosion damages the terrorist. The terrorist would still shoot the hostage isn't it? I was also thinking about having a trigger to make the the terrorists shoot anyway if the player gets too close but, it is not the case of getting too close. It is a matter of the terrorists finding the BLUEFOR of not. About using ghillies to remain unseen, vanilla ones were not working but the ones in my mod are 🙂 Any other evolution ideas?
  13. Forgot to say, this is my mods list: CBA ACE KA Virtual Arsenal Anywhere Lambs Danger Lambs RPG VET_Unflipping Advanced Urban Rappelling Enhanced Movement BloodLust Brown Water Colour Mod Blastcore JSRS Dagger Mod Maybe a conflict with one of these mods? Lambs maybe?
  14. Hi all, thank you for the ideas, tku @Play3r for the mission. It is even better than before bust still they don't shoot the hostage if I shoot the terrorists in the leg with a pistol. The leg-pistol combo seems to be the issue. At this point I am using: Init for hostage h1: this setcaptive true; doStop this; this disableAI "move"; this setUnitPos "UP"; Init for bandit b1: doStop this; this disableAI "move"; this addEventHandler ["Dammaged", { params ["_unit", "", "", "", "", "_shooter"]; if (_shooter == player) then { h1 setCaptive false ; [] spawn { b2 doTarget H1; b2 forceWeaponFire [weaponState b2 select 1, weaponState b2 select 2];}; }; }]; Init for bandit b2: doStop this; this disableAI "move"; this addEventHandler ["Dammaged", { params ["_unit", "", "", "", "", "_shooter"]; if (_shooter == player) then { h1 setCaptive false ; [] spawn { b1 doTarget H1; b1 forceWeaponFire [weaponState b1 select 1, weaponState b1 select 2];}; }; }]; I have replaced Play3r's Bluefor player by a CSAT Marksman. For testing I have made the player be OPFOR so that I can get closer and shoot a leg with the pistol. Bandits are INDEPENDENT and I have made it be friends with OPFOR. Hostage is BLUEFOR.
  15. Hey @Leopard20, the result is very weird ... If I shoot the terrorist on the chest, he falls on the ground but doesn't die, then the other terrorist shoots the hostage. Good! It is already an improvement. However, if I restart the mission and shoot the same terrorist's leg with a pistol then no one shoots the hostage. Does this code has something to do with the total damage per shoot? Sorry I am not a scripter and can't understand very well BI's Wiki's. I need the full explanation for rookies, like create a folder here and name it this, then paste this into the init field and bla bla. I am using ACE and CBA.
  16. Hey @damsous, Please, is there a way to make the "mission", which is a composition de-spawn after the tasks of that mission are complete? This way, the objects would not simply disappear in front of you when you reach the maximum time limit.
  17. Hi @Play3r, The player is a BLUEFOR sniper still kilometers away from the hostage. He and his group will still have to plan the operation and etc. So, they will chose whether to shoot from a distance, get in CQB range, use flashbangs, etc. But, I want everything to be possible. The hostage h1 is an AI BLUEFOR. The bandits b1 and b2 are AI OPFOR, 5 meters away from the hostage h1.
  18. Hi @stburr91, Thank you for the reply, I think you are almost there. I have shot one of the terrorists but he hasn't died and, the other terrorist didn't shoot the hostage. Well, I believe the second one should have shot isn't it? So, I think I should rephrase what I have just asked. Replace: When you kill one terrorist, the other shoots the hostage. by: When you shoot or hurt one terrorist, the other shoots the hostage. 🙂
  19. Yes, the mod is compatible with RHS armor.
  20. quickdagger

    BloodLust (7-9-2017 v2.484)

    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!
  21. quickdagger


    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?
  22. quickdagger


    I have added to my mission in case you are curious. https://steamcommunity.com/sharedfiles/filedetails/?id=1468184551
  23. quickdagger


    Working wonderfully now 🙂 Thank you Pierre!
  24. quickdagger


    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!