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quickdagger

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Everything posted by quickdagger

  1. 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!
  2. 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!
  3. quickdagger

    MGI ADVANCED MODULES

    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?
  4. quickdagger

    MGI ADVANCED MODULES

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

    MGI ADVANCED MODULES

    Working wonderfully now 🙂 Thank you Pierre!
  6. quickdagger

    MGI ADVANCED MODULES

    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!
  7. 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.
  8. Thank you very much for the dedication and for sharing your thoughts Von Quest. 👍
  9. Hi Von Quest, Pls, would you consider sharing your work on Steam? Updating might be a bit easier there. Best!
  10. 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!
  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? Solved: I have added VQI_SOCOM_LAPTOP to the module. Pls Von Quest, add this to the manual, it is not saying so.
  12. 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?
  13. 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!
  14. 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.
  15. hi @TCGM, so I presume you have a solution for it, right?
  16. 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
  17. 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!
  18. 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!
  19. ACE, CBA, Dagger Sniper Mod, Recolor.
  20. ACE, CBA, Dagger Sniper Mod, Recolor.
  21. ACE, CBA, Dagger Sniper Mod, Recolor.
  22. 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?
  23. 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;
  24. 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?
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