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Found 34 results

  1. Hello friends, This is Dagger Weapons (and ballistics) for Arma 3. You can download it here: Armaholic: http://www.armaholic.com/page.php?id=30170 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=639464956 Six Updater: http://withsix.com/p/arma-3/mods/BwbgUy_jqEipuxRIarFMRg/Dagger-Weapons-for-Arma-3-%28and-ACE-3%29 It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters. All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards. The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques. Manual, and signature included. No more LEA config file because people use Virtual Armoury now. I hope you enjoy playing Dagger Weapons & Ballistics just like I´ve enjoyed making it. Cheers! photo hosting Requirements ACE 3: http://www.armaholic.com/page.php?id=28557 CBA: http://www.armaholic.com/page.php?id=18767 Extra Notes There are optional configs allowing to use Dagger magazines with Massi weapons, SMA and the 3 RHS´s. BC´s come from Bryan Litz books and they were all set to G1 for the sake of comparison with other calibers with less info on them. Current Version V4. Invitation To My Fellow Moders Hey guys, if you make weapon mods and would like to add my ammo and magazines to your mods it would be an honor for me. Please, contact me so that we can advance this idea together! Special Thanks BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Team Dagger Digao.pf, beta tester, arts suggestions, military research, logo. ToreDL87, supporter. Irvin_Mainway, military research and beta tester. VekongMaster, military research, beta tester. Sorophx, Arma3 youtube video. Multiplaneta, mods research, Arma2 youtube video, beta tester , military research, animations. Feltz, beta tester. Dagger, project leader, 3D reticles, texture, specular and bump maps, manuals, FOV math, ballistics, configs, military research, beta tester. Changelog V1: First release. V2: Added bump maps and specular maps to the weapons, added new ammo types, improved the weapons 3D models. V3: Synced with Steam Workshop. V4: Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifles magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
  2. Hello everyone, I've started this thread in the hopes of finding people in a similar situation as me. I am being insulted and degraded very frequently while playing Clash games (I only play these by the way) by people who say i play like shit and that my game style is just pure shitty and not cool for them. Let me get into more details... Basically to me Clash is the kind of gamemode that forces one to think and act accordingly to the situation and environment to succeed, nothing is keeping anyone from using any tactics to lead his team to victory, and by that i mean, anyone is free to run a mile away on top of a hill taking one shots on people if the map allows it, just like anyone is free to gear up with a heavy armor and run around with an LMG rushing people like a mad dog ! There is no gamestyle that anyone is forced to use ! But apparently this ideology doesn't apply to everyone as people have come bitching to me about the way i played and unfortunately for them seriously couldn't handle my playstyle... People were literally telling me "You fuckin bitch, you're a true piece a shit with your shitty gamestyle, it's fuckin boring and annoying to everyone, if it is to play this way than please go and play sniper elite !". Obviously this makes me laugh, i don't even bother replying to them as i don't see any reason in feeding an angry person who's truly raging because they couldn't counter you for the last 3 games. And this happens to me very often, either the people will insult me about how much of a fucker i am sniping them or they will tell me i'm a bitch and quit the game, leaving their whole team 1 person less against us. I'm also counting the amount of games where as soon as i join in, i will see the chat spammed with my name asking to be kicked because people know what's coming for them... Oh yes before i forget, something that came up quite a few times also, in some maps, objectives are somehow quite close to each other and lines of sight are very easily reached less than 15 seconds into the game to get a kill, people are telling me i'm spawn killing them, how am i spawn killing if one person has left the spawn, is busy running up the hill next to his objective and i kill him ? I mean, am i supposed to wait till the guy reaches the top of the hill to kill him so he's feeling better about that ?... People just don't seem to understand some principals of this game and are simply not familiarized enough to the gameplay Clash allows ! Of coarse if you run in the open on a straight line from your objective to the other you're very possibly going to get killed in less than a minute into the game start... So does Argo have rules on how one is forced to play ? Not allowed to snipe and or take shots from far away ? If it does please link me to these rules please ! https://snag.gy/oGd9Ig.jpg
  3. hi all. After 4 hours researching im left no option but to ask! I want to reveal all units in a given area / distance to a SINGLE UNIT .(In this case a sniper) Ive found lots of examples of revealing enemy to allies etc but not enemies to a single unit and then target them? So far i can only get this to work for targeting a unit with a unit: sniper1 doTarget muppet; (This works well, as the sniper even fires at well over 600ms probably would go much further...) But i want the sniper to know all enemy targets in a 1500m every x amount of seconds. basically below is the jist of what i want: (sniper1) snipers init field: revealedunits = nearestObjects [sniper1, ["man"], 1500]; sniper1 doTarget revealedunits; sleep 60; obviously code does not work! but I need something along the lines of: >List all enemy in radius from sniper. >Reveal those enemies to the sniper >sniper target those enemies >reset script after x amount of time i would rather use a simple in-editor script if possible as I am not using .sqf at this time (or have ever used it?) but im open to change if needs must. Just point out where i would need to place the sqf's if you would. thx. good night.
  4. Hello everyone, after briefly learning how to snipe on Ace by watching videos i've got some questions that YouTube wasn't able to answer. First of all i'm using the Intervention along with the Vector 21 so i can sync data to the ATragMX without copying and pasting all the time, after that i get the temperature, the humidity and the barometric pressure from the Kestrel 4500 and copy-paste it on the ATragMX. I auto-set the crosswind and the headwind and get the average Wind SPD of around 30 seconds, and i paste the min on 1 on the Wind Speed on the Target tab of the ATragMX followed by the max value on 2 and then the wind direction, if the min and max are the same then i just input the same value on both fields. Finally i take the shot and re-adjust properly if i miss. I collect all the data standing up without being blocked by bushes/trees. Is there any way to collect the wind data more efficiently? Cause most of the time my shots are landing left or right of the enemy, and am i inputting the wind correctly inside ATragMX because almost all the people i've watched are doing it differently (most of my shots are on ~1400km). If i missed anything i will explain it, just ask for it.
  5. seriously

    Arma 3 Concealment on Tanoa

    Here is my latest video on concealment - What do you guys think about concealment? Is it a practical knowledge to apply? What do you all think about Bohemia's latest Tanoa ghillie? Personally I really like it. I do think Bohemia should release rifle skins that are shaded better than the current ones.
  6. Hello guys, In the mission Editor, I often put enemy sniper or rpg on roof of buildings, Unfortunately they are always fast detected and killed before to be a real menace. I use this dostop true or disable ai move and I also use setunitpos to select the stance. If I Iet the vanilla ai system, they just go prone when the detect enemy, and can’t fire through the window or from the roof… I would like to make a little scrips lunched on the AI initialization field, or from a trigger to make an ambush like situation to make my AI switch from down to middle just a little time to firing and hide again for a certain time. I was thinking to something like this: (sorry I am not aware about the syntax) _myunit setunitpos “down†Sleep random [ 30, 50] <- Wait random time from 30 to 50 sec _myunit setunitpos “middle†Sleep random [ 5, 10] (the time to select a target and dofire, and hide again) #loop I am sure that if it works it can add a lot immersion in hostile zone. Please if someone can help me in syntax for the script and for the initialization to run an maybe add a variable in the timing… Thanks for reading. Cheers
  7. Like to share a mission I'm busy with. must have 1-5 players on blufor side [COOP] Now COOP ONLY. A NATO recon/sniper team is tasked with killing the high value opfor officer spotted recently. The Officers last know location is marked and updated every minute or so. He is in enemy territory so be stealthy and tactical. One bullet well placed is all it takes to accomplish your mission. And now there's art to make things even more difficult. Every play through is a new story based around the theme of an elite sniper team. I dont usually have lots of free time, so the mission takes a max of half an hour or so usually, depends on how stealthy you are, often much less. https://mega.nz/#!fwtlVJQa!WWIDPAFlDq3x-JcPl47Ixykz0M8DAyoeLb-7aaY5y_k best played with a full blufor team at the least, then fill up the opfor team as you can. so its Coop first and optionally pvp. place the file in your arma3/mpmissions folder Random locations, random vehicles, random opposition. random AI zones. If cornered the opfor will converge on your location and you will have to fight your way out (DAC is awesome, quite a few AI and I average 50+fps). Vechiles are spawned near where you start to minimise hoofing it everywhere. But cars are noisy. This is heavily WIP so feedback welcome and updates should be expected. Enjoy! to dos: make simple base life and events.
  8. The hum of the lights whispering secrets as footfalls echo throughout the hangar... Introduction This will the official WORK-IN-PROGRESS Thread for all projects. Released, Un-Released, Concept, Discussion, 3D Models, Feedback, SQF Scripts, Teasers, and general spit-ball'n of Ideas. Rather than create a seperate thread each and every time, I wanted to have just one centralized location for everything whether its been green-lit for release, or it was a smoldering heap of miscalculated rocket fuel. Check back often HERE as this Main Post will get updated from time to time. Silent Service -- Submarine Project: Frogmen -- Combat Diver Project: SpookWarCom -- Black-Ops Project: Feet First into Hell -- H.A.L.O. Project:
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