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Found 8 results

  1. (WIP) Weapon Attachment Trader Script for Ravage Fellow Ravagers, in case you want to be able to buy weapon attachments such as scopes, silencers, flashlight or laser pointers in your Ravage mission, in addition to the original Ravage traders, look no further;) Functions of the script - Spawns a trader at a marker position (multiple markers are possible if you want the trader to move around) - Matching attachments for weapons as defined per array - the first item the trader sells matches the players current weapon (if carrying any) - uses rvg_money as currency - checks if you have enough money and enough space in your inventory before you are able to buy an item - the base price per item is set at 90 with some randomization (per item sold) each time the script is triggered - currently the items sold refresh after you select "Back" in the scroll menu. Each time you press back you get to call for new items to be offered. - after successfully buying an item, the position will be removed from the scroll menue How to create, use and Install the script: Step 1 - init.sqf 1. Open notepad. 2. Copy this code -------> [] execVM "TraderspawnAtt.sqf"; 3. Paste the code into your notepad doc. 4. Save the notepad document with this name -----> init.sqf 5. Move the init.sqf to your mission folder. =================================== Note - if you already have an init.sqf then just add the code from 2 to it. init.sqf: Step 2 - Back.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> Back.sqf 5. Move the Back.sqf to your mission folder. ========================================= Back.sqf : Step 3 - TraderspawnAtt.sqf 1. Open notepad. 2. Copy this code ------> from the spoiler below 3. Paste the code into your notepad doc. 4. Save the notepad document with this name ------> TraderspawnAtt.sqf 5. Move the TraderspawnAtt.sqf to your mission folder. ========================================= TraderspawnAtt.sqf OR: add custom items: If you want to define the attachments that may be sold by yourself, copy the below code into TraderspawnAtt.sqf instead of the above and add your attachment classnames in the array AttachementArray =["classname1","classname2"]; Script Dependencies: - Ravage mod is required to run this script - CBA (required by Ravage) Using the script without Ravage mod: If you want to use this without the Ravage and CBA mod, you would replace the currency ("rvg_money") with whatever classname of an item that you use as currency. Setting up the Script in the editor: 1. Start your mission via editor and place markers named: mrkrTR_1 2. To name a marker, add the above name into the Variable Names field like this: mrkrTR_1 Place your player and start your mission. Personalize the script - (additional markers) The trader will keep respawning at one location, if only one marker is placed. 1. To place more markers and achieve that the trader is "moving around", just add additional marker names under _traderspawn = [.....]. in the script. 2. The last marker needs to end without comma "mrkrTR_5"];. Leaving a comma at the end of the array "mrkrTR_5,"]; would not work. 3. Place the new markers on the map. Adding items The script selects Weapon Attachments based on randomly selected weapons from WeaponArray =[...]; Add remove weapons there to ensure attachments that match your weapons will spawn. To Dos: - find a way to sell back Weapon Attachments (to a lower price) - general code/script optimization and simplification - i might add some delay before the item list can be refreshed with "Back". - gather your input and change stuffs to make it better;) - MP not tested, happy to receive input on how to make this MP friendly Other stuff that is in the pipeline @ Vandeansons script factory: - Different Tier of traders connected to a reputation system (would be a separate script) - Vehicle trader (Planes, Helis, Cars,...) - currency exchange to allow for two different money systems (e.g. trader ravage currency versus the currency from HG Simple Shops) - Adaptation of the EDN_Fortification Base building mod to include it into your Ravage mission (spawn in collectible Blueprints, spawn in building materials, customize and add own blueprints) - Dynamic and infinite ongoing task generator connected to reward system (e.g. Money, equipment...) - tasks are either automatically assigned one after the other upon completion or document folders are spawned into in buildings around the player that, after collecting it, will assign a new task =================================== Changelog v.0.1 2018.08.22 - release of working version
  2. RKSL Studios is Proud to present the Second Release of the RKSLA3 Attachments Pack This is the first of a series of Small Arms themed addons that I'm working on. Hopefully plenty more will appear in the coming years of Arma 3's life and this initial release will give you some indication of what I'm striving for in the long run. This addon adds a small selection of scope attachments to Arma 3, utilising the game's weapon customisation feature. Currently the pack contains four optical sights: A Schmidt & Bender 3-12×50 PM II marksman scope (available in two variants both with black, desert and woodland colour schemes) A Schmidt & Bender 5-25×56 PM II sniper scope (with black, desert and woodland colour schemes) A Trijicon RMR mini red-dot sight, (variants for both rifles and handguns, both with black and Flat Dark Earth colour schemes) The UK Armed Forces Elcan Lightweight Day Sight (LDS) (in black and RAL 7006 coyote brown). An Eotech EO552 1x Holographic Sight (in black and RAL 7006 coyote brown). The main aim of the pack is to reflect personal equipment available to members of the UK's Armed Forces and their weapon systems. Full changelogs: RKSL_LDS.pbo RKSL_PM_II.pbo RKSL_PM_525.pbo RKSL_RMR.pbo RKSL_EOT552.pbo Be sure to read the online documentation (pending) and readmes for classnames and where to find the attachments in the editor. This addon addon requires the Community Base Addon! Joint Rails is required to maximise compatibility with Arma 3 weapons: Not only official weapons, but community-made weapons as well if they incorporate the common rail platform. Joint Rails is included in Community Base Addons (CBA) The RKSL Attachments Pack will hopefully be expanded to include more items in future - not limited to weapon scopes alone. The focus of the pack will likely continue to be to reflect equipment issued to UK Armed Forces, but additions will be made by the RKSL team on an ad-hoc basis, reflecting the current needs of our own projects and particular whims as addon makers. We hope you enjoy it. **Downloads** v.3.02(c) Download Mirror 1 - @STEAM Workshop Download Mirror 2 - @RKSL Studios I accept donations if you want to provide one, no matter how small. This is completely voluntary and I'll continue to work on addons regardless of whether people donate to me or not. My ArtStation page for models in this project
  3. Hello fellows, I'm creating a mission that I would like to start with the binoculars or the rifle scope already open. I looked around but did not find anything. the script I am already using are these: this addWeapon "Binocular"; this selectWeapon "Binocular"; I miss the last step. Tips? Thanks in advance Jolly
  4. TL;DR, see my major conclusions Before we get started, for those who are not familiar with how to use the 2x fixed-zero Rifle Optics in the first place, see the "Sight Usage" section of Dslyecxi's TTP3, about 40% of the way down under "Basic Infantry; Combat Marksmanship; Basic Marksmanship" http://ttp3.dslyecxi.com/2_basic_infantry.php Now, since the earliest parts of the early access period, Arma 3 has had a series of 2x-and-a-bit magnification optics with fixed 300m zeroes and ballistic drop compensators. There were (and to a certain extent, still are) a lot of assumptions going around about these optics. That some are for certain calibers. That 7.62mm NATO has no corresponding optics. That any optic "in a certain caliber" would match up with any weapon in that caliber. Kind of makes sense, right? That because the RCO (MX) and ARCO (Katiba) were both found on 6.5mm weapons, they were interchangeable and that any 6.5mm weapon would work with them. Same for the MRCO (Mk20), ERCO (SPAR-16), and 5.56mm. And because none of them came with 7.62mm weapons as their "obvious" partner, big bore was -poop- out of luck for 2x optics. But I've been watching a lot of Rogue-9's videos regarding mechanics investigations in Rainbow Six Siege recently, and every single time he does in with assumptions, they get busted (side note, go sub to him if you have any interest in Siege, his work is very informative). This started getting me thinking about some of the assumptions I had about Arma 3, and the 2x Rifle Optics was one of the biggest ones. So I loaded up Hebontes, and after some trial and error getting the target ranges right, I loaded up my rifles and started plinking. The results were... well, native English speakers know what they say about assumptions: they make an Ass of U and Umption For those who just want the results, here's a link to the documents I wrote up about General Recommendations and Conclusions https://docs.google.com/document/d/1urGglgS6M_d26dFl3nynFDkGbUSdRvqgvw2tsCgONxw/edit?usp=sharing Recommendations per Weapon https://docs.google.com/document/d/1v4a5em93QRZodoPky1dW0Vl4_9pGlB_3MXoj9BUTN_s/edit?usp=sharing Testing Data per Optic https://docs.google.com/document/d/1bUjriRrR7xVe7XSViNZxnhE4siJ3tZabByN2Xn-v8_M/edit?usp=sharing Pictures are not included since most of you should already know darn well what each optic and reticle look like by now Testing Procedure First major conclusion: The only weapons that work flawlessly with any optic are the ones they are paired with. RCO-MX Carbine ARCO-Katiba Rifle MRCO-TRG-21 ERCO-SPAR-16S Beyond that, any example of consistently acceptable performance was down to ballistic characteristics being sufficiently similar Second major conclusion: Within 400m, it really does not matter. Within 500m, only for particularly fast or slow weapons will the markers be incorrect. By extension, any of the 200m reflex sights as well as the NVS will be just fine within their limitations Third Major Conclusion: The only optics that are truly hassle-free are those with adjustable zeroing. If you have the choice, I'd recommend the DMS over any of the 2x fixed optics, as it offers several advantages (4x, idiot-proof rangefinder, adjustable zero 100-1000m, etc) with the only disadvantage being unable to be used with NVGs. Of course, the Nightstalker is also available, but the Nightstalker is more likely than not to be unavailable, and it's kind of a bit too easy in my opinion (so much so the US Army is trying to copy the concept with FWS-I) Fourth Major Conclusion: While the long-barreled marksman rifles (MXM, Mk-I, CMR-76, SPAR-17) can make use of 2x optics, they are really much better suited for adjustable-zero. I'd recommend either the medium range (DMS, MOS) or medium-long range options (AMS, Kahlia). The other 7.62mm rifles, however, are well set for certain 2x optic combinations should you chose to go that way Final Major Conclusion: My recommended optic combinations. These combinations require no (optimal) or little (good) adjustment to achieve consistent hits within their effective range. Grenade launcher variants are included with their rifle and carbine counterparts RCO Optimal: MX Carbine, SPAR-17, CAR-95, CAR-95-1, Navid, Mk20 Rifle, Mk20C, Mk18 ABR, TRG-21 Good: MX SW, SPAR-16, SPAR-16S, TRG-20, LIM-85, Mk14 ARCO: Optimal: Katiba Rifle, Katiba Carbine, MX SW, Mk-I EMR, CAR-95, Navid, Mk20 Rifle, Mk18 ABR, TRG-21, LIM-85 Good: MX Carbine, MXM, SPAR-17, CAR-95-1, Type 115, Mk14 Acceptable: Mk200 MRCO Optimal: CAR-95, TRG-21, Mk14, Katiba Carbine, Mk18 ABR Good: MX Carbine, SPAR-17, CAR-95-1, MXC, Katiba Rifle ERCO Optimal: SPAR-16S, SPAR-16, TRG-20, Mk20C, MXC, Rahim Acceptable: AK-12 (50m slow @500m, 100m@600) Adjustable Zero (DMS, MOS, AMS, etc.) Recommended: MXM, SPMG, MK-I EMR, SPAR-17, Type 115, Zafir, Navid, Rahim, CMR-76, Mk200, AK-12, Mk14 Special Note: Zafir has varying degrees of front sight blockage with any optic other than RCO, which isn't a good match anyhow. Also, ERCO has some front sight blockage with some weapons, namely the Navid, Mk-I, and SPMG I hope you found my investigation useful. I certainly have. Thanks for reading, and I'll see you on the battlefield For those interested, a link to a similar investigation I did for the AT launchers https://docs.google.com/document/d/1oGznRhgYVCrSSCgKP8ZcB-Q9aQCMJVo94tmPjEvml_o/edit?usp=sharing
  5. ARMA 3 Whenever I use my weapon and press the 2nd mouse button to bring up the scope, I CAN NOT SEE THE SIGHTS OR SEE THROUGH SCOPES !- only shows slightly zoomed in view and floating crosshairs Any idea what is wrong? Anyway to fix this???
  6. Mariusz B

    Scopes zeroing

    Hello I wasnt able to find answer for my questions in any post that I check so I decided to make my own. I need to know : HOW DOES SCOPE ZEROING WORKING IN ARMA 3. HOW DOES GAME CALCULATE WHAT ANGLE corresponds to for instance 2000m zeroing for given weapon? My wild shot is that there is an algorithm that is calculating what angle needs to be set to hit target at 2000m range and 0.0 elevation it uses same function which simulates bullet trajectory. Am I missing sth?
  7. Did a search and could not find an answer to this, so.... When I am aiming down a rifle sight I have clear-line-of-sight in scope cross-hairs. Then none of my hits land, only to discover they are hitting the wall in front of me, which only is only revealed in 3rd person with cross hairs. Ruins immersion and realism that line of sight is not really line of sight, and no way of knowing how much one is exposed in firefight. Is their a mod that fixes this bug/anomaly(corrects the offset), as it not something that would happen in real-life physics ? Thanks
  8. So Bohemia recently nerfed the scopes ranges so now they don't go as far is there a way I can change this on my server to get them back up higher?
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