武装突袭3

武装突袭3

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RINCEWINDER - Combat Effective Magick System [A3, 0.71]
   
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Data Type: Mod
Mod Type: Mechanics
文件大小
发表于
更新日期
3.162 MB
2020 年 9 月 19 日 上午 9:03
2021 年 6 月 11 日 上午 4:54
6 项改动说明 ( 查看 )

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RINCEWINDER - Combat Effective Magick System [A3, 0.71]

描述
Introduction

Become a Battle Mage! Show them, what the real power is with your magick! Turn modern battlefield into chaotic blaze of colors, sounds, smoke and mirrors.


Details

One of my oldest Arma 2 projects[forums.bohemia.net] adapted into Arma 3. Note, I was a noob, when I was writing this, so the code may contain many dubious parts, but it works. It still may contain some loose ends and there's obviously space for improvements and expansions, therefore this is still tagged as beta. Further development, however not impossible, is unlikely.

Addon version with default settings may be used to add magic users to any SP scenario. While it may break some scenarios (possibly in funny ways), dynamic, procedural kind of missions should work well with it (and become something quite different...).

Addon version requires CBA.

Magic usage in game
Casting spells ability may be given to some of AI Team Leaders on the map, but also to the player. Player can open his spell book by holding pressed RMB while weapon is lowered (or player unarmed) and not prone nor using binoculars at the moment. Releasing RMB will confirm chosen spell to cast, if any was picked.

More details:
Online PDF manual[www.dropbox.com]

BI Forums thread[forums.bohemia.net] - alternative non-steam variants


Credits & licenses

Additional sound effects (edited) from:

1. http://soundbible.com/
By:
Mike Koenig, Zarabadeu, BlastWaveFX.com, Mark DiAngelo: Attribution 3.0 license[creativecommons.org]

thecheeseman, wrzesien: Sampling Plus 1.0 license[creativecommons.org]

Stephan Schutze, Doberman: Noncommercial 3.0 license[creativecommons.org]

2. https://www.zapsplat.com
By:
ZapSplat, SmartSound, Silverplatter Audio: ZapSplat's standard license[www.zapsplat.com]
Tom Chapman: CC0 1.0 Universal License[creativecommons.org]

Authors of these sounds do not endorse nor support this project in any way.
165 条留言
Rydygier  [作者] 10 月 23 日 下午 10:34 
Note, I didn't use this mod myself for long time. But, it should work like this. (RCW_Mode = "SYNCHRO"; part may be placed also in the any other init field or inside init.sqf (recommended)).

https://youtu.be/UZKLuLIMkck
Cyberwolf 10 月 23 日 下午 10:26 
im not understanding how to give it too ai ? eith sync notably
ariel 7 月 21 日 下午 6:50 
Thank you, my friend. I'll experiment to the best of my ability.
May the force be with you.
Long live and prosper.
Rydygier  [作者] 7 月 20 日 下午 11:56 
" where the unit modifications are required is: Chess_fnc"

Yes.

"Question: Are you planning to upload this work? (Now or later?)"

No such plans.

"I would like, with your permission, to upload a couple of scenario versions with different mods (if I can get them to work properly)."

Sure, no problem, you have my permission, do it. :)


"and wondered if it's possible to implement a chess engine."

No idea, my skills limit to SQF, don't cover any kind of external code import/API stuff etc. Also I have no a slightest idea, how to create such an engine myself.
ariel 7 月 20 日 下午 7:20 
However, who better to share this work than the original author.
I hope this mod gets the attention it deserves. Along with other legendary mods like COSMOS ENGINE, for example, they are part of a legacy of community veterans.
Gems that should have their place and documentary preservation.
Finally, regarding ARMACHESS, I was watching some videos and wondered if it's possible to implement a chess engine.
A chess game for ANDROID weighs only 100MB, and most of it should be 3D graphics.
ariel 7 月 20 日 下午 7:20 
YES, wow, I've tried it for a few minutes and it works very well.
The most comforting thing about the first version is that the units can complete the required moves without being destroyed by the opposing side.
I'll play with some mods, STAR WARS to start.
If I'm correct, the file where the unit modifications are required is: Chess_fnc
Question: Are you planning to upload this work? (Now or later?)
I would like, with your permission, to upload a couple of scenario versions with different mods (if I can get them to work properly).
I know that, like all adults today who started with the ARMA series years ago, you have little time and your interests are no longer the same.
ariel 7 月 20 日 下午 5:58 
Well, I finally have a couple of hours for my favorite pastime, ja ja (ARMA3).
Now I'll download these files and try them out.
Thank you very much.
Rydygier  [作者] 7 月 17 日 下午 11:49 
Also, the addon itself just adds bunch of chess icons to the game, if anyone needs that. Note, graphics with standard chess icons aren't mine, IIRC, those was just found on the net.
Rydygier  [作者] 7 月 17 日 下午 11:46 
Yup, I was blind. I found the addon elsewhere. But it wasn't working "as is" in Arma 3, as it refers as a parent class to a marker not existing in Arma 3. So I corrected that, also modified the code back, so it would use these icons, and here's that version - note, unlike previous one, this is not vanilla, it requires included addon.

https://www.dropbox.com/scl/fi/kwbas12je8vpszr5cfsih/RYD_Armachess_A3_port_withIcons.zip?rlkey=56w82op3ghgibe6dj539llkpo&st=3i4uvsj4&dl=0
Rydygier  [作者] 7 月 17 日 下午 11:04 
"On the other hand, I happen to still have the files you shared with me a while back. They contain all the icons."

Certainly, those could be used with the code change, I suggested below. I just failed to find them on my PC this time. Either they were deleted (or left behind when I migrated to the new PC), either they are somewhere, and I'm blind... :)

And yes, of course, there's a lot space for improvements.