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Thread: RINCEWINDER - Combat Effective Magick System

  1. #1
    Master Gunnery Sergeant Rydygier's Avatar
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    RINCEWINDER - Combat Effective Magick System

    RINCEWINDER

    Combat Effective Magick System


    version: 0.53 beta





    Changelog


    Spoiler:



    Initially this was only a stupid idea, that became practicing of scripting opportunity, mostly particle effects, lights, animations, spawns, functions and some very simply AI routines. And now, suddenly – here you go:

    Rincewinder 0.53 beta (ArmaHolic)
    Rincewinder 0.53 beta (ZippyShare)

    Rincewinder 0.52 beta (ZippyShare)
    Rincewinder 0.51 beta (ZippyShare)
    Rincewinder 0.5 beta (ZippyShare)

    Epilepsy warning - possibility of flickering lights in nigth battles




    What is this, in the name of Merlin?



    Technically this is just a couple of sqf scripts plus some sounds.



    Great. But what this is doing, on Middle-Earth?


    This is small, but quite spectacular overlay for Arma, that introduces magic into battlefield. Magic is strange, is irrational, is beautiful, powerful, chaotic and deadly. Now you can check, what is better - 155 mm howitzer battery or meteor shower spell. M1A2 platoon or summoned Fire Elemental? Does a dragon has a chance in the face of Shilka? Magic is a new power in war, but it has its disadvantages and is sometimes capricious. Will not make normal weaponry/warfare obsolete. May be considered as addition, nothing more. First, enchanting makes battlemage very vulnerable – is fully concentraded on incantation, and in this time can’t do anything else. Moreover all spells must be invoked upright and takes sometimes long seconds. Finally, side effect of each spell are emanations of the residual energy, means light, so battlemage is a target very easy to spot and hit, and must be well guarded when witching.




    To be more specific...



    Spoiler:




    Installation and Initialization


    Installing of addon version: @Rincewinder folder goes, where all other addon you have stored, RYD_RCW folder goes to userconfig folder in yours Arma2 folder. This version needs CBA.
    Installing of script version: all content of Script version folder put into yours mission folder (see also demo mission for practical example).

    Initialization details are included in new manual. Generally addon is, as usual, auto-activated via CBA, script version need nul = [] execVM "RCWInit.sqf"; line in init.sqf or init field of any editor-placed object. In manual you can also find info about init config for both versions.


    How it works?



    Spoiler:




    Spellbook



    Spoiler:



    Magic Art Gallery


    Spoiler:




    License note about used sounds:



    Used sounds was dowloaded mostly from:

    http://soundbible.com/

    Some also from other similar sources of free samples.

    Except listed below, these files are covered by public domain or similar license.


    Attribution 3.0 license sounds:

    Electricity, Chamber Decompressing, Dragon Roaring, Fireball, Suction, Magical, Dinosaur roar, Roaring Lion,Crystal Glass, Evil laughs, Temple Bell Huge, Shooting Star, Fire Crackers, Evil laugh, Swords collide, Strange Days – recorded by Mike Koenig;
    Heart Beat Sound – recorded by Zarabadeu;
    Catapult by BlastWaveFX.com;
    Explosion Ultra Bass recorded by Mark DiAngelo;


    Sampling Plus 1.0 license sounds:

    monster growl recorded by thecheeseman;
    mountain lion recorded by wrzesien
    ;


    Noncommercial 3.0 license sounds:

    Brush Fire Sound - recorded by Stephan Schutze;
    Giant Monster – recorded by Doberman.


    Authors of these sounds do not endorse nor support this project in any way.

  2. #2

  3. #3
    First Lieutenant Kremator's Avatar
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    What a brilliant idea Rydygier! Man you come up with the goods!

    Will try this out when I get home. Hmmmm now if we could combine this with a zombie mod that would be awesome

    I reckon that some really fancy particle effects would really give the illusion of something amazing (if they are in already then I apologise !)

    Edit: I keep editing this as my mind is thinking about this even more .....

    What about a levelling system (have to gain so many kills to get a certain spell) OR perhaps have it as random drops on a body (OOOOH I like that one!).
    What about a spell vendor, that requires cash? What about MANA usage so that spells just can't be spammed?
    Last edited by Kremator; May 15 2012 at 13:36. Reason: My brain is bleeding with potential for this !

  4. #4
    This is really quite beautiful! Looks like a normal battle until a rifleman put his arms in the air and starts summoning!! Now, all we need is dragons...
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  5. #5
    First Lieutenant Kremator's Avatar
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    Cant wait to try it .... damn you team meetings !!

  6. #6
    Wow, DayZ has driven me mad, now RINCEWINDER comes, seems ARMA2 : Skrim.What I can say is just "Nothing is impossible" in ArmA2 world. Once we have ArmA2, we can have nothing else.

  7. #7
    Master Gunnery Sergeant Rydygier's Avatar
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    Author of the Thread
    What about a levelling system (have to gain so many kills to get a certain spell) OR perhaps have it as random drops on a body (OOOOH I like that one!).
    There is levelling system (experience grows with each spell usage, as should be), mana (and mana sources on map, that gives good opportunity for some kind of battlemages wars around this places) and of course many particle effects (see gallery for some). All described. Finding/buying spells is possible to implement in many ways, currently new spells comes automatically with new levels.

  8. #8
    Exactly what I need for the Weird War II missions I'm working on. Perhaps you can add something to kill goats with an intent stare? Levitation and telekinesis would be nice too... Guess I'll go play with these myself. Now, where did I put those Zetaborn...

  9. #9
    Master Sergeant Icewindo's Avatar
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    Quote Originally Posted by Rydygier View Post
    There is levelling system (experience grows with each spell usage, as should be), mana (and mana sources on map, that gives good opportunity for some kind of battlemages wars around this places) and of course many particle effects (see gallery for some). All described. Finding/buying spells is possible to implement in many ways, currently new spells comes automatically with new levels.
    Insane scripting skills , if you need to replace the soldiers with something more fitting you can probably use my medieval units package I updated for the stargate mod:

    http://www.mediafire.com/?r9og9tvq773ate1

    The pack contains some medieval dudes like knights, archers etc. , they'd fit in well as a foot unit replacemet I guess.
    Last edited by Icewindo; May 17 2012 at 14:13.
    Retired Stargate Mod Developer - www.stargateassault.net

    Current Projects:
    Ancient Era Mod
    Secret Mod that cannot be named yet

  10. #10
    Master Gunnery Sergeant Rydygier's Avatar
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    Author of the Thread
    Wow! Medieval models! Downloading... I really miss them here! Thanks, man. So now, if someone prefers, may fit also BM look... Or stay with modern troops, if he like absurd contrasts

    Also this may be used for summon spells perhaps.

    ---------- Post added at 16:32 ---------- Previous post was at 16:21 ----------

    Hmm. Where I can find "DSF_SGUNIT" addon? Is needed, according to error message, that appeared to me.
    Last edited by Rydygier; May 17 2012 at 14:25.

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