Arma 3
Dagger Mod for ACE
1,168 Comments
Dagger  [author] 21 May @ 4:50am 
just igone because this is a retextue of a vehicle from one of the expansions, if you don´t have it then it doesn´t make any difference. To place the ballistic blanked just drop it to the ground.
[1/2 MOA] 7N14 20 May @ 3:50am 
First: I have an error when launching arma with this mod: No entry"bin/config.bin/CfgVechiles/I_Truck_02_flatbed_lxWS.scope
Second: HOW TO PLACE BALLISTIC BLANKET?!
Dagger  [author] 11 Mar @ 7:40am 
ok then, I remember every time there was an update to ACE, Battleeye had issues with it.
Kiwi 11 Mar @ 7:13am 
So it turns out that at the time Battleye was having issues with Ace itself, worked since then and completely forgot I made this comment
Dagger  [author] 9 Mar @ 12:07am 
Curious Kiwi, because no one else ever reported this issue. Please, make sure you are using the mod in full, instead of parts of it, because every file depends on every other file. Also, Load it with ACE and the few other dependencies only, to make sure it is working. Some "malware" mods may be changing my content so, you should remove and complain about them too.
Kiwi 22 Feb @ 6:19am 
So i've been getting an issue where after installing this it loads to the main menu but freezes, when I force close Arma via the task manager the Arma launcher says it blocked the launch of Ace mod so not sure where I'm going wrong, whenever I delete this mod it works fine
Chookuri 22 Feb @ 5:43am 
can you make it compatible with Ace Singleplayer?
Dagger  [author] 18 Dec, 2024 @ 11:48am 
No, it is ACE only but you can play it without ACE just ignoring the error messages.
Alexandros 18 Dec, 2024 @ 11:11am 
is there such a version without ACE?
Dagger  [author] 16 Dec, 2024 @ 1:30pm 
I ithink it is because of the Western Sahara expansion, for I remember retexturing some trucks.
By the time of my last update, it was working and the game ran just right for both those with and without the expansion. However, we all know BI keeps changing the code. So, ...
FROSTY_WOLFPACK 16 Dec, 2024 @ 12:16pm 
No entry'bin\CfgVehicles/I_Truck_02_flatbed_IxWS.scope'

This is preventing me from playing.

Initially purchased this game years ago for this mod. Finally have the downtime to justify it.
snarF 19 Sep, 2024 @ 1:07pm 
I have a question about the models, could you DM me?
Dagger  [author] 17 Sep, 2024 @ 3:29pm 
I have no idea. Try uninstalling all mods, then add one by one checking which mod is causing it.
Fred 17 Sep, 2024 @ 11:26am 
sorry my mistake, I meant to say that the Zeus module is configured to work with all addons, not just the official ones.
Dagger  [author] 17 Sep, 2024 @ 10:37am 
what do you mean by unofficial add-ons?
Fred 17 Sep, 2024 @ 4:04am 
hi Dagger,
I can't see the units from Zeus, despite it being configured with unofficial add-ons included . Is this intentional or something missing in the config?
Cheers
Dagger  [author] 19 Aug, 2024 @ 4:06am 
Yes, it does.
EienNiji 18 Aug, 2024 @ 7:31am 
Doesn't this mod rely on ACE3?
Dagger  [author] 18 Aug, 2024 @ 5:25am 
Unfortunately not. The mod is a single piece that was carefully worked out though many years of dedication. It was meant to be and behave like a single piece.
Please, just add it to you mod list, like you already may be doing with RHS or CUP. No need to change anything.
EienNiji 18 Aug, 2024 @ 4:31am 
No, you misunderstood. I meant can you separate the ghillie suit from other costumes and make it a new mod?:steamhappy:
Dagger  [author] 17 Aug, 2024 @ 7:48am 
No, you can not add parts of this mod, of everything into another mod.
Instead you need to use the mod in full.
EienNiji 16 Aug, 2024 @ 10:53pm 
Can I separate the ghillie suit and other clothing items into a new mod? Because I don't need ACE3:steamhappy:
Dagger  [author] 27 Jul, 2024 @ 3:33am 
Hello, it is/was working correctly as far as I am concerned. Please, run the game without any mod other than the ones listed here and let me know if the problem still persists. If you are talking about the hand animation, this feature was added and removed some times due to people asking for it and asking to not have it.
Monesimo83 24 Jul, 2024 @ 4:56am 
Hello, there is the possibility to have the bolt action animation correct?
Dagger  [author] 14 Jun, 2024 @ 12:57pm 
Unfortunately not.
ptarmigan1996 19 May, 2024 @ 3:58am 
Any updates for 2024 planned ?
Dagger  [author] 16 Apr, 2024 @ 12:36pm 
Unfortunatelly not. It was from a previous version, like ages away.
kill judo 16 Apr, 2024 @ 5:36am 
Is there a way I can remove the scope covering of the rifle covers? Kind of like the 4th soldier in the first image.
Dagger  [author] 12 Mar, 2024 @ 4:03pm 
Hahhahaha, thank you dude. Unfortunatelly, that is so far in the past that, what I remember is taking the animations that come with them from A2 sample models.
WOLF 8 Mar, 2024 @ 6:57am 
My friend, the mod is incredible and very diverse, but there is just one problem, the rifle bolt animations are bugged.
Dagger  [author] 14 Feb, 2024 @ 2:55pm 
they do suffer, however, I just didn't put an effort to reflect that in the default values for the Atrag. For higher accuracy you need to input your own values. Also because the default values were made for the "default" rifle, which probably has different twist, scope height, etc than the one you are using.
;pvnivnforlvlv66 14 Feb, 2024 @ 12:59pm 
Hello. I have a question about ballistic coefficient of a bullet. I'm trying to calibrate a weapon from your mod, using the drag coefficient table in AtragMX, and I find out that the ballistic coef. doesn't change with distance. I checked your default profiles in AtragMX and found that the drag coef. in the table remains the same for each distance. Is that true? I mean, like, your bullets really don't suffer from a loss of ballistic coefficient with distance?
Dagger  [author] 11 Jan, 2024 @ 8:29am 
Oh, please, feel invited to try and you will find out :)
Monesimo83 11 Jan, 2024 @ 4:14am 
there is also a kind of indication of which ghillie is for each map?
Monesimo83 11 Jan, 2024 @ 4:13am 
thanks, can you tell me which rifle from your mod will accept the rifle camo? In a comment in the past you mentioned to change some parameter in arma con f file regardi adapt the view to screen size (in my case 21:9)..
Dagger  [author] 11 Jan, 2024 @ 3:41am 
Only some rifles of the mod accept the rifle camo, not all. They don't work in rifles from other mods.
Dagger  [author] 11 Jan, 2024 @ 3:41am 
Thank you Monesimo
Unfortunately there is no practical solution for this multiple scopes issue.
It happens because the reticle's 3D model is bigger than the skin so it multiplies the skin.
Technically, it could be solved by reducing the 3D model but:
1) We would lose the perfect accuracy of the scopes while estimating range.
2) It could cause unpredictable screen anomalies.
3) I don't have time and interest in modding A3 anymore.
Monesimo83 11 Jan, 2024 @ 2:52am 
Hello. I just used this cool mod. My congratulation to Dagger!
What I need to understand is why I see the scope also in left and right side of my screen (21:9)? and how can I use the camo cover on the rifle?
Sourspeak 16 Nov, 2023 @ 5:27am 
How can i get the first versions of the mod ?
Dagger  [author] 24 Oct, 2023 @ 10:32am 
unfortunately not, but you can google them
Killimanjaro117 24 Oct, 2023 @ 5:20am 
Hey Dagger, do you have a site or a page anywhere that lists out what each camo is? (Since their numbered in the arsenal)
Dagger  [author] 3 Oct, 2023 @ 12:45pm 
just drop it on the ground
Мишка-лед 2 Oct, 2023 @ 11:01pm 
How do I use the camouflage net in miscellaneous items
Dagger  [author] 12 Sep, 2023 @ 4:33am 
The subsonic stuff may be a bug then.
About the SPC, real life stuff is "newer" than the mod. Although I take BC's from the most reliable source possible (I'll not mention it but I am sure you know it) it could be that under different powder and even cartridges it might behave differently.
Despite the stats being "wrong", the "reality" test would be to test them on Ruthberg's firing range shooting point blank at metal silhouettes. It will say your hit velocity, which is the muzzle velocity in this case.
Reticuli 11 Sep, 2023 @ 7:32pm 
Your 300 BLK is even weirder, though, with some high supersonic rounds, which I don't believe is even possible with any of the blackout stuff because of it being pistol-like powder that burns fast. Compared to 308, 300blk is supposed to be notoriously handicapped on the supersonic end. The point of using that round is to have ultra-short barrels that is not practical on 308 with its rifle powder.

This is obviously not as big a deal as the subsonic stuff's velocity, though.

Anyway, I'm certainly keeping the ammo you have improved rather than just using the guns, as some of your guns only had your ammo and couldn't use default Arma or ACE stuff. Now, it's not a whole lot worse than a lot of other supposedly ACE-compatible ammo like NA or KA, etc, that are hit or miss.

Thanks for also using your own guns rather than being CUP dependent.
Reticuli 11 Sep, 2023 @ 7:32pm 
All your SD and SS rounds seem to be supersonic on my end. Take the 458 SOCOM subsonic -- it lists as 1775 ft/s under ACE Arsenal when you select it to the gun. Under the direct inventory listings like backpacks (multiple magazines tab), they're not too bad, just a touch high, but when you look from the perspective of the gun pairing, it goes out of whack. When tested, the subsonic trajectory also is not much different than the EPR or FMJ rounds that are supposed to be supersonic. ACE SD and SS ammo show up fine under ACE Arsenal and test fine in practice, though.

As for BC, take your 6.8 ammo, which is weird, but it's only Remington, anyway, not Sig Fury that I previously thought. Most 6.8 spc is 110-120 grain, and most yours are higher or lower than that for some reason, and the few you have in the proper mass range have BC understated by about 20%.
Dagger  [author] 11 Sep, 2023 @ 5:00pm 
or 300 m/s to be in the safe side.
Dagger  [author] 11 Sep, 2023 @ 5:00pm 
There ain't much to adjust for subsonic ammo. They are rather the heavy or the AP option at 320 m/s. OK, the BC's could be slightly higher but c'mon...
Or am I missing something?
Reticuli 11 Sep, 2023 @ 4:16pm 
Dagger is now allowing proper injury detection with your ammo! Nicely done. The BCs seemed low on some ammo, like 6.8, but I think those are just Remington, anyway. I've not found any SD or subsonic ammo in Dagger that has proper mass and velocity, but a lot of your guns allows 45 ACP, at least. There's also a sudden lack of compatibility with other mods' suppressors. Bipods seem fine, though.
Dagger  [author] 10 Sep, 2023 @ 10:49am 
Thank you guys! Good sniping!