Arma 3
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RINCEWINDER - Combat Effective Magick System [A3, 0.71]
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
3.162 MB
19 Sep, 2020 @ 9:03am
11 Jun, 2021 @ 4:54am
6 Change Notes ( view )

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RINCEWINDER - Combat Effective Magick System [A3, 0.71]

Description
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, as usual, depends on user feedback intensity. 🙂

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.
138 Comments
Mr. Wanaskiwin "Navarone" 7 Mar, 2024 @ 1:33am 
How do i get the powers?
Crite Spranberry 10 Jan, 2024 @ 4:41pm 
So no word on players "Seeing" the spells, but if anyone is playing singleplayer antistasi this mod works on that :0 Antistasi requires you to host a lan server so I was asking just to be sure XD Magic antistasi is a cool combo, cause in antistasi you try and take over towns and stuff and mana is regened in towns XD All in all, great mod it's magicstasi time
Rydygier  [author] 10 Jan, 2024 @ 6:48am 
It wasn't tested by me in MP at all, so there may be parts of logic designed with assumption, there's only one PC/player involved, which may cause either plain malfunction either results may be not as desired. For example non-local players possibly may lack spellbook UI etc. Moreover, AFAIK at least big part of "visualisation" part is local by nature, which means, effects may be in part visibe/audible only, where this script is run from.
Crite Spranberry 10 Jan, 2024 @ 5:19am 
Hi, I was curious if you could elaborate on what you mean by "Not designed for MP" Do you mean that it's not balanced for player versus player combat? or that It literally will not work on multiplayer servers?
✠ DFSpecter 28 Dec, 2023 @ 11:58am 
funny story - I was just in the virtual arsenal screwing around, and uh.... The experience was very funny.
Shy 20 Oct, 2023 @ 7:06am 
Thanks, Hope their project goes smoothly :)
Rydygier  [author] 19 Oct, 2023 @ 11:59pm 
No, it never was designed for MP. But the person below your post was doing some work in that direction, maybe he'll succeed.
Shy 19 Oct, 2023 @ 8:50am 
will this work in multiplayer?
Slay No More 19 Jul, 2023 @ 2:45pm 
Oops, I'm an idiot. I was editing back up files and not ones that were in my project folder. Your original instructions were correct.
Rydygier  [author] 19 Jul, 2023 @ 5:30am 
Meanwhile those, player does not have available, should be hidden:

_cSpells = [] call RYD_RNC_CurrentSpells;

setAccTime 0.1;

createDialog "RscMagickInterface";

waitUntil
{
not (isNull (findDisplay 360000))
};

_dspl = findDisplay 360000;
_cnt = count _cSpells;

{
if (_foreachIndex >= _cnt) then
{
(_dspl displayCtrl _x) ctrlShow false
}
}
foreach RYD_RNC_allSpells;