Audacity can be used to play with the sound. Lower at first and then higher. So as to simulate a say3d. And the sound can activate with:
NameOfChopper distance NameOfPlayer < NumberOfMeters
as a condition. In Arma editing simple things many times do not work so you have to use anything effective that you can think of. While having optimization and quality gameplay in mind.
Yes, sorry, I was joking.
For the past 2 years, FoW was being developed by 2-3 people. One of them is me, who can do solely sound related things. Another one is Giallustio, who is a cfg / script wizard, can implement everything from animations to models, if someone else provides content. We are sitting on a few purchased models, but don't have much time currently. We wanted (and still want to) to do a proper comeback with cool updates and such, but without other devs / contributors, it's not easy. Hell we couldn't even find someone to finish / polish our reloading anims.
So the next update is mainly sound-related. We wanted to add a Daimler armoured car too, but dunno if it will make it.
#!/bin/sh FILES_WITH_ERRORS="" # Iterate over each file with a .bdf or .v extension for filename in `ls *.bdf *.v` do # Perform a syntax check on the specified file quartus_map fir_filter --analyze_file=$filename # If the exit code is non-zero, the file has a syntax error if [ $? -ne 0 ] then FILES_WITH_ERRORS="$FILES_WITH_ERRORS $filename" fi done if [ -z "$FILES_WITH_ERRORS" ] then echo "All files passed the syntax check" exit 0 else echo "There were syntax errors in the following file(s)" echo $FILES_WITH_ERRORS exit 1 fi
can u try this ones
The answer for 1 and 3 are no. That's just an example of adding/modifying.
The answer for 2 is config.cpp or config.bin. That's not what you can do in-game on-the-fly, but for MODs. So, ARMA 3 - MISSION EDITING & SCRIPTING is not the place to discuss this. (I'm not saying move this, just a notify)