Smurf 12 Posted April 11, 2011 On the (amazing) helos lights back there, they are all blinking in sync, little weird.. Thats just because all IAs turn them on on the same time or thats how the engine works? Share this post Link to post Share on other sites
kremator 1065 Posted April 11, 2011 I hope they all turned them on at the same time! Share this post Link to post Share on other sites
Opticalsnare 12 Posted April 11, 2011 (edited) On the (amazing) helos lights back there, they are all blinking in sync, little weird.. Thats just because all IAs turn them on on the same time or thats how the engine works? Yeh the script was just activated at the same time, although i do need to make some kinda of activation setup. Any ideas? Edited April 11, 2011 by Opticalsnare Share this post Link to post Share on other sites
liquidpinky 11 Posted April 11, 2011 On the (amazing) helos lights back there, they are all blinking in sync, little weird.. Thats just because all IAs turn them on on the same time or thats how the engine works? That is the mission maker not paying attention to detail and adding a small delay between heli start ups to make them out of synch, you will see all the rotors turning in synch too. No offence intended Opticalsnare, as it is probably just a demo to show off the good lighting effects. ;) Those making proper vids and missions take note however, it's an immersion breaker. Share this post Link to post Share on other sites
Fox '09 14 Posted April 11, 2011 Love the sound mod, i would suggest for all high caliber weapons (like the m2 , KORD, DSHK) to have loud unmistakeable bullet cracks, like the m4s current one, other than that really happy with it Share this post Link to post Share on other sites
OrdeaL 10 Posted April 12, 2011 Is anyone have problems with the blastcore beta soundmod bikey or bisigns not working on a signature server? Share this post Link to post Share on other sites
fidai 12 Posted April 12, 2011 The sound so cooool like am playing a new game. Share this post Link to post Share on other sites
konrad1 10 Posted April 12, 2011 i found a bug in your sound cfg look on your BAF_L110A1_Aim as sound begin you have 0.05 and not 0.25 you ahve 4 samples just want help nice sounds but too long make them to 2.5-3 sec long cause when you change weapon you still have sound from the gun before . Share this post Link to post Share on other sites
bigpickle 0 Posted April 12, 2011 Yeh the script was just activated at the same time, although i do need to make some kinda of activation setup. Any ideas? Can you use the sleep function to delay when the script is sent to each AI unit? Share this post Link to post Share on other sites
Opticalsnare 12 Posted April 12, 2011 (edited) Well i think im gonna try and add some sort of action menu to enable and disable them. Hopfully then the mission maker can decide when and where the AI can turn them on or off, etc. Meh i cant work this out. Edited April 12, 2011 by Opticalsnare Share this post Link to post Share on other sites
hellfire257 3 Posted April 12, 2011 If AI behavior is set to safe, then turn em on? Share this post Link to post Share on other sites
OrdeaL 10 Posted April 13, 2011 Sorry to be a pain Os but are you sure the Keys are working for dedi servers for the beta sound mod? Share this post Link to post Share on other sites
Predator.v2 10 Posted April 13, 2011 Unfortunately i have to inform you, that your audio effects beta server keys are not working properly. Share this post Link to post Share on other sites
bigpickle 0 Posted April 13, 2011 Well i think im gonna try and add some sort of action menu to enable and disable them. Hopfully then the mission maker can decide when and where the AI can turn them on or off, etc.Meh i cant work this out. If you create an add action script pointing at a lights on & lights off sqf, i think also it can be added scroll wheel menu. http://dev-heaven.net/docs/cba/files/common/fnc_addPlayerAction-sqf.html Hope that helps, fraid i cant do much more than suggest at the moment. Share this post Link to post Share on other sites
Opticalsnare 12 Posted April 13, 2011 Well i might just put it on hold for the time being, i can do the scripts for all the aircraft but the mission makers will just have to exec them via unit init. Share this post Link to post Share on other sites
SPC.Spets 21 Posted April 13, 2011 Video Arma 2 Vanilla + Blastcore Warfx and sound Effects BETA Xe5MKJO2erM Share this post Link to post Share on other sites
icebreakr 3159 Posted April 14, 2011 OpticalSnare: so, what are the "online" issues? Would you recommend it for our squad pack or not? Share this post Link to post Share on other sites
MacBoy 10 Posted April 14, 2011 I don't know if this has been asked but I didn't have time to read 67 pages of posts. I downloaded Blastcore the other day and noticed when running the mod the Bradley M242 doesn't have any ammo and won't reload at veh service points either. Share this post Link to post Share on other sites
purepassion 22 Posted April 14, 2011 (edited) @MacBoy thats an known issue and will be fixed in the next version i have an question to you OS have you planned to make staying cartridges in the next version R1.2 ? This would be an feature that can enhance the immersion enormously Greets PP Edited April 15, 2011 by PurePassion Share this post Link to post Share on other sites
Militant1006 11 Posted April 14, 2011 Hey OpticalSnare, I tried the soundmod beta, it was absolutely brilliant, except for the sound cutting out which you already know about, but otherwise I really like it, the M134 minigun is a stand out, but with the Partical effects I thought the trail behind the M240 rounds on the Bradley and Abrams was awesome, I was thinking, you should try to add it to snipers, so you can sort of see the bullet without using tracers, like when in real life you can see the air dispersion behind the bullet. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted April 14, 2011 I have to say, I've been using the soundmod in combination with a few other bits n' bobs (Konrad's sonic cracks, RWS's vehicle stuff, etc) for whatever Blastcore doesn't replace and told the people I frequently play with to try it as well and have to say it's a pretty unanimous feeling of Blastcore's "Winning!". We really love how much immersion it adds--especially with the distanced sounds. It's almost as if you're watching combat footage from the news or something. Other than the sound cutting, there hasn't been anything noticeably wrong or buggy when in MP. The only complaint (and I use that very loosely) from some is that the weapons could use a bit sharper punch to it. But again, it's a very minor observation than an outright complaint. For a beta, this is just insane how much better it feels (and sounds!) playing ArmA now. You managed to do something I always dreamed of hearing in ArmA and for that I (and I'm sure others here as well) applaud your hard work, mate. Simply fantastic! Share this post Link to post Share on other sites
bigpickle 0 Posted April 14, 2011 Hey OpticalSnare, I tried the soundmod beta, it was absolutely brilliant, except for the sound cutting out which you already know about, but otherwise I really like it, the M134 minigun is a stand out, but with the Partical effects I thought the trail behind the M240 rounds on the Bradley and Abrams was awesome, I was thinking, you should try to add it to snipers, so you can sort of see the bullet without using tracers, like when in real life you can see the air dispersion behind the bullet. Normally that visual effect is quite rare in RL, although it does occur at times. Its most present with humidity in the air I've heard. Share this post Link to post Share on other sites
Opticalsnare 12 Posted April 14, 2011 (edited) Well unfortunately they will proberly be removed next update, they are a pretty non-priority and just end up using resources. Shell casings left on ground, im not sure how to do that. Again it would proberly use up more resources. Gonna be doing the muzzleflashes soon they needa to be more optimized as they are kinda ott, less visable durin daytime etc etc. Gotta finish off the soundmod is well. Reducing the sound lengths to alround 3secs as suggested, vehicle sounds are getting there tho. Also adding in more bass to most of the sounds as i forgot i was running my setup thru my own EQ. So proberly be releasing all this crap by the end of the month. Edited April 14, 2011 by Opticalsnare Share this post Link to post Share on other sites
-=anders=- 0 Posted April 14, 2011 So proberly be releasing all this crap by the end of the month.It's certainly NOT crap! ;)I just hope we could have more types of distantsound-scripts, not only one distantsound per weapon. :cool: Share this post Link to post Share on other sites
Gunter Severloh 4070 Posted April 14, 2011 Shell casings left on ground, im not sure how to do that. Deadfast's Cartridges http://www.armaholic.com/page.php?id=5120 See how Deadfast did it Heres a vid from the Arma version of WarMod that demonstrates the shell casings http://www.youtube.com/watch?v=-CyDz6lwOoM Share this post Link to post Share on other sites