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How is this IRL, do tracers illuminate the sourrounding area? Do they really produce that much light?

They do; but not quite as intense (except with NVG's on or bigger calibers). Usually they have to be pretty close to an object before you can see the light reflect off, but it's still a nice effect!

Found this vid too of someone shooting at the camera with .223 tracers; and as you can see it does slightly light up the ground, and you CAN see them from head on (contrary to popular belief around here).

- Go about 2min. in to see the action Edited by No Use For A Name

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yeah with NVG's its completely different! and of course, (as always ;) ) size matters

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There are ways on how about making an addon compatible, for most addons. For your say in the "first priority to deliever" he has done that already, as it's an top notch addon:biggrin_o: But yes, when it comes down to mod's... it's much harder to make compatible with them, but i was just asking, as some addons dont show smoke or muzzle flash with Blastcore 1.1. Nice to see the tracers getting some good's, keeps the good's going.

Quite easy to be compatible actually. Proper class inheritance/modification and CBA (if using eventhandlers at all).

Some mods using eventhandlers refuse using CBA, and well... then it's their loss that they aren't compatible with anything else that does.

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Quite easy to be compatible actually. Proper class inheritance/modification and CBA (if using eventhandlers at all).

Some mods using eventhandlers refuse using CBA, and well... then it's their loss that they aren't compatible with anything else that does.

Yha that's why i asked, cause most addons can be compatible with what you are saying and this Blastcore 1.1. Dont think HEXAgon Mod is using CBA though, Nor does FFAA mod but FFAA mod works just fine with Blastcore 1.1, as Blastcore is using CBA. On the front page it say's "Warning: This modification may not be entirely compatible with other modifications". So just seeing if Opticalsnare could make it more friendly to some addons:bigsmile:

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Yeah, Hexagon doesn't use CBA. I think they even coded their own kind of extended eventhandlers, stubbornly refusing to be compatible with the rest of the established community.

By using CBA OpticalSnare is already doing the best he can for compatability really. Can't do much more than that.

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Newer CBA extended eventhandlers at least have basic support for addons without support for it, but with limitations;

http://dev-heaven.net/projects/cca/wiki/Extended_Eventhandlers#New-in-303-Extended_FiredBIS_Eventhandlers-and-support-for-addons-that-do-not-support-XEH

Make sure you run the latest version and don't have any old versions laying around in other modfolders ;)

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Ok here it is. This is a limited community beta release, so the usual keep all links ere.

Anyway some words of warning first.

- This is a limited release of the soundmod currently in the works. Its limited because it only contains the weapon and explosion sounds at the moment, vehicle and other crap will come later but proberly wont require beta testing.

- Some of the sound effects are still currently undergoing work so dont worry about posting if you dont like this or whatever sound im not interested tbh anyway.

- There are signed and bikeys for testing in the mplayer.

- Check if it has conflicts with other mods but shoundnt do. Do not test it with other soundmods as its not modular yet, although anything other than weapon sounds should be fine like vehicle soundmods or whatever but again be warned.

- Do not implement this beta into your own soundmod atm, until the setup itself has been proven stable.

Oh yeh sometimes when things get reallllllly heavy the sounds may cutoff so dont worry about that it will be fixed later on i know what causes it anyway, its because too many sounds are played at the same time.

Nothing else really to say other than have fun let me know of any problems, be sure to post some videos. :)

Oh yeh it requires the CBA but this should be mandatory by now anyway.

Edited by Opticalsnare

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@Inkompetent

I see what your saying about Hexagon mod, and the CBA helping for the compatibility. Just seeing if there are other ways to make it more friendly as i said that FFAA mod team also does not use CBA, but the mod works just fine with Blastcore 1.1. Though FFAA team mite not of touch the extended eventhandlers like Hexagon mod has, not sure on that part, so there mite be more compatibility that Opticalsnare can do. Im sure if there is more way's, Opticalsnare will find them out:scratchchin:

@Sickboy

Newer CBA i get some issue's with in ArmA 2/OA and i still get the same issue with no smoke from main gun's and no muzzle flash. Ill talk about that in the CBA thread though.

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Hmm, unfortunately the soundmod is crashing OA for me.


=====================================================================
== C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe
== "C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe" "-mod=C:\Program Files (x86)\Steam\steamapps\common\arma 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@blastcore_soundfx;@cba;@warfx" -nosplash -world=empty -showScriptErrors -skipIntro
=====================================================================
Exe timestamp: 2011/04/01 21:51:47
Current time:  2011/04/08 11:20:03

Version 1.59.79600
Item str_disp_server_control listed twice
Conflicting addon WarFXPE in 'warfxpe\', previous definition in 'warfxpe\loading\'
Updating base class Single->Mode_SemiAuto, by warfx_weapons\config.cpp/cfgWeapons/Sa58V_RCO_EP1/Single/
Updating base class MGun->CannonCore, by warfx_weapons\config.cpp/cfgWeapons/M621/manual/
Updating base class F35_base->Plane, by warfxveh\config.cpp/CfgVehicles/F35B/
No class B_556x45_M16
No ammo class B_556x45_M16
No class B_556x45_M16
No ammo class B_556x45_M16
No class B_556x45_M16
No ammo class B_556x45_M16
No class B_545x39_AK74_Ball
No ammo class B_545x39_AK74_Ball
No class B_762x54_PK_Ball
No ammo class B_762x54_PK_Ball
No class B_762x39_AK47_Ball
No ammo class B_762x39_AK47_Ball
No class B_762x39_SA58_Ball
No ammo class B_762x39_SA58_Ball
No class B_556x45_M249
No ammo class B_556x45_M249
No class B_762x51_M240_Ball
No ammo class B_762x51_M240_Ball
No class B_556x45_M249
No ammo class B_556x45_M249
Error in HTML file ca\ui\data\dtaext\mymissions\overview.html
Context 4
Error in HTML file ca\ui\data\dtaext\mymissions\overview.html
Context 4
No class B_556x45_M249
No ammo class B_556x45_M249
No class B_762x54_PKT_Ball
No ammo class B_762x54_PKT_Ball
No class B_762x54_PKT_Ball
No ammo class B_762x54_PKT_Ball
No class B_762x54_PKT_Ball
No ammo class B_762x54_PKT_Ball
No class B_762x54_PKT_Ball
No ammo class B_762x54_PKT_Ball
No class B_762x51_FAL_Ball
No ammo class B_762x51_FAL_Ball
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02
Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02
[5981,45.685,0,"XEH: PreInit Started. v3.0.6"]
[5981,45.802,0,"MISSINIT","SPE1_Benchmark1","takistan",false,true,false]
[5981,50.261,0,"XEH: PreInit Finished"]
[5981,51.036,0,"XEH: VehicleCrewInit: 12"]
[6093,55.246,0,"XEH: PostInit Started"]
[6093,55.3,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,4,152],-1]],[[0,0,0],0]]]
[6093,55.345,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 0059AA7F
graphics:  D3D9, Device: ATI Radeon HD 5800 Series, Driver:aticfx32.dll 8.17.10.1070
resolution:  1920x1200x32
Addons:
 cba_ui in x\cba\addons\ui\, CACharacters_E in ca\characters_e\
 CAWheeled_E_Volha in ca\wheeled_e\volha\, CAWeapons_E_KORD in ca\weapons_e\kord\
 CAWheeled_E_stryker in ca\wheeled_e\stryker\, CASounds_E in ca\sounds_e\
 CAAir2 in ca\air2\, zargabad in ca\zargabad\
 CA_Animals2_Chicken in ca\animals2\birds\chicken\
 CAWheeled_E_LandRover in ca\wheeled_e\lr\
 Ind_Shed_02 in ca\buildings2\ind_shed_02\
 CA_Missions_GarbageCollector in ca\modules\garbage_collector\
 pond_test in ca\structures\pond\, CAStructuresBarn_W in ca\structures\barn_w\
 CAStructuresHouse_A_Hospital in ca\structures\house\a_hospital\
 CAFonts in ca\uifonts\, CAWeapons_VSS_vintorez in ca\weapons\vss_vintorez\
 CAWeapons_Colt1911 in ca\weapons\colt1911\, CAWheeled3 in ca\wheeled3\
 CAStructures_PMC_Buildings_Bunker in ca\structures_pmc\buildings\bunker\
 CA_Missions_BAF_Templates_SecOps in ca\missions_baf\templates\secopsbaf.west\
 CAWeapons_E_LeeEnfield in ca\weapons_e\leeenfield\
 CA_Animals2_Cow in ca\animals2\cow\, CAWeapons_E_ZU23 in ca\weapons_e\zu23\
 CA_E in ca\ca_e\, CAAir2_ChukarTarget in ca\air2\chukar\
 CAMP_Armory_Misc_Infostands in ca\mp_armory\misc\infostands\
 CA_Missions_E_SecOps in ca\missions_e\som\, CAAir3 in ca\air3\
 CARocks_E in ca\rocks_e\
 CAStructures_E_Ind_Misc_PowerStation in ca\structures_e\ind\ind_powerstation\
 CAAir2_Pchela1T in ca\air2\pchela1t\
 CA_Animals2_WildBoar in ca\animals2\wildboar\
 CAMP_Armory_Misc_Red_Light in ca\mp_armory\misc\red_light\
 CAWeapons_E_TOW in ca\weapons_e\tow\, BI_SRRS in ca\modules\srrs\
 CA_Missions_BattlefieldClearance in ca\modules\bc\
 CA_Modules_ARTY in ca\modules\arty\, CARoads2Bridge in ca\roads2\bridge\
 CATracked2_T34 in ca\tracked2\t34\, CA_Dubbing_PMC in ca\dubbing_pmc\
 CAWheeled_PMC in ca\wheeled_pmc\
 CACharacters_BAF_Head in ca\characters_d_baf\heads\
 CAWheeled_E_UAZ in ca\wheeled_e\uaz\
 CAStructures_E_Misc_Misc_powerline in ca\structures_e\misc\misc_powerline\
 CAWeapons_E_M14 in ca\weapons_e\m14\, CAWheeled_E_V3S in ca\wheeled_e\v3s\
 CAAir_E_AH64D in ca\air_e\ah64\, CAWeapons_E in ca\weapons_e\
 WarFXPE_Weps in warfxweps\, Shed_wooden in ca\buildings2\shed_wooden\
 CA_Missions_AmbientCombat in ca\modules\ambient_combat\
 CARoads2Dam in ca\roads2\dam\
 CAStructuresHouse_Church_02 in ca\structures\house\church_02\
 CAWheeled2_LADA in ca\wheeled2\lada\, CAWheeled2_Kamaz in ca\wheeled2\kamaz\
 CACharacters_PMC_Head in ca\characters_pmc\heads\
 CALanguage_PMC in ca\language_pmc\, CACharacters_BAF in ca\characters_d_baf\
 CA_Modules_E_OO in ca\modules_e\oo\, CAAir2_F35B in ca\air2\f35b\
 CA_Anims_Char in ca\anims\characters\config\
 CAStructures_E_Misc_Misc_Garbage in ca\structures_e\misc\misc_garbage\
 CAWheeled_E_SCUD in ca\wheeled_e\scud\
 Ind_SiloVelke in ca\buildings2\ind_cementworks\ind_silovelke\
 CA_Missions_SecOps in ca\missions\som\
 CAStructuresHouse_Church_03 in ca\structures\house\church_03\
 CAStructuresHouse_A_Office01 in ca\structures\house\a_office01\
 CAWeapons in ca\weapons\, CAWeapons2_SMAW in ca\weapons2\smaw\
 CAWheeled2_TowingTractor in ca\wheeled2\towingtractor\
 CAWheeled2_LAV25 in ca\wheeled2\lav25\, CA_Missions_PMC in ca\missions_pmc\
 CAWeapons_E_M119_Howitzer in ca\weapons_e\m119_howitzer\
 CAWeapons_E_SPG9 in ca\weapons_e\spg9\
 CALanguage_missions in ca\languagemissions\, CAWeapons_E_M16 in ca\weapons_e\m16\
 CA_Animals2_Dogs_Fin in ca\animals2\dogs\fin\
 CAWheeled_E_Pickup in ca\wheeled_e\datsun_armed\, cba_help in x\cba\addons\help\
 Ind_Mlyn in ca\buildings2\ind_cementworks\ind_mlyn\
 WarfareBuildings in ca\misc3\wf\, CA_Missions_Armory2 in ca\missions\armory\
 CASigns2 in ca\signs2\
 CAStructuresHouse_A_Office02 in ca\structures\house\a_office02\
 CATracked2_BMP3 in ca\tracked2\bmp3\, Utes in ca\utes\
 Warfare2Vehicles in ca\warfare2vehicles\
 CAWheeled2_HMMWV_Ambulance in ca\wheeled2\hmmwv\m997a2_ambulance\
 CA_L39 in ca\l39\, CAAir2_UH1Y in ca\air2\uh1y\
 CAStructures_E_Ind_Ind_Garage01 in ca\structures_e\ind\ind_garage01\
 CAStructures_E_HouseK in ca\structures_e\housek\
 CAWater2_seafox_EP1 in ca\misc_e\seafox\
 CAStructures_E_HouseA_A_BuildingWIP in ca\structures_e\housea\a_buildingwip\
 CAWeapons_E_Javelin in ca\weapons_e\javelin\, CAAnimals in ca\animals\
 CA_Modules_E_UAV_Heli in ca\modules_e\uav_heli\
 Extended_EventHandlers in extended_eventhandlers\
 CAMP_Armory_Misc_Plasticpole in ca\mp_armory\misc\plasticpole\
 CAWheeled_E_TT650 in ca\wheeled_e\tt650\
 CA_Modules_E_Functions in ca\modules_e\functions\, CA_AH64D in ca\ah64\
 Church_01 in ca\buildings2\church_01\
 Misc_WaterStation in ca\buildings2\misc_waterstation\, CA_Dubbing in ca\dubbing\
 Ind_SawMill in ca\structures\ind_sawmill\, CATracked_W_BAF in ca\tracked_w_baf\
 CAStructures_E_HouseA_A_Statue in ca\structures_e\housea\a_statue\
 CAWeapons_E_Igla in ca\weapons_e\igla\
 CAMP_Armory_Misc_Entrance_Gate in ca\mp_armory\misc\entrance_gate\
 CAStructures_E_HouseL in ca\structures_e\housel\
 CAMP_Armory_Misc_Sign_Armex in ca\mp_armory\misc\sign_armex\
 CARoads_E in ca\roads_e\
 CAStructures_E_Ind_Ind_Coltan_Mine in ca\structures_e\ind\ind_coltan_mine\
 CAAir in ca\air\, CA_Modules_E in ca\modules_e\
 CAWeapons_E_M136 in ca\weapons_e\m136\, CAStructures_E_Ind in ca\structures_e\ind\
 cba_versioning in x\cba\addons\versioning\, CAWeapons_E_M240 in ca\weapons_e\m240\
 ind_silomale in ca\buildings2\ind_cementworks\ind_silomale\
 CA_HighCommand in ca\modules\hc\, CA_Modules_DynO in ca\modules\dyno\
 CAStructures_Ruins in ca\structures\ruins\
 CAWeapons2_HuntingRifle in ca\weapons2\huntingrifle\, CA_BAF in ca\data_baf\
 CAMP_Armory_Misc_Laptop in ca\mp_armory\misc\laptop\
 CAMP_Armory_Misc_Loudspeakers in ca\mp_armory\misc\loudspeakers\
 CA_Animals2_Rabbit in ca\animals2\rabbit\
 CA_MPA_Core in ca\mp_armory\armory_core\
 CAWheeled_E_Old_bike in ca\wheeled_e\old_bike\
 CAWeapons_E_fnfal in ca\weapons_e\fnfal\, CAAir_E_Halo in ca\air_e\halo\
 CATracked_E_BMP2 in ca\tracked_e\bmp\
 Rail_House_01 in ca\buildings2\rail_house_01\
 Ind_Garage01 in ca\buildings2\ind_garage01\
 CAStructures_Proxy_BuildingParts in ca\structures\proxy_buildingparts\
 CAStructures_Wall in ca\structures\wall\, CAWheeled2_Ikarus in ca\wheeled2\ikarus\
 CAWheeled2_VWGolf in ca\wheeled2\vwgolf\
 CA_DubbingRadio_PMC in ca\dubbingradio_pmc\
 CAStructures_E_Misc_Misc_cables in ca\structures_e\misc\misc_cables\
 CAWheeled_E_MTVR in ca\wheeled_e\mtvr\
 CAStructures_E_HouseA_A_Villa in ca\structures_e\housea\a_villa\
 cba_vectors in x\cba\addons\vectors\, CA_Animals2_Goat in ca\animals2\goat\
 Ind_Workshop01 in ca\buildings2\ind_workshop01\
 CAStructures_A_BuildingWIP in ca\structures\a_buildingwip\
 CATracked2_us_m270mlrs in ca\tracked2\us_m270mlrs\
 CATracked2_2S6M_Tunguska in ca\tracked2\2s6m_tunguska\
 CAWater2_fishing_boat in ca\water2\fishing_boat\, CAWater2 in ca\water2\
 CAWeapons_PMC_XM8 in ca\weapons_pmc\xm8\, CAWheeled_W_BAF in ca\wheeled_w_baf\
 CA_Animals_E in ca\animals_e\, CAWeapons_E_PK in ca\weapons_e\pk\
 CA_Modules_E_Gita in ca\modules_e\gita\, CATracked_E in ca\tracked_e\
 CA_AIR_E_MQ9PredatorB in ca\air_e\mq9predatorb\
 WarfxPE in warfxpe\particleeffects\, Shed_small in ca\buildings2\shed_small\
 Barn_Metal in ca\buildings2\barn_metal\
 CAHouseBlock_A in ca\buildings2\houseblocks\houseblock_a\
 CABuildings2 in ca\buildings2\, CAData_ParticleEffects in ca\data\particleeffects\
 CAMisc_fix in ca\misc_fix\, CA_Modules in ca\modules\
 CAStructuresHouse_HouseBT in ca\structures\house\housebt\
 CAStructures_Nav in ca\structures\nav\, CATracked2_T90 in ca\tracked2\t90\
 CATracked2 in ca\tracked2\, CAWeapons_bizon in ca\weapons\bizon\
 CAWeapons_AK in ca\weapons\ak\, CAAir_PMC in ca\air_pmc\
 CAWeapons_BAF in ca\weapons_baf\, CAWeapons_E_AK in ca\weapons_e\ak\
 CA_Animals2_Anim_Config in ca\animals2\animconfig\
 CAStructures_E_Wall in ca\structures_e\wall\
 CATracked_E_M2A2_Bradley in ca\tracked_e\m2a2_bradley\
 CATracked_E_M1_Abrams in ca\tracked_e\m1_abrams\
 CA_CruiseMissile in ca\air2\cruisemissile\
 Misc_PowerStation in ca\buildings2\misc_powerstation\
 CAHouseBlock_B in ca\buildings2\houseblocks\houseblock_b\
 CACharacters2 in ca\characters2\, CA_Modules_ZoRA in ca\modules\zora\
 CA_Modules_Coin in ca\modules\coin\
 CAStructuresHouse_Shed_Ind in ca\structures\shed_ind\
 CAStructures_Railway in ca\structures\rail\railway\
 CAWeapons_M252_81mm_Mortar in ca\weapons\m252_81mm_mortar\
 CAAir_PMC_KA137 in ca\air_pmc\ka137\, ProvingGrounds_PMC in ca\provinggrounds_pmc\
 CAStructures_PMC_Walls in ca\structures_pmc\walls\
 CAStructures_PMC_FuelStation in ca\structures_pmc\ind\fuelstation\
 Warfare2_E in ca\warfare2_e\, CAWeapons_E_scar in ca\weapons_e\scar\
 CAWeapons_E_M47 in ca\weapons_e\m47\, CA_MPA_MP in ca\mp_armory\armory_mp\
 cba_diagnostic in x\cba\addons\diagnostic\, CAMP_Armory_Misc in ca\mp_armory\misc\
 CAStructures_E_Misc_Misc_Lamp in ca\structures_e\misc\misc_lamp\
 CA_MPA_Scenarios in ca\mp_armory\armory_mp_scenarios\
 CAHouseBlock_C in ca\buildings2\houseblocks\houseblock_c\
 CA_Modules_UAV in ca\modules\uav\, CARoads2 in ca\roads2\
 CAStructures_Mil in ca\structures\mil\, CAStructuresHouse in ca\structures\house\
 CAStructuresHouse_A_FuelStation in ca\structures\house\a_fuelstation\
 CAWater2_Destroyer in ca\water2\destroyer\, CAWeapons2 in ca\weapons2\
 CA_Modules_Alice2 in ca\modules_e\alice2\, TracersWAR in tracerswar\
 CAStructures_E_Wall_Wall_L in ca\structures_e\wall\wall_l\
 CAWeapons_E_RPG18 in ca\weapons_e\rpg18\, CAWheeled_E_s1203 in ca\wheeled_e\s1203\
 CAHouseBlock_D in ca\buildings2\houseblocks\houseblock_d\, CAData in ca\
 CA_HC_Sounds in ca\missions\data\sounds\, CA_Modules_clouds in ca\modules\clouds\
 CAWeapons_2b14_82mm_Mortar in ca\weapons\podnos_2b14_82mm\
 CAWheeled_Pickup in ca\wheeled\datsun_armed\
 CALanguageMissions_baf in ca\languagemissions_baf\
 cba_network in x\cba\addons\network\
 CAStructures_E_HouseA_A_Minaret_Porto in ca\structures_e\housea\a_minaret_porto\
 CAWheeled_E_BTR40 in ca\wheeled_e\btr40\, CAAir_E_UH60M in ca\air_e\uh60m\
 CA_AIR_E_Su25 in ca\air_e\su25\, CAWeapons_E_Strela in ca\weapons_e\strela\
 CAAir3_Su34 in ca\air3\su34\, CAWeapons_E_DSHKM in ca\weapons_e\dshkm\
 CAWheeled_E_Ikarus in ca\wheeled_e\ikarus\, CA_MPA in ca\mp_armory\
 CA_E_ParticleEffects in ca\ca_e\data\particleeffects\
 CAStructures_E_HouseA_A_Minaret in ca\structures_e\housea\a_minaret\
 CA_Heads in ca\characters\heads\, CA_Modules_Alice in ca\modules\alice\
 CAStructures_IndPipe1 in ca\structures\ind_pipeline\indpipe1\
 A_TVTower in ca\structures\a_tvtower\, CAWheeled2_V3S in ca\wheeled2\v3s\
 CAWheeled2_M1114_Armored in ca\wheeled2\hmmwv\m1114_armored\
 CAWheeled3_M1030 in ca\wheeled3\m1030\
 CAStructures_PMC_Buildings_Ruin_Cowshed in ca\structures_pmc\buildings\ruins\farm_cowshed\
 CAAir2_C130J in ca\air2\c130j\, Warfare2 in ca\warfare2\
 CAAir_E_CH_47F in ca\air_e\ch47\, CAA10 in ca\a10\
 CAWheeled_E_Offroad in ca\wheeled_e\hilux_armed\
 CA_Missions_FirstAidSystem in ca\modules\fa\
 CA_Modules_StratLayer in ca\modules\strat_layer\
 CAStructuresHouse_rail_station_big in ca\structures\rail\rail_station_big\
 CAStructures in ca\structures\
 CA_Modules_PMC_SimpleFIrstAid in ca\modules_pmc\simplefirstaid\
 CAWheeled_D_BAF in ca\wheeled_d_baf\
 CAStructures_E_HouseA_A_Office01 in ca\structures_e\housea\a_office01\
 CAWeapons_E_ksvk in ca\weapons_e\ksvk\, CAWeapons_E_G36 in ca\weapons_e\g36\
 CAStructures_E_Ind_Ind_Shed in ca\structures_e\ind\ind_shed\
 CAMisc_E_WF in ca\misc_e\wf\, CAWeapons_E_MAAWS in ca\weapons_e\maaws\
 CA_Modules_E_Jukebox in ca\modules_e\jukebox\
 CATracked_E_M113 in ca\tracked_e\m113\
 Farm_Cowshed in ca\buildings2\farm_cowshed\
 CAStructuresHouse_HouseV2 in ca\structures\house\housev2\
 CAWater2_seafox in ca\water2\seafox\, CAWheeled2_MTVR in ca\wheeled2\mtvr\
 CAWheeled2_HMMWV_BASE in ca\wheeled2\hmmwv\
 CAWeapons_E_M2StaticMG in ca\weapons_e\m2\
 CAWeapons_E_M9 in ca\weapons_e\m9_beretta\
 CAStructures_E_Misc_Misc_Interier in ca\structures_e\misc\misc_interier\
 CAUI in ca\ui\, CA_Missions_E_Armory2 in ca\missions_e\armory\
 CAStructures_E_Misc_Misc_Well in ca\structures_e\misc\misc_well\
 CALanguage in ca\language\, CAStructures_E in ca\structures_e\
 CAAir_E_AH6J in ca\air_e\ah6j\, CAMisc2 in ca\misc2\, missions_ew in ca\missions_ew\
 CATracked in ca\tracked\, CAWeapons_AmmoBoxes in ca\weapons\ammoboxes\
 CA_Modules_PMC_Functions in ca\modules_pmc\functions\
 CAAir_BAF_CH_47F in ca\air_d_baf\ch47\, CAAir_E_An2 in ca\air_e\an2\
 CAStructures_E_Misc_Misc_Construction in ca\structures_e\misc\misc_construction\
 CA_Anims_E in ca\anims_e\, CATracked_E_us_m270mlrs in ca\tracked_e\us_m270mlrs\
 CAStructures_E_HouseA_A_Mosque_big in ca\structures_e\housea\a_mosque_big\
 CAWheeled_E_HMMWV in ca\wheeled_e\hmmwv\, CAWheeled_E_BTR60 in ca\wheeled_e\btr60\
 CAAir_E_A10 in ca\air_e\a10\, CAWeapons_E_Metis in ca\weapons_e\metis_at_13\
 CAWheeled_E in ca\wheeled_e\, WarFXSunLight in warfxsunlight\, CAAir_E in ca\air_e\
 CABuildingParts in ca\buildings2\buildingparts\, CAMisc3 in ca\misc3\
 CA_Modules_Silvie in ca\modules\silvie\, CAWater2_Fregata in ca\water2\fregata\
 CAWheeled_Offroad in ca\wheeled\hilux_armed\
 CACharacters_PMC in ca\characters_pmc\
 CAWheeled_PMC_ArmoredSUV in ca\wheeled_pmc\armoredsuv\
 CA_Sounds_Baf in ca\sounds_baf\
 CAStructures_E_Misc_Misc_Market in ca\structures_e\misc\misc_market\
 CAStructures_E_Misc_Misc_Water in ca\structures_e\misc\misc_water\
 CAWheeled_E_ATV in ca\wheeled_e\atv\, cba_common in x\cba\addons\common\
 Ind_Pec in ca\buildings2\ind_cementworks\ind_pec\
 CA_Modules_Functions in ca\modules\functions\, CAMusic in ca\music\
 CATracked2_AAV in ca\tracked2\aav\, CAWeapons_M1014 in ca\weapons\m1014\
 CALanguage_missions_PMC in ca\languagemissions_pmc\
 CA_Modules_E_DynO in ca\modules_e\dyno\
 CA_Animals2_Dogs_Pastor in ca\animals2\dogs\pastor\, Arma2_Ka52 in ca\air2\ka52\
 cba_arrays in x\cba\addons\arrays\, CATracked_E_ZSU in ca\tracked_e\zsu\
 CAWheeled_E_M1030 in ca\wheeled_e\m1030\
 CA_Missions_AlternativeInjurySimulation in ca\modules\ais\
 CAStructures_Nav_pier in ca\structures\nav_pier\
 CAStructuresHouse_HouseV in ca\structures\house\housev\
 CAWeapons_Warfare_weapons in ca\weapons\static\
 CAWheeled2_BTR90 in ca\wheeled2\btr90\, CAStructures_PMC in ca\structures_pmc\
 CA_Missions_BAF in ca\missions_baf\, CA_Anims_E_Wmn in ca\anims_e\config\wmn\
 cba_main in x\cba\addons\main\, CAStructures_E_Mil in ca\structures_e\mil\
 A_Crane_02 in ca\buildings2\a_crane_02\
 CAStructures_Proxy_Ruins in ca\structures\proxy_ruins\
 CAStructures_Misc_Powerlines in ca\structures\misc_powerlines\
 CAweapons_m107 in ca\weapons\m107\, CA_Missions2_PMC in ca\missions2_pmc\
 CAStructures_PMC_Misc in ca\structures_pmc\misc\
 CAStructures_PMC_Ruins in ca\structures_pmc\ruins\
 CAStructures_PMC_Buildings in ca\structures_pmc\buildings\
 CA_Dubbing_Baf in ca\dubbing_baf\, CA_Anims_E_Sdr in ca\anims_e\config\sdr\
 CAMP_Armory_Misc_Sign_Direction in ca\mp_armory\misc\sign_direction\
 CA_SoundsMissions_E in ca\soundmissions_e\
 CA_Animals2_Sheep in ca\animals2\sheep\
 Ind_Dopravnik in ca\buildings2\ind_cementworks\ind_dopravnik\
 Chernarus in ca\chernarus\, CA_Modules_Animals in ca\modules\animals\
 CAStructuresLand_Ind_Stack_Big in ca\structures\ind\, CA_PMC in ca\ca_pmc\
 CARoads_PMC_Bridge in ca\roads_pmc\bridge\, CALanguage_Baf in ca\language_baf\
 cba_ai in x\cba\addons\ai\, WarFX_Weapons in warfx_weapons\
 CAAir_E_C130J in ca\air_e\c130j\, CAAir2_MV22 in ca\air2\mv22\
 CATracked_E_T34 in ca\tracked_e\t34\, Ind_Tank in ca\buildings2\ind_tank\
 HouseRuins in ca\buildings2\houseruins\, CAWeapons_ZU23 in ca\weapons\zu23\
 CAWeapons_DMR in ca\weapons\dmr\, CAWheeled2_GAZ39371 in ca\wheeled2\gaz39371\
 CACharacters_W_BAF in ca\characters_w_baf\, CATracked_BAF in ca\tracked_d_baf\
 CAStructures_E_Ind_Ind_FuelStation in ca\structures_e\ind\ind_fuelstation\
 CASigns_E in ca\signs_e\, CA_AIR2_Su25 in ca\air2\su25\, WarFXVeh in warfxveh\
 CAWheeled_E_Old_moto in ca\wheeled_e\old_moto\
 cba_strings in x\cba\addons\strings\, CAWheeled_E_Ural in ca\wheeled_e\ural\
 CA_Anims in ca\anims\, CA_Editor in ca\editor\, CAMisc in ca\misc\
 CA_Missions in ca\missions\
 CAStructuresShed_Small in ca\structures\shed\shed_small\
 CAStructures_Rail in ca\structures\rail\
 CAStructures_Castle in ca\structures\castle\
 CAWeapons_Saiga12K in ca\weapons\saiga12k\
 CAStructures_PMC_Buildings_GeneralStore_PMC in ca\structures_pmc\buildings\generalstore\
 CA_Dubbing_E in ca\dubbing_e\, CA_DubbingRadio_E in ca\dubbingradio_e\
 CAWheeled_E_BRDM2 in ca\wheeled_e\brdm2\
 CAWeapons_E_AmmoBoxes in ca\weapons_e\ammoboxes\, Desert_E in ca\desert_e\
 CA_Support in ca\modules_e\ssm\
 CAWeapons_E_M252_81mm_Mortar in ca\weapons_e\m252_81mm_mortar\
 Ind_MalyKomin in ca\buildings2\ind_cementworks\ind_malykomin\
 Ind_Vysypka in ca\buildings2\ind_cementworks\ind_vysypka\, CARocks2 in ca\rocks2\
 CAWeapons2_RPG18 in ca\weapons2\rpg18\
 CAWheeled2_M998A2_Avenger in ca\wheeled2\hmmwv\m998a2_avenger\
 CAWeapons_PMC in ca\weapons_pmc\, Shapur_BAF in ca\shapur_baf\
 CAWeapons_E_RPG7 in ca\weapons_e\rpg7\, cba_events in x\cba\addons\events\
 CAWeapons_E_Mk19_MiniTriPod in ca\weapons_e\mk19_minitripod\
 CALanguage_missions_e in ca\languagemissions_e\
 CAWeapons_E_Stinger in ca\weapons_e\stinger\
 CATEC in ca\buildings2\buildingparts\signs\tec\
 CAWater2_smallboat_1 in ca\water2\small_boat\, CAWeapons_SPG9 in ca\weapons\spg9\
 CAStructures_PMC_Ind in ca\structures_pmc\ind\
 CAWeapons_PMC_AS50 in ca\weapons_pmc\as50\, CAAir_BAF in ca\air_d_baf\
 CAWeapons_E_STATIC in ca\weapons_e\static\, CAMusic_E in ca\music_e\
 CAStructures_E_HouseA in ca\structures_e\housea\
 CAWheeled_E_LADA in ca\wheeled_e\lada\, Takistan in ca\takistan\
 CA_Animals2_Dogs in ca\animals2\dogs\
 CAStructures_E_HouseA_A_Mosque_small in ca\structures_e\housea\a_mosque_small\
 CA_Anims_Wmn in ca\anims\characters\config\wmn\
 Ind_Expedice in ca\buildings2\ind_cementworks\ind_expedice\
 CA_Dubbing_Counterattack in ca\dubbing\counterattack\
 CAMisc_fix_Str in ca\misc_fix\str\
 CA_Missions_Templates_SecOps in ca\missions\templates\secops.west\
 CAStructuresLand_A_MunicipalOffice in ca\structures\a_municipaloffice\
 CAStructuresHouse_a_stationhouse in ca\structures\house\a_stationhouse\
 CAweapons_ksvk in ca\weapons\ksvk\
 CAStructures_PMC_Misc_Shed in ca\structures_pmc\misc\shed\
 CA_Modules_E_UAV in ca\modules_e\uav\
 CA_Missions_E_Templates_SecOps in ca\missions_e\templates\secops.west\
 CATracked_E_T55 in ca\tracked_e\t55\
 CAWeapons_E_Searchlight in ca\weapons_e\searchlight\
 CA_Missions_E in ca\missions_e\, CAweapons_E_m107 in ca\weapons_e\m107\
 CA_Anims_Sdr in ca\anims\characters\config\sdr\
 CAWeapons_E_M110 in ca\weapons_e\m110\
 CAWeapons_E_FIM92_static in ca\weapons_e\fim92_static\
 CAStructures_A_CraneCon in ca\structures\a_cranecon\
 CA_Modules_PMC in ca\modules_pmc\, CAWeapons_PMC_AA_12 in ca\weapons_pmc\aa_12\
 CAVideo2_PMC in ca\video2_pmc\
 CAWeapons_E_Podnos_2b14_82mm in ca\weapons_e\podnos_2b14_82mm\
 CAWeapons_E_D30 in ca\weapons_e\d30\, CAAir_E_MI8 in ca\air_e\mi17\
 CAStructures_E_HouseA_a_stationhouse in ca\structures_e\housea\a_stationhouse\
 CATracked_E_T72 in ca\tracked_e\t72\
 CAStructures_E_HouseC in ca\structures_e\housec\
 CAStructures_E_Ind_Oil_Mine in ca\structures_e\ind\ind_oil_mine\
 CAStructures_E_HouseA_A_CityGate1 in ca\structures_e\housea\a_citygate1\
 CAAir_E_UH1H_EP1 in ca\air_e\uh1h\
 CAWeapons_E_GrenadeLauncher in ca\weapons_e\grenadelauncher\
 WarFXPE in warfxpe\loading\, CAAir2_MQ9PredatorB in ca\air2\mq9predatorb\
 CAAir_E_Mi24 in ca\air_e\mi35\, IndPipe2 in ca\buildings2\ind_pipeline\indpipe2\
 CA_Modules_Marta in ca\modules\marta\
 CAStructuresLand_Nav_Boathouse in ca\structures\nav_boathouse\
 CAStructuresInd_Quarry in ca\structures\ind_quarry\
 CAWater2_LHD in ca\water2\lhd\, CAWeapons_Kord in ca\weapons\kord\
 CAAir_PMC_KA60 in ca\air_pmc\ka60\, CAStructures_E_Misc in ca\structures_e\misc\
 CALanguage_e in ca\language_e\, CACharacters_E_Head in ca\characters_e\heads\
 cba_hashes in x\cba\addons\hashes\, CAMisc_E in ca\misc_e\
 CA_Modules_E_Weather in ca\modules_e\weather\, HALO_Test in ca\air2\halo\
 CA_MPA_Challenges in ca\mp_armory\armory_mp_challenges\
 CAMP_Armory_Misc_Info_Board in ca\mp_armory\misc\info_board\
 CAWeapons_E_AGS in ca\weapons_e\ags30\
 CAStructures_E_Ind_IndPipes in ca\structures_e\ind\ind_pipes\
 CAWeapons_E_Colt1911 in ca\weapons_e\colt1911\
 CAWeapons_E_Makarov in ca\weapons_e\makarov\, CABuildings in ca\buildings\
 A_statue in ca\buildings2\a_statue\
 CABuildingParts_Signs in ca\buildings2\buildingparts\signs\
 CAStructures_IndPipe1_todo_delete in ca\buildings2\ind_pipeline\indpipe1\
 A_GeneralStore_01 in ca\buildings2\a_generalstore_01\
 Farm_WTower in ca\buildings2\farm_wtower\, CAMisc_fix_air in ca\misc_fix\air\
 CAMisc_fix_Ch2 in ca\misc_fix\ch2\, CASounds_Missions in ca\soundmissions\
 CAWater in ca\water\
 CAMP_Armory_Misc_Concrete_Wall in ca\mp_armory\misc\concrete_wall\
 CAWheeled_E_SUV in ca\wheeled_e\suv\, CA_Animals2 in ca\animals2\
 Ind_Shed_01 in ca\buildings2\ind_shed_01\
 CABuildings2_Misc_Cargo in ca\buildings2\misc_cargo\
 CABuildings2_A_Pub in ca\buildings2\a_pub\, CACharacters in ca\characters\
 CASounds in ca\sounds\
 CAStructuresHouse_Church_05R in ca\structures\house\church_05r\
 CAWeapons_Metis_AT_13 in ca\weapons\metis_at_13\, CAWheeled in ca\wheeled\
 CAWheeled2 in ca\wheeled2\, CAWheeled2_MMT in ca\wheeled2\mmt\
 CAWheeled3_TT650 in ca\wheeled3\tt650\, CAMusic_PMC in ca\music_pmc\
Mods: expansion;baf;pmc;C:\Program Files (x86)\Steam\steamapps\common\arma 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@blastcore_soundfx;@cba;@warfx
Distribution: 1491
Version 1.59.79600
Fault address:  0059AA7F 01:00199A7F C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\beta\arma2oa.exe
file:     SPE1_Benchmark1
world:    takistan
Prev. code bytes: 8B 76 04 85 F6 74 62 8B 76 08 8B 86 FC 01 00 00
Fault code bytes: 8B 80 D0 01 00 00 83 F8 01 74 30 7E 4C 83 F8 03

Registers:
EAX:00000000 EBX:0183F50C
ECX:00000000 EDX:1E357FC8
ESI:0BAEEA00 EDI:0183F5F8
CS:EIP:0023:0059AA7F
SS:ESP:002B:0183F4B4  EBP:0183F4DC
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00210206
=======================================================
note: Minidump has been generated into the file C:\Users\Ryan\AppData\Local\ArmA 2 OA\arma2oa.mdmp

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See spoiler above. Turned off everything else just to be sure. Can't fire guns if I load as a player. If I run the benchmark, it crashes a short while in.

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See spoiler above. Turned off everything else just to be sure. Can't fire guns if I load as a player. If I run the benchmark, it crashes a short while in.

Same here,

Cant fire M4,M16 but can fire Scare EGLM.

Random crashes.

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Great OS!!! :) *Testing now* (the later version).

[EDIT]

OMG! Absolutely fantastic work OS!!! As I thought, it raised the realism level 3 steps further for Arma2! Cant wait for final! No bugs for me, except some missing weapon-sounds, but thats not a bug imo.

I'm gonna play some more... :D

Edited by -=anders=-

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what weapond's sound does it replace OS?

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Anyway some words of warning first.

- This is a limited release of the soundmod currently in the works. Its limited because it only contains the weapon and explosion sounds at the moment, vehicle and other crap will come later but proberly wont require beta testing.

If people would just read..

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If people would just read..

i did!

but weapons means a large amount of different weapons! i don't think that this addons replace all sounds right?

I suppose only bombs,missiles and so on.

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Question speaking of the broken sounds when many sounds are playing simultaneously.

Is it because there are like 2 sounds for every shot?

I noticed in (lets say) 1st person view/up front you can hear both the typical gunshot AND one distantshot that sounds like a distantshot from 1km away at the same time. Is it suppose to be this way to get distantshots to work? Or can you disable the distantshot from the up-close-distance?

Hope you understand what I mean. :D

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The sounds are truly fantastic. I have, I think, found a bug or two though.

After firing some weapons, the very next weapon (and sometimes the second and third) continue to use the previous sound. For instance, I fire the M24 and the next weapon I pull out of the crate will still sound like the M24. Dropping the weapon on the ground and picking it back up seems to rectify this.

I am grateful for your hard work, please continue.

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The sounds are truly fantastic. I have, I think, found a bug or two though.

After firing some weapons, the very next weapon (and sometimes the second and third) continue to use the previous sound. For instance, I fire the M24 and the next weapon I pull out of the crate will still sound like the M24. Dropping the weapon on the ground and picking it back up seems to rectify this.

I am grateful for your hard work, please continue.

Its not related to this mod buddy, either BIS problem or ACE problem. I get that alot, very annoying but again, it's NOT related to OS work. ;)

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Its apears because the sounds of the gun YOU fired are not completly finished, so its still in the mixer of the engine who gives the sounds to the weapons. And because the engine always repeating the sounds while firing, and not play a new sound which each shoot (imagine to play 30 sounds while clearing and stanmag), the engine is repeating the sounds as long as it's not coming to an end.

Comes up when a sounds is long, I had this too, with some sniperrifles, long range sounds. Wait until you switch the weapons and the sounds should switch, otherwise, try to wait longer.

Jarhead

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Its not related to this mod buddy, either BIS problem or ACE problem. I get that alot, very annoying but again, it's NOT related to OS work. ;)

I've never had this problem so that is why I mentioned it, but you are probably right. I'm only running CBA, this mod, and the latest beta. I don't see much in the rpt either, but here it is:

=====================================================================

== C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe

== "C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -nosplash -cpucount=2 "-mod=C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta;C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\Expansion;C:\Program Files\Bohemia Interactive\ArmA 2\PMC;C:\Program Files\Bohemia Interactive\ArmA 2\BAF;C:\Program Files\Bohemia Interactive\ArmA 2\@CBA;C:\Program Files\Bohemia Interactive\ArmA 2\@Blastcore_SoundFX"

=====================================================================

Exe timestamp: 2011/04/01 13:34:24

Current time: 2011/04/08 17:14:51

Version 1.59.79600

Item str_disp_server_control listed twice

Updating base class Single->Mode_SemiAuto, by warfx_weapons\config.cpp/cfgWeapons/Sa58V_RCO_EP1/Single/

Updating base class MGun->CannonCore, by warfx_weapons\config.cpp/cfgWeapons/M621/manual/

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02

Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02

[253,31.692,0,"XEH: PreInit Started. v3.0.6"]

[253,31.765,0,"MISSINIT","intro","Desert_E",false,true,false]

[253,33.034,0,"XEH: PreInit Finished"]

[253,33.179,0,"XEH: VehicleCrewInit: 14"]

[255,34.12,0.1,"XEH: PostInit Started"]

[255,34.233,0.1,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,4,151],-1]],[[0,0,0],0]]]

[255,34.248,0.1,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]

Warning: Road selection asf3 has wrong name format

Warning: Road selection mud has wrong name format

[30631,75.945,0,"XEH: PreInit Started. v3.0.6"]

[30631,76.03,0,"MISSINIT","","utes",false,true,false]

[30631,78.031,0,"XEH: PreInit Finished"]

[30631,78.041,0,"XEH: VehicleCrewInit: 0"]

[32918,84.274,0,"XEH: PostInit Started"]

[32918,84.304,0,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,4,151],-1]],[[0,0,0],0]]]

[32918,84.308,0,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]

[50412,251.542,0,"XEH: PreInit Started. v3.0.6"]

[50412,251.594,0,"MISSINIT","intro","utes",false,true,false]

[50412,252.891,0,"XEH: PreInit Finished"]

[50412,253.078,0,"XEH: VehicleCrewInit: 10"]

[50415,253.583,0.05,"XEH: PostInit Started"]

[50415,253.714,0.05,"CBA_VERSIONING",["#CBA_HASH#",["cba"],[[[0,7,4,151],-1]],[[0,0,0],0]]]

[50415,253.738,0.05,"XEH: PostInit Finished; [true,false,false,true,false,true,true,true,true,false]"]

EDIT: Understood, thanks Jarhead.

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