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rexehuk

NIAC - Ambient Combat

How would you like to Initialise NIAC  

25 members have voted

  1. 1. How would you like to Initialise NIAC

    • Editor Modules (makes mission dependant)
      20
    • Script initialise (cause errors for those not running sounds)
      5


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Thanks to the BBC and a friend, I have another 38 samples processed. On top of that I have unprocessed AIR audio and TANK audio, not sure how that will fit into the mod at present.

That brings my total audio library to 298.

I think the best method for release of this is a standalone SOUND.pbo with up to date access listing, that way it can be released as a "sound library" which will open it up to other mods who wish to reference it. The pbo would come with an up to date filename listing and example Sound Config for missions.

Edited by rexehuk

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On top of that I have unprocessed AIR audio and TANK audio, not sure how that will fit into the mod at present.
I mentioned a page back or so maybe modular based, which could then group the sounds. I place ground & tank module so I hear those sounds etc.

I know its a script suite anyway, but maybe a global switch-able on/off var to group the sounds for "tank" "air" and so on instead maybe?

When you make it a pbo addon, maybe set a user config file with these "type" vars in them so users can switch on and off what they want before lauch as well as script and mission override too?

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I mentioned a page back or so maybe modular based, which could then group the sounds. I place ground & tank module so I hear those sounds etc.

I know its a script suite anyway, but maybe a global switch-able on/off var to group the sounds for "tank" "air" and so on instead maybe?

When you make it a pbo addon, maybe set a user config file with these "type" vars in them so users can switch on and off what they want before lauch as well as script and mission override too?

The thing is... implementing ambient AIR and TANKS is a lot harder to do and have it sounding right as they are moving objects.

I'd need to have a little think about that one... As for the turning ON/OFF I'm going to segment the array down into GUNFIRE / ARTILLERY / TANKS / AIRCRAFT so that you can setup 1111 for example and all 4 arrays will be used.

I'm not entirely sure If I'm going to provide modules yet... Maybe we should have a vote to see what people want.

Edited by rexehuk

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rexehuk, thanks for your work on this. If you make config modules, you might have "asymmetrical warfare" or "low-intensity conflict", sounds without big guns, and a "conventional warfare" module, with the full range of combined-arms sound effects.

Do you have the sound of the ZU-23 or ZSU-23 from the Baghdad Shock & Awe videos? It makes a loud thunderous ripping noise (quite unlike the wimpy noise we get from default ArmA 2).

Also do you have random screams and crying (babies and otherwise)? From videos I've seen, Middle-Eastern (tried to keep that generic) women make an awful noise when they're mourning or outraged.

Also, various car-alarms going off when explosions go off or vehicles get shot up. Stuff like this could be quite the thing in Evita or Fallujah.

Ah, and random car and truck horns honking can really make a place seem more urban. (I know that some of these aren't combat ambience, but they can still contribute noticeably-missing immersion.)

Edited by Uziyahu--IDF

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rexehuk, thanks for your work on this. If you make config modules, you might have "asymmetrical warfare" or "low-intensity conflict", sounds without big guns, and a "conventional warfare" module, with the full range of combined-arms sound effects.

Thanks :).

Do you have the sound of the ZU-23 or ZSU-23 from the Baghdad Shock & Awe videos? It makes a loud thunderous ripping noise (quite unlike the wimpy noise we get from default ArmA 2).

No need to do this, I have a better way. Idea atm is the spawn in a ZSU at a location and have it fire above the heads of the players from far away, tracer effects should add some nice immersion.

Also do you have random screams and crying (babies and otherwise)? From videos I've seen, Middle-Eastern (tried to keep that generic) women make an awful noise when they're mourning or outraged.

Hmm not sure if I can implement this as the sounds are usually a few hundred meters away, not a distance audible for those types of sounds.

Also, various car-alarms going off when explosions go off or vehicles get shot up. Stuff like this could be quite the thing in Evita or Fallujah.

Ah, and random car and truck horns honking can really make a place seem more urban. (I know that some of these aren't combat ambience, but they can still contribute noticeably-missing immersion.)

Didn't think of this... This "script" was originally made for a clan sunday operation I'm producing which is based in Fallujah, so the script is mainly aimed at working in that environment, I'll have a think about this.

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Just an update:

Just uploaded my first NIAC test mission which we will be playing tonight in our group. Based on how this test goes I will consider releasing it.

For now its a sound library .PBO with a module in the editor to make the mission require the sound library. All other stuff is handled via the NIAC plugin script which will be released seperately from the sound pack.

I will hopefully make a nice PDF for you all similar to DAC in order to show how to use the script in your missions, I've tried to keep it fairly simple for you all.

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