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As LJ said, this feature isn't even supported in the vanilla game, meaning that it would require some heavy, clunky scripting. Not the way Dragonfyre would go I think.

HitPart eventhandler, check if tire selection was damaged, check if tire damage isEqualto 1, play tire pop sound.

What exactly would be clunky about that?

Just asking, not meant in any offensive way, heh.

Cheers

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LJ, I get this in in my .rpt files. Hopefully your config tweaks in the new update have fixed it!

23:45:33 Error in expression <-13,1]);

_index = floor(random (count _sArray));

_soundV = _sArray select _ind>

23:45:33 Error position: <_sArray));

_soundV = _sArray select _ind>

23:45:33 Error count: Undefined variable in expression: _sarray

23:45:33 File DFyre_A_Core\scripts\ES_Urban\urban.sqf, line 12

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Can we have some reference videos of "tyres Exploding" when hit by bullets

Pretty sure that's a myth

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Can we have some reference videos of "tyres Exploding" when hit by bullets

Pretty sure that's a myth

It really depends on the tire, a car tire would simply deflate, a high pressure tire on a big truck on the other hand would explode. High pressure tires for heavy vehicles are just like baloons, they go boom when you pierce them.

https://www.youtube.com/watch?v=xLNb0lrLzFw

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I know Truck tyres will blow, Had one go off next to my car once - stripped all the paint off the bonnet of the car behind.

I figured APC and MRAP tyres were low pressure ? - Just not sure the effort to do this is worth it :-)

SJ

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HitPart eventhandler, check if tire selection was damaged, check if tire damage isEqualto 1, play tire pop sound.

What exactly would be clunky about that?

Nothing! I just totally forgot about that EH! ^^'

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I know Truck tyres will blow, Had one go off next to my car once - stripped all the paint off the bonnet of the car behind.

I figured APC and MRAP tyres were low pressure ? - Just not sure the effort to do this is worth it :-)

SJ

That is what I´m thinking. I mean you would have to differentiate between cars, APCs, MRAPS, trucks, etc. because a pierced car tire shouldn´t play the same sound as a truck tire etc. I think it would be too much work for too little gain.

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I think it would be too much work for too little gain.

Really? With the EH solution suggested by Grumpy, you would simply need to check for TypeOf of the vehicle; a lazy check should do the trick at no performance cost.

Edit : Thinking of it, I realize now that the sound should be played at the tire location - anyone knows if it's possible to retrieve the wheel position via config?

If it's not possible then, as said Tonci87, it might indeed be too much trouble.

Edited by Pepe Hal

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Really? With the EH solution suggested by Grumpy, you would simply need to check for TypeOf of the vehicle; a lazy check should do the trick at no performance cost.

Edit : Thinking of it, I realize now that the sound should be played at the tire location - anyone knows if it's possible to retrieve the wheel position via config?

If it's not possible then, as said Tonci87, it might indeed be too much trouble.

Why via config?

selectionPosition followed by a simple modelToWorld should do the trick.

Cheers

---------- Post added at 17:35 ---------- Previous post was at 17:29 ----------

That is what I´m thinking. I mean you would have to differentiate between cars, APCs, MRAPS, trucks, etc. because a pierced car tire shouldn´t play the same sound as a truck tire etc. I think it would be too much work for too little gain.

Like pepe said, you'd just need to check for a few vehicle types, especially considering LJ usually is fine with supporting vanilla content only.

Should't be too much work to figure out those 3 different tire types. Heh.

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selectionPosition followed by a simple modelToWorld should do the trick.

Thanks for the tip - I didn't know selectionPosition.

Why via config?

It is my understanding that accessing a config is usually faster than running scripts, but maybe I'm wrong?

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Thanks for the tip - I didn't know selectionPosition.

It is my understanding that accessing a config is usually faster than running scripts, but maybe I'm wrong?

Most stuff is simply impossible to retrieve from config alone, so it mostly depends on that.

Eagerly awaiting the next update.

Cheers

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Oh Jarhead, this is why we love Dragonfyre. This couldn't have been possible without this awesome mod. Much Appreciation from GOL! Just wish I had blastcore up as well. Thanks for all your work mate

Edited by Oksman

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I will look into tire loss sounds. AFAIK there are some soft deflation sounds. IMO the main issue is the lack of feedback after wheel loss, because there is no scraping sound.

Please note that we're focusing on fixing and refining what's available right now, so new features are not top priority.

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I registered on here so I could tell Lord Jarhead that after downloading and using your sound mod. It has given me a reason to play Arma 3 again. It makes the game feel much more immersive. I felt like the original vanilla sounds were very dull and often, I got bored of Arma 3 because the experience did not feel good.

The only negative criticism I have is with the standard issue NATO rifle. The weapon sounds fine in first person, but hearing the weapon in third person when friendlies fire it, it doe not sound good. It doesn't sound powerful enough to be a 6.5mm rifle. It would be better if there was more bass on this weapon in my opinion. Also the loudness of the subsonic cracks and snaps are good, I just dislike the distance of when they are triggered in the standard pack. I like the distance when they are triggered in the optional pack. Is there any way I can get the loudness of the original, but the optional pack of when they are triggered?

Overall, I am very impressed with this sound mod, I use it with LAxemann's Enhanced Soundscape and it is perfect in my opinion. I am just curious as I read that you and both LAxemann are developing Dragon Fyre, how come the soundscape is not included with DragonFyre? Is there a difference in personal opinion on what sounds good or not?

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I registered on here so I could tell Lord Jarhead that after downloading and using your sound mod. It has given me a reason to play Arma 3 again. It makes the game feel much more immersive. I felt like the original vanilla sounds were very dull and often, I got bored of Arma 3 because the experience did not feel good.

The only negative criticism I have is with the standard issue NATO rifle. The weapon sounds fine in first person, but hearing the weapon in third person when friendlies fire it, it doe not sound good. It doesn't sound powerful enough to be a 6.5mm rifle. It would be better if there was more bass on this weapon in my opinion. Also the loudness of the subsonic cracks and snaps are good, I just dislike the distance of when they are triggered in the standard pack. I like the distance when they are triggered in the optional pack. Is there any way I can get the loudness of the original, but the optional pack of when they are triggered?

Overall, I am very impressed with this sound mod, I use it with LAxemann's Enhanced Soundscape and it is perfect in my opinion. I am just curious as I read that you and both LAxemann are developing Dragon Fyre, how come the soundscape is not included with DragonFyre? Is there a difference in personal opinion on what sounds good or not?

It IS implemented, and L_ES will deactivate itself when you start both mods ;)

LJ

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Amazing work, LJ. Mindblowing as usual!

Anyway, what are the paths to your sounds in cfgSounds so mission makers can use them as ambient combat sounds with playSound3D? Is there any way to get and browse them easily? Help much appreciated!

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Is there any way to get and browse them easily? Help much appreciated!

Config viewer in editor mode?

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So just to make this 100% clear, it is completely pointless to use L_ES separately with JSRS Dragonfyre in a mod load order because it is already included with JSRS Dragonfyre?

I feel dumb for even asking this. But I'm still unsure. :P

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So just to make this 100% clear, it is completely pointless to use L_ES separately with JSRS Dragonfyre in a mod load order because it is already included with JSRS Dragonfyre?

I feel dumb for even asking this. But I'm still unsure. :P

I believe JSRS is missing the terrain reverb and only has the forest/urban reverb

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So just to make this 100% clear, it is completely pointless to use L_ES separately with JSRS Dragonfyre in a mod load order because it is already included with JSRS Dragonfyre?

I feel dumb for even asking this. But I'm still unsure. :P

Yes, its pointless, because...

I believe JSRS is missing the terrain reverb and only has the forest/urban reverb

... you wont notice these effects anyways since DFyre is way louder and works without those effects. Urban and Forest are integrated and have their own sounds which can`t be disabled.

LJ

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After using Dragonfyre for several hours now, I can say that this mod f**king rocks! The sounds are amazing and for the most part everything seems to work flawlessly.

Even with the reduced-volume bullet cracks, I think they could still be toned down by about 25-40% or so, but that's subjective and either way it is still playable. Great work LJ!

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Not true, I notice it. The game sounds completely different when you don't use L_ES. Your mod has no reverb except around trees and buildings.

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Not true, I notice it. The game sounds completely different when you don't use L_ES. Your mod has no reverb except around trees and buildings.

I think he means if there was reverb for any other situation you won't notice it since the sounds in Dragonfyre are louder and would drown out the reverb.

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Hey! I love the mod, but firesupport always sound super distant (82mm mortars, 155mm howitzers, and 230mm rockets). Is this a known bug and can you fix it?

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Hey! I love the mod, but firesupport always sound super distant (82mm mortars, 155mm howitzers, and 230mm rockets). Is this a known bug and can you fix it?

Thats the bug we mentioned like 100 times already :P See changelog on frontpage. Will be fixed.

LJ

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