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CBA is like one of the least intrusive mods in the community lol. Forget it's there half the time.

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On 11.10.2018 at 5:49 PM, FallujahMedic -FM- said:

@Malcain Your reasoning for even needing to alter CBA seems suspect.  As someone who has been using CBA for many many years, I've never seen nor heard of it ever "throw ads". 

install it
launch the game
look at the bottom center and bottom right any time you open game menu.
I don't need their ads. Now what if all the mods would throw their useless colorful texts? It would become a mess.  + looks like they obfuscate pbos or smth like this. If anything, it's cba mod devs whom I'd suspect.

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A version number is NOT an "ad". Please refrain from spreading falsehoods on this forum as they are neither permitted nor acceptable. Additionally, do not hijack other user's threads with this sort of tripe. 

-Moderator

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To fix for this error in .rpt file:

17:08:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload))
17:08:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/SMG_01_base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload))
17:08:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload))

you must edit config.cpp in ES_sys.pbo/config.bin
 

Spoiler

 

//implementation

class CfgPatches
{
    class L_ES_ES_sys
    {
        units[] =
        {
        };//array units[0]
        weapons[] =
        {
        };//array weapons[0]
        requiredVersion = 1.720000;
        requiredAddons[] =
        {
            "A3_Weapons_F",
            "A3_Weapons_F_Exp";
            "L_ES_ES_main",
            "L_ES_ES_sounds"
        };//array requiredAddons[4]
        authors[] =
        {
            "LAxemann",
            "jokoho482"
        };//array authors[2]
        author = "LAxemann and jokoho482";
    };//class L_ES_ES_sys
};//class CfgPatches
class Extended_PreStart_EventHandlers
{
    class L_ES_ES_sys
    {
        init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_preStart.sqf'";
    };//class L_ES_ES_sys
};//class Extended_PreStart_EventHandlers
class Extended_PreInit_EventHandlers
{
    class L_ES_ES_sys
    {
        init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_preInit.sqf'";
    };//class L_ES_ES_sys
};//class Extended_PreInit_EventHandlers
class Extended_PostInit_EventHandlers
{
    class L_ES_ES_sys
    {
        init = "call compile preProcessFileLineNumbers '\LAxemann\L_ES\addons\ES_sys\XEH_PostInit.sqf'";
    };//class L_ES_ES_sys
};//class Extended_PostInit_EventHandlers
class Extended_FiredBIS_EventHandlers
{
    class AllVehicles
    {
        class L_ES_ES_sys
        {
            clientFiredBIS = "_this call L_ES_ES_sys_fnc_fired";
        };//class L_ES_ES_sys
    };//class AllVehicles
};//class Extended_FiredBIS_EventHandlers
class CfgWeapons
{
    class CannonCore{};//abstract class
    class LauncherCore{};//abstract class
    class default{};//abstract class
    class Rifle{};//abstract class
    class pistol{};//abstract class
    class Rifle_Base_F{};//abstract class
    class Rifle_Long_Base_F{};//abstract class
    class MGunCore{};//abstract class
    class MGun : MGunCore
    {
        L_ES_Prefix = "hmg";
        L_ES_maxPlopp = 2100;
    };//class MGun
    class Put : Default
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class Put
    class Putmuzzle : Put
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class Putmuzzle
    class LMG_RCWS{};//abstract class
    class HMG_127 : LMG_RCWS
    {
        L_ES_Prefix = "hmg";
        L_ES_maxPlopp = 2100;
    };//class HMG_127
    class LMG_coax : LMG_RCWS
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 2000;
    };//class LMG_coax
    class LMG_M200 : LMG_RCWS
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 2000;
    };//class LMG_M200
    class arifle_MX_Base_F : Rifle_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class arifle_MX_Base_F
    class mk20_base_F : Rifle_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class mk20_base_F
    class Tavor_base_F : Rifle_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class Tavor_base_F
    class DMR_04_base_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class DMR_04_base_F
    class arifle_Katiba_Base_F : Rifle_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class arifle_Katiba_Base_F
    class LMG_Zafir_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class LMG_Zafir_F
    class cannon_120mm : CannonCore
    {
        L_ES_Prefix = "Tank";
        L_ES_maxPlopp = 2600;
    };//class cannon_120mm
    class autocannon_Base_F : CannonCore
    {
        L_ES_Prefix = "sniper";
        L_ES_maxPlopp = 2300;
    };//class autocannon_Base_F
    class mortar_155mm_AMOS : CannonCore
    {
        L_ES_Prefix = "Tank";
        L_ES_maxPlopp = 2800;
    };//class mortar_155mm_AMOS
    class autocannon_35mm : CannonCore
    {
        L_ES_Prefix = "sniper";
        L_ES_maxPlopp = 2300;
    };//class autocannon_35mm
    class GrenadeLauncher : Default
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class GrenadeLauncher
    class pistol_Base_F : pistol
    {
        L_ES_Prefix = "pistol";
        L_ES_maxPlopp = 1400;
    };//class pistol_Base_F
    class hgun_Pistol_heavy_02_F : Pistol_Base_F
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class hgun_Pistol_heavy_02_F
    class hgun_Pistol_heavy_01_F : Pistol_Base_F
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class hgun_Pistol_heavy_01_F
    class hgun_acpc2_F : Pistol_Base_F
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class hgun_acpc2_F
    class LMG_Mk200_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 1700;
    };//class LMG_Mk200_F
    class SMG_02_base_F : Rifle_Short_Base_F
    {
        L_ES_Prefix = "pistol";
        L_ES_maxPlopp = 1400;
    };//class SMG_02_base_F
    class SMG_01_Base : Rifle_Short_Base_F
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class SMG_01_base
    class SMG_05_base_F : Rifle_Short_Base_F
    {
        L_ES_Prefix = "pistol";
        L_ES_maxPlopp = 1400;
    };//class SMG_05_base
    class pdw2000_base_F : Rifle_Short_Base_F
    {
        L_ES_Prefix = "pistol";
        L_ES_maxPlopp = 1400;
    };//class pdw2000_base_F
    class Launcher : LauncherCore
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class Launcher
    class MissileLauncher : LauncherCore
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class MissileLauncher
    class mortar_82mm : CannonCore
    {
        L_ES_Prefix = "nosound";
        L_ES_maxPlopp = 0;
    };//class mortar_82mm
    class GM6_base_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "sniper";
        L_ES_maxPlopp = 2100;
    };//class GM6_base_F
    class LRR_base_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "sniper";
        L_ES_maxPlopp = 2100;
    };//class LRR_base_F
    class DMR_01_base_F : Rifle_Long_Base_F
    {
        L_ES_Prefix = "rifle_1";
        L_ES_maxPlopp = 2000;
    };//class DMR_01_base_F
    class GMG_F : MGun
    {
        L_ES_Prefix = "pistol";
        L_ES_maxPlopp = 1200;
    };//class GMG_F
};//class CfgWeapons

 

 

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Is this mod fully supports dedicated server environment? I realize this is a clientside mod, I'm just wondering if it might cause issues on multiplayer.

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Long shot asking this, but is there any chance of a version with louder reverbs, especially on the indoor sounds. I'd love to have escape from tarkov levels when you go indoors. 

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It would be nice if it was possible to increase the volume in the settings. 😑

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Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? 

I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so.

For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work!

Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections:

 

Vanilla weapon, has a reflection of sound
Mod Project Infinite weapon - All in one: will not have sound reflections
Mod NI Arms weapons: will not have sound reflections
DLC Contact weapons: will not have sound reflections
Mod SMA Weapons:  will not have sound reflections 

 

The tests were done on the Virolahti map

Could it be related to the map? Maybe I need an additional compatibility addon?

From the first day of using this mod, I have not heard that other weapons (except vanilla) work

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33 minutes ago, mickeymen said:

Hey guys, please tell me. Why does Ennhanced Soundscape only work for vanilla weapons? 

I've read the descriptions of this mod and everyone says it should work for any weapon, even from any mod, but in real it is not so.

For me, it works for ONLY on vanilla weapons. Even DLC Contact doesn't work!

Here are demonstrative videos that demonstrate the problem. Any weapon other than vanilla will not have sound reflections:

 

Vanilla weapon, has a reflection of sound
Mod Project Infinite weapon - All in one: will not have sound reflections
Mod NI Arms weapons: will not have sound reflections
DLC Contact weapons: will not have sound reflections
Mod SMA Weapons:  will not have sound reflections 

 

The tests were done on the Virolahti map

Could it be related to the map? Maybe I need an additional compatibility addon?

From the first day of using this mod, I have not heard that other weapons (except vanilla) work

What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates.

 

This is especially obvious because ES is disabled for silenced weapons.

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12 hours ago, laxemann said:

What you are hearing and referring to are the actual shot samples of the weapons,

in this case, actual shot sounds contain the reflection sounds also!  We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection.

If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections

12 hours ago, laxemann said:

not any sort of reflection ES simulates

What then does ES imitates?  There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more

I am using DynaSound2 + Enhanced Soundscape.

This somehow means that both mods do not work on other weapons mods. I have provided examples.

I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla :down:

 

Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape?

Why the  vanilla weapons from Contact DLC don't have sound reflections?

Edited by mickeymen
errors correction

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4 hours ago, mickeymen said:

in this case, actual shot sounds contain the reflection sounds also!  We can hear - At vanilla MX fire, the shot is clearly audible and then its reflection.

If it all belongs to only DynaSound2 (not ES) It is very strange, because In the description, it is Enhanced Soundscape that simulates sound reflections

What then does ES imitates?  There is only the sound of a shot and its consequences - an echo, a reflection. There is nothing more

I am using DynaSound2 + Enhanced Soundscape.

This somehow means that both mods do not work on other weapons mods. I have provided examples.

I'm sorry that this is so, because DynaSound2 + Enhanced Soundscape give a very good sound for A3 player. But this sound only works for vanilla :down:

 

Is there no way to make any weapon mod use sounds from DynaSound2 + Enhanced Soundscape?

Why the  vanilla weapons from Contact DLC don't have sound reflections?

Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed.

 

DynaSound only changes vanilla sounds.

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1 hour ago, laxemann said:

DynaSound only changes vanilla sounds

means Contact DLC weapons is not vanilla, ok

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Hey I'm just curious - why this mod adds a mission dependency?  I always thought this was a client only mod as there are no objects or modules etc.  Whenever I have the mod loaded it adds an L_ES_ES dependency. It's not a big issue to deal with the new way that the editor allows loading up missions with missing mods but I'm wondering how/why it does that in the first place.

Example:
https://imgur.com/38sR4zL

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10 hours ago, lukio said:

why this mod adds a mission dependency?

If a sound mod has modules, or adds sounds into the editor like you can choose sounds

 from a list in the effects part of a trigger then ideally you shouldn't run or have loaded

a sound mod when editing a mission.

   This goes for any and all mods that dont have any assets that your going to use in a mission.

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Hey Gunter thanks, yes I'm aware of that issue been making misisons since A2- to my best knowledge this mod does not add any content.-- unless I've missed something? It's a client side mod and that's how we use it in our mod set. We only run the key on the server.

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On 3/27/2023 at 10:52 PM, lukio said:

Hey Gunter thanks, yes I'm aware of that issue been making misisons since A2- to my best knowledge this mod does not add any content.-- unless I've missed something? It's a client side mod and that's how we use it in our mod set. We only run the key on the server.

It does add new content - it alters sounds. It is a clientside mode because it works without having to be implemented without mission, but it overrides sounds, just like JSRS or Dyna - and they too cause dependency issues. Don't use clientside mods for mission making because they are for clients, obviously. And it is far from being an issue.

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On 5/26/2023 at 1:07 PM, honger said:

It does add new content - it alters sounds. It is a clientside mode because it works without having to be implemented without mission, but it overrides sounds, just like JSRS or Dyna - and they too cause dependency issues. Don't use clientside mods for mission making because they are for clients, obviously. And it is far from being an issue. 

 

Wasn't aware it adds new content. Cheers. We have plenty of client side mods that don't cause any issues (like different crosshair or lighting) so I was just surprised this one adds a dependency.

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Mod is working fine with RHS weapons. I would like to intensify the effect, are there any options for the mod? 

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