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RCA3SFX

 

Description:

  • Config based addon that boosts CfgVehicles>> Man>>CAManBase>>sensitivityEar (AI hearing), footsteps/gear sounds and JSRS footsteps/gear sounds.
  • Each pbo is optional, unbinarized and has it's own userconfig\file.hpp so you can fine tune each value to your liking.
  • Coincidently when running both ai_hearing.pbo and footsteps.pbo/footsteps_JSRS.pbo AI can hear the player/other AI walk/run/sprint almost at the same range as the player can hear it, possibly contributing for some challenging CQC.

 

Features:

  • Improved AI hearing
  • Increased footsteps and gear sounds
  • Increased JSRS footsteps and gear sounds

 

Download:

 

Usage:

  • Unzip to your mods folder.
  • Copy userconfig\RCA3SFX to your Arma\userconfig folder.

 

Notes:

  • AI hearing tests were realized with player approaching AI from 180º and returning !(isNull (AI findNearestEnemy (getPos AI))), except for rifle tests where AI would not know immediately of player but instead start scanning horizon.
  • Rifle shots were aimed opposite to AI.
Spoiler

                                           sensitivityEar 0.8                     sensitivityEar 0.125

                                           --------------------------                     -----------------------------

MAN                                           
sprint                                                 43                                                 14
run                                                      37                                                 13
walk                                                    16                                                    6
prone                                                 10                                                    5

                                            --------------------------                     -----------------------------

HEMMT
slow                                                 220                                               168
medium                                          148                                                 42
fast                                                   121                                                 28

                                            --------------------------                     -----------------------------

M2A4 SLAMMER UP                                           
slow                                                 211                                               208
normal                                            186                                               167
fast                                                  174                                               169

                                            --------------------------                     -----------------------------

RIFLE 6.5MM                          ~700m                                        ~250m

 

- values are averages of 3 runs each.

- vehicle distances are inverted by default. It's an engine bug.

 

Known issues:

  • (none)

 

License:

APL-SA.png

 

Credits:

  • Bohemia Interactive
  • LordJarhead and JSRS-Studios

 

Thanks to:

  • danil-ch for helping me out with the Gear Sounds config.
  • Foxhound and Armaholic.com for hosting, hard work and patience (and a long community service).
  • Everyone supporting me @BI Forums.

 

Changelog:

Spoiler

v1.1.0 - Added: JSRS gear sounds boost.

 

  • Like 10
  • Thanks 1

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On 4/1/2020 at 9:56 PM, RCA3 said:

Features:

  • Improved AI hearing
  • Increased footsteps and gear sounds
  • Increased JSRS footsteps and gear sounds

 

Notes:

AI hearing tests were realized with player approaching AI from 180º and returning !(isNull (AI findNearestEnemy player)), except for rifle tests where AI would not know immediately of player but instead start scanning horizon.

Rifle shots were aimed opposite to AI.

 

Thank you!

 

Much needed mod because A3's default footsteps sounds are meager at best!

 

Did you manage to make a bug report on the Arma 3 feedback tracker about the engine bug? Would be really helpful if BI could fix this instead of having to rely on mods to get the issues fixed!

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1 hour ago, RCA3 said:

Hey, @LSValmont. Thanks. I didn't report it, I wouldn't know how.

 

Cheers.

 

 

You create an account here:

https://feedback.bistudio.com/project/view/1/

 

And then you create a new Arma 3 bug report by clicking on the small star icon on the top right, or just by going here: https://feedback.bistudio.com/maniphest/task/edit/form/3/

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3 hours ago, froggyluv said:

Gun orientation is kinda crucial in military tac sims

 

Indeed!

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You can do it for me, LSValmont, if you want. I'm not really interested in making more accounts. 🤪

 

1 hour ago, LSValmont said:

Indeed!

Still don't know what he's talking about...

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1 hour ago, RCA3 said:

You can do it for me LSValmont if you want. I'm not really interested in making more accounts. 🤪

 

Still don't know what he's talking about...

 

Don't worry about it I will do it for you 😉

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Hey, @LSValmont. Thanks for offering to post on the FT.

If you haven't posted yet I was thinking if I could help you with the reproduction steps and/or with a mission.

If you have please post the link here so we can all follow it.

Cheers. Thanks again.

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6 hours ago, RCA3 said:

Hey, @LSValmont. Thanks for offering to post on the FT.

If you haven't posted yet I was thinking if I could help you with the reproduction steps and/or with a mission.

If you have please post the link here so we can all follow it.

Cheers. Thanks again.

 

I reported it on the BI Discord but it seems to be a CUP issue so reports must be made on their GITHUB where I sadly don't have an account...

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@LSValmont No, it's not. I tested all with vanilla assets.

 

Here's the reproduction steps:

  1. Place an OPFOR rifleman named o1 facing away from the player (VR world).
  2. Place a player inside a vehicle 300m away from o1.
  3. Execute code:
[] spawn{
	while {isNull (o1 findNearestEnemy (getPos o1))} do{
		sleep 0.1;
		hintSilent str (round (player distance o1));
	};
};

          4. Drive to o1 in a straight line.

 

Conclusion: o1 will find player sooner with slow speeds than with fast.

 

*updated my first post (getting enemy from AI position, not the player's).

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1 hour ago, RCA3 said:

@LSValmont No, it's not. I tested all with vanilla assets.

 

Here's the reproduction steps:

  1. Place an OPFOR rifleman named o1 facing away from the player (VR world).
  2. Place a player inside a vehicle 300m away from o1.
  3. Execute code:

[] spawn{
	while {isNull (o1 findNearestEnemy (getPos o1))} do{
		sleep 0.1;
		hintSilent str (round (player distance o1));
	};
};

          4. Drive to o1 in a straight line.

 

Conclusion: o1 will find player sooner with slow speeds than with fast.

 

*updated my first post (getting enemy from AI position, not the player's).

 

Do the same thing happens with this code:

 

[] spawn{ while {isNull (o1 findNearestEnemy o1)} do{ sleep 0.1; hintSilent str (round (player distance o1)); }; };

 

?

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1 hour ago, LSValmont said:

[] spawn{ while {isNull (o1 findNearestEnemy o1)} do{ sleep 0.1; hintSilent str (round (player distance o1)); }; };

You removed getPos?

 

findNearestEnemy

object: Object

position: Object or Array in format PositionAGL or Position2D

 

1 hour ago, LSValmont said:

Do the same thing happens with this code: 

I would assume so, yes.

 

- -

 

getPos

Return Value:

Array - format PositionAGLS

 

...you got me thinking now, but would that invert the sound position? 😂

Edited by RCA3

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I don't think it would invert the sound position just make it so that it truly comes from the player and not from around the player...

 

Let me know the results after you do the test. If the bug still happens I will report it 😉

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