RCA3 593 Posted April 2, 2020 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: Google Drive 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 14run 37 13walk 16 6prone 10 5 -------------------------- ----------------------------- HEMMTslow 220 168medium 148 42fast 121 28 -------------------------- ----------------------------- M2A4 SLAMMER UP slow 211 208normal 186 167fast 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: 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. 10 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 19, 2020 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! 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted April 19, 2020 Gun orientation is kinda crucial in military tac sims 1 1 Share this post Link to post Share on other sites
RCA3 593 Posted April 20, 2020 Hey, @LSValmont. Thanks. I didn't report it, I wouldn't know how. What do you mean @froggyluv? Cheers. Share this post Link to post Share on other sites
LSValmont 789 Posted April 20, 2020 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/ 1 Share this post Link to post Share on other sites
LSValmont 789 Posted April 20, 2020 3 hours ago, froggyluv said: Gun orientation is kinda crucial in military tac sims Indeed! Share this post Link to post Share on other sites
RCA3 593 Posted April 20, 2020 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... Share this post Link to post Share on other sites
LSValmont 789 Posted April 20, 2020 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 😉 1 Share this post Link to post Share on other sites
RCA3 593 Posted April 23, 2020 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. Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2020 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... Share this post Link to post Share on other sites
RCA3 593 Posted April 24, 2020 @LSValmont No, it's not. I tested all with vanilla assets. Here's the reproduction steps: Place an OPFOR rifleman named o1 facing away from the player (VR world). Place a player inside a vehicle 300m away from o1. 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). 2 Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2020 1 hour ago, RCA3 said: @LSValmont No, it's not. I tested all with vanilla assets. Here's the reproduction steps: Place an OPFOR rifleman named o1 facing away from the player (VR world). Place a player inside a vehicle 300m away from o1. 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)); }; }; ? Share this post Link to post Share on other sites
RCA3 593 Posted April 24, 2020 (edited) 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 April 24, 2020 by RCA3 Share this post Link to post Share on other sites
LSValmont 789 Posted April 24, 2020 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 😉 1 Share this post Link to post Share on other sites