_x00010 2 Posted June 12, 2020 XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads. Share this post Link to post Share on other sites
.kju 3241 Posted June 12, 2020 interesting concept - what variable do you use to determine the situation the player is in? 1 Share this post Link to post Share on other sites
_x00010 2 Posted June 12, 2020 3 hours ago, .kju said: interesting concept - what variable do you use to determine the situation the player is in? We have a specially written script to determine if the player is in combat. Effectively, if an AI fires within 500 metres of the player, that counts as being in combat. I chose this because the AI always fires for a reason, unlike the player. Unfortunately, this means ACE is a required dependency. 1 1 Share this post Link to post Share on other sites