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Arma 3 Creator DLC: Reaction Forces

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2 hours ago, joostsidy said:

I use a Reaction Forces music track for an outro. The track is listed with 32 seconds length, but in reality it plays the full track of a couple of minutes. The problematic tracks are track 23-33 in the Arma music jukebox. Hopefully the true short tracks can be added or correctly configured. I use the Arma short music tracks a lot for short outros with a swooping camera. The Reaction Forces main theme is very cool! 🎸

Which track do you mean exactly? I just looked at the music config and everything looks correct to me. The only 32 second tracks are the "calm" jukebox tracks, which are supposed to be short and all correct as far as I can see.

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23 hours ago, lexx said:

Which track do you mean exactly? I just looked at the music config and everything looks correct to me. The only 32 second tracks are the "calm" jukebox tracks, which are supposed to be short and all correct as far as I can see.

 

I mean the ones after the "calm" tracks in the juke box. The first one is called "Reaction Forces OST - 01 Reaction Forces". This track (and at least the next 10 in the juke box) are incorrectly listed with 32 seconds length. I played them through Arma Editor -> Tools -> Utilities -> Jukebox.

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Is this some mod interface stuff? I don't have that in 3den. In any case, the duration of those tracks is set correctly in config, example the one you've mentioned:

duration = 162.0;

/Edit: Funny, in the ingame config it actually is not. Will investigate what's going on.

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I believe the Jukebox is a fairly standard 3den tool 🤔. Now that I look at my mod list I see: "3den Enhanced".  It is probably part of that one if you don't have it. 🙂

 

 

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On 6/1/2024 at 12:42 AM, lexx said:

Is this some mod interface stuff? I don't have that in 3den. In any case, the duration of those tracks is set correctly in config, example the one you've mentioned:


duration = 162.0;

/Edit: Funny, in the ingame config it actually is not. Will investigate what's going on.

https://community.bistudio.com/wiki/Arma_3:_Utilities#Jukebox

have to confirm that something doesnt seem right

 1:23:49 "[+][#600.00s][N][Reaction Forces: Music - Epic (Full)]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: Jukebox - Calm 01]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: Jukebox - Calm 02]"
 1:23:49 "[+][##30.00s][N][Reaction Forces: Jukebox - Calm 03]"
 1:23:49 "[+][##30.00s][N][Reaction Forces: Jukebox - Calm 04]"
 1:23:49 "[+][##30.00s][N][Reaction Forces: Jukebox - Calm 05]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 01 Reaction Forces]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 02 You Have A Go]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 03 Nightfall]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 04 Running Out Of time]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 05 Under Fire]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 06 Deadly Ambience]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 07 The Last Resort]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 08 Scouting For Enemy]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 09 Act Of Heroism]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 10 Hero]"
 1:23:49 "[+][##32.00s][N][Reaction Forces: OST - 11 Making A Difference (Trailer Soundtrack)]"
 1:23:49 "[+][#145.00s][N][Western Sahara: Lead 01]"
 1:23:49 "[+][##40.00s][N][Western Sahara: Ambient 01]"
 1:23:49 "[+][##33.00s][N][Western Sahara: Ambient 03a]"
 1:23:49 "[+][##32.00s][N][Western Sahara: Ambient 03b]"
 1:23:49 "[+][##34.00s][N][Western Sahara: Ambient 03c]"
 1:23:49 "[+][##86.00s][N][Western Sahara: Ambient 04]"
 1:23:49 "[+][##65.00s][N][Western Sahara: Jukebox - A1]"

1LbrNxR.jpeg

 

looks like that all the OST_##_RF titles inherit an inaccurate duration from OST_01_RF

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Can also confirm this issue. I have encountered it while mission building a while back.

I did not think much of it back then.

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It's already fixed in our internal build.

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Good day.

Since 5.56 mm AP already exists as part of the DLC can we also get LIM-85 to use that round? It would make it significantly more useful. Thanks.

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On 5/28/2024 at 9:42 PM, friendlyfyre said:

Also I'm of the opinion that the general spawn distance for enemies around you is far too low. It seems to be about 2km, which is within the autocannon range of armoured vehicles. This makes it nearly impossible to scan from far away and snipe from behind a hill like a real attack heli would.

Yes, indeed it seems so. In most cases it's not that big of a problem (unless you're trying to land at a LZ in direct view, and spawn range, of another town), but in my second playthrough I was ordered to attack Athira from Koroni - leaving Ifestonia behind in enemy hands.

 

I knew there will be enemy force in Ifestonia, so I sniped them from a distance, returned to base to rearm, got back into AO... only to see another heavy vehicles in Ifestonia. They were literally spawning everytime I was closer than 2 kms to town, which meant that even ignoring the town, and going to Athira from different direction, meant that I was met with enemy fire from Ifestonia as I was circling over Athira. Even if I destroyed those forces, they would spawn again - so not only the spawn distance needs increasing, there needs to be some spawn cap/cooldown so mission is not continously spawning infinite AAF.

 

I tried to use help of the unmanned heli, but for some weird reason it wouldn't start and/or obey my orders - it just sat at the base, technically giving me support (EXP was paid, UAV was under my control), but doing nothing. It worked previously, so I think it's similiar problem to the one reported by someone else with Nighthawk - for some reason first use of those vehicles breaks ability to call subsequent support from them.

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