tpM 478 Posted August 5, 2010 Speaking of others making the custom maps compatible with this, how would one accomplish that? I know you can use echo objects in the editor but that needs to be done for each mission and i guess isnt the 'official' way of making a map work with it? Maybe someone else (or maybe even me) could help with a bit of a tutorial on how to get maps to work? I'll post a tutorial about that soon. Share this post Link to post Share on other sites
solecist 0 Posted August 6, 2010 I'll post a tutorial about that soon. please do! the only reason i am keeping OA installed is to eventually use this mod+ACE on the new maps, haha. Share this post Link to post Share on other sites
Thunderbird 0 Posted August 10, 2010 This MOD is really a must-have, it's incredible how it increases the immersion feeling... My only grip is about the performance issue, I hope this would be figured out within further versions... Keep it up. Waiting for the tutorial here too. Regards, TB Share this post Link to post Share on other sites
tpM 478 Posted August 11, 2010 Okay, so Creating "Echo Map" for HARCP' DSS (3D editor experience recommended): First, install this .pbo (put it into your HARCP\Addons folder). Now start HARCP and from the main menu press Alt + E (3D editor) and select the desired island. For testing purposes: press F10 place a Center on the map, then a group (F2) and a unit (F1). From now on you can start placing the echo zones: F5 -> Echoes -> select echo. In the echos "Init expression" field the following parameter must be given: [this, 2,10] call CBA_fnc_setHeight ; Only change the 2nd value (10) in it (if needed). Thats the height of the zone. The system works so it only gives echo if you are under the zone. Now you can start placing the zones, but keep in mind that in 3D Editor you need to save to "update" the map, so if you move a zone to another place you'll need to save the "mission" to have the zones place updated. For rocky areas you can add "village" echo, for a generic echo just place "hill" echo. Indoor echoes are a different story, handled by a seperate algorhytm, so you guys need to place the outdoor ones only. :) After an island is done, save the "mission" and send it to us by mail or attach it in a ticket at our issue tracker so we can put it into the next update. I hope its understandable. Thanks. Share this post Link to post Share on other sites
-=anders=- 0 Posted August 11, 2010 Ok nice! But you'll make your own update for the OA maps right? :) Share this post Link to post Share on other sites
bigpickle 0 Posted August 11, 2010 (edited) I'm looking at trying to add a few if i can get it working ok, how will I know which maps have already been sent in by users. Great way to get a nice list of maps added by the way. Edit to above I'm getting the message "dss not supported with this island" when i try to add echos to Sahrani map. Also is there a way to increase the echo size, or do i have to cover the entire map with those little echo circles? Hope the pictures explain a bit better. my settings Edited August 12, 2010 by Bigpickle adding explanation Share this post Link to post Share on other sites
tpM 478 Posted August 11, 2010 Yes, that msg is normal, and yes, you have to use those "small" 100m r circles. (make those pics > 100 before a moderator arrives :P) Share this post Link to post Share on other sites
mr burns 133 Posted August 11, 2010 Seems to be a very tedious and CPU intensive method ... maybe i´m just hallucinating again, but would´nt the ACRE approach (and i dont really know what their magic is is) be aswell suitable for HARCP? Share this post Link to post Share on other sites
Zipper5 74 Posted August 11, 2010 Damn! This looks incredibly promising and kicks ass! Really wish I had access to my PC. :( Share this post Link to post Share on other sites
tpM 478 Posted August 11, 2010 Seems to be a very tedious and CPU intensive method ... maybe i´m just hallucinating again, but would´nt the ACRE approach (and i dont really know what their magic is is) be aswell suitable for HARCP? No idea... Share this post Link to post Share on other sites
mr burns 133 Posted August 11, 2010 No idea... 1-2-3, communicate, a-ha :D Share this post Link to post Share on other sites
Thunderbird 0 Posted August 11, 2010 Seems to be a very tedious and CPU intensive method ... maybe i´m just hallucinating again, but would´nt the ACRE approach (and i dont really know what their magic is is) be aswell suitable for HARCP? ACRE approach won't fit here because the Dynamic Sound System MOD takes into account the SFX inside buildings, houses and there is no way to include the "calculation system" used within ACRE, which considers buildings as objects. (just like trees) Regards, TB Share this post Link to post Share on other sites
mr burns 133 Posted August 11, 2010 ACRE approach won't fit here because the Dynamic Sound System MOD takes into account the SFX inside buildings, houses and there is no way to include the "calculation system" used within ACRE, which considers buildings as objects. (just like trees) Makes me wonder how ACE1 mod made AT backblast kill others while fired in houses .. but then again, i´m simply clueless about scripting. Just pointing out some possibilitys Share this post Link to post Share on other sites
Thunderbird 0 Posted August 11, 2010 (edited) Haven't tested this feature specifically yet... And with no idea how Ace did that but let me guess : - They test if the soldier firing the rocket [is inside a room] && There are alive units inside the room too if yes then Boom, all others being there are dead. else nothing happens. else if the soldier firing the rocket [is inside a building] (Like a Hangar...) if yes, then boom, all those behind the AT soldier are dead. But not those not being behind. else nothing happens. Now, the question is: if this is true, how ACE coders have done to distinguish between a room and a building? - Is there a specific predefined function made by BIS which they have used or did it require some extra-scripting? Will download ACE to get a look at it. Regards, TB Edited August 11, 2010 by Thunderbird Share this post Link to post Share on other sites
Robalo 465 Posted August 12, 2010 (edited) They made some smart scripts based on boundingBox If you're running ACE you can use Rocko's function like this: _test = [_unit,2.5] call ace_sys_backblast_fnc_building If I read the function correctly it will return true if unit is in a building and less than 2.5m away from a wall (give or take) for the above example. Edited August 12, 2010 by Robalo_AS Share this post Link to post Share on other sites
tpM 478 Posted August 12, 2010 The problem is that its need to be really fast (max 0.1 sec) so the echo "builds" straight into the firing sound. Share this post Link to post Share on other sites
lao fei mao 21 Posted August 17, 2010 Still expecting a version supporting the 3 maps in OA and 5 maps in CAA1 and several famous maps by 3rd parties, such as Duala, Everon, FDF_Podagorsk,Thirsk, Namalsk.... Share this post Link to post Share on other sites
DeclaredEvol 10 Posted August 17, 2010 If I could actually figure out how to get this mod working online or with custom characters. Now one of you tech guys had helped me with the custom character, but for some reason the game doesn't load the main file [ace_sys_dss] and in which is used to justify where a shot is being fired apparently. And the same thing for online play also, it is a strange aspect of the mod. So perhaps if I am just shooting on a foot hill or outside in city or town... it wont make a sound. But inside the woods or a house it seems to work fine, only around open areas it seems to fail. But anyways, I am using JSRS + HARCP together to cover it up. Share this post Link to post Share on other sites
kremator 1065 Posted August 17, 2010 Still expecting a version supporting the 3 maps in OA and 5 maps in CAA1 and several famous maps by 3rd parties, such as Duala, Everon, FDF_Podagorsk,Thirsk, Namalsk.... You'd better get cracking then Lao Fei Mao! Share this post Link to post Share on other sites
Gunter Severloh 4072 Posted August 19, 2010 Hi TPM, Great mod really adds to the immersion. I have a question and am wondering, if the mod makes and existing sound echo then how does a weapon I know of for example before the mod make the sound it does from the player's point of view, and distort it and make the gun sound like something different, like a new sound mod has replaced the sounds. There was a gun in arm2 I thout was real cool and Im useing the HiFi sound mod, the gun is the mk mod 12 i think, its a machine gun, looks like a saw on steroids, and has a hard sound to it, but when I have HARCP running the gun makes a an odd sound like its shooting air, like a tearing sound real fast, hard to explain, any idea of whats going on there? I thought that when you shoot your gun no matter the sound mod that the sound from the gun is basically echoed in the terrain and environment, which it does but on many cases its seems the original sound (useing sound mod) is now changed to a new softer, air, and tearing like sound. I also have the mod on my Arma 2 server and it does the same thing. Share this post Link to post Share on other sites
Jonn 10 Posted August 19, 2010 Sounds good, Will check this out :) Share this post Link to post Share on other sites
lao fei mao 21 Posted August 20, 2010 Updating, updating, we need an updating for more islands. Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 20, 2010 I'm sure they're working on it, be patient ;) Share this post Link to post Share on other sites
Gunter Severloh 4072 Posted August 30, 2010 Does anyone get CBA credits coming up with this mod, and then sometimes a HARCP.system or something error? Share this post Link to post Share on other sites
sic-disaster 311 Posted August 30, 2010 For a sec there hope flared up, thinking there was an update to this :( Sorry, cant help you mate, doesnt sound familiar. Share this post Link to post Share on other sites