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  1. Past hour
  2. FYI, seems to work for me just fine,... Could it be the mission you're playing in particular? (Already has spawned vehicles?)
  3. Excellent work buddy. We kinda lost sync because im busy with other things aswell. Keep up the good work.
  4. Parachute MC1/MC4/T11/ W.I.P

    Looking forward for the end result!
  5. RAVAGE: CASTAWAY ON TANOA

    Nice mission. I played about 3-4 hours in Single player, no zed version. It was rather fun. Some remarks: 1. I subscribed to the Workshop No Zeds version. I did not see it in the Single-Player/Scenarios tab. Manually downloading from the DropBox link and putting it into <Game>/missions/ dir did the trick. 2. Oops. Warfare Thai EX is not listed neither on this page nor in the Workshop. 3. Phronk's "Addon Free Melee Script" is broken. I wish there was another way to melee. When I have the wrench, even on my belt, whenever I left-click somewhere like on an item in the inventory, my character does the very slow "hit something with a wrench but act like you are throwing it", then takes the previous weapon back in his hands, whether it was holstered or not. On every click. I have to drop the wrench every time I want to use the inventory. I'm glad I didn't start with the zombie version. 4. I don't know if the following is intended, but it feels like an exploit to me. I spawn in SP with two other toons near me, I suppose these are supposed to be used by other players in coop. While I was stumbling around the island I started in in fog (not realising I had a full complement of items like a compass, a map, etc., I presumed that like in Pilgrimage I'd be nearly naked), some time had passed and a group of armed survivors spawned there. They started shooting at the two guys I started with. But since they appear to be invulnerable, I could easily just walk to one of them, and while he was 100% focused on emptying clip after clip on the invulnerable guys, wrench his head and the rest is history :). 5. Temperature mod. Oftentimes in Arma we add this or that mod to make life harder because it makes sense. Nothing in this one makes sense, from the way we lose heat, to the only way we can regain it. I was seriously annoying. I wish it were optional. 6. I managed to recruit a friendly. As a mute, it was quite a challenge to catch up with him so I can recruit him :). Once I did, I realized that I could not switch to him. Since team mate management in Arma is (still) a huge pita, I used the console to enable that with "addSwitchableUnit cursortarget;" and "onTeamSwitch ( {_group = group _from; _group selectLeader _to;} );" 7. Which brings me to: regardless of what is written in this thread, the console was not enabled in my game. I had to use the "Simple Single Player Cheat Menu" mod (which thankfully can be added mid-mission) to enable the console and issue the abovementioned console commands. 8. Then I lost the ability to interact with the environment (loot, siphon, etc). I believe it is because I had enabled team switch. I wish team switch were already there by default, any mission with team mates quickly becomes a chore without team switch. Now I guess I'm stuck. Well, never mind then :).
  6. [MP] =BTC= Hearts and Minds

    How does one change the objects in the logistical menu? Been trying to find a sqf or a hpp file containing all the classnames of the objects that you can request for a while now. *Nevermind found it in the mission.sqf file*
  7. The BTR-K can't reach its next waypoint when it's in "safe" mode.
  8. Today
  9. I really love the new system adds alot of varity to the game without introducing an incredible amount of new vehicle classes. Here's some feedback: - If time allows, add more paint jobs for the vehicles - The Hex camouflage is not selected by default when editing the Marid in the Virtual Garage. I am actually wondering why Hex is listed there because its the default and only paint job this vehicle has. The Marshall for example has no texture listed in the Garage. - The NATO artillery has no camo net for the cannon, the CSAT one has one however. - The Kuma and T100 could have more options. For main battle tanks which this DLC is focused at it looks a bit weak compared to the APCs. (A mine sweeper would be nice but most likely not possible) - Does adding fuel canisters and ammoboxes actually have an effect? If not, that would be sweet. - Why isn't it possible to add/remove the armour plates of the Slamme via the new system? Looks like a missed opportunity to me. - Add camo nets and other stuff to the Strider, Ifrit and Hunter That last point is a bigger one: Why is vehicle customization limited to visual things (I know they have an effect on thermal vision etc) only? I would have loved to see the customisation of ammo count as well via the garage.
  10. thanks mate, it's a known issue which may already be fixed in the next update
  11. Arma Vermin .45 ACP Real Life Kriss Vector gen II SMG https://kriss-usa.com/le-mil
  12. Thanks for your insight, ill look into adding this and see if it works.
  13. Alright, thanks and good luck with the mission
  14. @Tom_48_97 is it possible to have the test_house_01_F model in the samples updated with https://community.bistudio.com/wiki/Geometric_Occluders so we have a working example to go along with the wiki article? Edit: also opening up any internal diag.exe tool functions for GO's would be useful to us too, thanks :)
  15. I got a bracket issue in this config and I don't see the problem. Some help would be appreciated. The error message says it's on line 18. class CfgPatches { class PG_niaweapons_226 { requiredaddons[] = { "A3_Data_F", "A3_UI_F", "A3_Anims_F", "A3_Anims_F_Config_Sdr", "A3_Weapons_F", "cba_jr", "hlcweapons_core", "hlc_wp_p226" }; units[] = { }; weapons[] = { }; magazines[] = { }; version = "1.0"; author = "SWTX"; }; }; class hlc_p226_base; class CfgWeapons { class hlc_pistol_P239 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p2399mm_Shot_SoundSet", "nia_p2399mm_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p2269mm_silencerTail_SoundSet", "nia_p2269mm_silencerShot_SoundSet" }; }; }; }; class hlc_pistol_P239_40 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; class hlc_pistol_P239_357 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; }; class CfgSoundSets { class nia_p2269mm_Shot_SoundSet { soundShaders[] = { "nia_p2269mm_closeShot_SoundShader", "nia_p2269mm_midShot_SoundShader", "nia_p2269mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_tail_SoundSet { soundShaders[] = { "nia_p2269mm_tailTrees_SoundShader", "nia_p2269mm_tailForest_SoundShader", "nia_p2269mm_tailMeadows_SoundShader", "nia_p2269mm_tailHouses_SoundShader", "nia_p2269mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p2269mm_silencerShot_SoundSet { soundShaders[] = { "nia_p2269mm_silencerShot_SoundShader", "nia_p2269mm_Closure_SoundShader". "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_silencerTail_SoundSet { soundShaders[] = { "nia_p2269mm_silencerTailTrees_SoundShader", "nia_p2269mm_silencerTailForest_SoundShader", "nia_p2269mm_silencerTailMeadows_SoundShader", "nia_p2269mm_silencerTailHouses_SoundShader", "nia_p2269mm_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p2399mm_Shot_SoundSet { soundShaders[] = { "nia_p2399mm_closeShot_SoundShader", "nia_p2399mm_midShot_SoundShader", "nia_p2399mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2399mm_tail_SoundSet { soundShaders[] = { "nia_p2399mm_tailTrees_SoundShader", "nia_p2399mm_tailForest_SoundShader", "nia_p2399mm_tailMeadows_SoundShader", "nia_p2399mm_tailHouses_SoundShader", "nia_p2399mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_Shot_SoundSet { soundShaders[] = { "nia_p226_357_closeShot_SoundShader", "nia_p226_357_midShot_SoundShader", "nia_p226_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_tail_SoundSet { soundShaders[] = { "nia_p226_357_tailTrees_SoundShader", "nia_p226_357_tailForest_SoundShader", "nia_p226_357_tailMeadows_SoundShader", "nia_p226_357_tailHouses_SoundShader", "nia_p226_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_silencerShot_SoundSet { soundShaders[] = { "nia_p226_357_silencerShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_silencerTail_SoundSet { soundShaders[] = { "nia_p226_357_silencerTailTrees_SoundShader", "nia_p226_357_silencerTailForest_SoundShader", "nia_p226_357_silencerTailMeadows_SoundShader", "nia_p226_357_silencerTailHouses_SoundShader", "nia_p226_357_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p239_357_Shot_SoundSet { soundShaders[] = { "nia_p239_357_closeShot_SoundShader", "nia_p239_357_midShot_SoundShader", "nia_p239_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p239_357_tail_SoundSet { soundShaders[] = { "nia_p239_357_tailTrees_SoundShader", "nia_p239_357_tailForest_SoundShader", "nia_p239_357_tailMeadows_SoundShader", "nia_p239_357_tailHouses_SoundShader", "nia_p239_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_Shot_SoundSet { soundShaders[] = { "nia_p226_45_closeShot_SoundShader", "nia_p226_45_midShot_SoundShader", "nia_p226_45_distShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_tail_SoundSet { soundShaders[] = { "nia_p226_45_tailTrees_SoundShader", "nia_p226_45_tailForest_SoundShader", "nia_p226_45_tailMeadows_SoundShader", "nia_p226_45_tailHouses_SoundShader", "nia_p226_45_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_silencerShot_SoundSet { soundShaders[] = { "nia_p226_45_silencerShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_silencerTail_SoundSet { soundShaders[] = { "nia_p226_45_silencerTailTrees_SoundShader", "nia_p226_45_silencerTailForest_SoundShader", "nia_p226_45_silencerTailMeadows_SoundShader", "nia_p226_45_silencerTailHouses_SoundShader", "nia_p226_45_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; }; class Cfgsoundshaders { class nia_p2269mm_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p2269mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_9mm.ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class nia_p2269mm_midShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class nia_p2269mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class nia_p2269mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2269mm_tailForest_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailHouses_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}}; limitation = 1; }; class nia_p2269mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2269mm_tailMeadows_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailTrees_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (1).ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (2).ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class nia_p2269mm_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class PG_P226_9mm_Shell_Inroom_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_3",1 }}; volume = "interior"; range = 20; limitation = 1; }; class nia_p2399mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p2399mm_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p2399mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p2399mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2399mm_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2399mm_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\P226_357SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_357_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p239_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p239_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p239_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p239_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p239_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p239_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_45_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_45_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_45_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_45_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_45_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_45_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\P226_45SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_45_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; };
  16. US 75th Rangers

    I think this might be helpful. Got it from DevtSix forum. This list is pretty reliable and can be confirmed with pictures. Modern Ranger loadout (2015-now): Helmet: -FMA Maritime -Ops Core Mesh Cover for Maritime -FMA Helstar 5 -FMA L4G24 -Ops Core skeleton shoroud -TRI Comtac IIIs Vest: -TMC AVS 2016 vers. with harness* -Crye M4 panel for AVS or TYR triple 7.62 pouch -Eagle Industries weapon catch -Eagle Industries 100rd SAW pouch -TYR MBITR pouch for PRC-152 -Nexus U-94 PTT -TCI Mast relocation kit Belt: -Blackhawk riggers belt -Eagle Industries roll up dump pouch -Retension lanyard Clothing: -G3 Shirt -Crye AC pants with Airflex knee pads Weapons: -M4A1 SOPMOD Block II -MK17 with 5.56 conversion kit -M870 Breacher
  17. A Russian Spetsnaz ontop of Hill 339 An early war photo of Hill 339, also known as Veresnik. In the background is "Gora Masha" (Гора Маша), one of the Three Sisters, the only 2000+ meter high mountains of the Black Mountains range and the only one on the Chernarusian side of the border. The Russian forces recognized the startegic importance of Hill Veresnik due to it's elevated position, relatively minimal vegatation and clear view onto the southern lane of approach for aircraft to the North-Western airfield already early in the war: just a few days after fighting broke out, Russian high command sent around a dozen recons to take over hill Veresnik which was a full success. This hilltop served as a sniper hill, an AA position and as a tank fighting position at different times during the South Zagorian war of 2009. Heavy fighting over this hill errupted after the USMC landing in South Zagora. Russian forces dug in, but the hill soon fell under overwhelming force and constant shelling. Heavy casualties were reported on both sides after the takeover of Hill 339. Long after the war, in 2016, the Chernarussian Defense Forces (CDF) decided to construct a military base not more than 100 meters from this hill away. Thanks to the authors of: South Zagoria Terrain, SOF Poses, VTN, YuEmod, ASCZ heads, TRYK and, last but not least, Enhanced Video Settings
  18. Interior lights for buildings

    AFAIK A3 doesn't natively support automatic interior lighting at night. However there is a mod for that! Lol that should be the slogan for the entire Arma series. Seriously, check out the TPW mod. Among its MANY features, TPW mod offers, interior lights for buildings
  19. arma gold servers after gamespy shutdown

    Hey, we got an arma 1 Puplic server in 2018 (24/7 open + without mods/addons) IP-Adress: 188.122.68.72 Port: 2302 How to connect: Just join via Ip and port over the ArmA 1 Multiplayer. (You need ArmA Version 1.18 to join.) Server Info: https://www.gametracker.com/server_info/188.122.68.72:2302/ Steam Community Page: http://steamcommunity.com/groups/ugf-gaming
  20. DAMN!!! I have to rethink the whole mission now!! Thank you man!
  21. Crashsites_GF Script

    For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. Don't try to open this with the simple notepad. You can open this ex: with notepad++ https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing .
  22. US 75th Rangers

    can we see these photos you are referring to?
  23. Earthquake Script

    For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. Don't try to open this with the simple notepad. You can open this ex: with notepad++ https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing .
  24. Custom Deathscreen Script

    For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. Don't try to open this with the simple notepad. You can open this ex: with notepad++ https://notepad-plus-plus.org/download/v7.5.4.html and also use the extra pluggins (this way will be better , it will give also some certain collours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing .
  25. US 75th Rangers

    Could have been a 6094 or some other private purchase such as a first spear or a mayflower APC or an mmac.
  26. Favourite/Least Favourite Aspects of Warfare/CTI?

    ahh, means I must fire up PC and play OFPS....haven't for 6 weeks +.....
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