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245 ExcellentAbout ContheJon
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
ContheJon replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi TPW! Just asking if I can take the audio files of the radio chatter you've got in your mod and splice them into my own audio file for a mission I'm making. It's a trigger thing that'll play a looping radio sound in a couple of specific areas to make them feel more real.- 5751 replies
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- single player
- realism
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(and 1 more)
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I used to use Armaholic back for when I did SP ACE stuff in A2OA. Have fond memories of messing around back then, and to see all of that content just gone isn't a nice feeling. I never had any files up there myself, but that's a lot of Arma history just wiped off the map like that. I didn't know the guy who ran the site at all, so I can't comment at all to who he is (but reading all of your comments he seems like he was a cool guy), but as a mod maker myself, if I thought for two seconds that my stuff was going to be gone and I wouldn't be able to keep updating it myself, I'd have made it public in different ways so the community in other areas of the net could keep it going. For him to just pull the plug out of the blue when there's content creators still posting and editing stuff there isn't a great move. I've no clue why he did, if it's like he said or if there's other issues, but you don't just pull everyone's files like that without giving them some warning first. I couldn't imagine having maps and mods I'd worked for years on just go *poof* one day, though I'm paranoid anyway so I've got backups of backups. If something good comes from all of this, I hope it's that the community can source at least some of those files and hopefully start posting them to different sites so they'll stay on the net. Here's to hopefully getting as many of those files back as we can!
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Strange, the ambient chat script giving me an "error: missing ;". Where exactly do I put the code? I was putting it in the unit's init, then tried the description file of the mission but no dice. Apologies, I've never been good with Arma 3 code.
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Ah, I see! Thanks a lot Haleks, I'll add that in. Thanks for the note on "safe" behaviours too. I did see "careless" was mentioned in one of the files but I wasn't sure if it worked for the "safe" behaviour as well. It's going to add some nice ambience to my squads that roam the safe areas, or groups of people standing around and bring some realism to the mission.
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Hey guys, just trying to get the ambient chatter script to work in my mission with units I've placed down. How exactly is it called? Do I have to copy all the relevant chatter scripts to my mission folder, or can it just be called if the player has Ravage installed? Here's what I'm using in the unit's init field: execVM "ambientChat.sqf"; (group _myUnit) spawn rvg_fnc_ambientChat; (for context I've moved a copy of the ambientChat.sqf to my mission folder to see if it would work that way and it doesn't seem to, hence why it's called like that)
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Wowee, that looks pretty awesome! I love how they look lived in, like survivors have been making their home there even in the destroyed ones. I know the Chernarus Redux guys have been adding a bunch of Livonia buildings to the map, so it'll be cool as hell to see furniture in them now.
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Ooo! Is this new ambient furniture stuff? Looks nice!
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It's definitely not the best, but it does add some nice mood to the game sometimes. When I was testing my Esseker mission, all I had were red chemlights, and trying to find a place to camp using them at night was frigging creepy.
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Don't worry @tortuosit, it took me like a few dozen hours to realise that was how you use them. I was just throwing them everywhere before hand and being like "Oh these are a bit crap."
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Hey guys, just found this neat dynamic music mod that lets you add your own music. Works on a stress system, it gets above 50 and the combat music plays. It has 4 moods: Tense (combat) Truce (Daytime ambient) Darkness (Night/Overcast ambient) and Sadness (Not sure, may be something to do with lots of dead bodies). It takes a little busy work and some knowledge of Audacity to get working, but I was able to figure it out. Really the hardest part is converting the files, which I'd recommend you do with audacity as that's all I used. Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Works with Ravage and saving and reloading a mission too, at least from preliminary tests.
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mod release Vandeanson’s Apocalypse
ContheJon replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just finished a mission I've been working on for ages, it uses Vandeansons Apocalypse. Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=2096245320 Let me know if there are any issues anywhere and I'll fix them.- 322 replies
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- vandeanson
- spawner
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Finally finished another mission! I've been working on it on and off since early 2017, so it's good to get it out. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2096245320 As always, let me know if you guys see anything amiss with the mission or anything, and I'll fix it.
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ContheJon started following Vandeanson’s Apocalypse
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mod release Vandeanson’s Apocalypse
ContheJon replied to Vandeanson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yo, how'd I miss this? Vandeanson, this mod's looking super sweet! It's got a ton of survival features I've been wanting in Arma for a while, plus dogs and AI camps. Really looking forward to trying this out when I get back into Arma 3!- 322 replies
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- vandeanson
- spawner
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Yeah it's Johnnyboy's script
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Ah, awesome, thanks! I'll mess around with it and see how it works. There's a lot of dogs and they tend to absorb ammo (plus they zig-zag, they've played FPS games before!) so I'll reduce the number a bit.