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skittl

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About skittl

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    Lance Corporal

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  1. I've just tested all the sounds through a mission and playing them through triggers and they're able to be played in Arma so I'm not sure why the mod isn't playing them
  2. I am currently working on a sound mod for a group based on the framework of the 16th AA Zeus Immersion Sound mod however, although the sounds are all listed in the zeus sound module, they dont actually play any sound. This is the code of my CfgSfx.hpp: class CfgSFX { class EliteAngry { name="Elite Angry"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Elite\EliteAngry.ogg", 10, 1, 40, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class EliteSuprised { name="Elite Suprised"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Elite\EliteSuprise.ogg", //Path 10, //Volume 1, //Pitch 40, //Max Distance 1, //Probabililty 1, //Min Delay 1, //Mid Delay 0 //Max Delay }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class GruntExcited { name="Grunt Excited"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Grunt\GruntExcited.ogg", 10, 1, 40, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class GruntSuprised { name="Grunt Suprised"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Grunt\GruntSuprised.ogg", 10, 1, 40, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class Hunter { name="Hunter"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Hunter\Hunter.ogg", 15, 1, 100, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class BeamRifle { name="Beam Rifle"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Weapons\BeamRifle.ogg", 15, 1, 100, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class FuelRod { name="Fuel Rod Cannon"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Weapons\FuelRod.ogg", 15, 1, 150, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class PlasmaRifle { name="Plasma Rifle"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Weapons\PlasmaRifle.ogg", 15, 1, 100, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; class PlasmaPistol { name="Plasma Pistol"; sounds[]= { "sfxsound" }; sfxsound[]= { "halozeussounds\Weapons\PlasmaPistol.ogg", 10, 1, 100, 1, 1, 1, 0 }; empty[]= { "", 0, 0, 0, 0, 0, 0, 0 }; }; };
  3. Is there any way of changing the liveries of the C-17 as I noticed they are still packaged inside the mod?
  4. So as of today, I am happy to announce that the Nimrod is moving the next stage which is texturing and preliminary implementation. There will be the Nimrod plus all the things around it such as engine covers and stairs. We are hoping to have this process completed by the the middle of summer. Look out for more updates
  5. Hi, it's quite alright. First and foremost, the Nimrod was a sub hunter but also a spy plane used for target acquisition for special forces such as the SAS. Therefore the targeting and laser camera will be one of the most powerful in the game with a very high magnification.Secondly, the Nimrod had a variety of weapons that it could utilize. Sadly there are no air dropped torpedoes or depth charges in game however the aircraft could use AIM-9L Sidewinders, AGM-65 Mavericks, AGM-84 Harpoons, Storm Shadow Cruise Missiles and assortments of guided and general purpose bombs so it will have the weaponry along with being an excellent spy asset. How you choose to use it is up to you, however its best place would be as recon and a light air support asset. I hope this helped.
  6. Here are some first looks of the nimrod model and how it's progressing without textures
  7. I have decided to create the Hawker Siddeley Nimrod into Arma. At present, I am working on aspects with the model and hope to release the mod as soon as I can. Current To-Do list: Optimize the model Texture the aircraft First implantation into the game Scripts such as weapons (FIR compatible), aerial refueling, dynamics and points Other variants of the Nimrod such as MR1 and R1 Any help is much appreciated Special thanks to Brian Franklin from Simshed for allowing me to use his Nimrod model! Photos and updates to be posted as the mod progresses
  8. skittl

    United States Air Force( 2015)

    I found this on the steam workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1655616175&searchtext=USAF
  9. The Harrier and the Raptor dont appear to have any engine sound
  10. Have you thought about making the mod a module so that it isn't necessary to go in and change the configs?
  11. skittl

    Eurofighter Typhoon AWS

    @mach2infinity Do you still have rudder bound to the Q and E keys. The typhoon afterburner has its trigger on the E key so this could be what you're experiencing
  12. @TeTeT This was us using it in multiplayer. I am not sure if it actually meant to be that in multiplayer the weapons stay assigned to the pilot but I dont remember it being like that
  13. Im having a problem with the F variant of the hornet where whenever the WSO gets into the aircraft, the fire permissions change to the pilot and the WSO cant do anything. is there any help for this?
  14. skittl

    Eurofighter Typhoon AWS

    @pinaz93 Would you be able post the start you had made, if any, on the dynamic loadouts for the typhoon so I may see if I can continue working on it and get it back to you?
  15. Is there any support for making a custom aircraft have dynamic loadout capability with the weapon pack
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