Jump to content

skittl

Member
  • Content Count

    44
  • Joined

  • Last visited

  • Medals

Everything posted by skittl

  1. 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 }; }; };
  2. 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
  3. Is there any way of changing the liveries of the C-17 as I noticed they are still packaged inside the mod?
  4. 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
  5. 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
  6. 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.
  7. Here are some first looks of the nimrod model and how it's progressing without textures
  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
  16. So a few days ago, I was using a jet in Arma and tried using the targeting camera that comes with all jets now, however when I tried to use it, the sensitivity of the camera was so great, I was unable to use the camera effectively. Can anyone offer any help to fix this?
  17. skittl

    Eurofighter Typhoon AWS

    Make sure you are using FIR weapons and make sure your aiming reticle is completely over the jet. The Jets DLC broke a lot of modded jets however the typhoon is fixed now. I can speak from experience
  18. skittl

    Eurofighter Typhoon AWS

    Since the new jets DLC, I have been unable to target aircraft with the typhoon's AA missiles and cannot seem to lock on using them. Ground weapons appear unaffected but the air missiles do not appear to lock. Is this a bug that could be fixed or is there a way around this
  19. hello everyone, I have a problem with my terrain builder where it refuses to load the layers.cfg. Every time I try to load it, I try get the error "layers generation - Unable to load the file "P:Map\source\layers.cfg" Can anyone help me with how to fix it. I shall paste my layers.cfg below to see if anyone can find a problem. class Layers { class Grass_Green { texture = ; material = "Moray\data\grass_green.rvmat"; }; class Underwater texture = ; material = "Moray\data\underwater.rvmat"; }; class Beach texture = ; material = "Moray\data\beach.rvmat"; }; }; class Legend { picture = "Moray\source\maplegend.png"; class Colors Grass_Green[] = {{0,255,0}}; Underwater[] = {{0,0,255}}; Beach[] = {{248,255,185}}; }; };
  20. Could anyone help me import an FSX aircraft to Arma 3. I have all the model files required but I am new to modding and would greatly appreciate it if someone could help me with it
  21. Im willing to spend the time and learn, I am just looking for help to get started
  22. For the aircraft I have, I contacted the author and have been given permission to use this aircraft and use it in other games as long as I give them credit
  23. I wonder if it would be possible for anyone to make an FIR capable, Nimrod MR2 that was scrapped by the RAF. There aren't really any maritime patrol aircraft in Arma and to see this would be amazing
  24. I was wondering if someone had already made or was willing to make the Ascension Islands for Arma 3. My unit are really looking for a map like this to use as a perfect training base and mission template to use so we were wondering if there are any in the works
×