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skittl

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Posts 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. 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

    • Like 8

  3. 16 hours ago, sfod-d_snakebite said:

    Hi Skittl.

    First have a good luck with your project of the Nimrod 🙂. It look interesting, but forgive me: how we can use it in-game? I mean, what the Nimrod suppose to do? Sorry for my ignorance 😅, still congratulation and good luck 👍💪

    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.

    • Like 4

  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

    • Like 5

  5. 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?


  6. On 22/08/2017 at 0:40 PM, Seb8 said:

    Sad to hear that, but I hope you can update your great mod because you did a really good job, I like this Eurofighter.

    By the way after the Jet update, I can't Lock on targets and I don't know why. At the moment as a air to air jet it is useless.


    Sent from my SM-G950F using Tapatalk
     

    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

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