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Posts posted by skittl
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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
};
};
}; -
Is there any way of changing the liveries of the C-17 as I noticed they are still packaged inside the mod?
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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
- 8
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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.
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Here are some first looks of the nimrod model and how it's progressing without textures
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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
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I found this on the steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=1655616175&searchtext=USAF
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The Harrier and the Raptor dont appear to have any engine sound
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Have you thought about making the mod a module so that it isn't necessary to go in and change the configs?
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@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
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@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
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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?
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@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?
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Is there any support for making a custom aircraft have dynamic loadout capability with the weapon pack
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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?
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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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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
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Alright thank you
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Im willing to spend the time and learn, I am just looking for help to get started
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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
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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
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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
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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
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Is there any ETA on the next update?
Custom Zeus Sound Mod Not working
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
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