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Halford.T

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  1. Halford.T

    3D sounds JIP compatibility

    Yes i believe you are right, i'm actually testing something with playsound3D, might have a JIP compat within Zeus, will feed back results soon.
  2. Halford.T

    3D sounds JIP compatibility

    M1ke_SK thank you very much for your assistance so far, i am almost there with this one! [player, [_SoundName, _distance, _pitch]] remoteExec ["say3D",-2,true]; The above does work, but not yet in the fashion i intended, therefore i tried the following: [sds1, ["ATC", 10, 1]] remoteExec ["say3D",-2,true]; If sds1 was left as player, the player would be the sound source, hence i named an object (portable radio) as variable "sds1", this makes the object the sound source. "ATC" is the class name defined in cfgSounds and works, giving say3D the path "addons/ATC.ogg" does not. (just pointing that out for others trying the same thing) What i am stuck at now is being able to successfully define the distance and pitch, "[_VariableName, [_SoundName, _distance, _pitch]] remoteExec ["say3D",-2,true];" does not seem to recognize both _distance and _pitch, the script defaults to a distance of 100m (as it says on the wiki)
  3. Halford.T

    3D sounds JIP compatibility

    Am trying to follow this however it has some parts that i am not familiar with. What is "rSay"? [player, "_SoundName"] remoteExec ["say3D",-2,true]; I found this, it works to an extent and seems to have JIP compatibility, however i am not sure how to control the volume nor the maxDistance within the script.
  4. Good afternoon all. I am seeking some help with a mission that i am creating using 3D sounds. I have made some progress so far with getting this to work, however i need to get it to work in a Multiplayer Dedicated Server environment with JIP compatibility. Have been browsing these forums and googling the topic, but have not found anything that will necessarily applicable to what i am trying to achieve. Currently i am able to get the following script to work in an objects initialization field, this does seem to work on dedicated but does not work with JIP. playSound3D ["addons\Russianrachatter.ogg", rabbit, false, getPosASL rabbit, 30, 1, 20] (Example Syntax: playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance]) I have chosen playSound3D as it seems to have the appropriate functionality for my scenario. As you may see above, i have referenced a sound file that i have included in a custom made mod (specifically for sound effects) - within this mod i have the sound files and a config.cpp which contains the classes referencing the files under CfgSounds. See below: Is there any way of making what i am doing here compatible for JIP? Thank you.
  5. Have you tried PBO manager also?
  6. Hey Ownmyeye, have you had a look at ALiVE mod? Its very good for creating dynamic and immersive environments, handles a lot of AI caching through its own systems for you? http://alivemod.com/
  7. "11:51:35 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.a3_characters_f" This line stands out for me. I would check to make sure that you have Arma 3 and/or and related mods you are using are correctly installed and initialized on your dedicated server. A quick fix might be to remove "a3_characters_f" from the mods section of your mission.sqm. But this will remove anything in your mission under that class name. Don't hold me to that though, i'd recommend making a backup before you try it.
  8. Just a thought, but if you would like to do this "on the fly" and not make it a permanent feature you could always do it in Zeus. I think you might need the Achilles expansion (latest) You could search for the object you require in Zeus, place it on the floor near the object you want it to attach to. Then under Zeus "development tools" i believe you have the option to "enable/disable simulation" and "Attach." Using these separate commands you can alter the location of the attachable object (so it looks like its attached to your vehicle), then place the attach to command onto the object. To then attach it to the vehicle then click on the vehicle and press "enter". If you wish to you can also re-enable the simulation on the attached object. Might not be what you want, but might be another way of doing it :)
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