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Mokka

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Posts posted by Mokka


  1. I think this issue has been rectified, at least for now.

    I have switched over to rapping and packing the pbos with Mikero's PboProject,

    which works a charm. I cannot, however, make use of the fancy compression subroutine for his MakePbo tool.

     

    It seems fine for now, I totally forgot about this post. Thanks for bringing it up again, so it gets some closure :)


  2. @Grumpy Old Man Would that not only return if the weapon can be suppressed since all you would get is an array of compatible muzzle attachments?

    As for asserting whether the currently held player weapon has a silencer attached to it, I would simply take KK's approach, as seen here:

    hasSilencer = player weaponAccessories currentMuzzle player param [0, ""] != "";

     

    As for:

    15 minutes ago, beno_83au said:

    ... at pulling a config value for weapons or suppressors on anything to do with noise or the raising of awareness

    There are some interesting values in the config for the common sounds suppressor object.

    htMin = 1;
    htMax = 600;
    afMax = 0;
    mfMax = 0;
    mFact = 1;
    tBody = 100;
    /-----
    minRange = 1;
    minRangeProbab = 0.3;
    midRange = 150;
    midRangeProbab = 0.58;
    maxRange = 500;
    maxRangeProbab = 0.04;
    

    I have no idea what they are, these values might well be a cryptic cake recipe that BIS out in there, but trying things out almost never hurts.

    There also seems to be a value called "detectRange" in the config for both weapons and suppressors, but the value is 0, in all cases that I have observed so far.

    • Like 1

  3. And another nice bit: https://github.com/oOKexOo/AresModAchillesExpansion/wiki/Custom-Music

    Using CfgMusic seems to be the solution though. I am however unsure if the above information only applies to use with Achilles (ie that Achilles handles Music and Sounds stored in CfgMusic itself)

     

    Adding to my above: https://github.com/oOKexOo/AresModAchillesExpansion/blob/69f0b1e9f24372a034a822175a69c1008fa1aedc/%40AresModAchillesExpansion/addons/ui_f/scripts/RscAttributeMusic.sqf

    This seems to handle adding custom music to the Achilles mod, worth a look if using CfgMusic alone does not resolve your issue...


  4. Oh, I am sorry :D

    The Arma 3 Samples library is an additional component, not included with the base game.

    Go to your Steam Library, and hover over the Library Selector and navigate to the "Tools" section:

     

    69xroJZ.png

     

    In the Tools section you then look for the Arma 3 Samples entry, and click "Install":

    oCVI63D.png

     

    Hope that helps :)

    • Like 1
    • Thanks 1

  5. @Midnighters I am unsure of your intentions, but as of now all I've seen from you if off-putting and insulting.

    This goes from discouraging people from staying active in the editing/scripting part of this game to issuing comments far off the topic present in a thread.

    I do not wish any further interactions with you from this point, and this is the nice way of putting things.

    If you are unwilling to help people because of your "pitiable" past, leave it off this board and for yourself, instead of shedding a bad light on the entirety of the Arma 3 community.

    Thank you.


  6. Actually transferred above code into a more understandable syntax:

    /*
    * BIS_fnc_wpPatrol
    *
    * Description:
    *	Script seems unfinished, as it does not actually do anything with its params, and does not return
    *	anything.
    *
    * Parameters:
    *	0: Group to be processed <GROUP>
    *	1: Position (of the group?!) <POSITION>
    *	2: Target (unit/object?) of the patrol <OBJECT>
    *
    * Return Values:
    *	Unknown...
    */

    As you can see, this function is totally useless and has not been completed, as it stands...

    • Like 1
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