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cheif22

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About cheif22

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    Private First Class

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  • Gender
    Male
  • Location
    THE CENTER OF THE EARTH
  • Interests
    sound modding, and modding

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  • Steam url id
    http://steamcommunity.com/id/Cheif22

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  1. Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma3 into a completely musical game. Features: Playlist building: Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection: The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood according to the sum of their threat level. Defining mood by stress level: There are four moods: - "truce" for stress levels under 50% in clear day - "darkness" for stress levels under 50% in heavy weather or night - "tension" for stress level above 50% - "sadness" for death scene. Selecting random track: Random track are dynamically selected according to mood players mood. Playing music: Music will be played whenever the mood changes or the track ends. Display: You can customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy 🙂 Cheif22
  2. cheif22

    KLPQ Music Radio

    I like this mod alot, but can't seem to get it to work on servers, is this mod only working if the server has the mod on it for it to run? cause i can only get it to work in SP and not a random server I find.
  3. Hey, their scifer. I don't know if you still check this page but I had fixed your Arma 3 port and made it a standalone mod. this isn't a prank or joke since this probably wasn't updated from alpha. It works flawlessly to my knowledge. I don't know much on putting server keys to it but is it alright to post this working version to the workshop for you? If you want to check this for yourself. I will do a video of it soon.
  4. cheif22

    CZ75 Ambient Music

    a idea would be to adapt this mod to react to certain situations like for example. if in a combat it changes to hardcore songs then to calm when walking, tense like sounds when an enemy is within a certain range or squad goes from normal to aware. just some ideas to put out there that can bring this mod a bit further
  5. i dont hear anything at all, idk if it is from an update in the game that broke it
  6. cheif22

    [Help] Replacement Mods?

    I haven't had much time to do anything but haven't managed to do the right result right. the config I made screwed up. won't start the game, no promises but I may not be able to figure this one out. Very limited time on my hands nowadays.
  7. cheif22

    [Help] Replacement Mods?

    try and see if something like that can be done as well.
  8. cheif22

    [Help] Replacement Mods?

    I do, I think Ace does that for replacing names, I have no idea if it will completely eliminate the vinnila weapon anyway but I do see what you mean. if you want to try and just do a retexture directly in arma's files that may be a little too excessive and intrusive and get wiped every update but ill see if there is something I can do . I'll let you know if i get something, It's new to me as well so it will take time, game accessories take time No lie.
  9. cheif22

    [Help] Replacement Mods?

    um well, I'm not sure then. it is there some place, play around with it. what is the end goal in perspective? You say you want to replace a texture for a certain weapon "trg21" but in the same instance only see your weapon change and not the vinnila. Correct? trying to pinpoint end goal.
  10. cheif22

    [Help] Replacement Mods?

    That class name may be wrong. again i may be wrong. if you use arma 3 tools, mount p dirive and do a complete export, you will be able to find the config file for the data on the textures end. the inside the class stuff looks right, but class name maybe wrong. use some pbo extractors and config conveters on some BI configs to see what it may be.
  11. cheif22

    [Help] Replacement Mods?

    the line "\mx\shot\filename (the path from pbo which acts as a folder) to the file. those are usually the values you would need to change.
  12. cheif22

    [Help] Replacement Mods?

    Does anyone know how to properly export a sound file/ what software? I'm using the mikros tools if i said that right for wss. I do exports from audacity and get a no sound or broken sound. anyway, I think you may be able to try my mx template if you feel you need to make a config test. ,make a config.cpp doc and paste it in the addon pbo. I'm fairly certain this works but it's all in path placement and audio format. collaboration is key in the editing field correct? Hope someone could help answer or get use from this.. class CfgPatches { class mx { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F", "A3_Sounds_F", "A3_Weapons_F" }; version="1"; author="cheif22"; }; }; class CfgSoundShaders { class MX_Closure_SoundShader { samples[]= { { "\mx\shot\closure1", 1 }, { "\mx\shot\closure2", 1 } }; volume=0.17782794; range=5; }; class MX_closeShot_SoundShader { samples[]= { { "\mx\shot\closeshot1", 1 }, { "\mx\shot\closeshot2", 1 }, { "\mx\shot\closeshot3", 1 } }; volume=1; range=50; rangeCurve="closeShotCurve"; }; class MX_midShot_SoundShader { samples[]= { { "\mx\shot\midshot1", 1 }, { "\mx\shot\midshot2", 1 }, { "\mx\shot\midshot3", 1 } }; volume=0.79432821; range=1800; rangeCurve[]= { {0,0.2}, {50,1}, {300,0}, {1800,0} }; }; class MX_distShot_SoundShader { samples[]= { { "\mx\shot\distshot1", 1 }, { "\mx\shot\distshot3", 1 }, { "\mx\shot\distshot3", 1 } }; volume=1; range=1800; rangeCurve[]= { {0,0}, {50,0}, {300,1}, {1800,1} }; }; }; hope this helps
  13. can i ask how to even export a file correctly, i convert a file to a 16bit pcm wav file and then to wss but it always ends up either breaking/ or not sounding off. Any suggestions since everything i try isn't working at all.
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  15. can't seem to get a firing noise I want. just blanks or the Vinnila sounds (something i Just realized) the closure sounds are supposed to direct to the directory "shot" not shots. otherwise. the close shots and everything else don't sound.
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