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AirShark

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Everything posted by AirShark

  1. AirShark

    Truck Reverse Parking Sound

    weird i have encountered the same issue, its a pathing issue, i made the init.sqf runs the script successfuly by this [] execVM "script\fn_truck_reverse.sqf" however i couldnt make it to play the sound even though i have corrected its path inside the fn_truck_reverse.sqf and it should be something like this when you move the sound folder inside the script folder playSound3D ["sound\Veh_Truck_reverse_beep.ogg", _x, false, getPosASL _x, 3, 1, 100];
  2. AirShark

    Truck Reverse Parking Sound

    ah sorry, i forget to change the path in the init.sqf change both: call compile preprocessFileLineNumbers "\Truck_Reverse_beeping_Sound\Script\fn_truck_reverse.sqf"; with: call compile preprocessFileLineNumbers "\Script\fn_truck_reverse.sqf";
  3. AirShark

    Truck Reverse Parking Sound

    Script Version ,enjoy ;)
  4. the issue aged way before arma 2 had ever emerged to existence, i first noticed it from arma armed assault but i think it roots to OFP
  5. AirShark

    Dynamic Vehicle Camshake

    reuploaded now; i was about to release it in friday Version 2.1 hotfix -fixed FPC, the more you zoom in with sights the less the camshake duration. -fixed config error when placing zues game module. -fixed camshake occurs on FFV positions (firing from vehicle) partially fixed for passangers seats only.
  6. AirShark

    Dynamic Vehicle Camshake

    MP is where my skills are lacking, i dont think the mod works in multiplayer environment. sorry :/
  7. AirShark

    Dynamic Vehicle Camshake

    Thanks and its fixed, if you see anything off or another error please let me know, i will release a hotfix in the end of this week if i found any more issues :)
  8. AirShark

    Dynamic Vehicle Camshake

    Version 2.1 -Remake CHR: * sensitivity adjusted based on the projectile size used against player vehicle instead of hitpoints. * sensitivity adjusted based on the Velocity of the hitby projectile. * explosions that hit near the vehicle instead of directly have their sensitivity reduced. * uses Vars from FPC and NFPC. * fixed CHR sensitivity increases by FOV. FPC: -fixed sensitivity overrides if vehicle operating multiple weapons in different crew position. -fixed sensitivity of vehicle weapons operated by crew gets override if player is using the main weapon in gunner position. -fixed the effect still appears after disabling specific category which caused by FOV fix. -fixed HMGs/MGs still causing the effect for tracked vehicles due to FOV fix. -fixed wrong frequency adjustments for FOV fix. -fixed script not working on certain missiles/ATGMS (more compatibility with vehicle mods). -Tweaked small mounted weapons (ATGMS/HMGS/GMGs..etc) now causes the effect only if operated by player instead of been crew effect. -Tweaked FPC and CHR, cannon sensitivity now varies on 105, 120, 125mm and the weapons that inherent from. NFPC: -fixed wrong frequency adjustments caused by distance checks. OSC: -fixed rpt error undefined variables. CIC: -fixed rpt error, error devizor when vehicle gets destroyed (mostly aircrafts when they hit the ground). Overall: -changed script suspension with script termination for (CHR, CIC, FPC) to save CPU checks for other loops. quick note: STF water surface now requires STF enabled. ,enjoy
  9. AirShark

    Dynamic Vehicle Camshake

    Version 2.0 -Added New Function: Near Fire Power Camshake: similar to Laxemann's twitch once you are near a vehicle that shoots the effect kicks in, however it uses FPC as references and works only when on foot, and sensitivity adjusted based on how far you are from the firing vehicle max distance (69m), the effect is mostly noticible on Artys that if you use the default values in FPC, though it uses Vars from FPC its actually isnt required. -fully Rewrote OSC, FPC and STF for quicker responce and optimal performance. -FPC Tweaked MG/HMG sensitivity for Tracked Vehicles. -fixed FPC sensitivity increases with the decrease of FOV eg: zooming in through optics. -fixed problems with initialization, Execution and broken Termination for all functions. -fixed CIC all errors related to zero Devisors. -imported Crew Hit Reaction to include all the fixes in DVC (delete the standalone if you use this). -Optimized CIC and CHR.
  10. AirShark

    Dynamic Vehicle Camshake

    Version 1.3 -minor changes in OSC. -added Boat check in OSC. -added camshake when vehicle Splash into water in STF (Sensitivity impact based on speed). -added camshake for amphibious vehicles when driving on water in STF (based on speed). -added CBA custom settings for all the listed above. -fixed STF camshake triggered when above Terrain level (when jumping from heights or vehicle drop). -fixed CIC all rpt errors related to zero Devisors (or atleast most of them). -fixed CIC camshake output when the result is beyond 100. -fixed All functions not working when you mount Another Vehicle (Thanks to Curious). -OSC disabled by default (performance impact higher than potential and requires a rewrite).
  11. AirShark

    Dune Buggies - M1161 and FAV

    hey ^ ^ ! nice vehicles you have, iv been looking for these for a long time, unfortunately i encountered a bug with the rear wheels, once they are destroyed the vehicle operates normally and somewhat the rear side floats. and is it likely that you add working speedometer in those ?
  12. AirShark

    Dynamic Vehicle Camshake

    Through a decade of gameplay ive noticed that both Wheeled and Tracked vehicles perform the same in all surfaceTypes except Tracked vehicles are slower in speed hope this little function will make a slight difference to give the roads a purpose :) Version 1.2 -Added New function: Surface Terrain Friction: once you are off-road in a wheeled vehicle the camshake kicks in to embodies the Friction and the higher the speed the severe it gets,once you follow the road or slow down it will smooth again, while the Tracked vehicles has no effect as they are meant for all terrain purposes. APCs will have 25% less sensitivity due to the size and the number of wheels they have.
  13. AirShark

    Dynamic Vehicle Camshake

    Version 1.1 -minor changes in CIC and FPC. -Tweaked Default values for Autocannon in FPC. -Tweaked Default values for Cannons in FPC. -changed the Default minimum speed trigger for planes in OSC to match the Vanilla sonic boom. -added the missing Mortar checks for FPC. -added Mortar in FPC CBA settings. -added the missing full disable checkbox for CIC and OSC in CBA (require mission restart). -fixed rpt, Error devisor when get hit while in static Weapons using CIC. -fixed CIC check still looping when disabled in CBA.
  14. AirShark

    Crew Hit Reaction

    sure ^ ^ Google drive link
  15. AirShark

    Crew Hit Reaction

    Final fix: -fixed mod wont initialize when you dont start the mission in a vehicle. -removed more unnecessary coding. download link: https://mega.nz/file/2xkFBAQJ#p5koGs2P-OVJhiOtUyPk9NGjn389KMMm4p2EHQdrrsQ im surprised that no one reported this
  16. AirShark

    Crew Hit Reaction

    Final Version: -added CBA custom settings menu. -separate APCs from the Wheeled category for appropriate adjustments. -fixed game freezes when multiple parts get hit simultaneously. -removed unnecessary coding and repeated checks. -rewrote the code for better response. -initializing the mod directly through the config. -cleaning typos. *the mod require CBA *the CBA custom values in the addons option applies only for certain exterior parts like hull and fuselage, interior parts like engine has fixed value inside the mod. Download Link for Final Version: https://mega.nz/file/nks3FSoR#AYbeUY0bBQ5S3STRE8B_2eEBV3rfrFVW1-ukaw-aMXs
  17. AirShark

    Crew Hit Reaction

    sorry but the mod is discontinued, i may add one more update to fix bugs if i found any and optimize the code but thats it .
  18. AirShark

    Crew Hit Reaction

    i apologize to everyone the 1.4 was a huge mess 1.4 Hotfix: -reverted duration camshake for tracked vehicles to 1 instead of 0.5 for exterior parts. -fixed camshake wont initilize for wheeled vehicles. -fixed all the vehicle types used the same values for the exterior parts. -fixed iskindof command wasnt functioning in the script as it should. -iskindof Boat were used instead of iskindof ship. Link for the mod version : https://mega.nz/file/y5Uy0DiC#VzVLdKP6f_Crzccoki4KLHKgyYhrkYFlJVURLVt2KFI Link for script version: https://mega.nz/file/ihEAVbKa#nFOlciaKonWFe3dSjrqmouQQtUsT9m2RV3J0h-lPDu0 Edit: the Hotfix is reuploaded to include fix for the performance spikes when the script initializes.
  19. AirShark

    Crew Hit Reaction

    glad you liked it ^-^ Link for script version and no it doesnt have bail on fire this wasnt suppose to be a mod in the first place it was a single line of code that i wrote a year ago and ended up with 300 lines somehow lol
  20. AirShark

    Crew Hit Reaction

    Version 1.4 -excluding the small calibers from causing the camshake e.g: from (rifles, LMGs, Pistols,...etc ). -excluding hand grenades from causing the camshake (when in tracked vehicles only). -adjusted camshake sensitivity based on the type of the vehicle (Boat 10, tracked 15, Air 16 ,wheeled 17). -increased camshake duration on Air Vehicles and lower its power for realism prospective. -add more hitparts with adjusted values (main_rotor and tail_rotor).
  21. AirShark

    Crew Hit Reaction

    feel free to upload it on the workshop yourself or anywhere else, just keep the credits and link the workshop page with this thread ^-^
  22. AirShark

    Crew Hit Reaction

    Version 1.3 //the mod is bug free now \(^-^)/ Fixed: -the camshake continues to happen when you bail out while the enemy still shooting at the vehicle youve been in. -the tracks had wrong values. -typos Added: -More Vanilla hitparts turretbarrel, motor, commander turret -ERA and Plates support with very reduced camshake (the vanilla ones only) //if anyone found sounds for scream or panic or even voice overs i will be glad to include them any suggestions are welcomed
  23. AirShark

    Crew Hit Reaction

    thanks glade you liked it ^ ^ Update V1.2 hotfix -fixed the script wont initialize if you dont start the mission in a vehicle -fixed the camshake will continue to play after the players bail out from destroyed vehicle
  24. AirShark

    Crew Hit Reaction

    yeah i will take that into consideration if i found good sound files 😉
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