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AirShark

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Posts posted by AirShark


  1.  

    WeaponSights (Half-Zoom) Overhaul

     

     

    This version of the mod limits the zoom of iron sights and Non magnified scopes to half when aiming. This compensate between realism and having better LOD textures in the distance with the addition of quick and ready CQB action. 

     

    No Scarecrow was harmed in the making of this video. 

     

    Download:

    https://drive.google.com/file/d/1PA1b3-g3A6YpmjGJFAYGEzGdeff2JBZ0/view?usp=sharing

    Another version without auto-zoom is in the optional folder.

     

    Original Versions:

    WeaponSights_Zoom Overhaul

    WeaponSights No Zoom Overhaul

     

     

    Credits:

    -Gunter Severloh

    -WheelAxle


  2. On 11/30/2022 at 3:54 PM, HBAOplus said:

    Hi, I found out  some messages in the rpt file regarding DVS when in single player mode, maybe you can check them out:headphones2:

    Thanks for reporting, unfortunately i had to cancel the project. iirc i faced modding limitations concerning 3d sounds

    • Like 3
    • Sad 1

  3. 2 hours ago, C. Eagle said:

    You should probably add that it isnt MP supported in your steam description...
    Some things appear to be working.

    thanks for let in me know, in that case i think there are 9 sounds that i suspect will work in MP without troubles.

     

    -Trunk sounds

    -reverse parking sounds.

    -truck horn

    -seeker homing

    -door lock 

    -collision sounds 

    -tire blowout sound

    -windshield scatterer sound

    -cold engine startup

     

    the others uses player instead of foreach player so they are SP compatible only for now, so you can technically remove their pbos within the exception of DVS_core.pbo of course 

     

    • Like 1

  4. 15 hours ago, C. Eagle said:

    FYI got these errors on my server.

    File bingo_fuel_sfx\config.cpp, line 36: '/CfgFunctions/DVS_BINGO_Fuel/BF/main.postInit': Missing ';' at the end of line
    File chaffflare_voice_sfx\config.cpp, line 36: '/CfgFunctions/DVS_Chaff_Flare_Voice/CFV/main.postInit': Missing ';' at the end of line
    File master_caution_sfx\config.cpp, line 43: '/CfgFunctions/DVS_Master_Caution_Sounds/MCS/main.postInit': Missing ';' at the end of line

     

    does the mod work in multiplayer environment !?
    the mod is supposed to be sp compatible only... 


  5. Version 2.0
    -added tireless Driving sound.
    -added Dammaged Engine Sounds.
    -added Cold engine StartUp sound.
    -added Eject voiceOver when ejecting from Aircrafts. 
    -added blowup Tires sound when wheels are destroyed.
    -added burnout engine sound when Engine is destroyed.
    -added burnout fuel Tank sound when fuel tank is destroyed.
    -added Broken Glass sound when vehicle windows are destroyed.
    -added Air Blow and Air Flow Sounds when falling from the sky.
    -added Braking sound when using HandBrake. (keybind "X" by default)
    -added Open/Close Trunk sound when accessing cars inventory from outside.
    -added empty car unlock sound when mounting in driver position. (in Action Menu hover your selection box over of GetinDriver)
    -added more compatibility with vehicle mods and CDLCs thanks to (Tally).
    -Replaced Truck Horns with others from American Truck Simulator.
    -Replaced IR missiles LockOn sounds with a more realistic ones.
    -fixed Master Caution sounds continues to play after vehicle is destruction.
    -fixed screetch sound transition, Length, and delay.
    -fixed some sounds wont reinitialize when switching vehicles.
    -Tweaked screetch sound and removed its echo at the end.
    -disabled screetch sound when player is offroad.
    -More volume tweaks to the collision sounds.

     

    Optional:
    -added compatibility, IR missiles LockOn sounds to RHS Aim9X and Aim9M.

     

    Edit: dont forget to remove any older versions the pbo names has been renamed

    • Like 2

  6. 1 hour ago, _foley said:

    You can increase volume using CfgSounds. This part:

    
    // filename, volume, pitch, distance (optional)
    sound[] = { "fx\wolf1.ogg", 1, 1, 100 };

    Be sure to make distance sufficiently high, otherwise it will cap the volume.

     

    the problem is that the volume in say3d is capped in first person view when you are inside the vehicle, as soon as you exit the vehicle or switch the view, your ears will explode lol 
    i think say3d is more for scripted conversation rather than effects. and playsound3D uses ASL position and cannot be attached to moveable objects.

    though i didnt try createSoundSource, i wonder if it can make the job done.


  7. 1 hour ago, sammael said:

    Thank you  for this and Camshake mod. Are you planning a realistic sound replacement for some of the game mechanics?

    I can suggest you replace Manpads lock on sound .

    that requires to patch the cfgSounds file via configs, i think..., im still learning didnt get to the replacement part yet, all what i can do for now is adding new ones ;)

    • Thanks 1

  8.                                                  Dynamic Vehicle Sounds

    OYICshd.png


    The mod aim to fill the blanks in Arma by adding new sounds for immersion.

     

    Features:

    Spoiler

    -Collision sounds: adds 3 new dynamic sounds when objects or vehicles collides with each other.
    -Screetch sound: you hear wheels screetching when you do high maneuveres at high speed.
    -Master Caution sounds: when your airplane is severely damaged, Master Caution and warning sounds start playing.
    -Bingo Fuel sound: another voice warning system when your airplane fuel is below 10%.
    -Reverse Parking sound: reverse beeping sound.
    -tireless Driving sound: whenvehicle moves with broken wheels.
    -Dammaged Engine Sounds: when the engine damage is above 80%.
    -Cold engine StartUp sound: one of my favorite.
    -Eject voiceOver: when ejecting from Aircrafts. 
    -blowup Tires: sound when wheels are destroyed.
    -burnout engine: sound when Engine is destroyed.
    -burnout fuelTank: sound when fuel tank is destroyed.
    -Broken Glass sound: when vehicle windows/windshield are destroyed.
    -Air Blow and Air Flow Sounds: when falling from the sky/parachuting.
    -Braking sound: when using HandBrake: (keybind "X" by default).
    -Open/Close Trunk sound: when accessing cars inventory from outside.
    -empty car unlock sound: when mounting in driver position: (in Action Menu hover your selection box over of GetinDriver).
    -Replaced Truck Horns with others from American Truck Simulator.
    -Replaced western IR missiles LockOn sounds with a more realistic ones.

     

    Optional:
    -added compatibility, IR missiles LockOn sounds to RHS Aim9X and Aim9M.

     

     

     

    Not Compatible  with:

    https://forums.bohemia.net/forums/topic/238508-truck-reverse-parking-sound/ (Obsolete)

     

    Notes:

    -the mod is SP compatible only ...for now

    -some works for both Ai and Player vehicles.
    -The Sounds are separated into different PBOs, you can remove the ones you dont like.
    -this mod is compatible with every other Sound mod so far.

     

     

     

     

    Not everything is covered in the videos, read the features list for more details

     

    Download:
    Dynamic Vehicle Sounds V2.0

     

    workshop page:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2826840641

     

    Credits:
    -AirShark
    -GEORGE FLOROS GR
    -Sammael
    -Tally
    -Sharp

     

    Special Thanks to:
    Drebin, POLPOX, NikkoJT and Lou amoung many in Arma discord for the help. 

    • Like 9
    • Thanks 1

  9. 1 hour ago, sammael said:

    Can you add a tiny camshake when pilot  drop bomb from aircrafts? 

    already there, unless you disabled the z_Others category in CBA. unfortunately bombs are parentless in class except LGBs and if i added each class to the script, the response will be terrible, i tried that to add an option to disable MGs/HMGs it didnt end up good, so i put all the parentless weapons in Z_Others instead :)


    btw,

    i just noticed that NearFPC is not working at all and throws RPT error after the hotfix, i will remake it  next week thankfully i disabled -nologs by mistake lol 

    • Like 2

  10. On 5/15/2022 at 3:47 PM, ShaKodemon said:

    linc in first post-is it last fix version?

    the mod is continued here:

    this standalone version is obsolete and have serious initialization issues, not recommended to use it at all. use the one in the collection instead

    • Like 3

  11. 4 hours ago, WarhammerActual said:

    I just tried it here: For some reason it's just not working. But when I run the PBO it is.. Anything stand out to you ?

    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]; 

     


  12. 2 hours ago, WarhammerActual said:

    thank you so very much .. I love this small but outstanding addition.. 

    I tested the mod  work's great , but for some reason the script version is not working .. 

    Any thought's?

    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";

     


  13. 2 hours ago, redarmy said:

    Did you update the file? the same error still is appearing in game when setting zues down.

    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.
     

    • Like 2
    • Thanks 1
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