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AirShark

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Everything 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/1wOumpJiJ_CZDWylQjUbuMXIbp1QheDTm/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. Ofcourse, this has nothing to do with the key, it has to do with the parameters of the classes in the config. Vehicles have separated enteries, ViewPilot, ViewOptics and ViewCargo each has its own fov zoom values and for each vehicle class. As i said this would require another config for vehicles.
  3. Oh no, the zoom inside vehicles is not removed nor changed, that requires another config for vehicles. You can still zoom in fully with this version why flying a helo or driving any other vehicle really, as vehicle zoom is separated class from weapon zoom.
  4. You mean been able to zoom in without weapon aim? Yeah it is configed to be removed and in the other versions of this mod as well, You know how to decompile right? Just remove this section in the main config to restore it class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase: Man { class ViewPilot: ViewPilot { minFov=0.75; maxFov=0.75; initFov=0.75; }; }; class Civilian: CAManBase { }; class Civilian_F: Civilian { }; class VirtualMan_F: Civilian_F { class ViewPilot { initFov=0.75; maxFov=0.75; minFov=0.75; }; }; }; I personally dont like it. It makes other tools such as binoculars completely useless, and its quite cheating tbh. if you mean however not been able to zoom in with the weapon aimed, aka (auto-zoom). I added a version in the optional folder to restore the vanilla zoom while just limiting it to half. For the NIArms compatibility, unfortunately i didnt. The NIArms config that i have added still doesnt work, i contacted Axle in the forum but he didnt read my PM. There are just few exceptions in that weapon pack anyways, (M16s, ACRs, Brens and the minigun). The others do work, i assume because they inherit the classes directly from vanilla weapons. As for the steam workshop, i do have severe issues with steam itself, but you can add it yourself ofcourse.
  5. AirShark

    WeaponSights_Zoom Overhaul

    Excellent mod! can you give permission to create and share my own version of it?
  6. AirShark

    D.V.S Sound Pack

    Thanks for reporting, unfortunately i had to cancel the project. iirc i faced modding limitations concerning 3d sounds
  7. Dynamic Vehicle Sounds The mod aim to fill the blanks in Arma by adding new sounds for immersion. Features: 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.
  8. AirShark

    D.V.S Sound Pack

    thanks totally forgot about that, i have added the link to the front post
  9. AirShark

    D.V.S Sound Pack

    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
  10. AirShark

    D.V.S Sound Pack

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

    D.V.S Sound Pack

    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
  12. 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.
  13. 9 years old thread and im facing the same issue lol say3d works but cant pump the volume up
  14. AirShark

    Dynamic Vehicle Camshake

    Version 2.1.1 -improved code and increased responsivness. -fixed Typos in the init file. -fixed NFPC not working after the hotfix. -Tweaked STF, Now is disabled on VR map.
  15. Dynamic Vehicle Camshake A collection of functions that extend the usage of camshake for immersive vehicle operations. features: -Collision Impact: adds dynamic camshake when vehicle impacts, like when ramming into other vehicles or hitting an object at certain speed also triggers when jumping from hills and ramps, it is based on simple formula, camshake sensitivity = (speed / mass) * force. -Fire Power: adds camshake when shooting from behemoths armament like 155 howitzers or rocket Artys to simulate ground trembling due to the excessive recoil, later i extended it for universal use including (HMGs, cannons ,mortars...etc) it works with every mounted weapon that inherits from vanilla classes. -Over Speed/High Friction: camshake effect appears when reaching supersonic speed for Fixed Wings or the conventional maximum speed for most ground vehicles, adjustments are based on the category. (tracked/wheeled/air). -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. -Near Fire Power: 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 noticeable on Artys that if you use the default values in FPC, though it uses Vars from FPC its actually isnt required. -Crew Hit Reaction: the differences between the standalone and this, is that this last adjust the camshake based on the projectile and its velocity rather than hitpoints also it includes fixes from DVC and further optimized. do not use it with the standalone version ! CHR standalone version: https://forums.bohemia.net/forums/topic/235243-crew-hit-reaction/ (Obsolete) Customizability via CBA menu Download: Dynamic Vehicle CamShake v2.1.1 requirements: CBA issues: -CIC may not work with certain vehicles. (Related to EH nothing can do) -FPC (non tracked vehicles) the camshake occurs for FFV positions for commander and gunner seats if found. Credits: -AirShark -Curious Big thanks to the community for the heads-up it wouldn"t be possible without their help.
  16. AirShark

    D.V.S Sound Pack

    Version 1.1 -tweaked volume for all sounds to better suit headphones. -optimized by merge Warnning and Catuion sounds into one sound file. -tweaked Warnning/Catuion with better delay and transmition.
  17. AirShark

    D.V.S Sound Pack

    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 ;)
  18. very unlikely, he continued this project under the title of GLX then he dropped it 2 years ago due to the mod unpredictable behaviors .
  19. AirShark

    Dynamic Vehicle Camshake

    "H" stands for hotfix lol
  20. AirShark

    Dynamic Vehicle Camshake

    like demonstration video ? unfortunately my pctato cant handle long recordings, and my upload speed is like 100kb/s also there isnt much to demonstrate lol except maybe some cool cinematics feel free to add one if you like :)
  21. AirShark

    Dynamic Vehicle Camshake

    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
  22. AirShark

    Crew Hit Reaction

    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
  23. Crew Hit Reaction As we all know Arma is lacking the immersion when it becomes to Vehicles especially Tanks, this little addon adds players camera shake when you get hit inside any vehicle to simulate the power of kinetic energy of the shell during impact or at least to notify you when you get hit, especially when you are in a big Abram were most of the time you will never know what hits you due to heavy armor. P.S this is my first mod to release hope you enjoy it 😉 Download Link for Final Fix Version: https://mega.nz/file/2xkFBAQJ#p5koGs2P-OVJhiOtUyPk9NGjn389KMMm4p2EHQdrrsQ * require CBA //ChangeLog Version 01 -release Version 1.1 Now the camshake is adjusted depending on the hitpart -internal components: engine, fuel tank, ammo case will cause more powerful and senstive camshake when getting hit -external compnents: wheels, tracks will have less camshake as they are separated from the crew chambers -fuselage: turret, hull will have medium camshake Version 1.2 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 Version 1.2 Hotfix 2 -Optimized the code for better performance (using objectParent to check) 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) Version 1.3.1 -overall code performance optimization 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). 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. Version Final -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 parts, interior parts like engine has fixed value inside the mod. Final fix -mod wont initilize when you dont start in a vehicle -removed more unnecessary coding. Credits -AirShark Big thanks to Snkman and the community for the support
  24. Truck Reverse Parking Sound this little addon adds reverse parking sound for trucks . works for both Ai and player vehicles so far tested with vanilla and RHS trucks Download: Truck Reverse Parking Sound
  25. 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];
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