flyingsaucerinvasion
-
Content Count
39 -
Joined
-
Last visited
-
Medals
Posts posted by flyingsaucerinvasion
-
-
Oops, my bad. If you're using Audacity, you have to change your project's sample rate in order for it to stick while exporting to wav. Simply resampling the track won't do the trick.
-
When selecting a wav file I get this:
-
Car fenders are missing on some (even close) LODs on hmmvw:
-
In CUP, do spent rocket launchers delete automatically after some time?
If not, is there an event handler that fires when equipment is dropped on the ground?
-
On 5/3/2022 at 2:54 AM, Alwarren said:Just tried it, no such problem here. Works as intended.
Are you loading any other addons except CUP? If so, please try without. If the problem persists, make a bug report on our tracker and include detailed steps to reproduce the problem.
Thank you.The only mods I have installed except for CUP are some terrains, jsrs, and one tiny mod I made which changes some values in cfgAiSkills. Increasing "aimingspeed" to values > 1 in cfgaiskills could be the culprit for oscillating turrets. However, I still see bradleys driving like drunks, I think when they've got dismounted infantry in their squad.
As long as I'm here, I'll point out that the LOD scaling for some vests is very poor quality:
Some vests disappear entirely at distances around ~30 meters
-
Dithering could (nearly) eliminate visual banding in the night time sky.
It's hard to see the difference unless your whole screen is dark, so I increased the contrast:
-
Has anyone noticed tracked vehicles, such as the bradley, have a really hard time driving in a straight line? They swerve around crazily much of the time.
Also, vehicle turrets seem to oscillate badly when rotating toward new target.
-
Does anybody know how to get CBA invisible targets to work correctly? In SP, ai stop shooting at the target as soon as you move it with setposasl. In MP, I can't get ai to shoot at it at all.
-
On 1/6/2022 at 6:47 PM, dalber24 said:if you want sounds at different distances you have to make a script.
What kind of script will allow different sounds for explosions at different distances?
QuoteA question, why do you want to make a sound mod? you just want to create your mod or don't you know that there are already sound mods?
Becuase I've checked out those mods, and they really suck! JSRS sounds like poop.
-
I'm making a sound mod.
I notice that the game uses different sounds for an artillery shell explosion depending on how far away the explsion is. Does anybody know how this is done? I see nothing in the config files that seems to indicate any variability over distance.
-
At distances past 100m Ai automatic rate of fire is throttled.
It appears to be capped at between 1shot every 0.19 to 0.23 seconds. Gun's real fire rate should be around 0.08.
Not only is the fire rate really low, but it is inconsistent. Additionally, the first 2 shots appear to be fired at the correct (faster) rate of fire, which makes the gun sounds even more disjointed.
The effect of all this is, not only does this sound like shit, but it really breaks immersion.
Is there anyway to force the AI to fire at the rate of fire indicated in the weapon's configuration?
Note: It is not just a problem with the sound, the gun is triggering fire events at a throttled rate.
Picture of waveform partially illustrating the problem:
-
How can I find the game's default cfgWeapons, so that I can see complete entries and begin to understand what things mean?
In particular I want to change weapon dispersion and recoil.
While looking at mods that do similar things, I cannot discern what the following entries mean, or why different weapons have different entries:
class Single : Mode_SemiAuto
class Burst : Mode_Burst
class FullAuto : Mode_FullAuto
class Single : Single
class Burst : Burst
class FullAuto : FullAuto
class manual : Mode_FullAuto
class manual : manual
class LowROF : Mode_FullAuto
class HighROF : LowROF
class close : manual
class short : close
class medium : close
class far : close
class short : short
class medium : medium
class far : far
class manual : MGunWhat is the exact difference between these?
-
In a script, when creating an artillery module, do you need to create a new group for every artillery module? Or can they all belong to the same group?
How do you remove an artillery module? deleteVehicle?
Is there a way to get the unit that an artillery module is synchronized to?
----
One unrelated question. Are arrays automatically removed from memory when no references to them remain?
Community Upgrade Project - CUP
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
It's not low res. it's 1920x1080. The picture is just blown up so you can see what I'm talking about. I'm standing only a short distance from the vehicle. Anyway, even if it were low res, it wouldn't change the fact the fender is missing.