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ducphuli

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Posts posted by ducphuli


  1. Sorry, I was looking for a way to have the perfect infantry. 😥
    Do you know how to make the AI rifle gun soldier shoot more instead of firing bullets one by one?
    Listening to the battle sound keeps popping ... pop ... pop ... so boring.

    It's annoying to see them using SMG's in single fire mode. 
    I want them to shoot 2 or 3 rounds at a time
    Will you be able to add this feature in the future?

     


  2. Hello @LordJarhead

     

    - Nothing, I'm still researching the sound of bullet casings hitting the ground. But it seems A3 has nothing to apply that way.

    After a while of research I learned how to edit gun sounds.

    But there is one thing that confuses me:

    - Why I have applied 5 sound files to the gun but they do not make sound (I have put the correct path, I can hear it outside but in the game, there is no sound)

    I then tried replacing 5 other audio files and they worked.

    I don't know why some sounds can't be played? Have you encountered any case like this.


  3. On 7/10/2021 at 3:52 PM, laxemann said:

     

    @ducphuli
    Nope, not really 😄

     

    - Nothing, I'm still researching the sound of bullet casings hitting the ground. But it seems A3 has nothing to apply that way.

    After a while of research I learned how to edit gun sounds.

    But there is one thing that confuses me:

    - Why I have applied 5 sound files to the gun but they do not make sound (I have put the correct path, I can hear it outside but in the game, there is no sound)

    I then tried replacing 5 other audio files and they worked.

    I don't know why some sounds can't be played? Have you encountered any case like this.


  4. 11 hours ago, laxemann said:

     

    Ahhh I think I know what you mean now.

    There is no deeper meaning or reason for it. I did the first (actually the second) iteration of sounds for RHS more than five years ago. A bit later, I started doing new sounds with new configurations but were not able to make everything new, so both the old and the new sounds and their pbos stayed. 🙂
    You can, of course, do everything in one file, no need to do it in two! 😄

     

    As for bullet casings:
    That's unfortunately not really possible, as the sounds for bullet casings dropping use the "old" soundsystem, meaning all you can do is to link a sound to pre-defined surfaces. There unfortunately is no defitinion for "interior" bullets.

     

    Re 1: Ok bro.

    Re 2: Do you have specific examples? I'm sitting thinking maybe "tricks" the code. But I want to hear from you first! 😉


  5. 2 hours ago, laxemann said:

    @ducphuli I didn't quite get your question above, could you please specify?

     

    hi @laxemann

    - I want to ask why you use "RHS_ak74_Shot_SoundSet" in config.cpp file.
    The "RHS_sd_AK74_Shot_SoundSet" is configured in another config.cpp file.
    Does this have any effect?

    - I'm also having trouble building the sound of gun shells falling in a specific area.
    The sound of bullet casings falling inside the house will be different from the sound of falling outside.

     

    class rhs_weap_ak74m_Base_F: Rifle_Base_F
    	{
    		class Single: Mode_SemiAuto
    		{
    			sounds[] = {"Standardsound","SilencedSound"};
    			class StandardSound
    			{
    				soundSetShot[] = {"RHS_ak74_Shot_SoundSet","RHS_rifle_small_Tail_SoundSet"};
    			};
    			class SilencedSound
    			{
    				soundSetShot[] = {"RHS_sd_AK74_Shot_SoundSet","RHS_sd_Rifle1_Tail_SoundSet"};
    			};
    		};

     


  6. 4 hours ago, Valken said:

    I think the ARMA 3 Engine is getting old and needs updating, without breaking existing mods! But ARMA 3's game engine will not change anymore so you need to work within the limitations if any.

     

    I just played DayZ SA, and the sound map is better. It is a newer engine after all that is evolving.

     

    It gives me hope for ARMA 4!

     

     

    Thanks,

    I'm really looking for a teacher to learn more about Arma 3 sound, Before I have experience to wait for Arma 4


  7. Hi bro @laxemann

    I don't quite understand this part.

    Why are you using this call?

    I see them in 2 very different config.cpp files, why not the same file?

     

    class rhs_weap_ak74m_Base_F: Rifle_Base_F
    	{
    		class Single: Mode_SemiAuto
    		{
    			sounds[] = {"Standardsound","SilencedSound"};
    			class StandardSound
    			{
    				soundSetShot[] = {"RHS_ak74_Shot_SoundSet","RHS_rifle_small_Tail_SoundSet"};
    			};
    			class SilencedSound
    			{
    				soundSetShot[] = {"RHS_sd_AK74_Shot_SoundSet","RHS_sd_Rifle1_Tail_SoundSet"};
    			};
    		};

     


  8. 7 minutes ago, laxemann said:

     

    Hey dude, that's great, nice to hear!

    Re 1: Do you mean "how" ArmA can now which class to overwrite? If yes, you have to swap the soundSet for the weapon class that you want to apply it on. Take a look at inheritances here: https://community.bistudio.com/wiki/Class_Inheritance

    Re 2: The engine hands so called SoundControllers over to the volume calculation. It's a formula. Meadows means the volume when shooting in "meadows" (open fields). There are also, for example, "houses","forest","trees","interior".
    An example could be: volume = "(1-forest)". This sound would always play except for when the shooter is inside the forest. Because the "forest" value would become 1, making our formula volume = "1-1" (= 0 )  🙂

     

    Thank you life partner.

    Re 1: I will learn more.

    Re 2: Can I apply for weapons bro

     


  9. @ laxemann  Hi bro.

    After a bit of research now I know how to close the .pbo file and create a simple sound mod mod.

    I have a question:

    - I created my own class "MDV_ak74_shot_close_SoundShader" Why can Arma 3 know I overwrite the class of A74M gun in RHS without having to use the old class RHS_ak74_shot_close_SoundShader

    - I use  volume="1"; . But I see many people using extra properties that I don't know volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; What are these advanced properties and where can the documentation be read. Thanks.


  10. On 7/1/2021 at 5:10 AM, tpw said:

    Thanks for these reports.

     

    I've fixed the config_extractor bug, was just a spurious paste of code in tpw_core.

    tpw_soap_ambient volume controls the volume of ambient noises and conversations

    You should be able to enter parked cars. The only issue might be if you sprint to a car and get in before it's had a chance to have its simulation enabled.

    I'm not sure what you mean about RHS. Do you mean that the soldiers disappear after they've been killed? This happens very occasionally with all units, not just RHS.

    I've updated the puddles HPP so that it uses arma puddle decals by default

    Nice find, there was indeed a missing greek sound ogg, which I've replaced

     

    6q68DbW.png

    ViwQIzd.png

     

    No problem sir, I still follow the thread 3 times a day to see if you are online.

    - I mean use RHS (TPW SKIRMISH) There are times when soldiers are shooting at each other and spontaneously disappear, rather than dead soldiers.
    - I don't use the 2035 property car classes but they do spawn these on their own sometimes.
    (So I wonder if it's a feature or is it a bug)
    "ADF_TPW" wonderful female soldiers bro
    *Thanks for the update, have a nice day

     

    ---- New

    Hey man, I love your ambient sound. But when I was fighting infantry around a block, I heard women shouting a lot "Can you reduce the frequency, because in real life they will hide to avoid screaming at dangerous soldiers. dangerous", I like the sound of dogs barking and babies crying are also quite realistic. 


  11. 15 hours ago, soul_assassin said:

    Terracore 0.3.0 Released!

     

    Jump over to https://steamcommunity.com/id/rhsmods/myworkshopfiles/?appid=107410 to get the new version of Terracore!

     

    Russian style garages and kindergarden included, you will also find some fixes.

     

     

     

    Enjoy!

     

    RHS Team

     

    Great, I like tall buildings.
    Is this version available in the supermarket building.
    Thanks devs.


  12. 41 minutes ago, Sierra-G339 'Digger' said:

    I mean, look it up on Wiki, and you'll find all the countries that still use T-34s

    Oh what a surprise with the T-34

     

    8 minutes ago, PuFu said:

    for the nth time, could you please refrain yourself from posting if you have nothing to add to this topic?

    Ok bro, thanks


  13. Hi bro.
    Looks like I'm getting a bug in the new version. "Script \Script\config_extractor.sqf not found"

    - Ambient audio includes what "tpw_soap_ambientvolume"

    - There are no shadows under the lights

    - The error of not being able to enter the car is automatically spawned (TPW PARK)  

    - I just used the spawn function today, I use to call in RHS mod. But when soldiers from both sides appear to shoot each other and then disappear from the map, is this a feature or a bug? Thank you! (TPW SKIRMISH)

    * I noticed that "CIVS" had no longer had the line "tpw_civ_waypoints = 15;"

     

    .RPT file: 

    19:18:50 tpw_puddle\data\tpw_puddle_m.p3d - Not all levels have On Surface set

    2:54:14 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!!
    12:55:38 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!!


  14. 1 hour ago, tpw said:

     


    Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%).  Enjoy!

     

    * No I don't work for CSLA! Pretty much everyone feels the same as me . 

     

     

     

    Great thanks, a topic that I follow a lot.

     

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