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ducphuli

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Posts posted by ducphuli


  1. On 10/9/2021 at 2:44 AM, mikey74 said:

     

    I definitely feel you. FOA/AISS are no where near as big as JSRS sound mod. I can tell you. I get burned out just thinking of pulling that old mod apart and making it work again. So, I started over with a very simple mod called pinned. Over time this may grow to 

    Hey man, I don't see your mod anymore


  2. On 3/18/2022 at 4:41 PM, LordJarhead said:

    I'm here^^. I just barely found any time for modding lately. VN is taking up most of it. I'll be around sooner or later and see what we can pull off. Have some updates in mind already; I just need to find the time.

     

     

    Thanks, it's been a while since I've seen the update message


  3. On 3/27/2022 at 12:02 PM, Gunter Severloh said:

    Just play with your dog or cat in your room 😄

     

    On 3/30/2022 at 5:26 AM, tpw said:

    You can't, and I'm not keen on retooling the script to introduce parameters for it. Sorry 🙂 

     

    On 3/31/2022 at 12:15 AM, pvt. partz said:

    amd you need this to extract the .pbo files

     

    Thanks guys, as suggested by @pvt. partz , I ask your permission to increase the volume of the cat meow

    • Like 1

  4. 11 hours ago, tpw said:

    ryone. Merry 2022 etc. I was hoping that 2022 would be better than last year, but it's not shaping up too promising. Nevertheless I've shrugged off some anxiety and apathy to bring a few changes to TPW MODS. I'm aware of the backlog of other changes and fixes, and will get to them as my time and lack of general enthusiasm permits.

     

     

    Thank, Have a nice day


  5. On 9/3/2021 at 6:43 AM, santa clauss said:

    https://cdn.discordapp.com/attachments/443885748064616459/883134117514981426/cf_bai.zip

     

    Found this "alpha8" version of CF_BAI, which should be newer than veteran29's github fork. It seems to run fine, atleast all the config menus appear in-game, I havent really verified the effects on the AI yet, I'll leave that to you lot.

    merry christmas

     


  6. On 12/14/2021 at 5:20 PM, nomisum said:

    I am by all means a noob in this topic, but check this documentation in regards of surface types:

    https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundControllers

     

    It seems surface related sound adjustment is possible. Check this thread for a good start how to implement those factors:

     

     

    Thanks for the extra hint, I know that doesn't apply to weapons 

    • Like 2

  7. On 11/27/2021 at 6:09 AM, tpw said:

    TPW MODS 20211127: Steam Dropbox

     

    Changes:

    • [CORE 1.90, FOG 1.92, SOAP 1.67] Added Sefrou-Ramal, Bozoum, County Fermanagh support. Added appropriate female civs on African maps. Removed sporadic tree related errors.
    • [ANIMALS 1.65] Added ambient Camel support to Sefrou-Ramal.
    • [SKIRMISH 1.60] Skirmish squads will not spawn onto excessively steep terrain. Improved handling of "orphaned" units. Massively reduced incidence of skirmish units running around when not in combat. 

     

     

     

    Many thanks to the author


  8. I play Arma 3 but there hasn't been a mod (in decades) that makes the sound of bullet casings falling on different surfaces. 😦
    I'm learning about this but I think my predecessors have learned about this as well, that's because BI is pretty limited on this after decades.


    1. Here is a bit of my application, but how do I deal with water, rain, metal, wood.... ?

     

    2. I thought of another way, but I don't know if it works:
    Get footsteps on different surfaces as a conditional event handler to trigger the sound of shells falling on different surfaces. (Will this work guys?)

     

    class CfgSoundShaders {
        class MDV_bulletcasing_param_SoundShader {        
            range = 10;
            rangeCurve[] = {{0, 1}, {5, 0.51}, {10, 0}};        
            limitation = 1;    
        };        
        
        class MDV_bulletcasing_mglink_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = "1 * (1-sea))";
            limitation = 1;    
        };    
        
        class MDV_bulletcasing_soft_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = "1 * (1-houses) * (1-interior))";
            limitation = 1;    
        };    
        
        class MDV_bulletcasing_hard_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = "1 * houses * (1-interior))";        
            limitation = 1;    
        };        
        
        class MDV_bulletcasing_interior_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = "1.05 * interior";
            limitation = 1;    
        };            
        //???
        class MDV_bulletcasing_water_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = "1 - sea";
            limitation = 1;    
        };        
        //???
        class MDV_bulletcasing_interior_Vehicle_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = 1.2;
            range = 3;        
            rangeCurve[] = {{0, 1},{1, 1}, {3, 0}};        
            limitation = 1;
        };        
        class MDV_bulletcasing_exterior_Vehicle_SoundShader : MDV_bulletcasing_param_SoundShader {
            volume = 0.12;
            limitation = 1;
        };
    };

     

     

    Thanks for watching, I'm looking forward to any help from all of your answers


  9. Hello I am a learner, and I still need to learn more...

     

    Excuse me guys, may I ask here for help with a small project for the community?
    I'm adding the T-72 tank shell sound.
    Everything is fine when I use autoloader but when I turn off autoloader the shell sound is not ok. Because I can only hook in at the same time before the reload sound.

     

    Specifically, I only know how to use hooks "CustomSoundController1"

    The sound of shell casings after firing

     

    Can any brother help me? , Thanks

    class mdv_tank_t72_ext_unloader_SoundSet
        {
            soundShaders[] = {"mdv_tank_t72_ext_unloader_SoundShader"};
            volumeFactor = 0.55;
            volumeCurve = "LinearCurve";
            spatial = 1;
            doppler = 0;
            loop = 0;
            sound3DProcessingType = "ExplosionHeavy3DProcessingType";
            distanceFilter = "RHS_vehicletDistanceFilter";
            playTrigger = "CustomSoundController1";
        };

     

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