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Posts posted by ducphuli
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6 hours ago, tpw said:Thanks mate but you don’t need my permission, I specifically release tpw mods with the scripts available so you can see what’s going on and change things to suit.
So to make the cat noises louder, look in tpw_animal_fnc_catmeow:
Similarly for tpw _animals_fnc_dogbark:
very detailed, thanks mate
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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
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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
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@zooloo75 Oh, thank you for the update.
Surprised when I saw this post, I don't join the forum often.
Chances are a lot of people on steam, like me, don't know about this forum.- 1
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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
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@tpw My friend let me ask. I want to increase the volume of the dog and cat meowing, where do I set it? 😁
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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
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Hello everyone, Have you worked or are you still at home relaxing?
I don't know if TPW mod has a feature to mute birds and crickets around? because I'm building a campaign but there are too many birdsong in the map. Thanks -
Happy new year , All
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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
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10 minutes ago, laxemann said:Oh, kinda didn't see it!
Unfortunately, there is no way to make use of sounds for different surfaces on weapon soundShaders. Like, none.
Thank you audio developer, thanks to you and a few other friends for helping me learn how to make sounds.
For the time being, I am applying the above simple way- 1
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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
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17 hours ago, Gunter Severloh said:Will never happen, not my mod, wouldn't know how.
Just look at the sound mod in the mod.
Thank you, good day
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Can you give me the sample AK, thanks
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Oh nice mod up to Arma3
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Thanks man
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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
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18 hours ago, rautamiekka said:Is that even possible ? Considering 'Battlefield 1' was the 1st (AFAIK, and possibly the only one) to feature that, I'd be surprised if such a limited Engine could even do that without an ugly hack, or even with.
I'm looking at more, maybe just can use script
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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
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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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I am making images of falling shells and the sound of shells falling for RHS guns, can any of you guys help me out a bit.
I'm adjusting the sound of falling to each surface -
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21 hours ago, soul_assassin said:Please do not donate on Patreon. The donation page clearely asks to only do it if you can live with the fact that it is a charitable donation e.i. not for a service in return.
Thanks, I understood 😉
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Okay, I know your mod has been around for a long time with the meaning of being free. That said you have no intention of creating DLC.
Maybe I will donate money regularly on Patron so you can improve the sound to make it more immersive.
I appreciate the visuals you create, just need to upgrade the sound again is great.
BloodLust (Version 2022.04.13)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Thanks, have a nice day