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Radio in and out sounds...where?
gatordev replied to gatordev's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was trying to not have to use sideRadio because my understanding was that it required you to pre-generate any chat radio messages in an external file and not inside the editor. Using one of the sideChat commands in a trigger is just easier to edit when I have pre-made triggers that I'm editing. If I'm mistaken, I welcome the correction. However, I did try using playSound3D, and that did work because it allows me to specify the path. I don't see a way to do that in the Wiki for playSound. I'm not sure if playSound3D will cause issues in MP, but since I just make my own missions for SP, I guess this will work for now. Thanks for the help. -
I've found previous threads/posts where various people have mentioned how they play the various crypto beep and radio static sounds when using playSound. However, the various methods I've seen them use in the past doesn't seem to be working and it gives me a "sound not found." I can playSound other SFX sounds, but when I've tried to play the various sounds like "in2a" or "out2a" or "squelch," they don't work. Did these sounds get a name change? Are they located somewhere else that I need to call them differently? I've been reading through the Wiki and older posts, but the answer has eluded me.
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Another dumb question... It seems my configs that I've made, which were based off of another third-party sound config, is causing a dependency in a mission. The other third-party's addon is not causing a dependency. Is there a secret to not letting that happen?
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To follow up on my second question in case someone comes along with the same one... I finally found the answer thanks to a post by @da12thMonkey For vanilla addons, use: requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
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Oh for crying out loud. I must have been staring at it for too long and completely missed that. Thanks, it packed.
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I'm trying to make the vanilla SPAR weapons inherit the sounds from NiArms. I'm using a template config that I successfully got to work for another sound config mod (making the mod M4CQBR use NiArms sounds), but when I try and compile the SPAR config, it's throwing an error stating: "line 18: /cfgWeapons/: ';' encountered instead of '{'". Ironically, line 18 is a "{" symbol. Here is the config. I'm sure I've missed a syntax, but I can't figure out what it is. Any help? #define _ARMA_ class cfgPatches { class gator_SPAR16_niasounds { author = "gatordev"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {""}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F; { class EGLM: UGL_F { class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class StandardSound { closure1[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; closure2[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; soundSetShot[] = {"NIA_GL_Shot_SoundSet","NIA_GL_Tail_SoundSet"}; weaponSoundEffect = "DefaultRifle"; }; }; }; }; class arifle_SPAR_01_blk_F: arifle_SPAR_01_base_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_khk_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_snd_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; }; class cfgMods { author = "gatordev"; timepacked = "1656370171"; }; I'm also not sure what I need to put in the "Required Addons" section for this particular config. In the previous working config for a different mod, the only mod I put in there was the one I was changing the sound for.
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Also, I believe the actual non-ACE supported "ACE No Medical" WS addon was updated today as well. I'm not really clear on why that's "better" than the standard "OEM" ACE No Medical addon, but here we are.
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Preview release: Nimitz for Arma3 (0.103)
gatordev replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@TeTeT I'm sorry you're not getting much (or any) response here. I'm not huge into the recreation of the CVW launch/life, but know that I (and I'm guessing many) really appreciate your continued efforts. It's a shame that the forums have grown so quiet when it's clear there's still plenty of creation going on in the Workshop (and only 33.9% pirated!!!...I keed!). Thanks for your continued effort and thanks for bringing us both a carrier AND an amazing Superhornet. -
I believe ACE removed it because it's now integrated into the newest version of ACE, along with GM, WS, and I believe all of RHS.
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Sullen Skies, Ambient Animals, Animals Module-Extended
gatordev replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you so much, @EO . A bit of a feedback report on Tanoa... I've only played with it a little bit (haven't gone back to some missions with more rain), but I was finishing up making a mission which starts at post-dawn with only a few very early morning cumulus clouds. As the mission progresses, it turns into a running firefight into the hills east of Tuvanaka as the sun is rising and the clouds increasing slightly. The effect of having lower clouds, but not a ton of them, and the vanilla sky of the sunrise looked fantastic, and pretty realistic given we're talking about a 10 year old game. So thank you again for making these up.- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
gatordev replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you so much. That looks great! I've been spending a lot of time on Tanoa making a small PLA invasion mission set, so getting the extra feel of the tropics will look great. Thanks again!- 273 replies
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Sullen Skies, Ambient Animals, Animals Module-Extended
gatordev replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@EO Is there any chance you would consider making an alternative Sullen Skies for Tanoa and Lythium using your "no clouds" method like you did for me for Kujari? I really like having the extra texture of having lower clouds in a mission where there are clouds, especially in a place like Tanoa, where you get those puffy cumulus mid-day build ups, but also having the option of making it a clear morning/night (or a clear winter's day on Lythium). I know you've said the blending isn't quite what you wanted, but I've been SUPER happy with what you did for the Kujari "no cloud" modification. I apologize if making the request for a (or two!) maps is out of line. I just really like the atmosphere your work can add, but also like sunny days sometimes!- 273 replies
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- sullen skies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
gatordev replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here, here. And A2 before it and OFP before that. They have all provided countless hours of enjoyment (and frustration) throughout the years and even made some deployments go by just a little bit faster, too.- 5755 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
gatordev replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dumb question for the group...I recently started playing SP with ACE again and I'm having an issue with the NVG options. I personally don't find the ACE NVGs "fun" and find them too dark compared to the real thing even with the gain turned all the way up. I've tried to disable the ACE NVG option, but when I do, I get the vanilla NVG look, but it's full-screen and I lose the toilet paper roll overlay field of view that's normally part of an addon. I've tried removing the ACE NVG .pbo and still have the same issue. It happens with vanilla, ACE, and RHS NVGs. I can't remember if I tested USP. Is there anyway to return to the normal view that each addon provides? -
S.C.A.R -- Enemy Areas-of-Operation
gatordev replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I figured that's what was supposed to happen, but even with one module, it still seems to be spawning the whole list at one time for every squad/group on the map. I'll mess with it some more, maybe I missed something. Being able to set the number of units (or number range like 5-7) would be handy, but I'm guessing the existing spawn code would make that a pain to add. Thanks for the replies.- 96 replies
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- enemy spawn
- any mod
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