lebson506th
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I think he's talking about the invisible "empty" markers. What are they used for?
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SightAdjustment (windage+elevation)
lebson506th replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
I think this version may have come with one of NWD's things -
SightAdjustment (windage+elevation)
lebson506th replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
Yea but it didn't have "sounds[]={}" either. -
SightAdjustment (windage+elevation)
lebson506th replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
It should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { class GMJ_SightAdjustmentClick { name = ""; sound[] = {"\GMJ_SightAdjustment\sound\click.ogg", 1, 1}; titles[] = {}; }; }; Having that line in there in an addon breaks the sounds of any other addon that uses the CfgSounds section. Example, the attach satchels to vehicle mod. The config I have already has the CfhSounds section in. -
Its not an english host, but the editor update is omni lingual. (Usable in all languages) If you want an english host for one, here ya go: http://www.armaholic.com/page.php?id=392
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Hifi Sound FX V1.00 Released
lebson506th replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
A lot better. One small thing =) AV8B -Good volume, but now you can hear the sound looping. I don't have a lot of time to test, so i'll leave it up to the other guys to give tips =) -
Hifi Sound FX V1.00 Released
lebson506th replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
=) -
Hifi Sound FX V1.00 Released
lebson506th replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Sounds great except for a few bugs. Somethings of the the things i've noticed: Guns -M4/M16 reload sound doesn't quite match the animation [MINOR] Vehicle UH60 MG / AH6 -UH60 MG/AH6 guns sound goes on past when the gun stops rotating. -Not sure if this is your config or the game, but if you shoot the AH6 guns continuously for a bit, the sound volume trails out until everything is completely silent... M163 Vulcan -Gun does similar to AH6 / UH60 MG, continues slightly after the gun stops rotating. -Engine doesn't have quite enough punch. (M113 too) Stryker (All of them) / HMMWV (All of them) -Engine doesn't have much punch, leaves me thinking i'm not going full speed when i really am. Stryker Mk19 / HUMMWV Mk19 -Gun doesn't have enough punch. -Mk19 explosions are varied, but the highest pitch one seems a little static-y. AV8B Harrier -AV8B engine sound isn't loud enough. I had it fly over and i had to turn my volume up to hear it. Examples: (just a cool video to see too)-GAU-12 sound loop is off. It plays and there is a giant gap before it plays again, even though the gun is still firing. A10 -GAU-8 hun loop is better, but still a little off. If you shoot 1 burst, you can sometimes hear the start of the loop again after a large silence. If you hold the button down it acts much like the AB8B gun sound. Constant firing, but the sound loops between firing and silence. AH-1Z Cobra -Engine doesn't have enough punch i don't think. At full RPMs, it still feels like the engine is warming up. Example engine sound: (crappy mic screw most of it up, but you get the idea)Fly over is pretty weak too. What flyover could should like: http://www.youtube.com/watch?v=Vl5J7gawKOs -M197 sound loop sounds a bit wonky, just hold down the mouse button and listen to it for a bit. [Most noticeable when the engine is off and you are in the gunner seat] KA-50 -"High" gun loops like a burst fire when the gun is actually full auto. -Engine is a little weak as well. Examples: (Very beginning, before the music starts) SU34B -Not sure if this is supposed to happen, but when you drop a bomb is sounds like a small rocket is going off. BMP-2 -"High" gun has the same problem as the KA-50 "High", loops like a burst fire when the gun is actually full auto. BRDM-2 -Engine is better than Stryker and HMMWV, but it still feels like the engine doesn't have much punch, leaves me thinking i'm not going full speed when i really am. Shilka -Gun sound seems a bit off, but i can't find a good video to hear what its supposed to be like. UAZ -Engine is like Stryker and HMMWV, feels like the engine doesn't have much punch, leaves me thinking i'm not going full speed when i really am. UAZ-AGS30 -AGS30 gun has an odd sounding shot, not sure how it is supposed to sound, but it doesn't sound quite right. -AGS30 impacts are like the Mk19 impacts, the high pitched one has some static in it I think. All tracked vehicles except M1A1 -Engine has a noise that sounds like it is running over sticks constantly. I didn't sit down here to write all of this, these are things i noticed while testing it out. Honestly, i love this sound mod and i'm just trying to help you make it better =) If anyone disagrees with what i've said for some things, they may be right. Not everything i've said is based on comparisons to real life. Also, i noticed you fixed the config like i pointed out =) [EDIT: I started writing this when Foxhound was the last post, HA. So if i repeated anything someone else said, sorry] -
Unless it is set up so there are a LOT more cops than civs, the cops are never going to find anyone. And plus, you would still have to do searches in woods or whatever, its just in cities you would be able to see where they are.
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Cops should have markers on civs in towns and always for other cops. Civs should have markes on other civs in town, but not cops.
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Basic continuous commands....
lebson506th replied to spamurai's topic in ARMA - MISSION EDITING & SCRIPTING
1. tank addEventHandler ["hit", {hint "Your tank is taking fire!"}]; tank addEventHandler ["damaged", {hint "Your tank is taking fire!"}]; Try those 2. and 3. Not sure -
how to add weapons to ammo crates
lebson506th replied to l mandrake's topic in ARMA - MISSION EDITING & SCRIPTING
in the init of the box: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addWeaponCargo ["CLASSNAME", #]; this addMagazineCargo ["CLASSNAME", #]; For class names: http://community.bistudio.com/wiki/ArmA:_Weapons -
If you are still running 1.08, the updated 1.08 beta server .exe auto-bans illegal IDs. Players don't need a patch to play on an updated 1.08 server either.
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Largo in my Mission.sqm
lebson506th replied to KiwisDoFly's topic in ARMA - MISSION EDITING & SCRIPTING
=/ Can you PM me the mission.sqm? I can probably tell you what is causing it. -
Largo in my Mission.sqm
lebson506th replied to KiwisDoFly's topic in ARMA - MISSION EDITING & SCRIPTING
Some addons add themselves even if you don't use them, if you are sure you didn't add any addon anything into your mission, just remove it from the mission.sqm Do the same for the EditorUpdate. (It will keep the items you placed using it, don't worry)