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sic-disaster

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Everything posted by sic-disaster

  1. sic-disaster

    My traveling blog

    2 years after Canada and the United States I am finally traveling again! This time I'm in New Zealand, and have been here for nearly a week. Not much has gone on so far because of the bad weather (tons of rain, and more forecasted) though I will head out and try some hitchhiking tomorrow. I did do some fun stuff though, and I've written my first blog post about my stay here. http://a-wanderers-soul.blogspot.com
  2. sic-disaster

    JSRS: DragonFyre -- WIP Thread

    My body is ready for this.
  3. I've done some looking around but couldn't find anything useful, just a load of bug reports which is not what I am looking for. Anyway, so what I wanted to do was to start the mission off with a black screen with text that slowly fades out after about 10 seconds. I can use a trigger to get this effect, only it takes a second to boot up it, during which time the player can see his surroundings and is then blinded by the effect. When it is done the effect disappears without fading. I want to get rid of that second of time where the player can see normally, and start out with the black screen with text, which slowly fades out after about 10 seconds of reading time. I suppose I would have to do this through the init.sqf, but what would I need to put there to make this happen?
  4. sic-disaster

    My first campaign

    Well, I am willing to record whatever you need. I have quite some time at the moment so a large role shouldn't be a problem. My mic isn't the greatest but if you add on a layer of radio static or something it'll do the trick just fine. Just let me know what you need!
  5. sic-disaster

    My first campaign

    I wouldn't mind testing the missions! And what about voice-overs, still in need of those?
  6. sic-disaster

    SiC's Missions (SP & CO) and WIP thread

    My latest mission called Scorpio's Sting is now ready and available on the Steam Workshop! This is my 10th single player mission for ArmA 3! http://steamcommunity.com/sharedfiles/filedetails/?id=269770306
  7. That's great man, I'm looking forward to it. Could it also be made so that there can be made a difference between factions within a side? Say, the FIA getting their own sounds apart from NATO? FIA are as we know 'deserted' Greek soldiers for a big part, so they would use a different accent than regular NATO troops. And if that is in, the mod could be made compatible with other mods too. For example, if someone adds in a Russian faction under OPFOR, I could iterate on the mod and add in Russian death screams. @CameronMcDonald, I don't have the original Red Faction, but I could look into it. I would like to add in some more 'extreme' screams, but I would like the mod to have a serious approach. I want to attempt to humanise the soldiers in the game, for every faction. NATO will be the easiest, as it is easier to create and find death screams in English than it is to find some in Farsi, but I would like to try that. A big inspiration for me is Red Orchestra 2: Heroes of Stalingrad. For all the flaws that game has, it does have the best battlefield ambience I have ever witnessed. That game has the awesome ability to make you feel a small degree of guilt by instilling a sense of awareness of what you are doing, that being the shooting and killing of human beings. I believe games have a much bigger role they can play in making people aware of the horror of war, instead of sugarcoating it in the name of 'fun'. RO2 manages to be fun while still delivering that message, and I would like to try to achieve the same. I would like to extract some death screams from Rising Storm as well, because they are very good. I would like them to be a bit rare though, so you don't hear the same little talks over and over again. Example: The Russians in RO2 were very well done too: https://www.youtube.com/watch?v=57mICfWeAVg Especially at 2:03 and 3:24 they are quite bone chilling.
  8. So I wanted to check if it's possible to call for lightning to hit a target, say a flying helicopter that is specified through a script. I'm working on a mission where I had the idea that you'll be harassed by a helicopter while not having AA, but that after a while the helicopter would get hit by lightning (the mission takes place during a thunderstorm obviously). So I would need that to happen through a trigger, not something that is player-initiated. Is that possible?
  9. sic-disaster

    Voice Acting Volunteers

    Hi all. I realize there is already a voice-acting group on the forums but it hasn't been active in a while it seems. I am however in need of voice-actors for some time now, and I still haven't got them. In hoping to speed up the process of getting what I need for my missions and perhaps help out others at the same time I created a Steam Group where people can offer their services a bit more quickly. If you are interested in helping others create quality ArmA 3 missions on a timely basis, please consider joining! The group can be found here: http://steamcommunity.com/groups/VoiceActingVolunteers
  10. sic-disaster

    SiC's Missions (SP & CO) and WIP thread

    Hi all! I am in need of voice-actors to do some voices for my latest projects. It's taking longer and longer for some of my other voice-actors to deliver, so I thought I'd branch out. Because of that I created a Steam group for voice acting volunteers, hoping to speed up the process. Please join it if you want to help out and you can be of service quickly! http://steamcommunity.com/groups/VoiceActingVolunteers
  11. Nice. Would be cool to have a little video to show it off too :)
  12. Awesome man, that worked! Thanks so much!
  13. I'm more of a copy&paste kind of guy, I don't 'see' how scripts actually do their thing. Adapting it is beyond my powers unfortunately. For all the things I know how to do, there are a hundred better ways I'm sure. The only reason I ever figured out how to make missions is because of a step by step guide on Ofpec.com. Looking at that script I still don't really know how to actually use it, or what it does exactly.
  14. How would I implement that? Put it into a .sqf and call it ingame?
  15. sic-disaster

    SiC's Missions (SP & CO) and WIP thread

    I released a new mission a little while ago called 'The Dawn Brings Hope'. These are some screenshots from it. http://cloud-2.steampowered.com/ugc/3278924097123368135/70CE2D385543B93F8F0005451457D60B5B83A08D/ (170 kB) http://cloud-2.steampowered.com/ugc/3278924097123367175/64DE039D4A175DCAD60A8244D83EECC5914150CE/ (268 kB) http://cloud-4.steampowered.com/ugc/3278924097123366184/A649E1F434E3960ACBCAA3E2C5332427A581E7D5/ (312 kB) This is a direct link to the mission on the Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=255895160 In it you take control of a 6-man strong fireteam tasked with finding a downed helicopter by following it's smoketrail. As usual with my missions there is voice-acting. And since I got bored again today, I decided to start another mission. This one will be called 'Scorpio's Sting', and you'll play as a CSAT squad leader tasked with killing the crew and destroying a Gorgon APC. The meat of the mission will consist of getting away though. http://cloud-2.steampowered.com/ugc/3282307483584550161/F80E2B8604E4B105F69E6B88B974F0E4AF9F5E1A/ (302 kB)
  16. sic-disaster

    SiC's Missions (SP & CO) and WIP thread

    I added my fifteenth mission for ArmA 3, called 'The Dawn Brings Hope'! In this mission you control 5 squadmates as you search for a downed helicopter crew. Features: - As always, custom voice-acting. - Look for the helicopter crash-site by a column of smoke. - Basic squad control tutorials in the form of hints. - A simple introduction to High Command. http://steamcommunity.com/sharedfiles/filedetails/?id=255895160 @sxp2high: I bit late but I will look into it :)
  17. sic-disaster

    Can't Get New Update

    Should it be out already? I'm not sure. If it has been released, try restarting Steam.
  18. Hi all. So, I'd like my mission to start with black screen with some text (already have this working), but there is the roar of the helicopter rotors droning through it and I don't like that. What I want to do is basically have that intro be entirely silent, and as it fades away, I'd like to fade in all the sounds. How would you do that?
  19. sic-disaster

    Door Kickers

    New video:
  20. sic-disaster

    Door Kickers

    I'm glad to say that the 1.2 update for my soundmod is now complete! It is now completely up to date for Alpha 8. It's been a while since I last updated the mod (I believe it might have been for alpha 2 or 3?) so it took me many hours over the past week to find source material for all the new weapons that were added since then. Then came the editing, and the testing for errors, and changing of some of the original sounds from the previous version. I played with it quite a bit, but if there are any issues that pop up, like maybe a sound or two that won't play (I've had this issue with the breaching shotgun, the silenced MP5 etc.) please let me know so I can fix the problem asap as it's not that hard to do. But there are so many additions to the mod that I might have forgotten to check one or two weapons! ;) I believe I succeeded in giving the game a richer soundscape that is much more visceral and convincing. I'd say that about 90% of all the sounds are authentic (meaning that the sound for the MPa3 is actually the sound of an MP5a3 being fired), and for the remainder I used other sources because I couldn't find any good sounds for them (trust me, I spent a good few hours trying to find sounds for the Commando 553 but almost all video's are from Battlefield 3 and 4, or airsoft lol). Even if you don't find any errors (and I certainly think you won't), please give me feedback on things you like and things you don't like (like maybe volume levels on some of the weapons)! It's important to me as I put a lot of effort in this project :) CHANGELOG 1.2: - Added new sound for battering down a door with the ram - Added new sound for the breaching charge - Reduced decibel values for all explosion sounds to make it easier on the ear - Reduced decibel values for the Mac-10. - Replaced the .38 revolver sound. (old version still available in alternatives folder) - Added new sounds for recently added weapons like the G36C, Glock 17, HK416, the shotguns, silenced weapons etc. as well as the sniper rifle with a bit of delay to simulate distance. (alternative without delay available in the alternatives folder) - Changed the footstep sounds. They sound heavier now, like actual combat boots. Download 1.2.1 here: http://www.mediafire.com/download/9g485fl2q1y8iz5/SiC%27S+DoorKickers+SoundMod+v1.2.1.rar#39;S_DoorKickers_SoundMod_v1.2.1.rar A preview video I did a few days ago for 1.2 (new footstep sounds aren't in this video yet): EDIT: Turns out I had a problem with one of the revolvers. Fixed now, new link above.
  21. So right now I'm making a mission in which two soldiers have a conversation while traveling inside an APC. I've got custom sound set up and all the other bits and pieces work and sound fine. But the sounds that are being played while traveling inside the APC are muffled when I am in first person mode, and when I go into third person mode the sounds are good, at the right volume. Does anybody know how to force the volume of the sound to be higher while inside the vehicle, without blowing up someone's speakers while in third person? :p This is very frustrating to say the least, since everything else works just fine.
  22. Thanks Iceman! How would I go about implementing this? I assume I need to copy that into an .sqf file and call for it in a unit init line?
  23. Dumb question but I made some missions for ArmA 3 based on Operation Flashpoint: Cold War Crisis using voice-overs from that game. I would assume the license I need to use is APL. How do I go about implementing them into the missions in a way that is recognized officially?
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