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LordJarhead

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Everything posted by LordJarhead

  1. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Ah OK that's a good hint. So can you specify what pistol exactly? I think I've seen a Glock or something?! LJ
  2. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    It really is a mystery to me, yes haha ? I double checked all the entries in the config, I build most from ground up. I deleted everything that was unnecessary as the inheritance took care of it anyways and I got rid of any sort of base class updates, even minimized any sort of error message I could think of. And still this shit happens. One thing that makes me wonder is that you, Yokhanan, seemed to have no problem at all, so what's the difference between the two of you? So maybe it depends on the secondaries thay have? Or maybe it's depending on the primary weapons. Do they switch all the weapons? I just seen M4a1, Mk18 and maybe some Hk416s got switched... LJ
  3. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    The problem has been contained but it is still present. Thing is there is no error whatsoever. I cannot determine the exact spot of cause... LJ
  4. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    JSRS Soundmod - 6.18.0629B Changes: Fixes - Fixed Updating Base Classes for multiple weapons - Fixed Updating Base Classes for RHS ASFR/USAF/GREF - Fixed Inheritance problem for RHS made AI use pistols (Kinda still do...) - Fixed A dependency for ASR AI was inside on of the pbos
  5. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hey Lothear, yes I'll take a look at this asap! I didn't figure it would be caused by JSRS. Thank you, LJ
  6. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    All side mods for RHS, NiArms and SMA have been updated.
  7. Hello listeners, now "what's this all about" you might wonder. I decided to make a separated mod for the "just in case" situation. Let me tell you why: JSRS Soundmod Beta is an advanced and not "one hundred percent" stable version of the main modification (JSRS Soundmod - 6.18.0417). The focus here is on the best sound quality, which was implemented with the help of new mechanics and ideas. This is not a multiplayer tested version. However, it can be played in multiplayer with risks, the key required for it and all signatures are included. With this beta version I want to test certain mechanics and new features. In addition, many changes have been made (over 1500 new or revised sounds) which can have a greater impact on the multiplayer area. It should also be noted that all JSRS modifications (NIArms, RHS support etc...) that require the JSRS Soundmod main modification can cause problems but should work mostly!!! (for now!). Also you should not run this beta with any other version, offshoot or addition of JSRS Soundmod. Download: JSRS Soundmod Beta v1 on Steam The BIKEY alone Discord Group for bug report For those who want to try, the side modifications should work fine with the beta: If the beta is not causing major problems and it runs smooth mostly, all components of this beta will be transferred to the main modification and all other minor modifications (NIArms, RHS support etc...) will be adjusted accordingly, so that a normal game flow is achieved. Now lets take a brief overview at the changes compared to the main modification. The change log below does not look very extensive, but the many details hide under bigger tasks. For example all vehicle sounds got reworked, revised or exchanged. Also all, and I mean ALL weapon sounds got revised or exchanged by new ones. In the end, a total of 1690 sound effects went through my DAW. So here is the changelog : JSRS Soundmod - 6.18.05BETA_7 Changes: Tweaks - Tweaked Soniccracks and bullet snaps got improved - Tweaked Overal explosion volumes and distances - Tweaked Explosion reflections for forests, houses and meadows - Tweaked Overall movement sounds, volume and distances - Tweaked Movement sounds for various surfaces got improved - Tweaked Overall nature soundscape got tiny tweaks - Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet - Tweaked Running through bushes cause louder sounds now - Tweaked Vegetation noises are now way more random - Tweaked Silenced weapon firing got improved - Tweaked Handheld weapons cause louder and sharper reflections - Tweaked Improved weapon tails when in the open - Tweaked Explosion debris is more precise to where the explosion appears - Tweaked Overall distance weapon sounds to better spot the location of the shooter - Tweaked All weapon sounds have a sharp atteck curve, more popping sounds - Tweaked Click before the shot got improved and slightly displaced - Tweaked Some reloading sounds where too loud Fixes - Fixed Mortar explosions were too loud - Fixed Some explosions caused sound stuttering - Fixed Birds react to weapon firing and warfare - Fixed NormalEXT surface was using wrong surface movement sounds - Fixed Some thunder noises where way too loud Additions - Added New debris sounds for explosions - Added Close explosion shockwave sounds - Added New sounds for running through bushes, foliage - Added New crawling sounds - Added New wind sounds for low and high wind speeds - Added New tiny details to silenced weapon firing (weapon shaking) - Added New reflection sounds to handheld weapons - Added New vehicle attenuation filters and 3d processors - Added New shorter weapon closure sounds (tiny click before shot) JSRS Soundmod - 6.18.05BETA_6 Changes: Tweaks - Tweaked Explosion sounds on variuos distances, increased punch and volume - Tweaked Added distortion to short explosions and made them way louder - Tweaked Overall punchier reflections for explosions - Tweaked Overall rain appearance, heavy rain is needs highest rain value Additions - Added New debris sounds for 'houses' areas - Added Revised vehicle debris sounds - Added New thunder sounds JSRS Soundmod - 6.18.05BETA_5 Changes: Tweaks - Tweaked Framework got updated with new stereo panners - Tweaked All explosions cause a shockwave sound when close and in direct sight (WIP) - Tweaked Huge explosions cause a drastic echo reflection and a huge explosion tail for giant distances (WIP) - Twealed Increased Volume for all explosions - Tweaked Reloading volumes Fixes - Fixed Some explosion volumes where over the top JSRS Soundmod - 6.18.05BETA_4 Changes: Tweaks - Tweaked Soniccracks in medium distances got improved - Tweaked Overall movement volume and gear noises - Tweaked Gear sounds while running was too loud Fixes - Fixed Missing distance crawl sounds - Fixed Close MK18 firing and distance firing were out of sync - Fixed Varsuk MBT03 went silent after start up JSRS Soundmod - 6.18.05BETA_3 Changes: Tweaks - Tweaked Soniccracks got more punch and are louder/normalized - Tweaked Distances for movement - Tweaked Drastically reduced appearence and volume of reflections - there was way to much noise going on JSRS Soundmod - 6.18.05BETA_2 Changes: Additions - Added New distance walking sounds - Added New soniccrack sounds for various distances Tweaks - Tweaked Movement/Gear noises - Tweaked overall soniccrack appearance and volume - Tweaked Increased volume and distance for gear noises - Tweaked overall texture of movement sounds and stance noises Fixes - Fixed MBT3 Kuma sounds were odd (still is) - Fixed Missing Minigun sounds for AH6 Pawnee JSRS Soundmod - 6.18.05BETA_1 Changes: Tweaks - Tweaked Movement volume for footsteps - Tweaked Weapon tails distance and volume - Tweaked Helicopter exterior volume where too loud - Tweaked Lowered general volume and texture for most ambient sounds - Tweaked All weapons got reworked / exchanged - Tweaked All vehicle noises got reworked - Tweaked Combined all air vehicle sounds - Tweaked Combined all land vehicle sounds - Tweaked Overall volume and normalization - Tweaked Combined all warfare sounds (Cracks, Snaps, Hits, explosions etc...) - Tweaked Combined all cfg files into several big ones to prevent lagging - Tweaked Added new layers to mechanical parts of weapons - Tweaked Added new pop sounds for distance weapon sounds - Tweaked Combined all weapon sounds into one big file - Tweaked General revision and maintenance Additions - Added A few hundred new distance warfare sounds - Added Offroad vehicle sounds - Added Truck_01, Truck_02 and Truck_03 vehicle sounds - Added New reloading sounds for all weapons (JSRS_Soundmod - Realodingsounds) - Added New sounds for all vehicles - Added New sounds for all weapons - Added New sounds for amphibious vehicles in water Fixes - Fixed Missing bullet-hit/whizz sounds So, what's gonna be next: Well, I'd like you to be my tester! And I'm sure many of you would love to do that. So I thought I would publish a big beta version of this mod and let it go on the masses. The point is: I built this mod together in a few weeks. Under certain circumstances, the game may not indicate any errors, as in this current state! So of course I have several options now: I could test EVERY SINGLE SOUND in the game, listen to it and check for bugs, I could test ALL sounds in multiplayer mode or run everything on a Dedi server and so on... Or I just let you do it! :) Therefore, I have published this mod so that you can put it through its paces! The main focus should be on these things: The General Weapon Mechanic - How does they all sound, does everything work, does anything make any problems? The vehicles - After the conversion to the soundshader system all vehicles were revised. How do they sound, what are the volumes and the individual distances? General gameplay - What are the general volumes in the game? Is the movement loud enough? Are there any annoying noises, does something not work that might have worked before? If you stumble across a couple of issues, errors, crashes, annoying sounds, bugs, flys, whatsoever... let me know! You can easily post your (Of course constructive, nice and friendly :P) feedback here in the thread! Or in the Discord Group. I want the other main JSRS thread to be untouched by this here. So lets keep it simple and lets separate the two, shall we? As said, once everything seems to be fine and sorted, all the content goes over to the main mod and all side mods will be adjusted accordingly! Now have a nice day and have fun! Some minor informations: Copyright © 2018 by LordJarhead. JSRS Soundmod and JSRS Soundmod Beta (this modification) by Dennis Kahl (LordJarhead) are licensed under ARMA PUBLIC LICENSE NO DERIVATIVES (APL-ND) Read More under https://www.bohemia.net/community/licenses/arma-public-license-nd and beta Be supportive. If you like my work, maybe you would like to support it? Every cent donated goes back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  8. LordJarhead

    JSRS SOUNDMOD BETA v7

    All changes went over to main build. Mods can close this thread, please! LJ
  9. LordJarhead

    JSRS SOUNDMOD - CE.20.0419

    Hello, after the beta and a lot of people testing it it seemed the version was ready for delivery. So I updated the main mod today and did some smaller changes. I delete the Realoding Sounds addon and will add that into the main version of the mod and see what's gonna happen. No one seemed to have any trouble with these in the beta, so lets wait and see. I updated RHS, NIarms and SMA weapon sounds, the individual addons did not need further work. I delete all the RHS vehicle sounds out of my lists and get rid of a bunch of problems and work this way. Here is the tiny changelog for this update :) JSRS Soundmod - 6.18.0629 Changes: Tweaks - Tweaked Movement volume for footsteps - Tweaked Weapon tails distance and volume - Tweaked Helicopter exterior volume where too loud - Tweaked Lowered general volume and texture for most ambient sounds - Tweaked All weapons got reworked / exchanged - Tweaked All vehicle noises got reworked - Tweaked Combined all air vehicle sounds - Tweaked Combined all land vehicle sounds - Tweaked Overall volume and normalization - Tweaked Combined all warfare sounds (Cracks, Snaps, Hits, explosions etc...) - Tweaked Combined all cfg files into several big ones to prevent lagging - Tweaked Added new layers to mechanical parts of weapons - Tweaked Added new pop sounds for distance weapon sounds - Tweaked Combined all weapon sounds into one big file - Tweaked General revision and maintenance - Tweaked Movement/Gear noises - Tweaked overall soniccrack appearance and volume - Tweaked Increased volume and distance for gear noises - Tweaked overall texture of movement sounds and stance noises - Tweaked Soniccracks got more punch and are louder/normalized - Tweaked Distances for movement - Tweaked Drastically reduced appearance and volume of reflections - there was way to much noise going on - Tweaked Soniccracks in medium distances got improved - Tweaked Overall movement volume and gear noises - Tweaked Gear sounds while running was too loud - Tweaked Framework got updated with new stereo panners - Tweaked All explosions cause a shockwave sound when close and in direct sight (WIP) - Tweaked Huge explosions cause a drastic echo reflection and a huge explosion tail for giant distances (WIP) - Tweaked Increased Volume for all explosions - Tweaked Reloading volumes - Tweaked Explosion sounds on various distances, increased punch and volume - Tweaked Added distortion to short explosions and made them way louder - Tweaked Overall punchier reflections for explosions - Tweaked Overall rain appearance, heavy rain is needs highest rain value - Tweaked Soniccracks and bullet snaps got improved - Tweaked Overall explosion volumes and distances - Tweaked Explosion reflections for forests, houses and meadows - Tweaked Overall movement sounds, volume and distances - Tweaked Movement sounds for various surfaces got improved - Tweaked Overall nature soundscape got tiny tweaks - Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet - Tweaked Running through bushes cause louder sounds now - Tweaked Vegetation noises are now way more random - Tweaked Silenced weapon firing got improved - Tweaked Handheld weapons cause louder and sharper reflections - Tweaked Improved weapon tails when in the open - Tweaked Explosion debris is more precise to where the explosion appears - Tweaked Overall distance weapon sounds to better spot the location of the shooter - Tweaked All weapon sounds have a sharp attack curve, more popping sounds - Tweaked Click before the shot got improved and slightly displaced - Tweaked Some reloading sounds where too loud - Tweaked Interior firing reflection volume got increased - Tweaked Urban wind noises triggered too early - Tweaked Reduced distance gear noises - Tweaked Reworked the CAS01 cannon sound Additions - Added A few hundred new distance warfare sounds - Added Offroad vehicle sounds - Added Truck_01, Truck_02 and Truck_03 vehicle sounds - Added New reloading sounds for all weapons (JSRS_Soundmod - Realoadingsounds) - Added New sounds for all vehicles - Added New sounds for all weapons - Added New sounds for amphibious vehicles in water - Added New distance walking sounds - Added New soniccrack sounds for various distances - Added New debris sounds for 'houses' areas - Added Revised vehicle debris sounds - Added New thunder sounds - Added New debris sounds for explosions - Added Close explosion shockwave sounds - Added New sounds for running through bushes, foliage - Added New crawling sounds - Added New wind sounds for low and high wind speeds - Added New tiny details to silenced weapon firing (weapon shaking) - Added New reflection sounds to handheld weapons - Added New vehicle attenuation filters and 3d processors - Added New shorter weapon closure sounds (tiny click before shot) - Added New reloading sounds for RHS weapons (AKM, Ak74, AS VAL, SVD, M16, M4...) - Added Support for CUP (JSRS_Soundmod CUP Weapons Support) - Added New sounds for M134 Fixes - Fixed Missing bullethit/wizz sounds - Fixed MBT3 Kuma sounds were odd (still is) - Fixed Missing Minigun sounds for AH6 Pawnee - Fixed Missing distance crawl sounds - Fixed Close MK18 firing and distance firing were out of sync - Fixed Varsuk MBT03 went silent after start up - Fixed Some explosion volumes where over the top - Fixed Mortar explosions were too loud - Fixed Some explosions caused sound stuttering - Fixed Birds react to weapon firing and warfare - Fixed NormalEXT surface was using wrong surface movement sounds - Fixed Some thunder noises where way too loud - Fixed Minigun sounds on AH6 MELB in RHS was missing using JSRS LJ
  10. LordJarhead

    JSRS SOUNDMOD BETA v7

    Thank you for your time and feedback. I tried to make the weapons a little more popping and sharp. Guess that worked out well so far. My personal favorite is the PM 9mm tho, it's my favorite pistol sound and you won't believe how hard it can be if you want to make something 'similar' without sounding the same :( but the P07 and Rook40 are 'ok' I guess. Well all the other add-ons should work fine with this beta, talking about the JSRS support for those named mods. The internal structure of the beta and the main mod are the same so everything works fine together. I might need to work on the sounds for them as well. Especially the reloading sounds of the rhs m16, m4 and freakingly' the AK's could need a new sound in my eyes. LJ
  11. LordJarhead

    JSRS SOUNDMOD BETA v7

    Cool, thanks :) Let me know what else you may find! I aim for the upcoming weekend to mover over to main version with this and get it set in stone. LJ
  12. LordJarhead

    JSRS SOUNDMOD BETA v7

    New and probably the last update ahead! I'll move everything over to the main version once this version's said to work well: JSRS Soundmod - 6.18.05BETA_7 Changes: Tweaks - Tweaked Soniccracks and bullet snaps got improved - Tweaked Overal explosion volumes and distances - Tweaked Explosion reflections for forests, houses and meadows - Tweaked Overall movement sounds, volume and distances - Tweaked Movement sounds for various surfaces got improved - Tweaked Overall nature soundscape got tiny tweaks - Tweaked Each surface has a different volume, forest or grass is way louder than solid road or even a carpet - Tweaked Running through bushes cause louder sounds now - Tweaked Vegetation noises are now way more random - Tweaked Silenced weapon firing got improved - Tweaked Handheld weapons cause louder and sharper reflections - Tweaked Improved weapon tails when in the open - Tweaked Explosion debris is more precise to where the explosion appears - Tweaked Overall distance weapon sounds to better spot the location of the shooter - Tweaked All weapon sounds have a sharp atteck curve, more popping sounds - Tweaked Click before the shot got improved and slightly displaced - Tweaked Some reloading sounds where too loud Fixes - Fixed Mortar explosions were too loud - Fixed Some explosions caused sound stuttering - Fixed Birds react to weapon firing and warfare - Fixed NormalEXT surface was using wrong surface movement sounds - Fixed Some thunder noises where way too loud Additions - Added New debris sounds for explosions - Added Close explosion shockwave sounds - Added New sounds for running through bushes, foliage - Added New crawling sounds - Added New wind sounds for low and high wind speeds - Added New tiny details to silenced weapon firing (weapon shaking) - Added New reflection sounds to handheld weapons - Added New vehicle attenuation filters and 3d processors - Added New shorter weapon closure sounds (tiny click before shot) Still uploading, takes a couple of minutes! LJ
  13. @Hunter Really nice to see this release! Always good to see new locations and a ton of new ideas come alive! Keep up your (perfect german) work :P LJ
  14. Hello gents, I'm currently working on a mission. Let me quickly put a few lines together to explain my goal: You start in an isolated warehouse unable to leave the room. There is no door unlocked. You start with zero gear whatsoever. Not even a watch on you wrist. No map either, you don't know where you are. Well actually you do, you are in your warehouse. There you have a stash with your stuff, which is at the biginning not much at all. 2 FAK, an old PM 9mm,5 magazines and a handful of mini grenades and a cellphone. You habe no vest, no backpack, no helmet or nightvision, not even binoculars. Nothing really. Now there is a laptop on a table, with an action... "Go To Zone". This will lead you via boot to the other side of "the Zone". The zone is a demilitarized zone, full of empty houses, villages, warehouses and... Military Outposts! But you are not alone at all. There are raiders, bandits and ex military groups and they are all looking for a good loot. Because that's why you are there as well, getting that loot, that special one, the best! Get it and extract out of the zone by finding one of the few and hard to find underground bunker entries that can safely extract you back to your warehouse, to your stash and to a dealer giving you the lowest prices possible, obviously. Also, there are armored IDAP members trying to clear out the old mine fields and track down biological and chemical weapons and equipment. They are all visibly dressed with striking blue vests and helmets. And they are armed. But they barely use their weapons and only for defense. The world is dirty, destroyed and only the strongest survive. There are dozens of people who try tho. On you way in your mobilphone gets a message warning you about any further progress into the zone. There is noone to help you and really rarely you meet a friendly face not trying to kill you for the goods in you pockets. The further you go the more and better loot you could find. Like in one of the military outposts. But they are haunted by heavily armed forces, ex-military groups who are way more efficient as they work in groups. So on your first few go into the zone you might want to make a way around them. Black smoke over these outposts indicate for trouble but also for goods. When you are lucky and strong enough to find an exit, you can fill your stash and maybe sell a few good items that brings you money to get more goods, better ones. So that's my basic idea. I admit, it's basically Escape From Tarkov but in single-player. Maybe in co-op, needs to be seen. I have some basic scripts going that add various random items like bandages, water, food, cloths and hats (all civilian) to all houses and places there on each position in a house with a 50% chance. Even more rarely there are crates in outposts that contain all sorts of weapons but also all selected randomly from a pool of all weapon, vests, backpacks, helmets, items, uniforms etc class names there are in vanilla ArmA 3 and the ArmA3Items Mods that adds basic items like water and food. There are enemies that start basically with you (dynamic simulation) and have only a pistol. Those are looting the civilian areas for really really rare finds of weapons and ammunitions. Further out and close to named outposts some grouped heavily equipped ex military lurk around, looting bases and keep quality control over the field by eliminating poor folks. Those are way more skilled and deadly. TLDR; OK so let's just get to my current "problem" which is basically more of an design issue. When you are in your warehouse off the grid you have to use the addaction on a laptop. It adds the action go to zone and teleports the player to a marker on the map. Now what I would like to have going would be this: A nice and smooth fade in | Blur in with that text and all. But I can't get that to work actually. I tried like so many posts here from the forums. Most of the do this on mission start but you only start but using a Teleport to a trigger. That would be my first problem, maybe someone can help me out here? Oh yeah, sry for the long text and all.... LJ
  15. LordJarhead

    Trigger / Teleport Blur Fade In

    How it goes, mate :) LJ
  16. LordJarhead

    Trigger / Teleport Blur Fade In

    Well I guess that's OK. I might wanted to add different weapon mods as well later on when things are stable. So I guess it would worth the shot. Thanks for your help mate :) LJ
  17. LordJarhead

    Trigger / Teleport Blur Fade In

    Not quiet necessarily, like they are all kinda lone wolfs fighting everything else. So there is no "real side" in the mission. Its just a bunch of raiders so to say. Most should start with real crappy gear like a PM 9mm or a Rook40 or something, maybe an Protector, nothing more. Only some smaller groups have like a more quality gear and powerful weapons.
  18. LordJarhead

    Trigger / Teleport Blur Fade In

    Cool! Actually there are all sides running around and fighting each other, so all sides I'd say :) LJ
  19. LordJarhead

    Trigger / Teleport Blur Fade In

    Doe Ok with this I can't seem to get any items out of the crate. I thought the objects might have disabled simulation but that wasn't the case. Also, this seems to be all useful for weapons and magazines, but I'd expect to find random items like hats, matches, water bottles and such things (ArmA3ItemsMod) in a garbage bin and not an AK12, you know? :P As said, I'm barely even a noob when it comes to scripting :(( LJ
  20. LordJarhead

    Trigger / Teleport Blur Fade In

    Now that's still a topic in my mind. On how to get this to work. But honestly, I don't get a single thing. Would you be able to point out a few more things here or maybe even a small template? @Grumpy Old Manoh OK cool. I'll gonna check that as well. Thanks for all the help, gents! LJ
  21. LordJarhead

    Trigger / Teleport Blur Fade In

    Oh wow thanks both of you, guys! Grumpy, may it be that your loot is not randomly selected? Like you have the same loot in each crate? Thanks for all the help! This is really great! I'm about to bother you with the next idea, soon :) LJ
  22. LordJarhead

    Trigger / Teleport Blur Fade In

    So my next one: I have an ammo crate, I fill that crate with random items. The init of the crate is like this: init_Handle = this execVM "cacheFillerPoor.sqf"; The script SQF is like this: _this allowDamage false; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; clearItemCargoGlobal _this; clearBackpackCargoGlobal _this; _item1 = ["ItemWatch","ItemMap","Binocular","FirstAidKit","Medikit","rb_antibiotic","rb_Waterpure","rb_bandage","rb_bloodbag","rb_Meat","rb_MeatC","rb_TacticalBacon","rb_BakedBeans","rb_TacticalBaconempty","rb_BakedBeansempty","rb_bottle","rb_bottleclean","rb_bottledirty","rb_bottlesalt","rb_Spirit","rb_franta","rb_Spiritempty","rb_frantaempty","rb_oldcan","rb_redgull","rb_redgullempty","rb_hammer","rb_saw","rb_wrench","rb_Axe","rb_ducttape","rb_cereal","rb_RiceBox","rb_canteen","rb_canteen_dirty","rb_canteen_salt","rb_canteen_empty","rb_matches","rb_nails","rb_knife","rb_HandyCam","rb_MobilePhone","rb_SmartPhone","rb_file"] call BIS_fnc_selectRandom; _item2 = ["ItemWatch","ItemMap","Binocular","FirstAidKit","Medikit","rb_antibiotic","rb_Waterpure","rb_bandage","rb_bloodbag","rb_Meat","rb_MeatC","rb_TacticalBacon","rb_BakedBeans","rb_TacticalBaconempty","rb_BakedBeansempty","rb_bottle","rb_bottleclean","rb_bottledirty","rb_bottlesalt","rb_Spirit","rb_franta","rb_Spiritempty","rb_frantaempty","rb_oldcan","rb_redgull","rb_redgullempty","rb_hammer","rb_saw","rb_wrench","rb_Axe","rb_ducttape","rb_cereal","rb_RiceBox","rb_canteen","rb_canteen_dirty","rb_canteen_salt","rb_canteen_empty","rb_matches","rb_nails","rb_knife","rb_HandyCam","rb_MobilePhone","rb_SmartPhone","rb_file"] call BIS_fnc_selectRandom; _item3 = ["ItemWatch","ItemMap","Binocular","FirstAidKit","Medikit","rb_antibiotic","rb_Waterpure","rb_bandage","rb_bloodbag","rb_Meat","rb_MeatC","rb_TacticalBacon","rb_BakedBeans","rb_TacticalBaconempty","rb_BakedBeansempty","rb_bottle","rb_bottleclean","rb_bottledirty","rb_bottlesalt","rb_Spirit","rb_franta","rb_Spiritempty","rb_frantaempty","rb_oldcan","rb_redgull","rb_redgullempty","rb_hammer","rb_saw","rb_wrench","rb_Axe","rb_ducttape","rb_cereal","rb_RiceBox","rb_canteen","rb_canteen_dirty","rb_canteen_salt","rb_canteen_empty","rb_matches","rb_nails","rb_knife","rb_HandyCam","rb_MobilePhone","rb_SmartPhone","rb_file"] call BIS_fnc_selectRandom; _cloth1 = ["H_Bandanna_camo","H_Bandanna_cbr","H_Bandanna_gry","H_Bandanna_khk","H_Bandanna_khk_hs","H_Bandanna_mcamo","H_Bandanna_sand","H_Bandanna_sgg","H_Bandanna_surfer","H_Bandanna_surfer_blk","H_Bandanna_surfer_grn","H_BandMask_blk","H_BandMask_demon","H_BandMask_khk","H_BandMask_reaper","H_Beret_02","H_Beret_blk","H_Beret_blk_POLICE","H_Beret_brn_SF","H_Beret_Colonel","H_Beret_gen_F","H_Beret_grn","H_Beret_grn_SF","H_Beret_ocamo","H_Beret_red","H_Booniehat_dgtl","H_Booniehat_dirty","H_Booniehat_grn","H_Booniehat_indp","H_Booniehat_khk","H_Booniehat_khk_hs","H_Booniehat_mcamo","H_Booniehat_oli","H_Booniehat_tan","H_Booniehat_tna_F","H_Cap_Black_IDAP_F","H_Cap_blk","H_Cap_blk_CMMG","H_Cap_blk_ION","H_Cap_blk_Raven","H_Cap_blk_Syndikat_F","H_Cap_blu","H_Cap_brn_SPECOPS","H_Cap_grn","H_Cap_grn_BI","H_Cap_grn_Syndikat_F","H_Cap_headphones","H_Cap_khaki_specops_UK","H_Cap_marshal","H_Cap_oli","H_Cap_oli_hs","H_Cap_oli_Syndikat_F","H_Cap_Orange_IDAP_F","H_Cap_police","H_Cap_press","H_Cap_red","H_Cap_surfer","H_Cap_tan","H_Cap_tan_specops_US","H_Cap_tan_Syndikat_F","H_Cap_usblack","H_Cap_White_IDAP_F","H_Construction_basic_black_F","H_Construction_basic_orange_F","H_Construction_basic_red_F","H_Construction_basic_vrana_F","H_Construction_basic_white_F","H_Construction_basic_yellow_F","H_Construction_earprot_black_F","H_Construction_earprot_orange_F","H_Construction_earprot_red_F","H_Construction_earprot_vrana_F","H_Construction_earprot_white_F","H_Construction_earprot_yellow_F","H_Construction_headset_black_F","H_Construction_headset_orange_F","H_Construction_headset_red_F","H_Construction_headset_vrana_F","H_Construction_headset_white_F","H_Construction_headset_yellow_F","H_EarProtectors_black_F","H_EarProtectors_orange_F","H_EarProtectors_red_F","H_EarProtectors_white_F","H_EarProtectors_yellow_F","H_Hat_blue","H_Hat_brown","H_Hat_camo","H_Hat_checker","H_Hat_grey","H_Hat_Safari_olive_F","H_Hat_Safari_sand_F","H_Hat_tan","H_HeadBandage_bloody_F","H_HeadBandage_clean_F","H_HeadBandage_stained_F","H_HeadSet_black_F","H_HeadSet_orange_F","H_HeadSet_red_F","H_HeadSet_white_F","H_HeadSet_yellow_F","H_Helmet_Skate","H_MilCap_blue","H_MilCap_dgtl","H_MilCap_gen_F","H_MilCap_ghex_F","H_MilCap_gry","H_MilCap_mcamo","H_MilCap_ocamo","H_MilCap_oucamo","H_MilCap_rucamo","H_MilCap_tna_F","H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan","H_StrawHat","H_StrawHat_dark","H_Tank_black_F","H_TurbanO_blk","H_Watchcap_blk","H_Watchcap_camo","H_Watchcap_cbr","H_Watchcap_khk","H_Watchcap_sgg","H_WirelessEarpiece_F","U_AntigonaBody","U_AttisBody","U_C_Commoner1_1","U_C_Commoner1_2","U_C_Commoner1_3","U_C_Commoner2_1","U_C_Commoner2_2","U_C_Commoner2_3","U_C_Commoner_shorts","U_C_ConstructionCoverall_Black_F","U_C_ConstructionCoverall_Blue_F","U_C_ConstructionCoverall_Red_F","U_C_ConstructionCoverall_Vrana_F","U_C_Driver_1","U_C_Driver_1_black","U_C_Driver_1_blue","U_C_Driver_1_green","U_C_Driver_1_orange","U_C_Driver_1_red","U_C_Driver_1_white","U_C_Driver_1_yellow","U_C_Driver_2","U_C_Driver_3","U_C_Driver_4","U_C_Farmer","U_C_Fisherman","U_C_FishermanOveralls","U_C_HunterBody_brn","U_C_HunterBody_grn","U_C_IDAP_Man_cargo_F","U_C_IDAP_Man_casual_F","U_C_IDAP_Man_Jeans_F","U_C_IDAP_Man_shorts_F","U_C_IDAP_Man_Tee_F","U_C_IDAP_Man_TeeShorts_F","U_C_Journalist","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Man_casual_4_F","U_C_Man_casual_5_F","U_C_Man_casual_6_F","U_C_man_sport_1_F","U_C_man_sport_2_F","U_C_man_sport_3_F","U_C_Mechanic_01_F","U_C_Novak","U_C_Paramedic_01_F","U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_stripped","U_C_Poloshirt_tricolour","U_C_Poor_1","U_C_Poor_2","U_C_Poor_shorts_1","U_C_Poor_shorts_2","U_C_PriestBody","U_C_Protagonist_VR","U_C_Scavenger_1","U_C_Scavenger_2","U_C_Scientist","U_C_ShirtSurfer_shorts","U_C_Soldier_VR","U_C_TeeSurfer_shorts_1","U_C_TeeSurfer_shorts_2","U_C_WorkerCoveralls","U_C_WorkerOveralls","U_Competitor","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_G_resistanceLeader_F","U_I_G_Story_Protagonist_F","U_I_GhillieSuit","U_I_HeliPilotCoveralls","U_I_OfficerUniform","U_I_pilotCoveralls","U_I_Protagonist_VR","U_I_Soldier_VR","U_I_Wetsuit","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_Guerrilla_6_1","U_IG_leader","U_IG_Menelaos","U_KerryBody","U_Marshal","U_MillerBody","U_NikosAgedBody","U_NikosBody"] call BIS_fnc_selectRandom; _this addItemCargoGlobal [_item1,1]; _this addItemCargoGlobal [_item2,2]; _this addItemCargoGlobal [_item3,1]; _this addItemCargoGlobal [_cloth1,1]; Now I dont want to crate multiple crates because I want to add an inventory to different items such as garbage bins and tents and such. The item that should get the inventory gets the loot from the ammo crate like this: this addaction ["Search", {myammocrate_1 setpos position (_this select 1); (_this select 1) action ["Gear", myammocrate_1]},[], 6, true, true, "", "(_this distance _target)<3"]; Now that works well but I want to add several bins and tents and such and I would like them all to have the same crate in their. Problem is, the crate generates the items onces and then all would have the same items. Is there an easy way to let the sleep and repeat the script like every 30 seconds? LJ
  23. LordJarhead

    Trigger / Teleport Blur Fade In

    YOU ARE THE MAN! That was amazing! I searched for quiet some time now and didn't found a clue! So thank you VERY much! I was thinking, for my next step I would like to create some sort of load out templates for the AI, so that when they spawn they always have a different set of loot in their pockets, a different weapon or different set of vest, backpack or uniform to just randomize that whole thing more. Is there like a quick and easy way to do that? Maybe by script.sqf? I would like to have different set of items, like really low spec items (Cheap pistols, maybe an SMG, nothing more. Bandoliers and small backpacks, minigrenades), a medium spec like more advanced gear and maybe even a high spec class, with powerful weapons, silencers, nightvision, full specops stuff... I did that with loot caches, so crates that get filled randomly with iteams and I have a bunch of "arrays" I think they are called that the BIS_SelectRandom can select a few from. So for example I have an "old weapons" crate that can be filled with up to three weapons and it randomly chooses from AKM, AKSU, Protector, PM 9mm, RPG and so on. So sometimes I can find only three pistols, or even three launchers if I'm lucky... LJ
  24. LordJarhead

    Trigger / Teleport Blur Fade In

    Thank you for the quick answer, really cool! The thing is, this probably needs to be in the init files or something? But how do I call the script on a trigger or on action? Like this is my LapTop Addaction: This addAction["Go To Zone",{player setPos getMarkerPos "marker_entry"}]; LJ
  25. LordJarhead

    JSRS SOUNDMOD BETA v7

    JSRS Soundmod - 6.18.05BETA_6 Changes: Tweaks - Tweaked Explosion sounds on variuos distances, increased punch and volume - Tweaked Added distortion to short explosions and made them way louder - Tweaked Overall punchier reflections for explosions - Tweaked Overall rain appearance, heavy rain is needs highest rain value Additions - Added New debris sounds for 'houses' areas - Added Revised vehicle debris sounds - Added New thunder sounds LJ
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