

Hiramas
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10 GoodAbout Hiramas
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Everytime I enter the building everything blows up instantly. Restarted the mission, no change...
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Radio chatter - Not a mod exactly but a start
Hiramas replied to ApacheStark's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
im not sure which mod but i think the RH Helisounds brings some radiochatter in Helicopters. Maybe you can get an insperation there. BTW: It souns really good. One Problem i can think about is, if enemys would actually be able to hear the chatter from your radio like your footsteps or if it would be just an ambient sound. If its the first, we would definitly need a "radio silence" command (which, actually, would be a nice thing) -
Non-blinding sun mod
Hiramas replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Mhhh.... how is the game adjusting to the light? The existing blinding effect has a reason, because with the sun in my back im harder to see. Even more so at night. When my enemy looks into light, i have a good chance to pass by unseen. The question is if you still can't see an enemy which is hiding in the dark. -
RH heli sounds 1.01
Hiramas replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
you don't habe to disable VOP, but maybe you have an older Version of it? The newest is definitly compatible with RH. -
good point. Since the stoneage GTA managed to get a very nice damage model (maybe not that realistic, but it gets you into the game) but still my helicopter rotors look like they were used for target practice when i hit the ground a litte hard with my helicopter. Why does the engine fall out wheny my vats are tickeld by gras? HELL and the rest of my chopper looks like someone spend an saturday afternoon polishing it.... Yeah the game physics.... damn a brick wall doesn't fall over like a piece of wood. Even the wallpieces with a big hole do that. And my Tank gets an olympic medal in gymnastics when it hits a crappy, 4 bricks high wall.... edit: these are physics... even here you see repeating behaviour, but its masked very good
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hum... after you asked i did a few test with different mods... Now it works... Without any changes in the mods after all... strange things....
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Since 2.1 VopSound is modular. And of course we could just leave the Explosion part out. But we are nice guys and we want to give our opinion so the mod gets even better than it is by now :) edit: Noticed that the rocket sounds are quite quiet, too. When you shoot a hydra or a maverick it is hardly recognizeable. On the other Hand i love the GBU-12 sounds (first the "beep" in the plane and then the "wheeeeeeee" when they are falling) Don't know how loud a rocket should be when you fire it, but an explosion should shake your headphones.
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Is it possible that the explosion sounds are very very flat in the new version? First they are very silent, even when something explodes right beside me and then the just seem... without character.... Is it just me? Am I doing something wrong? I played a litte with my sound options, but neither arma-changes nor changes in my soundsystem change anything. edit: same with other sounds in this category. Impacts, breaking-down houses and so on
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correct, but its worth the effort
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we are waiting eagerly for the fix :) But exept for this A-10 thing (you clearly can hear the repeating sound file when fireing longer) it is again impressive work. And you made a lot of people happy with the compatibility with the other sound mods.
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HiFi - Single Sound Modules (Weapons BETA released!!)
Hiramas replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I love the sound but i have a slight problem: After all, your change in the firecylce limits the use of your fantastic mod quite drasticly. In MP, the use of your mod is limited. Everyone on a server is obligated to have the mod if he wants to play there. And your quote stated that continous shooting IS possible. Shouldn't it be the pilots choice? A pilot should have the full control over his vehicle. As said: fantastic sounds, but if there is a way to have your sound without affecting the gameplay, it would make a lot of people very happy. -
The A-10 sound is quite nice, but is it a bug that it breaks up every part of a second if you fire? Or is it meant to simulate bursts? Personally i liked the 2.0 GAu-8 a bit better.
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Devastation: mission pack. Team vs Team.
Hiramas replied to dr_eyeball's topic in ARMA 2 & OA - USER MISSIONS
what you do there looks truly awesome. But I have a general Question: It is too early in the morning for me to read 8 pages of posts but is it possible to employ your engine in the normal, every day Coop mission? -
I honestly don't know if they where there before, but clear objectives are missing. There are just this casual markers. No mission-markers no objective description edit: in the matter of the moving respawn point: there is no respawn in your current version ;) (your desicion, but in such a long mission it might be useful to have respawn)
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ok, First looks like nice work, but right at the start there are a few bugs. When I start the map, the first thing is: Everyone is getting killed and respawns. multiple times.... The KI is nuts (as usual). Either remove the KI, or just complete the used Squads if that's possible (just when there is a player in the squad) edit: even my squad-KI is insane Oo My number 4 is dead and the me-KI constantly calls for him. Suggestion: A better Place for the Start of the mission. A concrete-platform in the middle of nowhere? I Suggest an Island or so (don't know what the editor offers you there) As nice at it is to have an "officer", the uniform is not really practical for battle. Maybe replace it with Squadleader or so, make them a Sgt and give them a proper outfit ;) last addition for now: Some SpecOps Equipment which fits the mission better than a M16 So. Im going to continue testing now. But looks like there's a great basis :)