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The Hebrew Hammer

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Everything posted by The Hebrew Hammer

  1. The Hebrew Hammer

    Ambient battle sounds Module

    it sounded like in previous videos that you could hear fixed wing aircraft, also those close up machine gun bursts are still there. I just find that a bit distracting. It isn't really distant with that machine gun, it's more like "100 yards away on the other side of the hill I'm on"
  2. The Hebrew Hammer

    Ambient battle sounds Module

    Looks like a cool mod! I do have one thing that would prevent me from using this though. Could you release optional .pbos that make it so that: there are none of those closer sounding machine gun bursts, and remove the audio of aircraft? I think that's a bit too distracting if you're actually trying to listen for enemy gunfire or aircraft.
  3. The Hebrew Hammer

    JSRS3: DragonFyre

    Hi Jarhead, Loving the newest iteration of JSRS. Some things I've noticed and I'm sure others have mentioned, but I'll go through them anyways: Only tested with hand grenades and 40mm grenades, when relatively close, I hear the distance sound play BEFORE I hear the actual sound effect. GBU's play audio only up close, medium range not much is heard at all. RPG-32 explosions only 300m away play a VERY faint distance sound effect. Also, is L_ES integrated into Dragonfyre? Or should we be running that mod concurrently with Dragonfyre?
  4. The Hebrew Hammer

    JSRS3: DragonFyre

    My body is ready LJ.
  5. This has been really bugging me, I've gotten rid of the medical pbos and my screen is still glowing red. I've tried removing stuff like hearing too, still no luck. Are there any fixes to this? It's incredibly annoying.
  6. How has EBS been affected by the 1.42 update? Does it still work or does it create conflicts? I've basically stopped playing since the update because I hate trying to troubleshoot all the mods that get broken.
  7. The Hebrew Hammer

    JSRS3: DragonFyre

    There's nothing that ever I see as "wrong" with JSRS. I cannot say the same about some other mods that believe that gunfire should sound quiet and timid. I'm not a hater, I just really liked JSRS 1.5 because it featured the whistles and whizzes that haven't been in the mod since Arma 3 came about... I'm not necessarily asking for change, just to see some old features of the mod return. I've always liked the gritty and loud audio, it's closer to reality than these over the top polished recordings. The ear does not filter out audio when it is too loud.
  8. The Hebrew Hammer

    JSRS3: DragonFyre

    Haters gonna hate jarhead. My only advice is that sonic cracks should be more: hiss, whistle, and pop. The snaps are good too but they often sound way too loud, almost like they were derived from an urban setting. Gunshots should be loud. Ask anyone who has ever done this shit for real. That part you have down. Don't venture too far from what has worked so well.
  9. The Hebrew Hammer

    JSRS3: DragonFyre

    Damn, could I get in on that R5 beta since I'm still running the 1.38 legacy build?
  10. The Hebrew Hammer

    JSRS3: DragonFyre

    Jarhead, I'd love a go at it, but it's your call.
  11. Is there any way to have the AI drop the ramp?
  12. The Hebrew Hammer

    JSRS3: DragonFyre

    Gotcha, I believe it was 1.5 in Arma 2 that had the whistle sound effect present, that was by far my favorite iteration of JSRS. Well actually Dragonfyre might be... Here are some examples though RP4OCvd07dk http://www.liveleak.com/view?i=8a6_1419327959
  13. The Hebrew Hammer

    JSRS3: DragonFyre

    I am not testing the new RC5, however looking at the changelog I would like for LJ to consider the following: can the alternate bullet snaps such as whistles and zips be utilized without the bullets passing through vegetation?
  14. The Hebrew Hammer

    Authentic Gameplay Modification

    lol, thanks for clearing it up, I'm not a mod builder, I just like to fuck around with them sometimes haha. AGM AI seems to be the answer to my problems, ASR is nice but it takes too much control out of the players hands.
  15. The Hebrew Hammer

    JSRS3: DragonFyre

    u da real mvp
  16. The Hebrew Hammer

    Authentic Gameplay Modification

    I rebinarized it before packing it into a .pbo. When I unpacked it there were two files present: _config.txt and config.bin. I converted .bin to .cpp to edit, rebinarized it, and used the addon maker from the tools to repack it. I also edited _config.txt to the same values as the .bin. However for whatever reason there's a box that says "binarize" that if I uncheck, results in "error code=1" when I try to pack. So when I do pack it with that checked, I only see the config.bin in the .pbo. That's why I was wondering if the core module was reading from the config.bin, or the _config.txt file.
  17. The Hebrew Hammer

    Authentic Gameplay Modification

    Is there something else about AGM_AI that enhances the spotting ability of AI? I ask because I lowered the spotting value to ~.65 from .9 in the config.bin and repacked the .pbo, similar results in AI shooting through trees and brush. Does _config.txt need to be present in the .pbo, when I packed it using Arma 3 Tools it removed that and only kept config.bin (which I modified as well to the same values mentioned previously).
  18. The Hebrew Hammer

    ASR AI 3

    Is there any way for player controlled AI to not be affected as much by the mod? It has been nearly impossible to keep them near the player. I am constantly issuing regroup orders and half the time it doesn't work. I have disabled every feature in the hser config that could assign waypoints. But it seems like the AI will go off on it's own.
  19. The Hebrew Hammer

    C2 -Command And Control

    Will this work in conjunction with AI mods? For example ASR, but the end user can disable some of the features that give units assignments or waypoints? You mentioned needing higher AI skill during the compound raid, would this work with TPW_LOS? That mod makes CQB much easier for AI.
  20. The Hebrew Hammer

    ASR AI 3

    I'm having issues with: AI in player squads not being responsive to commands, AI using smoke even though not disabled in userconfig, and AI not communicating with other units of the same faction within radio range, with clear line of sight while it's enabled in the userconfig.
  21. The Hebrew Hammer

    JSRS3: DragonFyre

    Jarhead, the only other thing that's bugged me is that sometimes the audio doesn't fade, it just abruptly cuts out unnaturally. I'm not sure if that's something to do with the reverb script or not, because it doesn't happen ALL the time. But it does happen. You da real MVP
  22. The Hebrew Hammer

    JSRS3: DragonFyre

    Jarhead, check this out point being that I miss the sounds from 1.5 in Arma 2! Passing bullets do not always crack, mostly they hiss, pop, whistle, and snap. 1.5 was the closest to reality imo!
  23. The Hebrew Hammer

    JSRS3: DragonFyre

    Alright, there's no release thread without some bugs to report. I'm getting distance audio for explosions at pretty close range i.e within 300-400meters. I can tell because there's lots of echo and very little bass. I understand giving explosions a distance script was tough, but I think it does need some more tweaking.
  24. The Hebrew Hammer

    JSRS3: DragonFyre

    Jarhead...
  25. Here's something you may wanna check out when you get to bullet cracks/incoming fire http://www.liveleak.com/view?i=8a6_1419327959
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