Jump to content

peteweir

Member
  • Content Count

    8
  • Joined

  • Last visited

  • Medals

Community Reputation

11 Good

About peteweir

  • Rank
    Private

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. peteweir

    ~ ArmA 3 Sound Modding 101 ~

    Awesome! Yeah I figured that might be an issue, I'm planning on using this technique on an ac130 so the external cameras fairly far away, hopefully should be alright, would be cool if you could get it setup in a tank so when you're turned out you hear the external sounds. BTW big fan of your sound mod, awesome work! Got it working nicely last night, thanks for the info
  2. peteweir

    ~ ArmA 3 Sound Modding 101 ~

    God damn it! I thought this was the revelation I had been waiting for haha. Do you think it'd be possible to hack a dirty solution for this effect by using an internal audio clip for a 'close' distance class of a vehicle weapons sound set, and just set the radius of that close-class to like 5m so it only applies while in first person - whilst using the second and more distant classes while in 3rd person?
  3. peteweir

    ~ ArmA 3 Sound Modding 101 ~

    Why is this thread so dead? This is great news! Would these new scripting variables allow us to have a separate vehicle-weapon fire sound while in vehicle first person and in 3rd person/outside of vehicle? This is something I and am sure many others would love to have control over. Quick and easy example, A10 warthog gau8 minigun : deafening from cockpit view when volume is set to an accurate exterior level.
  4. What script command did you use to decrease aiming sensitivity? I'm trying to do this for dual render scopes which still use ARMAs base fov=sensitivity so it's way to high when in the internal-3d scope view. I can't find any commands for player aim sensitivity?
  5. Hi, im relatively new to editing, and have recently been tweaking a few of the weapon config addons in the ac130 mod. I been using note pad, and have adjusted a few values, e.g. bullet spread, burst length, BUT whenever I try to run arma2 with these slightly moddified files, it always comes up with the same error message saying something like.... Data file too short 'addons\L60_bofors_cannon.pbo'. Expected - 1874627749 B, got 6163440 B It's really starting to irritate me now because I only want to change tiny features!! Any help would be much apreciated cheers ---------- Post added at 05:36 PM ---------- Previous post was at 05:06 PM ---------- class CfgPatches { class Bofors_cannon { units[] = {"Bofors_cannon"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons"}; }; }; class CfgVehicles { class LandVehicle; // External class reference class StaticWeapon : LandVehicle { class Turrets; // External class reference }; class StaticCanon : StaticWeapon { class Turrets : Turrets { class MainTurret; // External class reference }; }; class Bofors_cannon: StaticCanon { cargoAction[] = {"Hilux_cargo01"}; displayname = Bofors_cannon; model = "\ca\weapons\ZU23\zu23"; class Library { libTextDesc = $STR_LIB_ZU23; }; picture = "\ca\Weapons\data\ico\zu23_CA.paa"; faction = "USMC"; vehicleClass = "Static"; crew = "USMC_Soldier_Pilot"; icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa"; transportSoldier = 1; class Turrets : Turrets { class MainTurret : MainTurret { minElev = -40; maxElev = 85; weapons[] = {Bofors_cannon_gun}; [] = {"5000Rnd_40x311mmR_Bofors_HEI_2"}; gunnerAction = "Hilux_cargo01"; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerOpticsEffect[] = {"OpticsCHAbera1", "OpticsBlur2"}; gunnerForceOptics = 0; class ViewGunner { initAngleX = 5; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; class ViewOptics { initAngleX = 8; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.093; minFov = 0.093; maxFov = 0.093; }; }; }; class AnimationSources { class fire_anim { source = "revolving"; weapon = 2A14; }; }; }; class Bofors_cannon_Gunship : Bofors_cannon { faction = "USMC"; vehicleClass = "Static"; crew = "USMC_Soldier_Pilot"; scope = 2; side = 1; typicalCargo[] = {"USMC_Soldier_Pilot"}; }; }; class CfgAmmo { class Default; // External class reference class TimeBombCore; // External class reference class MineCore; // External class reference class BulletCore; // External class reference class BombCore; // External class reference class 40x311mmR : BulletCore { soundHit[] = {"Ca\sounds\Weapons\explosions\GP25_explosion", 3.16228, 1, 1300}; hit = 100; indirectHit = 40; CraterEffects = "ATRocketCrater"; explosionEffects = "ATRocketExplosion"; indirectHitRange = 5; visibleFire = 32; audibleFire = 32; visibleFireTime = 4; explosive = 0.6; cost = 40; airLock = 0; model = "\ca\Weapons\Data\bullettracer\tracer_red"; tracerScale = 5.0; tracerStartTime = 0.1; tracerEndTime = 2; airFriction = -0.00086; muzzleEffect = "BIS_Effects_HeavyCaliber"; caliber = 3; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default { scope = 1; value = 1; displayName = ""; model = "\ca\weapons\mag_univ.p3d"; picture = ""; modelSpecial = ""; useAction = 0; useActionTitle = ""; reloadAction = "ManActReloadMagazine"; ammo = ""; count = 30; type = 256; initSpeed = 900; selectionFireAnim = "zasleh"; nameSound = "magazine"; maxLeadSpeed = 23; }; class VehicleMagazine : CA_Magazine { type = 0; reloadAction = ""; maxLeadSpeed = 100; }; class 5000Rnd_40x311mmR_Bofors_HEI_2 : VehicleMagazine { scope = 2; displayName = 1000Rnd_40x311mmR_Bofors_HEI_2; ammo = "40x311mmR"; count = 5000; initSpeed = 980; maxLeadSpeed = 300; tracersEvery = 1; nameSound = "cannon"; }; }; class cfgWeapons { class Default; // External class reference class PistolCore; // External class reference class RifleCore; // External class reference class MGunCore; // External class reference class LauncherCore; // External class reference class GrenadeCore; // External class reference class CannonCore; // External class reference class Bofors_cannon_gun : CannonCore { scope = 1; displayName = Bofors_cannon_gun; nameSound = "cannon"; cursor = "Air_E_MG"; cursorAim = "\ca\Weapons\Data\clear_empty"; cursorSize = 1; canLock = 0; magazines[] = {"5000Rnd_40x311mmR_Bofors_HEI_2"}; autoFire = 1; reloadTime = 0.3; dispersion = 0.002; soundContinuous = 0; burst = 1; begin1[] = {"\Ca\sounds\Weapons\cannon\242_single", 10.0, 1, 1200}; soundBegin[] = {"begin1", 1}; soundBurst = 0; ffCount = 1; minRange = 50; minRangeProbab = 0.5; midRange = 12000; midRangeProbab = 0.5; maxRange = 19000; maxRangeProbab = 0.5; }; };
  6. peteweir

    Aircraft holding pattern script

    AW i would SSOOO love this download but the link is dead :( ---------- Post added at 07:08 PM ---------- Previous post was at 06:55 PM ---------- sorry i just realized this is for OPF not arma :( any way you could get hold of the script so i can use it in arma ?
  7. peteweir

    Ac130 circling

    AW if this works i will be soo greatful :P i've been waiting for a long time :D
  8. Hey guys, new here :P Just wondering, has any body else, besides me, had a problem with the sharp turns the ac130 AI makes? it jolts the gun view up and makes me lose sight of the target. I love the whole ac130 gunship mod but i would love it if someone could make a script/command that made the ac130 turn at a given radius, smoothly around one point (the enemy). I've been trying to find some script for ages now for the ac130 but also for the UAV. Any help would be much apreciated
×