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Tom1

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Everything posted by Tom1

  1. got it to work mate, cheers for the tips.
  2. thanks for info mate, il give it a shot myself first :) ---------- Post added at 19:34 ---------- Previous post was at 19:11 ---------- school is a bitch, my mate and i are working on gathering real life wounding info and penetration of body armour for ACE wounnds people to put into the game and even that is hard with school so totally understand if your progress is a bit slow. take your time man.
  3. Hey how do you change a weapon's sound? If i open RH's AK pack in arma pbo or whatever, how would i go about replacing a weapon (AN-94) with your ak74 sound? Would i just change something in the config? Im not asking you to do for me but if anyone has any knowledge on how to do this please reply
  4. http://www.youtube.com/watch?v=-eD_Lo61rAw the sonic cracks in that video are very loud compared to the ones in rws. Sonic cracks do not have to be extremely close to be very loud, the actual sound effects you have now are perfect please do not change, only make them louder at further ranges. some trial and error may be required but im sure a few tweaks followed by user feedback will help you get it spot on. Thank you so much for this sound mod as well, this + ace + warfx blastcore = AWESOME!!! love the immersion ---------- Post added at 18:01 ---------- Previous post was at 17:55 ---------- the volume of the current sonic cracks when you go into third person and alt + mouse to the front of your character and then shoot is very loud and this is how it should be (IMO) at slightly greater range. Also a slight whirrling sound can be heard at the end of the recording, but i dont mind, the rest of the sounds too awesome :D
  5. post updates on armaholic dude more views ---------- Post added at 19:59 ---------- Previous post was at 19:45 ---------- someone needs to import a drool emoticon cuz i drooled on my keyboard :D sexy 2A14 and sonic cracks ---------- Post added at 21:48 ---------- Previous post was at 19:59 ---------- one small tweak to sonic cracks is that thye should be earsplitting when they are reallly close. Actual sound and quality wise though, best i have heard, sorry jarhead xD
  6. far out, this is the bets sound mod out there, you cant afford to argue with each other. Slade, please release the sonic cracks that you put on youtube please if you are leaving.
  7. May I suggest including both armour piercing and ball [standard] rounds. Penetration against walls and vehicles would not need to be added, but its effectiveness [for now damage] against people with body armour will be better. Also, as you know, I am working on a ammunition and body armour simulation project, could you please tell me what ammunition will be included in this mod/ ammunition planned for this mod. For example if VME will include both ball and armour piercing machine gun ammo, we will be able to work on both :)
  8. On the armaholic page there is the core pack, updates one to three but no fourth update.. Have you forgotten to put a link in armaholic (and on these forums altogether lol) and the PK sounds you linked are no longer avaliable.. faulty link ? Anyways loving it so far, best of luck getting everything working :) ---------- Post added at 20:48 ---------- Previous post was at 20:41 ---------- scratch that, my appologies, my internet just got capped and was sooo slow it said the file was missing, but i just hacked into my parents internet :D all good, testing now:p ---------- Post added at 21:04 ---------- Previous post was at 20:48 ---------- Only advice I have is to put the alternative PKM into the main pack and then put the main one into the alternative pack because this is a very good pkm sound that will unfortunatly be overlooked by some. Otherwise great sounds, and great pdate too, thank you so much for adding echo sounds to some more weapons :) @sladeussoccom, did you lose the sonic cracks with the rest of those files you lost? They sounded really good and I was wondering if they havent been lost are you having rpt errors with the sonic cracks?
  9. PKM is good, ak74 and even 47 sound a bit weak, same with SVD. The difference in between the two is the echo the blufor weapons have..... The SVD for example has none, whereas the m40 echos for ages, which is realistic. ---------- Post added at 17:57 ---------- Previous post was at 17:52 ---------- i noticed there are no vehicle sounds, i take it this is the trial version of the opfor sounds? If so you are off to a great sound, just add echos to weapons please. ---------- Post added at 19:37 ---------- Previous post was at 17:57 ---------- rpk 74 sound shave a sick echo, add that, (maybe even the rpk sound ) to the ak74 and this mod is nearly complete:)
  10. Well i understand with engine limitations this will be quite impossible to completely replicate how fireteams work, but zeus AI was very good at modifying the skill of units depending on their skill slider in the editor. Higher leveled enemies would group up and attack from flanks while others supressed the enemy, lower level enemies would attack without hesitation front on without supressive fire. some of the zeus changes could be implemented inot arma2 for a better effect. Main ideas are supressive fire and flanking. Everything else, meh... it can wait:D
  11. oh ok, i never noticed them before, but when i purposly got someone to shoot a rocket over my head it sounded pretty neat. How is this mod coming along anyway?
  12. gamefront link not there, please reupload on arma2
  13. just a quick question, will this soundmod include the whistle of rockets going over your head?
  14. Maybe some boyd armour could be added to some units like in the project 85 mod. China is currenlty looking into a new body armour system, based on the protector line of armour but with many of the interceptors traits as well. The hard armour plate will likely be made of aluminum oxide ceramic or ballistics steel though rather than boron carbide. http://www.defencetalk.com/pictures/chinese-military/p44220-chinese-body-armor-2010.html
  15. The two main AI features that should be included in next beta patch are this: 1. Enemy will tend to group before attacking. This is more common with higher skilled units. 2. AI will split up (when in squads) (squad or section: 8man squad = 2 fireteams, 12man squad = 3fireteams, 9man section= assault group 4 men, gun group 3 men and scout group 2 men.) and one group (group with most fire power if possible) will try to maintain base of fire by supressing the enemy while the other groups (still in same squad though) attack. Higher skilled AI will seek to flank the enemy whereas lower skilled AI will tend to attack front on.
  16. sounds cool. i know it is not important at the moment, but are custom sounds planned at all? probably a bit early to ask though, i understand if you do not know yet.
  17. Tom1

    WarFX : Blastcore

    @ rockapes are you taking the piss or are you with me lol:p
  18. Hey BI, if I may make a suggestion. Zeus AI is great, but can bug the game to hell and is annoying on dedicated servers, especially when new players have to join and de-pbo to change all the settings to match the servers. Although zeus has many features, the two main features that should be included in next beta patch are this: 1. Enemy will tend to group before attacking. This is more common with higher skilled units. 2. AI will split up (when in squads) (squad or section: 8man squad = 2 fireteams, 12man squad = 3fireteams, 9man section= assault group 4 men, gun group 3 men and scout group 2 men.) and will try to maintain base of fire by supressing the enemy while the other groups attack. Higher skilled AI will seek to flank the enemy whereas lower skilled AI will tend to attack front on. The amount of changes, especially the recent ones, in the beta patches have been amazing, and with this change the game will become complete. With zeus AI playing with a team of ai against ai or groups of players and ai is just as interesting as PvP missions. This is realistic and will make arma2 a better game. Thanks in advanced. BushTucka (aka Tom1)
  19. I know it would be a big job, but later could you please model the tanks and apcs using the ace armour stuff. Vehicle Damage system is what it is called. http://ace.dev-heaven.net/wagn/Vehicle_Damage_System Also this may take a while, but i am currenlty working on a realistic body armour project, to work with ace. I normally play with acex_pla so i am also doing research on chinese armour and ammunition. ACE team will be changing certain configs in the soldiers to get this to work, please keep in touch with ace if you chose to make your mod compatable if possible so when the mod is complete, your mod can be compatable with my enhanced simulation module. looking forward to it mate, keep up great work. http://dev-heaven.net/issues/17345 for realistic body armour idea.
  20. how are the opfor sounds coming along? looking forward to it, good luck:)
  21. Tom1

    WarFX : Blastcore

    Can you pleeeeeeeeese fix smoke grenades. The first half of the smoke doesnt travel with the wind. Please please please make the smoke grenade animation move with the wind. It adds both to realism and to impersion, and it also makes them useable, for example and ACE user could guess the wind diretion with shift k, whereas all users could guess win direction by looking at other smoke and particles moving with the wind. The actual smoke moves with the wind, but only the smoke created at the end of the big 'initiation trail' which always moves in one direction, regardless of the wind. If I am being unclear someone please reply and ask what you dont understand.
  22. Tom1

    WarFX : Blastcore

    what do i need to take out to get rid of the smoke grenade effects? which pbo is it located in?
  23. you think you're in love? I have been checking this forums twice a day since release for EVERY UPDATE :p
  24. Any word on how this is coming along?
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