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About laxemann

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    Master Gunnery Sergeant

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    Sound and music stuff, sports, modding like the fucking nerd I sometimes am

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  1. laxemann

    Audio Tweaking (dev branch)

    It might be worth a shot but this is likely to do nothing, because the voices/sound sources are clustered in groups (AFAIK vehicles, weapons, ambience...). Meaning, increasing the maximum amount won't change anything unless they are assigned to the groups.
  2. laxemann

    Audio Tweaking (dev branch)

    Yup. I've created a ticket for this a while ago but since there's no (audio) programmer working on A3 anymore, hopes of having this fixed shouldn't be put too high... https://feedback.bistudio.com/T136179 The thing is that it's even worse when making your own sounds that last a bit longer (tails but also the shots themselves). Maybe @Dwarden can enlighten us once more...? 🙂
  3. laxemann

    JSRS SOUNDMOD - Paused

    Welcome back, dude! And regarding the ctd: That's interesting - We're having the same issues with Iron Front, but for us it's only tanks. Afaik you're using ogg files and I use wss, so it can't really be encoding-related, must be some veeery specific config thingy the engine can't handle. Forwarded multiple reports to BI but no luck in finding anything so far. Let's keep eachother informed!
  4. @madrussian dude, this is just nuts. Amazing work (so far already!). Sorry if it was mentioned somewhere before but I can't read the whole thread right now - how will AI be able to navigate through this? Like, will people need a function to make them enter the house or did you find a way to navigate your nodes on their own?
  5. Your syntax isn't quite correct, it should be The 0 in "target" means it's executed for everyone while the "false" for JIP means it won't accumulate and trigger a few times once players join. 😉 And [params] are simply the parameters that are handed over to the script that is executed. Could be [unit,number,bla].
  6. https://community.bistudio.com/wiki/remoteExec [params] remoteExec ["nameOfYourScript", targets, JIP]; Note that "nameOfYourScript" actually needs to be set in quotation marks " ". You'll also have to whitelist the function you're trying to call via https://community.bistudio.com/wiki/Arma_3_CfgRemoteExec ...but that's a quick setupt. 🙂
  7. HitPart is tricky, because it ONLY triggers on the SHOOTER's computer. Meaning you'll have to execute your scripts (or, to be more performant, the consequences of your calculations etc.) remotely, for example via remoteExec: https://community.bistudio.com/wiki/remoteExec
  8. laxemann

    Alternative to Ace3?

    It's the other way 'round, ACE just adds content, it's on the mission designers to make use of it.
  9. laxemann

    Randomize tank reload sfx

    Hey mate, what you're after could be achieved with semi-advanced scripting and CustomSoundControllers - I've been thinking about this as well recently. Take a look at this thread, it's described in the first post: ...combine CustomSoundControllers with the "playTrigger" attribute of SoundSets and a script that changes the CustomSoundController's value accordingly and you got what you want. It is NOT possible via the default reloadMagazineSound (or smth like that) in the configs. If you don't want to dig into the whole soundShader/soundSet topic, another idea would be to simply use the playSound command in the script. Cheers LAxe
  10. Where is the massive hype everybody?! Awesome news dude, glad to hear from you (two)!
  11. Dude...wow, doesn't even look like ArmA anymore, awesome!
  12. laxemann

    JSRS SOUNDMOD - Paused

    Had a quick listen - damn brother, that's a huge improvement you did there, I really like what I heard so far
  13. ...let's pray to our technical community embassador god and grey eminence of BI, @Dwarden
  14. laxemann


    Dude, the map is beautiful and extremely fun to play on. Thanks!