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laxemann

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About laxemann

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    Master Gunnery Sergeant

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    http://www.Gruppe-W.de
  • Biography
    Done things
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    www.YouTube.com/LBA2C
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    LAxemann
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    LAxemann
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    LAxemann

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  • Gender
    Male
  • Location
    Germany
  • Interests
    Sound and music stuff, sports, modding like the fucking nerd I sometimes am

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  1. 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].
  2. 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. 🙂
  3. 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
  4. 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.
  5. 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
  6. Where is the massive hype everybody?! Awesome news dude, glad to hear from you (two)!
  7. Dude...wow, doesn't even look like ArmA anymore, awesome!
  8. laxemann

    JSRS SOUNDMOD 6.19.0130

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

    Summa

    Dude, the map is beautiful and extremely fun to play on. Thanks!
  11. Another quick update. V 2.04 - Suppress now also works when switching units in Zeus. Can be disabled, but will take another unit swap to take effect.
  12. Hey dude, thank you! :) The effects should work for any kind of explosive, given that it was _fired_ from weapon. Spawned explosions won't do the trick, but a shell impacting nearby should suppress you well! :D Cheers LAxe
  13. Hey everybody, I just updated the mod on the Workshop. As requested since ages, you are now able to tweak almost any aspect of suppress via the CBA options menu. Also, the intensity of the "flyby" effect now scales with a combination of calibre and distance to player. Enjoy! :D
  14. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude, I did a mod for this a while back which will be re-done _sometime_. Feel free to look into the code!
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