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laxemann

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About laxemann

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    Master Gunnery Sergeant

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  • Website URL
    http://www.Gruppe-W.de
  • Biography
    Done things
  • Youtube
    www.YouTube.com/LBA2C
  • Steam url id
    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. laxemann

    RR Immersive Maps by LAxemann

    I won't completely wipe a non-ace version off the table, but definitely not soon-soon. It's not about technical possibility, but just the effort in changing it. This was a quick side project I did for my community, I unfortunately got a lot of other stuff on the plate right now. Also: @Gunter Severloh the mod you linked does nothing this one does, and this one does nothing the mod you linked does. ๐Ÿ˜›
  2. RosenRudel Immersive Maps (aka RR_mapStuff) By LAxemann What does it do? Someone in my community (RosenRudel, or short: RR) jokingly said "we have ACRE animations, now all we need are map animations, haha". And the mod was born. Immersive maps (Also called: RR_mapStuff) generally revolves around the ACE interaction menu(s) and does the following: When opening their maps, player characters will actually hold up a map in front of them. Players are able to put down their map on the ground via ACE-Selfinteract->Equipment. Maps held by players or on the ground can be accessed by other players even if they themselves don't own a map. When looking at someone else's map, you'll be able to see their markers You can look at or pull maps from dead bodies Maps will try to adapt to the terrain which is being played on The mod features custom animations, they were all done within ~1min and look accordingly. ๐Ÿ˜„ The mod is mp-compatible, why else should you use stuff like this? The mod generally works client-side but can be run on the server as well. Known issues Map markers will only update when re-opening the map (via M keypress) or when laying it down on the ground again. This means no real-time updating of shared maps YET. BI is working on stuff that will allow it The animations are fugly. There has been no extensive multiplayer testing yet and I reckon there can be a lot of issues, especially when switching maps via scripts etc. Copying hand-drawn line-markers won't work Download https://steamcommunity.com/sharedfiles/filedetails/?id=2222778153 Credits JR, Adama, Pfleger, Paddyy and Alius for testing! ๐Ÿ™‚ Spacture for the idea!
  3. So your key issue is that you want to add actions to every spawned vehicle? In this case, a loop would be a very inefficient solution. You can use init Eventhandlers in the vehicle's config: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Init
  4. I'll leave that to other, vehicle-oriented mods out there. Though you'll already get suppressed when sticking your head out a hatch and get shot upon. ๐Ÿ™‚
  5. It's been a while since I showed off any progress! Here is a short glimpse at/listen to what your average firefight will sound like with the complete sound overhaul. ๐Ÿ™‚
  6. At this point, one can't praise everyone involved in the weapon replacement enough - a big shoutout to everyone, especially @El Tyranos who spent pretty much any free second modelling ๐Ÿ™
  7. Haha yeah, you're not fooling us - that's not ArmA ๐Ÿ˜„ ๐Ÿ˜‰
  8. Nope, stuff like this can either be achieved by using the script hook or dedicated AI mods, such as LAMBS Danger.fsm ๐Ÿ™‚
  9. You crazy son of a... ๐Ÿ˜„ Amazing work, mate!
  10. @0Y0 the animations look great, dude! Do you record them with a DIY mocap setup or is everything animated by hand?
  11. We tried out the rewrite today and I really like it. It sure takes a while to set up, but it'll be worth it for sure. I guess the frustration of some guys mainly comes from the fact that it can be a bit tricky to tweak the functionality in a way that resembles more "arcade-ish" setups of the old system. Like, you gotta think a bit around the corner in order to get a classical "revive" system back. For those who want an aracde-ish revive system that's almost 1:1 like the old medic system: ace_medical_statemachine_fatalInjuriesPlayer = 2; (Players can never be killed off completely, they remain in cardiac arrest (revive state)) ace_medical_statemachine_cardiacArrestTime = 600; (Cardiac arrest time in seconds, basically becomes your former revive timer) ace_medical_spontaneousWakeUpEpinephrineBoost = 30; (Pretty much makes sure that using epi will bring someone with stable vitals up) The only thing we noticed is that there is no way of disabling an instant death due to bleeding out, not even with ace_medical_statemachine_fatalInjuriesPlayer set to 2. In order to work around this, one could slow down the bleeding coefficient for now.
  12. Oh, thanks for the reply, dude! Appreciate it.
  13. Bonjour everybody, pardon of this has been answered somewhere, but I've been digging and googling tor the last half of an hour and couldn't find anything. A buddy of mine linked me to this video, in which the guy's radio transmission is played back by loudspeaker objects within a city. How would you go about doing that? Thanks!
  14. laxemann

    Faces of War [WW2]

    I really like it, got a nice "fingerprint" - doesn't sound like any other shooter while still being authentic!
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