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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. Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed. DynaSound only changes vanilla sounds.
  2. What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates. This is especially obvious because ES is disabled for silenced weapons.
  3. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    @ducphuli Hi dude, take a look at this page, it basically shows a full weapon sound setup: https://community.bistudio.com/wiki/Arma_3:_Sound:_ExampleWeaponConfig Gunter Severloh did a video on how to pack your folders into a "proper" mod:
  4. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Heya ducphuli, that depends on the license type of the sound library. Most libraries that are actually free (and not just ripped from somewhere) often times demand that the author/the library is credited somewhere in the work. So... Check what license the library uses and if you are allowed to use the library for your purpose If it says that the creator/library must be credited, ideally at least create a text file called credits within your pbo that mentions the author. If you wanna go all in and truly honor the generous author of the free library, also mention them wherever you upload the mod (e.g. steam) Hope that helped. 🙂
  5. laxemann

    LAMBS Improved Danger.fsm

    The behaviour you described is very unrealistic (even an mp5 with subsonic ammo will still be fairly audible at 50m). Also, I think the point that diwako was trying to make is that it's also not within the scope of the mod. As the name implies, it changes the AIs "Danger.fsm", meaning their combat behaviour. Bullet/shot detection is a different thing (within ArmA) and has nothing to do with what this mod is operating in.
  6. Well, generally speaking: "Just" loading mods on their own should mainly affect (initial) load up time. There are two main reasons why a mod may impact performance: - If it's vehicles and units, they might not be well optimized, meaning no proper LODs, showing the "full-detail-version" of a model even if you're far away. - If it's a gameplay tweak, like enhanced functionality, it might be caused by improper scripting. My personal approach would be: - First take away the mods that add "mechanics"/are heavilly scripted - **Then** take a look at units and vehicles.
  7. laxemann

    RR Immersive Maps by LAxemann

    I released an update tonight which should fix any high network traffic/desync issues. Before: As soon as someone opens a map or puts it on the ground, the marker information of the player was broadcasted to every other player. Now: The marker information is stored locally on the owning player, the map only broadcasts who it "belongs" to to everyone. Upon opening the map via the interaction menu, the owning player sends the marker information only to the client which "asked" to receive the data. The only downside to this way of handling things is that there might be a slight delay until you actually see the map markers (as transferring the data between clients can take a few ms).
  8. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Oh, yeah: The "old", non-soundShader way of setting up sounds doesn't support CustomSoundControllers!
  9. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Ah, I see - Well, if you really wanted to make things act in "real time", you'd have to get the animationSource state and then update the CustomSoundController each frame, yes! One more thing I figured out the hard way: The doppler effect simulation doesn't work well with scripted frequency/pitch values via CustomSoundController. So as soon as you update the pitch somewhat often, you'll have to disable the doppler effect in the soundSet.
  10. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey mate, sure thing - this thread is here to help! 🙂 First and foremost: CustomSoundController work for vehicles only - you can't influence e.g. a gunshot sound, environment sound or explosion sound with them. With that out the way, let's dig into it: Your vehicle's soundShader needs to have the customSoundController set up in meaningful way. Let's say you want to do a "regular" engine sound and a "damaged" engine sound. Regular engine sound would be volume = "1 - CustomSoundController1" Damaged engine sound would be volume = "CustomSoundController1" Keep in mind that CustomSoundControllers are context-sensitive. CustomSoundController2 will work, customsoundcontroller2 won't. CustomSoundControllers need to be set and updated via script(s). They are 0 by default. So once your vehicle gets damaged, we want to change it to 1: setCustomSoundController [MYVEHICLE, "CustomSoundController1", 1]; -> The formula for our regular engine sound will be 1-1, meaning 0, quiet. The formula for our damaged engine sound will be 1, 100% volume. Hope that helped! 🙂
  11. 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. 😛
  12. 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. 😄 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! 🙂 Spacture for the idea!
  13. 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