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Everything posted by laxemann
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~ ArmA 3 Sound Modding 101 ~
laxemann replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@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: -
~ ArmA 3 Sound Modding 101 ~
laxemann replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. 🙂 -
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.
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RR Immersive Maps by LAxemann
laxemann replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update- 15 replies
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A Way To Check How Much Mods Affects Performance
laxemann replied to IdoX's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
RR Immersive Maps by LAxemann
laxemann replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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). -
~ ArmA 3 Sound Modding 101 ~
laxemann replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh, yeah: The "old", non-soundShader way of setting up sounds doesn't support CustomSoundControllers! -
~ ArmA 3 Sound Modding 101 ~
laxemann replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
laxemann replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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! 🙂 -
RR Immersive Maps by LAxemann
laxemann replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. 😛 -
aiming realism mod Align - Sight misalignment by LAxemann and Joko
laxemann posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
LAxemann and Joko proudly present... A L I G N What is this? Mainly, it's a mod for all the other enthusiasts out there. One thing that always bothered me was the way your character _instantly_ aligns the sights perfectly straight. Also, when looking through your sights, it always felt really stiff because your sights will be perfectly lined up (except for the inertia when doing quick/large motions). 'Align' tries to give you the feeling of actually holding a gun by adding subtle motions when initially lining up your sights and after that while trying to keep them aligned. The time it takes to align the the subtle mismatch mainly depends on how fatigued you are. That being said, the mod is meant to add a more immersive feeling rather than making it harder to aim. Your accuracy should hardly be affected. Media? Yup, I misspelled "Align" throughout the whole video :D Download Download (2.0) Steam Workshop Requirements CBA A3 Changelog Enjoy! :)- 36 replies
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Loop over all vehicles and add action to it
laxemann replied to tebbbs's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
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player suppression mod Suppress by Jokoho482 and LAxemann - An unforgiving player suppression mod
laxemann replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. 🙂 -
Iron Front in Arm3 LITE - preview versions
laxemann replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. 🙂- 2525 replies
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Iron Front in Arm3 LITE - preview versions
laxemann replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 🙏 -
immersion mod bundle Immerse by Jokoho482 and LAxemann
laxemann posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jokoho and LAxemann proudly present... Immerse What is this? Many people told me to make an "immersion" bundle out of my smaller, immersion-oriented mods, so here we go! The original mods will be abandoned, future updates will be applied to this bundle. As of christmas 2016, the mod is called "Immerse" instead of "L_Immerse" since Joko (Jokoho482) rewrote the whole thing. Praise our new lord! :) What does the bundle include • ExShake - CamShake for explosions, even distant ones! • Twitch - Slight "twitching" when someone or something fires nearby • A new, small thingy simply called recoil which applies a little screenshake when firing your weapons, intended to make shooting feel more satisfying and punchy. • "Force" adds a slight radial blur and darkens the screen a bit for a split second when firing All features can be separately deactivated in the CBA game options menu! (Options -> game -> Configure Addons) Media? Force: ExShake (Older version, the effects aren't that dramatic anymore): Download Download (2.03) Steam Workshop ArmAholic Requirements CBA A3 Changelog Enjoy! :) -
CYTECH INDUSTRIES - [WIP] Underground Terrain
laxemann replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Haha yeah, you're not fooling us - that's not ArmA 😄 😉 -
L_ambiCivs - Civil population, performant and MP-Compatible
laxemann replied to laxemann's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nope, stuff like this can either be achieved by using the script hook or dedicated AI mods, such as LAMBS Danger.fsm 🙂 -
L_ambiCivs - Civil population, performant and MP-Compatible
laxemann posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
L_ambiCivs by LAxemann (For AI traffic, check out L_ambiDrive) A lightweight script suite that allows multiplayer-compatible civil population. Civilians will walk around urban areas after spawning into "their" house. Features a "script hook" for running a function on every spawned civilian or its assigned house. Features blacklisting areas and players. The script runs COMPLETELY SERVER-SIDE. Quick Start 1. Drop the "L_ambiCivs" folder as well as the "initServer.sqf" into your mission folder. That's it. 1.1 If you already got an initServer.sqf, paste the following anywhere into the file: #include "L_ambiCivs\init.sqf" Quick configuration 1. Navigate into the L_ambiCivs folder within your mission folder. You may want to look into three files: "config.sqf","classes.sqf" and "blacklists.sqf" 2. Config.sqf: Basic settings like spawn distances and behaviour. (Tip: Increase the check intervals in case you experience performance issues with a large amount of players) 2.1: Assigning a function name to L_ambiCivs_customInitFunction will make the function run when a civilian spawns, passing the argument [civilian, assigned house]. 3. Classes.sqf: Civilian classes that will be spawned. 4. Blacklist.sqf: Blacklisting areas civilians shouldn't spawn in and players that should be ignored by the script. !! All parameters can be changed on the fly during a mission !! Requirements CBA_A3: https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=450814997 Known issues / limitations - The script focuses on performance and by default does a simple job - it makes AI civilians walk around cities. Advanced behaviour can be scripted manually via the script hook. - Spawning units in ArmA always causes a micro-lag. The script is very efficient and can spawn civilians in a very rapid order by decreasing the check-intervals, but bear in mind that the micro-stuttering from spawning units will appear a lot more often this way. License You are free to modify the script to your liking within your mission, but please mention the modification. Uploading a modification of the script as a "standalone" version is not permitted. Download: https://github.com/LAxemann/L_ambiCivs (0.975)- 8 replies
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You crazy son of a... 😄 Amazing work, mate!
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@0Y0 the animations look great, dude! Do you record them with a DIY mocap setup or is everything animated by hand?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
laxemann replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Advanced Combat Radio Environment 2 (ACRE2)
laxemann replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, thanks for the reply, dude! Appreciate it.- 896 replies
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Advanced Combat Radio Environment 2 (ACRE2)
laxemann replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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!- 896 replies