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laxemann

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Everything posted by laxemann

  1. Will implement something like that, though it will most likely not affect the rate with your weapon raised, but how fast you recover when lowering your weapon instead. :)
  2. Thanks dude, but the variable unfortunately only defines if VTS is on in general and therefore is always true. The actual WR check is private. (_vtsweaprest=true)
  3. Glad to hear! And there already is a hotfix, I just updated both links. Changelog ---------- Post added at 11:43 PM ---------- Previous post was at 11:43 PM ---------- @Foxhound, thanks :)
  4. FIRST TEST-VERSION RELEASE Download via dropbox (v0.76) Changelog Known issues • AGM compatibility is not tested but should work (please check it out!) • Multiplayer compatibility is not yet tested. • Multiplayer features are missing (serverside forcing etc.) I also updated the first post accordingly. Note that you have to place the new "L_armFatigue" Module found in the "LAxemann" category to activate the mod! I'm totally looking forward to your feedback. :)
  5. It's already CSE compatible, might check for AGM. :) Edit: AGM compatibility should be working :)
  6. Could you make a video which shows the issue, please? :)
  7. Okey, so I checked out VTS weaponresting and it _seems_ as if there's no real way to check if the player is resting his weapon. This is caused by the fact that no global variable is assigned to a unit or at least set for the player. If anyone knows more, don't hesistate to tell me! :) Otherwise: Sorry, guys! :/
  8. Sure thing if I find the needed stuff :) By the way, you can expect a first public version this evening (GMT) or tomorrow :)
  9. I really wish I could to that, but that'd require changes in the animations and stuff like that which I'm not capable of, sorry. :/
  10. laxemann

    Speed Of Sound Pure

    So, I guess I know what's "going on". There no missing sound files or whatsoever, BigPickle made it sound like that on purpose. It seems as if the mod is meant to sound alright in many distances. I'm no fan of the concept since the soundscape definitely lacks "punch" in close ranges but well, BigPickle pointed out that this is how he envisions the soundscape to be. :) But I gotta say, I expected it to feature more stuff. Where did all your scripts from the previous versions go, dude?
  11. I get your point but it will stay as it is. :) I had the idea of adding some kind of "emergency" function. So that you'd for example press a key/key combination and will be able to lift your weapon for a few seconds longer, but regenerating will take longer, too and you can only do it every few minutes or so. What do you think? Also, keep in mind that reaching a point where your character lowers his weapons automatically means that you've already used your reserves. The mod gives enough visual feedback to know when you should lower your weapon before it gets too extreme. :)
  12. Hahaha, no pun intended, huh? :D :D Thanks, dude! But I might take a short break after finishing my current projects, I usually sleep 4 hours a day because of ArmA, haha. // I just did another quick video to show the current state and how long it takes till your arms get tired. Note: I increased the "recover-value" form 0.0095 to 0.0105 already so it takes slighty less time to decrease your armFatigue. I also added some visual feedback. It's actually a slight camshake but due to it's tinyness (huhuh) it looks as if your character starts trembling while keeping the weapon raised for too long. :) Note: The M240B is very heavy and has a "base value" of around 0.025 while the mx for example only reaches ~0.01. I'd also like to point out the significane on gameplay: Someone approached me and said that this makes machine guns useless. Well, no, just like in reality you're simply forced to find something to rest your weapon on. You sure can fire the weapon while standing and having the gun unsupported, but you won't do that for too long. :)
  13. I can confirm the desyncs. Even small rounds with 16 players experience them.
  14. laxemann

    Speed Of Sound Pure

    Wow, surprising! Will take a look at it tomorrow... excited. :)
  15. Hey buddy, with the RHS PKP (~ a bit over 9kg loaded IRL if I remember right) it takes around one and a half minutes before you have to lower your weapon. There in fact is no difference from the default A3 fatigue system since it simply adds stuff to it if you wanna take it like that. :)
  16. As for the weapon resting, I currently have CSE compatibility implemented since this is what my clan is using, everything works fine. Compatibility with other mods might be added.
  17. Crouch does nothing since you still have to raise your weapon, going prone restores your armFatigue since you can rest your arms.
  18. laxemann

    RHS Escalation (AFRF and USAF)

    That has nothing to do with the mod. As for your problem, you'd have to either make a mission yourself using the editor or download an existing one.
  19. laxemann

    RHS Escalation (AFRF and USAF)

    Btw, all weapons got new sounds made from scratch :cool:
  20. laxemann

    Blastcore: Phoenix 2

    Now I'm hyped again :D
  21. laxemann

    Audio Tweaking (dev branch)

    Glad to hear that you're at least aware of the huge influence of the environment when shooting a gun. That's what I try to simulate with my ES as good as possible. As for me, I'd be more than glad and happy about any kind of improvment related to reverb sounds. So.... is stuff like this planned or do I get hyped for no reason? :D PLEASE tell me. <3
  22. Glad to see you back, great work! :)
  23. laxemann

    X-Cam prototype map

    Please don't listen to him, silola, I love myself some good-morning screens of this beauty! :D
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