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laxemann

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Everything posted by laxemann

  1. laxemann

    Faces of War [WW2]

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

    Virolahti - Valtatie 7

    Dude - this is one of the best A3 terrains I've seen, on many levels. Anyone reading this, grab it! Great work, loved VT5 already. 🙂
  3. This is getting better and better, awesome, guys!
  4. laxemann

    Arma Zeus Cache

    Hey mate, this is amazing! I honestly have no clue how it works, so pardon the naive question: Any chance to see a version that works with BattlEye enabled?
  5. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude, you are using an old and depreciated way of configuring sounds. A3 uses a new audio system for quite a while now and it will always override the "old" one. You can find information and examples of the new system here. Be warned, it's not as straightforward as the old way, but a lot more powerful. That being said, megagoth wrote everything in the first post. 😉
  6. laxemann

    Remnant

    Oooohhh following this! 😄
  7. L_ambiDrive by LAxemann (Formerly L_Civs. For AI Civilian population, check out L_ambiCivs) A lightweight script suite that allows multiplayer-compatible civil traffic. Civilians will drive around on the map and de-spawn again if the closest player exceeds a specified distance. Features blacklisting areas and players. The script runs COMPLETELY SERVER-SIDE. Quick Start 1. Drop the "L_ambiDrive" 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_ambiDrive\init.sqf" Quick configuration 1. Navigate into the L_ambiDrive 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 distance and speed limits. (Tip: Lower the city speed limit if the map features sharp turns within cities) 3. Classes.sqf: Vehicle and civilian classes that will be spawned. 4. Blacklist.sqf: Blacklisting areas vehicles 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 - ArmA will be ArmA. Vehicles might crash into each other and/or the terrain. The script detects stuck vehicles but can only do so much to un-stuck them. 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_ambiDrive (1.05)
  8. laxemann

    Brush Clearing

    This week's winner in "Simple and super effective". Love it, dude. Edit: Any chance of giving us an official version on the WorkShop?
  9. You know, I'm really looking forward to the next decent urban map for ArmA, but you deserve all props you can get for the attitude alone. Love it. All the best for the project, dude!
  10. Hey dude, happy you're happy, haha! What you want can be achieved with the "script hook" I implemented. In the "config.sqf" (in the L_ambiCivs folder), there is a line called L_ambiCivs_customInitFunction = ""; If you change the "" to the name of your function, e.g. L_ambiCivs_customInitFunction = MyLittleFunction; the function will be called on every spawned civilian, with the arguments [Spawned Civilian, Assigned House]. . . . . . . No clue how much you're into scripting in ArmA, so here's a quick and dirty setUp that should work. In your init.sqf, put the following: S6_fnc_testFunction = { params ["_civ"]; _civ adduniform selectRandom ["UK3CB_TKC_C_U_01","UK3CB_TKC_C_U_01_B","UK3CB_TKC_C_U_01_C","UK3CB_TKC_C_U_01_D","UK3CB_TKC_C_U_01_E","UK3CB_TKC_C_U_02", "UK3CB_TKC_C_U_02_B","UK3CB_TKC_C_U_02_C","UK3CB_TKC_C_U_02_D","UK3CB_TKC_C_U_02_E","UK3CB_TKC_C_U_03","UK3CB_TKC_C_U_03_B","UK3CB_TKC_C_U_03_C","UK3CB_TKC_C_U_03_D","UK3CB_TKC_C_U_03_E","UK3CB_TKC_C_U_06","UK3CB_TKC_C_U_06_B","UK3CB_TKC_C_U_06_C","UK3CB_TKC_C_U_06_D","UK3CB_TKC_C_U_06_E"]; _civ addheadgear selectRandom ["UK3CB_TKC_H_Turban_01_1","UK3CB_TKC_H_Turban_01_1","UK3CB_TKC_H_Turban_01_2","UK3CB_TKC_H_Turban_01_3", "UK3CB_TKC_H_Turban_01_4","UK3CB_TKC_H_Turban_01_5","UK3CB_TKC_H_Turban_02_1","UK3CB_TKC_H_Turban_02_2","UK3CB_TKC_H_Turban_02_3", "UK3CB_TKC_H_Turban_02_4","UK3CB_TKC_H_Turban_02_5","UK3CB_TKC_H_Turban_03_1","UK3CB_TKC_H_Turban_03_2","UK3CB_TKC_H_Turban_03_3", "UK3CB_TKC_H_Turban_03_4","UK3CB_TKC_H_Turban_03_5","UK3CB_TKC_H_Turban_04_1","UK3CB_TKC_H_Turban_04_2","UK3CB_TKC_H_Turban_04_3", "UK3CB_TKC_H_Turban_04_4","UK3CB_TKC_H_Turban_04_5","UK3CB_TKC_H_Turban_05_1","UK3CB_TKC_H_Turban_05_2","UK3CB_TKC_H_Turban_05_3", "UK3CB_TKC_H_Turban_05_4","UK3CB_TKC_H_Turban_05_5","UK3CB_TKC_H_Turban_06_1","UK3CB_TKC_H_Turban_06_2","UK3CB_TKC_H_Turban_06_3", "UK3CB_TKC_H_Turban_06_4","UK3CB_TKC_H_Turban_06_5"]; _civ setFace selectRandom ["PersianHead_A3_01", "PersianHead_A3_02", "PersianHead_A3_03"]; _civ setSpeaker selectRandom ["Male01PER", "Male02PER", "Male03PER"]; removeGoggles _civ; }; Then, in the config.sqf of ambiCivs, change the custom initFunction to the function we just defined, like this: L_ambiCivs_customInitFunction = S6_fnc_testFunction;
  11. Correct and they absolutely can! 🙂 Make sure to get the latest version from gitHub. 🙂
  12. GitHub Update to 1.05: Now features L_ambiCivs' "Elevation scaling", meaning the spawn/despawn distances to players increase when they are above the vehicle's position. You can define both the maximum factor for this scaling and the height it needs to reach the maximum scaling. The feature is optional and ON by default.
  13. So @icebreakr asked me if ambiDrive also includes handling of civilians on foot, which it doesn't .😛 Got home late and drank too much coffee soooo.... Edit: First release:
  14. Hey mate, thanks for the snippet! I really like the idea (especially with the random horn :D). A big concern for the script is performance, which is why it only checks in every few seconds on the vehicles. I might implement it as a configurable feature. 🙂
  15. @RCA3 Oh thanks dude, right - added "requirements" 🙂
  16. L_Civs Dynamic and MP-compatible ai traffic Hey folks, I was home sick today and wheeehey, actually had some time to do some scripting for a mission I'm planning to do. :) What does L_Civs do? It dynamically spawns and deletes AI driving around. Yup. That's it. It comes with just an initServer.sqf and a folder including three .sqfs. Here's a small showcase: How do I use it? Beginners: Drop the content of the archive into your mission folder. That's all! Advanced users: Currently you've got a few parameters to control: • You can determine which civilians are spawned via the "classes.sqf" • You can determine which cars are spawned, also via the "classes.sqf" • There are three parameters in the initServer.sqf: The maximum amount of civilians driving around at the same time, the minimum spawn distance and the maximum distance to the players before it gets deleted again. • You can blacklist areas with markers, just check the "blacklist.sqf" - it's pretty much self-explaining. The standard values are [78, 1500, 2400] spawn L_fnc_spawnCivs; Meaning there will be 78 civilian vehicles spawned over the time. The minimum distance to any player has to be at least 1500m. The maximum distance to any player before it gets deleted is 2400m. Download Download (v1.20) or L_Civs v1.20 Changelog Requirements CBA A3 Credits ARJay for showing us how to get a road direction! BI for ArmA The moderators that keep the community goin'!
  17. L_civs was replaced by L_ambiDrive. This thread can be locked:
  18. laxemann

    LAMBS Improved Danger.fsm

    I love how you single-handedly improved the AI's behaviour a HUGE deal and people don't even seem to notice yet. Hope this changes because your work is sick, dude, love it.
  19. Hey everybody, sound work goes on as always, re-did grenade explosion sounds, completely overhauled the JU-87 siren (including seperate flyby sounds) and I'm currently adding more sound variations to planes. The JU-87 siren will be showcased in another video, but meanwhile... 🙂
  20. @pognivet What happens if you open an empty VR world szenario and shoot there?
  21. @pognivet -and others that might be interested- A quick explanation what Kerc means exactly: Super simply put, you can execute code in two way in ArmA: Unscheduled and scheduled. Unscheduled code will always run until it's done. Meaning: If your code is really bad, your game will freeze until the code was executed completely. Scheduled code is put into the scheduler, which basically has a fixed time limit to execute code. This means if you have one script, it will use 100% of the scheduler's available time. If you run the script twice, both will get 50% of the time and so on. Now, if your mission has too many or too intensive scripts running, the scheduler will always just execute a bit of each script, then go on with the next one. Your mission seems to be full of many large and poorly-written scripts, so that the scheduler can't process them properly at a time. This way your game doesn't freeze, but all scripts need an eternity to finish or even start.
  22. LAxemann's "Climb" What it does? "Climb" adds climbing and descending functionality to the game. You can climb by double-tapping a key you specify in the CBA keybindings (Default is C, can be found under controls -> Configure Addons). "Climb" isn't meant to turn ArmA into a free-running paradise and I therefore tried to keep the climbing as realistic/ reasonable as possible. You are also able to help other players up and down! A small summary: • Climb by double-tapping the key you specify in the CBA keybindings menu • Descend by double tapping the climb key on a ledge • Offer someone help by double-tapping the climb key • The maximum height you're able to climb is based on your current weight load • Climbing will increase your fatigue, also based on your current load (That said, it's very exhausting anyway ) • You won't be able to climb very high with a launcher on your back, however you can throw it over/on top of the obstacle! • You won't be able to climb at all in case you're too heavy-loaded • You won't be able to climb if you're too injured The climbing/descending and helping aren't pretty but do their job surprisingly well. 🙂 What can you show us? Known issues? You and the other player might get stuck when helping eachother up. This is because the mod waits for the both of you to be in reasonable stances and that part might be a bit unreliable. Make sure that the helper is crouching and the helped player is standing in case you get stuck. Changelog Roadmap Empty! 🙂 DOWNLOAD DOWNLOAD VIA DROPBOX (1.54) or ArmAholic (1.53) Requirements CBA_A3 Credits: Kerc Kasha for helping me out with the key-overwriting issue! [W] Tadome and [W] Twisted for sacrificing their patience during endless testing sessions 😛
  23. Looks great so far, dude!!!
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