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laxemann

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Everything posted by laxemann

  1. laxemann

    RHS Escalation (AFRF and USAF)

    They are my lowest priority at the moment :P
  2. laxemann

    RHS Escalation (AFRF and USAF)

    I plan to update _all_ helis, then the tracked vehicles, then the wheeled ones. This will take a while, though. Once a vehicle is done, i'll push it into the mod though, so you'll be able to enjoy the finished ones with each update :)
  3. laxemann

    Realistic mission design

    Yup, what beno said plays a huge role. Look into doctrines/how real-life armys structure their forces. In reality, the structure of a battleforce is thought-through and tailored towards efficiency and multiple units complementing each other. For example, you might want to have a look at the FM3-21.8 which explains the organization of a regular US-Army rifle unit up to platoon level. Then, think of the scale and logic of what you are doing. Many mission builders place units at places just because it would be cool/surprising in a mission. A lonely sniper here, a random two-man team hidden in a forest. Fair enough, this can be fun but isn't "realistic" in most cases. Things to think about: What strategic value does this area have in the context of your mission/story? What would be an appropriate force to secure this? Is this force appropriate for the amount of players in the mission? And, most importantly, how would this force be employed/ logically spread across For example: You want to simulate an enemy-held area consisting of a few villages, the players will have to push through our eliminate the enemy forces. Assuming that we've got around 50 players and (after the US-Army standard) a Rifle Platoon consists of roughly 39 people, an appropriate REDFOR force would be two platoons (78 enemies). We now have a limited amount of enemy units and have to place them tactically! Random things that come to mind: Where would the two platoon headquarters be positioned? Would the headquarter elements be secured by another squad (Subtracting 18 units for securing the headquarters alone!)? Where would the units fortify themselves so that they can get a maximum covering of the surrounding area? How would the two platoons place their two heavy weapons squads in order to complement and cover each other? Things that also come to mind: The enemy unit will most likely try to survive. Think like this: "What would an actual commander do that wants to keep his units alive?" It would make no sense at all to send two trucks with a bunch of enemies towards the 50 players. Every trained leader would know that this would be a waste of manpower, firepower and lives. You get the idea. :)
  4. laxemann

    Animation dump

    Dude, this is stellar work!
  5. laxemann

    RHS Escalation (AFRF and USAF)

    More flap flap
  6. Well, imagine the vehicle from the side. Usually, you go clockwise when measuring degrees, meaning 90° would point downwards, 180° backwards and 270° upwards. Therefore it makes sense that -90° is upwards as well. :) Edit: Mad paint skillz
  7. laxemann

    JSRS Soundmod Replacements

    I can't look into the whole configs right now and it's not the error you're pointing out, but I noticed something else: "baseSoundModeType" has to be declared right with the mode_semiAuto classes etc. So, even before cfgWeapons: So, inside your modes it should look like this: Edit: Oh, taking a quick look this might actually solve your problem. The error shows that the "standardSound" class is being updated. Not because the modes are wrong, but because you don't inherit from the baseSoundModeType anymore. :)
  8. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    It's worth mentioning that the soundShapes also accept it when the innerVolume is less than the outerVolume. :)
  9. laxemann

    Help me with my config

    Dude, that's not the way to ask for help. Please, provide more details next time. ;) However, it seems as if you have too many closing brackets }; at the end of your code. There should only be two at the end.
  10. laxemann

    RHS Escalation (AFRF and USAF)

    Heya everybody, i thought you might be interested in getting a first listen at the helicopter audio revamp I'm currently working on! :) It's heavily WIP as I'm still experimenting on how to get the most dynamic soundscape out of the least amount of sounds/voices used, but you get the idea. Cheers LAxe
  11. Yup! These ones. Defined in cfgSoundShapes and applied onto the respective soundSet :) Check the parameter names again, I tried to recall them but am bot 100 percent sure haha Edit: Don't forget to apply speedOfSound = 1; to your soundSets! :D
  12. Funny enough, I've been looking into them just friday as I'm working on new RHS heli sounds right now, haha! Let me start off like this: Maybe I'm doing something wrong, maybe it's buggy indeed, but the feature tends to behave in a weird way (for me). I'm at work and don't have the config in front of me, but the parameters should look and behave something like this
  13. Hey dude, there actually is an internal way of adding reverb and even delay in ArmA - But not for the new soundTech / soundSets, yay! :D Buuuut, you could use a workaround. What you are looking for are the 3dProcessors. example: In your soundSet you have to add: Important: Of course, the sounds you use have to be in actual stereo! You can't create a stereo image without a proper stereo file ;)
  14. My guess is that It's not directly "unreliable", but just the way the command works. It broadcasts the information once to all clients - In the beginning of a round, not every client finishes the initialization at the same time, meaning the command won't have any effect or simply not be received. So, you're right - A remote exec will be the most reliable solution.
  15. Woops, I forgot to turn the debugger off, updated and fixed :)
  16. Updated to 2.21, script errors were fixed by Joko, nothing new sound-wise. :)
  17. Update 1.21 is online, fixing and improving some stuff thanks to Joko. I have no time for the mod currently and kinda lost track :P Thanks, Joko <3
  18. Thanks dude, it's indeed already fixed by Joko but I forgot to update :D I'll be home tomorrow evening and upload the fix.
  19. laxemann

    Krokom, Sweden

    I totally forgot about this and now fluid is dripping from my mouth again.
  20. Atually, you can! :D Both situations get their own class. Check it out:
  21. laxemann

    Audio Tweaking (dev branch)

    A weapon firing is nothing but a "bang" of exiting gasses and the projectile flying in supersonic speed. What different "characteristics" do you expect? The same calibre will almost sound pretty much identical, probably some minor differences due to the barrel length. The current sounds allow to identify calibres at ranges and that is completely fine.
  22. @LordJarhead Try putting "rhs_sounds" and "rhs_weapon_sounds" in the required Addons. For the US factions "rhsusf_sounds" and "rhsusf_weapon_sounds". I'm currently switching to a new framework, which is why just putting "x_sounds" in the requirements won't do the trick for some weapons :D
  23. LAxemann proudly presents... DynaSound (DS) a new soundmod for ArmA 3 (Released) + public soundmod framework (Coming very soon) What is DynaSound? I'm a semi-professional audio designer and DynaSound is my SoundMod for ArmA 3. It currently changes the sound of all its weapons as well as helicopters and enhances it's sound features with things many other modern games have been doing for a while, e.g. different sounds for different distances, distant explosion sounds, debris sounds inside buildings etc. DynaSound is somewhat special since it emphasizes the so called "Dynamic Range" in audio. Simple put, the Dynamic Range is the difference between the loud and the quiet parts of a sound or a whole mix. PLEASE watch this video if you intend to use DynaSound since it will show you why the Dynamic Range has such an impact on the overall audio feel. Overview Multiplayer compatibility Client-side All weapons have new sounds (Except for the DLC DMRs) All weapons have separate sounds for different distances All helicopters have new sounds Almost all sounds were professionally produced using high-quality libraries and actual audio-knowledge Distant explosions sounds Rocket exhaust sounds that originate from the actual rocket Things you should know when using the mod As said before, DynaSound makes use of a higher dynamic range than pretty much any other sound mod I'm aware of. This means that you will have to turn your volume up quite a bit in order for it to sound good, since the actual excharge sounds of the weapons are fairly loud, but the rest, like the environmental tail, isn't. Crispy firefights. Media More on my channel. Known issues...none?!DOWNLOAD DOWNLOAD (1.11) DynaSound v1.11 Changelog Sidenote and thanks DynaSound took me almost two years to complete, cost me around 800$ and was the project I had the most fun working on. I'd like to thank everyone who supported me and cheered me up during these two years, with special thanks to my buddy MegaGoth (I totally misspelled your name here). We also totally met up in Berlin to have one hell of a night partying. Many thanks to BI for this great game/platform, too, aswell as to the testers - love you all! <3 If you've been playing with the mod for a bit and really like it, feel free to give back some love. Some people even asked me how they can support me financially, and well, I'm a university student so I can't say nope to that, either, everything helps. :) Thank you! Enjoy! :)
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