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laxemann

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Everything posted by laxemann

  1. Jokoho482 and LAxemann proudly present... Suppress What is Suppress about? Video games generally can barely recreate one thing: The fear of losing your life. In reality, suppressing the enemy by sending shitloads of bullets is so effective because he's sure that sticking out his head will end his life-forever. This can't be recreated, however, because you won't have that feeling when sitting in front of the PC. Most players will return fire anyway or at least try to get a glimpse at who's shooting at them. Usually, you wouldn't continue shooting when a bullet just flew right past your face. This is especially frustrating when playing TvT missions and firing 100 rounds of a 7.62mm at him doesn't seem to bother the enemy. This mod is supposed to change this dramatically. How does it work? The mod works with a value that checks how "suppressed" you are. Bullets whizzing nearby (so that you can hear their supersonic crack) will suppress you a bit and nearby impacts will suppress you more. The amount of suppression added to your suppression value depends on which ammo/weapon was shot at you. (Firing a 7.62 will suppress more than a pistol...duh! :D) The suppression value decreases quite fast over time, but not if you're getting shot at, so constant fire will keep you suppressed. The actual suppression effect consists of an increasing tunnelvision, general blur aswell as a desaturated, bright screen. You'll still be able to move around just fine, but identifying the enemy that is shooting at you from 100m away won't be possible. As a little side-thingy, nearby impacting bullets will "scare" you and give you a small effect for ~ half a second. Also, the mod is completely client-side. Media? I can show you a video, but I recommend trying it out yourself. Download Steam Workshop ArmAholic Changelog
  2. 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. 🙂
  3. 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.
  4. 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.
  5. 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).
  6. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Oh, yeah: The "old", non-soundShader way of setting up sounds doesn't support CustomSoundControllers!
  7. 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.
  8. 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! 🙂
  9. 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. 😛
  10. 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! :)
  11. 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
  12. 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. 🙂
  13. 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. 🙂
  14. 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 🙏
  15. 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! :)
  16. Haha yeah, you're not fooling us - that's not ArmA 😄 😉
  17. Nope, stuff like this can either be achieved by using the script hook or dedicated AI mods, such as LAMBS Danger.fsm 🙂
  18. 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)
  19. You crazy son of a... 😄 Amazing work, mate!
  20. @0Y0 the animations look great, dude! Do you record them with a DIY mocap setup or is everything animated by hand?
  21. 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.
  22. Oh, thanks for the reply, dude! Appreciate it.
  23. 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!
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