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laxemann

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Everything posted by laxemann

  1. Yeah, right, the ticket was opened by me years ago. Just thought that it needed a push. 😄
  2. Bringing this up because of reasons: There still is a major bug: When walking and lowering your weapon while doing so, your character keeps walking for several seconds (!!) even without player input. So: You walk, lower your weapon, release the movement key, character keeps walking. This lead to many situations in which players unintentionally ran (or better slowly walked) into enemy fire or off cliffs etc. Most likely "just" a config, not an animation issue. https://feedback.bistudio.com/T80081 Video:
  3. Not completely through, but the campaign is great so far - amazing what kind of atmosphere and possibilities you got out of the engine! The performance issues are a thing for me aswel. Even Apex Protocol on Tanoa ran really smooth for me and I got no problems with Livonia in the editor. Buuut I get maybe 20 fps on average during this one.
  4. Tactical Position Ready by Patch & LAxemann What is it? Tactical Position Ready allows players to quickly raise and lower their primary weapon in order to avoid friendly fire (or simply to look tacticool). Furthermore, the mod contains an optional "auto obstacle avoidance" feature which raises/lowers the player's weapon when getting too close to an obstacle. It does so in a non-disturbing way and comes with a corner detection for maximum playability. The feature takes the weapon's length into account, meaning shorter weapons are a lot more suitable for CQB. The mod requires CBA, can be configured via the CBA Addon and keybinding options and is MP-comaptible. The mod is technically client-side but other players have to run the mod in order to see the animations. How to use? The default keys are: High Ready: T Low Ready: Shift + T Media >> Download via Steam Workshop << >> Download via Armaholic << Special thanks Gunshot
  5. laxemann

    Audio Tweaking (dev branch)

    It might be worth a shot but this is likely to do nothing, because the voices/sound sources are clustered in groups (AFAIK vehicles, weapons, ambience...). Meaning, increasing the maximum amount won't change anything unless they are assigned to the groups.
  6. laxemann

    Audio Tweaking (dev branch)

    Yup. I've created a ticket for this a while ago but since there's no (audio) programmer working on A3 anymore, hopes of having this fixed shouldn't be put too high... https://feedback.bistudio.com/T136179 The thing is that it's even worse when making your own sounds that last a bit longer (tails but also the shots themselves). Maybe @Dwarden can enlighten us once more...? 🙂
  7. Welcome back, dude! And regarding the ctd: That's interesting - We're having the same issues with Iron Front, but for us it's only tanks. Afaik you're using ogg files and I use wss, so it can't really be encoding-related, must be some veeery specific config thingy the engine can't handle. Forwarded multiple reports to BI but no luck in finding anything so far. Let's keep eachother informed!
  8. @madrussian dude, this is just nuts. Amazing work (so far already!). Sorry if it was mentioned somewhere before but I can't read the whole thread right now - how will AI be able to navigate through this? Like, will people need a function to make them enter the house or did you find a way to navigate your nodes on their own?
  9. Your syntax isn't quite correct, it should be The 0 in "target" means it's executed for everyone while the "false" for JIP means it won't accumulate and trigger a few times once players join. 😉 And [params] are simply the parameters that are handed over to the script that is executed. Could be [unit,number,bla].
  10. https://community.bistudio.com/wiki/remoteExec [params] remoteExec ["nameOfYourScript", targets, JIP]; Note that "nameOfYourScript" actually needs to be set in quotation marks " ". You'll also have to whitelist the function you're trying to call via https://community.bistudio.com/wiki/Arma_3_CfgRemoteExec ...but that's a quick setupt. 🙂
  11. HitPart is tricky, because it ONLY triggers on the SHOOTER's computer. Meaning you'll have to execute your scripts (or, to be more performant, the consequences of your calculations etc.) remotely, for example via remoteExec: https://community.bistudio.com/wiki/remoteExec
  12. laxemann

    Alternative to Ace3?

    It's the other way 'round, ACE just adds content, it's on the mission designers to make use of it.
  13. laxemann

    Randomize tank reload sfx

    Hey mate, what you're after could be achieved with semi-advanced scripting and CustomSoundControllers - I've been thinking about this as well recently. Take a look at this thread, it's described in the first post: ...combine CustomSoundControllers with the "playTrigger" attribute of SoundSets and a script that changes the CustomSoundController's value accordingly and you got what you want. It is NOT possible via the default reloadMagazineSound (or smth like that) in the configs. If you don't want to dig into the whole soundShader/soundSet topic, another idea would be to simply use the playSound command in the script. Cheers LAxe
  14. Where is the massive hype everybody?! Awesome news dude, glad to hear from you (two)!
  15. Dude...wow, doesn't even look like ArmA anymore, awesome!
  16. Had a quick listen - damn brother, that's a huge improvement you did there, I really like what I heard so far
  17. ...let's pray to our technical community embassador god and grey eminence of BI, @Dwarden
  18. laxemann

    Summa

    Dude, the map is beautiful and extremely fun to play on. Thanks!
  19. Another quick update. V 2.04 - Suppress now also works when switching units in Zeus. Can be disabled, but will take another unit swap to take effect.
  20. Hey dude, thank you! :) The effects should work for any kind of explosive, given that it was _fired_ from weapon. Spawned explosions won't do the trick, but a shell impacting nearby should suppress you well! :D Cheers LAxe
  21. Hey everybody, I just updated the mod on the Workshop. As requested since ages, you are now able to tweak almost any aspect of suppress via the CBA options menu. Also, the intensity of the "flyby" effect now scales with a combination of calibre and distance to player. Enjoy! :D
  22. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude, I did a mod for this a while back which will be re-done _sometime_. Feel free to look into the code!
  23. laxemann

    Welcome to Glasgow

    Jeff from accounting misusing the company account again haha
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