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laxemann

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Everything posted by laxemann

  1. 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.
  2. RosenRudel Immersive Maps (aka RR_mapStuff) By LAxemann What does it do? Someone in my community (RosenRudel, or short: RR) jokingly said "we have ACRE animations, now all we need are map animations, haha". And the mod was born. Immersive maps (Also called: RR_mapStuff) generally revolves around the ACE interaction menu(s) and does the following: When opening their maps, player characters will actually hold up a map in front of them. Players are able to put down their map on the ground via ACE-Selfinteract->Equipment. Maps held by players or on the ground can be accessed by other players even if they themselves don't own a map. When looking at someone else's map, you'll be able to see their markers You can look at or pull maps from dead bodies Maps will try to adapt to the terrain which is being played on The mod features custom animations, they were all done within ~1min and look accordingly. 😄 The mod is mp-compatible, why else should you use stuff like this? The mod generally works client-side but can be run on the server as well. Known issues Map markers will only update when re-opening the map (via M keypress) or when laying it down on the ground again. This means no real-time updating of shared maps YET. BI is working on stuff that will allow it The animations are fugly. There has been no extensive multiplayer testing yet and I reckon there can be a lot of issues, especially when switching maps via scripts etc. Copying hand-drawn line-markers won't work Download https://steamcommunity.com/sharedfiles/filedetails/?id=2222778153 Credits JR, Adama, Pfleger, Paddyy and Alius for testing! 🙂 Spacture for the idea!
  3. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  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 and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  7. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Oh, yeah: The "old", non-soundShader way of setting up sounds doesn't support CustomSoundControllers!
  8. 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.
  9. 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! 🙂
  10. LAxemann proudly presents... L_armFatigue It's definitely one of these "people either love or hate it" things! ;) What's the idea behind it? I'm one of these terrible realism enthusiasts and so is one of my friends. He once approached me and pointed me towards the mod I'm now making. Basically, we got tired of seeing people running around with their weapons raised all the time. Thinking about it further, we quickly got to a point where the weapon mass was considered, too. BI already improved the weight and shooting mechanics of weapons by introducing inertia, but one aspect still is ignored: The fact that many weapons (i.e. LMGs/MMGs) are heavy and keeping them raised or even just raising them is a pain in the ass. The mod will make the weapon "handling" even more punishing and challenging. The times in which people ran around with MMGs in CQB are over, it is way more important to lower your weapon regulary and find good spots to support your gun. Feature Overview You have to place the new "L_armFatigue" Module found in the "LAxemann" category to activate the mod! The mod basically introduces a separate fatigue system for your arms. Whenever you raise your weapon, the "armFatigue" increases and whenever you lie down or lower your weapon, it decreases. It decreases when using the weapon resting systems of either CSE or AGM , too. How fast your arms get fatigued depends on three main factors: • Most important the mass/weight of your weapon (Keeping a heavy weapon lifted sure isn't fun whilst a pistol can be held up a fair bit longer.) • Your current combat load (15% or so) • Your current fatigue (actual ArmA fatigue) Your "armFatigue" currently does the following: • When a value of 0.8 is exceeded, your character will not be able to lift his weapon anymore and has to give his arms a break. (Automatic weapon lowering). • The more fatigued your arms are, the less you will be able to control your recoil. • Your actual fatigue is affected by your armFatigue aswell. Lighter weapons like pistols have pretty much no effect while lifting MMGs exhausts you a bit over time. • Your arms begin to tremble a bit the more exhausted they are. (visual indicator) Please note: Reaching the point where you automatically lower your weapon means that you've already used your reserves. It is very important to lower your weapon whenever possible. The shaking/trembling clearly indicates when your character's arms begin to feel tired, so react before your arms turn to mud! :D What can you show us? A quick and cheap video created with Movie Maker :D Download Download via dropbox (v1.01) Changelog Known issues • AGM compatibility is not tested but should work • Multiplayer compatibility is not yet tested. • Multiplayer features are missing (serverside forcing etc.) Have fun... or not! ;) - LAxe
  11. 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. 😛
  12. 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! :)
  13. 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
  14. 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
  15. 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. 🙂
  16. 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. 🙂
  17. 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 🙏
  18. 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! :)
  19. Haha yeah, you're not fooling us - that's not ArmA 😄 😉
  20. Nope, stuff like this can either be achieved by using the script hook or dedicated AI mods, such as LAMBS Danger.fsm 🙂
  21. 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)
  22. You crazy son of a... 😄 Amazing work, mate!
  23. @0Y0 the animations look great, dude! Do you record them with a DIY mocap setup or is everything animated by hand?
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