Jump to content

LtShadow

Member
  • Content Count

    253
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by LtShadow

  1. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Hey LJ, have you been able to look at the aircraft sounds at all? Or would you like me to take over that project, hehehe. ;) Aircraft are my specialty.
  2. LtShadow

    United States Air Force

    Any word on the F-22? ;)
  3. LtShadow

    JSRS: DragonFyre -- WIP Thread

    I agree with l337acc on his points, all very tolerable! :3 Can't wait to test the latest version, hehe.
  4. LtShadow

    13€ DLC, hefty price for 2 choppers

    I could see maybe $5 or something stupidly low just to keep BI in development, but $15?! Hail NAW
  5. I agree with this, especially if the dev team wanted (or the community wanted) to create maps more realistically with a pond/river/waterfall system! Imagine the possibilities.
  6. Hello community! This has never been done before, a implemented SonicBoom script for any aircraft! With help from ZooLoo (even though I never used any of his code, he helped me a lot! Thanks man.) Please follow these instructions to implement this system into your aircraft: Sonic Boom script by Tyler Bolhuis (tbo100) Use this for non-shareware (freeware) aircraft only! Please credit! Thank you! //1.) In the planes config, under Extended Event Handlers, there is always a plane_init or init.sqf, in here is where all the scripts are called for. //2.) Goto this init file (for the FA18 it is init.sqf) ) copy a line from it, should look like this _nul = [_plane] execVM "\f18c\scripts\fbfx.sqf"; //3.) Rename the last bit, the fbfx.sqf to whatever the file is. 4.) go into the fbfx.sqf and copy/paste the following : _veh = (_this select 0); //Private ["_script2[]"]; _script2 = []; if (alive player) then { _script2 set [0, _veh execVM "\f18c\scripts\sonicboom.sqf"]; }; //5.) Create another script named; sonicboom.sqf place this where all the rest of the scripts are. //6.) Edit the coding of the sonicboom script and paste the following private "_boom"; _boom = false; while {alive _this} do { _sleeptime = 10; while {!_boom} do { sleep 2; _speed = speed _this; if (_speed >= 760) exitWith { playsound "bBoom"; _boom = true; }; }; sleep _sleeptime; _boom = false; }; //7.) Now, you need to create a class which configures the sound file 'bBoom'. To do this, go to the config.cpp located in the main directory of the aircraft. Right click, and click Edit. //8.) Go to the beginning of the aircraft's .cpp (after all the init lines, like this; #define _ARMA_) and paste this: class CfgSounds { class bBoom { name = "bBoom"; sound[] = {"\mig29\snd\tornado_gr4boom.wss", db+30, 1.0}; //Replace the mig29 and snd with the sound dir titles[] = {}; }; }; NOTE: IF ONE AIRCRAFT ALREADY HAS THIS IN THEIR CONFIG FILE. YOU DO NOT NEED TO SET UP THIS CLASS! (Say if you already have the Mig29@RS which includes the SonicBoom, you do not need to code this bit into another aircraft) It will not work if you do not have this bit of code in the game, at least once! :) //9.) Last Step (kinda)! All you need to do now is copy the sonic boom sample to the aircraft sound directory! //10.) Don't forget to pack the aircraft, and move it into your addon directory! Sonic Boom sample: Click Me! Have Fun!
  7. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Please, LJ for the love of God; DO NOT release this mod under "unfinished", it will be too good when finished! :\
  8. LtShadow

    Blastcore: Phoenix 2

    I agree with Timewarp. xD hehe
  9. LtShadow

    ArmAGeddon

    Looks top notch, best of luck! :D
  10. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Awesomesauce mate, cant wait! :D If there's anything more I can do, lemme know. :)
  11. LtShadow

    EMP Pack -WIP-

    Any more "details" on this?
  12. LtShadow

    JSRS: DragonFyre -- WIP Thread

    LJ, any news of updated JDAM/GBU bomb sounds? They don't seem to work quite right for me, PM me for more info. :) Also, the mod seems to break the air drones (UAVs), and instead of being planes they are helicopters. :P
  13. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Dat APC tho. Great work LJ! :D
  14. LtShadow

    Blastcore: Phoenix 2

    YUSSS. The skies really are looking top notch! :D I would, however, like to see some mushroom clouds. I'm sure you are doing everything in your power to make Pheonix look as good as possible, just a suggestion. :)
  15. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Overall the mod is amazing! Even in 0.6 state, there are a lot of things going good so far. I love LJ's hard work that has gone into this mod, as well as the other members involved. ArmA 3 will never be the same! :)
  16. Sorry about the delay in the release guys, ran into some real life "budgeting" issues. :\ I just have a few more things to do before I release it to ya'll! :D
  17. LtShadow

    JSRS: DragonFyre -- WIP Thread

    Sounds amazing man!!!!!11 Keep up the great work! :D
  18. LtShadow

    JSRS: DragonFyre -- WIP Thread

    This + Blastcore:Pheonix = AMAZING But, then again.... This alone = AMAZING!!! :D
  19. I am working with John and Saul to bring this baby up to date with the current build (1.26)! I should have it up this weekend.
  20. LtShadow

    Blastcore: Phoenix 2

    Holy mother of fireballs this looks frakin amazing...... You really did out do yourself Optic, but we all appreciate it. Hehe. :D
  21. Community, here is a bitty update for the @RealSound mods; Some of you know I was away for the last month on various missions trips, and volunteer work out of state. I am now back, and have some free time till school starts back up! Once school gets back into action, that will take priority one since I am growing closer to my ultimate goal in life, law enforcement. This project, for me, is moving into part time (fun only/if I feel like modding). I will still be creating content/replacing sounds, but do not expect a once a month release as school is coming back into full swing here in the states. I have noticed a lot of sounds have screwed with the new "update" for ArmA 3. If you have time, please send me your error log (RPT file) via PM and will try and take a look at them this weekend to get all my current releases straitened out! I appreciate your patience, and I am just as eager to get my hands back into this work as you are eager to get your hands on some new sounds. :) Thanks guys/gals! Best Regards, Shadow
  22. FA-18 sounds are currently working for me on ArmA 3 Stable. Send me a RPT file and will look at it this weekend, been gone for a few weeks.
  23. Work In Progress: F-22 Raptor for future use with the USAF mod! :D
  24. LtShadow

    ARMA 3 Addon Request Thread

    Hello community! (Mods, Admins - Please read whole post before deleting/removing/moving thread!) I am wondering if a modeler/scriptwriter would be able to create a tornado siren within ArmA 3 that is realistic enough to have the following; -Model for siren, and post. -Motor for the siren, making it rotate to alert players. -If possible, different alert tones (Alert, Raid, etc.) depending on source of audio. -Siren is played dynamically through say3d on top of siren, in the direction the siren is facing so the sound is only played loudest to that direction. -Player may go to a control box on the siren to activate it, or automatically when weather is severe enough. -Siren model and scripts are deployed at the start of map load (or when editor is launched to preview mode) at the nearest player location. I wish to release this with another mod that I have had in development called "RealWeather", but I am going to change it to "RealThunder" as only the thunder sounds have been changed, to further increase the realism. I am hoping to go for the authentic look of the federal signal siren used in this video, and maybe even expand to other models if someone is able to do it! (all credit to original video author) I made a separate thread for this, as I already have a scripting dev who has been confronted with this information (so consider this a concept). I am looking for scriptwriters and modelers to handle this, I can handle the audio sources and files. Here is a tech demo I have of the siren in ArmA 3 (used triggers on an object): Thank You! -Shadow p,s, Admins or Moderators, please contact me if there is a rule violation, as I am aware that creating a request thread is frowned upon, so I can handle it.
  25. Some pictures I thought of sharing; enjoy! :) F-16 FA-18 Super Hornet Some windmills You should know what this is. ;)
×