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audiocustoms

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Everything posted by audiocustoms

  1. audiocustoms

    TF47 Launchers [WIP]

    I can not confirm. All perfectly fine on my end. Are you running additional mods like JSRS or similar?
  2. audiocustoms

    TF47 Desert Vehicle Pack (ReTex) [WIP]

    Wow, THX alot! I'm gonna test it as soon as i'm at home.
  3. audiocustoms

    TF47 Desert Vehicle Pack (ReTex) [WIP]

    THX for the reply! 1: I was thinking of the real rocket pods, i guess i will get back to regular mags 2: Not sure what you mean 3: Better than nothing :D Could you give me a hint how to get the anims back working?
  4. audiocustoms

    TF47 Desert Vehicle Pack (ReTex) [WIP]

    I can't get this class animationsources stuff to work. I don't know how to integrate this into my configs. Can somebody take a look at it? ---------- Post added at 11:48 ---------- Previous post was at 11:08 ---------- UPDATE v0.5: First post updated with new download link to version 0.5 http://www.mediafire.com/download/qmwhy2ptaecy8ee/%40TF47_DVP_v0.5.rar Changelog: - Little Bird: Removed Vanilla Crosshairs - Little Bird: Removed Explosion FX from 12.7mm Raufoss Mk 300 Mod 0 (Causing too much lag on average computers)
  5. In case you didn't know, AIATP is no loger supported and taken over by CUP (Community Upgrade Project). Once the CUP terrains are ready to release they will be split up. Either single maps or in groups sorted by DLCs/Arma releases (A2,A2OA, ... ). Not fix ATM.
  6. audiocustoms

    TF47 Desert Vehicle Pack (ReTex) [WIP]

    AAAAHHHH... Cursors... Damn... I wanted to remove them in v0.4 but forgot -.- Well, next update then ^^ About the animationsource, i suggestet this could be the root of this evil but everytime i tried to change something it broke down. I guess i need to do more reading about it. THX for thi hint! And the rocket stuff, also THX for digging in.
  7. audiocustoms

    TF47 Desert Vehicle Pack (ReTex) [WIP]

    UPDATE v0.4: First post updated with new download link to version 0.4 http://www.mediafire.com/download/4a87g2n7fdyq7bj/%40TF47_DVP_v04.rar Changelog: v0.4 - Little Bird: Removed AH-9 DAGR Version - Little Bird: Changed AH-9 Rockets to 7x DAR + 7x DAGR - Little Bird: New Ammo - 2000Rnd 12.7mm Raufoss Mk 300 Mod 0 (Tracer Red) - Little Bird: New Ammo - 1000Rnd 12.7mm Raufoss Mk 300 Mod 0 (IR only Tracer) - Little Bird: New Fire Modes (Mastersafe, Gun Low, Gun High, Rocket Single, Rocket Double) - Little Bird: Added FLIR / Targeting Pod for AH-9 CoPilot (Experimental, many thanks to Lala14)
  8. audiocustoms

    HAFM - Eurocopter EC-635

    I think FLIR to all variants is a great idea. About the weapon system, since the TOW is some sort of guided weapon the control should be copilot / WSO exclusive. Only guns and unguided rockets sould be fired by the pilot b/c he's the one who has to aim them.
  9. audiocustoms

    Audio Tweaking (dev branch)

    LordJarhead (JSRS) has stopped for now. http://forums.bistudio.com/showthread.php?187317-JSRS3-DragonFyre-RC-Release&p=2921825&viewfull=1#post2921825
  10. audiocustoms

    Audio Tweaking (dev branch)

    I haven't had the time to go deeply into all the new stuff according to sounds and tails. But what i can tell is that the direction BI is heading is very promising and also complex. It is a new path and probably a whole new experience for the BI crew. It is something that has never been in arma afaik and like all new stuff it has to be learned, understood and grown into. I think that is what BI does here. They gave us a new sound system and new soundfiles and they want to grow into it with YOUR / OUR help by giving them CONSTRUTIVE feedback and not just whining about how bad something is... Everybody knows the feels when you got a new toy and know the basics to handle it. But time comes your friends tell you what you can do better or work around something to be even more better in doing your stuff. I can remember the times i started to work audio on DAWs apart from live stages what i was used to. I got some good mixes but they weren't as good as they could be. A lot of friends and colleagues helped me to improve my skills on DAWs to get to the point i am now. So let us be those friends and colleagues to BI and help them to improve that they have now. I've read a lot of really good posts in here, but still way to much complaining without beeing clear an what they want.
  11. Stick with Mikero's pboProject. If something is wrong it tells you what the matter is.
  12. audiocustoms

    Audio Tweaking (dev branch)

    Where did you get that from? What's your source?
  13. Hey, thx a lot. that was quick :D Gonna try it ASAP!
  14. audiocustoms

    DLC Helicopter Configs

    Uhm, that's basicly what i said. After BIs release of the Marksman DLC they changed Heli and Kart DLC from .ebo to .pbo...
  15. I could go with TGP_user, but it is always nice to have as much options as possible. And yes, i ment the unit classes. The idea was that if "TGP_user" and "TGP_user_calss" is empty, everybody in crew (pilot, copilot and doorgunner) have acess. If "TGP_user" is filled with ("driver","<seatname for copilot>") and "TGP_user_class" still empty, only the pilot and copilot have acess no matter their unit class. But if "TGP_user" is set to copilot and the TGP_user_class is "B_Pilot_F", only he has acess and only if he is actual a pilot. I hope you get my thoughts :D ---------- Post added at 11:29 ---------- Previous post was at 11:22 ---------- Oh, and would you mind adding the HAFM NH90 models to your script? Classnames are: "NH90","NH90Marine","NH90_GR","NH90_GR2","NH90_AAF","NH90Armed_AAF","NH90Armed_GR","NH90Armed_GR2","NH90Armed","HAFM_NH90Wreck" and possition is: 0,6.8,-2.14
  16. So i managed to get the script only working on the vehicles i want to without affecting the variables of other vehicles. Next thing would be to restrict the script not only to crew, but only to gunner/copilot. Right now when "TGP_Veh_Only = 1;" only the pilot itself has full control but the copilot can not use it. He can activate the TGP but nothing more. It would be awsome to get variables like TGP_user = "<is in seat>"; TGP_user_class = "<classname>"; and only be called if actually is filled out...
  17. Hey... I'm currently working on some kind of a "bitching betty" and i want to play a sound when the "slingLoadMaxCargoMass" is reached. I also want to play a sound when the cargo is attached and detached. Any ideas how to achieve that? Greez...
  18. audiocustoms

    Sling Load Overweigt Warning

    You're welcome ;)
  19. audiocustoms

    DLC Helicopter Configs

    Heli and Kart DLCs are unencrypted since release of the marksmen DLC. ---------- Post added at 10:14 ---------- Previous post was at 10:10 ---------- This is the latest version of the Arma3 AllInOne config i could find: http://www.mediafire.com/download/doiftyojigfggkp/allInOneConfig.7z
  20. audiocustoms

    Audio Tweaking (dev branch)

    Sorry, wasn't clear again. I ment i thought we left the discussion behind ;)
  21. audiocustoms

    Audio Tweaking (dev branch)

    I thouht we left the YT stuff behind? Whatever, the only thing i can imagine comes pretty close to sonic cracks of a bullet is the crack of a bullwhip. The physics behind it are exact the same. A small object is breaking the sound barrier. Check for yourself, you will be surprised... To reproduce a bullet sonic crack i would go for a whip. Also good working is easy and almost ridiculous: highly processed pool billard balls gitting each other :D
  22. http://media.giphy.com/media/Oh7YBKfSe5yIo/giphy.gif (753 kB)
  23. So i must have understood this variable wrong :D I thougt it ment to start the TGP automatically on every vehicle the TGP code is in the init field. Gonna test it later, thank you. ---------- Post added at 08:10 ---------- Previous post was at 07:04 ---------- Ok, tested it and it is working only on the vehicles assigned in the TGP_config array. But every other vehicle not in this array spits out the following error and spams the RPT: 10:04:46 Error in expression <eh != _unit) then {_tgps = (TGP_config select _i) select 1; _i = _veh call TGP_> 10:04:46 Error position: <select _i) select 1; _i = _veh call TGP_> 10:04:46 Error Zero divisor 10:04:46 File C:\Users\Audiocustoms\Documents\Arma 3\missions\BBB.VR\tgpalpha8_95.sqf, line 515 Is it somehow possible to "hardcode" the vehicle (classes) in there? Also there must be something wrong with CBA. I'm getting this: 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>Toggle Lock called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function.10:03:12 "Converted _defaultKeybind => [20,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>Enter TGP View called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [35,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>Exit TGP View called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [36,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>PiP Toggle called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [55,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>PiP Zoom In called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [78,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>PiP Zoom Out called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [74,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>PiP Mode called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [55,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>Head Tracking Toggle called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [181,false,false,false]" 10:03:12 [CBA Keybinding] WARNING: Targeting Pod=>Fire TGP Laser called cba_fnc_registerKeybind is no longer a valid function and has been replaced with cba_fnc_addKeybind. Contact the developer of mod Targeting Pod to change the code to use the new function. 10:03:12 "Converted _defaultKeybind => [20,false,true,false]" All mods are up do date...
  24. Confirmed on my end... I guess its A3 related... Wouldn't it be better do assing the functionailiy of this skript manually? Like only the vehicles with the script in their init field or assigned in the init of the mission have it? Now when launching the script on a vehicle every vehicle of the same class is affected. And i dont want to put the "["uavisalive","none"];" in every vehicle... I'm experimenting with the Little Birds from the TF47 Desert Vehicle Pack and only want them to have the targeting pod. But they are using the A3 base class so even the vanilla LBs have it. I tried to modify the script by removing the included classes and replaced it with the classes from my LBs. But after that it returns errors and won't work. if (isNil "TGP_config") then { TGP_config = [] };TGP_config = TGP_config + [ [["TF47_Desert_LITTLEBIRD_NATO_armed"], [ [ [0,1,-0.81] ] ]], [["TF47_black_LITTLEBIRD_NATO_armed"], [ [ [0,1,-0.8] ] ]] ]; This is the part the error is pointing to: if (TGP_Veh_Only == 1) then { _unit = _this select 0; _veh = vehicle _unit; if (_veh != _unit) then { _tgps = (TGP_config select _i) select 1; _i = _veh call TGP_fnc_inList; _ison = _veh getVariable [TGP_varname,false]; if (_i > -1) then { if (_ison) then { if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP Turned On",_veh,getText (configFile >> 'cfgVehicles' >> typeOf _veh >> 'displayName')];}; if (count TGP_Uavs == 0) then { { if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP creating TGP for %3",_veh,getText (configFile >> 'cfgVehicles' >> typeOf _veh >> 'displayName'),name _unit];}; if ((side _unit == west) && (TGP_Veh_Only == 1)) then { _tgp = TGP_BLU_TGP createVehicleLocal [0,0,0]; _veh setVariable ["TGP",_tgp,true]; if ((TGP_Visible == 0) OR (_veh getVariable ["TGP_Visible",false])) then { _tgp hideObject true }; _tgp attachto [_veh,(_x select 0)]; createVehicleCrew _tgp; (group _tgp) setGroupId ["Targeting Pod"]; _tgp deleteVehicleCrew driver _tgp; TGP_Uavs pushBack _tgp; }; if ((side _unit == east) && (TGP_Veh_Only == 1)) then { _tgp = TGP_OPF_TGP createVehicleLocal [0,0,0]; _veh setVariable ["TGP",_tgp,true]; if ((TGP_Visible == 0) OR (_veh getVariable ["TGP_Visible",false])) then { _tgp hideObject true }; _tgp attachto [_veh,(_x select 0)]; createVehicleCrew _tgp; (group _tgp) setGroupId ["Targeting Pod"]; _tgp deleteVehicleCrew driver _tgp; TGP_Uavs pushBack _tgp; }; if ((side _unit == resistance) && (TGP_Veh_Only == 1)) then { _tgp = TGP_IND_TGP createVehicleLocal [0,0,0]; _veh setVariable ["TGP",_tgp,true]; if ((TGP_Visible == 0) OR (_veh getVariable ["TGP_Visible",false])) then { _tgp hideObject true }; _tgp attachto [_veh,(_x select 0)]; createVehicleCrew _tgp; (group _tgp) setGroupId ["Targeting Pod"]; _tgp deleteVehicleCrew driver _tgp; TGP_Uavs pushBack _tgp; }; if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP Units created",_veh,getText (configFile >> 'cfgVehicles' >> typeOf _veh >> 'displayName')];}; }forEach _tgps; }; } else { if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP Turned Off deleting ...",_veh,getText (configFile >> 'cfgVehicles' >> typeOf _veh >> 'displayName')];}; { TGP_Uavs = TGP_Uavs - [ _x ]; if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP deleting TGP for %3 because it is off",attachedTo _x,getText (configFile >> 'cfgVehicles' >> typeOf (attachedTo _x) >> 'displayName'),name _unit];}; deleteVehicle _x; }forEach TGP_Uavs; }; }; } else { { TGP_Uavs = TGP_Uavs - [ _x ]; if (TGP_RPT_Debug == 1) then {diag_log format ["%1 - %2 TGP deleting TGP for %3 because he is not in a vehicle",attachedTo _x,getText (configFile >> 'cfgVehicles' >> typeOf (attachedTo _x) >> 'displayName'),name _unit];}; deleteVehicle _x; }forEach TGP_Uavs; }; }; **** EDIT It is working on the TF47 DEV Little Birds, but sadly also on the vanilla one. I must have done something b/c it is working on all vehicles again and this error only pops up when entering a vehicle not in the original list.
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