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goko--

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Everything posted by goko--

  1. update WIP metal surface impacts
  2. hey thanks for feedback guys. here is a small update - Fixed: Player spawning particle simulation before hitting reload keybind - Added: switch for detecting 'reloadmagazine' action for human controlled units - Added: sound simulation and 7 different sound samples - Tweak: positional sound effect below unit using modelToWorldVisualWorld and playsound3d commands
  3. questions quesitons...like we all have. tonight I was like "why grenades can't break windows? they CANT. they ain't a physx object, you can't simply mod them too. or lets say, you see another game from arma2 era, it has nice animations, then you go "fuck this arma is better 10x" and that is true but, why it lacks so many crucial details?" . . . then I did this still got long way. but it will get there. EDIT: released
  4. goko--

    Drop Mag WIP

    hotdayum beagle dropping comment to my post...man I know arma because of you and kilroy. how is that whiny voice doing anyway? shit, your pre-2012 video is my fav arma footage
  5. goko--

    Drop Mag WIP

    incredible, I'd drop 900 likes for your reply If i could, thanks.
  6. goko--

    Drop Mag WIP

    sorry man, I was thinking "hell im dropping rant about arma. should be in general talk" now you turned it into a mod in progress. challenge excepted.
  7. added video link to first post.
  8. Honestly, I haven't tried it with anything else than regular but people who into RHS or CUP all told me it blends fine. Yes all speak english, with accent. Iraqi insurgent accent suits on almost everythin.
  9. V1.29 - 04-20-2018 "happy grow season" - 4/20 update v2: - Fixed: SP/Campaign East Wind compatibility: FIA and AAF now use different EH faction code - Fixed: selectRandom issue, was picking dead unit from array - Fixed: Array selecting object itself when no friendly close by - Fixed: Random Lip-sync timing was too short for effect to trigger each time, adjusted - Fixed: Improved code to detect if unit is talking or not - Fixed: missing/wrong entries in cfgSounds.hpp - Fixed: Arma Achilles compatibility (thanks @Sceptre for his feedback and contribution) - *NEW*: Callouts for grenade dropped nearby - Added: Units will react to enemy grenades thrown at them, if it is visible and capable of indirect damage (using checkVisibility command) - Added: New sound samples for spotted enemy grenade to Indep, Blufor, Opfor; 61 total - *NEW*: Reveal target - Spot enemies, tell direction - Added: Spot an enemy, use 'reveal target' (default key 'T') - Added: If range and visibility allows, your character will callout enemies direction (south, northeast etc. all 8 directions) - Added: Default Key can be re-binded using CBA (optional). "esc" > "controls" > "add-on options" select 'goko unit Vo' to bind the key you want. - Added: new sound samples for calling out directions to Indep, Blufor, Opfor; 96 samples total - Code Performance: code using 'nearestObjects' command rewritten with lightweight 'nearEntities'
  10. This is designed to work where you have 'enableSentences False' either on server or mission, adding dynamic sounds to units (on death, reload, low ammo, friendly fire, being sniped, nearby teammate is killed, killing an enemy, being shot-wounded etc.) for German, US and Russian factions (POL units sharing US sounds for now). It is similar to my other VO mod, this one uses Day Of infamy and Rising Storm sound samples for factions, well done native Russian and German voice-overs. Still needs lot of work, some sounds are not at equal level, some sound too loud some are silent in firefight etc. nonetheless, I've tested this properly and it is working fine. NOTE: I've only tested with IFA3_LITE so I don't know its compatibility with other mods. Download/subscribe: https://steamcommunity.com/sharedfiles/filedetails/?id=1361160962
  11. update V1.24 - 04-14-2018 "happy grow season - 4/20 tribute" update: General bug fixes - Fixed: feedback issue when using UNIT_VO with ACE (thanks for support @Sceptre) - Fixed: ACE arsenal issue (ace_arsenal spamming 'ammo low' samples) -- @suns - Fixed: nearestObject array script error occuring while no such object in range - Fixed: Volume levels for shouting sound effects - fixed: overlapping of 'say3d' samples' queue for friendly fire New Features - Added: ACE detection; now mod won't load unnecessary functions when launched without ACE3 - Added: New Function using 'setRandomLip' command to simulate lipsync - Added: Now characters move their mouth as they 'say3d'ing samples - Added: a new variable for functions to detect overlapping queues - Added: New reloading function mechanics (surprise) - Added: New reload feedback for launchers - Added: 56 new sound samples for new features
  12. @tpw oh sorry I misunderstood that, I will look into it.
  13. Thanks for feedback. I know what you mean. First release had a patch in it to nullify everything (default arma VOs), it was muting them completely. Then some people asked me to leave them as is. It's a matter of taste, some still find em useful. I will create an another-optional mod, or version. edit: hold on I found something, try this https://forums.bohemia.net/forums/topic/139319-mrb-voice-stop/
  14. @pirkleawesome you can disable or decide how often your unit yells out with some other customizations. At combat nobody would hear you either because of ear plugs or temporary deafness caused by weapons, you have to talk loud -or- you got acre for that already and a mic.
  15. No it doesn't work like that, different sentences are randomized for actions, it actually have 3 different voice sets. It just brings more dynamic responses than regular arma and works on any scenario with "enableSentences false" in mission init.
  16. goko--

    Tanks - Damage improvements

    I don't know if its a useful feedback, since I got a gpu from 2010 (hd5850 1gb) so maybe others don't experience what I do but; an explosion takes 1/2 of my fps. It hits from 90 to 40's inside VR map, only 1 tank destroyed. There is also zero 'damage modeling' as I expected It to be sadly. I was imagining what happens when you shot a wheel of wheeled and expecting to see blown up track when I shoot at a tank. When lets say right track of tank has full damage..it should have some kind of visual feedback. am I asking for too much? Its just bad simulation when you shoot a turret of a tank and suddenly all of it catches up rust in a big explosion. Or molten spot on the armor should be visible to eye (not just thermal) with a cannon shot, even if it isn't destroyed.
  17. goko--

    Tanks - Damage improvements

    pretty good, thanks!
  18. them logistical issues must be top secret classified logistical issues
  19. goko--

    F3llout

    GATTDAYUM
  20. It would be great if crew catch fire though. Catch fire and jump out of the vehicle.
  21. goko--

    Low CPU utilization & Low FPS

    new sata cables can be really bad and cause read/write errors as well. Some of them is really low quality plastic, can't even stay connected to slot. I'd change sata cable and test hard drive again to make sure if it is failing or not.
  22. goko--

    Arma 3 freeze

    your computer's memory is being 'injected' all the time. its the situation BE trying to figure out. reality of windows . disable telemetry, install windows 7, then you can have an actual normal solid operating system.
  23. goko--

    Arma 3 freeze

    read vault 7 of wikileaks. watch this movie
  24. goko--

    Arma 3 freeze

    man...all these games (software) are written on Visual C. C++. whatever. im not a programmer but. I already dropped you the "hint" of all 'hints': windows itself, is simply a malware to datamine everything you have installed on your computer. anything written on Visual c, anything using c++ willl be affected by this. Your open-source VLC media player or firefox web browser might seem to be intact and you have ZERO issues running them. But games such as arma, would be the first to have mulfunction. It is not BE's fault. It not the BE which has to be modified. Operating sytem you are using is simply justifying itself and trying to interact / read-write EVERYTHING you have loaded on ram. Arma or games using BE having strange reactions NOT BECAUSE THEY ARE FAULTY, ıts the OS you have, trying to MODIFY AND DATAMINE everything you load on ram.
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