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natanbrody

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About natanbrody

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    Sergeant

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    ArmA Series, Falcon 4.32 BMS
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    Student

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    I am a student who is aiming to become a Fighter Pilot in the Israeli Air Force.
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    IDFClanOfficial
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    NatanBrody

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  1. Naval Special Warfare Development Group - Red Squadron "The only easy day was yesterday" "It pays to be a winner" DEVGRU Red Squadron is a realism unit based in ArmA 3, We strive to realistically replicate military operations, training, tactical knowledge and systems employed by the United States Navy SEAL's. The unit utilizes real world techniques and training which will help the player become the best of the best. We recruit anyone who wishes to improve their tactical knowledge and participate in realistic military simulation. Training Phase Our training is split up into 7 parts; Indoctrination, BUD/S Part 1, BUD/S Part 2, Parachute Jump School, SEAL Qualification Training, Green Team and Prep Phase (All the below Descriptions are small bulletins from what you may undergo in training, This does not represent the whole training program). Indoctrination Introduction To Military Courtesy Introduction To Military Structure Introduction To Ranks Introduction To Policies Gear Issue Introduction To Facility And Unit History And Culture. BUD/S Part 1 - Combat Diving Theoretical SCUBA Skills Boat Usage Water Navigation Underwater Devices Medical Skills Long Distance Underwater Dives BUD/S Part 2 - Land Warfare Theoretical Infantry Skills Rifle/Pistol Ranges Demolitions Proficiency Formations Reaction To Contact Small Unit Maneuvers Land Navigation Ambush Planning And Execution Stealth Techniques Patrolling Techniques Parachute Jump School Theorectical Parachuting Skills Static Line Drops Free Fall Parachuting Parachute Terrain Proficiency SEAL Qualification Training Marksmanship Close Quarter Combat Aerial Operations Mobility Operations Jungle Warfare Arctic Warfare Unconventional Warfare Advanced Maritime Operations Survival, Evasionj, Resistance, Escape Sensitive Site Exploitation Green Team Combat Readiness Assessments Building Phase Team Draft Prep Phase Combat Readiness Assessments Muscle Memory Building Team Assessment Individual Specialities Here at DEVGRU Red Squadron we offer a variety of courses which our players may take to improve their speciality skills and to provide them with a better role within the team. Sniper/Scout Course Advanced Close Quarter Combat Course Special Operations Medical Course Advanced Driving Skills Course Advanced Demolitions Course High Threat Protection Security Course Instructor School And Master Training Specialist Course Unmanned Aerial Vehicle Operator Course Defensive Language Course Advanced Special Operations Course Requirements Be over the age of 18. Own an operating Microphone and Headphones. Ability to speak and write English at a fluent level. Ability to integrate quickly into the unit. Not be an active member of any other MILSIM unit. Attend the operations and trainings the majority of the time. How To Enlist - Fill out the "Recruitment" Form. HERE - Join the Team Discord. DISCORD - Join the Teamspeak and talk to a Recruiter. 172.96.166.181:9992 - Begin your training as a BUD/S Candidate. Media https://steamcommunity.com/sharedfiles/filedetails/?id=1678275156 https://steamcommunity.com/sharedfiles/filedetails/?id=1678273818 https://steamcommunity.com/sharedfiles/filedetails/?id=1678272906 https://steamcommunity.com/sharedfiles/filedetails/?id=1648509113 https://steamcommunity.com/sharedfiles/filedetails/?id=1677994142 https://steamcommunity.com/sharedfiles/filedetails/?id=1677995930 https://steamcommunity.com/sharedfiles/filedetails/?id=1680407625 https://steamcommunity.com/sharedfiles/filedetails/?id=1729991205 https://steamcommunity.com/sharedfiles/filedetails/?id=1729991642
  2. Squad name: DEVGRU | Red Squadron | Serpent Troop Timezone/location : EST/ East Coast, USA Gamemode preference (eg coop or pvp): CO-OP Hardcore MILSIM Contact email: natanbrody1@gmail.com Website address: https://units.arma3.com/unit/devgruredsquadron Short description: Hardcore MILSIM unit, Utilizes real-world tactics, procedures, and gear. Accurate training pipeline and realistic command structure. Language: English
  3. natanbrody

    Custom Weapon Sound Not Working

    Still need help guys
  4. I have tried many different things but to no avail. The .wss files are all mono files. I will leave my files here and hopefully someone can shed some light on why it doesn't work. Config.cpp (For Weapon) #include "cfgsoundshaders.hpp" #include "cfgsoundset.hpp" class CfgPatches { class PRP_ColtAR15 { requiredaddons[] = {"A3_Data_F","A3_UI_F","A3_Anims_F","A3_Anims_F_Config_Sdr","A3_Weapons_F","PRP_SoundFramework"}; units[] = {}; weapons[] = {"PRP_ColtAR15"}; magazines[] = {"PRP_556_30Rnd_55gr"}; version="1"; author="Natan Brody"; }; }; class cfgMods { class Mod_Base; class PrecisionLifeProject : Mod_Base { name = "Precision Life Project"; picture = ""; dir = "@PrecisionRoleplay"; hideName = 1; hidePicture = 0; action = ""; author = "Natan Brody"; logo = ""; logoOver = ""; logoSmall = ""; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgMagazines { class 30Rnd_556x45_Stanag; class PRP_556_30Rnd_55gr : 30Rnd_556x45_Stanag { dlc = "PrecisionLifeProject"; author = "Natan Brody"; ammo = "PRP_556_55gr"; count = 30; descriptionshort = "Caliber: 5.56x45mm 55gr <br />Rounds: 30<br />Used in: Any Colt Platform"; displayname = "5.56x45mm Magazine (55gr. FMJ) 30rnd"; model = "PRP_Weapons\ColtAR15\magazine.p3d"; initspeed = 945; lastroundstracer = 1; tracersevery = 0; displaynameshort = "5.56x45mm 55gr. FMJ"; picture = "\PRP_Weapons\ColtAR15\UI\m_magazine_ca.paa"; }; }; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class PRP_AR15_Base : Rifle_Base_F { magazineReloadSwitchPhase = 0.5; scope = 1; aidispersioncoefx = 4; aidispersioncoefy = 6; magazines[] = {"PRP_556_30Rnd_55gr"}; class Library { libTextDesc = "AR15"; }; /*reloadAction = "HLC_GestureReloadAK";*/ maxRecoilSway = 0.0125; swayDecaySpeed = 1.25; class GunParticles: GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; descriptionShort = "Assault rifle<br/>Caliber: 5.56mm"; handAnim[] = {"OFP2_ManSkeleton", "PRP_Weapons\ColtAR15\anim\Handanim_rifletemplate.rtm"}; dexterity = 1.8; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15}; soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083}; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "AR_Shot_SoundSet", "", "" }; }; class SilencedSound: BaseSoundModeType { SoundSetShot[]= { "AR_Shot_SoundSet", "", "" }; }; }; UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; }; class PRP_ColtAR15 : PRP_AR15_Base { dlc = "PrecisionLifeProject"; deployedPivot = "deploypivot"; /// what point should be used to be on surface while unfolded hasBipod = false; /// a weapon with bipod obviously has a bipod //soundBipodDown[] = { "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down", db - 3, 1, 20 }; /// sound of unfolding the bipod //soundBipodUp[] = { "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up", db - 3, 1, 20 }; /// sound of folding the bipod magazineReloadSwitchPhase = 0.5; aiDispersionCoefY = 6.0; aiDispersionCoefX = 4.0; author = "Natan Brody"; /* reloadAction = "HLC_GestureReloadAR15_BAD_WS";*/ scope = 2; model = "PRP_Weapons\ColtAR15\AR15.p3d"; picture = "\PRP_Weapons\ColtAR15\ui\gear_ar15_x_ca"; displayName = "Colt AR-15 Carbine (5.56x45mm)"; descriptionShort = "Short-Barreled Rifle<br/>Caliber: 5.56mm"; hiddenSelections[] = {}; hiddenSelectionsTextures[] = {}; discretedistance[] = {300}; discretedistanceinitindex = 0; /*reloadMagazineSound[] = {"hlc_wp_ar15\snd\ar15c_reload",0.74,1,30};*/ handAnim[] = {"OFP2_ManSkeleton", "PRP_Weapons\ColtAR15\anim\Handanim_rifletemplate.rtm"}; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 57; }; inertia = 0.22; dexterity = 1.64; class ItemInfo { priority = 1; RMBhint = "XMC"; onHoverText = "TODO XMC DSS"; }; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "AR_Shot_SoundSet", "", "" }; }; class SilencedSound: BaseSoundModeType { SoundSetShot[]= { "AR_Shot_SoundSet", "", "" }; }; aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 1; canshootinwater = 0; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_trg"; recoilprone = "recoil_single_prone_trg"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class Library { libTextDesc = "AR-15 Carbine"; }; }; }; class CfgAmmo { class B_556x45_Ball; class PRP_556_55gr : B_556x45_Ball { airfriction = -0.001425; caliber = 0.5; cost = 1; deflecting = 20; hit = 8; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; }; }; cfgSoundShaders.hpp class CfgSoundShaders { class AR_0m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\0m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\0m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\0m_3.wss",1} }; volume=2.3; range=50; rangeCurve[] = {{ 0,1 },{ 50,0 }}; }; class AR_50m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\50m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\50m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\50m_3.wss",1} }; volume=2; range=150; rangeCurve[] = {{ 0,0 },{ 50,1 },{ 150,0 }}; }; class AR_150m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\150m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\150m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\150m_3.wss",1} }; volume=1.5; range=550; rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,1 },{ 550,0 }}; }; class AR_550m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\550m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\550m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\550m_3.wss",1} }; volume=1; range=1000; rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,1 },{ 1000,0 }}; }; class AR_1000m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\1000m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\1000m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\1000m_3.wss",1} }; volume=0.8 -(interior*0.3); range=1800; rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,0 },{ 1000,1 },{ 1800,0 }}; }; class AR_1800m_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\1800m_1.wss",1}, {"PRP_Weapons\ColtAR15\sounds\1800m_2.wss",1}, {"PRP_Weapons\ColtAR15\sounds\1800m_3.wss",1} }; volume=0.5 -(interior*0.5); range=3000; rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,0 },{ 1000,0 },{ 1800,1 },{ 3000,0 }}; }; /*class m4_tailDistant_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\dist_tail\light1.ogg",1}, {"\PRP_Weapons\Sounds\dist_tail\light2.ogg",1}, {"\PRP_Weapons\Sounds\dist_tail\light3.ogg",1}, {"\PRP_Weapons\Sounds\dist_tail\light4.ogg",1} }; volume=1; range=2000; rangeCurve[]= { {0,0}, {600,0.69999999}, {2000,1} }; limitation=1; }; class m4_tailForest_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\forest_tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\forest_tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\forest_tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\forest_tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*forest/3"; range=2000; rangeCurve[]= { {0,1}, {2000,0} }; limitation=1; }; class m4_tailHouses_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\houses_tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\houses_tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\houses_tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\houses_tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*houses/3"; range=1500; rangeCurve[]= { {0,1}, {250,0.30000001}, {1500,0} }; limitation=1; }; class m4_tailInterior_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\interior\shot.ogg",1} }; volume="interior"; range=350; rangeCurve[]= { {0,1}, {50,0.40000001}, {100,0.2}, {350,0} }; limitation=1; }; class m4_tailMeadows_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*(meadows/2 max sea/2)/3"; range=2000; rangeCurve[]= { {0,1}, {2000,0} }; limitation=1; }; class m4_tailTrees_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\meadow_tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*trees/3"; range=2000; rangeCurve[]= { {0,1}, {2000,0} }; limitation=1; }; class m4_silencerShot_SoundShader { samples[]= { {"PRP_Weapons\ColtAR15\sounds\1stperson\sd\silencerShot.ogg",1} }; volume=1.5;//silencerShot// range=150; rangeCurve="closeShotCurve"; }; class m4_SD_midShot_SoundShader { samples[]= { {"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid1.ogg",1}, {"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid2.ogg",1}, {"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid3.ogg",1}, {"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid4.ogg",1} }; volume=0.50118721;//SD_midShot// range=2000; rangeCurve[]= { {0,0}, {50,1}, {150,1}, {300,0}, {2000,0} }; }; class m4_SD_distShot_SoundShader { samples[]= { {"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\dist.ogg",1} }; volume=1;//SD_distShot// range=2000; rangeCurve[]= { {0,0}, {50,0}, {300,1}, {2000,1} }; }; class m4_silencerTailForest_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*forest/3"; range=150; rangeCurve[]= { {0,1}, {150,0.30000001} }; limitation=1; }; class m4_silencerTailHouses_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*houses/3"; range=150; rangeCurve[]= { {0,1}, {150,0} }; limitation=1; }; class m4_silencerTailInterior_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\interior\SD_shot.ogg",1} }; volume="interior"; range=150; rangeCurve[]= { {0,1}, {50,0.30000001}, {150,0} }; limitation=1; }; class m4_silencerTailMeadows_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*(meadows/2 max sea/2)/3"; range=150; rangeCurve[]= { {0,1}, {150,0.30000001} }; limitation=1; }; class m4_silencerTailTrees_SoundShader { samples[]= { {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle1.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle2.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle3.ogg",1}, {"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle4.ogg",1} }; volume="(1-interior/1.4)*trees/3"; range=150; rangeCurve[]= { {0,1}, {150,0.30000001} }; limitation=1; }; */ }; cfgSoundSets.hpp class CfgSoundSets { class AR_Shot_SoundSet { soundShaders[]= { "AR_0m_SoundShader", "AR_50m_SoundShader", "AR_150m_SoundShader", "AR_550m_SoundShader", "AR_1000m_SoundShader", "AR_1800m_SoundShader" }; volumeFactor = 1.33 * 1.35; volumeCurve = "PRP_rifleSoundCurve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "PRP_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; frequencyRandomizer = 0.8; frequencyRandomizerMin = 0.1; }; /*class m4_tail_SoundSet { soundShaders[]= { "m4_tailDistant_SoundShader", "m4_tailForest_SoundShader", "m4_tailHouses_SoundShader", "m4_tailMeadows_SoundShader", "m4_tailTrees_SoundShader" }; volumeFactor=1; volumeCurve="PRP_wpn_vl_sin"; sound3DProcessingType="WeaponMediumShotTail3DProcessingType"; spatial=1; doppler=0; loop=0; distanceFilter="weaponShotTailDistanceFreqAttenuationFilter"; frequencyRandomizer=2; soundShadersLimit=9; }; class m4_InteriorTail_SoundSet { soundShaders[]= { "m4_tailInterior_SoundShader" }; volumeFactor=1; volumeCurve="InverseSquare2Curve"; sound3DProcessingType="WeaponMediumShotTail3DProcessingType"; spatial=1; doppler=0; distanceFilter="weaponShotTailDistanceFreqAttenuationFilter"; frequencyRandomizer=1; loop=0; }; class m4_silencerShot_SoundSet { soundShaders[]= { "m4_Closure_SoundShader", "m4_silencerShot_SoundShader", "m4_SD_midShot_SoundShader", "m4_SD_distShot_SoundShader" }; volumeFactor=2.2;//shot_soundset// volumeCurve="InverseSquare2Curve"; sound3DProcessingType="WeaponMediumShot3DProcessingType"; spatial=1; doppler=0; distanceFilter="weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer=1; loop=0; }; class m4_silencerTail_SoundSet { soundShaders[]= { "m4_silencerTailTrees_SoundShader", "m4_silencerTailForest_SoundShader", "m4_silencerTailMeadows_SoundShader", "m4_silencerTailHouses_SoundShader" }; volumeFactor=0.89999998; volumeCurve="InverseSquare2Curve"; sound3DProcessingType="WeaponMediumShotTail3DProcessingType"; spatial=1; doppler=0; loop=0; distanceFilter="weaponShotTailDistanceFreqAttenuationFilter"; frequencyRandomizer=2; soundShadersLimit=9; }; class m4_silencerInteriorTail_SoundSet { soundShaders[]= { "m4_silencerTailInterior_SoundShader" }; volumeFactor=1; volumeCurve="InverseSquare2Curve"; sound3DProcessingType="WeaponMediumShot3DProcessingType"; spatial=1; doppler=0; distanceFilter="weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer=1; loop=0; };*/ }; Config.cpp (For the sound filters and such) class CfgPatches { class PRP_SoundFramework { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = {}; authors[] = {"Natan Brody"}; author = "Natan Brody"; }; }; class cfgDistanceFilters { class PRP_defaultDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 300; range = 2800; powerFactor = 32; }; class PRP_rifleTailDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 350; range = 1800; powerFactor = 32; }; class PRP_bulletCrackTailDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 50; range = 500; powerFactor = 32; }; class PRP_rifleTailInteriorDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 350; range = 1000; powerFactor = 32; }; }; class CfgSoundCurves { class PRP_soundCurve { points[] = {{0, 1}, {1.0, 0}}; }; class PRP_tailSoundCurve { points[] = {{0.0, 1}, {0.2, 0.85}, {0.5, 0.36}, {0.8, 0.1}, {1.0, 0}}; }; class PRP_rifleSoundCurve { points[] = {{0.0, 1}, {0.001, 0.92}, {0.005, 0.84}, {0.1, 0.7175}, {0.2, 0.6196}, {0.4, 0.3633}, {0.6, 0.3115}, {0.8, 0.2968}, {0.9, 0.1168}, {1.0, 0}}; }; class PRP_miniCannonSoundCurve { points[] = {{0.0, 1}, {0.001, 0.97}, {0.005, 0.92}, {0.1, 0.7975}, {0.2, 0.6996}, {0.4, 0.4133}, {0.6, 0.3215}, {0.8, 0.2768}, {0.9, 0.1768}, {1.0, 0}}; }; class PRP_cannonSoundCurve { points[] = {{0.0, 1}, {0.001, 0.97}, {0.005, 0.96}, {0.1, 0.8475}, {0.2, 0.7796}, {0.4, 0.6833}, {0.6, 0.4215}, {0.8, 0.2968}, {0.9, 0.2068}, {1.0, 0}}; }; class PRP_InverseSquareCurve_2 { points[] = {{0.0, 1}, {0.05, 0.861}, {0.1, 0.50328}, {0.15, 0.3618}, {0.2, 0.27}, {0.25, 0.207}, {0.3, 0.162}, {0.35, 0.2864}, {0.4, 0.10332}, {0.45, 0.08364}, {0.5, 0.06712}, {0.6, 0.045}, {0.7, 0.02928}, {0.8, 0.018}, {0.9, 0.01}, {1.0, 0}}; }; }; class CfgSound3DProcessors { class PRP_Sniper_crackling_3DProcessingType { type = "panner"; innerRange = 60; range = 370; rangeCurve[] = {{0, 1}, {370, 0}}; }; class PRP_exploTailPlaceholder_3DProcessingType { type = "panner"; innerRange = 200; range = 1400; rangeCurve[] = {{0, 1}, {1400, 0}}; }; class PRP_exploLayer_small_3DProcessingType { type = "panner"; innerRange = 60; range = 570; rangeCurve[] = {{0, 1}, {90, 0.98}, {570, 0}}; }; class PRP_exploLayer_big_3DProcessingType { type = "panner"; innerRange = 250; range = 1250; rangeCurve[] = {{0, 1}, {250, 0.98}, {1250, 0}}; }; class PRP_debris_small_3DProcessingType { type = "panner"; innerRange = 15; range = 120; rangeCurve[] = {{0, 1}, {120, 0}}; }; class PRP_debris_interior_3DProcessingType { type = "panner"; innerRange = 5; range = 30; rangeCurve[] = {{0, 1}, {30, 0}}; }; }; class cfgSoundGlobals { defaultDistanceFilter = "PRP_defaultDistanceFilter"; }; Any ideas on why the sound is just not working at all?
  5. In game the neck is stretching with the current animation, the legs are fine but the neck is stretching, see below: (Don't pay attention to the bad placement of the proxy xD The problem is the neck appears to be too long)
  6. Afternoon to all, I have been working on a new sitting animation for one of my vehicles and unfortunately I have got stuck since the animation it stretching the fingers and glitching them out and also stretching the neck. Any ideas? thanks in advance Here is a picture before I started on the hands, I have checked at this point and the neck is still stretching?
  7. Thanks will try it out and report back!
  8. Doesn't seem to work with MP anymore? Got both the Auto and the Bloodlust mod and it doesn't seem to work in the MP mission
  9. Hey all, Need some help with a script that I have been working on. I need a script which will allow me to move an empty unnamed vehicle to an elevated height without any player inside of it. I am getting errors with this script which I am using: Trigger Cond: this && ("Car" countType thislist > 0) Trigger Act: _dump = [(thislist select 0), ThisTrigger] execVM "PRP\sheriffCarTP.sqf"; sheriffCarTP.sqf: private["_spawm","_veh","_hs"]; _spawn = getMarkerPos "sheriff_car_spawn"; _veh = nearestObjects [_spawn, ["Car"], 10]; _hs = getMarkerPos "sheriff_car_elevated"; _veh allowdamage false; _veh setPos _hs; sleep 0.05; _veh setPosATL (_veh modelToWorld [0,0,3]); sleep 1; _veh allowdamage true; The error we are getting is to do with the allowdamage statement and even if I remove that statement we still get an error with the code... Any ideas ??
  10. Thank You very much Sir. Worked like a charm! :)
  11. I have been having an issue for a while now setting up my repo. I have been having an error stating that the .a3s directory was not found (550 CWM Directory Not Found /.a3s) so I manually created one and now on my Filezilla server I am seeing that there is a missing file which should be ok. Here is the issue, I have set up the repository on ArmA3Sync as referred to in multiple tutorials using ftp://Localhostas the URL (The FTP is being hosted on the local machine) Upon connecting to the repo I get an error about not having a sync file but that is fine since it should make one right? The answer is no because on the right hand side of the screen where the 3 buttons are supposed to show up (http://www.sonsofexiled.fr/wiki/images/arma3sync/arma3sync_repository_button.png) I am only getting the top download button. I have been searching all over for answers and have not received any help from anyone. If someone could find the time to help me out I would greatly appreciate it!
  12. Upon Looking into this I have realized that the error is with the German Weapon Packs... Even alone they disable these features mentioned above.
  13. I have a custom modpack installed. Since the modpack has been installed I no longer get the option when pressing F to throw smoke grenades even though I have them inside my inventory. This could be 2 mods clashing but I have no idea how to check which mods they are. When clicking on the scroll action to place a Satchel the player does an animation as if he is placing it but no satchel charge appears and the action is still there. See Pics Below: If someone could help I would appreciate it!. http://imgur.com/a/t80T1
  14. I have created my own Bikey and biprivatekey files with the appropriate executables but when I have placed the Bikey file in my server's key's folder and tried to join the server with bisign files that were signed by myself with the privatekey after about 1 minute I will receive a session lost error and on the server logs it says that I have the wrong signature files. This has happened twice. I have signed the files with dssignfile via cmd and also signed them with BinPBO but both to no avail. Any help would be appreciated.
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