-
Content Count
86 -
Joined
-
Last visited
-
Medals
Everything posted by beazley
-
~ ArmA 3 Sound Modding 101 ~
beazley replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm looking for where ArmA defines the sound rain makes (attempting to disable it). I can't find it in CfgWorlds, is it shared across all maps? If anyone knows it would be most helpful. edit: I've now tried: class CfgEnvSounds { class Rain { name = "Rain"; sound[] = {"", 0, 0}; volume = 0; }; }; class EnvSounds: EnvSounds { class Rain { name = "Rain"; sound[] = {"A3\Sounds_F\dummysound", 0, 1, 0}; soundNight[] = {"A3\Sounds_F\dummysound", 0, 1, 0}; }; }; The latter nested inside CfgWorlds > class Altis edit: I opted for enableEnvironment [false, false]; In the mission's init.sqf instead. This disables all environmental effects - the second item in the array refers to sounds, the former is wildlife I believe. -
[WIP] Jedburgh Outfitters... formerly known as Black Hornet PRS
beazley replied to Nichols's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There won't be a backpack - they state it's going to be an inventory item (which makes sense; it's tiny). I look forward to this, and may well introduce it into the 16AA's modpack! The British Army apparently withdrew them from active service in 2016/17, but they're nice and sensible, so sod 'em. -
That was the only thing I could think of, but I thought all base game stuff was loaded in first (for obvious reasons). I also didn't think the requiredAddons was used like that - in ArmA 2 you had to start the game with the mods in the right load order for this reason. I guess it was updated and I didn't realise. Anyway, thank you. I will be updating these shortly.
-
BRIEF Increases immersion by removing unrealistic HUD elements; improving your gameplay experience. DOWNLOAD v1.3 Armaholic Play withSIX ArmA3.de Alternate mirror (MediaFire) FEATURES Removes the peripheral dot HUD elements Adds full screen night vision goggles Removes the awful vignette built into A3 Removes the reload icon that shows with an empty magazine Adds an accessible dot map marker (tap 'Up' once) Disables idle animations Removes the pointless 'command bar' Removes ammo, magazine and grenade counts from infantry HUD Enlarges grid numbers for easier reading Enlarges compass for easier reading of bearings Modular: simply remove the .pbo of any modules you do not wish to use REQUIREMENTS None! MORE DETAILS Modularity means to disable any of the features above, one just has to delete the relevant .pbo(s). They are named fairly obviously but I have included a readme.txt anyway. You can still assign STHUD colours without the command bar; STHUD itself lists group members in the same order. If running the UImarkers module, everyone on the server must run it, otherwise the dot won't show for them and they'll get a popup error. Every module apart from UImarkers does not rely on other clients running it; it can be left to user preference. To reiterate, UIammocount does not remove the ammo count in vehicles, and one can still see which grenade/weapon etc they have selected. SHOUTOUT This mod originally developed for everyone in the 16 Air Assault Brigade WEB: www.16aa.net TS3: ts3.16aa.net MEDIA CHANGELOG v1.0 - release! v1.1 - NVGs fixed for INDEP and OPFOR, added cfgAddons v1.2 - Added UIammocount and UIgridnums .pbos. & included server key and signature files Thanks to Jealeine for the tip off w.r.t ammo count v1.3 - Added UIcompass & fixed key/signatures Please provide feedback below. I will attempt to fix any bugs as soon as possible. I am particularly interested in feedback regarding the disabling of idle animations; that module has not been tested at great length.
-
But AFAIK the requiredAddons array does nothing but make the game complain if you load with a mod without one of its dependencies. A3_UI_F still exists, and still contains the exact things I'm changing in this mod.
-
Ooookay, you were right - another mod was hiding the round counter (presumably ACE). I have updated the requiredAddons array and you're correct, that does fix it. I am completely confused as to why, though.
-
Sorry - I really don't check the BIS forums any more. Need to follow my own threads. Firstly, I've played a few missions since April on the latest released version and have not noticed an ammo counter, secondly I'm confused as to why changing the requiredAddons array would fix it - unless BIS removed one of the addons that I was requiring previously? Will have a look tomorrow, ta for the report.
-
rksl RKSL Foxhound LPPV for A3 3.100
beazley replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congratulations! My apologies; the bug tracker link must have got lost for me in amongst all of that text (it's sandwiched between two lists). For me, the biggest two 'mersion breaking bugs are the lack of background engine sound and the position of the gunners. Ta Rock. -
rksl RKSL Foxhound LPPV for A3 3.100
beazley replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Issue with engine sounds - there is no background idle sound at all, so when engine is on and vehicle is static it's very odd (at least from the exterior, cannot recall interior and I've now closed ArmA). Issue with PIP render targets - when I initially place vehicle and get in as driver, the top wingmirror on the left side of the vehicle does not display a PIP render target as it should. The display above the steering wheel functions normally (engine on -> 4 separate views). When I get out of the vehicle, and then get back in, the wingmirror on the top left works correctly, but one of the render targets on the screen above the steering wheen (seemingly random which one it is) stops working. Issue with gunner standing position/animations - Image1 Image2 Image3 Gunner has no reload animation for GPMG -
Beazley's MAN truck Tempest retextures
beazley replied to beazley's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Me neither. They made it possible on the covered variant, so it's possible they did for fuel too. Someone should check! -
BRIEF The BIS 'Tempest' truck looks quite a lot like the British Army's MAN trucks. This retexture gives them a paint job to match. DOWNLOAD v2.0 Armaholic Play withSIX Alternate mirror (MediaFire) DOWNLOAD v1.0 - Pre ArmA3 v1.6 Armaholic Play withSIX Alternate mirror (MediaFire) FEATURES Includes woodland and desert versions of the open transport and ammo truck variants. REQUIREMENTS None! MORE DETAILS Found in the editor under BLUFOR > NATO > Cars/Supports or EMPTY > Cars/Supports (Cars for the transport variant, Supports for the ammo truck variant). Can you make your own retextures based off of these? Yes! See below. .PSD FILES AVAILABLE HERE Download (156MB - MediaFire) Disclaimer: They weren't done with the expectation that anyone other than me would look at them. Some changes (removal of the hexagon outlines) were made destructively for this reason. Original texture work done in woodland .PSDs, others modified from there. SHOUTOUT This mod originally made for everyone in the 16 Air Assault Brigade WEB: www.16aa.net TS3: ts3.16aa.net MEDIA NOTE: Containers missing on UN ammo variant in screenshot only. Fixed in release version. CHANGELOG v1.0 - release! v2.0 - Updated for patch 1.6, added covered transport variant, added UN variants. Please provide feedback below. I will attempt to fix any bugs as soon as possible.
-
Ages ago I helped the 16AA put together a Vietnam modpack for a special event, and sourced/ported content from multiple sources to make it work. However, I noticed there was something missing. I had never seen, in all of my ArmA life, any mod which had a sharktooth Huey. Of course, I immediately went about remedying this. After creating the texture, I had always planned to get together with friend and colleague Soldierman to release a complete, bugfixed, ArmA-3 ported and jazzed up Huey mod - and give it to the Unsung 3.0 team - but we were busy, and then I started my long hiatus from ArmA. So now I'm just releasing the texture for them, and anyone else, to use. Inspiration Results (If somebody could take me a nice picture I'd be thankful; I seem to have lost all of mine and I can't quite bring it upon myself to fire up ArmA and fiddle with mods again.) No full frontal shots here because of ^. Use your imagination for now. Source .paa and .psd in this MediaFire folder - Beazley
-
The Unsung Vietnam Mod 3.0 WIP THREAD
beazley replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey-o Unsung team, Ages ago I offered a sharktooth Huey to you guys. Unfortunately, I was swamped with other projects at the time and never actually made the complete, bug-free port of the model, but I did get the texture down. Well, I've just remembered that I should probably, y'know, give you the texture. I've released it here: https://forums.bistudio.com/topic/202420-uh-1h-huey-sharktooth-texture-release/ (Shrunk) texture: (Download link for .paa and .psd) Example: Unfortunately the best shot of it I can find after a couple of years, no idea where my actual screenshots went (this is a cropped screenshot of one on a 16AA 'Nam special). Part of the original plan was to collaborate with a modeller to add hiddenSelection areas to the doors and tail, so one could randomise which serial numbers/insignias were on the Huey itself. -
Beazley's MAN truck Tempest retextures
beazley replied to beazley's topic in ARMA 3 - ADDONS & MODS: COMPLETE
UPDATED! DOWNLOAD v2.0 Download (MediaFire) CHANGELOG v2.0 - Updated for patch 1.6, added covered transport variant, added UN variants. NEW MEDIA NOTE: Containers missing on UN ammo variant in screenshot only. Fixed in release version. PSD FILES NOW AVAILABLE See front page. -
Beazley's MAN truck Tempest retextures
beazley replied to beazley's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ETA probably tomorrow (Tuesday 6th), if not then definitely the day after (Wed 7th). I'll also be including a UN version of the open transport and ammo variants - I made it ages ago for a 16AA campaign, and completely forgot to update this mod with it. I'll maybe do a covered UN version if there's call for it, but the UN are supposed to be high-visibility right? ;) -
Beazley's MAN truck Tempest retextures
beazley replied to beazley's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry! You're welcome to PM me here next time; it'll send me an email then. I'm neither active on the BIS forums or with my ArmA unit at the moment. -
Beazley's MAN truck Tempest retextures
beazley replied to beazley's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi guys, I've just been made aware that this is broken - I'm on a long hiatus from ArmA at the moment, so didn't realise. There is a fix in the works, and will also include a retexture of the covered version in woodland and desert. Cheers, Beazley -
3CB Kill Zeagle - Disable Zeus Eagle & Notification
beazley replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fantastic! My only gripe is that I had to download PwS ;) Edit: PS, as it's a server only mod, there's no need for signatures and keys. Servers can run whichever mods they please, regardless! -
The Unsung Vietnam Mod 3.0 WIP THREAD
beazley replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm not at my main computer right now so can't get a handsome screenshot of it, but I have a shark teeth Huey skin that I'd be happy to donate: http://i.imgur.com/6zXKvRe.png (779 kB) ...(assuming you'll be porting the A2 model), along with other slight variations in colour. Ideally, if I could work with someone who's at home in Oxygen, I'd have selections made up on it to have proper serial number (and paint job) randomisation. If that can happen, I'll be happy to make quite a few different skins. I'd also quite like to work on lots of custom helmet variants. If you have a modeller who can transform the A2 Littlebird into an OH-6 Loach (just has a different tail fin, afaik) then I'd be up for retexturing that as well. -
There's 2 pi radians in a full rotation, so 6.28 (3 s.f.). I'd be surprised if the turret could manage a full rotation in both directions in the Y-axis. ScotG also implies that the turret can't turn more than 90 degrees in either direction, despite these config values. Scot, have you tried changing them and seeing if there's an effect?
-
ACE3 - A collaborative merger between AGM, CSE, and ACE
beazley replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
More than that! Glowbal and his few CSE compatriots as well as the AGM dev team, plus some of the ACE2 guys. Best of luck everyone. This was a very sensible step, and I was happy about it from the moment I heard. Quite surprised everyone managed to keep it under wraps until the announcement! Looking forward to testing this with the 16AA. -
Authentic Gameplay Modification
beazley replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm sure I don't know what you're talking about. -
Authentic Gameplay Modification
beazley replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You'd have to be bananas to read anything into this. -
There you go. Merry Christmas, everyone!
-
Hey Robert, Something's up with the .RVMAT for the backup sight on the TA648. It's very noticeable when things get foggy: Thank you for the high-quality addon; you've got some nice scopes in here, and thanks for including 2D versions as well.