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Found 6 results

  1. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  2. I currently have a virtualization server I run for personal use and have been asked by son if i can run an ARMA 3 server for him. I honestly have more resources than i could ever use with this monster so i told him i will check. I am looking for documentation on best practices or existing configurations. Any help would be greatly appreciated. My specs are as follows and am will to do upgrades if necessary. XEON E5-2690 x2 128GB ram LSI 9271-8i raid controller LSI 9211 controller 8tb raid 10 HDD 400gb raid 10 SSD four 3tb nas drives available for any raid config various other drives to accomadate drive configs short of a DC 4 available nics (Have 6 total on machine but two are dedicated) I am running VM's in hyper-v on Win10 and max usage on the host at any time is around 3 to 4% with normal usage a 1%. I am sure i can do something for him and would appreciate any help
  3. Hi, I try to make my own decal, I first started by cloning BIS helipads and everything was fine, but since my decal need specific sizes, I had to make my own p3d and I couldn't figure out how to configure it to get the decal effect : i used t_d's ODOL Web Converter to unbinarize the helipad p3d and copy the configuration but i can't get it working. Resolution LOD uses the same rvmat as BIS helipads Geometry LOD has damage = no, map = hide and class = house named properties, as BIS helipads BIS helipad on left, my helipad with custom p3d on right :( Thanks for your help
  4. Hi guys, I can successfully host an arma 3 listen server but the problem is I want to make it so people that don't have the mods I have get kicked. I understand that is achieved by using "verifySignatures = 2;" however I do not know if this is possible with a listen server as i cannot find a server.cfg. Do i need to make a dedicated server if i wish to do this? Would prefer to use listen server. Thanks.
  5. As I come from Operation Flashpoint/Arma series, I was surprise not to find a scripting language in Take On Mars (as SQS/SQF), even with very few commands. a (small) scripting language could eventualy relieve to the missing of functionnalities and/or permits to easily insert random in user's missions. Did you plane to add a scripting language (I saw a sub-forum on Steam "Scripting & Configs") ? Or may I suggest you to add one ?
  6. As a (yet another) follow-up of Difficulty/AI Skill settings proposal (also, REF:AI Configuration Analysis & this) I've decided to start a new thread dedicated not to what the AI can and can't do, but to how you, as a player, mission designer or modder can directly affect the AI's behavior. The initial goal is to: DEFINE Together with slightly improved documentation of AI Sub-skills, setSkill command and under-improvement CfgAISkill & page about precision(skill)Friendly(Enemy) (currently incomplete info here, more info here) we'd like to consolidate the configuration of AI on all levels. For that purpose, we've divided the issue into 2 main branches. Global and Per-unit configuration. Please, take a look at the documentation and let us know what you think about the current status, about current options how to configure the AI and also feel free to ask about anything you'd like to know and you feel is missing in the documentation! PROVIDE We'll hopefully get a chance to improve both "branches" soon or later, but our first focus is on the global settings; i.e. player more meaningful control over the difficulty of the AI in Game Options/Difficulty, defined in your .Arma3Profile. One option is to get rid of it completely and leave the decision about how dangerous the AI is going to be purely on the mission designer. #noFlameIntended The other option is to provide limited amount of, let's say 3, hard-set global AI skill presets - carefully tuned by us (with an assistance of your feedback) - that would give a consistent experience and would also let you know what you can expect from a MP session that uses one of such presets. (showing this parameter in server info is intended) For your convenience there still could be one more (advanced) option - a custom preset where you could set, for example, the Skill & Precision of AI to any value. We wouldn't take responsibility for that ;). That would allow you to adjust the AI if you didn't like the presets defined by us, it would allow you to test the effects of those two multipliers on the run or drastically change the mission experience without touching the individual AI units' skills inside it. (More about how they work to be found here) That would also come with separating the AI skill settings completely from the other "difficulty" settings, that serve mainly the purpose of "helpers" (HUD elements...). ENABLE In future, we'll take a look at how we can give mission makers more options for setting units in, for example, the mission editor; for now, we're focus now purely on those global settings: how would you like to adjust the AI globally? I know it's interconnected with per-unit skill settings, but let's say we can - just for a moment - forget about that ;)
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