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Found 87 results

  1. Hey guys, I am trying to wrap my head around the various playMusic, say2D, playSound3D commands and am still having trouble. I would like achieve the following two things: - When a blufor player uses an action on an object, ONLY the blufor players hear a 2D sound (it has to follow the player and be heard locally, like a radio message of sort). - The same as above, but triggered when any blufor player enters a trigger. I tried various commands but am still struggling with locality of the commands. I believe that I am not using them on the correct clients, or something like that. The reason it needs to be played for side is that the mission is supposed to be PvP, so I do not want the opfor team to hear the audio. Any help will be much appreciated. Cheers!
  2. Description: JSRS SOUNDMOD is a sound modification for ArmA3. The purpose of this modification is to bring new sounds to the game, making it more exciting. Many would say it makes the game much more realistic, but that is not the initial purpose of this modification. Even if some sounds are authentic to what we call "modern warfare", the main purpose was just to create a certain type of sound feeling. Visit the new JSRS-Studios.com website for more information about my work! https://www.jsrs-studios.com/ Download: JSRS SOUNDMOD - CE.20.0419 In addition, I have a small selection of supported modifications: The Armaholic mirror version: JSRS Soundmod Videos: Installation: Changelogs JSRS Soundmod Update CE.20.0419 Tweaks: - Tweaked firing sound for Zubr revolver, was way over the top - Tweaked firing sound for M4 rifle family (CUP and RHS) - Tweaked fring sounds for all vanilla weapons plus all CUP/RHS compat weapon sounds - Tweaked many minor tweaks all across the soundscape Addidions: - Added new sounds/cfg for vehicles of Tank DLC JSRS Soundmod Update CE.20.0417C: Tweaks: - Tweaked some volume values for M249, M240, AKM, AK74, SCAR and more weapons as they used a wrong layer. - Tweaked new sounds for DSHK and M2 50cal JSRS Soundmod Update CE.20.0417: Again: New signature Key. JSRS_Soundmod_2020_V2. Admins be aware! (Do to some issue with the signing tools, it had my keys deleted!) Tweaks: - Tweaked small arms pistols volume and overall power - Tweaked Mar10 to be more powerful (SD sounds still missing the cracks) - Tweaked close explosion sounds have a bit more bass and sound clearer - Tweaked vehicle engine sounds. Tested a new idea and it came out pretty good - Exhanged/New engine sounds for Offroad, MWB, SUV, Van, Van_02 - Tweaked M249 and M240 sounds, tho I'm not quite happy with the results yet - Made some adjustments to have a better immersion playing Old Man Scenario - Deleted all reloading sounds out of RHS compat files as these cause RPT logs during multiplayer Attention: NEW KEY! JSRS Soundmod Update CE.20.0331: NEW KEY signature. JSRS_Soundmod_2020 Fixes: - Fixed some weapons where muted interior Tweaks: - Tweaked some sounds and explosions Old Changes: Support: If yoi like to support me, or you like what I do here or just want to get me drink, feel free to do so 🙂 Every cent donated to JSRS goes a 100% back into the project! Patreon or PayPal END USER LICENSE AGREEMENT: Arma Public License No Derivatives (APL-ND)
  3. I can't hear arma game all of a sudden a few days ago. I can hear other games and computer sounds other than arma. what i did Lots of reboots. Delete the game, delete the arma folder in the profile and appdata, then reinstall arma. Change the audio playback default device to the built-in motherboard with speakers connected. I checked the audio basic device, and I also checked the volume mixer. The strange thing is that sometimes arma is not visible in the volume mixer. I thought that arma couldn't catch the audio device itself, so I went to the sound option in the arma game options, and it was like the screenshot. The audio device selection area is grayed out and cannot be selected. Hitting refresh doesn't change anything. It's been like this for a few days, so I can't play the game because I can't hear the arma sound. How do I solve it? Please help me! windows 10 / 20H2 / 19042.1237 AMD 3600 Nvidia 2070S 24G Ram
  4. Hey, I would like some help in creating a custom unit voice pack (as in adding another language for a unit). I am green at programming in SQF/Arma 3, but I do have coding experience elsewhere. Unfortunately, I am unable to find any guides on how to do this, and the information that does relate to creating a unit voice pack is scattered and not elaborated well. If there is a good samaritan out there who would be willing to take the time out of their day to help me either by DM or by providing me with a list of resources that can help me learn how to do this would be much appreciated. If, however, you don't want to help, that's fine, but don't ridicule me for being new to making Arma 3 mods -- at least I am trying to learn it instead of begging someone to make it for me. Anyways I appreciate you guys (and gals) for taking the time to read this. Thanks
  5. I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Steam guide (fore more thorough explanation) Showcase missions: Vanilla CUP SOG PF Showcase videos: Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
  6. I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Showcase missions: Vanilla CUP SOG PG Showcase videos: Steam guide (more thorough) Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
  7. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  8. 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.
  9. LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  10. Recently the same scripts I use for all of my normal user-made missions cfg sound script have suddenly stopped working to a bug. Every time I use playSound or say3D I get this error: Type Object, expected nothing. Yet I can play the same sound with no problems when using the effects section in a trigger. This makes absolutely no sense as this exact script works on other missions I have made but for some reason not any of my recent ones. I seriously want to get a gun and shoot my computer 35 times this shit is so frustrating. Here is my desc.ext: class CfgMusic { sounds[] = {cutscenemusic}; class music { name = "cutscenemusic"; sound[] = {"sound\cutscenemusic.ogg", db+1, 1.0}; titles[] = {0, ""}; }; }; class CfgSounds { sounds[] = {}; class banter1 { name = "banter1"; sound[] = {"\sound\banter1.ogg", 100,1}; titles[] = {}; }; class scline1 { name = "scline1"; sound[] = {"\sound\scline1.ogg", 100,1}; titles[] = {}; }; class line3 { name = "line3"; sound[] = {"\sound\line3.ogg", 100,1}; titles[] = {}; }; class banter4 { name = "banter4"; sound[] = {"\sound\banter4.ogg", 700,1}; titles[] = {}; }; class banter5 { name = "banter5"; sound[] = {"\sound\banter5.ogg", 1,1}; titles[] = {}; }; }; author="Maxim"; OnLoadName = "The Last War"; OnLoadMission = "This will be the end..."; loadScreen = "images\splash1.jpg" And beleive me, all of my aspects are correct like my sound folder is not spelt wrong and so on.
  11. This spawns a loudspeaker at the Altis Terminal trader that plays music up to 350 meters. Sound is 3D so it is louder outside buildings and gets harder to hear farther away you move from the speaker. The location of the loudspeaker can be changed in the LoudSpeaker.sqf by using editor to get all the necessary cordinates and plugging them into the correct locations. If you understand code you can add your own sound files by adding necessary information into the playList.hpp and LoudSpeaker.sqf then adding in .ogg sound into music folder. Songs are chosen randomly but the same song is heard by everyone in the area. If you join and do not hear a song playing you will have to wait about 5 minutes before you hear the music becuase the current song was remote executed before you joined and since you were not on you cant hear it but when the next song starts you will hear it because you were connected when server remote executed it for you to hear. this applies also if you dissconnect and rejoing you will have to wait for next song to start hearing the music. Need support feel free to contact Crito at our discord https://discord.gg/WEFzqPa You can get the script here https://github.com/Crito-VanaheimServers/Crito-s-Loudspeaker This is not a final copy it will be improved upon over time. First improvement in works is the way it is activated.
  12. Author: göko 'the0utsider', Spectre, 654Wak654 Website/Repo: https://github.com/the0utsider/unit-voiceovers Short description: Dynamic 3D-positional voiceovers MP compatible: Yes *Has to be loaded on both server and client Requirements: CBA Version: v1.46 "Imbroglio" Signed: Yes Description: This is not a regular replacement mod to patch/replace existing sound files. It is a unique experiment using NWI's iconic game "Insurgency" resources; this addon is created to improve overall experience and bring dynamism to increase situational awareness, to simulate better close quarters combat in Arma 3. Features Complete overhaul for default arma unit voice-overs Opfor, independent, and blufor sides use different sets of voices Randomized samples for each action Spot enemy / callout targets direction (Default key 'T') ACE3 Medical compatibility Custom Nationality system (@spectre) Almost 1000 different sound samples total Supports transferring unit locality Works independent from 'enableSentences false' setting For more information on features and customizability, please see github readme For defining custom nationalities and other functions, please see github wiki Special thanks: 654wak654 Thanks bud, none of it would exist without your imagination and experience. gebbet for support sergentKappa for help Spectre For giving proper test and feedback since I first created this, and becoming a part of development: implementing CBA methods like 'statemachine', solutions to add custom sounds/creating custom samples. Also providing a WIKI and taking a step to make this a true community mod, thanks. And thank you all the rest at the other end who enjoy and cherish this.
  13. Hi guys, I'm trying to use a CBA slider to effect a particular sound volume in the example here its the MX, but its going to end up being a few different sounds. My slider is going to go from zero to one and I'm hoping to just send a multiplier to the particular sound(s). So, I'm hoping to effect the volumeFactor with a multiplier, is this possible and if so how do I send it to the particular sound? Do I just have to redefine the class? Are these values editable on the fly, or is this somthing that would be better redefined? A little more... So, not only do I have to target a specific variable (I guess by name?) but I need to do it for multiple classes as well as each class may have the variable in a different position, I'm a little out of my depth here so I'm not sure if array structure applies to classes?
  14. What is that random chime sound during the game now? What does it mean?
  15. LAxemann and Jokoho482 proudly present... DynaSound 2.0 What is DynaSound 2.0? DynaSound 2.0 is a sound modification for ArmA3 and all of it's DLCs. It mainly focuses on weapon- and explosion sounds, however all helicopters as well as the Xi'an VTOL were redone, too. Feature list: • All weapon sounds were redone, mainly using high-quality recordings. • Shooting from inside a building reduces the distance one can be heard. • A differenciated and thoughtfully mixed soundscape. Due to a higher dynamic range and less compression, you can and have to turn your volume up in order to bring out the details and punch! • Custom bullet supersonic cracks as well as subsonic "swooshs". • All helicopters as well as the Xi'an VTOL were redone . • Distant-sounds for helicopters. • Flyby sounds for helictopers as well as the Xi'an VTOL. • Rocket flyby sounds. "swiush!" • Incoming rocket sounds for the MLRS. Usually is the last thing you hear. • New explosion sounds • When firing a rocket, the engine sound actually originates from the rocket and is moving away from you. Try the MLRS! Media There is no fancy trailer for the moment, however there is quite a bit of material on my YouTube Channel. Here are some of the APEX weapon sounds: Known issues • The m134 gatling gun might sound weird when not in first person - A recent issue and I'm trying to fix it. • Some volume balancing might have to be done here and there as I went on a tweaking rampage shortly before release and I might have overseen something. :) • Most explosions are still the DynaSound 1 ones and will be redone over the time. • It's not DynaSound 3 yet Dependencies Requires CBA A3. Download ArmAholic Steam Workshop Download (2.21){/url] Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script I've ever done while teaching me tons of stuff. So much love! • Megagoth because love. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.
  16. Hello all and welcome to another installment of my Adaptive music mod packs. This time the Theme is halo and it has more than you think. Over 350 different songs and variations of Halo OST from all the halos 1 thru 4 to make your game play even better. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Since there is so many different songs in this, expect some randomness in the choices This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED. For the people who are familiar with the music description HUD from the first installment, I have it turned off so the debug box error is gone. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% (Set to be like swamp-music like on the one mission start on halo 1 or something erie). If fog is greater than rain, this will play. - Rain playset when player encounter rain levels over 50% -Scuba diving playset when player gets lower than 5 meters below water. - Enter any vehicle and get a non-combat playset for driving. - Boats, and submarines (I have a limited amount of songs to work with) - Helicopters (parachutes are following this playset as thats what their vehicle type is.) - Planes (There might be gun shot detection problems with these causing combat to not trigger.) - Skydiving playset. (Activates when you fall from 100 meters above any surface) - Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O) -Fog combat on foot is a new combat playset. (I basically set this as a flood attack music. when fog is at or over 30% Notes: - I had to downsample the audio for 1 to reduce the overall file size. 2, hopes to not have any issues from people on the kind of music used and where it came from. All audio is not created by me and is respectfully owned by their composers. I respectfully ask to not resell any of the audio included in this mod. - This mod does have a server key, I am new to keying my mods, so if it is causing issues report the bugs to me in the bugs section or report to my discord listed below. - This varient is using a new song selection system to make adding songs more easier. I will be incorporating this into the other mods I made. - Using this mod for your unit is fully accepted and approved. Subscribe or download the mod: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2266948309 Armaholic: TBD Want to follow my progress? To follow my progress of the mod and what I plan to do, follow my main version of this mod. I do have a blank mod download for you to create your own adaptive music pack which can be found on the mod pages below! Adaptive Music (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 Adaptive Music No HUD (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 Come join in on the Adaptive music hub discord https://discord.gg/xaEaB7Q Thanks to the people for encouraging support with this project!
  17. Steam Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2233829805 Armaholic: TBD Hello all and welcome to the second installment of my Adaptive music mod packs. This time the Theme is Battlefield Hardline and it has more than you think. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. THIS IS COMPLETELY CLIENT SIDE AND NOT SERVER SIDE PROCESSED. For the people who are familiar with the music description HUD from the first installment, I have it turned off so the debug box error is gone. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30%. - Rain playset when player encounter rain levels over 50% - Enter any vehicle and get a non-combat playset for driving. - Ground boats, and submarines (I have a limited amount of songs to work with) - Helicopters (parachutes are following this playset as that's what their vehicle type is.) - Planes (There might be gun shot detection problems with these causing combat to not trigger.) - Skydiving playset. (Activates when you fall from 100 meters above any surface) - Combat playsets for on foot and in vehicles. (So get away songs are a thing if someone is firing at you :O) You want to try this on an appropriate mission or game mode?: My one friend has been working endlessly to bring the world of GTA into ARMA with his vast knowledge of ambient AI scripting. I had originally created this pack to go along his release but was not the case. His Mafia Team Work Series is one of the best Singleplayer / Multiplayer experiences on the Workshop that are not reliant on any form of mods. This mod is more of a client-side enhancement for yourself. Check out his work here on his two releases! Check out the Free roam variant as it is his latest masterpiece! Mafia Team Work : Katalaki Bay: https://steamcommunity.com/sharedfiles/filedetails/?id=905143979 Mafia Team Work Freemode: https://steamcommunity.com/sharedfiles/filedetails/?id=2135205701 Notes: - I had to downsample the audio for 1 to reduce the overall file size. 2, hopes to not have any issues from people on the kind of music used and where it came from. All audio is not created by me and is respectfully owned by EA and the composers. I respectfully ask to not resell any of the audio included in this mod. - This mod does not have a server key and will not receive one, for the time being, this mod is still undergoing changes on my end and it makes it easier to update if it isn't signed yet. This mod will work online as long as the servers you connect to are allowing random mods to be used. - Using this mod for your unit is fully accepted and approved. Want to follow my progress? To follow my progress of the mod and what I plan to do, follow my main version of this mod. I do have a blank mod download for you to create your own adaptive music pack which can be found on the mod pages below! Adaptive Music (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 Adaptive Music No HUD (Standalone Mod): https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 Hello all, if you are interested in joining on the Adaptive Music mod hub discord. I have just created it If you want to get some insite on future plans, get mod pack help, or contribute to the mod's quality of life. You are welcome in! https://discord.gg/xaEaB7Q Thanks to the people for encouraging support with this project! Please report any bugs to the bugs discussion page on the workshop!
  18. Hello all, Welcome to an adaptive music mod for ARMA 3 that I have revived and can no longer find on ARMAHolic or BI Forums. Some of you might have seen the Mood Jukebox mod that I have posted a while back. That mod might be getting another update if corrections can be made. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% - Skydiving playset when above 100 meters over a surface. - Enter any vehicle and get a non-combat playset for driving. - Combat playsets for on foot and in vehicles. (So getaway songs are a thing if someone is firing at you :O) If you have the debug mode on in the mod, you will get the following error on the mission load. The only error is a no debug box error on mission start when the debug parameter is set on. There is still a debug box though which will tell you what mode and song is playing. Subscribe to this mod on Steam For the version with a hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 For the version with no hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1tGb2CJDStTKgAbyEUrrXY_2gMFqJ47GM/view?usp=sharing Blank slate mod upload date: 5-31-2020 Please keep in mind, if you do repost this. Make sure you follow Workshop guidelines and credit my workshop page and original creator of the script. The current music in the mod is the OST tracks from Modern Combat 3 a mobile game developed by Gameloft back in the day. The music has not been picked up on youtube as copyrighted material and is clean to use. Possible upgrades I might do for this mod: - Add a rain playset array. - Add possible naval and flight music set array. - Remove dependency on CBA if I find a viable method. - Possibly add a playset when you enter a town or an area with more than 4 buildings. Required Addons: CBA 3: http://www.armaholic.com/page.php?id=18767 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Preview Video Video on how to replace music. The guide document shown is included in the mod. Update - 5-23-2020 - Fixed the song change when exiting Vehicle. Songs will immediately change to the correct category.
  19. SaltyNewt

    Sound cuts out

    By now it's pretty much a guarantee that every time I play the game, the sound in my headphones will cut out completely at random and the only solution is to restart my game. I don't get a sound from windows that a device is unplugging and replugging back in. And I updated my sound drivers, but it's still happening, and I'm not sure what else to try. Another detail to note is that after the sound cuts out, I can't command AI.
  20. As the title explains, whenever I change the lighting during nighttime (flares or even darkvision) the game becomes unresponsive and flashes a black screen interchangeably with the now frozen game. In some experiences, the entire screen freaks out and tiny pixels flash white, black, and other colors. I know the Mini DayZ devs are working one the second installment, but this issue is fairly severe and makes surviving at night much harder. There are also no sounds coming out of my headphones despite the pause menu saying Sounds: ON. Although that issue isn't as pressing, it is one nevertheless. I will make sure I email them through their listed Google Play email in a week if I can't get a fix or there isn't a response on here from the devs.
  21. GF Custom Deathscreen Script by GEORGE FLOROS [GR] Description: Adding an image of blood and sound when killed to spice it a little bit . You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation: Installation / Usage: For usage instructions and information of how to use the GF Custom Deathscreen Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf and the description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.1 fixed name v1.0 Forum topic: - Armaholic forums Armaholic GF Custom Deathscreen Script
  22. After the latest update i noticed (whilst wearing my headphones) that the sound In Arma 3 changed quite a bit, i don't know if its a glitch or bug but now rather than the sound being 'surround sound' (aka i can hear in both headphones when outside a vehicle), instead now whenever i turn my character left or right, that dictates which headphone the actual sound comes through. An example would be starting up a helo, yes i can hear it in both headphones when inside the cockpit, but as soon as i get out, i can only head the sound of the rotor blades and engine switching off according to whichever side my character is parallel-wise to helo itself. I know for a fact that this has changed because before-hand it was deafening when one exited from a vehicle of any sort when it was still running (not that its bad at all it). If anyone know anything about this or has experienced it themselves a little help would be gratefully received as sound in Arma 3 was one of my if not my favourite feature of the game! Thanks in advance for any help
  23. I asked a similar question on Reddit and got some excellent input, but I think I'm just in way over my head. I've never messed around with configs, and it's horrendously confusing. I have a weapons pack that, while it looks fantastic, uses the old vanilla rifle sounds (which in my opinion aren't that great). As such I wanted to replace the weapon firing sounds with another, IE the M4 sounds from RHS. After a few hours of googling, getting help elsewhere, as well as reading this guide about six times, I'm still totally lost. Like I said above my experience with editing in Arma is pretty much 0, and it's all horrendously confusing. While the tutorial had a lot of good info, it seems to be more focused on replacing equipment and the like (the section for "sound" is totally empty). Can I please get some help? I've been tearing my hair out over this for almost five hours now and it's not making any more sense.
  24. I am using Altis life Framework V5.0.0 I am trying to set of an alarm when using bolt cutters on - 1.house and 2. FED. I have successfully got the sound activating when a lock pick breaks on a vehicle with - [_curTarget,"caralarm"] remoteExec ["life_fnc_say3D",RANY]; and i have an alarm set off when robbing a gas station with - [_shop,"firealarm"] remoteExec ["life_fnc_say3D",0]; I have tried variations of these both and can not seem to get it to work. See spoiler below for the ways i have tried to implement it. any help would be much appreciated. Thank you.
  25. Hey, I am in need of help with trigger conditions checking whether there are enemy units (OPFOR) present inside vehicles such as jets, helicopters or boats. The idea is to have the trigger check whether enemy aircraft (or boats, but that's really low priority and optional) is approaching a large location covered by a trigger (about 10+km in size) and when that happens, launch an alarm sound effect in a certain place on the map (possibly not the trigger itself, because they are supposed to be placed in different locations). The important thing is that it's not only OPFOR - present, as the activation type, but OPFOR units in aircraft-type vehicles. An extra nice-to-have feature (if even doable) would be to display a hint or any kind of message on the screen informing about the type of aircraft incoming (not necessarily the name of the specific type of aircraft, but rather its type, so in that case "helicopter" or "jet"). I would be grateful for help in defining this condition! Thanks! Adam
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