Arma 3
O&T Expansion Eden
388 Comments
Cheezy. 8 hours ago 
Спасибо вам большое )
Trager  [author] 9 hours ago 
Cheezy. А, звук попадания, услышал проблему. Она возникла когда я добавил 30-мм БОПСам не используемый ванильный класс суббоеприпаса который характерен этому типу снарядов. По-умолчанию эти класс не воспроизводят никаких звуков, какой-то мод их добавил. Я удалю настройки которые добавил, но я заметил что 155мм звук взрыва будет проигрываться при попадании PCML, Titan, РПГ и т.д. что используют класс "ammo_Penetrator_Base" для своих суббоеприпасов
Я обновлю свой мод завтра/послезавтра
Cheezy. 9 hours ago 
Я лишь хочу вас попросить исправить баг, который заставляет звук попадания БОПСа по земле меняться на звук попадания 155мм артиллерии. Раньше всегда играл с Редсаундом и вашим модом и таких проблем не наблюдалось. Просто у меня моя миссия на носу и эта проблема меня уж очень сильно волнует, чтобы при обстреле у игроков не случились минус уши). Другие моды мне не сильно нравятся из-за их нереалистичного звучания. Так же заметил, что мод вызывает ту же самую проблему, описанную выше, при использовании мода @JSRS EXPLOSIONS EDIT.
Trager  [author] 9 hours ago 
сами звуки используются правильные, но, например, громкость для 2А42 помножена в 16 раз. Я могу снизить эти значения но их там так много, и автор мода забросил мод... мне не хочется заниматься этим, запросите у автора Redsound Full или используйте другие моды
Cheezy. 9 hours ago 
:D
Trager  [author] 9 hours ago 
Cheezy. omg my ears (✖﹏✖)
Redsound Full mod increases volume by 16 times for each sound 2a42 have
yo bro, I have tinnitus after that... how you guys play with this mod? it multiplyed any sound for 12-16 times
Cheezy. 9 hours ago 
Записал видос, чтобы было понятнее : https://youtu.be/asdYQ-_wRkY
Cheezy. 10 hours ago 
I was in BMP 2. My soundmod was Redsound Full
Trager  [author] 10 hours ago 
Cheezy. what vehicle it was, what other mods was loaded when you got 155mm hit sound?
I lauched arma with all RHS mods and O&T Expansion Eden, select Breadly and shot all weaponary, all sounds as it configured by RHS
Cheezy. 11 hours ago 
Hi, When I fire the APFDS autocannon of any vehicle from RHS, the sound of a 155mm artillery hit plays when it hits the ground.
Can you please fix this?
Trager  [author] 14 Jul @ 5:10pm 
This will be easy and not dangerous for missions
Overlord Zorn 14 Jul @ 6:22am 
Maybe you could leave the vanilla classes untouched and instead you make copy of the vehicle with the FFV suffix and apply your changes on those?
Trager  [author] 14 Jul @ 6:18am 
Overlord Zorn
The changes to the turrets are reversible, but they require script execution to disable them (for example: {My_helicopter1 enablePersonTurret [_x, false]}forEach [[3],[4],[5],[6]]; ). so change in seats animation is not disableable yep
You have the right to make all range changes in files of this mod for your server. I won't create a light-ver of the mod, sorry
yes,I might added work for creators, but I have not made any critical changes imo, I will leave it as it is. Perhaps it was worth making a setting to disable the ability to shooting from seats that I added... that easy
Overlord Zorn 14 Jul @ 5:12am 
O&T Expansion used to be great resource for extendend Content for Misison Makers and its really great for that. I dont want to miss it.

But with the recent updates, i feel like the scope of the mod is getting out of hand.

Stuff like turning passenger seats into firing from vehicle seats fucks with some of our mission maker scripts and functions and this mod creeps towards convertion which can cause unexpected behaviours.


Would it be possible to ether seperate out some of the "extended" features into a seperate mod or alternatively, maintain a "O&T Lite" Version which only contains the Eden Editor Assets?

Thanks for your work :)
Nukedrabbit95 5 Jul @ 12:51pm 
No problem, thanks for replying so quickly!
Trager  [author] 5 Jul @ 4:53am 
@Nukedrabbit95, this fucked attribute deleted, expect no errors but old data need to delete manually in mission.sqm, sorry
All code block with RainParamsWork property need delete. It's safe if only delete the class with RainParamsWork, but just in case, make a backup of the .sqm file
Trager  [author] 4 Jul @ 4:53pm 
Oh sorry I merged wip attribute accidentally, gonna make hotfix ASAP
Nukedrabbit95 4 Jul @ 1:02pm 
Hi, I've found a very severe bug with the rain attributes, specifically RainParamsWork under CustomAttributes in the sqm, which appears when I open the weather attributes and save the file. There's the value class with a bunch of sub-classes Item0 to Item16 which each have a value key with stuff like value="15"; They're all fine the first time I save, but each time I edit a weather setting and save again the number of quotations around the value grows. After the second save, it becomes value="""15""", after the third save, value="""""""15""""""" after the fourth, value="""""""""""""""15""""""""""""""" after the fifth and so on. It keeps doubling until eventually the scenario file is gigabytes in size, it becomes extremely laggy to save, and reaches a point where it is too large for the game to open. This is happening with only O&T loaded, no other mods or DLC.

Do you have any insight into this?
Trager  [author] 3 Jul @ 2:35pm 
Clients and server needs to load this mod
ShadySauce26 3 Jul @ 2:05pm 
is this mod client side?
Trager  [author] 1 Jul @ 3:25pm 
@HappyGamerBVV
No remote controlled from pilot seat is the reason
Rebels differ from FIA in helmets and bodyarmor, I prefer to remove this minor faction because it is easy to create them manually and less factions in the editor menu
Trager  [author] 1 Jul @ 2:31pm 
@Roy
Seems I changed .bikey make sure your server update it
Roy 1 Jul @ 10:18am 
Hey @trager
Getting a signature failed check on our server when loading up with this mod. Can you check the keys again?
HappyGamerBVV 1 Jul @ 6:08am 
@Trager And why not? And one more thing: if you don't mind (or I just didn't understand the reason for their removal), bring back the Achanteros Rebels.
Trager  [author] 30 Jun @ 2:09pm 
HappyGamerBVV
Yes I can, but will there lot of interactions for pilot in the action menu? I intentionally removed useractions for pilots, only for near doors passangers
HappyGamerBVV 30 Jun @ 12:48pm 
Can you make sure that on those helicopters where you added the function of interacting with doors, we can open/close them from the Pilot's seat in the next update?
makotiwe 20 Jun @ 12:16am 
操你個屁屁,你這個白痴,我的朋友!
多虧了這幅傑作,我才得以完成畢業論文答辯!
你個臭屁股,你這個白痴,我的朋友!
Trager  [author] 20 Jun @ 12:11am 
Spartan 208 thanks for the feedback, fix on the way
Spartan 208 19 Jun @ 11:58pm 
Hey @Trager, are you aware of a bug that's messing with the baseline UH-80 Ghost Hawk's passenger seats? the two left door seats are bugged when the mod's loaded
Apricot_ale 17 Jun @ 8:13am 
bohemia should be hire you
Trager  [author] 11 Jun @ 12:58am 
Pull pin sound seems engine side defined, can not modify. DayZ grenades range is 50m for all surfaces volume fixed 50% and ±20% (speed*weight), Arma 3 is 45-75m 120-140% of volume.
In A3 there are much more sound events in player's ears, I will not reduce the volume or increase the hearing range imo they are splendidly better than DZ
Valmont 10 Jun @ 9:03pm 
I forgot about the grenades, those need a sound increase too, specially the "pin dropped" sound so players can hear when ai/other players are about to throw a grenade but the grenade impact sounds are also too loud and/or have a too short sound distance. Again DayZ like values or Reforger like values would be perfect ;)
Valmont 7 Jun @ 3:31pm 
@Trager that sounds amazing!
Yes, DayZ has values that are much better for gameplay reasons.
That way you can truly hear players and Ai approaching you!
As a separate mod would be the best!
PS: Thank you!
Trager  [author] 6 Jun @ 9:03pm 
@Valmont

current a3 movements (Tanoa surfaces +25% each sett)
crawl 20m 12% of sound volume
walk 35m 25%
tactical 45m 31%
run 45m 39%
sprint 50m 50%


I can create a separate mod that will change the vanilla footsteps, e.g. up settings to DayZ, it is approximately: +5 meters and +10(20)% volume
From DayZ I can take new footsteps attenuation curves, 3d processors. If it does not change much imo the perception of sounds from other players then perhaps include changes in this mod, I do not want to make serious changes in vanilla steps
Valmont 6 Jun @ 5:49pm 
I know there are some mods with custom Footsteps sounds but could we get one that just increases the sound and the distance of the vanilla footsteps sound?
The other mods are either too loud and kinda buggy so the vanilla config edit way would be far better in my opinion ;)
bijx 30 May @ 4:30pm 
@Trager Amazing, thanks for the fix!!
Trager  [author] 30 May @ 3:36pm 
@bijx
Found, fixed - vanilla checkbox does not support array value, created my own so issue solved
Thank you!
bijx 30 May @ 1:22pm 
Hey @Trager, big fan of this mod. There's a bug happening when trying to "Export to SQF" via the Scenario > Export menu in 3DEN. Tested with only this mod loaded on the profiling build with no other mods, this is what it looks like for me: https://i.imgur.com/yvOSk4H.jpeg

Any ideas what the issue could be?
Trager  [author] 22 May @ 12:01am 
@r0dx864, yes wilco
r0dx864 21 May @ 10:05pm 
// could you apply the following fix?
class CfgPatches
{
class ont_cbajr
{
units[] = {};
weapons[] = {};
requiredVersion = 0.01;
requiredAddons[] = {"Weapons_Globe_ACC","cba_jr"};
skipWhenMissingDependencies=1;
};
};
class asdg_OpticRail;
class asdg_OpticRail1913: asdg_OpticRail
{
class compatibleItems
{
optic_SRS=1;
optic_dcl120=1;
};
};
class asdg_MuzzleSlot;
class asdg_muzzleslot_45acp: asdg_MuzzleSlot
{
class compatibleItems
{
muzzle_snds_o45=1;
muzzle_snds_acp_long=1;
};
};
class asdg_MuzzleSlot_58: asdg_MuzzleSlot
{
class compatibleItems
{
muzzle_snds_58_ghex_wdm=1;
};
};
class asdg_MuzzleSlot_556: asdg_MuzzleSlot
{
class compatibleItems
{
muzzle_snds_o9=1;
muzzle_snds_9mm_long=1;
};
};
class asdg_MuzzleSlot_762;
class asdg_MuzzleSlot_65: asdg_MuzzleSlot_762
{
class compatibleItems
{
muzzle_tma_65=1;
};
};
Trager  [author] 25 Apr @ 5:17am 
or my changes will rovemd after devs fix it in vanilla in 2.20 ref. https://feedback.bistudio.com/T190719
Trager  [author] 25 Apr @ 5:11am 
@Woolly Bruh
oh yeah I rewrote footsteps for the tanoa surfaces that didn't have movement sounds in vanilla.
I'll try to put it on a higher class to avoid overwriting mods you noted. But if it doesn't work out, I won't remove changes, sorry (I mean, someone will have to create a compat mod if it's really necessary)
Woolly Bruh 25 Apr @ 4:34am 
before they worked specifically webknights would overwrite the jsrs footsteps which is intended but now neither is working
Trager  [author] 25 Apr @ 3:33am 
@Woolly Bruh
Of course, one of mods will overwrite other one anyway if it is loaded after other mods have initialized. Remove the conflicting mod or create a compat mod-patch that will force mods you need to load after this mod
Woolly Bruh 25 Apr @ 2:39am 
recent update broke webknights and jsrs footstep sounds they revert back to vanilla when loaded
Trager  [author] 15 Apr @ 3:43pm 
@Equinox, you mean specific env sounds? No, Arma 3 cannot give us ability to remove only needed you sounds, only with changing addon
If you mean all sounds, you can use fadeEnvironment or enableEnvironment
Equinox 15 Apr @ 1:14pm 
That would be great, but would there be any possibility of having the option of disabling the terrain environment sounds, whether that's inside of the object setting's or addon option's?
Trager  [author] 15 Apr @ 12:44am 
@Equinox, this is terrain environment sounds, there is no way to remove them on your side. They really bark too often, I can ajust the delay but I don't want to get rid of them completely
Thanks for the feedback
I'm gonna to release an update this week
Equinox 14 Apr @ 10:52pm 
This is a video showing the issue I'm having.
https://youtu.be/vOjaYhkd9Jo
Equinox 14 Apr @ 10:40pm 
I'm having an issue with the mod and I'm not sure how to fix it. For certain building's, I'm hearing constant dog barking noises, is there a way to disable this?