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Я обновлю свой мод завтра/послезавтра
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
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
Can you please fix this?
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
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 :)
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
Do you have any insight into this?
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
Seems I changed .bikey make sure your server update it
Getting a signature failed check on our server when loading up with this mod. Can you check the keys again?
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
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!
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
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!
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
The other mods are either too loud and kinda buggy so the vanilla config edit way would be far better in my opinion ;)
Found, fixed - vanilla checkbox does not support array value, created my own so issue solved
Thank you!
Any ideas what the issue could be?
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;
};
};
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)
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
If you mean all sounds, you can use fadeEnvironment or enableEnvironment
Thanks for the feedback
I'm gonna to release an update this week
https://youtu.be/vOjaYhkd9Jo