Arma 3
O&T Expansion Eden
362 Comments
makotiwe Jun 20 @ 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] Jun 20 @ 12:11am 
Spartan 208 thanks for the feedback, fix on the way
Spartan 208 Jun 19 @ 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 Jun 17 @ 8:13am 
bohemia should be hire you
Trager  [author] Jun 11 @ 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 Jun 10 @ 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 Jun 7 @ 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] Jun 6 @ 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 Jun 6 @ 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 May 30 @ 4:30pm 
@Trager Amazing, thanks for the fix!!
Trager  [author] May 30 @ 3:36pm 
@bijx
Found, fixed - vanilla checkbox does not support array value, created my own so issue solved
Thank you!
bijx May 30 @ 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] May 22 @ 12:01am 
@r0dx864, yes wilco
r0dx864 May 21 @ 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] Apr 25 @ 5:17am 
or my changes will rovemd after devs fix it in vanilla in 2.20 ref. https://feedback.bistudio.com/T190719
Trager  [author] Apr 25 @ 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 Apr 25 @ 4:34am 
before they worked specifically webknights would overwrite the jsrs footsteps which is intended but now neither is working
Trager  [author] Apr 25 @ 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 Apr 25 @ 2:39am 
recent update broke webknights and jsrs footstep sounds they revert back to vanilla when loaded
Trager  [author] Apr 15 @ 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 Apr 15 @ 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] Apr 15 @ 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 Apr 14 @ 10:52pm 
This is a video showing the issue I'm having.
https://youtu.be/vOjaYhkd9Jo
Equinox Apr 14 @ 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?
Anatoly Ilyushin Apr 14 @ 8:00am 
Спасибо, будем надеятся поможет.
Trager  [author] Apr 14 @ 7:58am 
Тогда всë довольно просто, я предлагаю использовать мод Arsenal Extension https://steamcommunity.com/sharedfiles/filedetails/?id=2957923708 который должен покрыть потребность в поиске

В рамках этого мода, подобных изменений не будет
Anatoly Ilyushin Apr 14 @ 7:20am 
Я извиняюсь, но, возможно я неправильно объяснил. Вы ставите ящик в игре и хотите туда добавить автоматы и патроны к ним. На данный момент, это возможно сделать только с помощью ванильного хранилища или с помощью хранилища ACE где есть и поиск и подробная информация. Проблема в том, что бы найти нужный предмет в ванильном хранилище, его нужно искать по иконке или по алфавиту. Я бы скинул вам скриншот, если вы конечно будете не против.
Trager  [author] Apr 14 @ 7:14am 
@Anatoly Ilyushin, здравствуйте!
В ванильном вирт. арсенале, насколько я знаю, нет возможности ограничить количество доступных предметов. В режиме Antistasi был модифицированный арсенал где подобное было реализовано: игроки складировали скриптом предметы, они становились доступны в арсенале в количестве переданных игроками т.е. у автора есть возможность сделать при создании миссии. Предлагаю вам обратиться к разработчикам АСЕ3 с этим запросом, возможно, возьмётся за эту задачу чтобы реализовать в будущем.
Anatoly Ilyushin Apr 14 @ 5:27am 
Из за этого, когда установлено много модификаций и некоторое оружие имеет одинаковое название, отличить то или иное оружие возможно только по иконке. В том же виртуальном арсенале от ACE, можно спокойно написать конкретное название и увидить конкретный код предмета, но, ограничить его по количеству нельзя. В общем, буду рад любому ответу.
Anatoly Ilyushin Apr 14 @ 5:26am 
Здравствуй дорогой автор. Не знаю, возможно ли это реализовать, но, я хотя бы спрошу. В общем, как вы скорее всего знаете, когда нам необходимо добавить какой то предмет в ящик, на помощь приходит два виртуальных арсенала. Один ванильный, а второй от модификации ACE. Суть моего вопроса заключается в том, что когда ты хочешь ограничить тот или иной предмет, ты это можешь сделать только с помощью ванильного виртуального арсенала, в котором нет поиска и даже элементарного кода.
Trager  [author] Apr 4 @ 3:30am 
Привет, @Lastick.
Ага, не работает, исправлю, спасибо!
Lastick Apr 3 @ 2:38am 
Привет! Проверь пожалуйста объект "кондиционер [вкл]" (AirConditioner_01_on). По-моему он немного не работает :)
Trager  [author] Mar 31 @ 1:54pm 
Uh, this, no sorry game can not give us setting you request
I can easily remove it with next update, I'm not big heavy camshake fun either, so I added a light one. It seems strange to me that such a powerful explosion is not impact by short-term shake
Brett Mar 31 @ 10:40am 
Fixing bugs, imporvements, weapons, items, etc. are fine for me, could you add a setting to disable things like the camshake?
Trager  [author] Mar 31 @ 12:38am 
@Brett, I can understand that. But these mechanics can't be removed without bad impact. Perhaps I'll make a version of the mod (like those already made Sonus, Drondrop and Capsule) where there will only be objects and attributes. Without fixing bugs, improvements, new weapons, items, etc. it won't take much time, but is it worth the effort
Brett Mar 30 @ 9:59pm 
> + Player camera feedback (CamShakeExplode, CamShakeHit) on AT Mine explosion up to 160 meters

I'm not a fan personally of this, I like this mod for just adding extra object and attributes, I do not want it adding / modifying gameplay mechanics
DeeJay Mar 14 @ 1:39pm 
@Trager
You were completely correct, my apologies for wasting your time!
Trager  [author] Mar 14 @ 1:20pm 
@DeeJay
Make sure you have this mod updated, this error should be fixed, as well as the error No entry 'bin/config.bin/CfgPatches.globe_contact'
DeeJay Mar 14 @ 11:03am 
ah, really sorry to say this but, I'm we're hit with a 'bin/config.bin/CfgPatches.globe_rhsafrf' error, any ideas?
Ulfgaar Mar 11 @ 4:53am 
Appreciate the quick solution - thank you!
Trager  [author] Mar 10 @ 5:23pm 
Reverted on previous version, will try fix in 10h, thanks for feedback
Grey Mar 10 @ 3:56pm 
Bricked all missions on last update
Ulfgaar Mar 10 @ 2:18pm 
No entry 'bin/config.bin/CfgPatches.globe_contact'

This error that followed the most recent update is causing missions to break, and my units persistent campaign cannot continue at the current time due to this. Mission simply wont load on the server anymore because of this error.

Im really thankful for the work you do enabling us to have all these things to play around with - but unfortunately, right now it breaking our game. Crossing fingers for a timely hotfix ;)
Dutch Mar 10 @ 11:03am 
This might be a silly request but I think (if possible) it would be amazing to have the lights you've added in 1 of the recent updates, being able to have the ''on'' version of these also.. If there's 1 thing that's really annoying in general is creating decent lighting! You'd do us a huge favor if it's possible.
Dutch Mar 10 @ 11:00am 
Hi there Trager,
Thank you for the many updates, unfortunately your latest one has somehow added a constant error code.

No entry 'bin/config.bin/CfgPatches.globe_contact'

The backslash after bin is actually to the right, steam just seems to correct that 1 to the right.
Apricot_ale Mar 10 @ 10:55am 
new dronedrop update is one of update ever! I love it <3
0x00 Feb 6 @ 1:45am 
Update as often you need to bud, love your work
Trager  [author] Feb 5 @ 8:32pm 
It seems that after Arma 3 v2.14 it became possible to on it your request in this mod, you reminded me about it
And maybe some stuff from Contact...

skipWhenMissingDependencies

If you load it here it in editor, no - skip w/o errors
I hope I'm right, I haven't tried yet
Ace Feb 5 @ 8:23pm 
Remember kids, update your mods before each op. Mod authors are not at the mercy of *your* schedule. :)

Update as often as you want lol

Okay but seriously I get why they'd be annoyed if they were under the impression that you update like 3 times a day or whatever.

On a more serious note, is there any chance of getting GM bridges unhidden so I can place them in the editor? They have really good destruction animations. Or is that outside the scope of this mod?
Trager  [author] Feb 5 @ 8:17pm 
oki
Latest update was with last todo things