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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
В рамках этого мода, подобных изменений не будет
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.
Ага, не работает, исправлю, спасибо!
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
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
You were completely correct, my apologies for wasting your time!
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'
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 ;)
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.
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
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?
Latest update was with last todo things