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- Jul 8 2015, 2:41 AM (472 w, 3 d)
Yesterday
Thu, Jul 25
pastebin example to make it work https://pastebin.com/kDxdaSHP
Mon, Jul 15
This issue was fixed in dev branch for a while, you better download it and retest module work in mp
Sat, Jul 13
Fri, Jul 12
Tue, Jul 9
Or
info from comment above can help to find a solution in engine? Maybe problem in soundSetsInt[]={}; and soundSetsExt[]={};? Why 'auto-detect' ext or int will give bug, but 'hand-writen' ext or int in volume (CfgSoundShaders) not…
Any way we now have a full way to fix issue ヽ(ヅ)ノ
Forgot about comment above, here is issue 100% soldution with save all designed things:
- both siren sound sets (CfgVehicles) needs move from soundSetsInt[]={}; and soundSetsExt[]={}; to the soundSets[]={};
- for each siren sound shader (CfgSoundShaders), in volume parameter, to the value need add a camPos, for interior one: (1-camPos), for exterior camPos
Check this .cpp file with done of example work to fix issue
Mon, Jul 8
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Sat, Jul 6
seems related T178412
Thu, Jul 4
Fri, Jun 28
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Jun 14 2024
As it turned out, this was done by design see https://discord.com/channels/105462288051380224/108187245529268224/1251158707107139694
Can confirm in current dev, as script repro use steps
- enable revive system see steps to reproduce ↑↑
- start scenario as MP
- exec player setDamage 0.3
- use first aid kit or exec player addItemToVest "FirstAidKit";player action ["HealSoldierSelf", player];
- exec getDammage player
- result → 0, expected 0.25
- try again 1-5 steps in SP, result will 0.25
Jun 8 2024
Jun 7 2024
May 31 2024
May 28 2024
May 23 2024
This fuction do some setHitPointDamage commands, can execution forceHitPointsDamageSync in module code be useful for MP work safety, maybe worth to add?
May 18 2024
The tweak described in this ticket was done in the latest dev update
Can be closed, works good, thanks
Fixed: Any surface impact for grenades was using the ground impact sound
Lastest dev branch update fixed impact sounds for walls and objects but not for surfaces where players can move
See this picture, this is full metal object, after rev. 151825 the green part of object will sucsess play metal impact sound, but red part still will use the ground impact sound
May 17 2024
May 6 2024
T179616 same on stable during official conflict
May 4 2024
May 2 2024
Can confirm fix for Katiba and SPAR-16, thank you!
Vote up for fix silenced Mk200 see comment above
Apr 30 2024
Apr 28 2024
Apr 27 2024
For some reason only Katiba's tail sound volumeFactor and frequencyRandomizer values are set different than all others tails
Apr 26 2024
I can agree with 8-10 players in a section moaning together on wounded, this is performance and sound garbage ok
But the sound from the bipod of which there are 1-2pcs. per section IMO will only improve poor sound accompaniment from player to players. I suggest that the bipod sounds should not be local and make this the default in the vanilla Arma 3
Apr 24 2024
Ok authors can easy add this thing by scripting WeaponDeployed EH
also distance change ignores too https://youtu.be/MaslgfvHtwc
Apr 19 2024
Apr 13 2024
Apr 11 2024
can send two note:
If this sounds must triggers when player swiming so it won't work, on unit swim only water sounds appers
- class SoundBreathSwimming
Apr 10 2024
Apr 9 2024
Mar 31 2024
Mk200 machine gun (silenced)
Same issue of config's Sound Shader duplication, Mk200_silencerTailInterior_SoundShader value must be removed from class Mk200_silencerTail_SoundSet
Leads to the same sound problems as in the video above
Video compare buggy/fixed https://youtu.be/6lMOGQ8U5Jg
Mar 25 2024
Mar 15 2024
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Feb 24 2024
Feb 11 2024
related T149294
Feb 3 2024
Jan 26 2024
The LG shells for some reason work as Guided shell i.e. fly to the screen centre
- Guided shell must work this way
- LG not
I'm sure Arma 3 LG artillery should work like this: LG shell fired and fly like general (ordinary) HE shell but on target approach projectile must seek for a laser and correct his fly to the target
As like it do vanilla LOAL bombs (e.g. GBU-12)
Jan 24 2024
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Dec 29 2023
Dec 27 2023
Maybe this bug was reproted and fixed see T175731
Try dev branch
Dec 16 2023
Dec 14 2023
dev rev. 151218
after fix (this issue appeared in the new dev branch update) I cannot return state of building from 'Destroyed' back to 'Undamaged' until editor restart
Dec 5 2023
Dec 4 2023
Dec 3 2023
oh I just duplicated the same bug ticket T177639
Dec 2 2023
Can be applied in engine as workaround?
Dead bodies in ragdoll (incl. when unloading bodies from vehicles) will turn off it's collisions with ground vehicles (may be CarX, TankX etc.) until isAwake is equal to false?
Nov 24 2023
Maybe @falagor can help with this
Nov 18 2023
Speed of sound simulation is a good tweak for long-hearable range sounds
Will be great if the speed of sound will be used when scripting issues from this ticket get fixed
Can be added this param to disable speed of sound for playSound3D?
createSoundSource too?