Thanks, im actually using several mods for sounds: Project SFX: Remastered steamcommunity.com/sharedfiles/filedetails/?id=2129532219 Virtual Projectile Sound Reality steamcommunity.com/sharedfiles/filedetails/?id=782846058 DynaSound 2 steamcommunity.com/sharedfiles/filedetails/?id=825181638 Those are the main ones but there are others for death screams, injury, noise and when a body hits the ground.
It was the gunshots and bullet cracks one that really caught my attention, I'm guessing it's Virtual Projectile Sound? That'd go very well with the World War 2 missions I'm working on!
@@maitrecrabe1996 Ya the gun cracks and explosions are from that, the Dynasound mod makes those sounds more amplified or intense and work in the environment, like distorts the sound based on the land and buildings.
there is a Bleed Tickets module, allows you to set tickets for both sides even for AI and once you or they hold a sector it will bleed tickets for the opposite side
Yes, know this already, i didn't want to use that, preferred to have either side win based on kills and not so much based on tickets left, if the other side bleeds its like their cheating.
Ya just setup blufor or independent on the side where the player is at, make sure 4 things: 1. AI are all set to playable 2. Have the same waypoints 3. If using independent, check in attributes that they are set to enemy to opfor and not friendly, you'll also need to place a logic for independent too. 4. Make sure the respawn module if using independent has respawn_guerilla and not west or they wont respawn. Only thing about having ai vs ai is they may get hesistent to move sometimes, it depends on where you place the waypoints, best without anything obstructing the ai's view of them. Instead of waypoints better to just code it like i did here: th-cam.com/video/AIvgFXo0j_w/w-d-xo.html and here th-cam.com/video/vz99CbCjdrs/w-d-xo.html
Amazing tutorials man , literal inspiration . I have one issue with the sector mode . Civilians spawned in by the civ presence module decap the sectors , I was wondering if you have any solution I have connected only guer and West sides to sector module.
Thanks! My suggestion is to use a move trigger, a trigger that will encompass the sectors exactly, set the triggers for the civilians only, and then set up a marker somewhere, where the trigger will move them out of the sector and to some other location. My video here shows you how to setup a move trigger th-cam.com/video/nIQCd3Bc9Sk/w-d-xo.html suggest you test it out first and see how it works. imo thats the best bet without killing the civilians.
@Gunter_Severloh the idea was to have a dynamic battle in the city and to watch out for civ's . But I'll work on it , thank you for the quick response 👍.
Hey @Gunter_Severloh Excellent video, you can create a video where the sector moves at a certain speed, through a certain area, something similar could be to KOTH. Thanks
Wouldn't really know how to do that, i've played Koth once in all my time in Arma 3, i would need a copy of that mission to see how they did it, probably by script.
@@Gunter_Severloh Thanks for responding, I was looking for where to download a pbo of that style (KOTH), I found some but when I try to open that pbo it says that the pbo is corrupto and I get an error, do you have any idea where to find it and make it work?
@@Gunter_Severloh When you play KOTH the pbo is downloaded to your mpmision profiles folder. I opened it from there, this method has worked for me to review the missions that I play on other servers.
You can setup squads to respawn, thing is not all of the squad will spawn in at once, and most times they wont move til all members are spawned in. I would suggest doing small groups like fire team size. Make sure each unit in the squad is set to playable. I have another video on this exact subject, at 13:08 the last timestamp here: th-cam.com/video/ca-_9cXXlA0/w-d-xo.html shows how it works.
@@Gunter_Severloh set up the map before you start recording. remove the annoying fluff from your videos. I find myself skipping through most of your video trying to find the useful info (how to make ai respawn and take ssectors).
@@michaelh4816 Thats why there are timestamps, the whole point of "setting" up is to show how i did things, thats why i do that, if i dont then i'd get 20 questions on how it was done. This is why i also add timestamps to videos so you can skip to certain parts. Its not fluff its showing you the process on how to get to that point of whatever the video is about. Not everyone knows the editor like you, so use the timestamps, if i didn't put timestamps on a video there might be a reason for it, or i just forgot or it was an early video where i didn't add them at the time. So if you see a video without timestamps and would prefer to skip to parts, let me know and i'll update that video and add timestamps. I can adjust how i do some things with tutorials, i'm always open to feedback, but thats all you need to say is point out some things and give a reason. If you have any more suggestions or tips then let me know. Cheers!
@@michaelh4816 you're a d**K mate. Gunter doesn't need to make any of these and what he does, most of us love the speed of the tutorial and the completeness of the information. Some people, sheesh!!
Since you said nobody had code for the bots removing tickets i made it. "east" being Opfor and "west" being Blufor this addEventHandler ["Killed", { params ["_unit"]; if !(isPlayer _unit) then { [east, -1] call BIS_fnc_respawnTickets; }; }]; And some code for vehicles if you want to loose tickets if the vehicle dies. this addEventHandler ["Killed", { [east, -15] call BIS_fnc_respawnTickets; }];
Timestamps in the description of the video!
Really nice tutorial as always! I'm curious as to which sound modification you use though.
Thanks, im actually using several mods for sounds:
Project SFX: Remastered
steamcommunity.com/sharedfiles/filedetails/?id=2129532219
Virtual Projectile Sound Reality
steamcommunity.com/sharedfiles/filedetails/?id=782846058
DynaSound 2
steamcommunity.com/sharedfiles/filedetails/?id=825181638
Those are the main ones but there are others for death screams, injury, noise and when a body hits the ground.
It was the gunshots and bullet cracks one that really caught my attention, I'm guessing it's Virtual Projectile Sound? That'd go very well with the World War 2 missions I'm working on!
@@maitrecrabe1996 Ya the gun cracks and explosions are from that, the Dynasound mod makes
those sounds more amplified or intense and work in the environment, like distorts the sound based on
the land and buildings.
what is your ragdoll mod ?@@Gunter_Severloh
there is a Bleed Tickets module, allows you to set tickets for both sides even for AI and once you or they hold a sector it will bleed tickets for the opposite side
Yes, know this already, i didn't want to use that, preferred to have either side win based on kills
and not so much based on tickets left, if the other side bleeds its like their cheating.
Are you able to use AI on both sides to set up a little battle between the AI with them fighting over the sectors this way as well?
Ya just setup blufor or independent on the side where the player is at, make sure 4 things:
1. AI are all set to playable
2. Have the same waypoints
3. If using independent, check in attributes that they are set to enemy to opfor and not friendly, you'll also need to
place a logic for independent too.
4. Make sure the respawn module if using independent has respawn_guerilla and not west or they wont respawn.
Only thing about having ai vs ai is they may get hesistent to move sometimes, it depends on where you place the waypoints,
best without anything obstructing the ai's view of them.
Instead of waypoints better to just code it like i did here:
th-cam.com/video/AIvgFXo0j_w/w-d-xo.html
and here
th-cam.com/video/vz99CbCjdrs/w-d-xo.html
Amazing tutorials man , literal inspiration . I have one issue with the sector mode . Civilians spawned in by the civ presence module decap the sectors , I was wondering if you have any solution I have connected only guer and West sides to sector module.
Thanks! My suggestion is to use a move trigger, a trigger that will encompass the sectors exactly, set the triggers for
the civilians only, and then set up a marker somewhere, where the trigger will move them out
of the sector and to some other location.
My video here shows you how to setup a move trigger th-cam.com/video/nIQCd3Bc9Sk/w-d-xo.html
suggest you test it out first and see how it works. imo thats the best bet without killing the civilians.
@Gunter_Severloh the idea was to have a dynamic battle in the city and to watch out for civ's . But I'll work on it , thank you for the quick response 👍.
@@thecrestfallen8140 Cool, your welcome!
Hey @Gunter_Severloh Excellent video, you can create a video where the sector moves at a certain speed, through a certain area, something similar could be to KOTH. Thanks
Wouldn't really know how to do that, i've played Koth once in all my time in Arma 3,
i would need a copy of that mission to see how they did it, probably by script.
@@Gunter_Severloh Thanks for responding, I was looking for where to download a pbo of that style (KOTH), I found some but when I try to open that pbo it says that the pbo is corrupto and I get an error, do you have any idea where to find it and make it work?
@@sammylakatt Welcome, what did you download can you link it?
@@Gunter_Severloh
When you play KOTH the pbo is downloaded to your mpmision profiles folder. I opened it from there, this method has worked for me to review the missions that I play on other servers.
@@sammylakatt Ya i knew that, but if its giving you an error it might be either binarized, or encrypted.
Can show the error your getting?
So does this only work for singular units or can I waypoint a squad instead of individual men?
You can setup squads to respawn, thing is not all of the squad will spawn in at once, and most
times they wont move til all members are spawned in. I would suggest doing small groups
like fire team size. Make sure each unit in the squad is set to playable.
I have another video on this exact subject, at 13:08 the last timestamp here:
th-cam.com/video/ca-_9cXXlA0/w-d-xo.html
shows how it works.
videos would be better if the needless stuff was prepared ahead of time
This is a video, videos of what, and what are you trying to say?
@@Gunter_Severloh set up the map before you start recording. remove the annoying fluff from your videos. I find myself skipping through most of your video trying to find the useful info (how to make ai respawn and take ssectors).
@@michaelh4816 Thats why there are timestamps, the whole point of "setting" up is to show how i did things, thats why i do that, if i dont then i'd get 20 questions on how it was done.
This is why i also add timestamps to videos so you can skip to certain parts. Its not fluff its showing you the process on how to get to that point of whatever the video is about.
Not everyone knows the editor like you,
so use the timestamps, if i didn't put timestamps on a video there might be a reason for it, or i just forgot or it was an early video where i didn't add them at the time. So if you see a video without timestamps and would prefer to skip to parts, let me know and i'll update that video and add timestamps.
I can adjust how i do some things with tutorials, i'm always open to feedback, but thats all you need to say is point out some things and give a reason.
If you have any more suggestions or tips then let me know. Cheers!
@@michaelh4816 The fluff is there for people who probably would say the opposite of what you said lol
@@michaelh4816 you're a d**K mate. Gunter doesn't need to make any of these and what he does, most of us love the speed of the tutorial and the completeness of the information. Some people, sheesh!!
Since you said nobody had code for the bots removing tickets i made it.
"east" being Opfor and "west" being Blufor
this addEventHandler ["Killed", {
params ["_unit"];
if !(isPlayer _unit) then {
[east, -1] call BIS_fnc_respawnTickets;
};
}];
And some code for vehicles if you want to loose tickets if the vehicle dies.
this addEventHandler ["Killed", {
[east, -15] call BIS_fnc_respawnTickets;
}];
Nice! Thanks for that, will help and im sure others will find it useful too!