Arma 3
104 ratings
Capsule
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Data Type: Mod
Mod Type: Mechanics, Sound, Terrain
File Size
Posted
Updated
650.209 KB
21 Mar @ 8:15am
5 May @ 2:34am
4 Change Notes ( view )

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Capsule

Description
This is vanilla Arma 3 bugs/errors/unused things and can be fixed by Dev for vanilla game. This mod will fix it on your side!
Mod is client side.

What fixed?
    UPD №3
  • The game didn't use the full collection of sound tails for the supersonic bullet cracks

  • Silencer tail sounds was extremely quiet ~3% volume (except interrior one) because they used sound settings for silencer shots not echo which are much louder. The game didn't provide a separate sound setting for the silenced tails at all, so I took setting from DayZ

  • MSBS 6.5 mm did not have tail sounds when fired with a silencer

  • Game was using the wrong tail sounds for the ASP-1 Kir 12.7 mm

  • Extreme cloud quality settings reduced to 192 (default 256) due glitch at specific player camera angles FT- https://feedback.bistudio.com/T175798

  • Sounds of tension of Livonian wooden structures did not work because they depended on the strength of the rain

  • Livonian trees played 2 rain sound versions at the same time

    UPD №2


  • Terrain (not spawned via scripts) animal behaviour not worked as should when mission lauched on dedicated server

  • Zeus or Splendid Camera can hear ejection sound 2d in any distance from ejection seat → https://www.youtube.com/watch?v=j_dsa9SG1ns

  • Ejection system now plays correct sound: pilot hear Interior one, other players hear Exterior sound (before Interior and Exterior sounds plays together)

    UPD №1


  • Gatling used wrong bullet sonic crack sounds

  • M2 HMG gunner can't use his NVG if aim with iron sights due visionMode[]={}; restriction with 'normal' for no reason

  • CAR-95 used wrong reload sound due vanilla error

  • SPMG .338 used recoil preset for Navid 9.3 due vanilla error

  • RPG-7 used recoil preset for RGP-42 due vanilla error

  • AK-12U used recoil preset for AKS due vanillaerror

  • Missile launcher of AWC 302 Nyx (AA) has no shot sound due to non-existing class


    UPD №0


  • Police and ambulance siren sound bugs → https://www.youtube.com/watch?v=8pVGE2EH7y0

  • One sound of Decon Shower was not work

  • Footsteps interrior sounds was not used → https://www.youtube.com/watch?v=Ma7SnmBd66E

  • Environmental sounds glitches → https://www.youtube.com/watch?v=-FKxKbuHpnc

  • Rifles echo sounds glitches → https://www.youtube.com/watch?v=UeHAksqCHzM

  • Distant sound of cluster sub ammunision explosion was used wrong samples → https://www.youtube.com/watch?v=xEQGEgX-UCU
  • Distant sound of unexploded ordnance explosion was used wrong samples → https://www.youtube.com/watch?v=a_e0d1RvgJ8

  • Unreleased engine T-100 Varsuk (T-100X Futura) sounds (not turbine sounds)

  • Wrong terrain values (areaSpawnRadius, areaMaxRadius) for Radius440_500 animals of Livonia and Tanoa (animals appeared out of sight and hearing of players)

  • Wrong sound sample for afternoon time forest ambient on Tanoa

  • Unused vegetation impact sounds for hand grenades in Arma 3 data → https://www.youtube.com/watch?v=CV38hvJdlT8

  • Walkable surfaces plays default ground sound impact for grenades due missing soundHit param in CfgSurfaces classes → https://www.youtube.com/watch?v=zSboWxnumQI

  • Katiba and Mk20 assault rifle echo sounds are glitches due to an incorrect 2 sound samples limitation (2 samples limitat instand of 2 loudest samples) → https://www.youtube.com/watch?v=TtWFKjtA6Ns

  • Air Carrier delectors sounds has too small default hearable distance (20 → 150)

  • Shooting Range Bell sound has too small default hearable distance (20 → 250) → https://www.youtube.com/watch?v=cYB5n2ZiWaM

  • Livonian useraction Chapel sound has too small default hearable distance (20 → 300) → https://www.youtube.com/watch?v=cYB5n2ZiWaM

  • Livonia overwritted Tanoa's ambient sounds in 2019, oh my god... 'cause of the same class names of these sounds

  • Ejection from planes sound was not work in MP → https://www.youtube.com/watch?v=ecHWwmvm2IQ

  • Ejection from planes particles was not work in MP → https://www.youtube.com/watch?v=ecHWwmvm2IQ

  • Ejection has wrong hearable distance → https://www.youtube.com/watch?v=ecHWwmvm2IQ

This mod is a independent part of the main mod «O&T Expansion Eden». Want to get in addition to bug fixes New Objects in the editor, New Weapons and Scripting Solutions for creating missions? Then download and use the mod that has all this in one.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1923321700
55 Comments
Dimon UA 24 Jul @ 4:50am 
я не знаю как ее получить, просто она проскакивает в логах моего сервера (миссии)
Trager  [author] 24 Jul @ 3:39am 
Dimon UA how to get this error? Tried eject in SP/MP no Undefined variable error
Dimon UA 23 Jul @ 9:21am 
```
17:32:02 Error in expression <0, 1, 0, 0, false]] remoteExec ["say3D",_pilot];
[_ejectionSeat, [_ejectionSound>
17:32:02 Error position: <_pilot];
[_ejectionSeat, [_ejectionSound>
17:32:02 Error Undefined variable in expression: _pilot
17:32:02 File /PDrive/Capsule/addons/Capsule/Functions/fn_planeEjectionFX.sqf..., line 65
17:32:02 ➥ Context: [] L89 (/PDrive/Capsule/addons/Capsule/Functions/fn_planeEjectionFX.sqf)
```
Valmont 10 May @ 10:45am 
Would be great if you do a mod with animation fixes.
1) The prone with launcher animation. Currently in vanilla when you are prone and select the launcher your character will stand up and then go to crouch. A fix would be that the animation keeps the prone position or goes directly into the crouch position without standing up.
2) The holster animation transition when holstering your handgun transitions to the launcher animation wasting precious seconds until the animation is done.
Ex BI Dev Leopard knows how to fix these animations by the way.
kenoxite 5 May @ 2:54pm 
Good job. Keep it up!
Yo Gabba Gabba! 5 May @ 6:20am 
Glad to see an update. Great work.
Trager  [author] 22 Apr @ 12:47am 
@Valken
(1.)Author manually removes the mine instigator, this can lead to probs when need know instigator for scripts work
(2.)I think we can find problem in the animation config instead of using barbarian method. I'll look for the issue in anim but the author's scripted solition will not be added
Change (3.) is a categorical no, this is not a bug but a new feature
(4.)Was this 'bug' requested to devs fix? I remember the improvement when players sat in one cargo, maybe they will want to reserve seats for the AI ​​too? I will not add a scripted solution from the mod

Anything author does in the mod can be freely copied & pasted into any custom mission without loading the mod. His changes are scripted workarounds not fixes
Valken 21 Apr @ 9:52pm 
Trager  [author] 30 Mar @ 2:37pm 
Oki will do @ThomasAngel, thanks
ThomasAngel 30 Mar @ 7:35am 
Can you add fixes for these FT tickets? T174468 and T138393