Arma 3
O&T Expansion Eden
374 Comments
Nukedrabbit95 5 Jul @ 12:51pm 
No problem, thanks for replying so quickly!
Trager  [author] 5 Jul @ 4:53am 
@Nukedrabbit95, this fucked attribute deleted, expect no errors but old data need to delete manually in mission.sqm, sorry
All code block with RainParamsWork property need delete. It's safe if only delete the class with RainParamsWork, but just in case, make a backup of the .sqm file
Trager  [author] 4 Jul @ 4:53pm 
Oh sorry I merged wip attribute accidentally, gonna make hotfix ASAP
Nukedrabbit95 4 Jul @ 1:02pm 
Hi, I've found a very severe bug with the rain attributes, specifically RainParamsWork under CustomAttributes in the sqm, which appears when I open the weather attributes and save the file. There's the value class with a bunch of sub-classes Item0 to Item16 which each have a value key with stuff like value="15"; They're all fine the first time I save, but each time I edit a weather setting and save again the number of quotations around the value grows. After the second save, it becomes value="""15""", after the third save, value="""""""15""""""" after the fourth, value="""""""""""""""15""""""""""""""" after the fifth and so on. It keeps doubling until eventually the scenario file is gigabytes in size, it becomes extremely laggy to save, and reaches a point where it is too large for the game to open. This is happening with only O&T loaded, no other mods or DLC.

Do you have any insight into this?
Trager  [author] 3 Jul @ 2:35pm 
Clients and server needs to load this mod
ShadySauce26 3 Jul @ 2:05pm 
is this mod client side?
Trager  [author] 1 Jul @ 3:25pm 
@HappyGamerBVV
No remote controlled from pilot seat is the reason
Rebels differ from FIA in helmets and bodyarmor, I prefer to remove this minor faction because it is easy to create them manually and less factions in the editor menu
Trager  [author] 1 Jul @ 2:31pm 
@Roy
Seems I changed .bikey make sure your server update it
Roy 1 Jul @ 10:18am 
Hey @trager
Getting a signature failed check on our server when loading up with this mod. Can you check the keys again?
HappyGamerBVV 1 Jul @ 6:08am 
@Trager And why not? And one more thing: if you don't mind (or I just didn't understand the reason for their removal), bring back the Achanteros Rebels.
Trager  [author] 30 Jun @ 2:09pm 
HappyGamerBVV
Yes I can, but will there lot of interactions for pilot in the action menu? I intentionally removed useractions for pilots, only for near doors passangers
HappyGamerBVV 30 Jun @ 12:48pm 
Can you make sure that on those helicopters where you added the function of interacting with doors, we can open/close them from the Pilot's seat in the next update?
makotiwe 20 Jun @ 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] 20 Jun @ 12:11am 
Spartan 208 thanks for the feedback, fix on the way
Spartan 208 19 Jun @ 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 17 Jun @ 8:13am 
bohemia should be hire you
Trager  [author] 11 Jun @ 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 10 Jun @ 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 7 Jun @ 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] 6 Jun @ 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 6 Jun @ 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 30 May @ 4:30pm 
@Trager Amazing, thanks for the fix!!
Trager  [author] 30 May @ 3:36pm 
@bijx
Found, fixed - vanilla checkbox does not support array value, created my own so issue solved
Thank you!
bijx 30 May @ 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] 22 May @ 12:01am 
@r0dx864, yes wilco
r0dx864 21 May @ 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] 25 Apr @ 5:17am 
or my changes will rovemd after devs fix it in vanilla in 2.20 ref. https://feedback.bistudio.com/T190719
Trager  [author] 25 Apr @ 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 25 Apr @ 4:34am 
before they worked specifically webknights would overwrite the jsrs footsteps which is intended but now neither is working
Trager  [author] 25 Apr @ 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 25 Apr @ 2:39am 
recent update broke webknights and jsrs footstep sounds they revert back to vanilla when loaded
Trager  [author] 15 Apr @ 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 15 Apr @ 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] 15 Apr @ 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 14 Apr @ 10:52pm 
This is a video showing the issue I'm having.
https://youtu.be/vOjaYhkd9Jo
Equinox 14 Apr @ 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 14 Apr @ 8:00am 
Спасибо, будем надеятся поможет.
Trager  [author] 14 Apr @ 7:58am 
Тогда всë довольно просто, я предлагаю использовать мод Arsenal Extension https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957923708 который должен покрыть потребность в поиске

В рамках этого мода, подобных изменений не будет
Anatoly Ilyushin 14 Apr @ 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] 14 Apr @ 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 14 Apr @ 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 14 Apr @ 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] 4 Apr @ 3:30am 
Привет, @Lastick.
Ага, не работает, исправлю, спасибо!
Lastick 3 Apr @ 2:38am 
Привет! Проверь пожалуйста объект "кондиционер [вкл]" (AirConditioner_01_on). По-моему он немного не работает :)
Trager  [author] 31 Mar @ 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 31 Mar @ 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] 31 Mar @ 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 30 Mar @ 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 14 Mar @ 1:39pm 
@Trager
You were completely correct, my apologies for wasting your time!
Trager  [author] 14 Mar @ 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'