Arma 3
Capsule
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
makotiwe 28 Mar @ 4:21am 
哇,真是個混蛋!
求主憐憫!
自從東北海岸的忍者戰爭以來,我一直在等待這些更新的修復!上帝會感謝祢的!
殺死那些傢伙!
HappyRooster007 27 Mar @ 12:29pm 
@Trager

Thank you.
Trager  [author] 26 Mar @ 5:34am 
Yep @HappyRooster007, didn't find conflicts in jsrs config
HappyRooster007 26 Mar @ 5:13am 
@Trager

Is this compatible with JSRS 2025 sound mod?
Trager  [author] 26 Mar @ 2:52am 
@Valken, ye it part of O&T and Capsule. But Sounds will add ~10 other sounds, they imitate life on Tanoa (people sounds, radio sounds...)
O&T and Capsule has only: rock debris, cats, dogs, metall stress, but no people sounds, radio sounds
I'll mention it in the description, thanks for letting me know!
Trager  [author] 26 Mar @ 2:51am 
@Pvt_Kelly, on my PC the difference did not exceed ± 1 percent (vanilla 54.1, capsule 54.9, CBA+Capsule 53.6)
Such values ​​are nothing more than a random; tomorrow these figures may be either higher or lower.
Valken 26 Mar @ 2:00am 
Is SONUS part of this mod? Would be good to list out all indy mods and then point back to the AIO so we know which combo to use. Thank you for the great work!
Pvt_Kelly 26 Mar @ 1:58am 
- 5 FPS (53-5 = 48) CBA+Capsule in YAAB. Is it okay?
Trager  [author] 25 Mar @ 6:17pm 
@IceBreakr, ye
it seems do something in the config is much more difficult than, for example, integrate the Steam Game Record for Arma 3 moments (*´﹃`*)
Trager  [author] 25 Mar @ 6:00pm 
@Hitman, after reading description of RNG mod I don't see potential problems
IceBreakr 25 Mar @ 12:03pm 
Jesus, these are all fixes for Vanilla errors still present in the game after 12 YEARS??
Hitman 25 Mar @ 6:51am 
This is compatible with the RNG AI (Rework) mod?
Trager  [author] 24 Mar @ 7:22am 
@Nullified,
thank you for letting me know, ejection got some improvements and workaround for loud 'schhBOOSCHH'[ii]
Trager  [author] 24 Mar @ 4:41am 
@bfg reaps
No, know nothing about this
bfg reaps 24 Mar @ 4:27am 
Do you know anything about the bug that AA (hand-held) from like cup or rhs dosen't target?
(i dont think you do mods but im just asking)
Trager  [author] 24 Mar @ 12:32am 
@Nullified, I just reproduce this bug, Reddit guy was right, some engine errors seems, Zeus and Splendid camera...
Trager  [author] 24 Mar @ 12:06am 
@Dimon UA,
Не могу подтвердить что у ИИ нет шагов в домах CUP, проверил как минимум в 6 домах (wood_int, concrate_int) у них корректные звуки шагов. Проверил загрузив полную коллекцию CUP, RHS и ACE
Nullified 23 Mar @ 9:44pm 
@Tragar.

Yes vanilla, no sound mods. that is unfortunate, thanks for providing me with some information on the matter,
Trager  [author] 23 Mar @ 9:24pm 
Nullified,
you talk about vanilla ejection system from Jets DLC? There no any way to work this sound and visual FX in multiplayer at all.
Due 2 errors in 1 line in code: sound unable to hear more than 100m, and sound can not be heard by other player due locality problem (only pilot)
Nullified 23 Mar @ 8:39pm 
Bug report persistant issue for years, with an eject sound effect, present on each jet at all times. Extremely loud and audible from whatever distance.. In Zeus

Reddit: If you mean the loud 'schhBOOSCHH' whenever someone from a lightyear away ejects, I have that too - I think it's just an issue or 'feature' that everyone gets, probably as well as weird engine modulation when moving fast and close.

Can this be fixed? under your investigation..
Dimon UA 23 Mar @ 6:03pm 
я играю с CUP.RHS,ACE - ко мне боты в дом заходят бесшумно - и это большая проблема гемплея
Dimon UA 23 Mar @ 6:02pm 
ты можешь продемонстрировать как выглядят звуки шагов?
Trager  [author] 23 Mar @ 5:51pm 
Класс не имеет значения, тип поверхности в этом здании имеет, если дом из мода и автор пропустил штуку в 3д модели отвечающую за тип поверхности, то мои полномочия всë

Есть вероятность моей ошибки в написании класса звука, но мне все равно надо отследить это в игре зная какой дом/тип поверхности чтобы исправить

Есть вероятность что поверхность из мода, текстуру добавили и забили на тип поверхности, в модах встречается очень часто
Dimon UA 23 Mar @ 5:36pm 
ну я играю с модами - поэтому я понимаю проблему..., просто - это пздц какая важная проблема. Так что боюсь здесь именно класс здания не имеет значения, я на ванили не играю - проверить не смогу
Trager  [author] 23 Mar @ 4:57pm 
Dimon UA, в каком здании? Я проверю это
Проблемы отсутствия звука шагов я не находил в ванилной арме, только то что игра не использовала специально подготовленные звуки для помещений а лишь добавляла звуковой эффект реверберации к уличным звукам шагов
Dimon UA 23 Mar @ 4:33pm 
что то исправления отсутствия звука шагов в доме не заметил
Trager  [author] 23 Mar @ 3:33pm 
Thank you all for support!
wersal™ 23 Mar @ 2:46pm 
Спасибо за ответ! Ну хорошо что можно потестить исправления. Ешё есть мод "Исправление багов [4] от Ибрагима" надеюсь баги про которые он говорил так же зарепортили
Trager  [author] 23 Mar @ 12:44pm 
Trager  [author] 23 Mar @ 12:43pm 
Trager  [author] 23 Mar @ 12:35pm 
Accident™, эти баги уже есть на трекере, название видео это номер билета, стим не даëт поделиться прямыми ссылками на них.
wersal™ 23 Mar @ 10:23am 
было бы неплохо зарепортить эти баги на трекере богемии https://feedback.bistudio.com/project/view/1/ а лучше сразу с исправлениями
Chopper 23 Mar @ 4:38am 
Отличная работа! Теперь я увижу птиц на Ливонии и в полной мере услышу Таноа.
Спасибо!
Trager  [author] 22 Mar @ 7:30pm 
Yes Buzztr0n , you got it right
Buzztr0n 22 Mar @ 2:51pm 
So all of this is already included in O&T Expansion Eden, thus I don't need this if I use that mod,correct?
Cuervo Celestial 22 Mar @ 1:23pm 
Thanks, I always noticed the ejection one, guess I will give this a try when I have time.
Valmont 22 Mar @ 12:27pm 
Trager, one of Arma 3's best unofficial devs out there.
Thank you for finishing the polish of the game for all of us ;)
Trager  [author] 22 Mar @ 9:26am 
I'm not sure what you want to know, any mod can affect if it change something after loading another mod
For example, for M134 shooting sounds of Pawnee are not implemented, if I fix this it will break JSRS due to an error in the JSRS itself so this was removed...
Anthony 22 Mar @ 8:39am 
What do you mean by Removed? All mods will not affect this mod?
CHF-888-02 "Larkins" 22 Mar @ 8:33am 
woah