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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)
```
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.
(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
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!
Thank you.
Is this compatible with JSRS 2025 sound mod?
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!
Such values are nothing more than a random; tomorrow these figures may be either higher or lower.
it seems do something in the config is much more difficult than, for example, integrate the Steam Game Record for Arma 3 moments (*´﹃`*)
thank you for letting me know, ejection got some improvements and workaround for loud 'schhBOOSCHH'[ii]
No, know nothing about this
(i dont think you do mods but im just asking)
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
Yes vanilla, no sound mods. that is unfortunate, thanks for providing me with some information on the matter,
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)
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..
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
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
https :/pastelink.net/cvjhmvof
{LINK REMOVED}https://pastelink.net/cvjhmvof
Спасибо!
Thank you for finishing the polish of the game for all of us ;)
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...