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laxemann

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About laxemann

  • Rank
    First Sergeant

Contact Methods

  • Website URL
    http://www.Gruppe-W.de
  • Biography
    Done things
  • Youtube
    www.YouTube.com/LBA2C
  • Steam url id
    LAxemann
  • Origin
    LAxemann
  • Twitch.Tv
    LAxemann

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    Sound and music stuff, sports, modding like the fucking nerd I sometimes am

Recent Profile Visitors

1780 profile views
  1. Prei Khmaoch Luong

    Hey dude, my time on and for ArmA was and still is pretty much zero at the moment but I _had_ to check the new version out. HOLY SHIT. The 20 mins I spent on there made me forget I'm looking at ArmA, especially in the military areas - never seen such complex, natural and styled-through compositions. Thank you for all your work! :)
  2. Heya everybody, a little heads-up: My daily time-schedule unfortunately only leaves little room for spare-time-activities at the moment and the little I got I invest in friends, family and getting the RHS helicopter sounds up-to-date. Meaning: I haven't been able to look into any issues, mods and most messages in the last few months (and willed to do so because there's no use to opening up a topic I can't work on, anyway). Joko's been away as well. I hope to look into everything that was left down the road during holidays season in December. :)
  3. Audio Tweaking (dev branch)

    Please specify your problem a bit more. I've never had any issues with the panner type. Also, why should it work with non-spatial sounds? The spatial parameter defines if the sound will follow an object's location. Making it non-spatial will obviously do nothing but playing the sound directly 1:1. I'd also like to point out that your rant without any kind of background knowledge is very disrespectful. The team has been very small for a very, very long time and did everything in order to at least get to the point where we are now.
  4. Hey dude, you might be looking for allMissionObjects. Be very careful when using it, though - It can be extremely demanding / unperformant.
  5. Hey dude, what issues do you have with your shaders/filters? Also, I did a sound framework for the iron front propeller planes when I did them (automated and unified config process), would you guys like to have a look at it?
  6. RHS Escalation (AFRF and USAF)

    They are my lowest priority at the moment :P
  7. RHS Escalation (AFRF and USAF)

    I plan to update _all_ helis, then the tracked vehicles, then the wheeled ones. This will take a while, though. Once a vehicle is done, i'll push it into the mod though, so you'll be able to enjoy the finished ones with each update :)
  8. Realistic mission design

    Yup, what beno said plays a huge role. Look into doctrines/how real-life armys structure their forces. In reality, the structure of a battleforce is thought-through and tailored towards efficiency and multiple units complementing each other. For example, you might want to have a look at the FM3-21.8 which explains the organization of a regular US-Army rifle unit up to platoon level. Then, think of the scale and logic of what you are doing. Many mission builders place units at places just because it would be cool/surprising in a mission. A lonely sniper here, a random two-man team hidden in a forest. Fair enough, this can be fun but isn't "realistic" in most cases. Things to think about: What strategic value does this area have in the context of your mission/story? What would be an appropriate force to secure this? Is this force appropriate for the amount of players in the mission? And, most importantly, how would this force be employed/ logically spread across For example: You want to simulate an enemy-held area consisting of a few villages, the players will have to push through our eliminate the enemy forces. Assuming that we've got around 50 players and (after the US-Army standard) a Rifle Platoon consists of roughly 39 people, an appropriate REDFOR force would be two platoons (78 enemies). We now have a limited amount of enemy units and have to place them tactically! Random things that come to mind: Where would the two platoon headquarters be positioned? Would the headquarter elements be secured by another squad (Subtracting 18 units for securing the headquarters alone!)? Where would the units fortify themselves so that they can get a maximum covering of the surrounding area? How would the two platoons place their two heavy weapons squads in order to complement and cover each other? Things that also come to mind: The enemy unit will most likely try to survive. Think like this: "What would an actual commander do that wants to keep his units alive?" It would make no sense at all to send two trucks with a bunch of enemies towards the 50 players. Every trained leader would know that this would be a waste of manpower, firepower and lives. You get the idea. :)
  9. Animation dump

    Dude, this is stellar work!
  10. RHS Escalation (AFRF and USAF)

    More flap flap
  11. Well, imagine the vehicle from the side. Usually, you go clockwise when measuring degrees, meaning 90° would point downwards, 180° backwards and 270° upwards. Therefore it makes sense that -90° is upwards as well. :) Edit: Mad paint skillz
  12. JSRS Soundmod Replacements

    I can't look into the whole configs right now and it's not the error you're pointing out, but I noticed something else: "baseSoundModeType" has to be declared right with the mode_semiAuto classes etc. So, even before cfgWeapons: So, inside your modes it should look like this: Edit: Oh, taking a quick look this might actually solve your problem. The error shows that the "standardSound" class is being updated. Not because the modes are wrong, but because you don't inherit from the baseSoundModeType anymore. :)
  13. ~ ArmA 3 Sound Modding 101 ~

    It's worth mentioning that the soundShapes also accept it when the innerVolume is less than the outerVolume. :)
  14. Help me with my config

    Dude, that's not the way to ask for help. Please, provide more details next time. ;) However, it seems as if you have too many closing brackets }; at the end of your code. There should only be two at the end.
  15. RHS Escalation (AFRF and USAF)

    Heya everybody, i thought you might be interested in getting a first listen at the helicopter audio revamp I'm currently working on! :) It's heavily WIP as I'm still experimenting on how to get the most dynamic soundscape out of the least amount of sounds/voices used, but you get the idea. Cheers LAxe
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