✪ ARMA 3 "Navy SEALs Afganistan Firefight" (Wolfpack AI 3.0 + L_ES)

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Published on ● Video Link: https://www.youtube.com/watch?v=Oj3823jPk-c



ARMA 3
Game:
ARMA 3 (2013)
Duration: 5:45
1,143 views
12


Dedicated to all the Warriors who have gone downrange.....A team of SEALs are ambushed by a Taliban group of 30 insurgents....Featuring Wolfpack Real AI 3.0 (http://www.mediafire.com/download/418a3hhq4cllfjc/%40WolfpackRealAI_3.0.zip)

A continuing analysis of ARMA's struggling default AI...ARMA is an amazing open world military sim. But the AI seriously needs work. This demonstration is with augmenters based on Chris B's amazing "Smart AI Mix" including GL5FX- SLX - ZUES and the Wolfpack Real AI 3.0 mod mix.....Thanks to the original authors for all their hard work and contribution to the realism ARMA community!!!

*LAxemann's Enhanced Soundscape (L_ES)
https://forums.bistudio.com/topic/168...

http://www.armaholic.com/page.php?id=...

What's the idea behind it?
While working on the fun soundmod of Odium and myself I got to the point where I had to ask myself
"It's a fun soundmod but the sounds should still feature everything a "real gun" has, meaning e.g. separate reverb sounds and probably even a sound that gives the impression of the "gun sound" being reflected from
somewhere in the distance... so how do I achieve that?"... and the idea was born.

In reality, a lot of what many people tend to call "the" gun sound is defined by the shooter's surroundings. Shooting down a valley sound completely different than standing in a small indoor shooting cabin.
So I always found it quite unimmersive that in games, when shooting a gun, the reverb and stuff is included in the actual "firing" sound and not actually coming from the valley you're shooting into.



What does the Enhanced Soundscape do?
Quite simple, yet so complicated. ES currently has four main features:

• ES plays reverb sounds in the firing direction based on terrain (Distance to the next mountain etc.)
• When shooting in the direction of a mountain/raised terrain in general there is a chance that the gun sound gets reflected back to the shooter
• When firing in an urban area, the gun sounds get reflected from nearby buildings
• When firing in a forest, the gun sounds get reflected from the trees around you, resulting in a dense reverb

All this is based on (simple) speed of sound calculations, meaning e.g. that it will take longer for you to hear the gun's echo (popp) when shooting in the direction of a very far away mountain.



Feature overview:
• Play reverb based on terrain (No reverb e.g. when directly (from a close distance) shooting against a mountain/hill)
• Play echo "popp" sounds if there's terrain that can reflect the gun sound in the shooting direction
• Reflect the gunsounds from nearby buildings when being in urban areas (So fighting in a city feels completely different than fighting in the open!)
• Dende "volumetric" reverb when shooting inside a forest
• ES doesn't change any actual gunsounds, it just ADDS more elements and can therefore be used with any "real" soundmod such as JSRS, SoS...
• No effects when having a silencer or being inside a building (a bit hollywood-like but since most other sound related mods go the same way...)
• Completely local, no need to run it on the server, no network traffic
• Userconfig in which you can define the minimum fps at which ES calculations kick in (Default: 15fps)







Tags:
ARMAOA
ARMA II
ARMA 2
ARMA2
ARMA CO
Combined Arms
Operation Arrowhead
SEAL TEAM
DEVGRU
MILSIM
SEAL TEAM 6
ST6
Special Warfare
Special Ops
SPECOPS
SPECWAR
SMU
Special Mission Units
TEIR 1
TIER1
ACE
ACE2
ACE II MOD
military free fall
mff
HALO
HAHO
Ghost Recon Classic
ARMA 3
GL5
WolfpackRealAI_3.0



Other Statistics

ARMA 3 Statistics For BurnerTactical

There are 122,440 views in 83 videos for ARMA 3. The game makes up over 1 day of published video on his channel, or 12.33% of the total watchable video for ARMA 3 on BurnerTactical's YouTube channel.