Arma 3
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Earplugs
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Data Type: Mod
Mod Type: Mechanics
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3 nov, 2017 @ 12:59
16 maj @ 11:33
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Earplugs

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Description
Allows the use of earplugs. Keybindings and settings can be changed via the CBA Settings/Controls menu.
49 kommentarer
R3vo  [skapare] 18 sep @ 22:26 
Probably not as I'd need to set the volume each frame which is not ideal.
vbnshi 18 sep @ 15:18 
Using the Perceptive mod will cause Earplugs to stop working after opening the map. Can you override the priority of the Perceptive mod?

Perceptive mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2726071493
R3vo  [skapare] 16 maj @ 9:37 
@LegalEagality: I have fixed the issue and the mod now only gets disabled if ace_hearing_enableCombatDeafness is enabled.
R3vo  [skapare] 15 maj @ 14:00 
I'll take a look. Thanks for letting me know.
LegalEagality 15 maj @ 13:55 
You should probably add a disclaimer in your description that this is not compatible with ACE. We installed this in place of the ACE earplugs to have combat deafness turned off, only to find that it detects ACE and prevents you. It should probably see if "Combat Deafness" is turned off which disables the ACE earplugs instead of ACE as a whole.
R3vo  [skapare] 15 mar @ 3:15 
@johnb43: Thanks, fixed.
johnb43 15 mar @ 2:32 
Mod throws "Warning Message: No entry 'bin/config.bin/CfgPatches/R3vo_EP.units'" . Your CfgPatches is missing "units[] = {};", as well as "weapons[] = {};".
Nice. Thanks for update. :jake::steamthumbsup:
R3vo  [skapare] 4 mar @ 23:00 
Interesting. I will have a look.
thegamecracks 4 mar @ 10:27 
Accidentally found out that when using this mod, most notifications that pop up in missions, such as when a task is created/completed, only show up for 1 second instead of the normal 3 seconds before disappearing. From what I can tell, the mod's CfgNotifications >> Default class is overwriting the default duration for all notifications. If you're able to, could you fix this by renaming the class? Thanks!