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#1 Posted at 2014-03-11 17:48        
     
I have been searching over all over BI forums and it seems near impossible to get any help. I am trying to finish my sound mod and it's almost finished. I just need a little guidance with a few things in the config. The problem I am running into:

In Operation Arrowhead there are some weapons that I found that are borrowing from other weapon configs that even changing the directory and "required add on line to CAWeapons_E or CAWeapons_LRR" for this matter, did not help. So far I have all the weapons figured out (small arms) for ArmA2 without OA. I now just need to clean up the Static and Vehicle weapons section, which I am going to do without using modules because the module method is soo soo methodical and tedious so I decided to lump it all into one folder instead. All small arms are module.

So All I need is help finding the problem in the config and figuring out the config for the Static and Vehicle weapons and getting all other weapons to work with Operation Arrowhead. Plus, I am making the ammo (explosions and bullets)separate also. I have not played ArmA2 just yet because I vowed to finish this sound mod for the community before hand but I've put it off to long due to hitting a brick wall with the config and finding no one to help. If I can get some help I will put you in the credits once it is finished. I also plan to make this available for ArmA3, although I'd have to change the sound files to Stereo for that.

If I can get some help or at least a response I will post a few examples of what I am doing to get a better understanding of what I mean. I'll be checking forums periodically. thank you all

Added 54 minutes later:

Here is the first sample of what I think the LRR is doing as in using another configuration of another wweapon

class CfgPatches
{
class CSM_LRR
{
units[] = {};
weapons[] = {"BAF_AS50_scoped","BAF_AS50_TWS","BAF_LRR_scoped"};
requiredVersion = 1.01;
requiredAddons[] = {"CA_E","CAWeapons","CA_BAF","CAWeapons_E_AmmoBoxes","CAWeapons_E","CAWeapons"};
};
};
class Rifle;
class CfgWeapons
{
class BAF_LRR_scoped: Rifle
{
drySound[] = {"\CSM_M24\M24_Dry",0.000316228,1,10};
reloadMagazineSound[] = {"csm_LLR_s\L115_reload",0.0562341,1,10};
reloadSound[] = {"CSM_LRR_s\L115_rl",0.0562341,1,10};
begin1[] ={"CSM_LRR_s\L115s.wss",1.07828,1,1000};
begin2[] ={"CSM_LRR_s\L115s2.wss",1.07828,1,1000};
soundBegin[] ={"begin1",0.5, "begin2",0.5};
};
class BAF_LRR_scoped_W: BAF_LRR_scoped
{
drySound[] = {"\CSM_M24\M24_Dry",0.000316228,1,10};
reloadMagazineSound[] = {"csm_LLR_s\L115_reload",0.0562341,1,10};
reloadSound[] = {"CSM_LRR_s\L115_rl",0.0562341,1,10};
begin1[] ={"CSM_LRR_s\L115s.wss",1.07828,1,1000};
begin2[] ={"CSM_LRR_s\L115s2.wss",1.07828,1,1000};
soundBegin[] ={"begin1",0.5, "begin2",0.5};
};
};

This post was edited by eggdogg25 aka Chammy (2014-03-11 18:45, ago)

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#2 Posted at 2014-03-17 01:43        
     
i cant get my pistol sounds working.. sorry i cant help i know uv been looking for a long time

Cheers,

UK_SPAWN

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#3 Posted at 2014-03-17 03:42        
     
What fails exactly?
And what is the result of this?
If I'm correct you say you were successful in changing some sounds but for the pistol it doesn’t work?
Have you tried to copy the part of the parent weapon sound into your specific weapon and then changing the path of this?
I’ve also notices some weapons are harder to change the sound for then others


first: CAweapons is listed twice in the 'requiredaddons' list
second: I don’t think you need to add weapons[] = (since you don’t make a new weapon in the end),
third: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial i found this very handy tutorial that is 99% the same for A2.