Forum Jump :

Author Message

swtx  



Posts: 27
Rank:


Level: Member

Country: us
Location: Texas
Occupation: Oil and Gas Consultant
Age: 55
In-game name:

 
#1 Posted at 2021-01-12 01:19        
     
Please have a look at the config. There are no errors. I'm doing something wrong because the mod assets are not showing up in-game. PBO Compiles and the game starts with no errors. Any Config Grand Masters out there please have a look and let me know what I'm doing wrong!

PS,

I've checked and double-checked the mod folder structure and it is all correct as well.

Thx so much in advance,



class CfgPatches {
	class PG_Canister_HE {
		units[] = {};
		weapons[] = {"PG_M97_HE", "PG_Impact"};
		requiredAddons[] = {"A3_characters_F", "A3_Data_F", "A3_Weapons_F"};
	};
};

class CfgMods {
	class Mod_Base;	// External class reference
	
	class PG_M97_HE : Mod_Base {
		picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa";
		logo = "\M97_Grenade\M97_Grenade\Data\M97HE.paa";
		logoOver = "\M97_Grenade\M97_Grenade\Data\M97HE.paa";
		logoSmall = "\M97_Grenade\M97_Grenade\Data\M97HE.paa";
		scope = 0;
		name = "M97 Canister Grenade";
		hideName = "true";
		actionName = "QQ";
		action = 664760584;
		author = "SWTX";
		dlcColor[] = {0.19, 0.54, 0.8, 1};
		dir = "M97_Grenade";
	};
	author = "SWTX";
	timepacked = 1525625211;
};

class CfgAmmo {
	class GrenadeHand;	// External class reference
	
	class PG_M97_ammo : GrenadeHand {
		typicalspeed = 18;
		hit = 100;
		indirectHit = 65;
		indirectHitRange = 12.5;
		dangerRadiusHit = 80;
		suppressionRadiusHit = 30;
		simulation = "shotShell";
		model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d";
		
		class CamShakeExplode {
			power = (20*0.2);
			duration = "((round (16^0.5))*0.2 max 0.2)";
			frequency = 20;
			distance = ((3 + 16^0.5)*8);
		};
	};
	
	class PG_M97_HE : GrenadeHand {
		typicalspeed = 26;
		hit = 100;
		indirectHit = 65;
		indirectHitRange = 12.5;
		dangerRadiusHit = 80;
		suppressionRadiusHit = 30;
		whistleDist = 12;
		explosionEffectsRadius = 3.0;
		deflecting = 30;
		model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d";
		
		class CamShakeExplode {
			power = 3.2;
			duration = 0.8;
			frequency = 20;
			distance = 56;
		};
		
    };
	
	
};
	class GrenadeBase;	// External class reference
	
	class M68_Impact_ammo : GrenadeBase {
		explosionSoundEffect = "DefaultExplosion";
		simulation = "shotShell";
		model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d";
		hit = 13;
		indirectHit = 8;
		indirectHitRange = 15;
		warheadName = "HE";
		visibleFire = 1;
		audibleFire = 30;
		visibleFireTime = 3;
		explosionEffectsRadius = 3.0;
		dangerRadiusHit = 50;
		suppressionRadiusHit = 18;
		explosive = 1;
		cost = 10;
		deflecting = 5;
		airFriction = -0.001;
		fuseDistance = 1;
		whistleDist = 16;
		typicalSpeed = 26;
		caliber = 2;
		
		
		class CamShakeExplode {
			power = 3.2;
			duration = 0.8;
			frequency = 20;
			distance = 56;
		};
		soundHit1[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (1)", 3.16228, 1, 1300};
		soundHit2[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (2)", 3.16228, 1, 1300};
		soundHit3[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (3)", 3.16228, 1, 1300};
		soundHit4[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (4)", 3.16228, 1, 1300};
		multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25};
	
	};


class cfgMagazines {
	class Default;	// External class reference
	
	class CA_Magazine : Default {};
	
	class HandGrenade : CA_Magazine {};

	class PG_M97 : CA_Magazine {};
	
	class PG_M97_HE : HandGrenade {
		initSpeed = 18;
		author = "SWTX";
		model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d";
		displayName = "M97 HE";
		picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa";
		dlc = "Project Genesis";
		displayNameShort = "M97 HE";
		ammo = "PG_M97_ammo";
		mass = 6;
	};
	
	class PG_Impact : HandGrenade {
		initSpeed = 26;
		author = "SWTX";
		model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d";
		displayName = "RGO Impact";
		picture = "\M97_Grenade\M97_Grenade\Data\M68_impact.paa";
		dlc = "Project Genesis";
		displayNameShort = "Impact";
		ammo = "M68_Impact_ammo";
		mass = 4;
	};
};

class CfgWeapons {
	class GrenadeLauncher;	// External class reference
	
	class Throw : GrenadeLauncher {
		};
	};
//------------------------------------------------------------------------------------------------------------------------------------------//


class PG_M97_HE
		{
			sounds[] = {"StandardSound"};
			class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
			{
				soundSetShot[] = {"PG_M97_Expl_SoundSet","PG_M97_Tails_Trees_SoundSet","PG_M97_Tails_Houses_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Forest_SoundSet","PG_M97_Mid_SoundSet","PG_M97_Dist_SoundSet"};
			};
			
};
	

class CfgSoundSets
{
	class PG_M97_Expl_SoundSet
	{
		soundShaders[] = {"PG_M97_close_Expl_SoundShader","PG_M97_mid_Expl_SoundShader","PG_M97_far_Expl_SoundShader"};
		volumeFactor = 1.495;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		occlusionFactor = 0.45;
		obstructionFactor = 0.35;
		frequencyRandomizer = 1;
	};

	class PG_M97_Tails_Trees_SoundSet
	{
		soundShaders[] = {"M97_tailForest_SoundShader"};
		volumeFactor = 1.5;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		occlusionFactor = 0.45;
		obstructionFactor = 0.35;
		frequencyRandomizer = 1;
	};
	
	class PG_M97_Tails_Houses_SoundSet
	{
		soundShaders[] = {"M97_tailHouses_SoundShader"};
		volumeFactor = 1.5;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		occlusionFactor = 0.45;
		obstructionFactor = 0.35;
		frequencyRandomizer = 1;
	};

	class PG_M97_Tails_Meadows_SoundSet
	{
		soundShaders[] = {"M97_tailMeadows_SoundShader"};
		volumeFactor = 1.5;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		occlusionFactor = 0.45;
		obstructionFactor = 0.35;
		frequencyRandomizer = 1;
	};

	class PG_M97_Tails_Forest_SoundSet
	{
		soundShaders[] = {"M97_tailForest_SoundShader"};
		volumeFactor = 1.5;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		occlusionFactor = 0.45;
		obstructionFactor = 0.35;
		frequencyRandomizer = 1;
	};
	
	class PG_M97_Mid_SoundSet
	{
		soundShaders[] = {"PG_M97_mid_Expl_SoundShader"};
		volumeFactor = 1;
		volumeCurve = "InverseSquare1Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		soundShadersLimit = 3;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		frequencyRandomizer = 3;
	};
	
	class PG_M97_Dist_SoundSet
	{
		soundShaders[] = {"PG_M97_far_Expl_SoundShader"};
		volumeFactor = 1;
		volumeCurve = "InverseSquare1Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		spatial = 1;
		doppler = 0;
		loop = 0;
		soundShadersLimit = 3;
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		frequencyRandomizer = 3;
	};
	
	
};

//----------------------------------------------------------------------------------------//
	class CfgSoundShaders
{


	class PG_M97_close_Expl_SoundShader
	{
		samples[] = {
		{ "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine",1 }};
		volume = 1.8*(1-interior/1.4);
		range = 2500;
		rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }};
	};
	
	class PG_M97_mid_Expl_SoundShader
	{
		samples[] = {
		{ "M97_Grenade\Sounds\Explosions\MineHeavyA_midExp_01",1 }};
		volume = 2.00;
		range = 2500;
		rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }};
	};
	
	class PG_M97_far_Expl_SoundShader
	{
		samples[] = {
		{ "M97_Grenade\Sounds\Explosions\MineHeavy_distExp_01",1 }};
		volume = 2.50;
		range = 2500;
		rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }};
	};
	
	class M97_tailForest_SoundShader
	{
		samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}};
		volume = "(1-interior/1.4)*forest/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};

	class M97_tailHouses_SoundShader {
		samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailHouses_01", 1}};
		volume = "(1-interior/1.4)*houses/3";
		range = 1500;
		rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}};
		limitation = 1;
	};

	class M97_tailMeadows_SoundShader {
		samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailMeadows_01", 1}};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};

	class M97_tailTrees_SoundShader {
		samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}};
		volume = "(1-interior/1.4)*trees/3";
		range = 2000;
		rangeCurve[] = {{0, 1}, {2000, 0}};
		limitation = 1;
	};
	
};