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What are the most important sounds for you while using JSRS?  

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  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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Question:

I've finally bought ACR and BAF DLC's today (Thanks to my donates!) and I'm willing to make new sounds for the weapons and vehicles of course! I found at least a class list of the contents for weapons:

"CZ_75_P_07_DUTY", "CZ_75_D_COMPACT", "CZ_75_SP_01_PHANTOM", "CZ_75_SP_01_PHANTOM_SD", "Evo_ACR", "Evo_mrad_ACR", "evo_sd_ACR", "UK59_ACR", "CZ_750_S1_ACR", "CZ805_A1_ACR", "CZ805_A1_GL_ACR", "CZ805_A2_ACR", "CZ805_A2_SD_ACR", "CZ805_B_GL_ACR", "LRTV_ACR"],

My problem is now, that I dont know ANYTHING about those weapons right now. I have no idea about their super classes, same for vehicles. Also I cant unpbo the files, just getting a "setup" files which is telling me nothing!

Maybe you guys have an idea how to get those files unpacked or at least how to get the cfg files, bin files or any config.cpp/.bin at all out of this...

LJ

Edited by LordJarhead

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You could try the SIX config browser? http://wiki.ace-mod.net/Classlists

You can view the config for pretty much all the vehicles, weapons etc. that's there, and looking at super classes is set up as a handy link !

40% of my work was possible because of that tool mate, I know it really well, but the weapons are not in there!

LJ

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If it helps. However, you can use config viewer in editor to inspect stuff.

Place a trigger on map with parameters:

Activation: Radio Alpha, Repeatedly
Condition: !isnil "BIS_fnc_init"
On Act.: [] call BIS_fnc_configviewer

[b]Weapon name[/b]				[b]Classname[/b]
Sidearms
CZ 75 D COMPACT				CZ_75_D_COMPACT
CZ 75 P-07 DUTY				CZ_75_P_07_DUTY
CZ 75 SP-01 Phantom			CZ_75_SP_01_PHANTOM
CZ 75 SP-01 Phantom SD			CZ_75_SP_01_PHANTOM_SD

Sub-Machine Guns
CZ Scorpion EVO 3			Evo_ACR
CZ Scorpion EVO 3 CCO			Evo_mrad_ACR
CZ Scorpion EVO 3 SD			Evo_sd_ACR

Machine Guns
UK-59					UK59_ACR

Sniper Rifles
CZ 750 S1 M1				CZ_750_S1_ACR

Assault Rifles
CZ 805 BREN A1				CZ805_A1_ACR
CZ 805 BREN A1 G1			CZ805_A1_GL_ACR
CZ 805 BREN A2				CZ805_A2_ACR
CZ 805 BREN A2 SD			CZ805_A2_SD_ACR
CZ 805 BREN B1 G1			CZ805_B_GL_ACR

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Thanks!

But I got them all by my little trick. I actually kept running the JSRS 1.5 script and some weapons were effected by that. So I just had to find out on which sound entry they are based and then I can locate the superclass ;) So I got all weapons by just guessing:

UK59 MG

class Mode_FullAuto;
class CfgWeapons
{
   class Rifle;
   class UK59_ACR: Rifle
   {
       reloadMagazineSound[] = {"\JSRS_UKF59\Reload",1,1,35};
       class manual: Mode_FullAuto
       {
           begin1[] = {"\JSRS_UKF59\UKF59_s1",5,1,130};
           begin2[] = {"\JSRS_UKF59\UKF59_s2",5,1,130};
           begin3[] = {"\JSRS_UKF59\UKF59_s3",5,1,130};
           begin4[] = {"\JSRS_UKF59\UKF59_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

CZ75 D Compact Pistol

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_D_COMPACT: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75D\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75D\CZ75D_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75D\CZ75D_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75D\CZ75D_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75D\CZ75D_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ75 P Duty

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_P_07_DUTY: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75P\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75P\CZ75P_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75P\CZ75P_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75P\CZ75P_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75P\CZ75P_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ75 SP Phantom and SD

class CfgWeapons
{
   class Pistol;
   class M9: Pistol {};
   class CZ_75_SP_01_PHANTOM: M9
   {

       reloadMagazineSound[] = {"\JSRS_CZ75SP\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75SP\CZ75SP_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75SP\CZ75SP_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75SP\CZ75SP_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75SP\CZ75SP_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
   class M9SD: M9{};
   class CZ_75_SP_01_PHANTOM_SD: M9SD
   {

       reloadMagazineSound[] = {"\JSRS_CZ75SP\Reload",1,1,35};
       begin1[] = {"\JSRS_CZ75SP\CZ75SP_s1",5,1,130};
       begin2[] = {"\JSRS_CZ75SP\CZ75SP_s2",5,1,130};
       begin3[] = {"\JSRS_CZ75SP\CZ75SP_s3",5,1,130};
       begin4[] = {"\JSRS_CZ75SP\CZ75SP_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ 750 SniperRifle

class CfgWeapons
{
   class M24;
   class M40A3: M24 {};
   class CZ_750_S1_ACR: M40A3
   {
       reloadMagazineSound[] = {"\JSRS_CZ750\Reload",1,1,35};
       reloadSound[] = {"\JSRS_CZ750\Bolt",1,1,35};
       begin1[] = {"\JSRS_CZ750\CZ750_s1",5,1,130};
       begin2[] = {"\JSRS_CZ750\CZ750_s2",5,1,130};
       begin3[] = {"\JSRS_CZ750\CZ750_s3",5,1,130};
       begin4[] = {"\JSRS_CZ750\CZ750_s4",5,1,130};
       soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
   };
};

CZ 805 A1 AssaultRifle / A2 SD

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
   class RifleCore;
   class Rifle: RifleCore {};
   class CZ805_A1_ACR: Rifle
   {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
   class CZ805_A2_ACR: CZ805_A1_ACR
   {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK107\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK107\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK107\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK107\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
   class CZ805_A2_SD_ACR: CZ805_A2_ACR
       {
       reloadMagazineSound[] = {"\JSRS_AK107\AK107_Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK127\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK127\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK1027\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK127\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK127\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK127\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_AK127\AK107_s1",5,1,130};
           begin2[] = {"\JSRS_AK1027\AK107_s2",5,1,130};
           begin3[] = {"\JSRS_AK1027\AK107_s3",5,1,130};
           begin4[] = {"\JSRS_AK1027\AK107_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

Scorpion EVO / SD

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
   class MP5SD;
   class evo_sd_ACR: MP5SD
   {
       reloadMagazineSound[] = {"\JSRS_EVO\Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_sd",5,1,130};
           soundBegin[] = {"begin1",1};
       };
   };
   class MP5A5: MP5SD{};
   class Evo_ACR: MP5A5
   {
       reloadMagazineSound[] = {"\JSRS_EVO\Reload",1,1,35};
       class Single: Mode_SemiAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class Burst: Mode_Burst
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
       class FullAuto: Mode_FullAuto
       {
           begin1[] = {"\JSRS_EVO\EVO_s1",5,1,130};
           begin2[] = {"\JSRS_EVO\EVO_s2",5,1,130};
           begin3[] = {"\JSRS_EVO\EVO_s3",5,1,130};
           begin4[] = {"\JSRS_EVO\EVO_s4",5,1,130};
           soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
       };
   };
};

Than I just placed all vehicles on the map, saved the mission and looked into the mission.sqm where the class names where placed. Then I just guessed: A Dingo could be based on CAR or Humvee, Pandur on Wheeled APC or Stryker and T72 on... yah... T72. After some restarts I found out ;)

Dingo

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Car;
   class Dingo_Base_ACR: Car
   {
       soundEngineOnInt[] = {"\JSRS_Humvee\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_Humvee\Ext_Start",1,1,100};
       soundEngineOffInt[] = {"\JSRS_Humvee\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_Humvee\Ext_Off",1,1,300};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_Humvee\Int_Acc",1,1};
               limit = 0.15;
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_Humvee\Ext_Acc",1,1,200};
               limit = 0.15;
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_Humvee\Ext_Low",1,1,550};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineHighOut
           {
               sound[] = {"\JSRS_Humvee\Ext_High",1,1,350};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class IdleOut
           {
               sound[] = {"\JSRS_Humvee\Ext_Idle",1,1,200};
               frequency = "1";
               volume = "1.25*engineOn*camPos*(rpm factor[0.5,0.15])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineIn
           {
               sound[] = {"\JSRS_Humvee\Int_Low",1,1};
               frequency = "(randomizer*0.05+0.95)*rpm";
               volume = "((engineOn*thrust) factor[0.2,1])*(1-camPos)";        
           };
           class EngineHighIn
           {
               sound[] = {"\JSRS_Humvee\Int_High",1,1};
               frequency = "0.25+(0.65*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3,1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_Humvee\Int_Idle",1,1};
               frequency = "1";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6,0.15])";
           };
       };
   };
};

Pandur APC

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Wheeled_APC;
   class StrykerBase_EP1: Wheeled_APC{};
   class Pandur2_Base: StrykerBase_EP1
   {
       soundEngineOnInt[] = {"\JSRS_Stryker\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_Stryker\Ext_Start",1,1,100};
       soundEngineOffInt[] = {"\JSRS_Stryker\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_Stryker\Ext_Off",1,1,100};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_stryker\Int_Acc",1,1};
               limit = 0.15;
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_stryker\Ext_Acc",1,1,200};
               limit = 0.15;
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[0.5,5]) min (speed factor[5,0.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_stryker\Ext_Low",1,1,650};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineHighOut
           {
               sound[] = {"\JSRS_stryker\Ext_High",1,1,350};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class IdleOut
           {
               sound[] = {"\JSRS_stryker\Ext_Idle",1,1,180};
               frequency = "1";
               volume = "1.25*engineOn*camPos*(rpm factor[0.5,0.15])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class EngineIn
           {
               sound[] = {"\JSRS_stryker\Int_Low",1,1};
               frequency = "(randomizer*0.05+0.95)*rpm";
               volume = "((engineOn*thrust) factor[0.2,1])*(1-camPos)";    
           };
           class EngineHighIn
           {
               sound[] = {"\JSRS_stryker\Int_High",1,1};
               frequency = "0.25+(0.65*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3,1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_stryker\Int_Idle",1,1};
               frequency = "0.70+(0.40*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6,0.15])";
           };
       };
   };
};

T72M

class Turrets;
class MainTurret;
class CfgVehicles
{
   class Tank;
   class T72_Base: Tank {};
   class T72_ACR: T72_Base
   {
       outsideSoundFilter = 1;
       insideSoundCoef = 0.9;
       soundEngineOnInt[] = {"\JSRS_t72\Int_Start",1,1};
       soundEngineOnExt[] = {"\JSRS_t72\Ext_Start",1,1,150};
       soundEngineOffInt[] = {"\JSRS_t72\Int_Off",1,1};
       soundEngineOffExt[] = {"\JSRS_t72\Ext_Off",1,1,150};
       class SoundEvents
       {
           class AccelerationIn
           {
               sound[] = {"\JSRS_t72\INT_Acc",1,1};
               limit = "0.15";
               expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";
           };
           class AccelerationOut
           {
               sound[] = {"\JSRS_t72\EXT_Acc",1,1,250};
               limit = "0.15";
               expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";
           };
       };
       class Sounds
       {
           class Engine
           {
               sound[] = {"\JSRS_t72\Ext_Low",1,1,1100};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.3, 1])";
           };
           class EngineHighOut 
           {
               sound[] = {"\JSRS_t72\Ext_High",1,1,350};
               frequency = "(randomizer*0.20+1.0)*rpm";
               volume = "engineOn*camPos*(rpm factor[0.5,1])";
               cone[] = {1.75,2,1.5,1.25};
           };
           class IdleOut
           {
               sound[] = {"\JSRS_t72\Ext_Idle",1,1,200};
               frequency = "0.80+(0.20*rpm)";
               volume = "1.25*engineOn*camPos*(rpm factor[0.6, 0.15])";
               cone[] = {1.750000, 2.000000, 1.500000, 1.250000};
           };
           class NoiseOut
           {
               sound[] = {"\jsrs_tank_noises\Rattle\RU_Tank",1,1,100};
               frequency = "1";
               volume = "camPos*(speed factor[2, 20])";
           };
           class ThreadsOutH0 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard1.wss", 1, 1, 150
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutH1 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard2.wss", 1, 1, 200
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.4, 0.6])";
           };

           class ThreadsOutH2 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard3.wss", 1, 1, 250
               };
               frequency = "1+(0.02*speed)";
               volume = "engineOn*camPos*(1-grass)*(rpm factor[0.5, 0.7])";
           };

           class ThreadsOutH3 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard4.wss", 1, 1, 300
               };
               frequency = "0.85+(0.02*speed)";
               volume = "engineOn*camPos*(1-grass)*(rpm factor[0.6, 0.8])";
           };

           class ThreadsOutH4 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Hard5.wss", 1, 1, 750
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*(1-grass)*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutS0 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft1.wss", 1, 1, 150
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.3, 0.5])";
           };

           class ThreadsOutS1 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft2.wss", 1, 1, 200
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.4, 0.6])";
           };

           class ThreadsOutS2 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft3.wss", 1, 1, 250
               };
               frequency = "1+(0.02*speed)";
               volume = "engineOn*camPos*grass*(rpm factor[0.5, 0.7])";
           };

           class ThreadsOutS3 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft4.wss", 1, 1, 300
               };
               frequency = "0.85+(0.02*speed)";
               volume = "engineOn*camPos*grass*(rpm factor[0.6, 0.8])";
           };

           class ThreadsOutS4 
           {
               sound[] = {
                       "\jsrs_tank_noises\Tread\RU_Heavy\Soft5.wss", 1, 1, 750
               };
               frequency = "0.85+(0.02*speed)";
               volume = "1.25*engineOn*camPos*grass*(rpm factor[0.3, 0.5])";
           };
           class EngineLowIn 
           {
               sound[] = {"\JSRS_t72\Ext_low",20,1};
               frequency = "(randomizer*0.02+0.98)*rpm";
               volume = "engineOn*(1-camPos)*(rpm factor[0.3, 1])";
           };
           class EngineHighIn 
           {
               sound[] = {"\JSRS_t72\Int_High",20,1};
               frequency = "0.80+(0.20*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.3, 1])";
           };
           class IdleIn
           {
               sound[] = {"\JSRS_t72\Int_Idle",10,1};
               frequency = "0.80+(0.20*rpm)";
               volume = "2*engineOn*(1-camPos)*(rpm factor[0.6, 0.15])";
           };
           class NoiseIn
           {
               sound[] = {"\jsrs_tank_noises\Noises\RU_Heavy",10,1};
               frequency = "1";
               volume = "(1-camPos)*(speed factor[2, 20])";
           };
       };
       class Turrets: Turrets
       {
           class MainTurret: MainTurret
           {
               soundServo[] = {"\JSRS_Tank_Noises\Turret\RU_Heavy",1,1,100};
           };
       };
   };
};

If this is maybe some help for anyone, you are very welcome ;)

LJ

Edited by LordJarhead

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Hey LJ,

You can download the ACR Lite and unpack it to look at the configs.

Just like we've been modding all of the other DLC's ;)

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Awesome news LJ with fulfilling that request with ACR, didn't think you would get to it so quickly, you truly are the best! Outstanding!

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Hey LJ,

You can download the ACR Lite and unpack it to look at the configs.

Just like we've been modding all of the other DLC's ;)

Oh, you serious Rob? As I downloaded the Lite (I'm not that dump, I tried, you know :D) I just got three files from the PBO's: hash, ArmA 2 OA and a long number like 09v0909va70f07a or so. I couldn't open any of them with a tool like elitenes or Laza. I opened them with Notepad++ but still it was full of symbols because the files are comprised heavily. So I didn't got any information out of them...

In the FULL version of ACR I only got "setup"-named, unknown files...

LJ

EDIT: Weapons are done ;) Now just some engine sounds for Dingo and Pandur (T72 gets T72 sounds... yah, how obvisously).

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BTW - figured it out. A link i used to get CBA was NOT to the newest version like it was claiming.

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Question:

I've finally bought ACR and BAF DLC's today (Thanks to my donates!) and I'm willing to make new sounds for the weapons and vehicles of course!

LJ

Maybe a silly question, but I'm a little bit confused here. Wasn't BAF already covered by the mod? You mention you bought ACR and BAF, but then you focused your next posts only on ACR, so I get BAF was already modded, am I right?

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I think T72M4CZ has got different engine than other T72s. But It's all your choice.

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Maybe a silly question, but I'm a little bit confused here. Wasn't BAF already covered by the mod? You mention you bought ACR and BAF, but then you focused your next posts only on ACR, so I get BAF was already modded, am I right?

Yes, but I didnt bought it before, I just had the lite version or what ever. Today I got both versions, since I felt kinda in love with those ACR maps (even if some were pissed about being a copy of chernarus) and I wanted to cover the ACR stuff now. So yes, only ACR, since BAF is included already ;)

LJ

---------- Post added at 12:43 AM ---------- Previous post was at 12:43 AM ----------

I think T72M4CZ has got different engine than other T72s. But It's all your choice.

Well, yah maybe. Not sure, didnt checked. Still the JSRS T72 should be fine actually, maybe I will just tweak it a bit.

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Yeah It has got new engine - PERKINS CONDOR CV-12-1000 TCA.

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You don't need ACE_SM when running JSRS.

Even for the new ACE units? I'm surprised JSRS supports every weapon and vehicle system from ACE.

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Hi Jarhead,

I've read about this issue you have (https://dev-heaven.net/issues/70315).

We have the same problem on the Project Reality mod, it appears to be a BIS issue and can only be solved if the reload time is extended to 5 seconds. (Only CTD's with custom sound of course)

The default inheritance is rather odd compared to other weapons too.

class CRV7_PG: RocketPods 
{
class Far_AI: RocketPods 
{
	sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot21", 3.16228, 1, 1100};
	soundfly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", 5.62341, 1.2, 700};
};
class Burst: RocketPods 
{
	sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot21", 3.16228, 1, 1100};
	soundfly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", 5.62341, 1.2, 700};
};
};

Cheers,

J.

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@Juggernaut:

As there is an JSRS_ACE Mod the answer is simple. Yes, it covers all the weapons.

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Yes, but I didnt bought it before, I just had the lite version or what ever. Today I got both versions, since I felt kinda in love with those ACR maps (even if some were pissed about being a copy of chernarus) and I wanted to cover the ACR stuff now. So yes, only ACR, since BAF is included already ;)

LJ

So it's not just me and several other people who really liked Bystrica after all :p

Check this out - http://forums.bistudio.com/showthread.php?135429-Army-of-the-Czech-Republic-DLC&p=2272887#post2272887

Bystrica Life, anyone?:D

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I would like to revert back the a10 sounds only so I can hear the fart noise again. How would I do that with 1.5? Thanks.

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Oh, you serious Rob? As I downloaded the Lite (I'm not that dump, I tried, you know :D) I just got three files from the PBO's: hash, ArmA 2 OA and a long number like 09v0909va70f07a or so. I couldn't open any of them with a tool like elitenes or Laza. I opened them with Notepad++ but still it was full of symbols because the files are comprised heavily. So I didn't got any information out of them...

*put on serious face*

Of course, you can unpack the lite with ExtractPbo by Mikero.

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Jarhead, this is some mega fantastic work you've done for us man. Thank you very much for taking Arma 2 to the next level!

I think I found a little bug. I threw a red smoke grenade and there was no "pop" and no "hiss" sound. Sorry for not testing further...

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Yeah It has got new engine - PERKINS CONDOR CV-12-1000 TCA.

Thanks mate, will make an extra ACR T72 then ;)

Do we run ACE_SM in addition to JSRS_ACE or does JSRS completely replace ACE_SM so we do not need it at all?

No, ACE_SM will take care about most weapons and vehicles, not only about ACE weapons and vehicles. So does JSRS, plus its also taking care about the ACE weapons. The vehicles are mostly covered anyways since they are based on Vanilla Arma superclasses (there are really few exceptions though) so you can only use one Soundmod ;) Never mix them.

Hi Jarhead,

I've read about this issue you have (https://dev-heaven.net/issues/70315).

We have the same problem on the Project Reality mod, it appears to be a BIS issue and can only be solved if the reload time is extended to 5 seconds. (Only CTD's with custom sound of course)

The default inheritance is rather odd compared to other weapons too.

class CRV7_PG: RocketPods 
{
   class Far_AI: RocketPods 
   {
       sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot21", 3.16228, 1, 1100};
       soundfly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", 5.62341, 1.2, 700};
   };
   class Burst: RocketPods 
   {
       sound[] = {"\ca\Sounds\weapons\cannon\RocketLauncher_Shot21", 3.16228, 1, 1100};
       soundfly[] = {"\ca\Sounds\weapons\cannon\rocket_fly1", 5.62341, 1.2, 700};
   };
};

Cheers,

J.

Thanks mate ;) Just found out its the CRV launcher, not the FFAR causing that. I will figure something out.

So it's not just me and several other people who really liked Bystrica after all :p

Check this out - http://forums.bistudio.com/showthread.php?135429-Army-of-the-Czech-Republic-DLC&p=2272887#post2272887

Bystrica Life, anyone?:D

Really nice made man, can see the similarities. Its just cool to have a kind of summer map, not just desert or east russian autumn stylish. I really like those new maps. ;)

*put on serious face*

Of course, you can unpack the lite with ExtractPbo by Mikero.

*hide because of shame*

I knew that of course... pah! :P Hehe, Thanks mate! Will test it out asap.

Jarhead, this is some mega fantastic work you've done for us man. Thank you very much for taking Arma 2 to the next level!

I think I found a little bug. I threw a red smoke grenade and there was no "pop" and no "hiss" sound. Sorry for not testing further...

Well, how about I test this further for you then? :)

LJ

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LordJarhead is there any reported lag from the latest update? it seems since ive started using 1.5 I am getting lag spikes! I never had it before even with the 1.4

so its def your 1.5 which has caused it as ive not got any other mods running, only using your sound mod mate. So my question is if any reports of it and heopfully

there is gonna be a fix soon or how can I manually fix it?

Thanks.

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