Jump to content
Sign in to follow this  
Sakai

Changing gun sound - does not want to change.

Recommended Posts

Hello! I want to change the FN FAL from vilas's mlod to not use FN FAL sound but sa-58 so I did change stuff in the config.cpp however what happens is... Sound gets bugged below is the config.cpp abd below that is a comparison of the config.cpp's changed sound vs sa-58

class CfgPatches
{
 class fac_falpar
 {
   units[] = {};
   weapons[] = {};
   requiredVersion = 1.6;
   requiredAddons[] = {"CAWeapons","CAWeapons_e"};
 };
};

class Single;
class FullAuto;

class CfgWeapons
{
   class FN_FAL;
class fac_falpar : FN_FAL
{
value = 0;
model = "\fac_falpar\vil_falpara";
optics = true;
displayName = "FN FAL Para";
picture = "\fac_falpar\ico\ico_fal.paa";
UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";  
magazines[] = {"20Rnd_762x51_FNFAL"};
weaponInfoType = "RscWeaponZeroing";
discreteDistance[] = {200, 300, 400, 500, 600};
discreteDistanceInitIndex = 1;
modes[] = {"Single", "FullAuto"};

class Single : Single {
   begin1[] = {"Ca\Sounds_E\Weapons_E\SA58\sa58_single_1a",1.7782794,1,1300};
   soundBegin[] = {"begin1",1};
   reloadTime = 0.09;
   //dispersion = 0.0017;
   minRange = 2;
   minRangeProbab = 0.1;
   midRange = 250;
   midRangeProbab = 0.75;
   maxRange = 400;
   maxRangeProbab = 0.05;
};

class FullAuto : Single {
   begin1[] = {"Ca\Sounds_E\Weapons_E\SA58\sa58_single_1a",1.7782794,1,1300};
   soundBegin[] = {"begin1",1};
   displayName = $STR_DN_MODE_FULLAUTO;
   autoFire = true;
   reloadTime = 0.09;
   //dispersion = 0.0017;
   recoil = "recoil_auto_primary_6outof10";
   recoilProne = "recoil_auto_primary_prone_5outof10";
   dispersion = 0.005;
   aiRateOfFire = 12;
   minRange = 0;
   minRangeProbab = 0.3;
   midRange = 80;
   midRangeProbab = 0.7;
   maxRange = 200;
   maxRangeProbab = 0.05;
};

class Library {
   libTextDesc = $STR_EP1_LIB_FN_FAL;
};
class Armory {
   author = $STR_AUTHOR_VILAS;
};
};
};

http://www.youtube.com/watch?v=xlxK1cg5w2o

So as you watch this you can see the FN FAL does not sound anything like the sa-58... But the config defines it and without it ofc it gives the FN FAL gun fire.

Share this post


Link to post
Share on other sites

You're doing it right but you're using the wrong sound file. Right now you're using JSRS but having the fal use the vanilla arrowhead SA58 sound file, instead of the jsrs one.

Here's the config for the sa58 in JSRS

class CfgWeapons
{
class Rifle;
class Sa58P_EP1: Rifle
{
	reloadMagazineSound[] = {"JSRS_SA58\Reload",1,1,35};
	class Single: Mode_SemiAuto
	{
		begin1[] = {"JSRS_SA58\SA58_s1",5,1,130};
		begin3[] = {"JSRS_SA58\SA58_s3",5,1,130};
		begin4[] = {"JSRS_SA58\SA58_s4",5,1,130};
		begin2[] = {"JSRS_SA58\SA58_s2",5,1,130};
		soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
	};
	class Burst: Mode_Burst
	{
		begin1[] = {"JSRS_SA58\SA58_s1",5,1,130};
		begin2[] = {"JSRS_SA58\SA58_s2",5,1,130};
		begin3[] = {"JSRS_SA58\SA58_s3",5,1,130};
		begin4[] = {"JSRS_SA58\SA58_s4",5,1,130};
		soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
	};
	class FullAuto: Mode_FullAuto
	{
		begin1[] = {"JSRS_SA58\SA58_s1",5,1,130};
		begin2[] = {"JSRS_SA58\SA58_s2",5,1,130};
		begin3[] = {"JSRS_SA58\SA58_s3",5,1,130};
		begin4[] = {"JSRS_SA58\SA58_s4",5,1,130};
		soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
	};
};
class Sa58V_EP1;
class Sa58V_RCO_EP1: Sa58V_EP1
{
	class Single: Single
	{
		begin2[] = {"JSRS_SA58\SA58_s2",5,1,130};
		begin3[] = {"JSRS_SA58\SA58_s3",5,1,130};
		begin4[] = {"JSRS_SA58\SA58_s4",5,1,130};
		begin1[] = {"JSRS_SA58\SA58_s1",5,1,130};
		soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
	};
	class Burst: Mode_Burst
	{
		soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
		begin1[] = {"JSRS_SA58\SA58_s1",5,1,130};
		begin2[] = {"JSRS_SA58\SA58_s2",5,1,130};
		begin3[] = {"JSRS_SA58\SA58_s3",5,1,130};
		begin4[] = {"JSRS_SA58\SA58_s4",5,1,130};
	};
};
};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×