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LordJarhead

J.S.R.S. 2.2 Soundmod

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Do you have the latest CBA version?

i assume i do, in arma3, it says cba version 1.0.4.198...can anyone verify please, thank you!

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i assume i do, in arma3, it says cba version 1.0.4.198...can anyone verify please, thank you!

Confirm. Thats what I'm running too.

arma3_CBA_v104198_.jpg

Edited by bravo 6
Fixed image link

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hmmm so if i am running the latest version of CBA, can anyone think of anything else i can do to fix the explosions being heard in long distance? im worried i messed something up? thinking of reinstalling but not until i make sure....

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hi, im new to mods on arma 3, im not really sure what to do, so this topic mightve been covered already in the thread. but i am not hearing the explosion sounds from my grenades and launchers that happen in the distance.....i think that is the only problem i am having...any ideas on what could be the problem? thanks

Where did you downloaded the mod from?

May download it again here from the link directing to JSRS Studios.

What other mods are you running along side with JSRS?

Are you playing on dev branch or stable?

What distances ars we talking about?

LJ

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hey thanks for the reply, i actually just re-installed the mod and its working fine now. thanks again for this great mod, its a whole new game now!

Where did you downloaded the mod from?

May download it again here from the link directing to JSRS Studios.

What other mods are you running along side with JSRS?

Are you playing on dev branch or stable?

What distances ars we talking about?

LJ

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hey thanks for the reply, i actually just re-installed the mod and its working fine now. thanks again for this great mod, its a whole new game now!

Well thats wonderful to hear then. glad you got it sorted ;)

LJ

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From testing a mission client-hosted and as dedicated server hosted, players using older versions of JSRS (such as 2.0 and older) will get issues like frame freezing and sometime unexpected crashes. The newer version, 2.1, does not have any of these issues.

Just reporting this in case no one else has. Hope it helps people realize they need 2.1 or newer to not experience any issues related to JSRS.

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Hey guys,

First of all.. Fantastic work!

Love it!

Yet my silencer does not seem to adjust to the silenced effects.

Below are the Weapon and Silencer codes.. If someone could tell me what I am doing wrong it would be much appreciated..

Weapon:

class DELTA_MK18_base_F : Rifle_Base_F {
	scope = private;
	magazines[] = {"30Rnd_762x51_Delta", "30Rnd_762x51_Delta_Tracer"};
	reloadAction = "GestureReloadSMG_02";
	handAnim[] = {"OFP2_ManSkeleton","\delta_mk18_cfgfile\anim_m4.rtm"};
	descriptionShort = "MK18Mod1";

	class GunParticles : GunParticles {
		class SecondEffect {
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "CaselessAmmoCloud";
		};
	};

	class WeaponSlotsInfo : WeaponSlotsInfo {
		class MuzzleSlot : SlotInfo {
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			compatibleItems[] = {"muzzle_snds_H", "DELTA_muzzle_MK18_L"};
		};

		class CowsSlot : CowsSlot {
			linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
			compatibleItems[] = {*SIGHTS*};
		};

		class PointerSlot : PointerSlot {
			linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			compatibleItems[] = {*ATTACHMENTS*};
		};
	};
	opticsZoomMin = 0.375;
	opticsZoomMax = 1.1;
	opticsZoomInit = 0.75;
	distanceZoomMin = 300;
	distanceZoomMax = 300;
	[color="#FF0000"]jsrs_soundeffect = "JSRS2_Distance_Effects_MX";
		reloadMagazineSound[] = {"JSRS2_MX\MX_reload", 0.362341, 1, 100};
		drySound[] = {"JSRS2_MX\MX_dry", 0.362341, 1, 100};
		modes[] = {"Single", "FullAuto"};
		class Single: Mode_SemiAuto
		{
			begin1[] = {"JSRS2_MX\MX_s1",1,1,130};
			begin2[] = {"JSRS2_MX\MX_s2",1,1,130};
			begin3[] = {"JSRS2_MX\MX_s3",1,1,130};
			begin4[] = {"JSRS2_MX\MX_s4",1,1,130};
			soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5,"begin4",0.5};
		};
		class FullAuto: Mode_FullAuto
		{
			begin1[] = {"JSRS2_MX\MX_s1",1,1,130};
			begin2[] = {"JSRS2_MX\MX_s2",1,1,130};
			begin3[] = {"JSRS2_MX\MX_s3",1,1,130};
			begin4[] = {"JSRS2_MX\MX_s4",1,1,130};
			soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5,"begin4",0.5};
		};[/color]
	aiDispersionCoefY = 10;
	aiDispersionCoefX = 8;
};

Silencer:

class DELTA_muzzle_MK18_L : ItemCore {
	displayName = "Dco Mk18 Suppressor";
	picture = "\Dco_Uniform_IND\icon.jpg";
	model = "\RHARD_MK18\muzzle_MK18_L.p3d";
	class ItemInfo : InventoryMuzzleItem_Base_F {
		mass = 5;
		modes[] = {"Single", "FullAuto"};
		drySound[] = {"JSRS2_MX\MX_dry", 0.362341, 1, 100};
		reloadMagazineSound[] = {"JSRS2_MX\MX_reload", 0.362341, 1, 100};
	class Single: Mode_SemiAuto
		{
			begin1[] = {"JSRS2_Silencers\Shot_1", 1, 1, 180};
			begin2[] = {"JSRS2_Silencers\Shot_2", 1, 1, 180};
			begin3[] = {"JSRS2_Silencers\Shot_3", 1, 1, 180};
			begin4[] = {"JSRS2_Silencers\Shot_4", 1, 1, 180};
			soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"JSRS2_Silencers\Echo_P1", 1, 1, 200};
			closure2[] = {"JSRS2_Silencers\Echo_P2", 1, 1, 200};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
		};
		class FullAuto: Mode_FullAuto
		{
			begin1[] = {"JSRS2_Silencers\Shot_1", 1, 1, 180};
			begin2[] = {"JSRS2_Silencers\Shot_2", 1, 1, 180};
			begin3[] = {"JSRS2_Silencers\Shot_3", 1, 1, 180};
			begin4[] = {"JSRS2_Silencers\Shot_4", 1, 1, 180};
			soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
			weaponSoundEffect = "DefaultRifle";
			closure1[] = {"JSRS2_Silencers\Echo_P1", 1, 1, 200};
			closure2[] = {"JSRS2_Silencers\Echo_P2", 1, 1, 200};
			soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
		};
		class fullauto_medium: FullAuto
		{
			showToPlayer = 0;
			burst = 3;
			minRange = 2;
			minRangeProbab = 0.5;
			midRange = 75;
			midRangeProbab = 0.7;
			maxRange = 150;
			maxRangeProbab = 0.05;
			aiRateOfFire = 2.0;
			aiRateOfFireDistance = 200;
		};
		class single_medium_optics1: Single
		{
			requiredOpticType = 1;
			showToPlayer = 0;
			minRange = 2;
			minRangeProbab = 0.2;
			midRange = 450;
			midRangeProbab = 0.7;
			maxRange = 600;
			maxRangeProbab = 0.2;
			aiRateOfFire = 6;
			aiRateOfFireDistance = 600;
		};
		class single_far_optics2: single_medium_optics1
		{
			requiredOpticType = 2;
			showToPlayer = 0;
			minRange = 100;
			minRangeProbab = 0.1;
			midRange = 500;
			midRangeProbab = 0.6;
			maxRange = 700;
			maxRangeProbab = 0.05;
			aiRateOfFire = 8;
			aiRateOfFireDistance = 700;
		};
	};
};

/*EDIT 1354AEST*/

It would appear that by changing the call from

class DELTA_muzzle_MK18_L : [color="#FF0000"]ItemCore[/color]

to

class DELTA_muzzle_MK18_L : [color="#FF0000"]muzzle_snds_H[/color]

has worked, not sure if people have discovered this before but it seems to have fixed my issue.

Edited by eagLi

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From testing a mission client-hosted and as dedicated server hosted, players using older versions of JSRS (such as 2.0 and older) will get issues like frame freezing and sometime unexpected crashes. The newer version, 2.1, does not have any of these issues.

Just reporting this in case no one else has. Hope it helps people realize they need 2.1 or newer to not experience any issues related to JSRS.

Thanks for the report. I'm it'll help some people to choose to update ;)

Hey guys,

First of all.. Fantastic work!

Love it!

Yet my silencer does not seem to adjust to the silenced effects.

Below are the Weapon and Silencer codes.. If someone could tell me what I am doing wrong it would be much appreciated..

Weapon:

   class DELTA_MK18_base_F : Rifle_Base_F {
       scope = private;
       magazines[] = {"30Rnd_762x51_Delta", "30Rnd_762x51_Delta_Tracer"};
       reloadAction = "GestureReloadSMG_02";
       handAnim[] = {"OFP2_ManSkeleton","\delta_mk18_cfgfile\anim_m4.rtm"};
       descriptionShort = "MK18Mod1";

       class GunParticles : GunParticles {
           class SecondEffect {
               positionName = "Nabojnicestart";
               directionName = "Nabojniceend";
               effectName = "CaselessAmmoCloud";
           };
       };

       class WeaponSlotsInfo : WeaponSlotsInfo {
           class MuzzleSlot : SlotInfo {
               linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
               compatibleItems[] = {"muzzle_snds_H", "DELTA_muzzle_MK18_L"};
           };

           class CowsSlot : CowsSlot {
               linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
               compatibleItems[] = {*SIGHTS*};
           };

           class PointerSlot : PointerSlot {
               linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
               compatibleItems[] = {*ATTACHMENTS*};
           };
       };
       opticsZoomMin = 0.375;
       opticsZoomMax = 1.1;
       opticsZoomInit = 0.75;
       distanceZoomMin = 300;
       distanceZoomMax = 300;
       [color=#FF0000]jsrs_soundeffect = "JSRS2_Distance_Effects_MX";
           reloadMagazineSound[] = {"JSRS2_MX\MX_reload", 0.362341, 1, 100};
           drySound[] = {"JSRS2_MX\MX_dry", 0.362341, 1, 100};
           modes[] = {"Single", "FullAuto"};
           class Single: Mode_SemiAuto
           {
               begin1[] = {"JSRS2_MX\MX_s1",1,1,130};
               begin2[] = {"JSRS2_MX\MX_s2",1,1,130};
               begin3[] = {"JSRS2_MX\MX_s3",1,1,130};
               begin4[] = {"JSRS2_MX\MX_s4",1,1,130};
               soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5,"begin4",0.5};
           };
           class FullAuto: Mode_FullAuto
           {
               begin1[] = {"JSRS2_MX\MX_s1",1,1,130};
               begin2[] = {"JSRS2_MX\MX_s2",1,1,130};
               begin3[] = {"JSRS2_MX\MX_s3",1,1,130};
               begin4[] = {"JSRS2_MX\MX_s4",1,1,130};
               soundBegin[] = {"begin1",0.5,"begin2",0.5,"begin3",0.5,"begin4",0.5};
           };[/color]
       aiDispersionCoefY = 10;
       aiDispersionCoefX = 8;
   };

Silencer:

class DELTA_muzzle_MK18_L : ItemCore {
       displayName = "Dco Mk18 Suppressor";
       picture = "\Dco_Uniform_IND\icon.jpg";
       model = "\RHARD_MK18\muzzle_MK18_L.p3d";
       class ItemInfo : InventoryMuzzleItem_Base_F {
           mass = 5;
           modes[] = {"Single", "FullAuto"};
           drySound[] = {"JSRS2_MX\MX_dry", 0.362341, 1, 100};
           reloadMagazineSound[] = {"JSRS2_MX\MX_reload", 0.362341, 1, 100};
       class Single: Mode_SemiAuto
           {
               begin1[] = {"JSRS2_Silencers\Shot_1", 1, 1, 180};
               begin2[] = {"JSRS2_Silencers\Shot_2", 1, 1, 180};
               begin3[] = {"JSRS2_Silencers\Shot_3", 1, 1, 180};
               begin4[] = {"JSRS2_Silencers\Shot_4", 1, 1, 180};
               soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
               weaponSoundEffect = "DefaultRifle";
               closure1[] = {"JSRS2_Silencers\Echo_P1", 1, 1, 200};
               closure2[] = {"JSRS2_Silencers\Echo_P2", 1, 1, 200};
               soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
           };
           class FullAuto: Mode_FullAuto
           {
               begin1[] = {"JSRS2_Silencers\Shot_1", 1, 1, 180};
               begin2[] = {"JSRS2_Silencers\Shot_2", 1, 1, 180};
               begin3[] = {"JSRS2_Silencers\Shot_3", 1, 1, 180};
               begin4[] = {"JSRS2_Silencers\Shot_4", 1, 1, 180};
               soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
               weaponSoundEffect = "DefaultRifle";
               closure1[] = {"JSRS2_Silencers\Echo_P1", 1, 1, 200};
               closure2[] = {"JSRS2_Silencers\Echo_P2", 1, 1, 200};
               soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
           };
           class fullauto_medium: FullAuto
           {
               showToPlayer = 0;
               burst = 3;
               minRange = 2;
               minRangeProbab = 0.5;
               midRange = 75;
               midRangeProbab = 0.7;
               maxRange = 150;
               maxRangeProbab = 0.05;
               aiRateOfFire = 2.0;
               aiRateOfFireDistance = 200;
           };
           class single_medium_optics1: Single
           {
               requiredOpticType = 1;
               showToPlayer = 0;
               minRange = 2;
               minRangeProbab = 0.2;
               midRange = 450;
               midRangeProbab = 0.7;
               maxRange = 600;
               maxRangeProbab = 0.2;
               aiRateOfFire = 6;
               aiRateOfFireDistance = 600;
           };
           class single_far_optics2: single_medium_optics1
           {
               requiredOpticType = 2;
               showToPlayer = 0;
               minRange = 100;
               minRangeProbab = 0.1;
               midRange = 500;
               midRangeProbab = 0.6;
               maxRange = 700;
               maxRangeProbab = 0.05;
               aiRateOfFire = 8;
               aiRateOfFireDistance = 700;
           };
       };
   };

/*EDIT 1354AEST*/

It would appear that by changing the call from

class DELTA_muzzle_MK18_L : [color=#FF0000]ItemCore[/color]

to

class DELTA_muzzle_MK18_L : [color=#FF0000]muzzle_snds_H[/color]

has worked, not sure if people have discovered this before but it seems to have fixed my issue.

Yes, the normal and given weapons and items are addressed in the config and scripts so you now inherit from those, glad you got it sorted though :)

LJ

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How do you make a " JSRS compatible " weapon ?

What does it mean and what should i modifiy exactly ?

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How do you make a " JSRS compatible " weapon ?

What does it mean and what should i modifiy exactly ?

Well there is a clear explanation on the front page, hope thats enough? If not, let me know and I will look over it and see if I might update it further for ya :)

Basically you just need to add an JSRS-Soundeffect entry plus update the sound distances given in your config :) Its nothing more...

LJ

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Have to applaud the hard work. I booted it up with ALIVE to just do a little campaign, the insurgency town clearing one. Got all my muhreens marching happily along then I hear hell rising up and smashing its tambourine as the insurgents rise up on top of the hill. Damn well traumatic!

One thing I'm a bit unclear on, and pardon the newbieness of it - even with the server key for it and CBA should most servers not allow me to hop onto them if I am running CBA and JSRS2.1?

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not if they are bisigned.

Only open servers will allow that. Unless they specifically JUST run JSRS and CBA, then you'll be ok.

But that's unlikely. Quite a few servers do allow mods though just use PW6 to choose a server to load into and it will ensure all your mods are installed and tickety boo

SJ

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not if they are bisigned.

Only open servers will allow that. Unless they specifically JUST run JSRS and CBA, then you'll be ok.

But that's unlikely. Quite a few servers do allow mods though just use PW6 to choose a server to load into and it will ensure all your mods are installed and tickety boo

SJ

Darn! I'll give PW6 a try though, appreciate the heads up.

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I'd like to turn off the electrical hum from the transformers via script. Would that be possible?

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Hey LJ will you work on the new vehicles sound?

Inviato dal mio GT-I9300 utilizzando Tapatalk

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I'm attempting to replace RHARD's MK18 sounds with your MX rifle sounds. They just sound way better with the indoors and outdoors and suppressor effects. I'm looking through RHARD's config.bin file after extracting it with PBO Manager, and it's like looking at another language. I can't for the life of me figure out where to paste the bits that you posted. I might be in over my head since I'm new to all this. It's only for my personal use, just love your sounds and his rifles. Any advice on how to go about this would be greatly appreciated. Thanks for your time.

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I'm attempting to replace RHARD's MK18 sounds with your MX rifle sounds. They just sound way better with the indoors and outdoors and suppressor effects. I'm looking through RHARD's config.bin file after extracting it with PBO Manager, and it's like looking at another language. I can't for the life of me figure out where to paste the bits that you posted. I might be in over my head since I'm new to all this. It's only for my personal use, just love your sounds and his rifles. Any advice on how to go about this would be greatly appreciated. Thanks for your time.

Download ArmA Tools from Keygets and use unRap to decode those .bin files.

http://www.kegetys.fi/category/gaming/armamods/

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Download ArmA Tools from Keygets and use unRap to decode those .bin files.

http://www.kegetys.fi/category/gaming/armamods/

Thanks Matosh, that helped quite a bit. My eyes aren't going all crazy now in any case. Do you know if I have to covert the .cpp back into a .bin when I'm finished editing the config?

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Hey LJ will you work on the new vehicles sound?

Inviato dal mio GT-I9300 utilizzando Tapatalk

Dont I have to do that anyways? :)

LJ

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Thanks Matosh, that helped quite a bit. My eyes aren't going all crazy now in any case. Do you know if I have to covert the .cpp back into a .bin when I'm finished editing the config?

No. You can just let the config in .ccp without further issues.

Edited by Drakenof

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No. You can just let the config in .ccp without further issues.

Doesn't binarized .cpp file reduces the loading time?

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Doesn't binarized .cpp file reduces the loading time?

Unless the config file is super huge, I don't think it makes any difference.

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Dont I have to do that anyways? :)

LJ

That's not what I said......

But yeah, that's what I hoped. :D

Inviato dal mio GT-I9300 utilizzando Tapatalk

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