LtShadow 41 Posted January 22, 2014 Hello there community, I would like to ask of your assistance on a project I am working on as part of the [@RealSound] team. I have ran into an issue with the replacement configuration coding. It all looks square, and as if it's not wanting to read at all. Here is the error; Directory of the replacement config (when unpacked); Configuration file; http://www.mediafire.com/view/bh479whncc5dczh/config.cpp Pastebin of configuration file; http://pastebin.com/SGhSJx8P The ArmA 3 error reporting file says the same error. Thank you! This is a replacement sound configuration for the - F/A-18 Super Hornet by John_Spartan & Saul ArmAholic.com - http://www.armaholic.com/page.php?id=22594 And yes, I have his permission to do a replacement configuration for sounds only! Share this post Link to post Share on other sites
alexboy 11 Posted January 22, 2014 (edited) Since I know the creater of Fa18 addon personally, you should talk to him, I have worked with him in creating different types of addons for my own use and he likes to use no external configs, which could possibly interfere with you, it has for me when adding items to my own models, but usually he has his genius ways of finding a way to make it work properly, but ill take a quick look well first of all class CfgVehicles { class JS_JC_FA18E //External class reference class JS_JC_FA18F //External class reference //replace sounds only - replace original should be (some times without ; it works and sometimes without it doesn't class CfgVehicles { class JS_JC_FA18E; //External class reference class JS_JC_FA18F; //External class reference //replace sounds only - replace original or class CfgVehicles { class JS_JC_FA18E { }; //External class reference class JS_JC_FA18F { }; //External class reference //replace sounds only - replace original Edited January 22, 2014 by alexboy Share this post Link to post Share on other sites
LtShadow 41 Posted January 22, 2014 Since I know the creater of Fa18 addon personally, you should talk to him, I have worked with him in creating different types of addons for my own use and he likes to use no external configs, which could possibly interfere with you, it has for me when adding items to my own models, but usually he has his genius ways of finding a way to make it work properly, but ill take a quick lookwell first of all class CfgVehicles { class JS_JC_FA18E //External class reference class JS_JC_FA18F //External class reference //replace sounds only - replace original should be (some times without ; it works and sometimes without it doesn't class CfgVehicles { class JS_JC_FA18E; //External class reference class JS_JC_FA18F; //External class reference //replace sounds only - replace original or class CfgVehicles { class JS_JC_FA18E { }; //External class reference class JS_JC_FA18F { }; //External class reference //replace sounds only - replace original Thanks, mate. I will have a look at that and get back to you. I have written permission from John for the sound mods, he said it was alright (last time I knew). ---------- Post added at 10:09 ---------- Previous post was at 09:52 ---------- Thank you Alex, that seemed to work! Oh the minor details... ;) Thanks again, ~Shadow~ Share this post Link to post Share on other sites
alexboy 11 Posted January 23, 2014 no problem, i know you got permission, i was refering to the way he codes his configs and scripts, he doesnt use external references, thought that may have been the problem, but glad to know it works Share this post Link to post Share on other sites
John Spartan 89 Posted January 23, 2014 (edited) I believe this should work better // REAL SOUND REPLACEMENT CONFIG BY @REALSOUND TYLER :: Dec 10 2013 // ALL ORIGINAL SCRIPTING & MODEL CREDIT : John_Spartan & Saul //This is where out new unit classname is defined to create a separate entry without messing up the original class CfgPatches { class HORNET_REALSOUND_MOD { //this is where our new unit clasneme is defined to create a separate entry without messing up the original units[] = {"HORNET_FA18E_REALSOUND","HORNET_FA18F_REALSOUND"}; weapons[] = {}; requiredVersion = 1.0; //this is important since we need to make sure that addon we are using is instaled, so this is us defining required addons //in this case vanilla Air_F.pbo and FA18 mod pbo will be our requirments requiredAddons[] = {"A3_Air_F","JS_JC_FA18"}; }; }; class CfgVehicles { //clasnames of original units by Saul & John_Spartan class JS_JC_FA18E; //External class reference class JS_JC_FA18F; //External class reference //replace sounds only - dont replace original FA18, add new entry instead //also dont use JS_JC_ prefix since they are kind of associated with original authors of FA18's, //it's a coomon agreed way of identifing author and preventing similar content from conflicting in game //so using new custom prefix for your unit clasname instead would be more professional // class HORNET_FA18E_REALSOUND : JS_JC_FA18E { displayName = "F/A-18 E Super Hornet [@RS]"; soundGetIn[] = {"my_modfolder_name\sounds\ext-jetair-cabine-close1", 0.562341, 1}; soundGetOut[] = {"my_modfolder_name\sounds\ext-jetair-cabine-open1", 0.562341, 1, 20}; soundDammage[] = {"", 0.562341, 1}; soundEngineOnInt[] = {"my_modfolder_name\sounds\int-av8b-start-1", 1.0, 1.0}; soundEngineOnExt[] = {"my_modfolder_name\sounds\ext-jetair-start1", 1.77828, 1.0, 900}; soundEngineOffInt[] = {"my_modfolder_name\sounds\int-av8b-stop-1", 1.0, 1.0}; soundEngineOffExt[] = {"my_modfolder_name\sounds\ext-jetair-stop1", 1.77828, 1.0, 900}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.1, 1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.1, 1.5}; class Sounds { class EngineLowOut { sound[] = {"\my_modfolder_name\sounds\RSEngineIdle_Exterior", 8, 1.0, 1500}; frequency = "1.0 min (rpm + 0.005)"; volume = "engineOn*camPos*(thrust factor[1.0, 1.0])"; }; class EngineHighOut { sound[] = {"\my_modfolder_name\Sounds\RSEngineHigh_Exterior", 9, 1,500}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.1, 1.0])"; }; class WindNoiseOut { sound[] = {"\my_modfolder_name\Sounds\RSext-jetair-wind1", 11, 1.0, 500}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class DistantPlaneOut { sound[] = {"\my_modfolder_name\Sounds\RSdistant", 30, 0.6,7000}; frequency = "1"; volume = "engineOn*camPos*(speed factor[1, 100])"; }; class ForsageOut { sound[] = {"\my_modfolder_name\sounds\RSExternal", 11, 1, 4000}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; }; class EngineLowIn { sound[] = {"\my_modfolder_name\sounds\EngineIdle_Interior.ogg", db-10, 1}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"\my_modfolder_name\sounds\EngineLow_Interior.ogg", db-10, 1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"\my_modfolder_name\sounds\EngineLow_Interior.ogg", db-10, 1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; }; }; class HORNET_FA18F_REALSOUND : JS_JC_FA18F { displayName = "F/A-18 F Super Hornet [@RS]"; soundGetIn[] = {"my_modfolder_name\sounds\ext-jetair-cabine-close1", 0.562341, 1}; soundGetOut[] = {"my_modfolder_name\sounds\ext-jetair-cabine-open1", 0.562341, 1, 20}; soundDammage[] = {"", 0.562341, 1}; soundEngineOnInt[] = {"my_modfolder_name\sounds\int-av8b-start-1", 1.0, 1.0}; soundEngineOnExt[] = {"my_modfolder_name\sounds\ext-jetair-start1", 1.77828, 1.0, 900}; soundEngineOffInt[] = {"my_modfolder_name\sounds\int-av8b-stop-1", 1.0, 1.0}; soundEngineOffExt[] = {"my_modfolder_name\sounds\ext-jetair-stop1", 1.77828, 1.0, 900}; soundLocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.1, 1}; soundIncommingMissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.1, 1.5}; class Sounds { class EngineLowOut { sound[] = {"\my_modfolder_name\sounds\RSEngineIdle_Exterior", 8, 1.0, 1500}; frequency = "1.0 min (rpm + 0.005)"; volume = "engineOn*camPos*(thrust factor[1.0, 1.0])"; }; class EngineHighOut { sound[] = {"\my_modfolder_name\Sounds\RSEngineHigh_Exterior", 9, 1,500}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.1, 1.0])"; }; class WindNoiseOut { sound[] = {"\my_modfolder_name\Sounds\RSext-jetair-wind1", 11, 1.0, 500}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "camPos*(speed factor[1, 150])"; }; class DistantPlaneOut { sound[] = {"\my_modfolder_name\Sounds\RSdistant", 30, 0.6,7000}; frequency = "1"; volume = "engineOn*camPos*(speed factor[1, 100])"; }; class ForsageOut { sound[] = {"\my_modfolder_name\sounds\RSExternal", 11, 1, 4000}; frequency = "1"; volume = "engineOn*camPos*(thrust factor[0.5, 1.0])"; }; class EngineLowIn { sound[] = {"\my_modfolder_name\sounds\EngineIdle_Interior.ogg", db-10, 1}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"\my_modfolder_name\sounds\EngineLow_Interior.ogg", db-10, 1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"\my_modfolder_name\sounds\EngineLow_Interior.ogg", db-10, 1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; }; }; }; Lt has asked for permission to try implement his sounds on FA18. As Saul and me released the mod with Creative Commons Licence [Attribution-NonCommercial-NoDerivs] then we agreed that a replacement config would be the best solution if anyone wishes he will have choice in which way to play the game. Edited January 23, 2014 by John_Spartan Share this post Link to post Share on other sites