chammy 7 Posted January 26, 2014 (edited) It seems everyone else has been getting some help except for me :/ The last chap that helped, I sent him my material for the mod, thank God it was not all the real stuff I was working on, and he vanished. I just need a few pointers or help. I really want to merge this with ArmA 3 but I haven't found anyone to help with the config. Everytime I try to make a few corrections I bonk the config then the game wont start. Edited January 31, 2014 by Chammy Share this post Link to post Share on other sites
UK_SPAWN 1 Posted January 31, 2014 iv noticed blood and stone come to mind with these forums :P Share this post Link to post Share on other sites
chammy 7 Posted January 31, 2014 ??? blood and stone? Share this post Link to post Share on other sites
tpw 2315 Posted January 31, 2014 Getting help can be like getting blood from a stone - ie difficult. I'd help but I have bugger all chops with config editing. Share this post Link to post Share on other sites
UK_SPAWN 1 Posted January 31, 2014 what script are you having problems with, Im not very good but ill have a look Share this post Link to post Share on other sites
chammy 7 Posted February 1, 2014 Well in a nut shell, there are some reload sounds that are not changed, some gun shot sounds that are still playing the vanilla sounds, and for explosions, same thing, vanilla for some. I'm trying to make modules and just trouble shooting., I will post the config in a bit Share this post Link to post Share on other sites
chammy 7 Posted February 4, 2014 Ok , here's an example, and there are many more that share the same issue. I know its something I am not sticking into the configuration file but I have no idea what it is, and when I try to launch the game will not start and will say some error. But in this case I didn't change that yet except for the sound and where the sound file is but it still plays the stock sound. // CSM_M24_config based on mST (kju) by MarkXIII and andersson class CfgPatches { class CSM_LeeEnfield { units[] = {}; weapons[] = {}; requiredVersion = 1.01; requiredAddons[] = {"CAWeapons"}; }; }; class Rifle; class CfgWeapons { class M24: Rifle { drySound[] = {"\CSM_M24\M24_Dry",0.000316228,1,10}; reloadMagazineSound[] = {"\CSM_M24\M24_Reload",0.0562341,1,10}; reloadSound[] = {"\CSM_M24\M24_Bolt",0.0562341,1,10}; begin1[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; begin2[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; begin3[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; begin4[] ={"\CSM_M24\M24s4",1.07828,1,1000}; soundBegin[] ={"begin1",0.25, "begin2",0.25, "begin3",0.25, "begin4",0.25}; }; }; notice at the bottom I have an M24 sound. But it doesn't play that either. Share this post Link to post Share on other sites
chammy 7 Posted February 5, 2014 I just need help in getting all weapons...well at least all or most, most of the weapons to execute correctly. I've been trying to figure this out but still can't seem to find out why some sounds aren't playing. Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 5, 2014 have you tried using OGG files instead of WSS? ---------- Post added at 19:06 ---------- Previous post was at 19:05 ---------- alos im not sure about this, but you could try removing all but ONE of these; begin1[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; begin2[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; begin3[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; or leaving 2 and 3 blank etc. experiment with whats actually making it not work. i have not done a sound for a gun yet so im just guessing Share this post Link to post Share on other sites
chammy 7 Posted February 5, 2014 (edited) I didn't think of OGG. I will try that. But I wonder why IF, it does work, why WSS didn't. I will report back in a bit HARK!! The reload works now on the LeeEnfield! But I think its the reload sound from the M24_bolt and I don't know why Edited February 6, 2014 by Chammy Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 5, 2014 all my sounds iv added to the game have been OGG files, and they play. I have not tried any other formats. ---------- Post added at 19:35 ---------- Previous post was at 19:33 ---------- you can also try the path without the files .OGG extension as i dont have that, just begin1[] ={"\CSM_LeeEnfield\Lee",1.07828,1,1000}; Share this post Link to post Share on other sites
chammy 7 Posted February 5, 2014 Well so far that isn't working at all. im checking and re naming a few things to see. But isn't there something that needs to be mentioned in the config file that might declare the change? Like the name or class? ---------- Post added at 20:55 ---------- Previous post was at 20:39 ---------- Ok I'll give that a try then. Gah, I have to be naming or doing something wrong some place. btw what do you have in classname? I put rifle: class Rifle; class CfgWeapons { class LeeEnfield: rifle { drySound[] = {"\CSM_M24\M24_Dry",0.000316228,1,10}; reloadMagazineSound[] = {"\CSM_M24\M24_Reload",0.0562341,1,10}; reloadSound[] = {"CSM_M24\M24_Bolt",0.0562341,1,10}; begin1[] ={"CSM_LeeEnfield\Lee",1.07828,1,1000}; begin2[] ={"CSM_LeeEnfield\Lee",1.07828,1,1000}; //begin3[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; //begin4[] ={"\CSM_M24\M24s4",1.07828,1,1000}; soundBegin[] ={"begin1", 0.5, "begin2", 0.5}; }; }; Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 5, 2014 (edited) Heres what i did, defined it as a certain weapon, but i didnt change sounds yet. class CfgPatches { class XXXXX { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAweapons"}; }; }; class CfgMagazines { /*extern*/ class Default; /*extern*/ class CA_Magazine; class xxxxx: CA_Magazine { ammo = "B_545x39_Ball"; count = 50; descriptionshort = "xxxxxx"; displayname = "xxxxxx"; intspeed = 900; picture = "\CA\weapons\ak\data\equip\m_ak74_ca.paa"; Scope = 2; tracersevery = 0; }; } class Mode_SemiAuto { displayName = $STR_DN_MODE_SEMIAUTO; }; class Mode_Burst: Mode_SemiAuto { displayName = $STR_DN_MODE_BURST; }; class Mode_FullAuto: Mode_SemiAuto { displayName = $STR_DN_MODE_FULLAUTO; }; class cfgWeapons { class AK_74; class XXXXXX: AK_74 { model="\XXXXX\XXXX"; //The directory of the model for the weapon displayname="xxxx"; //The display name ingame descriptionshort = "XXXXXXX"; texture="xxxx\xxxx.paa"; magazines[] = {"30Rnd_545x39_AK","xxxx"}; class Single: Mode_SemiAuto //The semiautomatic firemode class { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; recoil = "recoil_single_primary_4outof10"; recoilProne = "recoil_single_primary_prone_4outof10"; dispersion = 0.00125; minRange = 2;minRangeProbab = 0.3; midRange = 300;midRangeProbab = 0.7; maxRange = 600;maxRangeProbab = 0.04; }; class Burst: Mode_Burst { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; soundBurst = 0; reloadTime = 0.1; recoil = "recoil_auto_primary_3outof10"; recoilProne = "recoil_auto_primary_prone_3outof10"; dispersion = 0.00125; minRange = 50;minRangeProbab = 0.3; midRange = 200;midRangeProbab = 0.7; maxRange = 500;maxRangeProbab = 0.05; }; class FullAuto: Mode_FullAuto { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; soundBegin[] = {"begin1",1}; reloadTime = 0.1; recoil = "recoil_auto_primary_4outof10"; recoilProne = "recoil_auto_primary_prone_4outof10"; dispersion = 0.00125; minRange = 0;minRangeProbab = 0.1; midRange = 150;midRangeProbab = 0.7; maxRange = 300;maxRangeProbab = 0.05; }; }; }; ---------- Post added at 21:41 ---------- Previous post was at 21:33 ---------- class Rifle; class CfgWeapons { class LeeEnfield: rifle do you have those the right way, i have them like; class cfgWeapons { class AK_74; class XXXXXX: AK_74 that. Edited February 5, 2014 by UK_SPAWN Share this post Link to post Share on other sites
chammy 7 Posted February 5, 2014 I think that's where im going wrong right now is the defining of the classes. it looks like I've got it right but then again I could be missing one little symbol. This is all happening because of Operation Arrowhead and BAF, all the new weapons are not changed. Although just a few from the ArmA2 original are not working, like the reload sound for the M2. I had done the stand alone version of this but ran into problems with some weapons still playing the same vanilla sound and some explosions playing vanilla, but now that I am doing the module version I have now run into more issues, not too mention all the folders I have to make. I think I managed to change a few for OA but some seem to be connected to some other file or sound. I was sent a cfg file that has all the explosions in a config but I have no idea how to implement it, and if you have any idea I would love to hear it. I will post part of it. I'm heading out to work now but I will be back in 8 hours. Will you be on then? Or tomorrow morning depending on your location? If not its ok, I will post what I have come up with. Thanks UK SPAWN this is part of the config list for explosions: class CfgPatches { class RWS_Explosions { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = { "CAWeapons" }; version = "2010-09-04"; projectName = "RWS_Explosions"; author = "A&K"; }; }; class CfgAmmo { class Default ; class TimeBombCore ; class MineCore ; class BombCore ; class BulletBase ; class FlareBase ; class B_20mm_AA : BulletBase { soundDefault1[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 }; soundDefault2[] = { "\RWS_Explosions\impacts\exm2", 3.316228, 1, 1500 }; soundDefault3[] = { "\RWS_Explosions\impacts\exm3", 3.316228, 1, 1500 }; soundDefault4[] = { "\RWS_Explosions\impacts\exm4", 3.316228, 1, 1500 }; soundDefault5[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 }; soundDefault6[] = { "\RWS_Explosions\impacts\exm2", 3.316228, 1, 1500 }; soundDefault7[] = { "\RWS_Explosions\impacts\exm3", 3.316228, 1, 1500 }; soundDefault8[] = { "\RWS_Explosions\impacts\exm4", 3.316228, 1, 1500 }; soundGroundSoft1[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 }; soundGroundSoft2[] = { "\RWS_Explosions\impacts\exm2", 3.316228, 1, 1500 }; soundGroundSoft3[] = { "\RWS_Explosions\impacts\exm3", 3.316228, 1, 1500 }; soundGroundSoft4[] = { "\RWS_Explosions\impacts\exm4", 3.316228, 1, 1500 }; soundGroundSoft5[] = { "\RWS_Explosions\impacts\exm5", 3.316228, 1, 1500 }; soundGroundSoft6[] = { "\RWS_Explosions\impacts\exm6", 3.316228, 1, 1500 }; soundGroundSoft7[] = { "\RWS_Explosions\impacts\exm7", 3.316228, 1, 1500 }; soundGroundSoft8[] = { "\RWS_Explosions\impacts\exm8", 3.316228, 1, 1500 }; soundGroundHard1[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 }; soundGroundHard2[] = { "\RWS_Explosions\impacts\exm2", 3.316228, 1, 1500 }; soundGroundHard3[] = { "\RWS_Explosions\impacts\exm3", 3.316228, 1, 1500 }; soundGroundHard4[] = { "\RWS_Explosions\impacts\exm4", 3.316228, 1, 1500 }; soundGroundHard5[] = { "\RWS_Explosions\impacts\exm5", 3.316228, 1, 1500 }; soundGroundHard6[] = { "\RWS_Explosions\impacts\exm6", 3.316228, 1, 1500 }; soundGroundHard7[] = { "\RWS_Explosions\impacts\exm7", 3.316228, 1, 1500 }; soundGroundHard8[] = { "\RWS_Explosions\impacts\exm8", 3.316228, 1, 1500 }; soundMetal1[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 }; soundMetal2[] = { It kinda keeps going for a while Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 5, 2014 try removing the first \ from the Sounds... soundMetal1[] = { "\RWS_Explosions\impacts\exm1", 3.316228, 1, 1500 it shouldnt make a diff, but probably does :P ---------- Post added at 23:37 ---------- Previous post was at 23:33 ---------- begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1 ,1000}; < as you see there is no slash "\" at the start. Share this post Link to post Share on other sites
chammy 7 Posted February 6, 2014 (edited) Yeh, the slashes I put there to make them exempt from playing. Its kind of a marker for me to either put another sound there or take them out later. NOW, the modules, or sound modded weapons DO work when I launch ArmA2 by itself without Operation Arrowhead. Is there a way to activate the modded weapon sounds with some kind of defining name or something for the configuration files that have to do with the weapons corresponding to Operation Arrowhead expansion? OK, now I went to test and did some changes to the LeeEnfield. // CSM_M24_config based on mST (kju) by MarkXIII and andersson class CfgPatches { class CSM_LeeEnfield { units[] = {}; weapons[] = {}; requiredVersion = 1.01; requiredAddons[] = {"CAWeapons"}; }; }; class Rifle; class CfgWeapons { class LeeEnfield: rifle { drySound[] = {"\CSM_M24\M24_Dry",0.000316228,1,10}; reloadMagazineSound[] = {"csm_LeeEnfield\LeeEnfield\Lee_reload",0.0562341,1,10}; reloadSound[] = {"CSM_LeeEnfield\LeeEnfield\Lee_Bolt",0.0562341,1,10}; begin1[] ={"CSM_LeeEnfield\LeeEnfield\Lee_fire",1.07828,1,1000}; //begin2[] ={"CSM_LeeEnfield\Lee_Fire",1.07828,1,1000}; //begin3[] ={"\CSM_LeeEnfield\Lee.wss",1.07828,1,1000}; //begin4[] ={"\CSM_M24\M24s4",1.07828,1,1000}; soundBegin[] ={"begin1",1}; }; }; It is playing the Lee_Bolt sound which is the chambering of the round. BUT it still will not play even the Lee_reload sound. I even made a folder to put the sounds in. It's playing the recharging or round rechambering but not anything else. Edited February 6, 2014 by Chammy Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 7, 2014 iv just solved simlar problems so im here to help, ok, step 1. Make sure you ORIGONAL wav files are saved as either 44khz or 22khz 16bit WAV... then convert them to WSS and put them DIRECTLY into your MOD folder, no SUBFOLDER. in your CFG, Enter the sounds like this, begin1[] = {"\MODNAME\SOUNDNAME.wss",1.77828,1,1000}; soundBegin[] = {"begin1",1}; ..... next; I had some issues with the TEMP file in there, so delete the temp folder all-together from the P:\ drive BEFORE you pack it. and make sure everything looks good. If you still cant get it to work, Im all out of ideas bro, i just got my sounds for guns working. Cheers and good luck. ---------- Post added at 02:05 ---------- Previous post was at 02:04 ---------- just like when you make the model and you put \model\model.p3d Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 7, 2014 ah also, in your CFG you dont have any define for what MODE of fire the sounds are for... so thats probably why, like if a guna has 3 fire modes u have this. } class Mode_SemiAuto { displayName = $STR_DN_MODE_SEMIAUTO; }; class Mode_Burst: Mode_SemiAuto { displayName = $STR_DN_MODE_BURST; }; class Mode_FullAuto: Mode_SemiAuto { displayName = $STR_DN_MODE_FULLAUTO; }; class FullAuto: Mode_FullAuto { begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1 ,1000}; ETC....; SO it says, In full auto mode, It uses this sound, ---------- Post added at 04:54 ---------- Previous post was at 04:11 ---------- that also explains why the reload sound works as its not relative to fire-mode. Share this post Link to post Share on other sites
chammy 7 Posted February 7, 2014 (edited) a promise yet to come hopefully. This is the stand alone version but without Operation ArrowheadWhat I think it is is the expansion. It seems as if the extra weapons are not being recognized. Btw, what editor for the config file are you using? I used to use one, I think its a version from Chris, but I forgot the name Edited February 8, 2014 by Chammy Share this post Link to post Share on other sites
UK_SPAWN 1 Posted February 8, 2014 i just use notepad. Sounding good by the way, i guess you got it working. Share this post Link to post Share on other sites
chammy 7 Posted February 9, 2014 Well, the only reason why it looks to be working THERE in the youtube video is cause I made a stand alone and even then there are sounds not working properly. But I don't think it is linked to the OA version. I used the standard ArmA2 without Operation Arrowhead. It's only when I use Operation Arrowhead that I run into issues that some sounds are not played. Right now what I' am doing is trying to complete the module version. And OA seems to be holding me up. Im having trouble with explosions not cycling like I'd like them to. Share this post Link to post Share on other sites
chammy 7 Posted February 17, 2014 Does anyone, anybody at all know, how I can over ride the sounds use in Operation Arrowhead expansion so that my sounds will over ride and work when I use ArmA2 with OA? Share this post Link to post Share on other sites
chammy 7 Posted February 20, 2014 Another thing I notice is , for AI, when they are squeezing rounds off of the automatic weapons or machine guns, I noticed that if you are not facing them it sounds as if they are firing in semi auto mode, until you turn to face them, or in the direction they are in, only then they sound as if they are firing burst or auto firing. Anyone have any ideas? Share this post Link to post Share on other sites
chammy 7 Posted February 23, 2014 (edited) Ok so far I finally figured out how to get my sounds working even with Operation Arrowhead. I can't believe it was right under my nose and I can't believe no one on this forum would come forward and even point it out to me. There still are some sounds not taking, but hopefully its the same issue. Edited February 23, 2014 by Chammy Share this post Link to post Share on other sites
chammy 7 Posted February 25, 2014 I ...I hear crickets chirping Share this post Link to post Share on other sites