zachgibson22 3 Posted April 29, 2014 Title says it all. When I use my custom weapon, it doesn't make any sounds when I shoot which doesn't make much sense because it's just calling on the MX anyway. Here's the part of the config dealing with the sound. Like I said, It's the same as the MX. Works when the're is a suppressor on there. And when I go to shoot a normal MX it works fine. class Single: Mode_SemiAuto { aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200}; //I dont have different sounds at the moment begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200}; burst = 1; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_sdar"; recoilprone = "recoil_single_prone_sdar"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; sound[] = {"", 10, 1}; soundbegin[] = {"begin1", 0.333, "begin2", 0.333}; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; weaponsoundeffect = "DefaultRifle"; }; class FullAuto: Mode_FullAuto { airateoffire = "1e-006"; begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200}; begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200}; begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200}; canshootinwater = 0; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500}; dispersion = 0.00093; maxrange = 30; maxrangeprobab = 0.1; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; recoil = "recoil_auto_sdar"; recoilprone = "recoil_auto_prone_sdar"; reloadtime = 0.096; soundbegin[] = {"begin1", 0.5, "begin2", 0.5}; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponsoundeffect = "DefaultRifle"; }; }; }; Share this post Link to post Share on other sites
zachgibson22 3 Posted May 1, 2014 Anybody!!!! This wont even work when I use custom sounds! What the heck is going on?! Share this post Link to post Share on other sites
x3kj 1247 Posted May 1, 2014 i would first remove all the bits that are not really required for your gun (i.e. artillerycharge = 1; artillerydispersion = 1; ffcount = 1; etc), unless you specifically want to change something there. These can cause problems if you dont know exactly what they are there for. E.g. i had "shotfromturret=1" for one of my turret weapons. Result was, that it didnt show any muzzle flashes or lights. Took some time before i figured that out :j: Use the config from the sample weapon (or in fact the mode from the trg) and adjust that to your needs. Only add a parameter if you really want to change it. class Single: Mode_SemiAuto /// Pew { begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; soundBegin[] = {begin1,0.5, begin2,0.5}; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; weaponSoundEffect = "DefaultRifle"; reloadTime = 0.096; dispersion = 0.00087; recoil = "recoil_single_Test_rifle_01"; recoilProne = "recoil_single_prone_Test_rifle_01"; minRange = 2; minRangeProbab = 0.5; midRange = 200; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.3; }; Share this post Link to post Share on other sites
L3TUC3 32 Posted May 2, 2014 I'm not even sure if the engine can still play .wav files. Convert to .ogg to make sure. Share this post Link to post Share on other sites
warlord554 2065 Posted May 2, 2014 (edited) Hey brother BIS sounds are .wss files. They do not need a format ending. So ...... trg_single_1.wav needs to be ..... trg_single_1 And yes this engine works fine with wav files, however you have to include the format ending ".wav" Edited May 2, 2014 by WarLord554 Share this post Link to post Share on other sites