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Yuval

Addon Weapons got no sound?

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I made an addon with weapons. Yesterday (before the patch) it worked fine. Today my guns have no sounds (those that are from the addon itself, ArmA 3 guns are working). I have no idea what's causing it but it seems like it happened because of the patch itself.

Any ideas?

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Either your local copies of those mods aren't up to date, or the mods themselves haven't been updated -- BI announced weeks ago that they'd be making changes to how gun sounds are done (hence why ArmA 3 guns are working but not addon guns).

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Either your local copies of those mods aren't up to date, or the mods themselves haven't been updated -- BI announced weeks ago that they'd be making changes to how gun sounds are done (hence why ArmA 3 guns are working but not addon guns).

so what do I need to do now to fix it? I didn't understand how to update the addon

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You need to update your addon config!

Heres the wiki page with new example relating to muzzle accessories and how their sound system is remade

https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Muzzle_accessories

class MyWeapon: Rifle_Base_F

{

class Single: Mode_SemiAuto

{

sounds[] = {StandardSound, SilencedSound};

class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)

{

weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10};

closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10};

soundClosure[]={closure1,0.5, closure2,0.5};

};

class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]

{

begin1[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", db0, 1,500};

begin2[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", db0, 1,500};

begin3[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", db0, 1,500};

soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34};

};

class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]

{

begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};

begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};

soundBegin[]={begin1,0.5, begin2,0.5};

};

/// various other fire mode parameters

};

};

There are new classes class StandardSound and class SilencedSound that determine the gun sounds that have to be added to addon weapon configs. class BaseSoundModeType is optional but its content has to be in both standard and silenced class either by inheriting or by copying.

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Hmm, I got rocket pods strapped to the plane in cfgWeapons, and before the patch, sounds of launch and rocket flight were defined trough "sound[]=" and "soundFly[]=" respectively. Now I hear silence, any clue how to fix this? I can't really see the way of making new system work at least at this part of the code

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BIS Plane rockets from the 1.24 config:

class Rocket_04_HE_Plane_CAS_01_F: RocketPods
{
	displayName = "Shrieker";
	magazines[] = {"7Rnd_Rocket_04_HE_F"};
	holdsterAnimValue = 4;
	canLock = 0;
	modes[] = {"Far_AI","Medium_AI","Close_AI","Burst"};
	weaponLockDelay = 0;
	class Far_AI: RocketPods
	{
		canLock = 1;
		weaponLockDelay = 0;
		showToPlayer = 0;
		minRange = 800;
		minRangeProbab = 0.31;
		midRange = 2500;
		midRangeProbab = 0.71;
		maxRange = 3200;
		maxRangeProbab = 0.1;
		displayName = "DAR";
		lockingTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1};
		lockedTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5};
		sounds[] = {"StandardSound"};
		class StandardSound
		{
			begin1[] = {"A3\Sounds_F_EPC\Weapons\missile_epc_2",1.99526,1,3500};
			soundBegin[] = {"begin1",1};
			weaponSoundEffect = "DefaultRifle";
		};
		soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.99526,1,1700};
		weaponSoundEffect = "DefaultRifle";
		burst = 1;
		reloadTime = 2;
		autoFire = 0;
		aiRateOfFire = 5;
		aiRateOfFireDistance = 500;
	};
	class Medium_AI: Far_AI
	{
		burst = 2;
		reloadTime = 0.7;
		minRange = 300;
		minRangeProbab = 0.21;
		midRange = 1500;
		midRangeProbab = 0.81;
		maxRange = 2000;
		maxRangeProbab = 0.31;
	};
	class Close_AI: Far_AI
	{
		burst = 2;
		reloadTime = 0.7;
		minRange = 300;
		minRangeProbab = 0.21;
		midRange = 800;
		midRangeProbab = 0.91;
		maxRange = 1500;
		maxRangeProbab = 0.31;
	};
	class Burst: RocketPods
	{
		displayName = "Shrieker";
		burst = 1;
		reloadTime = 0.2;
		minRange = 300;
		minRangeProbab = 0.25;
		midRange = 400;
		midRangeProbab = 0.7;
		maxRange = 1300;
		maxRangeProbab = 0.1;
		aiRateOfFire = 5;
		aiRateOfFireDistance = 500;
		autoFire = 0;
		soundContinuous = 0;
		lockingTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1};
		lockedTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_3",0.562341,1.5};
		sounds[] = {"StandardSound"};
		class StandardSound
		{
			begin1[] = {"A3\Sounds_F\weapons\Rockets\missile_1",1.77828,1,3100};
			soundBegin[] = {"begin1",1};
			weaponSoundEffect = "DefaultRifle";
		};
		soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.58489,1.2,1700};
		textureType = "fullAuto";
	};
};

sounds[] array and class StandardSound setup is the same as for all vehicle weapons. The soundFly[] definition sits outside the StandardSound "firing noise" class, but still within the firing mode.

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BIS Plane rockets from the 1.24 config:

class Rocket_04_HE_Plane_CAS_01_F: RocketPods
{
	displayName = "Shrieker";
	magazines[] = {"7Rnd_Rocket_04_HE_F"};
	holdsterAnimValue = 4;
	canLock = 0;
	modes[] = {"Far_AI","Medium_AI","Close_AI","Burst"};
	weaponLockDelay = 0;
	class Far_AI: RocketPods
	{
		canLock = 1;
		weaponLockDelay = 0;
		showToPlayer = 0;
		minRange = 800;
		minRangeProbab = 0.31;
		midRange = 2500;
		midRangeProbab = 0.71;
		maxRange = 3200;
		maxRangeProbab = 0.1;
		displayName = "DAR";
		lockingTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1};
		lockedTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5};
		sounds[] = {"StandardSound"};
		class StandardSound
		{
			begin1[] = {"A3\Sounds_F_EPC\Weapons\missile_epc_2",1.99526,1,3500};
			soundBegin[] = {"begin1",1};
			weaponSoundEffect = "DefaultRifle";
		};
		soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.99526,1,1700};
		weaponSoundEffect = "DefaultRifle";
		burst = 1;
		reloadTime = 2;
		autoFire = 0;
		aiRateOfFire = 5;
		aiRateOfFireDistance = 500;
	};
	class Medium_AI: Far_AI
	{
		burst = 2;
		reloadTime = 0.7;
		minRange = 300;
		minRangeProbab = 0.21;
		midRange = 1500;
		midRangeProbab = 0.81;
		maxRange = 2000;
		maxRangeProbab = 0.31;
	};
	class Close_AI: Far_AI
	{
		burst = 2;
		reloadTime = 0.7;
		minRange = 300;
		minRangeProbab = 0.21;
		midRange = 800;
		midRangeProbab = 0.91;
		maxRange = 1500;
		maxRangeProbab = 0.31;
	};
	class Burst: RocketPods
	{
		displayName = "Shrieker";
		burst = 1;
		reloadTime = 0.2;
		minRange = 300;
		minRangeProbab = 0.25;
		midRange = 400;
		midRangeProbab = 0.7;
		maxRange = 1300;
		maxRangeProbab = 0.1;
		aiRateOfFire = 5;
		aiRateOfFireDistance = 500;
		autoFire = 0;
		soundContinuous = 0;
		lockingTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_1",0.562341,1};
		lockedTargetSound[] = {"A3\Sounds_F\weapons\Rockets\locked_3",0.562341,1.5};
		sounds[] = {"StandardSound"};
		class StandardSound
		{
			begin1[] = {"A3\Sounds_F\weapons\Rockets\missile_1",1.77828,1,3100};
			soundBegin[] = {"begin1",1};
			weaponSoundEffect = "DefaultRifle";
		};
		soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",1.58489,1.2,1700};
		textureType = "fullAuto";
	};
};

sounds[] array and class StandardSound setup is the same as for all vehicle weapons. The soundFly[] definition sits outside the StandardSound "firing noise" class, but still within the firing mode.

These changes... Thanks a lot!

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