das attorney 858 Posted July 26, 2014 HI, I'd like to specify a soundHit value for a .bisurf I'm creating. I want there to be no impact sound when bullets strike the surface. As far as I know, these are the only allowed soundHit values: "metal_plate" "hitMan" "Building" "Plastic" "Concrete" "Default" "Foliage" "Glass" "glass_armored" "hard_ground" "soft_ground" "Metal" "Rubber" "Water" "Wood" If I specify a value like these: soundHit = "empty"; // or soundHit = ""; then you get an error: Unknown hit sound type in ebs\ebs\void.bisurf.soundHit And the game defers to the "Default" hit... array in the CfgAmmo entry. hitarmor[] = {blah blah}; hitbuilding[] = {blah blah}; hitconcrete[] = {blah blah}; hitdefault[] = {blah blah}; hitfoliage[] = {blah blah}; hitglass[] = {blah blah}; hitglassarmored[] = {blah blah}; hitgroundhard[] = {blah blah}; hitgroundsoft[] = {blah blah}; hitman[] = {blah blah}; hitmetal[] = {blah blah}; hitmetalplate[] = {blah blah}; hitplastic[] = {blah blah}; hitrubber[] = {blah blah}; hitwater[] = {blah blah}; hitwood[] = {blah blah}; Sure, I can overwrite the hitdefault[] entry in CfgAmmo and propagate to child classes with an empty sound, but I wondered if there is an entry I can put into the .bisurf which tells the engine to make no sound when the surface is shot. Changing the hitdefault entry is not optimal as sound mods often overwrite this and funny things happen. I can try to overwrite what they've done but it depends on the load order or I have to make my addon dependent on theirs which isn't ideal either (for people who don't use sound mods). In summary, can we tell the engine not to make impact noises when a certain surface is shot? Here is the .bisurf; #define _ARMA_ density = 0; thickness = 0; rough = 0; dust = 0; bulletPenetrability = 999999; soundEnviron = "Empty"; isWater = "false"; friction = 0; restitution = 0; impact = "MyTag_ClassWhichWorksFine"; soundHit = "Default"; Thanks Share this post Link to post Share on other sites
swtx 42 Posted July 26, 2014 You can also use "dummysound" in lew of " empty". hope that helps :cool: Share this post Link to post Share on other sites
das attorney 858 Posted July 26, 2014 Thanks for the suggestion, unfortunately I still get the error: Unknown hit sound type in ebs\ebs\void.bisurf.soundHit And the sounds default to HitDefault[] (Ricochet sounds) :( I spent the afternoon checking through the entire config of the game & all the .bisurf files in the data folder and I can't see where the list of acceptable sounds are defined. Share this post Link to post Share on other sites
.kju 3245 Posted July 27, 2014 try define a new hitNone[] class in cfgAmmo/Default or angle could be checking the VR terrain class GdtVRsurface01: Default { access = 2; files = "gdt_vr_*"; character = "Empty"; soundEnviron = "virtual"; soundHit = ""; rough = 0.01; maxSpeedCoef = 1; dust = 0; lucidity = 0.3; grassCover = 0; impact = "hitVirtual"; }; Anther approach could be to apply no bisurf at all and try to handle it completely via cfgSurfaces (seems what BI does) Share this post Link to post Share on other sites