Scorpious 10 Posted July 31, 2014 ok so been messing with some of the mods to make the sound work but very confused is there anything to say how the files should be sorted or called? thanks in advance. class CfgPatches { class pwr_sg_p90 { units = {"pwr_sg_p90_weaponbox"}; weapons = {"pwr_sg_p90"}; requiredVersion = 0.100000; version = 1.000000; requiredAddons = {}; }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; /*extern*/ class Mode_FullAuto; /*extern*/ class SlotInfo; /*extern*/ class CowsSlot; /*extern*/ class PointerSlot; class cfgRecoils { pwr_sg_p90recoil = {0, 0, 0, 0.060000, 0.005000, 0.005000, 0.050000, 0, -0.020000, 0.060000, -0.005000, 0.005000, 0.050000, 0, 0}; }; class cfgAmmo { /*extern*/ class BulletBase; class pwr_570x28_Ball: BulletBase { hit = 10; }; }; class cfgMagazines { /*extern*/ class CA_Magazine; class pwr_sg_p90_mag: CA_Magazine { scope = 2; displayName = "P90 Magazine"; picture = "\pwr_sg_p90_a3\data\p90mag_logo.paa"; type = 256; initSpeed = 716; count = 50; ammo = "pwr_570x28_Ball"; class Library { libTextDesc = "$STR_LIB_PWRP90MAG_DESC"; }; }; }; class cfgWeapons { /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; /*extern*/ class GunParticles; }; class pwr_sg_p90: Rifle_Base_F { handAnim = {"OFP2_ManSkeleton", "\pwr_sg_p90_a3\data\p90anim.rtm"}; displayName = "FN P90"; magazines = {"pwr_sg_p90_mag"}; model = "\pwr_sg_p90_a3\pwr_sg_p90"; modelOptics = "\pwr_sg_p90_a3\pwr_sg_p90optic"; modes = {"Single", "Full"}; opticsZoomMin = 0.200000; opticsZoomMax = 0.400000; opticsZoomInit = 0.400000; picture = "\pwr_sg_p90_a3\data\p90_logo.paa"; reloadTime = 0.060000; reloadMagazineSound = {"\pwr_sg_p90_a3\data\sound\reload.wss", 0.003162, 1}; scope = 2; sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; class Single: Mode_SemiAuto { recoil = "pwr_sg_p90recoil"; recoilProne = "pwr_sg_p90recoil"; dispersion = 0.003000; aiDispersionCoefX = 2.500000; aiDispersionCoefY = 2.000000; minRange = 2; minRangeProbab = 0.300000; midRange = 120; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; reloadTime = 0.065000; }; class Full: Mode_FullAuto { recoil = "pwr_sg_p90recoil"; recoilProne = "pwr_sg_p90recoil"; dispersion = 0.005000; aiDispersionCoefX = 3.000000; aiDispersionCoefY = 2.500000; minRange = 2; minRangeProbab = 0.300000; midRange = 120; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; reloadTime = 0.065000; }; class Library { libTextDesc = "$STR_LIB_PWRP90_DESC"; }; }; class pwr_sg_p90_fl: pwr_sg_p90 { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl"; class FlashLight { color = {0.900000, 0.900000, 0.700000, 0.900000}; ambient = {0.100000, 0.100000, 0.100000, 1.000000}; position = "flash"; direction = "flash dir"; angle = 30; scale = {0.500000, 0.500000, 0.500000}; brightness = 0.100000; }; }; class pwr_sg_p90_fl_lz: pwr_sg_p90_fl { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz"; }; class pwr_sg_p90_lz: pwr_sg_p90 { model = "\pwr_sg_p90_a3\pwr_sg_p90_lz"; class FlashLight { color = {10.000000, 0.000000, 0.000000, 0.900000}; ambient = {10.000000, 0.000000, 0.000000, 1.000000}; position = "laser dir"; direction = "laser pos"; angle = 0.100000; scale = {0.000000, 0.000000, 0.000000}; brightness = 0.900000; }; irDistance = 100; irLaserPos = "laser dir"; irLaserEnd = "laser pos"; }; class pwr_sg_p90_lz_fl: pwr_sg_p90_lz { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz"; }; }; class cfgNonAiVehicles { /*extern*/ class ProxyWeapon; class Proxypwr_sg_p90: ProxyWeapon { }; }; class CfgVehicles { /*extern*/ class NATO_Box_Base; class PWR_SG_P90_WeaponBox: NATO_Box_Base { displayName = "P90 weapon box"; scope = 2; vehicleClass = "Ammo"; transportMaxWeapons = 25; transportMaxMagazines = 250; icon = "iconCrateWpns"; class TransportMagazines { class _xx_pwr_sg_p90_mag { magazine = "pwr_sg_p90_mag"; count = 200; }; }; class TransportWeapons { class _xx_pwr_sg_p90 { weapon = "pwr_sg_p90"; count = 20; }; }; }; }; Share this post Link to post Share on other sites
x3kj 1247 Posted July 31, 2014 just check out one of the vanilla weapon configs and you'll see what you have to change Share this post Link to post Share on other sites
Scorpious 10 Posted July 31, 2014 obviously you dont know then not helpful when i loooked in the vanilla weapons the only thing i saw that was different was there was no .wss file which is used for sound in this mod Share this post Link to post Share on other sites
Scorpious 10 Posted August 1, 2014 is anyone helpful here at all or what............................................. Share this post Link to post Share on other sites
Yuval 29 Posted August 1, 2014 obviously you dont know then not helpfulwhen i loooked in the vanilla weapons the only thing i saw that was different was there was no .wss file which is used for sound in this mod Calm your altitude, if you'll check the vanilla again you'll see it works differently. You can also use the search function because I asked it before and someone explained it to me and now I know how to do sounds. Share this post Link to post Share on other sites
Scorpious 10 Posted August 14, 2014 well as i said i dont know what im looking for also the only difference is theres no wss files being linked or a sound file i can see at all so what exactly and i looking for? this is why i need the help and with ppl saying look and search without telling me what to really look for doesnt help shyt, Chinese is easier to read and my altitude is 200 feet not that calm this high way to windy lol Share this post Link to post Share on other sites
columdrum 11 Posted August 14, 2014 Its everything on the documentation, just read it calmly and it isnt that hard to get... class CfgPatches { class pwr_sg_p90 { units = {"pwr_sg_p90_weaponbox"}; weapons = {"pwr_sg_p90"}; requiredVersion = 0.100000; version = 1.000000; requiredAddons = {"A3_Weapons_F"}; }; }; /*extern*/ class Mode_SemiAuto; /*extern*/ class Mode_Burst; /*extern*/ class Mode_FullAuto; /*extern*/ class SlotInfo; /*extern*/ class CowsSlot; /*extern*/ class PointerSlot; class cfgRecoils { pwr_sg_p90recoil = {0, 0, 0, 0.060000, 0.005000, 0.005000, 0.050000, 0, -0.020000, 0.060000, -0.005000, 0.005000, 0.050000, 0, 0}; }; class cfgAmmo { /*extern*/ class BulletBase; class pwr_570x28_Ball: BulletBase { hit = 10; }; }; class cfgMagazines { /*extern*/ class CA_Magazine; class pwr_sg_p90_mag: CA_Magazine { scope = 2; displayName = "P90 Magazine"; picture = "\pwr_sg_p90_a3\data\p90mag_logo.paa"; type = 256; initSpeed = 716; count = 50; ammo = "pwr_570x28_Ball"; class Library { libTextDesc = "$STR_LIB_PWRP90MAG_DESC"; }; }; }; class cfgWeapons { /*extern*/ class Rifle; class Rifle_Base_F: Rifle { /*extern*/ class WeaponSlotsInfo; /*extern*/ class GunParticles; }; class pwr_sg_p90: Rifle_Base_F { handAnim = {"OFP2_ManSkeleton", "\pwr_sg_p90_a3\data\p90anim.rtm"}; displayName = "FN P90"; magazines = {"pwr_sg_p90_mag"}; model = "\pwr_sg_p90_a3\pwr_sg_p90"; modelOptics = "\pwr_sg_p90_a3\pwr_sg_p90optic"; modes = {"Single", "Full"}; opticsZoomMin = 0.200000; opticsZoomMax = 0.400000; opticsZoomInit = 0.400000; picture = "\pwr_sg_p90_a3\data\p90_logo.paa"; reloadTime = 0.060000; reloadMagazineSound = {"\pwr_sg_p90_a3\data\sound\reload.wss", 0.003162, 1}; scope = 2; sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; class Single: Mode_SemiAuto { recoil = "pwr_sg_p90recoil"; recoilProne = "pwr_sg_p90recoil"; dispersion = 0.003000; aiDispersionCoefX = 2.500000; aiDispersionCoefY = 2.000000; minRange = 2; minRangeProbab = 0.300000; midRange = 120; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; sounds[] = {StandardSound}; class StandardSound { sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; }; reloadTime = 0.065000; }; class Full: Mode_FullAuto { recoil = "pwr_sg_p90recoil"; recoilProne = "pwr_sg_p90recoil"; dispersion = 0.005000; aiDispersionCoefX = 3.000000; aiDispersionCoefY = 2.500000; minRange = 2; minRangeProbab = 0.300000; midRange = 120; midRangeProbab = 0.700000; maxRange = 200; maxRangeProbab = 0.050000; sounds[] = {StandardSound}; class StandardSound { sound = {"\pwr_sg_p90_a3\data\sound\singleshot.wss", 1.000000, 1}; }; reloadTime = 0.065000; }; class Library { libTextDesc = "$STR_LIB_PWRP90_DESC"; }; }; class pwr_sg_p90_fl: pwr_sg_p90 { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl"; class FlashLight { color = {0.900000, 0.900000, 0.700000, 0.900000}; ambient = {0.100000, 0.100000, 0.100000, 1.000000}; position = "flash"; direction = "flash dir"; angle = 30; scale = {0.500000, 0.500000, 0.500000}; brightness = 0.100000; }; }; class pwr_sg_p90_fl_lz: pwr_sg_p90_fl { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz"; }; class pwr_sg_p90_lz: pwr_sg_p90 { model = "\pwr_sg_p90_a3\pwr_sg_p90_lz"; class FlashLight { color = {10.000000, 0.000000, 0.000000, 0.900000}; ambient = {10.000000, 0.000000, 0.000000, 1.000000}; position = "laser dir"; direction = "laser pos"; angle = 0.100000; scale = {0.000000, 0.000000, 0.000000}; brightness = 0.900000; }; irDistance = 100; irLaserPos = "laser dir"; irLaserEnd = "laser pos"; }; class pwr_sg_p90_lz_fl: pwr_sg_p90_lz { model = "\pwr_sg_p90_a3\pwr_sg_p90_fl_lz"; }; }; class cfgNonAiVehicles { /*extern*/ class ProxyWeapon; class Proxypwr_sg_p90: ProxyWeapon { }; }; class CfgVehicles { /*extern*/ class NATO_Box_Base; class PWR_SG_P90_WeaponBox: NATO_Box_Base { displayName = "P90 weapon box"; scope = 2; vehicleClass = "Ammo"; transportMaxWeapons = 25; transportMaxMagazines = 250; icon = "iconCrateWpns"; class TransportMagazines { class _xx_pwr_sg_p90_mag { magazine = "pwr_sg_p90_mag"; count = 200; }; }; class TransportWeapons { class _xx_pwr_sg_p90 { weapon = "pwr_sg_p90"; count = 20; }; }; }; }; Share this post Link to post Share on other sites
Scorpious 10 Posted August 19, 2014 is there a link for this documentation, i just cant find it anywhere Share this post Link to post Share on other sites
columdrum 11 Posted August 19, 2014 http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23 https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines Fun fact: the underwater weapon sound config one its wrong as you can see :P Share this post Link to post Share on other sites