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swtx

Pistol Sound Config not working

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Since the 1.42 update my pistol configs will not pick up custom sounds. Rifles and other weapons work fine. Please take a look and tell me what I'm doing wrong.

your comments and suggestions are appreciated ;)

Thanks in advance for your help :)

  // Config created by swtx and modified by swtx

class CfgPatches {
	class Project_Genesis_acp {
	units[] = {};
	weapons[] = {"hgun_ACPC2_F", "hgun_ACPC2_snds_F"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Weapons_F"};
	version = ".01";
	projectName = "Project Genesis";
	author = "swtx";
};
};


	class CfgWeapons {
class Pistol;	// External class reference
class Mode_SemiAuto;	// External class reference


class Pistol_Base_F : Pistol {};
	scope = 2;
	author = "swtx";
	displayName = 1911 Tactical;
	drySound[] = {"Project_Genesis\dry", 1, 1, 20};
	reloadMagazineSound[] = {"Project_Genesis\apc_reload", 1, 1, 30};
	magazines[] = {"9Rnd_45ACP_Mag"};
	inertia = 0.3;
	dexterity = 1.7;
	initSpeed = 320;
	recoil = "recoil_pistol_acpc2";

	modes[] = {"Single"};

	class Single : Mode_SemiAuto {
		sounds[] = { "StandardSound", "SilencedSound" };

		class BaseSoundModeType {
			weaponSoundEffect = "DefaultHandgun";
			closure1[] = { "Project_Genesis\null", 1.03514, 1, 30 };
			closure2[] = { "Project_Genesis\null", 1.03514, 1, 30 };
			soundClosure[] = { "closure1", 0.5, "closure2", 0.5 };
		};

		class StandardSound : BaseSoundModeType {
			begin1[] = { "Project_Genesis\acpsingle1.wss", 1, 1, 700 };
			soundBegin[] = { "begin1", 1 };

class SoundTails {
class TailInterior {
	sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior", 1.41254, 1, 1400 };
					frequency = 1;
					volume = "interior";
				};

class TailTrees {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_trees", 1, 1, 1400 };
					frequency = 1;
					volume = "(1-interior/1.4)*trees";
				};

class TailForest {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_forest", 1, 1, 1400 };
					frequency = 1;
					volume = "(1-interior/1.4)*forest";
				};

class TailMeadows {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_meadows", 1, 1, 1400 };
					frequency = 1;
					volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
				};

class TailHouses {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_houses", 1, 1, 1400 };
					frequency = 1;
					volume = "(1-interior/1.4)*houses";
				};
			};
		};

		Class SilencedSound : BaseSoundModeType {
			begin1[] = { Project_Genesis\suppressed_pistol1", 1, 1, 200};
				begin2[] = { "Project_Genesis\suppressed_pistol2", 1, 1, 200 };
			soundBegin[] = { "begin1", 0.5, "begin2", 0.5 };

class SoundTails {
class TailInterior {
	sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_interior", 1, 1, 600 };
					frequency = 1;
					volume = "interior";
				};

class TailTrees {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_trees", 1, 1, 600 };
					frequency = 1;
					volume = "(1-interior/1.4)*trees";
				};

class TailForest {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_forest", 1, 1, 600 };
					frequency = 1;
					volume = "(1-interior/1.4)*forest";
				};

class TailMeadows {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_meadows", 1, 1, 600 };
					frequency = 1;
					volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
				};

class TailHouses {
sound[] = { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\Silencer_4-Five_tail_houses", 1, 1, 600 };
					frequency = 1;
					volume = "(1-interior/1.4)*houses";
				};
			};
		};
			recoil = "recoil_pistol_heavy";
			recoilProne = "recoil_prone_pistol_heavy";
			reloadTime = 0.1;
			dispersion = 0.065;
			minRange = 5;
			minRangeProbab = 0.3;
			midRange = 25;
			midRangeProbab = 0.6;
			maxRange = 50;
			maxRangeProbab = 0.1;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 25;
		};
	};

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Try removing

weaponSoundEffect = "DefaultHandgun";

As far as I can tell, BIS has removed it from all of their configs. That might do it, and I know you've likely done this already, but double check the pathing to where the sound is located. can't tell you how many times I've missed a simple detail like that.

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