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K6

CUSTOM WEAPON SOUNDS PRO HELP NEEDED

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Hi,

I DL a weaponssoundpack and figured out how it works to change some weapon sounds. I have a problem with the m4 fullauto. The singleshot sound replacement is working fine, but the fullauto doesn`t work properly. Since a sound is once avtivated when pushing the trigger of a gun, on fullauto there is only one shot even if I empty the mag in one row. Does someone know the solution to this problem. There is also the problem that i cant find the m16m203 class in the config ccp. only the GL can be found.

Thanks K6

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is the sound ur wanting to use for the auto a single shot sound or multiple?

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I would have a burstsound (3 shots) or a single....so lets take a single.

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normally when its a burst fire mode the game runs the wav repeatidle to give the effect if u have stated that in the cpp file.

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hey rob old chap how can I state it in the cpp to run it repetetly?

Thanks

K6

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well if u download the harrier addons i posted on the forum then in there the maker put his cpp file and if u look through it then u can see where abouts he put his sounds. its a single sound that will repeat over and over when using burst.

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No Rob I can`t get the sound to repeat under full auto. I can` t get the "loop".

I use a example cpp, but there is nothing for interest in it regarding this loop effect.

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post the cpp file here if u can or do it when u rn't busy. i dont know if ur at school or not.

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Ok "bang" in the m16 cinfig is a single shot. I want the same sounds the m4 config. I tried it burst and single shot are working. But Auto is firing one round ingame ...you see the gun continueing firing after the one shot silenced.

Excuse may english today.

class M16: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="m16_proxy";

modelOptics="optika_m16";

optics=1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

displayName="$STR_DN_M16";

displayNameMagazine="$STR_MN_M16";

shortNameMagazine="$STR_SN_M16";

drySound[]={"weapons\M16dry",0.010000,1};

magazines[]={"M16","Mortar"};

modes[]={"Single","Burst"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="$STR_DN_M16";

dispersion=0.000200;

sound[]={"\BIN\Sounds\bang.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class Burst

{

ammo="BulletBurstW";

multiplier=1;

burst=3;

displayName="$STR_DN_M16_BURST";

dispersion=0.000400;

sound[]={"\BIN\Sounds\burst.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=3;

recoil="riffleBurst3";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class M16S: M16

{

muzzles[]={"M16Muzzle","M16StrikeMuzzle"};

picture="M16";

class M16Muzzle: M16

{

magazines[]={"M16"};

};

class M16StrikeMuzzle: StrokeGun

{

};

};

class M4: Riffle

{

scopeWeapon=2;

scopeMagazine=2;

model="XM-177E2_proxy";

modelOptics="optika_m16";

optics=1;

opticsZoomMin=0.350000;

opticsZoomMax=0.350000;

displayName="$STR_DN_M4";

displayNameMagazine="$STR_MN_M4";

shortNameMagazine="$STR_SN_M4";

drySound[]={"weapons\M16Dry",0.003162,1};

magazines[]={"M4","Mortar"};

modes[]={"Single","FullAuto"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="$STR_DN_M4";

dispersion=0.002000;

sound[]={"Weapons\M16Single",1.000000,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="BulletFullAutoW";

multiplier=1;

burst=1;

displayName="$STR_DN_M4_AUTO";

dispersion=0.004000;

sound[]={"Weapons\xm-loop2",1.000000,1};

soundContinuous=1;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

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4 things.

1) i hope thats not all the cpp file cuz theres gunna be alot more than that.

2) i dont understand y u have got the display name to be $STR_DN_M4. get rid of all that sit and just put in M4.

3) where it says that the sound in currently Weapons ur supposed to add the name of the pbo is goin to be called.

4) u haven't said that its a wav file by adding .wav at the end.

(Edited by Rob at 6:27 pm on Dec. 18, 2001)

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after some testing i ave reallized that u have to have a wav file with three shot sounds in it. otherwise u will jusst get one shot sound with three bullets.

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No, if you put it in full auto you will have one shot and if I put 30 Mag cap. in the burst field then it fires 30 with only pulling the trigger once and hearing the sound once.

We are talking about fullauto and not burst.

Mhh

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send me the file via e-m with sounds and i shall get it working for u cuz im rather confused at the mo.

i work better an night.

i shall get it working for u. im SUPERMAN :biggrin:

(Edited by Rob at 11:41 pm on Dec. 18, 2001)

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There you go; change soundContinuous=1 to soundContinuous=0 and sound is triggered as it should in fullauto. With value set to "1" ofp plays through the soundfile from start to end, which we dont want in fullauto mode, especially if you want echo/hall effects. Be sure the initial peak of the soundfile (start) is exactly synchronized and cut to the weapons actual ingame ROF, or it does sound stupid, especially true for high ROF weapons like Gatling guns.

class FullAuto

{

ammo="BulletFullAutoW";

multiplier=1;

burst=1;

displayName="$STR_DN_M4_AUTO";

dispersion=0.004000;

sound[]={"Weapons\xm-loop2",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

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Hey Rob I have to tell you that you are a great guy and big plus for this Forum. Are you getting paid for that?smile.gif)

Ok I uploaded my sound file on my personal page and basically I want the m16 sound also for my M4 and I think that since the Mp5 has a fullautomode 2 its the same problem with that. Gimme short word if you could find time to look it over.

Link: <a href="http://www.stud.uni-goettingen.de/~s091133/

" target="_blank">http://www.stud.uni-goettingen.de/~s091133/

</a>

At this link there is my actual whole BIN file

Thanks again old chap.

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i can make it for u in 5. let me get this straight first. do u want the M4 have the M16 sound or the other way round? i will make tghe addon for u tonight without pboing it so that u can see wot i did.

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The m16 sound is allready custom and basically I just want to put the same sounds with the m4 which runs fine as long as I come to the fullautosection. What I need is the correct phrase to repeat the sound properly under fullauto in M4.

Thanks pal

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and the m16 grenade launcher ...sorry forgot

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well i have sent the addon to ur e-mail address but theres only one problem.

after hours of trying to get this d*amn thing working when i thought it would take me 5 miins (which it normally does) i had to change the name from M4 to M4a2. two reasons.

1) becuase that is wot it would be called anyway if a real M4 had a launcher.

2) the game kept giving me errors on the name and when i changed it for some reason it worked.

but i hope u like it cuz i got the sounds working. if u dont like the sound of the weaon tell me and i will change it for ya.

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