swtx 42 Posted July 4, 2017 Title says it ! Please take a look and help if you can help ! Addon Builder say it's at " class PG_4FIVE_mid_Shot_SoundShader" If you can spot the problem, your help is appreciated. class CfgPatches { class Pistols_Rook18s { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F"}; version = "3"; projectName = "Project Genesis"; author = "Project Genesis Team"; }; }; class Mode_SemiAuto; class Mode_FullAuto; class CfgWeapons { class Pistol_Base_F; class hgun_Rook18_Select_F : Pistol_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_SoundSet","PG_4FIVE_Shell_SoundSet","PG_4FIVE_DIST_TAILS"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_Silenced_SoundSet","PG_4FIVE_Shell_SoundSet","PG_4FIVE_SILENCED_SOUNDSET"}; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_SoundSet","PG_4FIVE_Shell_SoundSet","PG_4FIVE_DIST_TAILS"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_Silenced_SoundSet","PG_4FIVE_Shell_SoundSet","PG_4FIVE_SILENCED_SOUNDSET"}; }; }; }; }; class CfgSoundSets { class PG_4FIVE_Shot_SoundSet { soundShaders[] = {"PG_4FIVE_Closure_SoundShader","PG_4FIVE_close_Shot_SoundShader","PG_4FIVE_Interior_Shot_SoundShader","PG_4FIVE_mid_Shot_SoundShader","PG_4FIVE_far_Shot_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_4FIVE_Shell_SoundSet { soundShaders[] = {"PG_4FIVE_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_4FIVE_Shot_Silenced_SoundSet { soundShaders[] = {"PG_4FIVE_Closure_SoundShader","PG_4FIVE_Interior_Silenced_SoundShader","PG4_FIVE_Silenced_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; occlusionFactor = 0.5; obstructionFactor = 0.5; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 1; }; }; class CfgSoundShaders { class PG_4FIVE_Interior_Silenced_SoundShader { samples[] = { { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1",1 }, { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1",1 }}; volume = 1.3*interior; range = 65; }; class PG_4FIVE_Interior_Shot_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }}; volume = 1.8*interior; range = 65; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; //----------------------------------------------------------------------------------------// class PG_4FIVE_Closure_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02",1 }}; volume = 2; range = 5; }; class PG_4FIVE_close_Shot_SoundShader { samples[] = { { "Rook18s\Auto\sounds\Pistol_S1",1 }, { "Rook18s\Auto\sounds\Pistol_S1",1 }, { "Rook18s\Auto\sounds\Pistol_S1",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_4FIVE_mid_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\Pistol_S1_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S2_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class PG_4FIVE_far_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_1",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_2",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_3",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_4",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_5",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class PG_4FIVE_tailInterior_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }}; volume = "interior"; range = 65; limitation = 1; }; //----------------------------------------------------------------------------------------// class PG_4FIVE_Shot_Silenced_SoundShader { samples[] = { { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1",1 }, { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_2",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class PG_4FIVE_tailInterior_Silenced_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\SD_Interior_1",1 }, { "\Rook18s\Auto\sounds\SD_Interior_2",1 }, { "\Rook18s\Auto\sounds\SD_Interior_3",1 }}; volume = "interior"; range = 50; limitation = 1; }; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 4, 2017 your first problem is using addon builder. use Pboproject Share this post Link to post Share on other sites
TheDoctor63 0 Posted July 4, 2017 It ran thru just fine using the PBOProject tools... So m1 speaks the truth. Even if those tools can sometimes drive me crazy.. When it wants something BY DAMN it will happen lol Share this post Link to post Share on other sites
swtx 42 Posted July 4, 2017 Thx, I'll give it a try. Thx so much for your help. Share this post Link to post Share on other sites
swtx 42 Posted July 4, 2017 Got the error above fixed. Now I'm getting another error in Virtual Arsenal when I select the pistol. Spoiler If you guys could help me out with this I would appreciate it. Updated config is posted below. class CfgPatches { class Pistols_Rook18s { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F"}; version = "3"; projectName = "Project Genesis Rook Select Fire"; author = "Project Genesis Team"; }; }; class Mode_SemiAuto; class Mode_FullAuto; class WeaponSlotsInfo; class CfgWeapons { class Pistol_Base_F; class hgun_Rook18_Select_F : Pistol_Base_F{ scope = 2; model = "\Rook18s\Auto\data\rook40.p3d"; picture ="\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa"; magazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag","16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag"}; displayname = "Rook18 9MM Select Fire"; discreteDistance[] = {100, 200}; discreteDistanceInitIndex = 0; descriptionShort = "Rook18s"; reloadAction = "GestureReloadPistol"; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 50; distanceZoomMax = 50; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 20}; modes[] = {"Single", "FullAuto"}; drySound[] = {"Rook18s\Auto\sounds\Rookdry.wss", 1, 1, 60}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 40}; class Single: Mode_SemiAuto{ reloadTime = 0.0545; recoil = "recoil_single_pdw"; recoilProne = "recoil_single_prone_pdw"; dispersion = 0.00435; minRange = 2; minRangeProbab = 0.3; midRange = 200; midRangeProbab = 0.7; maxRange = 350; maxRangeProbab = 0.05; aiRateOfFire = 2.0; aiRateOfFireDistance = 500; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_SoundSet","PG_4FIVE_DIST_TAILS"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_Silenced_SoundSet","PG_4FIVE_Shell_SoundSet","PG_4FIVE_SILENCED_SOUNDSET"}; }; }; class FullAuto: Mode_FullAuto{ reloadTime = 0.06; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.065; minRange = 0; minRangeProbab = 0.1; midRange = 25; midRangeProbab = 0.7; maxRange = 70; maxRangeProbab = 0.05; aiRateOfFire = 1e-006 aiRateOfFireDistance = 50; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_SoundSet","PG_4FIVE_DIST_TAILS"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_4FIVE_Shot_Silenced_SoundSet","PG_4FIVE_SILENCED_SOUNDSET"}; }; }; }; }; class CfgSoundSets { class PG_4FIVE_Shot_SoundSet { soundShaders[] = {"PG_4FIVE_Closure_SoundShader","PG_4FIVE_close_Shot_SoundShader","PG_4FIVE_Interior_Shot_SoundShader","PG_4FIVE_mid_Shot_SoundShader","PG_4FIVE_far_Shot_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; /*class PG_4FIVE_Shell_SoundSet { soundShaders[] = {"PG_4FIVE_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; };*/ class PG_4FIVE_Shot_Silenced_SoundSet { soundShaders[] = {"PG_4FIVE_Closure_SoundShader","PG_4FIVE_Interior_Silenced_SoundShader","PG_4_FIVE_Silenced_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; occlusionFactor = 0.5; obstructionFactor = 0.5; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 1; }; }; class CfgSoundShaders { class PG_4FIVE_Interior_Silenced_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\SD_Interior_1",1 }, { "\Rook18s\Auto\sounds\SD_Interior_2",1 }}; volume = 1.3*interior; range = 65; }; class PG_4FIVE_Interior_Shot_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }}; volume = 1.8*interior; range = 65; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; //----------------------------------------------------------------------------------------// class PG_4FIVE_Closure_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02",1 }}; volume = 2; range = 5; }; class PG_4FIVE_close_Shot_SoundShader { samples[] = { { "Rook18s\Auto\sounds\Pistol_S1",1 }, { "Rook18s\Auto\sounds\Pistol_S1",1 }, { "Rook18s\Auto\sounds\Pistol_S1",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_4FIVE_mid_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\Pistol_S1_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S2_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class PG_4FIVE_far_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_1",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_2",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_3",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_4",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_5",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class PG_4FIVE_tailInterior_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\4-Five\4-Five_tail_interior",1 }}; volume = "interior"; range = 65; limitation = 1; }; //----------------------------------------------------------------------------------------// class PG_4FIVE_Shot_Silenced_SoundShader { samples[] = { { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1",1 }, { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_2",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class PG_4FIVE_tailInterior_Silenced_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\SD_Interior_1",1 }, { "\Rook18s\Auto\sounds\SD_Interior_2",1 }, { "\Rook18s\Auto\sounds\SD_Interior_3",1 }}; volume = "interior"; range = 50; limitation = 1; }; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class PointerSlot {}; class CowsSlot {}; }; }; Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 4, 2017 It would be helpful if you posted the log file from pboproject Share this post Link to post Share on other sites
swtx 42 Posted July 5, 2017 These are the errors I'm getting with PBO Project. Don't quite understand it. I have all the correct files in my mod data folder. The config entry that links to the folder is correct also. Updated config is included. Share this post Link to post Share on other sites
swtx 42 Posted July 5, 2017 "MakePbo.exe "-PgF" "-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp" "Mods\Rook18s\Auto" "C:\Users\Scott\Desktop\PG Pistols work in progress\@Rook18s\Addons"" MakePbo: Building entries:... config.cpp rapWarning: **********missing file(s)*************** gear_rook40.paa rook40.p3d scanning... rook40.p3d: missing \a3\data_f\penetration\metal_plate.rvmat rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40.rvmat rook40.p3d: missing \A3\data_f\Penetration\metal_plate.bisurf rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40_nohq.paa rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40_as.paa rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40_smdi.paa rook40.p3d: missing \a3\data_f\env_land_co.paa rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40_ti_ca.paa rook40.p3d: missing \a3\weapons_f\pistols\rook40\data\rook40_co.paa rook40.p3d: missing \a3\data_f\proxies\weapon_slots\muzzle.p3d rook40.p3d: missing \a3\data_f\proxies\muzzle_flash\muzzle_flash_pistol_p07.p3d rook40.paa rook40.rvmat //===============================================================================// enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Pistols_Rook18s { authors[] = {"Project Genesis Team"}; author = "SWTX"; addonRootClass = "A3_Weapons_F"; requiredAddons[] = {"A3_Weapons_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; }; class Mode_SemiAuto; // External class reference class Mode_FullAuto; // External class reference class hgun_Rook18_Select_F; // External class reference class WeaponSlotsInfo; // External class reference class CfgWeapons { class Pistol; // External class reference class Pistol_Base_F : Pistol { }; class hgun_Rook18_Select_F : Pistol_Base_F { scope = 2; model = "\Rook18s\Auto\data\rook40_F.p3d"; picture ="\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa"; magazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag","16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag"}; displayname = "Rook18 9MM Select Fire"; discreteDistance[] = {100, 200}; discreteDistanceInitIndex = 0; descriptionShort = "Rook18s"; reloadAction = "GestureReloadPistol"; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 50; distanceZoomMax = 50; bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.1, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.01, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.01, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 20}; modes[] = {"Single", "FullAuto"}; class Single : Mode_SemiAuto { reloadTime = 0.0545; recoil = "recoil_single_pdw"; recoilProne = "recoil_single_prone_pdw"; dispersion = 0.00435; minRange = 2; minRangeProbab = 0.3; midRange = 200; midRangeProbab = 0.7; maxRange = 350; maxRangeProbab = 0.05; aiRateOfFire = 2.0; aiRateOfFireDistance = 500; sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 1, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 1, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"Rook18s\Auto\sounds\Pistol_S1", 2, 1, 2000}; begin2[] = {"Rook18s\Auto\sounds\Pistol_S2", 2, 1, 2000}; begin3[] = {"Rook18s\Auto\sounds\Pistol_S3", 2, 1, 2000}; soundBegin[] = {"begin1", 0.4, "begin2", 0.3, "begin3", 0.3}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1", 0.562341, 1, 200}; begin2[] = {"\A3\sounds_f\weapons\Pistols\Silencer_Rook40_2", 0.562341, 1, 200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; }; class FullAuto : Mode_FullAuto { reloadTime = 0.06; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.065; minRange = 0; minRangeProbab = 0.1; midRange = 25; midRangeProbab = 0.7; maxRange = 70; maxRangeProbab = 0.05; aiRateOfFire = 1e-006; aiRateOfFireDistance = 50; sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 1, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 1, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"\Rook18s\Auto\sounds\Pistol_1", 2, 1, 1800}; begin2[] = {"\Rook18s\Auto\sounds\Pistol_2", 2, 1, 1800}; begin3[] = {"\Rook18s\Auto\sounds\Pistol_3", 2, 1, 1800}; soundBegin[] = {"begin1", 0.4, "begin2", 0.3, "begin3", 0.3}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1", 0.562341, 1, 200}; begin2[] = {"\A3\sounds_f\weapons\Pistols\Silencer_Rook40_2", 0.562341, 1, 200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; }; drySound[] = {"Rook18s\Auto\sounds\Rookdry.wss", 1, 1, 60}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 40}; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class PointerSlot {}; class CowsSlot {}; }; }; }; Share this post Link to post Share on other sites