daa9997 0 Posted December 2, 2017 Good morning/evening! This is my first post on the forums after years of reading and searching, so please bear with me! I have been attempting to put a weapon into the game, and I have had great success so far, currently it is working in game, the model, textures, configs (mostly) and all properties like firing speed, and the ammo and magazines work. However. I cannot, after 50+ times of trial and error, get the weapon firing sound effect to work. The empty sound effect, and reloading sound effect work but not my custom firing sound. Blow is a copy of my script in its current state. This is a Star Wars weapon, and I am 100% sure i have all my file names correct. I am convinced maybe I have the path to the sound effect "wpn_rep_blaster_fire.wss" located in the "DC15SMOD\sound\" folder incorrectly formatted, as the weapon reload and empty sounds are just dependencies from another star wars mod. Most of this is practice based off of the Weapon Sample config in ARMA Samples. Any help would be greatly appreciated. I know there is also a parameter for suppressed/non-suppressed weapon sounds, but this weapon will not be suppressed at all, and I could not find any information on how to set the sound configs up correctly either. Any help would be greatly appreciated! Spoiler #include "basicdefines_A3.hpp" class CfgPatches { class Test_weapon_F { units[]={}; weapons[]={"Test_weapon_01_F"}; requiredVersion=0.1; requiredAddons[]={"A3_Weapons_F"}; }; }; /// All firemodes, to be sure class Mode_SemiAuto; class Mode_FullAuto; /// Weapon slots class SlotInfo; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class Test_weapon_01_Base_F: Rifle_Base_F /// Just basic values common for all testing rifle variants { magazines[] = {SWOP_DC15_Mag}; /// original custom made magazines and a group of several standardized mags reloadAction = "ReloadMagazine"; /// MX hand animation actually fits this rifle well magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default // Size of recoil sway of the cursor maxRecoilSway=0.0025; // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds) swayDecaySpeed=0.75; /// inertia coefficient of the weapon inertia = 0.9; /// positive value defines speed of the muzzle independent on the magazine setting, negative value is a coefficient of magazine initSpeed initSpeed = 300; /// this means that initSpeed of magazine is used class GunParticles : GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; ///////////////////////////////////////////////////// I R O N S I G H T S ///////////////////////////////////////////////////// opticsZoomMin=0.375; opticsZoomMax=25; opticsZoomInit=0.75; distanceZoomMin = 300; distanceZoomMax = 300; ///////////////////////////////////////////////////// I R O N S I G H T S ///////////////////////////////////////////////////// descriptionShort = "Testing weapon with grenade launcher"; /// displayed on mouseOver in Inventory handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"}; /// MX hand animation actually fits this rifle well dexterity = 1.8; //caseless ammo// caseless[] = {"",1,1,1}; /// no sound of ejected brass soundBullet[] = {caseless,1}; selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs? modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; /// Includes fire modes for AI ////////////////////////////////////////////////////// NO OPTICS /////////////////////////////////////////////////////////// class Single: Mode_SemiAuto /// Pew { begin1[] = {"DC15SMOD\Sound\wpn_rep_blaster_fire.wss", 1, 1, 700}; soundBegin[] = {"begin1", 1}; reloadTime = 0.025; /// means some 625 rounds per minute dispersion = 0.00007; /// A bit less than 3 MOA recoil = "recoil_default"; /// defined in cfgRecoils recoilProne = "assaultRifleBase"; /// defined in cfgRecoils minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with midRange = 200; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest maxRange = 400; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons }; class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew { begin1[] = {"DC15SMOD\Sound\wpn_rep_blaster_fire.wss", 1, 1, 700}; soundBegin[] = {"begin1", 1}; reloadTime = 0.025; dispersion = 0.00007; recoil = "recoil_default"; /// defined in cfgRecoils recoilProne = "recoil_default"; /// defined in cfgRecoils minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.1; aiRateOfFire = 0.000001; }; class fullauto_medium: FullAuto /// Pew, pew, pew only for AI { showToPlayer = 0; burst = 3; minRange = 2; minRangeProbab = 0.5; midRange = 75; midRangeProbab = 0.7; maxRange = 150; maxRangeProbab = 0.05; aiRateOfFire = 2.0; aiRateOfFireDistance = 200; }; //////////////////////////////////////////////////// OPTICS ////////////////////////////////////////////////// class single_medium_optics1: Single /// Pew for AI with collimator sights { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.2; midRange = 450; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.2; aiRateOfFire = 6; aiRateOfFireDistance = 600; }; class single_far_optics2: single_medium_optics1 /// Pew for AI with better sights { requiredOpticType = 2; showToPlayer = 0; minRange = 100; minRangeProbab = 0.1; midRange = 500; midRangeProbab = 0.6; maxRange = 700; maxRangeProbab = 0.05; aiRateOfFire = 8; aiRateOfFireDistance = 700; }; aiDispersionCoefY=6.0; /// AI should have some degree of greater dispersion for initial shoots aiDispersionCoefX=4.0; /// AI should have some degree of greater dispersion for initial shoots drySound[] = {"SWOP_Main\SWOP_Rifles\SWOP_Blaster\Sounds\NoAmmo",0.398107,1,20}; /// custom made sounds reloadMagazineSound[] = {"SWOP_Main\SWOP_Rifles\SWOP_Blaster\Sounds\reload.wss",0.562341,1,30}; /// custom made sounds reloadSound[] = {"",1,1}; }; class Test_weapon_01_F: Test_weapon_01_Base_F { scope = 2; /// should be visible and useable in game displayName = "Test weapon"; /// some name model = "\DC15SMOD\test_weapon_01_F.p3d"; /// path to model picture = "\SWOP_Main\SWOP_Rifles\SWOP_Blaster\data\ui\E11.paa"; /// different accessories have M, S, T instead of X UiPicture = "\DC15SMOD\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; /// some rough estimate }; }; }; Share this post Link to post Share on other sites
x3kj 1247 Posted December 12, 2017 Quote and I could not find any information on how to set the sound configs up correctly either. Any help would be greatly appreciated! Look at vanilla weapon sound configs to learn how this is set up. Use all in one config download for vanilla so you dont have to chase individual config files (google for this in this forum), or just read config classes with the ingame config viewer. I think megagoth also has some good info in his addon discussion topic. Share this post Link to post Share on other sites