swtx 42 Posted April 11, 2020 Need a quick script to better randomize grenade explosion sound in my JSRS sound replacement mod. This should be straight forward and fairly easy to do if you have any scripting knowledge with the A3 Scripting Engine. Any help with this is greatly appreciated. Sound File Names: Close_Distance (1).ogg, Close_Distance (2).ogg, Close_Distance (3).ogg, Close_Distance (4).ogg, Close_Distance (5).ogg, Close_Distance (6).ogg, Close_Distance (7).ogg, Close_Distance (8).ogg, Close_Distance (9).ogg, Close_Distance (10).ogg You will get co-credit on my Steam Workshop page for this mod. You can check out the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1290747231 Thx so much, swtx Share this post Link to post Share on other sites
RCA3 593 Posted April 11, 2020 (edited) Hey, fan of your little mod, makes a difference as JSRS grenade sounds are too loud. I'm a noob when it comes to config files, but have slowly dwelling been delving into it more and more. I'm sure your solution would be better if config based and here's a possible solution, try it out: class CfgSoundShaders { class ACPC2_closeShot_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked }; volume = db3; range = 50; rangeCurve = closeShotCurve; }; source: https://community.bistudio.com/wiki/Arma_3_Sound:_SoundShader Edited May 19, 2020 by RCA3 English. Share this post Link to post Share on other sites
swtx 42 Posted April 13, 2020 Thx so much for your response. I will give that a shot! Never really looked at solving the sound randomization problem via the config but your example looks very promising. I will update the mod config just as soon as I can with the new parameters. Thx a lot for your input. swtx Share this post Link to post Share on other sites