dharbert 0 Posted April 25, 2004 The problem is here: class CfgAmmo { class Default {}; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class Bullet4x23: ExplosiveBullet {}; class ExR_Bullet4x23: Bullet4x23 {}; { hit=40; indirectHit=20; indirectHitRange=2; minRange=20;minRangeProbab=0.80; midRange=500;midRangeProbab=0.95; maxRange=3000;maxRangeProbab=0.05; cost=30; }; }; Take that bracket out in bold. It should look like this: class CfgAmmo { class Default {}; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class Bullet4x23: ExplosiveBullet {}; class ExR_Bullet4x23: Bullet4x23 { hit=40; indirectHit=20; indirectHitRange=2; minRange=20;minRangeProbab=0.80; midRange=500;midRangeProbab=0.95; maxRange=3000;maxRangeProbab=0.05; cost=30; }; }; Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 Ah I see! I am now paying for my sleeping throug most of my Object Oriented Programming lectures Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 By the way, just to recap: I have given it my own classname, and if I leave the pathnames alone and change the file name, I have an addon dependency that requires the original UFO for it to work correctly, correct? Share this post Link to post Share on other sites
dharbert 0 Posted April 25, 2004 Correct. Â If you leave the pathnames pointing to the original UFO .pbo file, then the original file will have to be placed into your addons folder in order for your modification to work. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEngine[]={"Vehicles\01F5",0.850,0.320}; If I want to change this, I assume I replace "Vehicles" with my own filename, and give the full filename, such as "engine.ogg"? Share this post Link to post Share on other sites
dharbert 0 Posted April 25, 2004 Yes. It should look something like soundEngine[]={"\UFO\Engine.ogg",0.850,0.320}; Just so you know, the first number after the filename controls how loud the sound is and the second number controls the pitch. Share this post Link to post Share on other sites
dm 9 Posted April 25, 2004 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEngine[]={"Vehicles\01F5",0.850,0.320}; If I want to change this, I assume I replace "Vehicles" with my own filename, and give the full filename, such as "engine.ogg"? Yup. Sorry about the extra {}; not very helpful when doing this sort of thing. My bad Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEngine[]={"Vehicles\01F5",0.850,0.320}; If I want to change this, I assume I replace "Vehicles" with my own filename, and give the full filename, such as "engine.ogg"? Yup. Sorry about the extra {}; not very helpful when doing this sort of thing. My bad ROFL, are you kidding, you were great help, just like dharbert, you will both get mentioned in the readme Its my bad too, if I hadnt slept in my OO Programming lectures, I would have seen it straight away If I want to change gun sounds, I have to include the lines in the default class, don't I? Or in the weapons/ammo classes? Share this post Link to post Share on other sites
dharbert 0 Posted April 25, 2004 You change the weapon sounds in the cfgWeapons section. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 Gah, any ideas how I can avoid the engine sounding terribly loopy? Share this post Link to post Share on other sites
dm 9 Posted April 25, 2004 Gah, any ideas how I can avoid the engine sounding terribly loopy? Get a sound that loops well As for the gun sounds, they are in the cfgweapons class, you have to change them in your little sub class (you can only change the default class by changing the entire game config) from the machinegun30 (from which the zsu inherits): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound[]={"Weapons\automatic_cannon",db10,1}; add that line to your weapons' config, and change the sound to one of your choosing. Share this post Link to post Share on other sites
Ex-RoNiN 0 Posted April 25, 2004 Yupp, got it to work The engine sound is a bit annoying, but I just decided that its a feature Its good enough for now Anybody want it? (Have no webspace though) Share this post Link to post Share on other sites
dharbert 0 Posted April 25, 2004 I've had to fix a few addons with that annoying clicking/popping sound in the engine. I use GoldWave to fix them. It has a hiss/pop reduction feature. Or, if it's a .wav file you can simply use Windows built-in Audio Recorder to cut out the bad part so it will loop correctly, I've had to do that as well. I've got webspace if you can get the file to me. Share this post Link to post Share on other sites