callaway 0 Posted July 7, 2010 I've done some weapon sound editing in the past, but I'm having tons of trouble with OA. For some reason I cannot seem to get the SCAR variants to config with new sounds. Here is a sample of my config, am I missing something or are my class names wrong? Thanks for any help :) // test_SCAR // test_SCAR.pbo class CfgPatches { class test_SCAR { units[] = {}; weapons[] = {}; requiredVersion = 1.01; requiredAddons[] = {"CAWeapons"}; }; }; class SCAR_Base; class Single; class FullAuto; class CfgWeapons { class SCAR_L_BASE: SCAR_Base { drySound[] ={"\test_SCAR\SCAR_Dry",0.000316228,1,10}; reloadMagazineSound[] ={"\test_SCAR\SCAR_Reload",0.0562341,1,10}; class Single: Single { begin1[] ={"\test_SCAR\SCAR_single_shot_v2",1.07828,1,800}; begin2[] ={"\est_SCAR\SCAR_single_shot_v3",1.07828,1,800}; begin3[] ={"\test_SCAR\SCAR_single_shot_v4",1.07828,1,800}; soundBegin[] ={"begin1",0.25, "begin2",0.25, "begin3",0.25}; }; class FullAuto: FullAuto { begin1[] ={"\test_SCAR\SCAR_single_shot_v2",1.07828,1,800}; begin2[] ={"\test_SCAR\SCAR_single_shot_v3",1.07828,1,800}; begin3[] ={"\test_SCAR\SCAR_single_shot_v4",1.07828,1,800}; soundBegin[] ={"begin1",0.25, "begin2",0.25, "begin3",0.25}; }; }; }; Share this post Link to post Share on other sites
nikita320106 0 Posted July 8, 2010 (edited) requiredAddons[] = {"CAWeapons","CAWeapons_E","CAWeapons_E_scar"}; class CfgWeapons { /*exern*/ class Rifle; /*exern*/ class M16_base; /*exern*/ class Single; /*exern*/ class Burst; /*exern*/ class FullAuto; class SCAR_Base: M16_base; class SCAR_L_BASE: SCAR_Base { ............. }; Edited July 8, 2010 by nikita320106 Share this post Link to post Share on other sites
callaway 0 Posted July 8, 2010 Awesome, thanks for the help, I'll try this out today. Share this post Link to post Share on other sites
Q1184 0 Posted July 10, 2010 (edited) It would be more correct to do like this: (Notice fire modes are first declared inside the parent class, plus you are using wrong fire mode classes (should be SCAR_L_Single, SCAR_L_FullAuto instead of Single, FullAuto) class CfgWeapons { class M16_base; class SCAR_Base: M16_base { class SCAR_L_Single; class SCAR_L_FullAuto; }; class SCAR_L_BASE: SCAR_Base { drySound[] ={"\test_SCAR\SCAR_Dry",0.000316228,1,10}; reloadMagazineSound[] ={"\test_SCAR\SCAR_Reload",0.0562341,1,10}; class SCAR_L_Single: SCAR_L_Single { begin1[] ={"\test_SCAR\SCAR_single_shot_v2",1.07828,1,800}; begin2[] ={"\est_SCAR\SCAR_single_shot_v3",1.07828,1,800}; begin3[] ={"\test_SCAR\SCAR_single_shot_v4",1.07828,1,800}; soundBegin[] ={"begin1",0.25, "begin2",0.25, "begin3",0.25}; }; class SCAR_L_FullAuto: SCAR_L_FullAuto { begin1[] ={"\test_SCAR\SCAR_single_shot_v2",1.07828,1,800}; begin2[] ={"\test_SCAR\SCAR_single_shot_v3",1.07828,1,800}; begin3[] ={"\test_SCAR\SCAR_single_shot_v4",1.07828,1,800}; soundBegin[] ={"begin1",0.25, "begin2",0.25, "begin3",0.25}; }; }; }; Edited July 10, 2010 by Q1184 Share this post Link to post Share on other sites
Panzer Jager 10 Posted July 10, 2010 Make sure the weapons that extend SCAR-L base do not have their own unique sounds in weapons_e. Also, it might be safer to have M16 extend Rifle which extends Riflebase or something. Better safe than sorry. Oh, AND: requiredAddons[] = {"CAWeapons"}; Read CAWeapons_E or whatever the new one is. Share this post Link to post Share on other sites