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fiercedrummer117

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About fiercedrummer117

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  1. Hello all, I'm currently teaching myself how to write replacement configs in order to replace sounds I don't like with my own. I thought I'd start with the MX Rifle Closure sounds. However it seems that my sounds aren't overwriting the default MX Closure sounds and are just not playing at all. Here is my config file: class CfgPatches { class JCD_WeaponSounds { units[]={}; weapons[]={}; requiredVersion=1; requiredAddons[]= { "a3_Weapons_F", "a3_Sounds_f", "a3_Sounds_F_Mark", "a3_data_f" }; authors[]= { "Drummershocked" }; author="Drummershocked"; }; }; class CfgSoundShaders { class JCD_MX_Mech_SoundShader { samples[]= { { "Dsound\jcd_sounds\Addons\sounds\MX\Mech1.ogg", 1 }, { "Dsound\jcd_sounds\Addons\sounds\MX\Mech2.ogg", 1 }, { "Dsound\jcd_sounds\Addons\sounds\MX\Mech3.ogg", 1 } }; volume=1; range=15; rangeCurve[]= { {0,1}, {15,0} }; }; }; class CfgSoundSets { class JCD_MX_Mech_SoundSet { soundShaders[]= { "JCD_MX_Mech_SoundShader" }; volumeFactor=1; volumeCurve="InverseSquare1Curve"; sound3DProcessingType="WeaponMediumShot3DProcessingType"; distanceFilter="weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer=0.80000001; frequencyRandomizerMin=0.1; occlusionFactor=0.5; obstructionFactor=0.30000001; spatial=1; doppler=0; loop=0; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle_Base_F; class arifle_mx_Base_F: Rifle_Base_F { class Single: Mode_SemiAuto { class BaseSoundModeType { }; class StandardSound: BaseSoundModeType { soundSetShot[]= { "JCD_MX_Mech_SoundSet" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "JCD_MX_Mech_SoundSet" }; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType { }; class StandardSound: BaseSoundModeType { soundSetShot[]= { "JCD_MX_Mech_SoundSet" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "JCD_MX_Mech_SoundSet" }; }; }; }; }; I am only trying to replace the Closure sounds at this time though I do intend on expanding this config to cover other niche things I don't like, such as the suppressed sounds. I've been following topics such as this reddit post Here: and analyzing example configs such as this one Here: https://community.bistudio.com/wiki/Arma_3:_Sound:_ExampleWeaponConfig I'm stumped at this point and am reaching out for guidance and/or spoon feeding 👶 Thank you all in advanced, -Jayden
  2. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    Awesome I'll school myself up on that. Huge thanks to you gentlemen for helping me out here, much appreciated! I'll go ahead and mark this thread as solved.
  3. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    To clarify, you mean I need to use the same ClassBase that is used in the weapon's config for RHS? If that's the case, easy enough.
  4. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    Nah you're good brother, it happens. On the bright side everything works now! Thank you for all the help. Final Code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_main_loadorder" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= { "\New_RHS_Reloads\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; }; }; My final question is on how to expand this script to apply to the other RHS weapons. I'm going to assume that its just a case of copy pasting and renaming a few things to reflect the different sounds I want to change? Or is there more to it? Can I assign everything the same Class? (Rifle_Base_F) or do I need to assign different classes depending on what kind of gun i want to change the sounds for?
  5. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    Ah okay, good info thank you! One step further now, the old reload isn't playing anymore so that's good. however no sound at all is playing now. Ill continue to dive deeper into why. As always, any and all help appreciated and thank you for getting me this far everyone! Code so far: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_main_loadorder" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= { "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; }; };
  6. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    Well good news is, I managed to correct the syntax and convert to BIN. Bad news is, still doesn't work. The RHS M4s are still playing the original reload sound. Code below: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= { "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; }; };
  7. fiercedrummer117

    Mod that replaces another mod's audio? SOLVED

    Thank you for the input, yea I know it all looks like an eye sore, apologies. Though i can't seem to convert my config (bin file) back to a bin file, it throws me an error stating: line 41: /CfgWeapons/: missing '}' Error reading config file So it's telling me to close that bracket, which line 42 should've done. Thoughts?
  8. Good day all, I've recently had an interest in sound modding for Arma 3, though after looking through a few examples and giving it my best go for a few hours I've decided that I am in a bit over my head and could use some community help. My knowledge base of Arma's coding language is beginner level at best so please assume that I have no idea what you're talking about before you start throwing pseudo code at me. What I'm trying to accomplish: I wanted to start out easy and make a simple mod that replaces the AR15 reloading sounds for RHSUSAF, as well as have the ability to expand on this concept as I learn. What I have so far: 1x Addon with the following contents: - Addons folder - MyMod.PBO - bin file (config) - Sound Folder config code: class CfgPatches { class New_RHS_Reloads { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "rhsusf_weapons" }; version="1"; projectName="New_RHS_Reloads"; author="Drummershocked"; }; }; class CfgAddons { class PreloadAddons { class CONFIG_SOUNDS_CLASS { list[]= { "New_RHS_Reloads" }; }; }; }; class CfgWeapons { class Rifle_Base_F; // External class reference class rhs_weap_m4_Base: Rifle_Base_F { reloadMagazineSound[]= "\Sounds\Reloads\M4_reload.ogg", 1, 1, 15 }; Issues that I'm having: I'm not gonna lie folks... It straight up doesn't work, game doesn't throw me any errors and my sound doesn't play when reloading any of the RHS AR15 type weapons. If there is some sort of in-game debug console I'm not sure how to access it either. What I am asking for: Any sort of guidance is welcome. Thank you all in advance!
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