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swtx

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About swtx

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    Gunnery Sergeant

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    Longview, Tx

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  1. swtx

    Animation Pose tutorial

    It's an excellent tutorial and I hope you will continue with a series very soon! 5 stars from me!
  2. swtx

    game stuck as a minimized tab

    Just for reference, the solution is to launch the game with -profile parameter. This fixed the issue and the game launches perfectly. You will have to create a new shortcut on your desktop to do this.
  3. Just for reference, the solution is to launch the game with -profile parameter. This fixed the issue and the game launches perfectly.
  4. I have a mod downloaded that's causing a critical error when the game launches. In fact, the game will not launch as long as the mod is pre-loaded. How do I start the game without mods from the properties, right-click and choose manage then launch options command line from Reforger in the Steam library?
  5. Link to Binaries page is broken. Please update status. Thx
  6. ARMA 3 Island Map Maker Needed [Paid Gig]! Need experienced map and island designers. Possibly making up to 3 separate Island maps with all custom assets. Message me for details. steam: swtx discord: SWTX#5730
  7. I've tried compiling it in addon builder and I tried to binarize the config then pack it and still getting some input after end of file error on startup. Not sure what's going on. I appreciate your efforts, NightIntruder.
  8. I have completely started with a new config and greatly simplified it. I'm getting one error "Some input after end of file" which tells me I have a bracket issue somewhere. Below is the new config, please take a look and help me fix it. Thx so much in advance! class CfgPatches { class PG_Canister_HE { author="SWTX"; requiredAddons[]= { "A3_Weapons_F", "A3_Data_F" }; requiredVersion=0.1; units[]={}; weapons[]={}; }; }; class CfgAmmo { class SatchelCharge_Remote_Mag; class PG_M97_HE: SatchelCharge_Remote_Mag { model="\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; hit=100; indirectHit=30; indirectHitRange=65; explosive=1; explosionEffectsRadius=5; dangerRadiusHit = 80; suppressionRadiusHit = 30; typicalspeed=60; deflecting=15; cost=40; simulation="shotGrenade"; simulationStep=0.050000001; shadow=1; soundHit1[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit2[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit3[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; soundHit4[]= { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine", 2.5118864, 1, 1500 }; multiSoundHit[]= { "soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25 }; soundImpactSoft1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_1", 1.4125376, 1, 45 }; soundImpactSoft2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_2", 1.4125376, 1, 45 }; soundImpactSoft3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_3", 1.4125376, 1, 45 }; soundImpactSoft4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_4", 1.4125376, 1, 45 }; soundImpactSoft5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_5", 1.4125376, 1, 45 }; soundImpactSoft6[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_6", 1.4125376, 1, 45 }; soundImpactSoft7[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_grass_7", 1.4125376, 1, 45 }; soundImpactHard1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_1", 1.4125376, 1, 65 }; soundImpactHard2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_2", 1.4125376, 1, 65 }; soundImpactHard3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_3", 1.4125376, 1, 65 }; soundImpactHard4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_4", 1.4125376, 1, 65 }; soundImpactHard5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_5", 1.4125376, 1, 65 }; soundImpactHard6[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_6", 1.4125376, 1, 65 }; soundImpactHard7[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_concrete_7", 1.4125376, 1, 65 }; soundImpactIron1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_1", 1.2589254, 1, 95 }; soundImpactIron2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_2", 1.2589254, 1, 95 }; soundImpactIron3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_3", 1.2589254, 1, 95 }; soundImpactIron4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_4", 1.2589254, 1, 95 }; soundImpactIron5[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_Metal_5", 1.2589254, 1, 95 }; soundImpactWoodExt1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_1", 1.4125376, 1, 75 }; soundImpactWoodExt2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_2", 1.4125376, 1, 75 }; soundImpactWoodExt3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_3", 1.4125376, 1, 75 }; soundImpactWoodExt4[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_wood_ext_4", 1.4125376, 1, 75 }; soundImpactWater1[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_1", 1.4125376, 1, 55 }; soundImpactWater2[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_2", 1.4125376, 1, 55 }; soundImpactWater3[]= { "A3\Sounds_F\weapons\Grenades\handgrenade_drops\handg_drop_water_3", 1.4125376, 1, 55 }; impactGroundSoft[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactGroundHard[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactIron[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactArmor[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactBuilding[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactFoliage[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactWood[]= { "soundImpactWoodExt1", 0.25, "soundImpactWoodExt2", 0.25, "soundImpactWoodExt3", 0.25, "soundImpactWoodExt4", 0.25 }; impactGlass[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactGlassArmored[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactConcrete[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactTyre[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactRubber[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactPlastic[]= { "soundImpactSoft1", 0.2, "soundImpactSoft2", 0.2, "soundImpactSoft3", 0.2, "soundImpactSoft4", 0.1, "soundImpactSoft5", 0.1, "soundImpactSoft6", 0.1, "soundImpactSoft7", 0.1 }; impactDefault[]= { "soundImpactHard1", 0.2, "soundImpactHard2", 0.2, "soundImpactHard3", 0.2, "soundImpactHard4", 0.1, "soundImpactHard5", 0.1, "soundImpactHard6", 0.1, "soundImpactHard7", 0.1 }; impactMetal[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactMetalplate[]= { "soundImpactIron1", 0.2, "soundImpactIron2", 0.2, "soundImpactIron3", 0.2, "soundImpactIron4", 0.2, "soundImpactIron5", 0.2 }; impactWater[]= { "soundImpactWater1", 0.34999999, "soundImpactWater2", 0.34999999, "soundImpactWater3", 0.30000001 }; soundFly[]= { "", 0.099999994, 1, 20 }; soundEngine[]= { "", 1, 1 }; explosionSoundEffect="DefaultExplosion"; CraterEffects="ExploAmmoCrater"; CraterWaterEffects="ImpactEffectsWaterExplosion"; explosionEffects="ExploAmmoExplosion"; visibleFire=1; audibleFire=0.25; visibleFireTime=0; whistleDist=28; explosionTime=5; timeToLive=6; class HitEffects { hitWater="ImpactEffectsWaterRocket"; }; class CamShakeExplode { power = (20*0.2); duration = "((round (16^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((3 + 16^0.5)*8); }; }; class PG_M97_ammo : SatchelCharge_Remote_Mag { hit=100; indirectHit=65; //indirectHitRange 20; dangerRadiusHit=60; suppressionRadiusHit=24; typicalspeed=18; model="\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; visibleFire=0.5; audibleFire=0.050000001; visibleFireTime=1; fuseDistance=0; displayName = "M97 HE Canister"; picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; dlc = "Project Genesis"; displayNameShort = "M97 HE"; ammo = "PG_M97_ammo"; mass = 6; }; class GrenadeHand; class M68_Impact_ammo : GrenadeHand { hit=26; indirectHit=13; indirectHitRange=12.5; dangerRadiusHit=50; suppressionRadiusHit=18; typicalspeed=26; model="\M97_Grenade\M97_Grenade\Model\rgo.p3d"; airFriction = -0.001; explosionTime=-1; fuseDistance = 0; whistleDist = 16; explosionEffectsRadius=1.5; deflecting=30; displayName = "RGO Impact"; picture = "\M97_Grenade\M97_Grenade\Data\M68_impact.paa"; dlc = "Project Genesis"; displayNameShort = "Impact"; ammo = "M68_Impact_ammo"; mass = 4; class CamShakeExplode { power=3.2; duration=0.80000001; frequency=20; distance=56; }; soundHit1[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (1)", 3.1622777, 1, 1300 }; soundHit2[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (2)", 3.1622777, 1, 1300 }; soundHit3[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (3)", 3.1622777, 1, 1300 }; soundHit4[]= { "\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (4)", 3.1622777, 1, 1300 }; multiSoundHit[]= { "soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25 }; }; };
  9. Gave it a shot! Still not working. Thx for your help though.
  10. Preciate the feedback. Changed the Scope to 2 or public, Ran the mod assets still not showing up.
  11. Please have a look at the config. There are no errors. I'm doing something wrong because the mod assets are not showing up in-game. PBO Compiles and the game starts with no errors. Any Config Grand Masters out there please have a look and let me know what I'm doing wrong! PS, I've checked and double-checked the mod folder structure and it is all correct as well. Thx so much in advance, class CfgPatches { class PG_Canister_HE { units[] = {}; weapons[] = {"PG_M97_HE", "PG_Impact"}; requiredAddons[] = {"A3_characters_F", "A3_Data_F", "A3_Weapons_F"}; }; }; class CfgMods { class Mod_Base; // External class reference class PG_M97_HE : Mod_Base { picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logo = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logoOver = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; logoSmall = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; scope = 0; name = "M97 Canister Grenade"; hideName = "true"; actionName = "QQ"; action = 664760584; author = "SWTX"; dlcColor[] = {0.19, 0.54, 0.8, 1}; dir = "M97_Grenade"; }; author = "SWTX"; timepacked = 1525625211; }; class CfgAmmo { class GrenadeHand; // External class reference class PG_M97_ammo : GrenadeHand { typicalspeed = 18; hit = 100; indirectHit = 65; indirectHitRange = 12.5; dangerRadiusHit = 80; suppressionRadiusHit = 30; simulation = "shotShell"; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; class CamShakeExplode { power = (20*0.2); duration = "((round (16^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((3 + 16^0.5)*8); }; }; class PG_M97_HE : GrenadeHand { typicalspeed = 26; hit = 100; indirectHit = 65; indirectHitRange = 12.5; dangerRadiusHit = 80; suppressionRadiusHit = 30; whistleDist = 12; explosionEffectsRadius = 3.0; deflecting = 30; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; class CamShakeExplode { power = 3.2; duration = 0.8; frequency = 20; distance = 56; }; }; }; class GrenadeBase; // External class reference class M68_Impact_ammo : GrenadeBase { explosionSoundEffect = "DefaultExplosion"; simulation = "shotShell"; model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d"; hit = 13; indirectHit = 8; indirectHitRange = 15; warheadName = "HE"; visibleFire = 1; audibleFire = 30; visibleFireTime = 3; explosionEffectsRadius = 3.0; dangerRadiusHit = 50; suppressionRadiusHit = 18; explosive = 1; cost = 10; deflecting = 5; airFriction = -0.001; fuseDistance = 1; whistleDist = 16; typicalSpeed = 26; caliber = 2; class CamShakeExplode { power = 3.2; duration = 0.8; frequency = 20; distance = 56; }; soundHit1[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (1)", 3.16228, 1, 1300}; soundHit2[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (2)", 3.16228, 1, 1300}; soundHit3[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (3)", 3.16228, 1, 1300}; soundHit4[] = {"\M97_Grenade\M97_Grenade\Sounds\Explosions\Impact\Close_Distance (4)", 3.16228, 1, 1300}; multiSoundHit[] = {"soundHit1", 0.25, "soundHit2", 0.25, "soundHit3", 0.25, "soundHit4", 0.25}; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class PG_M97 : CA_Magazine {}; class PG_M97_HE : HandGrenade { initSpeed = 18; author = "SWTX"; model = "\M97_Grenade\M97_Grenade\Model\smokegrenade_white.p3d"; displayName = "M97 HE"; picture = "\M97_Grenade\M97_Grenade\Data\M97HE.paa"; dlc = "Project Genesis"; displayNameShort = "M97 HE"; ammo = "PG_M97_ammo"; mass = 6; }; class PG_Impact : HandGrenade { initSpeed = 26; author = "SWTX"; model = "\M97_Grenade\M97_Grenade\Model\rgo.p3d"; displayName = "RGO Impact"; picture = "\M97_Grenade\M97_Grenade\Data\M68_impact.paa"; dlc = "Project Genesis"; displayNameShort = "Impact"; ammo = "M68_Impact_ammo"; mass = 4; }; }; class CfgWeapons { class GrenadeLauncher; // External class reference class Throw : GrenadeLauncher { }; }; //------------------------------------------------------------------------------------------------------------------------------------------// class PG_M97_HE { sounds[] = {"StandardSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_M97_Expl_SoundSet","PG_M97_Tails_Trees_SoundSet","PG_M97_Tails_Houses_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Meadows_SoundSet","PG_M97_Tails_Forest_SoundSet","PG_M97_Mid_SoundSet","PG_M97_Dist_SoundSet"}; }; }; class CfgSoundSets { class PG_M97_Expl_SoundSet { soundShaders[] = {"PG_M97_close_Expl_SoundShader","PG_M97_mid_Expl_SoundShader","PG_M97_far_Expl_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Trees_SoundSet { soundShaders[] = {"M97_tailForest_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Houses_SoundSet { soundShaders[] = {"M97_tailHouses_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Meadows_SoundSet { soundShaders[] = {"M97_tailMeadows_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Tails_Forest_SoundSet { soundShaders[] = {"M97_tailForest_SoundShader"}; volumeFactor = 1.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.45; obstructionFactor = 0.35; frequencyRandomizer = 1; }; class PG_M97_Mid_SoundSet { soundShaders[] = {"PG_M97_mid_Expl_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_M97_Dist_SoundSet { soundShaders[] = {"PG_M97_far_Expl_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; }; //----------------------------------------------------------------------------------------// class CfgSoundShaders { class PG_M97_close_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\Explosion_tripwire_landmine",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_M97_mid_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\MineHeavyA_midExp_01",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class PG_M97_far_Expl_SoundShader { samples[] = { { "M97_Grenade\Sounds\Explosions\MineHeavy_distExp_01",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class M97_tailForest_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class M97_tailHouses_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailHouses_01", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}}; limitation = 1; }; class M97_tailMeadows_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailMeadows_01", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class M97_tailTrees_SoundShader { samples[] = {{"\M97_Grenade\Sounds\Explosions\MineHeavyA_tailForest_01", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; };
  12. 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
  13. 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
  14. No problem, I will update and push the updated mod keys and sigs to Steam Workshop first thing.
  15. Need to post your config
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