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Everything posted by swtx
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No, that is not the reason at all. You need to optimize your settings. Follow this guide, it's the best on the topic. Be sure to follow the Nvidia guide in the description as well. I'm running a 4GB Nvidia card and I get 60 -80 FPS with these settings.
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Bracket Error and I cant find it. Some Help Please!
swtx posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I got a bracket issue in this config and I don't see the problem. Some help would be appreciated. The error message says it's on line 18. class CfgPatches { class PG_niaweapons_226 { requiredaddons[] = { "A3_Data_F", "A3_UI_F", "A3_Anims_F", "A3_Anims_F_Config_Sdr", "A3_Weapons_F", "cba_jr", "hlcweapons_core", "hlc_wp_p226" }; units[] = { }; weapons[] = { }; magazines[] = { }; version = "1.0"; author = "SWTX"; }; }; class hlc_p226_base; class CfgWeapons { class hlc_pistol_P239 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p2399mm_Shot_SoundSet", "nia_p2399mm_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p2269mm_silencerTail_SoundSet", "nia_p2269mm_silencerShot_SoundSet" }; }; }; }; class hlc_pistol_P239_40 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; class hlc_pistol_P239_357 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; }; class CfgSoundSets { class nia_p2269mm_Shot_SoundSet { soundShaders[] = { "nia_p2269mm_closeShot_SoundShader", "nia_p2269mm_midShot_SoundShader", "nia_p2269mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_tail_SoundSet { soundShaders[] = { "nia_p2269mm_tailTrees_SoundShader", "nia_p2269mm_tailForest_SoundShader", "nia_p2269mm_tailMeadows_SoundShader", "nia_p2269mm_tailHouses_SoundShader", "nia_p2269mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p2269mm_silencerShot_SoundSet { soundShaders[] = { "nia_p2269mm_silencerShot_SoundShader", "nia_p2269mm_Closure_SoundShader". "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_silencerTail_SoundSet { soundShaders[] = { "nia_p2269mm_silencerTailTrees_SoundShader", "nia_p2269mm_silencerTailForest_SoundShader", "nia_p2269mm_silencerTailMeadows_SoundShader", "nia_p2269mm_silencerTailHouses_SoundShader", "nia_p2269mm_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p2399mm_Shot_SoundSet { soundShaders[] = { "nia_p2399mm_closeShot_SoundShader", "nia_p2399mm_midShot_SoundShader", "nia_p2399mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2399mm_tail_SoundSet { soundShaders[] = { "nia_p2399mm_tailTrees_SoundShader", "nia_p2399mm_tailForest_SoundShader", "nia_p2399mm_tailMeadows_SoundShader", "nia_p2399mm_tailHouses_SoundShader", "nia_p2399mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_Shot_SoundSet { soundShaders[] = { "nia_p226_357_closeShot_SoundShader", "nia_p226_357_midShot_SoundShader", "nia_p226_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_tail_SoundSet { soundShaders[] = { "nia_p226_357_tailTrees_SoundShader", "nia_p226_357_tailForest_SoundShader", "nia_p226_357_tailMeadows_SoundShader", "nia_p226_357_tailHouses_SoundShader", "nia_p226_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_silencerShot_SoundSet { soundShaders[] = { "nia_p226_357_silencerShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_silencerTail_SoundSet { soundShaders[] = { "nia_p226_357_silencerTailTrees_SoundShader", "nia_p226_357_silencerTailForest_SoundShader", "nia_p226_357_silencerTailMeadows_SoundShader", "nia_p226_357_silencerTailHouses_SoundShader", "nia_p226_357_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p239_357_Shot_SoundSet { soundShaders[] = { "nia_p239_357_closeShot_SoundShader", "nia_p239_357_midShot_SoundShader", "nia_p239_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p239_357_tail_SoundSet { soundShaders[] = { "nia_p239_357_tailTrees_SoundShader", "nia_p239_357_tailForest_SoundShader", "nia_p239_357_tailMeadows_SoundShader", "nia_p239_357_tailHouses_SoundShader", "nia_p239_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_Shot_SoundSet { soundShaders[] = { "nia_p226_45_closeShot_SoundShader", "nia_p226_45_midShot_SoundShader", "nia_p226_45_distShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_tail_SoundSet { soundShaders[] = { "nia_p226_45_tailTrees_SoundShader", "nia_p226_45_tailForest_SoundShader", "nia_p226_45_tailMeadows_SoundShader", "nia_p226_45_tailHouses_SoundShader", "nia_p226_45_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_silencerShot_SoundSet { soundShaders[] = { "nia_p226_45_silencerShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_silencerTail_SoundSet { soundShaders[] = { "nia_p226_45_silencerTailTrees_SoundShader", "nia_p226_45_silencerTailForest_SoundShader", "nia_p226_45_silencerTailMeadows_SoundShader", "nia_p226_45_silencerTailHouses_SoundShader", "nia_p226_45_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; }; class Cfgsoundshaders { class nia_p2269mm_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p2269mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_9mm.ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class nia_p2269mm_midShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class nia_p2269mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class nia_p2269mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2269mm_tailForest_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailHouses_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}}; limitation = 1; }; class nia_p2269mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2269mm_tailMeadows_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailTrees_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (1).ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (2).ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class nia_p2269mm_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class PG_P226_9mm_Shell_Inroom_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_3",1 }}; volume = "interior"; range = 20; limitation = 1; }; class nia_p2399mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p2399mm_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p2399mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p2399mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2399mm_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2399mm_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\P226_357SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_357_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p239_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p239_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p239_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p239_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p239_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p239_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_45_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_45_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_45_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_45_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_45_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_45_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\P226_45SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_45_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; }; -
Bracket Error and I cant find it. Some Help Please!
swtx replied to swtx's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could you show me an example? Thx for your help. Scott -
Undefined Base Class in config.cpp
swtx replied to Sacha 'Voodoo' Oropeza's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
it's a bracket issue. You will need to use a program like Notepad ++ or Visual Studio Code to match up your brackets all the way down the config to make sure you either have enough closing brackets for major class or if you have too many. It's a very big config so it's going to be tedious and take some time. Need to check bracket pairs all the way down. Hope this helps -
Undefined Base Class in config.cpp
swtx replied to Sacha 'Voodoo' Oropeza's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You will need to list fza_ah64base as a base class above config Vehicles in the upper part of your config. should look like this: class fza_ah64base; // External Class Reference class CfgVehicles { config parameters here }; -
Arma has a tendency to outrun a mechanical HD. Please, follow the guide above in my previous post to maximize your FPS.
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x64 always crashes on startup, x32 works everytime [ISSUE RESOLVED]
swtx replied to pingopete's topic in ARMA 3 - TROUBLESHOOTING
When you say checked your memories health? Did you check it with a memory testing program that checks for faults in the architecture? Remember, 32-bit exe only uses 4-8 gig of memory and the 64-bit exe will use 8 gigs and above. There are some free memory testing programs out there, just google it. Be sure you are running a 64-bit version of Windows. I would at least double check to make sure. -
Game stuttering and FPS drops while playing!How to fix them all?Please help me!
swtx replied to a topic in ARMA 3 - TROUBLESHOOTING
If your running a mechanical HD then I would strongly urge you to upgrade to an SSD. That will most likely fix the problem. -
ARMA is a very processor intensive game. The first thing I would do is upgrade your HD to an SSD drive. That in its self will most likely fix the issue. You need to follow this guide for tweaking your video setting in-game and your A3.cfg file. I'm only running a 2.5ghz processor with GTX 860m video card with 4 gig memory and I'm getting 60 - 80 FPS in-game with these settings. Please follow the steps in the video below it is by far the best tut on the web for getting the most outa A3. Be sure to watch the followup in the description as well. Priority #1 should be upgrading to an SSD though. Scott Out! https://youtu.be/3bfJO4zBGtA
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You may want to test your memory to see if it's bad. There are plenty of memory testing apps out there for free. A3 is very CPU intensive. I would recommend overclocking your Intel CPU with the Intel Xtreme Tuning Utility. It's free and there are tutorials on YouTube. Your Intel CPU should overclock too 3.7 Ghz no problem. If you are running the 64 bit .EXE you will need at least 16 GB of system Ram.
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plz help......my pc run arma 3 is so lag......
swtx replied to 2003tony3008's topic in ARMA 3 - TROUBLESHOOTING
It's the best guide out there. Glad it helped. As for your CPU, If it's Intel you can overclock to compensate for A3 CPU power dependency. Try the Intel Xtreme Tuning Utility. There are plenty of guides on YouTube that will teach you how to set it up. Scott Out ! -
plz help......my pc run arma 3 is so lag......
swtx replied to 2003tony3008's topic in ARMA 3 - TROUBLESHOOTING
Be sure to follow the link in the description for the rest of the tutorial. -
Configuring AI to use Grenades and RPGs against Infantry
swtx replied to fiestamasta's topic in ARMA 3 - QUESTIONS & ANSWERS
I have a solution too the question. I made this a couple of years ago. The results of this script snippets can be radical and unpredictable. All units under a commander (AI) will use every weapon at their disposal to destroy targets that commander instructs the AI to destroy. haven't tested this in a good while. Maybe someone will give it a try and let us know if it still works. Remember, AI commanders give attack and engage orders to unit members. //Filename: attack_target.sqf // Description: Orders squad members to attack the cursorTarget (object the players commanding AI and AI commanders are aiming at instructing their team members to attack) //For AI commanders commanding units with AI Soldiers // You can replace "east" with whatever faction you like { _x doFire cursorTarget } forEach units group ((side _unit) == east); //For player commanding AI { _x doFire cursorTarget } forEach units group player; //I would run this as two seperate *.sqf files in your mission folder. Don't forget to include your init.sqf -
How do I get my custom config to overwrite the default ?
swtx replied to swtx's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I got it. For future reference please include "JSRS_SOUNDMOD_FrameWork ", "JSRS_SOUNDMOD_Weapons", "JSRS_SOUNDMOD_Explosion" in required add-ons at the top of your custom config when replacing JSRS sounds. -
How do I get my custom config to overwrite the default ?
swtx posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
For some reason, my custom config will not overwrite the default JSRS grenade sounds config and play my custom sounds. Please take a look and let me know what I'm doing wrong. Thx in advance for your help. class CfgPatches { class JSRS_SOUNDMOD_Explosions { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Sounds_F","JSRS_SOUNDMOD_FrameWork"}; version = "3"; projectName = "PG RGO Grenade Soundmod for JSRS"; author = "SWTX"; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase: Bulletcore {}; class ShellCore; class FlareCore; class ShotDeployCore; class SubmunitionCore; class SubmunitionBase: SubmunitionCore{}; class MissileCore; class GrenadeCore; class BombCore; class LaserBombCore; class RocketCore; class MineCore; class BoundingMineCore; class DirectionalBombCore; class PipeBombCore; class Grenade: Default { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class GrenadeHand: Grenade { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class GrenadeBase: GrenadeCore { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class G_40mm_HE: GrenadeBase { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class G_40mm_HEDP: G_40mm_HE { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; }; class CfgSoundSets { class JSRS_Grenade_Explosion_SoundSet { soundShaders[] = {"JSRS_Grenade_Explosion_Close_Distance_SoundShader","JSRS_Grenade_Explosion_Medium_Distance_SoundShader"}; volumeFactor = 1.5; volumeCurve = "JSRS_exp_medium_vl_sin"; spatial = 1; doppler = 0; loop = 0; sound3DProcessingType = "JSRS_exp_medium_prc"; distanceFilter = "JSRS_exp_medium_lp_dia"; frequencyRandomizer = 2; }; }; class CfgSoundShaders { class JSRS_Grenade_Explosion_Close_Distance_SoundShader { samples[] = { {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (1).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (2).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (3).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (4).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (5).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (6).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (7).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (8).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (9).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (10).wss",1}}; volume = 4; range = 50; }; class JSRS_Grenade_Explosion_Medium_Distance_SoundShader { samples[] = { {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (1).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (2).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (3).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (4).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (5).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (6).ogg",1}}; volume = 2.5; range = 150; rangeCurve[] = {{ 0,0 },{ 50,1 },{ 150,0 }}; }; }; -
I will admit Discord has the market cornered when it comes real-time communications among gamers.
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I've been here since before the OFP Demo. I joined the forums under my old name when the OFP was announced and the forums went public. I consider myself to be a lifer when comes to the OFP ARMA series. What I've learned over the years is that each release in the series is like a new toy on Xmas morning. First, there's excitement then furvor, it's like you have the most popular toy on the market. Everyone else rushes to buy it and suddenly there's a whole community of people who have it and are playing it. Over the course of months the new starts wearing off and they start setting it aside a little more often until they are not playing nearly as much as they used to. Then through attrition, slowly they no longer play it because there is a brand new shinier toy on the market or they meet someone and fall in love then get married and the new old lady won't let them play anymore because she wants them to spend time with her. Another reason is players grow out of the video game stage of life and get a life of their own including a job and a family and a mortgage and have little time left for ARMA. I've actually seen that with my own eyes over the years. Just sayin' Life Happens! My two cents worth!
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This should do it enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, ordinalenum = 2, destructbuilding = 1 } class CfgPatches { class RCG_Rangemaster { units = {"B_Competitor_F"}; weapons = {}; requiredVersion = 0.100000; requiredAddons = {"A3_Characters_F"}; }; }; class CfgVehicles { /*extern*/ class B_Competitor_F; class Paramedic_Acp_Uniform: B_Competitor_F { _generalMacro = "B_Competitor_F"; scope = 2; nakedUniform = "U_BasicBody"; uniformClass = "Paramedic_ACP_Uniform"; hiddenSelections = {"Camo"}; hiddenSelectionsTextures = {"A3L_Rangemaster\Data\Paramedic_ACP_Uniform.paa"}; displayName = "Paramedic_ACP_Uniform"; author = "Arma 3: Life - Matthew"; }; }; class cfgWeapons { /*extern*/ class ItemCore; /*extern*/ class Uniform_Base; /*extern*/ class UniformItem; /*extern*/ class V_TacVest_khk; /*extern*/ class ItemInfo; class Paramedic_Acp_Uniform: Uniform_Base { scope = 2; displayName = "Paramedic_Acp_Uniform"; picture = "RGC_RangemasterSuit\Data\ui\RGC_Logo.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Paramedic_ACP_Uniform"; containerClass = "Supply50"; mass = 0; }; }; };
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Which are the best settings in Nvidia Control Panel for ArmA 3?
swtx replied to a topic in ARMA 3 - QUESTIONS & ANSWERS
I use these optimised settings for NVIDIA Control Panel. Check out this guide -
Custom Faction Unit Icon
swtx replied to CPT J. Shaw's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is all done inside the Mod.cpp file inside your Unit.pbo folder. The paa size is 16KB. make sure the insignia or logo you want to use is inside the same folder as your Mod.cpp. It will also show up in virtual arsenal. example Mod.cpp below :) name = "Unit Name"; picture = "Logo.paa"; hidePicture = "0"; hideName = "0"; overview = "The name and function of the unit or faction"; actionName = "Website"; action = "link to your steam workshop page or website"; description = "The name and function of the unit or faction";- 2 replies
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Got a bracket error on line 977 according to the game engine. It could be anywhere. I cannot spot it, some help would be appreciated. Thx in advance, Scott // config.bin - 19:48:23 10/16/17, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class CfgPatches { class MK20_SSR { units[] = {}; weapons[] = {MK20_SSR}; requiredVersion = 0.1; requiredAddons[] = { "A3_Sounds_F", "A3_Sounds_F_exp", "A3_Weapons_F", "A3_Weapons_f_exp", "JSRS_SOUNDMOD_FrameWork", "JSRS_SOUNDMOD_GlobalFilters" }; version="1"; projectName="JSRS - Soundmod for MK20 DMR"; author="SWTX"; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class FullAuto; // External class reference class SlotInfo; // External class reference class UnderBarrelSlot; // External class reference class MuzzleSlot; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class asdg_OpticRail1913; // External class reference class asdg_FrontSideRail; // External class reference class InventoryItem_Base_F; // External class reference class InventoryMuzzleItem_Base_F; // External class reference class InventoryFlashLightItem_Base_F; // External class reference class InventoryOpticsItem_Base_F; // External class reference class asdg_UnderSlot; // External class reference class asdg_MuzzleSlot; // External class reference class asdg_MuzzleSlot_762; // External class reference class CfgWeapons { class ItemCore; // External class reference class InventoryUnderItem_Base_F; // External class reference class InventoryMuzzleItem_Base_F; // External class reference class muzzle_snds_H; // External class reference class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference }; class UGL_F; // External class reference class MK20_SSR : Rifle_Base_F { author = CMCSSC; _generalMacro = "srifle_EBR_F"; scope = 2; model = "\MK20_SSR\MK20_SSR.p3d"; displayName = "MK20 DMR"; picture = "\MK20_SSR\UI\MK20_SSR.paa"; UiPicture = "\MK20_SSR\UI\MK20_SSR.paa"; descriptionShort = MK20_DMR; inertia = 0.7; dexterity = 1.3; class ItemInfo { priority = 1; }; magazines[] = {"20Rnd_762x51_Mag"}; reloadAction = "GestureReloadSPAR_01"; recoil = "recoil_ebr"; maxZeroing = 1600; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\mx\data\Anim\MX_dmr.rtm"}; cursor = "srifle"; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; class WeaponSlotsInfo : WeaponSlotsInfo { class MuzzleSlot : asdg_MuzzleSlot_762 { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; iconPosition[] = {0.05, 0.38}; iconPinpoint = "Center"; iconScale = 0.2; }; class CowsSlot : asdg_OpticRail1913 { iconPosition[] = {0.5, 0.3}; iconScale = 0.2; }; class PointerSlot : asdg_FrontSideRail { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; iconPosition[] = {0.35, 0.4}; iconScale = 0.25; }; class UnderBarrelSlot : asdg_UnderSlot { linkProxy = "\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; iconPicture = ""; iconPinpoint = "Center"; iconPosition[] = {0.25, 0.58}; iconScale = 0.2; }; mass = 140; }; distanceZoomMin = 300; distanceZoomMax = 300; modes[] = {"Single", "FullAuto", "single_close_optics1", "single_medium_optics1", "single_far_optics1", "fullauto_medium"}; drySound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_dry", 0.630957, 1, 30}; changeFiremodeSound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_firemode", 0.251189, 1, 5}; reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR_17\SPAR_17_reload", 1.0, 1, 10}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"\MK20_SSR\sound\Closure.ogg", 0.562341, 1, 30}; closure2[] = {"\MK20_SSR\sound\Closure.ogg", 0.562341, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM", "JPEX_ALL_DIST_TAIL" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_Silenced_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM_SILENCED" }; reloadTime = 0.085; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; dispersion = 0.00073; minRange = 2; minRangeProbab = 0.3; midRange = 350; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.05; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM", "JPEX_ALL_DIST_TAIL" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_Silenced_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM_SILENCED" }; reloadTime = 0.085; recoil = "recoil_auto_ebr"; recoilProne = "recoil_auto_prone_ebr"; dispersion = 0.00073; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.05; aiRateOfFire = 1e-006; }; class single_close_optics1 : Single { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.05; midRange = 300; midRangeProbab = 0.8; maxRange = 500; maxRangeProbab = 0.01; aiRateOfFire = 2; aiRateOfFireDistance = 300; }; class single_medium_optics1 : single_close_optics1 { minRange = 300; minRangeProbab = 0.05; midRange = 500; midRangeProbab = 0.7; maxRange = 700; maxRangeProbab = 0.05; aiRateOfFire = 2; aiRateOfFireDistance = 500; }; class single_far_optics1 : single_medium_optics1 { requiredOpticType = 2; minRange = 300; minRangeProbab = 0.05; midRange = 600; midRangeProbab = 0.4; maxRange = 900; maxRangeProbab = 0.05; aiRateOfFire = 4; aiRateOfFireDistance = 600; }; class fullauto_medium : FullAuto { showToPlayer = 0; burst = 2; minRange = 2; minRangeProbab = 0.5; midRange = 50; midRangeProbab = 0.7; maxRange = 100; maxRangeProbab = 0.05; aiRateOfFire = 2; }; aiDispersionCoefY = 3; aiDispersionCoefX = 2; }; }; class CfgSoundSets { class NIARM_carbine_Shot_SoundSet { soundShaders[]= { "NIARM_carbine_Closure_SoundShader", "NIARM_carbine_close_Shot_SoundShader", "NIARM_carbine_Interior_Shot_SoundShader", "NIARM_carbine_mid_Shot_SoundShader", "NIARM_carbine_far_Shot_SoundShader", "NIARM_carbine_close2_Shot_SoundShader", "NIARM_carbine_POOL_Shot_SoundShader" }; volumeFactor=1.495; volumeCurve="jpex_wpn_vl_sin"; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; distanceFilter="jpex_wpn_lp_dia"; occlusionFactor=0.44999999; obstructionFactor=0.34999999; frequencyRandomizer=1; }; class NIARM_carbine_Shell_SoundSet { soundShaders[]= { "JPEX_Rifle_Shell_Inroom_SoundShader" }; volumeFactor=1; volumeCurve="jpex_basic_vl_sin"; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; soundShadersLimit=3; distanceFilter="jpex_wpn_lp_dia"; frequencyRandomizer=3; }; class NIARM_carbine_Shot_Silenced_SoundSet { soundShaders[]= { "NIARM_carbine_Closure_SoundShader", "JPEX_5_56MM_Interior_Silenced_SoundShader", "JPEX_5_56MM_Shot_Silenced_SoundShader" }; volumeFactor=1.495; volumeCurve="jpex_wpn_sd_vl_sin"; occlusionFactor=0.5; obstructionFactor=0.5; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; distanceFilter="jpex_wpn_lp_dia"; frequencyRandomizer=1; }; }; class CfgSoundShaders { class NIARM_carbine_Interior_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (4).ogg", 1 } }; volume="1.3*interior"; }; class NIARM_carbine_Interior_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (4).ogg", 1 } }; volume="2.22*interior"; range=20; }; class NIARM_carbine_Closure_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (4).ogg", 1 } }; volume=2; range=2; rangecurve[]= { {0,1}, {2,0} }; }; class NIARM_carbine_close_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (4).ogg", 1 } }; volume="2.22*(1-interior/1.4)"; range=20; rangeCurve[]= { {0,1}, {20,0} }; }; class NIARM_carbine_close2_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (4).ogg", 1 } }; volume=2.325; range=150; rangeCurve[]= { {0,0}, {20,1}, {150,0} }; }; class NIARM_carbine_mid_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (4).ogg", 1 } }; volume=2.4749999; range=350; rangeCurve[]= { {0,0}, {20,0}, {150,1}, {350,0} }; }; class NIARM_carbine_far_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (4).ogg", 1 } }; volume=2.5999999; range=1000; rangeCurve[]= { {0,0}, {150,0}, {350,1}, {1000,0} }; }; class NIARM_carbine_POOL_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (4).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (5).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (6).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (7).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (8).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (9).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (10).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (11).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (12).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (13).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (14).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (15).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (16).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (17).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (18).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (19).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (20).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (21).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (22).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (23).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (24).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (25).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (26).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (27).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (28).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (29).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (30).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (31).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (32).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (33).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (34).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (35).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (36).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (37).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (38).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (39).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (40).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (41).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (42).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (43).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (44).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (45).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (46).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (47).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (48).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (49).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (50).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (51).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (52).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (53).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (54).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (55).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (56).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (57).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (58).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (59).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (60).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (61).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (62).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (63).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (64).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (65).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (66).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (67).ogg", 1 } }; volume=2.5999999; range=2500; rangeCurve[]= { {0,0}, {200,0}, {1000,1}, {2500,1} }; }; class NIARM_carbine_tailInterior_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (4).ogg", 1 } }; volume="interior"; range=25; limitation=1; }; class NIARM_carbine_Shot_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (4).ogg", 1 } }; volume="2.22*(1-interior/1.4)"; range=250; }; class NIARM_carbine_tailInterior_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (4).ogg", 1 } volume="interior"; range=50; limitation=1; }; }; }; }; };
-
Got a bracket error on line 977 according to the game engine. It could be anywhere. I cannot spot it, some help would be appreciated. Thx in advance, Scott // config.bin - 19:48:23 10/16/17, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class CfgPatches { class MK20_SSR { units[] = {}; weapons[] = {MK20_SSR}; requiredVersion = 0.1; requiredAddons[] = { "A3_Sounds_F", "A3_Sounds_F_exp", "A3_Weapons_F", "A3_Weapons_f_exp", "JSRS_SOUNDMOD_FrameWork", "JSRS_SOUNDMOD_GlobalFilters" }; version="1"; projectName="JSRS - Soundmod for MK20 DMR"; author="SWTX"; }; }; class Mode_SemiAuto; // External class reference class Mode_Burst; // External class reference class Mode_FullAuto; // External class reference class FullAuto; // External class reference class SlotInfo; // External class reference class UnderBarrelSlot; // External class reference class MuzzleSlot; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class asdg_OpticRail1913; // External class reference class asdg_FrontSideRail; // External class reference class InventoryItem_Base_F; // External class reference class InventoryMuzzleItem_Base_F; // External class reference class InventoryFlashLightItem_Base_F; // External class reference class InventoryOpticsItem_Base_F; // External class reference class asdg_UnderSlot; // External class reference class asdg_MuzzleSlot; // External class reference class asdg_MuzzleSlot_762; // External class reference class CfgWeapons { class ItemCore; // External class reference class InventoryUnderItem_Base_F; // External class reference class InventoryMuzzleItem_Base_F; // External class reference class muzzle_snds_H; // External class reference class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference }; class UGL_F; // External class reference class MK20_SSR : Rifle_Base_F { author = CMCSSC; _generalMacro = "srifle_EBR_F"; scope = 2; model = "\MK20_SSR\MK20_SSR.p3d"; displayName = "MK20 DMR"; picture = "\MK20_SSR\UI\MK20_SSR.paa"; UiPicture = "\MK20_SSR\UI\MK20_SSR.paa"; descriptionShort = MK20_DMR; inertia = 0.7; dexterity = 1.3; class ItemInfo { priority = 1; }; magazines[] = {"20Rnd_762x51_Mag"}; reloadAction = "GestureReloadSPAR_01"; recoil = "recoil_ebr"; maxZeroing = 1600; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\mx\data\Anim\MX_dmr.rtm"}; cursor = "srifle"; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; class WeaponSlotsInfo : WeaponSlotsInfo { class MuzzleSlot : asdg_MuzzleSlot_762 { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; iconPosition[] = {0.05, 0.38}; iconPinpoint = "Center"; iconScale = 0.2; }; class CowsSlot : asdg_OpticRail1913 { iconPosition[] = {0.5, 0.3}; iconScale = 0.2; }; class PointerSlot : asdg_FrontSideRail { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; iconPosition[] = {0.35, 0.4}; iconScale = 0.25; }; class UnderBarrelSlot : asdg_UnderSlot { linkProxy = "\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; iconPicture = ""; iconPinpoint = "Center"; iconPosition[] = {0.25, 0.58}; iconScale = 0.2; }; mass = 140; }; distanceZoomMin = 300; distanceZoomMax = 300; modes[] = {"Single", "FullAuto", "single_close_optics1", "single_medium_optics1", "single_far_optics1", "fullauto_medium"}; drySound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_dry", 0.630957, 1, 30}; changeFiremodeSound[] = {"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_firemode", 0.251189, 1, 5}; reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR_17\SPAR_17_reload", 1.0, 1, 10}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"\MK20_SSR\sound\Closure.ogg", 0.562341, 1, 30}; closure2[] = {"\MK20_SSR\sound\Closure.ogg", 0.562341, 1, 30}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM", "JPEX_ALL_DIST_TAIL" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_Silenced_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM_SILENCED" }; reloadTime = 0.085; recoil = "recoil_single_ebr"; recoilProne = "recoil_single_prone_ebr"; dispersion = 0.00073; minRange = 2; minRangeProbab = 0.3; midRange = 350; midRangeProbab = 0.7; maxRange = 500; maxRangeProbab = 0.05; }; }; class FullAuto: Mode_FullAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM", "JPEX_ALL_DIST_TAIL" }; }; class SilencedSound: BaseSoundModeType { soundSetShot[]= { "NIARM_carbine_Shot_Silenced_SoundSet", "NIARM_carbine_Shell_SoundSet", "JPEX_FRAME_CALIBER_5X56MM_SILENCED" }; reloadTime = 0.085; recoil = "recoil_auto_ebr"; recoilProne = "recoil_auto_prone_ebr"; dispersion = 0.00073; minRange = 0; minRangeProbab = 0.9; midRange = 15; midRangeProbab = 0.7; maxRange = 30; maxRangeProbab = 0.05; aiRateOfFire = 1e-006; }; class single_close_optics1 : Single { requiredOpticType = 1; showToPlayer = 0; minRange = 2; minRangeProbab = 0.05; midRange = 300; midRangeProbab = 0.8; maxRange = 500; maxRangeProbab = 0.01; aiRateOfFire = 2; aiRateOfFireDistance = 300; }; class single_medium_optics1 : single_close_optics1 { minRange = 300; minRangeProbab = 0.05; midRange = 500; midRangeProbab = 0.7; maxRange = 700; maxRangeProbab = 0.05; aiRateOfFire = 2; aiRateOfFireDistance = 500; }; class single_far_optics1 : single_medium_optics1 { requiredOpticType = 2; minRange = 300; minRangeProbab = 0.05; midRange = 600; midRangeProbab = 0.4; maxRange = 900; maxRangeProbab = 0.05; aiRateOfFire = 4; aiRateOfFireDistance = 600; }; class fullauto_medium : FullAuto { showToPlayer = 0; burst = 2; minRange = 2; minRangeProbab = 0.5; midRange = 50; midRangeProbab = 0.7; maxRange = 100; maxRangeProbab = 0.05; aiRateOfFire = 2; }; aiDispersionCoefY = 3; aiDispersionCoefX = 2; }; }; class CfgSoundSets { class NIARM_carbine_Shot_SoundSet { soundShaders[]= { "NIARM_carbine_Closure_SoundShader", "NIARM_carbine_close_Shot_SoundShader", "NIARM_carbine_Interior_Shot_SoundShader", "NIARM_carbine_mid_Shot_SoundShader", "NIARM_carbine_far_Shot_SoundShader", "NIARM_carbine_close2_Shot_SoundShader", "NIARM_carbine_POOL_Shot_SoundShader" }; volumeFactor=1.495; volumeCurve="jpex_wpn_vl_sin"; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; distanceFilter="jpex_wpn_lp_dia"; occlusionFactor=0.44999999; obstructionFactor=0.34999999; frequencyRandomizer=1; }; class NIARM_carbine_Shell_SoundSet { soundShaders[]= { "JPEX_Rifle_Shell_Inroom_SoundShader" }; volumeFactor=1; volumeCurve="jpex_basic_vl_sin"; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; soundShadersLimit=3; distanceFilter="jpex_wpn_lp_dia"; frequencyRandomizer=3; }; class NIARM_carbine_Shot_Silenced_SoundSet { soundShaders[]= { "NIARM_carbine_Closure_SoundShader", "JPEX_5_56MM_Interior_Silenced_SoundShader", "JPEX_5_56MM_Shot_Silenced_SoundShader" }; volumeFactor=1.495; volumeCurve="jpex_wpn_sd_vl_sin"; occlusionFactor=0.5; obstructionFactor=0.5; sound3DProcessingType="jpex_wpn_small_prc"; spatial=1; doppler=0; loop=0; distanceFilter="jpex_wpn_lp_dia"; frequencyRandomizer=1; }; }; class CfgSoundShaders { class NIARM_carbine_Interior_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\KATIBA\INT\SD_Close (4).ogg", 1 } }; volume="1.3*interior"; }; class NIARM_carbine_Interior_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close_Interior (4).ogg", 1 } }; volume="2.22*interior"; range=20; }; class NIARM_carbine_Closure_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\Closure\Rifle 1 (4).ogg", 1 } }; volume=2; range=2; rangecurve[]= { {0,1}, {2,0} }; }; class NIARM_carbine_close_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close (4).ogg", 1 } }; volume="2.22*(1-interior/1.4)"; range=20; rangeCurve[]= { {0,1}, {20,0} }; }; class NIARM_carbine_close2_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\SPAR\Close2 (4).ogg", 1 } }; volume=2.325; range=150; rangeCurve[]= { {0,0}, {20,1}, {150,0} }; }; class NIARM_carbine_mid_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Mid (4).ogg", 1 } }; volume=2.4749999; range=350; rangeCurve[]= { {0,0}, {20,0}, {150,1}, {350,0} }; }; class NIARM_carbine_far_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\5x56mm\Dist_Shot1 (4).ogg", 1 } }; volume=2.5999999; range=1000; rangeCurve[]= { {0,0}, {150,0}, {350,1}, {1000,0} }; }; class NIARM_carbine_POOL_Shot_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (4).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (5).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (6).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (7).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (8).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (9).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (10).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (11).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (12).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (13).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (14).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (15).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (16).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (17).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (18).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (19).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (20).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (21).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (22).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (23).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (24).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (25).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (26).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (27).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (28).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (29).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (30).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (31).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (32).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (33).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (34).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (35).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (36).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (37).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (38).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (39).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (40).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (41).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (42).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (43).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (44).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (45).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (46).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (47).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (48).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (49).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (50).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (51).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (52).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (53).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (54).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (55).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (56).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (57).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (58).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (59).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (60).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (61).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (62).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (63).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (64).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (65).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (66).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\DIST_SHOT\POOL\Shots (67).ogg", 1 } }; volume=2.5999999; range=2500; rangeCurve[]= { {0,0}, {200,0}, {1000,1}, {2500,1} }; }; class NIARM_carbine_tailInterior_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (4).ogg", 1 } }; volume="interior"; range=25; limitation=1; }; class NIARM_carbine_Shot_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\MX\SD_Close (4).ogg", 1 } }; volume="2.22*(1-interior/1.4)"; range=250; }; class NIARM_carbine_tailInterior_Silenced_SoundShader { samples[]= { { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (1).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (2).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (3).ogg", 1 }, { "JSRS_SOUNDMOD_P_Weaponsounds\Shot\EMR\Inroom (4).ogg", 1 } volume="interior"; range=50; limitation=1; }; }; }; }; };
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"?" encountered instead of "{" - Config Error
swtx replied to JapE1337's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Fixed ! Check folder names and make sure mod folder names correspond with config path names. Packs and runs just fine now. Scott Out ! #include "BIS_AddonInfo.hpp" class B_RangeMaster_F; class defaultUserActions; class DefaultEventhandlers; class CfgPatches { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F", "A3_Characters_F_BLUFOR", "A3_Characters_F_beta", "A3_Characters_F_gamma" }; class CfgVehicles { class B_RangeMaster_F; class OG_Akutaege: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Akutlæge"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Akutlæge.paa" }; }; }; class OG_Ambulanceredder: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Ambulanceredder"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Ambulanceredder.paa" }; }; class OG_Elev: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Elev"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Elev.paa" }; }; class OG_Laege: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Laege"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Læge.paa" }; }; class OG_Paramediciner: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Paramediciner"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Paramediciner.paa" }; }; class OG_Regionchef: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Regioncehf"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Regioncehf.paa" }; }; class OG_Stationsleder: B_RangeMaster_F { _generalMacro="B_Soldier_F"; scope=2; picture = "OG_Laege_Uni\Skins\ikon\ikon.paa"; displayName="Stationsleder"; nakedUniform="U_BasicBody"; uniformClass="A3L_EC_SOOFC"; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "OG_Laege_Uni\Skins\Stationsleder.paa" }; }; }; -
Custom Vic Config shows no assets in-game
swtx posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The below config packs with no errors, however, the assets do not show up in Eden editor. Hopefully something simple. Please take a look and post your thoughts on getting this to work in-game. Thx in advance, Scott class CfgPatches { class fam_camionetas_trucks { addonRootClass = "A3_Soft_F"; units[]={"fam_camionetas", "fam_camionetas_fc", "fam_camionetas_pf", "fam_camionetas_semar", "fam_camionetas_semar1"}; weapons[]={"SportCarHorn"}; requiredVersion=0.1; requiredAddons[] = {"A3_Soft_F"}; class cfgFactionClasses { class Fuerzas_Armadas_Mexicanas { displayName = "Fuerzas Armadas Mexicanas"; priority = 1; // Position in list. side = 1; // Opfor = 0, Blufor = 1, Indep = 2. icon = "fam_camionetas\Data\UI\fam.paa"; //Custom Icon }; }; }; class cfgVehicleClasses; class Offroad_01_base_F; class CfgVehicles{ class Offroad_01_base_F; class fam_camionetas: Offroad_01_base_F { _generalMacro = "fam_camionetas"; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "FAM"; vehicleClass = "Offroad_01_base_F"; displayName = "SEDENA Offroad"; author = "EPN777"; weapons[] = {}; transportSoldier = 5; audible = 50; armor = 100; armorWheels = 100; armorGlass = 50; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"fam_camionetas\Data\sedena.paa", "fam_camionetas\Data\sedena.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ""; preferRoads = true; brakeDistance = 7.0; }; }; class fam_camionetas_fc: Offroad_01_base_F { _generalMacro = "fam_camionetas_fc"; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "FAM"; vehicleClass = "Offroad_01_base_F"; displayName = "FC Offroad"; author = "EPN777"; weapons[] = {}; transportSoldier = 5; audible = 50; armor = 100; armorWheels = 100; armorGlass = 50; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"fam_camionetas\Data\fc.paa", "fam_camionetas\Data\fc.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ""; preferRoads = true; brakeDistance = 7.0; }; class fam_camionetas_pf: Offroad_01_base_F { _generalMacro = "fam_camionetas_pf"; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "FAM"; vehicleClass = "Offroad_01_base_F"; displayName = "PF Offroad"; author = "EPN777"; weapons[] = {}; transportSoldier = 5; audible = 50; armor = 100; armorWheels = 100; armorGlass = 50; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"fam_camionetas\Data\pf.paa", "fam_camionetas\Data\pf.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = "" ; preferRoads = true; brakeDistance = 7.0; }; class fam_camionetas_semar: Offroad_01_base_F { _generalMacro = "fam_camionetas_semar"; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "FAM"; vehicleClass = "Offroad_01_base_F"; displayName = "Semar Offroad"; author = "EPN777"; weapons[] = {}; transportSoldier = 5; audible = 50; armor = 100; armorWheels = 100; armorGlass = 50; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"fam_camionetas\Data\semar.paa", "fam_camionetas\Data\semar.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ""; preferRoads = true; brakeDistance = 7.0; }; class fam_camionetas_semar1: Offroad_01_base_F { _generalMacro = "fam_camionetas_semar1"; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "FAM"; vehicleClass = "Offroad_01_base_F"; displayName = "Semar_1 Offroad"; author = "EPN777"; weapons[] = {}; transportSoldier = 5; audible = 50; armor = 100; armorWheels = 100; armorGlass = 50; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"fam_camionetas\Data\semar1.paa", "fam_camionetas\Data\semar1.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ""; preferRoads = true; brakeDistance = 7.0; }; };