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Everything posted by swtx
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AA needs to be 4x. Lower your view distance and follow the guide I linked above on YouTube. Be sure to follow the additional linked guide on the YouTube page. It will show you how to get the best results out of your Nvidia settings.
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You need to unlock your PC's potential !! Try this: Go to "Documents" via "File Explorer", select ARMA3 folder and open the A3 CFG file and replace the default values with these: refresh=240; GPU_MaxFramesAhead=1; GPU_DetectedFramesAhead=1; It will do wonders for A3 performance even in the most intense situations. Intel I7 4710 HQ overclocked to 3.5Ghz NVIDIA 860M 4Gig Vram. 16 gig memory. I get 50-60 fps in Georgetown I get 70-80 fps in most other maps in wide open terrain. With a 4 gig video card. If you want more performance, try this guide! Best Guide to date Scott Out! PS, Turn your View Distance down to about 800 to 1000 and see if you see a difference.
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RHS AFRF/ALiVE No entry cfgmagazines
swtx replied to EnvakeoLugaria's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yea, it's just a simple config error with the that RHS mag entry. You will have to extract each config.bin outa each of the factions weapons PBO. Run a search using Visual Studio Code or a similar editor to find the class entry thats causing the problem. Again it's probably in the weapons config bin then post the config with that entry below. -
Need help with a config, undefined base class
swtx replied to Darth Trumpt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
See updated config below. Need to declare "offroad_01base_F" and " I_G_Offroad_01_armed_F" up top. See updated config below. just copy below into a empty cpp file. #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 //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, // DESTRUCTBUILDING = 1, //}; class defaultUserActions; // External class reference class DefaultEventhandlers; // External class reference class offroad_01base_F; // External class reference class I_G_Offroad_01_armed_F ; // External class reference class CfgPatches { class camionetas { units[] = {;}; //weapons[] = {}; //requiredVersion = 0.1; //requiredAddons[] = {"A3_Weapons_F", "a3_weapons_f_beta", "A3_Weapons_F_gamma", "A3_Characters_F", "A3_Characters_F_beta", "A3_Characters_F_gamma", "A3_Soft_F", "A3_air_f", "A3_Air_F_beta"}; }; }; class CfgFactionClasses { class fam_camionetas { icon = "darkknight777_camionetas\data\ui\darkknight777_camionetas_faction_ca.paa"; displayName = Fuerzas del Orden; priority = 100; side = TWest; }; }; class CfgVehicleClasses { class fam_camionetas { displayName = "Fuerzas del Orden"; }; }; class fam_camionetas_sedena_offroad : Offroad_01_base_F { editorPreview = ; _generalMacro = Offroad_01_military_base_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "sedena Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\sedena.paa", "darkknight777_camionetas\Data\sedena.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; preferRoads = true; brakeDistance = 7.0; class Turrets {}; class EventHandlers {}; }; }; }; class fam_camionetas_sedena_armed_offroad : I_G_Offroad_01_armed_F { editorPreview = ; _generalMacro = B_G_Offroad_01_armed_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "sedena Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\sedena.paa", "darkknight777_camionetas\Data\sedena.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; showNVGGunner=1; preferRoads = true; brakeDistance = 7.0; class AnimationSources: AnimationSources { class ReloadAnim { source="reload"; weapon="HMG_M2"; }; class ReloadMagazine { source="reloadmagazine"; weapon="HMG_M2"; }; class Revolving { source="revolving"; weapon="HMG_M2"; }; class muzzle_rot_MG { source="ammorandom"; weapon="HMG_M2"; }; class muzzle_hide_MG { source="reload"; weapon="HMG_M2"; }; }; class Turrets: Turrets { class M2_Turret: MainTurret { disableSoundAttenuation=1; gunnerLeftHandAnimName="handle_L"; gunnerRightHandAnimName="handle_R"; gunnerLeftLegAnimName="leg_L"; gunnerRightLegAnimName="leg_R"; body="mainTurret"; gun="mainGun"; animationSourceBody="mainTurret"; animationSourceGun="mainGun"; turretInfoType="RscOptics_Offroad_01"; discreteDistance[]={100,200,300,400,500,600,800,1000,1200,1500}; discreteDistanceInitIndex=2; gunnerForceOptics=0; gunnerOutOpticsShowCursor=0; weapons[]= { "HMG_M2" }; magazines[]= { "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow" }; minElev=-10; maxElev=40; soundServo[]= { "A3\sounds_f\dummysound", 9.9999977e-007, 1 }; gunnerAction="gunner_offroad01"; gunnerCompartments="Compartment2"; ejectDeadGunner=0; castGunnerShadow=1; stabilizedInAxes=0; gunBeg="usti hlavne"; gunEnd="konec hlavne"; memoryPointGunnerOptics="gunnerview"; optics=0; class GunFire: WeaponCloudsMGun { interval=0.0099999998; }; memoryPointsGetInGunner="pos gunner"; memoryPointsGetInGunnerDir="pos gunner dir"; class ViewOptics: ViewOptics { minFov=0.25; maxFov=1.25; initFov=0.75; }; class ViewGunner: ViewOptics { }; }; }; }; class fam_camionetas_semar_offroad : Offroad_01_base_F { editorPreview = ; _generalMacro = Offroad_01_military_base_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "semar Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\semar.paa", "darkknight777_camionetas\Data\semar.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; preferRoads = true; brakeDistance = 7.0; class Turrets {}; class EventHandlers {}; }; }; }; class fam_camionetas_semar_armed_offroad : I_G_Offroad_01_armed_F { editorPreview = ; _generalMacro = B_G_Offroad_01_armed_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "semar Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\semar.paa", "darkknight777_camionetas\Data\semar.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; showNVGGunner=1; preferRoads = true; brakeDistance = 7.0; class AnimationSources: AnimationSources { class ReloadAnim { source="reload"; weapon="HMG_M2"; }; class ReloadMagazine { source="reloadmagazine"; weapon="HMG_M2"; }; class Revolving { source="revolving"; weapon="HMG_M2"; }; class muzzle_rot_MG { source="ammorandom"; weapon="HMG_M2"; }; class muzzle_hide_MG { source="reload"; weapon="HMG_M2"; }; }; class Turrets: Turrets { class M2_Turret: MainTurret { disableSoundAttenuation=1; gunnerLeftHandAnimName="handle_L"; gunnerRightHandAnimName="handle_R"; gunnerLeftLegAnimName="leg_L"; gunnerRightLegAnimName="leg_R"; body="mainTurret"; gun="mainGun"; animationSourceBody="mainTurret"; animationSourceGun="mainGun"; turretInfoType="RscOptics_Offroad_01"; discreteDistance[]={100,200,300,400,500,600,800,1000,1200,1500}; discreteDistanceInitIndex=2; gunnerForceOptics=0; gunnerOutOpticsShowCursor=0; weapons[]= { "HMG_M2" }; magazines[]= { "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow" }; minElev=-10; maxElev=40; soundServo[]= { "A3\sounds_f\dummysound", 9.9999977e-007, 1 }; gunnerAction="gunner_offroad01"; gunnerCompartments="Compartment2"; ejectDeadGunner=0; castGunnerShadow=1; stabilizedInAxes=0; gunBeg="usti hlavne"; gunEnd="konec hlavne"; memoryPointGunnerOptics="gunnerview"; optics=0; class GunFire: WeaponCloudsMGun { interval=0.0099999998; }; memoryPointsGetInGunner="pos gunner"; memoryPointsGetInGunnerDir="pos gunner dir"; class ViewOptics: ViewOptics { minFov=0.25; maxFov=1.25; initFov=0.75; }; class ViewGunner: ViewOptics { }; }; }; }; class fam_camionetas_semar1_offroad : Offroad_01_base_F { editorPreview = "darkknight777_camionetas\editor\offroad_police.jpg"; _generalMacro = Offroad_01_military_base_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "semar1 Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\semar1.paa", "darkknight777_camionetas\Data\semar1.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; preferRoads = true; brakeDistance = 7.0; class Turrets {}; class EventHandlers {}; }; }; }; class fam_camionetas_semar1_armed_offroad : I_G_Offroad_01_armed_F { editorPreview = "darkknight777_camionetas\editor\offroad_police.jpg"; _generalMacro = B_G_Offroad_01_armed_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "semar1 Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\semar1.paa", "darkknight777_camionetas\Data\semar1.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; showNVGGunner=1; preferRoads = true; brakeDistance = 7.0; class AnimationSources: AnimationSources { class ReloadAnim { source="reload"; weapon="HMG_M2"; }; class ReloadMagazine { source="reloadmagazine"; weapon="HMG_M2"; }; class Revolving { source="revolving"; weapon="HMG_M2"; }; class muzzle_rot_MG { source="ammorandom"; weapon="HMG_M2"; }; class muzzle_hide_MG { source="reload"; weapon="HMG_M2"; }; }; class Turrets: Turrets { class M2_Turret: MainTurret { disableSoundAttenuation=1; gunnerLeftHandAnimName="handle_L"; gunnerRightHandAnimName="handle_R"; gunnerLeftLegAnimName="leg_L"; gunnerRightLegAnimName="leg_R"; body="mainTurret"; gun="mainGun"; animationSourceBody="mainTurret"; animationSourceGun="mainGun"; turretInfoType="RscOptics_Offroad_01"; discreteDistance[]={100,200,300,400,500,600,800,1000,1200,1500}; discreteDistanceInitIndex=2; gunnerForceOptics=0; gunnerOutOpticsShowCursor=0; weapons[]= { "HMG_M2" }; magazines[]= { "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow" }; minElev=-10; maxElev=40; soundServo[]= { "A3\sounds_f\dummysound", 9.9999977e-007, 1 }; gunnerAction="gunner_offroad01"; gunnerCompartments="Compartment2"; ejectDeadGunner=0; castGunnerShadow=1; stabilizedInAxes=0; gunBeg="usti hlavne"; gunEnd="konec hlavne"; memoryPointGunnerOptics="gunnerview"; optics=0; class GunFire: WeaponCloudsMGun { interval=0.0099999998; }; memoryPointsGetInGunner="pos gunner"; memoryPointsGetInGunnerDir="pos gunner dir"; class ViewOptics: ViewOptics { minFov=0.25; maxFov=1.25; initFov=0.75; }; class ViewGunner: ViewOptics { }; }; }; }; class fam_camionetas_fc_offroad : Offroad_01_base_F { editorPreview = "darkknight777_camionetas\editor\offroad_police.jpg"; _generalMacro = Offroad_01_military_base_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "fc Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\fc.paa", "darkknight777_camionetas\Data\fc.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; preferRoads = true; brakeDistance = 7.0; class Turrets {}; class EventHandlers {}; }; }; }; class fam_camionetas_pf_offroad : Offroad_01_base_F { editorPreview = ; _generalMacro = Offroad_01_military_base_F; scope = 2; scopeCurator = 2; cost = 10000; side = TWest; faction = "Fuerzas del Orden"; vehicleClass = "fam_camionetas"; displayName = "pf Offroad"; author = "darkKnight777"; weapons[] = {}; audible = 50; armor = 100; armorWheels = 100; armorGlass = 200; armorEngine = 2.0; hiddenSelections[] = {"camo", "camo2"}; hiddenSelectionsTextures[] = {"darkknight777_camionetas\Data\pf.paa", "darkknight777_camionetas\Data\pf.paa"}; availableForSupportTypes[] = {"Transport"}; typicalCargo[] = {}; crew = ; preferRoads = true; brakeDistance = 7.0; class Turrets {}; class EventHandlers {}; }; }; }; -
Sound Replacement Config / "Undefined base class `Mode_SemiAuto'.
swtx replied to Bayern_Maik's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class Pistol; // External class reference class Mode_SemiAuto; class Pistol_Base_F : Pistol { class WeaponSlotsInfo; // External class reference }; class Modgun : Pistol_Base_F { class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType; // External class reference class StandardSound : BaseSoundModeType { soundSetShot[] = {"P07_Shot_SoundSet","P07_Tail_SoundSet","P07_InteriorTail_SoundSet"}; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = {"P07_silencerShot_SoundSet","P07_silencerTail_SoundSet","P07_silencerInteriorTail_SoundSet"}; }; }; }; Mode semi-auto has to be declared up top. See the new config. You are welcome to use my Pistol Config template posted below. change class names as needed to fit your needs. Works like a charm ;) class CfgPatches { class Pistols_Rook18s { units[] = { }; weapons[] = {"hgun_Rook18_Select_F"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Sounds_F","A3_Weapons_F"}; version = ".08"; ammo[]={"B_9x21_Buffalo_Bore_Ball"}; magazines[]={"30Rnd_9x21_Buffalo_Bore_Mag"}; projectName = "Rook Select Fire"; author = "Project Genesis Team"; }; }; class CfgAmmo { class B_580x42_Ball_F; // External class reference class B_9x21_Ball; // External class reference class BulletBase; // External class reference class B_9x21_Buffalo_Bore_Ball : B_9x21_Ball { hit = 9.94265; nvgOnly=0; indirectHit = 0; indirectHitRange = 0; suppressionRadiusBulletClose = 2; cartridge = "FxCartridge_9mm"; model = "\Rook18s\Auto\data\yellow.p3d"; tracerScale = 0.03; caliber = 0.415; deflecting = 25; visibleFire = 1; audibleFire = 2.5; cost = 100; typicalSpeed = 390.1; airFriction = -0.001095; }; }; class CfgMagazines { class CA_Magazine; // External class reference class 30Rnd_9x21_Mag; // External class reference class 30Rnd_9x21_Buffalo_Bore_Mag : 30Rnd_9x21_Mag { author="Project Genesis Team"; picture = "\A3\weapons_f\data\ui\M_30Rnd_45ACP_CA.paa"; ammo="B_9x21_Buffalo_Bore_Ball"; scope=2; tracersEvery = 1; count = 30 lastRoundsTracer=30; displayName="9mm 30Rnd +P+ Buffalo Bore"; displayNameShort="9mm +P+ FMJ"; descriptionShort = "Caliber: 9x21 +P+ Buffalo Bore FMJ<br />Rounds: 30<br />Used in: 9mm Pistols and submachineguns"; }; }; class Mode_SemiAuto; class Mode_FullAuto; class WeaponSlotsInfo; class CfgWeapons { class Pistol_Base_F; class hgun_Rook18_Select_F : Pistol_Base_F{ scope = 2; model = "\Rook18s\Auto\data\rook40.p3d"; picture ="\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa"; magazines[] = {"30Rnd_9x21_Buffalo_Bore_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag","16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag"}; displayname = "Rook18 9MM Select Fire"; discreteDistance[] = {100, 200}; discreteDistanceInitIndex = 0; descriptionShort = "Rook18s"; reloadAction = "GestureReloadPistol"; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 50; distanceZoomMax = 50; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 30}; drySound[] = {"Rook18s\Auto\sounds\Rookdry.wss", 1, 1, 60}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 40}; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; holsterScale = 0.95; class CowsSlot {}; class PointerSlot {}; }; modes[] = {"Single", "FullAuto"}; class Single: Mode_SemiAuto{ reloadTime = 0.0545; recoil = "recoil_single_pdw"; recoilProne = "recoil_single_prone_pdw"; dispersion = 0.00435; minRange = 2; minRangeProbab = 0.3; midRange = 200; midRangeProbab = 0.7; maxRange = 350; maxRangeProbab = 0.05; aiRateOfFire = 2.0; aiRateOfFireDistance = 500; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_Rook_Tails_Trees_SoundSet","PG_Rook_Tails_Meadows_SoundSet","PG_Rook_Tails_Houses_SoundSet","PG_Rook_Shot_SoundSet","PG_Rook_Mid_SoundSet","PG_Rook_Dist_SoundSet","PG_Rook_Shell_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_Rook_Shot_Silenced_SoundSet","PG_Rook_Shell_SoundSet"}; }; }; class FullAuto: Mode_FullAuto{ reloadTime = 0.06; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.065; minRange = 0; minRangeProbab = 0.1; midRange = 25; midRangeProbab = 0.7; maxRange = 70; maxRangeProbab = 0.05; aiRateOfFire = 1e-006; aiRateOfFireDistance = 50; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"PG_Rook_Tails_Trees_SoundSet","PG_Rook_Tails_Meadows_SoundSet","PG_Rook_Tails_Houses_SoundSet","PG_Rook_Tails_Forest_SoundSet","PG_Rook_Interior_SoundSet","PG_Rook_Full_Auto_SoundSet","PG_Rook_Mid_SoundSet","PG_Rook_Dist_SoundSet","PG_Rook_Shell_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"PG_Rook_Shot_Silenced_SoundSet","PG_Rook_Shell_SoundSet"}; }; }; }; }; class CfgSoundSets { class PG_Rook_Shot_SoundSet { soundShaders[] = {"PG_Rook_Closure_SoundShader","PG_Rook_close_Shot_SoundShader","PG_Rook_Interior_Shot_SoundShader","PG_Rook_mid_Shot_SoundShader", "PG_Rook_far_Shot_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_Rook_Full_Auto_SoundSet { soundShaders[] = {"PG_Rook_Full_Auto_Shot_SoundShader","PG_Rook_Closure_SoundShader","PG_Rook_Interior_Shot_SoundShader","PG_Rook_mid_Shot_SoundShader","PG_Rook_far_Shot_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_Rook_Interior_SoundSet { soundShaders[] = {"PG_Rook_Interior_Shot_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 1; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 1; }; class PG_Rook_Tails_Trees_SoundSet { soundShaders[] = {"Rogue9_tailTrees_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_Rook_Tails_Houses_SoundSet { soundShaders[] = {"Rogue9_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_Rook_Tails_Meadows_SoundSet { soundShaders[] = {"Rogue9_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_Rook_Tails_Forest_SoundSet { soundShaders[] = {"Rogue9_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_Rook_Mid_SoundSet { soundShaders[] = {"PG_Rook_mid_Shot_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_Rook_Dist_SoundSet { soundShaders[] = {"PG_Rook_far_Shot_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_Rook_Shell_SoundSet { soundShaders[] = {"PG_Rook_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 3; }; class PG_Rook_Shot_Silenced_SoundSet { soundShaders[] = {"PG_Rook_Closure_SoundShader","PG_Rook_Interior_Silenced_SoundShader","PG_Rook_Shot_Silenced_SoundShader"}; volumeFactor = 1.495; volumeCurve = "InverseSquare2Curve"; occlusionFactor = 0.5; obstructionFactor = 0.5; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; spatial = 1; doppler = 0; loop = 0; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; frequencyRandomizer = 1; }; }; class CfgSoundShaders { class PG_Rook_Interior_Silenced_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\SD_Interior_1",1 }, { "\Rook18s\Auto\sounds\SD_Interior_2",1 }}; volume = 1.3*interior; range = 65; }; class PG_Rook_Interior_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\Interior_1.ogg",1 }, { "\Rook18s\Auto\sounds\Shots\Interior_2.ogg",1 }, { "\Rook18s\Auto\sounds\Shots\Interior_3.ogg",1 }}; volume = "interior"; range = 65; }; //----------------------------------------------------------------------------------------// class PG_Rook_Closure_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01",1 }, { "A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02",1 }}; volume = 0; range = 0; }; class PG_Rook_Full_Auto_Shot_SoundShader { samples[] = { { "Rook18s\Auto\sounds\Pistol_1",1 }, { "Rook18s\Auto\sounds\Pistol_2",1 }, { "Rook18s\Auto\sounds\Pistol_3",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_Rook_close_Shot_SoundShader { samples[] = { { "Rook18s\Auto\sounds\Pistol_S1.ogg",1 }, { "Rook18s\Auto\sounds\Pistol_S2.ogg",1 }, { "Rook18s\Auto\sounds\Pistol_S3.ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class PG_Rook_mid_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\Pistol_S1_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S2_Mid",1 }, { "\Rook18s\Auto\sounds\Shots\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class PG_Rook_far_Shot_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_1",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_2",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_3",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_4",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_5",1 }, { "\Rook18s\Auto\sounds\Shots\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class Rogue9_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 Rogue9_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 Rogue9_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 Rogue9_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 PG_Rook_Shot_Silenced_SoundShader { samples[] = { { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_1",1 }, { "\A3\sounds_f\weapons\Pistols\Silencer_Rook40_2",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class PG_Rook_tailInterior_Silenced_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\SD_Interior_1",1 }, { "\Rook18s\Auto\sounds\SD_Interior_2",1 }, { "\Rook18s\Auto\sounds\SD_Interior_3",1 }}; volume = "interior"; range = 50; limitation = 1; }; class PG_Rook_Shell_Inroom_SoundShader { samples[] = { { "\Rook18s\Auto\sounds\Casings\File_1",1 }, { "\Rook18s\Auto\sounds\Casings\File_2",1 }, { "\Rook18s\Auto\sounds\Casings\File_3",1 }, { "\Rook18s\Auto\sounds\Casings\File_4",1 }, { "\Rook18s\Auto\sounds\Casings\File_5",1 }, { "\Rook18s\Auto\sounds\Casings\shell_1",1 }, { "\Rook18s\Auto\sounds\Casings\shell_2",1 }, { "\Rook18s\Auto\sounds\Casings\shell_3",1 }, { "\Rook18s\Auto\sounds\Casings\shell_Concrete_1",1 }, { "\Rook18s\Auto\sounds\Casings\shell_Concrete_2",1 }, { "\Rook18s\Auto\sounds\Casings\shell_Concrete_3",1 }}; volume = "interior"; range = 20; limitation = 1; }; }; -
Is BIS going to still developing Arma 3 after Tanks DLC?
swtx replied to esfumato's topic in ARMA 3 - QUESTIONS & ANSWERS
I think it would be fantastic and wicked smart if BI developed an entirely new engine. My wet dream features an engine that incorporates the latest features like dynamic global illumination, procedural destruction, advanced particle system, and dynamic material shaders, which allows the world to react to the game's constantly changing weather like in The Division. The introduction of visual scripting or Blueprints like in UE4 .would be a dream come true for all of us non-scripters out there. It needs to be cutting edge with room to evolve and should able to take advantage of the latest standards for years to come. Scott Out ! -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
swtx replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No problem, Your sounds currently used are fantastic. So far they sound great with NIARMS. Scott -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
swtx replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm in the process of porting JSRS to work with NIARMS. I'm well on my way to getting it done. Hope to release it in a few days. I'm hoping to port Dynasound 2.0 to Specialist Military Arms as well (as time permits). Scott Out Project Genesis Team -
smallarms NIArms Release Thread
swtx replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Guys, I'm porting JSRS to work with NIARMS. I'm well on my way to getting this done. With regard to the P226 and variants. I'm not having any luck de-rapyfing the P226 config, I've tried unrap, Arma 3 tools and Eliteness with no luck. I was hoping you guys could provide me with a config.cpp that I can use as a reference for my sound config. Thx in advance for your help with this, Scott -
It is your mechanical hard drive trying to keep up with whats going on on-screen and in the game. A solid state hard drive will correct that. Scott Out !
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Custom Weapon Sound Not Working
swtx replied to natanbrody's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Be sure to include custom ammo in cfgPatches at the top ammo[ ]={"PRP_556_55gr"} The config looks correct. I will say this, I'm having similar issues using custom *.wss and *.ogg files for my sound mod. The one thing you might want to check is, are you using the most current tools for *.wss and *.ogg conversion? If you figure it out, please post the solution so I might give it a shot to fix my "No Sound" problem -
If only the platform could get CS:GO numbers on Steam Charts I think as the platform evolves the player participation will continue to increase. Especially if a new engine is developed that will include fully destructible environments and true VR support to name a few.
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I've been with the series and a forum member before OFP Demo was released 2001. I've seen the ups and downs of community participation and gameplay involvement. It never ceases to amaze me that in the end, how many lifers there are who really appreciate what BIS has done with the platform since the title was released. It will always be that way. Loyal community members will always be associated with this title and the death of the platform will always be exaggerated but will never happen. I am a lifer and will never give up on this or any future title or platform. This is my personal opinion but I believe that BIS will continue releasing content through the first half of 2018 and then will perhaps spend the next 2-3 or maybe more years developing a new engine for the series to continue maybe under a new title. Again, my personal opinion. Scott Out!
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This the guide I used, It helped a lot. A3 is extremely processor intensive. You might try to turn off some of your services processes running in the background. That might help. Run msconfig in the run command box. Try this guide I'm running I7 processor overclocked to 3.5ghz and 16 gig ram with a Nvidia 860M 4 gig card on a Lenovo laptop and I get great FPS in game and during online game play. 30fps on Tanoa and 50 FPS on all other maps Hope that helps. Scott Out!
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AH-1W source files (UPDATED) SCRIPT QUESTION
swtx replied to Kludo's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You can grab the A2 models here. A2 Sample Models Includes the AH1.- 3 replies
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- ah-1w
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Help with uniform config.
swtx replied to jakeplissken's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new_alpha; containerClass = Supply40; mass = 40; }; }; You were using "B_soldier_new" in both uniforms in the config. Check out the bottom uniformClass. Should work now. Scott out ! -
smallarms NIArms Release Thread
swtx replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found a problem with the P226 and ACE. P226 will not unjam when pistol is cleared. when ACE mod is running concurrently. Great work BTW ! -
http:// Project Genesis Enhanced Pistols A Zubr Rhino Revolver designed to chamber .357 Magnum and a Rook 18s 9mm Select Fire. Brought to you by the Project Genesis Team. Ver.08 Fixed: Optics were available for Rook. Ver.07 Fixed: Full auto sound shaders weren't working on the Rook. Ver.06 Fixed: All sound shaders weren't working. Updated Rook semi-auto fire sound (I keep finding better sounds, ha!). Added a 9mm +P+ Buffalo Bore ammo for the Rook. Much hotter 9mm round with better penetration. Ver.05 Updated Rhino fire sounds to a true magnum sound. Updated Rook Select Fire to use sound shaders. Updated and cleaned up configs for both weapons. Added custom empty casing sounds (interior) for the Rook 18s. Ver .04 Updated Rook Semi-auto fire sounds and tweaked config to remove optics being available with pistol. Rhino Magnum has proper bullet penetration value's. Rook fire's both semi and full-auto modes. Special Thanks: UK_Apollo Lord Jarhead For the config help. Version History: .03 Initial Beta Grab them at Steam Workshop
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Mod has been updated to .08. See the first post for updated info.
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PG Enhanced Pistols has been updated to .07. See the first post for more info.
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RHS Escalation (AFRF and USAF)
swtx replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thx for that, I will give it a shot.- 16577 replies
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RHS Escalation (AFRF and USAF)
swtx replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Could you guys provide me with your NVG and NV scope class names so I can upgrade my full-screen NV mod to support RHS NVG's and variants. Thx for your help with this. Scott PS., your NVG class names are not included on the RHS web site.- 16577 replies
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PG Enhanced Pistols has been updated to .06. See the first post for more info.
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Eliminating Optics being available in VA
swtx posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
To my knowledge, this config entry should remove optics and laser pointers from being available with my custom pistol. class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class PointerSlot {}; class CowsSlot {}; }; If this is correct, it's not working with my custom Rook pistol. Can anyone tell me what I'm doing wrong? Thx in advance for your help. Scott -
Mod has been updated to .05. See the first post for updated info.