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sirupdzija

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Everything posted by sirupdzija

  1. sirupdzija

    VopSound

    sweet my friend! thank you very much!!!
  2. sirupdzija

    VopSound

    hi. why is my vop mod not working? i got following mods working with arma. beta patch 1.15, dbe1(queens gambit), ace and ace islands. of course, i added -vop to commandline (i renamed original mod folder name to this shorter version, just vop). i enter game and try it out in editor, put some soldiers with aks or m4s in editor and preview and their sounds are still lame.
  3. hey dude, is there anything else? this mod is even worse than arma original driving model. it steers even stupider. have you played Operation Flashpoint? Is there something like driving model in ofp? no automated motion, when you move your mouse to one side, the wheel moves that much in one direction and STAYS THERE, until you move it again.
  4. sirupdzija

    Arma feedback thread - based on 1.14

    Which idiot decided to remove "Engine off" action in AI menu through radio commands?! in ofp you could order your ai to turn the engine off without exiting the vehicle, and here you cant. why and is there any cure for that (in the future)?
  5. Is there any addon/mod which improves driving in arma? like, you drive cars and it's like driving in ofp or at least easier than that crazy steerign in arma. so car acts more stable and doesnt turn so erratic.
  6. sirupdzija

    custom face

    how do I put my face in arma face.jpg? whats the easiest way, how to take pictures of myself and how to unfold them so they match to that arma generic custom face areas?
  7. sirupdzija

    custom face

    oh sorry i wasnt clear enough. I want to take pictures of myself and then edit generic arma custom face.jpg to insert my TRUE face inside it so when in game, I'm playing with me
  8. i want to replace gear change sound of vehicles in arma. ive edited this mod and opened its config.bin. here it is: now, what do i need to add in this config.bin to implement my gear.wss: so in game i hear this other gear change sound for all vehicles (except trucks)?
  9. sirupdzija

    replacing

    ok thanks. what is this db value? is that loudness of certain sound like in decibel value? and where can i see it explained in more details? also, what are all those coefficients? Is that the silencing coefficient when you hear sounds from inside the vehicle? another thing: how do I add this gear change sound to all vehicles at once, not by adding that line to every single vehicle in .bin?
  10. sirupdzija

    replacing

    no its not in it, that's the problem. otherwise id already change it... check it urself: #define _ARMA_ #define __EMPTYCLASS(cls) class cls{} //special encoding when re-rapifying //Class config.bin{ class CfgPatches { class YBSM { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAAir","CAA10"}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgAmmo { class Default; class BulletCore; class TimeBombCore; class MineCore; class BulletBase: BulletCore { supersonicCrackNear[] = {"\YBSM\GunFX\sonic_crack_near","db-20",1}; supersonicCrackFar[] = {"\YBSM\GunFX\sonic_crack_far","db-80",1}; soundFly[] = {"\YBSM\GunFX\bullet_noise","db-50",1}; }; class B_20mm_AP: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_20mm","db-20",1}; hitGround[] = {"soundHit1",1}; }; class B_20mm_AA: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_20mm","db-20",1}; hitGround[] = {"soundHit1",1}; }; class B_23mm_AA: BulletBase{}; class B_25mm_HE: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_20mm","db-20",1}; hitGround[] = {"soundHit1",1}; }; class B_30mm_AP: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_30mmAP","db-20",1}; hitGround[] = {"soundHit1",1}; }; class B_30mm_HE: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_30mm","db-20",1}; hitGround[] = {"soundHit1",1}; }; class B_30mmA10_AP: BulletBase { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_30mmDU","db-20",1}; hitGround[] = {"soundHit1",1}; }; class GrenadeCore; class GrenadeBase: GrenadeCore{}; class G_30mm_HE: GrenadeBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_30mm","db+5",1}; }; class G_40mm_HE: GrenadeBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_40mm","db+5",1}; }; class ShellCore; class ShellBase: ShellCore{}; class Sh_105_HE: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_HEShell","db+35",1}; }; class Sh_120_HE: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_HEShell","db+35",1}; }; class Sh_120_SABOT: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_20mm","db+0",1}; }; class Sh_122_HE: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_HEShell","db+35",1}; }; class Sh_125_HE: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_HEShell","db+35",1}; }; class Sh_125_SABOT: ShellBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_20mm","db+0",1}; }; class RocketCore; class RocketBase: RocketCore { soundFly[] = {"\YBSM\RocketFX\rocket_fly","db-50",0.5}; }; class R_Hydra_HE: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_70mm","db+24",1}; }; class R_57mm_HE: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_57mm","db+24",1}; }; class R_80mm_HE: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_80mm","db+24",1}; }; class R_S8T_AT: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_57mm","db+24",1}; }; class R_M136_AT: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_84mm","db+24",1}; }; class R_PG7V_AT: RocketBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_85mm","db+24",1}; }; class R_PG7VR_AT: R_PG7V_AT { soundHit[] = {"\YBSM\ExplosionFX\Explosion_85mm","db+24",1}; }; class MissileCore; class MissileBase: MissileCore { soundFly[] = {"\YBSM\RocketFX\rocket_fly","db-50",1}; }; class M_Stinger_AA: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Stinger","db+24",1}; }; class M_Sidewinder_AA: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_85mm","db+24",1}; }; class M_Strela_AA: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Stinger","db+24",1}; }; class M_AT5_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_AT5","db+24",1}; }; class M_Javelin_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_TOW","db40",1}; }; class M_TOW_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_TOW","db+24",1}; }; class M_Hellfire_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Hellfire","db+24",1}; }; class M_Maverick_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Maverick","db+24",1}; }; class M_Vikhr_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Vikhr","db+24",1}; }; class M_R73_AA: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Vikhr","db+24",1}; }; class M_Ch29_AT: MissileBase { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Ch29","db+24",1}; }; class LaserBombCore; class Bo_GBU12_LGB: LaserBombCore { soundHit[] = {"\YBSM\ExplosionFX\Explosion_GBU12","db+24",1}; soundFly[] = {"\YBSM\RocketFX\bomb_fall","db+0",1}; }; class Grenade; class GrenadeHand: Grenade { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Grenade","db+25",1}; }; class GrenadeHandTimed: GrenadeHand { soundHit[] = {"\YBSM\ExplosionFX\Explosion_Grenade","db+25",1}; }; class SmokeShell: GrenadeHand{}; class TimeBomb: TimeBombCore { soundHit[] = {"\YBSM\ExplosionFX\Explosion_C4","db+35",1}; }; class PipeBomb: TimeBomb { soundHit[] = {"\YBSM\ExplosionFX\Explosion_C4","db+35",1}; }; class Mine: MineCore { soundHit[] = {"\YBSM\ExplosionFX\Explosion_C4","db+10",1}; }; class MineE: Mine { soundHit[] = {"\YBSM\ExplosionFX\Explosion_C4","db+10",1}; }; class FuelExplosion: Default { soundHit1[] = {"\YBSM\ExplosionFX\Explosion_Fuel","db+35",1}; soundHit2[] = {"\YBSM\ExplosionFX\Explosion_Tank","db+35",1}; hitGround[] = {"soundHit1",0.5,"soundHit2",0.5}; }; }; class cfgWeapons { class Default; class Pistol; class LauncherCore; class CannonCore; class M9: Pistol { sound[] = {"\YBSM\GunFX\M9_SS_A","db-10",1}; }; class M9SD: M9 { sound[] = {"\YBSM\GunFX\M9SD_SS_A","db-20",1}; }; class Makarov: Pistol { sound[] = {"\YBSM\GunFX\Makarov_SS_A","db-10",1}; }; class MakarovSD: Makarov{}; class GrenadeLauncher: Default{}; class Rifle; class AK74: Rifle { drySound[] = {"\YBSM\GunFX\AK74_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\AK74_reload","db-85",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\AK74_SS_A","db+0",1}; }; class FullAuto: Mode_FullAuto { sound[] = {"\YBSM\GunFX\AK74_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\AK74_SS_A","db+0",1}; }; }; class AK74GL: AK74 { class AK74Muzzle: AK74{}; class GP25Muzzle: GrenadeLauncher { sound[] = {"\YBSM\GunFX\M203_shot_A","db-50",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M203_reload","db-85",1}; }; }; class AKS74U: AK74 { drySound[] = {"\YBSM\GunFX\AK74_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\AK74_reload","db-85",1}; class Single: Single { sound[] = {"\YBSM\GunFX\AKS74U_SS_A","db+0",1}; }; class FullAuto: FullAuto { sound[] = {"\YBSM\GunFX\AKS74U_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\AKS74U_SS_A","db+0",1}; }; }; class AKS74UN: AKS74U { drySound[] = {"\YBSM\GunFX\AK74_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\AK74_reload","db-85",1}; class Single: Single { sound[] = {"\YBSM\GunFX\AKS74UN_SS_A","db-10",1}; }; class FullAuto: FullAuto { sound[] = {"\YBSM\GunFX\AKS74UN_SS_A","db-10",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\AKS74UN_SS_A","db-10",1}; }; }; class AKS74PSO: AK74{}; class G36A: Rifle { drySound[] = {"\YBSM\GunFX\G36_dry","db-90",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; soundBurst = 0; }; class FullAuto: Mode_FullAuto { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; soundContinuous = 0; }; }; class G36C: G36A { drySound[] = {"\YBSM\GunFX\G36_dry","db-90",1}; class Single: Single { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; }; class Burst: Burst { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; }; class FullAuto: FullAuto { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; soundContinuous = 0; }; }; class G36K: G36A { drySound[] = {"\YBSM\GunFX\G36_dry","db-90",1}; class Single: Single { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; }; class Burst: Burst { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; }; class FullAuto: FullAuto { sound[] = {"\YBSM\GunFX\G36_SS_A","db-10",1}; soundContinuous = 0; }; }; class M16A2: Rifle { drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M16_reload","db-85",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\M16_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\M16_BS_A","db+0",1}; soundBurst = 1; }; }; class M16A2GL: M16A2 { class M16Muzzle: M16A2{}; class M203Muzzle: GrenadeLauncher { sound[] = {"\YBSM\GunFX\M203_shot_A","db-10",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M203_reload","db-60",1}; }; }; class M16A4: M16A2 { class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\M16_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\M16_BS_A","db+0",1}; soundBurst = 1; }; }; class M16A4_ACG: M16A2 { class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\M16_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\M16_BS_A","db+0",1}; soundBurst = 1; }; }; class M16A4_GL: M16A4 { class M16Muzzle: M16A4{}; class M203Muzzle: GrenadeLauncher { sound[] = {"\YBSM\GunFX\M203_shot_A","db-10",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M203_reload","db-60",1}; }; }; class M16A4_ACG_GL: M16A4_GL { class M16Muzzle: M16A4_GL{}; }; class M24: Rifle { soundContinuous = 0; sound[] = {"\YBSM\GunFX\M24_SS_A.wss","db+0",1}; drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M24_reload_v4","db-85",1}; reloadSound[] = {"\YBSM\GunFX\boltaction_reload","db-85",1}; }; class M240: Rifle { drySound[] = {"\YBSM\GunFX\M249_dry","db-90",1}; class manual: Mode_FullAuto { sound[] = {"\YBSM\GunFX\M240_SS_A","db+0",1}; soundContinuous = 0; soundBurst = 0; reloadTime = 0.085; }; class close: manual{}; class short: close{}; class medium: close{}; class far: close{}; }; class M249: Rifle { drySound[] = {"\YBSM\GunFX\M249_dry","db-90",1}; class manual: Mode_FullAuto { sound[] = {"\YBSM\GunFX\M249_SS_A","db+0",1}; soundContinuous = 0; soundBurst = 0; reloadTime = 0.075; }; class close: manual{}; class short: close{}; class medium: close{}; class far: close{}; }; class M4: Rifle { drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M16_reload","db-85",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\M4_SS_A","db+0",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\M4_SS_A","db+0",1}; soundBurst = 0; }; class FullAuto: Mode_FullAuto { sound[] = {"\YBSM\GunFX\M4_SS_A","db+0",1}; }; }; class M4AIM: M4{}; class M4SPR: M4 { class Single: Single { sound[] = {"\YBSM\GunFX\M4SPR_SS_A","db+0",1}; }; }; class M4A1: M4{}; class M4GL: M4 { class M4Muzzle: M4{}; class M203Muzzle: GrenadeLauncher { sound[] = {"\YBSM\GunFX\M203_shot_A","db-10",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M203_reload","db-60",1}; }; class Library{}; }; class M4A1SD: M4AIM { drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M16_reload","db-85",1}; class Single: Single { sound[] = {"\YBSM\GunFX\M4SD_SS_A","db-20",1}; }; class FullAuto: FullAuto { sound[] = {"\YBSM\GunFX\M4SD_SS_A","db-20",1}; }; }; class MP5SD: Rifle { drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\MP5SD_SS_A","db-30",1}; }; class Burst: Mode_Burst { sound[] = {"\YBSM\GunFX\MP5SD_SS_A","db-30",1}; soundContinuous = 0; soundBurst = 0; }; class FullAuto: Mode_FullAuto { sound[] = {"\YBSM\GunFX\MP5SD_SS_A","db-30",1}; soundContinuous = 0; }; }; class MP5A5: MP5SD { drySound[] = {"\YBSM\GunFX\M16_dry","db-90",1}; class Single: Mode_SemiAuto { sound[] = {"\YBSM\GunFX\MP5_SS_A","db+0",1}; }; class Burst: Burst { sound[] = {"\YBSM\GunFX\MP5_SS_A","db+0",1}; }; class FullAuto: Mode_FullAuto { sound[] = {"\YBSM\GunFX\MP5_SS_A","db+0",1}; }; }; class PK: Rifle { drySound[] = {"\YBSM\GunFX\AK74_dry","db-90",1}; class manual: Mode_FullAuto { sound[] = {"\YBSM\GunFX\PK_SS_A","db+0",1}; soundContinuous = 0; soundBurst = 0; reloadTime = 0.10833; }; class close: manual{}; class short: close{}; class medium: close{}; class far: close{}; }; class SVD: Rifle { sound[] = {"\YBSM\GunFX\SVD_SS_A","db+0",1}; drySound[] = {"\YBSM\GunFX\SVD_dry","db-90",1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M21_reload_v4","db-85",1}; }; class M107: Rifle { sound[] = {"\YBSM\GunFX\M107_SS_A","db+0",1}; drySound[] = {"\YBSM\GunFX\M249_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\M107_reload","db-85",1}; }; class KSVK: Rifle { sound[] = {"\YBSM\GunFX\KSVK_SS_A","db+0",1}; drySound[] = {"\YBSM\GunFX\AK74_dry","db-90",1}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\M21_reload_v4","db-85",1}; reloadSound[] = {"\YBSM\GunFX\boltaction_reload","db-85",1}; }; class Launcher; class M136: Launcher { sound[] = {"\YBSM\RocketFX\84mm_fire_A","db+0",1}; drySound[] = {"\YBSM\GunFX\Javelin_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\at_reload","db-85",1}; }; class Javelin: Launcher { sound[] = {"\YBSM\RocketFX\Javelin_fire_A","db+0",1}; drySound[] = {"\YBSM\GunFX\Javelin_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\at_reload","db-30",1}; }; class Stinger: Launcher { sound[] = {"\YBSM\RocketFX\Stinger_fire_A","db+0",1}; drySound[] = {"\YBSM\GunFX\Javelin_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\at_reload","db-85",1}; }; class RPG7V: Launcher { sound[] = {"\YBSM\RocketFX\RPG7_fire_A","db+0",1}; drySound[] = {"\YBSM\GunFX\Javelin_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\RPG7_reload","db-85",1}; }; class Strela: Launcher { sound[] = {"\YBSM\RocketFX\Strela_fire_A","db+0",1}; drySound[] = {"\YBSM\GunFX\Javelin_dry","db-90",1}; reloadMagazineSound[] = {"\YBSM\GunFX\at_reload","db-85",1}; }; class Throw: GrenadeLauncher { class ThrowMuzzle: GrenadeLauncher{}; class HandGrenadeMuzzle: ThrowMuzzle { sound[] = {"\YBSM\GunFX\pull_pin","db-60",1}; }; class HandGrenadeTimedMuzzle: ThrowMuzzle { sound[] = {"\YBSM\GunFX\pull_pin","db-60",1}; }; class SmokeShellMuzzle: ThrowMuzzle { sound[] = {"\YBSM\GunFX\pull_pin","db-60",1}; }; class SmokeShellRedMuzzle: ThrowMuzzle { sound[] = {"\YBSM\GunFX\pull_pin","db-60",1}; }; class SmokeShellGreenMuzzle: ThrowMuzzle { sound[] = {"\YBSM\GunFX\pull_pin","db-60",1}; }; }; class Put: Default { class PutMuzzle: Default{}; class TimeBombMuzzle: PutMuzzle{}; class PipeBombMuzzle: PutMuzzle{}; class MineMuzzle: PutMuzzle{}; class MineEMuzzle: PutMuzzle{}; }; class TimeBomb: Default{}; class Mine: TimeBomb{}; class MineE: TimeBomb{}; class PipeBomb: Put{}; class MGun; class M134: MGun { class LowROF: Mode_FullAuto { sound[] = {"\YBSM\GunFX\M134_BS_A","db+0",1}; soundContinuous = 1; }; class HighROF: LowROF { sound[] = {"\YBSM\GunFX\M134_BS_A","db+0",1.2}; soundContinuous = 1; showToPlayer = 1; }; }; class M240_veh: MGun { sound[] = {"\YBSM\GunFX\M240_SS_B","db+0",1}; soundContinuous = 0; reloadTime = 0.085; }; class PKT: MGun { sound[] = {"\YBSM\GunFX\PKT_SS_A","db+0",1}; soundContinuous = 0; reloadTime = 0.12; }; class M2: MGun { sound[] = {"\YBSM\GunFX\M2HB_SS_A","db+0",1}; reloadMagazineSound[] = {"\YBSM\GunFX\mg_reload","db-85",1}; reloadTime = 0.09231; }; class DSHKM: MGun { sound[] = {"\YBSM\GunFX\DShKM_SS_A","db+0",1}; reloadMagazineSound[] = {"\YBSM\GunFX\mg_reload","db-85",1}; }; class KPVT: MGun { sound[] = {"\YBSM\GunFX\KPVT_SS_A","db+20",1}; }; class M168: CannonCore { sound[] = {"\YBSM\GunFX\M61_BS_A","db+20",1}; soundContinuous = 1; }; class M197: CannonCore { sound[] = {"\YBSM\GunFX\M197_BS_A","db+20",1}; }; class AZP85: CannonCore { sound[] = {"\YBSM\GunFX\ZSU23_BS_A","db+20",1}; }; class GAU8: CannonCore { class Burst1: Mode_FullAuto { sound[] = {"\YBSM\GunFX\GAU8_BS_A","db+20",1}; soundContinuous = 0; }; class Burst2: Burst1 { sound[] = {"\YBSM\GunFX\GAU8_BS_B","db+20",1}; }; }; class GAU12: CannonCore { sound[] = {"\YBSM\GunFX\GAU12_BS_A","db+20",1}; soundContinuous = 1; }; class GSh301: CannonCore { soundContinuous = 1; }; class 2A42: CannonCore { class LowROF: Mode_FullAuto { sound[] = {"\YBSM\GunFX\2A42_SS_A","db+20",1}; soundContinuous = 0; }; class HighROF: LowROF { sound[] = {"\YBSM\GunFX\2A42_BS_A","db+20",1}; soundContinuous = 0; }; }; class AGS30: MGun { sound[] = {"\YBSM\GunFX\AGS30_shot_A","db+0",1}; reloadMagazineSound[] = {"\YBSM\GunFX\Mk19_reload","db-80",1}; }; class MK19: MGun { sound[] = {"\YBSM\GunFX\Mk19_shot_A","db+0",1}; reloadMagazineSound[] = {"\YBSM\GunFX\Mk19_reload","db-80",1}; }; class M119: CannonCore { sound[] = {"\YBSM\GunFX\M119_shot_A","db+30",1}; }; class M256: CannonCore { sound[] = {"\YBSM\GunFX\M256_shot_A","db+30",1}; reloadSound[] = {"\YBSM\GunFX\M256_reload","db-80",1}; }; class D30: CannonCore { sound[] = {"\YBSM\GunFX\D30_shot_A","db+30",1}; }; class D81: CannonCore { sound[] = {"\YBSM\GunFX\D81_shot_A","db+30",1}; }; class MissileLauncher: LauncherCore{}; class RocketPods: LauncherCore{}; class FFARLauncher: RocketPods { sound[] = {"\YBSM\RocketFX\70mm_fire_A","db+0",1}; }; class 57mmLauncher: RocketPods { sound[] = {"\YBSM\RocketFX\57mm_fire_A","db+0",1}; }; class 80mmLauncher: RocketPods { sound[] = {"\YBSM\RocketFX\80mm_fire_A","db+0",1}; }; class S8Launcher: RocketPods { sound[] = {"\YBSM\RocketFX\S8T_fire_A","db+0",1}; }; class SidewinderLaucher: MissileLauncher { sound[] = {"\YBSM\RocketFX\AIM9_fire_A","db+0",1}; }; class AT5Launcher: MissileLauncher { sound[] = {"\YBSM\RocketFX\AT5_fire_A","db+0",1}; }; class TOWLauncher: MissileLauncher { sound[] = {"\YBSM\RocketFX\TOW_fire_A","db+0",1}; }; class HellfireLauncher: MissileLauncher { sound[] = {"\YBSM\RocketFX\Hellfire_fire_A","db+0",1}; }; class MaverickLauncher: MissileLauncher { sound[] = {"\YBSM\RocketFX\Maverick_fire_A","db+0",1}; }; class VikhrLauncher: MissileLauncher { sound[] = {"\YBSM\RocketFX\Vikhr_fire_A","db+0",1}; }; class R73Launcher: MissileLauncher { sound[] = {"\YBSM\RocketFX\R73_fire_A","db+0",1}; }; class Ch29Launcher: MissileLauncher { sound[] = {"\YBSM\RocketFX\Ch29_fire_A","db+0",1}; }; class BombLauncher: RocketPods { sound[] = {"\YBSM\RocketFX\bomb_release","db+0",1}; }; }; class CfgVehicles { class AllVehicles; class Land; class LandVehicle: Land { class NewTurret; }; class Car: LandVehicle { class Turrets { class MainTurret: NewTurret{}; }; }; class Truck: Car{}; class StaticWeapon: LandVehicle { class Turrets { class MainTurret: NewTurret{}; }; }; class HMMWV50: Car { soundEngine[] = {"\YBSM\VehicleFX\HMMWV_engine","db-40",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class HMMWVTOW: HMMWV50 { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class HMMWVMK: HMMWV50 { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class HMMWV: HMMWV50 { occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; class Turrets{}; }; class Truck5tMG: Truck { soundEngine[] = {"\YBSM\VehicleFX\5t_Truck_engine","db-40",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Truck5t: Truck5tMG { insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; }; class Truck5tOpen: Truck5t { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; }; class Truck5tRepair: Truck5t{}; class Truck5tReammo: Truck5t{}; class Truck5tRefuel: Truck5t{}; class StrykerBase: Car { occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Stryker_ICV_M2: StrykerBase { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Stryker_ICV_MK19: StrykerBase { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Stryker_TOW: StrykerBase { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class UAZMG: Car { soundEngine[] = {"\YBSM\VehicleFX\UAZ_engine","db-40",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class UAZ_AGS30: UAZMG { soundEngine[] = {"\YBSM\VehicleFX\UAZ_engine","db-40",1}; insideSoundCoef = 1; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class UAZ: UAZMG { soundEngine[] = {"\YBSM\VehicleFX\UAZ_engine","db-40",1}; insideSoundCoef = 0.9; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets{}; }; class Ural: Truck { soundEngine[] = {"\YBSM\VehicleFX\Ural_engine","db-40",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets{}; }; class UralOpen: Ural { occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; }; class UralRepair: Ural{}; class UralReammo: Ural{}; class UralRefuel: Ural{}; class UralCivil: Ural{}; class UralCivil2: UralCivil{}; class BRDM2: Car { soundEngine[] = {"\YBSM\VehicleFX\BRDM_engine","db-20",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class BRDM2_ATGM: BRDM2 { class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class SkodaBase: Car{}; class Skoda: SkodaBase{}; class SkodaBlue: SkodaBase{}; class SkodaRed: SkodaBase{}; class SkodaGreen: SkodaBase{}; class datsun1_civil_1_open: SkodaBase{}; class datsun1_civil_2_covered: datsun1_civil_1_open{}; class datsun1_civil_3_open: datsun1_civil_1_open{}; class LandroverMG: Car { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Landrover_Closed: LandroverMG { insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets{}; }; class Landrover: Landrover_Closed { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Bus_city: Car { soundEngine[] = {"\ca\wheeled\Data\Sound\Scud_engine_v2","db-40",0.8}; soundGetIn[] = {"\ca\wheeled\Data\Sound\Bus_openclose","db-60",1}; soundGetOut[] = {"\ca\wheeled\Data\Sound\Bus_openclose","db-60",1}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v4","db-85",1}; }; class tractor: Car{}; class car_hatchback: SkodaBase{}; class car_sedan: SkodaBase{}; class hilux1_civil_1_open: Car { soundEngine[] = {"\ca\wheeled\Data\Sound\Hilux_engine1","db-40",0.8}; }; class hilux1_civil_2_covered: hilux1_civil_1_open{}; class hilux1_civil_3_open: hilux1_civil_1_open{}; class Motorcycle; class TT650G: Motorcycle { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class TT650C: TT650G { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class M1030: Motorcycle { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Air: AllVehicles { class NewTurret; }; class Helicopter: Air { class Turrets { class MainTurret: NewTurret{}; }; soundDammage[] = {"\YBSM\VehicleFX\caution","db-50",1}; }; class Plane: Air { soundDammage[] = {"\YBSM\VehicleFX\caution","db-50",1}; }; class ParachuteBase: Helicopter{}; class AH1W: Helicopter { soundEngine[] = {"\YBSM\VehicleFX\AH-1_engine","db+25",1}; insideSoundCoef = 0.6; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class UH60MG: Helicopter { soundEngine[] = {"\YBSM\VehicleFX\UH-60_engine","db+25",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class UH60: UH60MG { class Turrets{}; }; class AH6: Helicopter { soundEngine[] = {"\YBSM\VehicleFX\AH6_engine","db+25",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class AH6_RACS: AH6{}; class MH6: AH6 { soundEngine[] = {"\YBSM\VehicleFX\AH6_engine","db+25",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class MH6_RACS: MH6{}; class AV8B: Plane { soundEngine[] = {"\YBSM\VehicleFX\AV-8B_engine","db+25",1}; soundServo[] = {"\YBSM\VehicleFX\flaps","db-60",1}; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class AV8B2: AV8B{}; class A10: Plane { soundEngine[] = {"\YBSM\VehicleFX\A-10_engine","db+25",1}; soundServo[] = {"\YBSM\VehicleFX\flaps","db-60",1}; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Su34: Plane { class Turrets { class MainTurret: NewTurret{}; soundServo[] = {"\YBSM\VehicleFX\flaps","db-60",1}; }; }; class Su34B: Su34 { class Turrets { class MainTurret: NewTurret{}; }; }; class KA50: Helicopter { soundEngine[] = {"\YBSM\VehicleFX\KA-50_engine","db+25",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Mi17_MG: Helicopter { soundEngine[] = {"\YBSM\VehicleFX\Mi-17_engine","db+25",1}; insideSoundCoef = 0.0001; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Mi17: Mi17_MG{}; class Tank: LandVehicle { class Turrets { class MainTurret: NewTurret { class Turrets { class CommanderOptics: NewTurret{}; }; }; }; }; class M1Abrams: Tank { soundEngine[] = {"\YBSM\VehicleFX\M1A1_engine","db-20",1}; soundEnviron[] = {"\YBSM\VehicleFX\M1A1_treads","db-20",1}; insideSoundCoef = 0.1; occludeSoundsWhenIn = "db-20"; obstructSoundsWhenIn = "db-10"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret { soundServo[] = {"\YBSM\VehicleFX\M1A1_servo","db-60",1}; class Turrets: Turrets { class CommanderOptics: CommanderOptics{}; }; }; }; }; class M113: Tank { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret { class Turrets{}; }; }; }; class M113_RACS: M113 { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class M113Ambul: M113 { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Vulcan: M113 { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Vulcan_RACS: Vulcan { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class BMP2: Tank { insideSoundCoef = 0.01; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics{}; }; }; }; }; class BMP2Ambul: BMP2{}; class T72: Tank { insideSoundCoef = 0.5; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics{}; }; }; }; }; class ZSU: Tank { insideSoundCoef = 0.5; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics{}; }; }; }; }; class Ship: AllVehicles { class HitEngine{}; class NewTurret; class Turrets; }; class RHIB: Ship { soundEngine[] = {"\YBSM\VehicleFX\RHIB_engine","db-10",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: NewTurret { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; }; }; class RHIB2Turret: RHIB { class Turrets: Turrets { class MainTurret: MainTurret { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class BackTurret: MainTurret { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; }; }; class Zodiac: Ship { soundEngine[] = {"\YBSM\VehicleFX\CRRC_engine","db-55",1}; insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; }; class Zodiac2: Zodiac{}; class PBX: Zodiac{}; class M2StaticMG: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class M119: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class DSHKM: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class AGS: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class D30: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class SearchLight: StaticWeapon { insideSoundCoef = 1; occludeSoundsWhenIn = "db-0"; obstructSoundsWhenIn = "db-0"; obstructSoundLFRatio = 0; occludeSoundLFRatio = 0.25; class Turrets: Turrets { class MainTurret: MainTurret{}; }; }; class Man: Land{}; class CAManBase: Man { hitSound1[] = {"\ca\Characters\Data\Sound\Hit11","db-65",1}; hitSound2[] = {"\ca\Characters\Data\Sound\Hit12","db-65",1}; soundEnviron[] = {"\ca\characters\Data\sound\dirt_L","db-65",1}; soundEngine[] = {"\YBSM\VehicleFX\breath","db-50",1}; }; }; //};
  11. AND *Some extra modifications have been made after release of the youtube videos above. YBSM = Youtube Based Sound Mod ... DESCRIPTION: All the sounds used in this mod were recorded from youtube movies, real weapons and vehicles. CONTRIBUTE IN DEVELOPMENT: This is meant to be sort of an "open source" sound mod, so you can alter whichever sound you want (if you think you can make it more realistic) and upload the changed sound mod. Just don't forget to notify others what you have changed and if possible, add a video of your changes so people can decide whether they want to download it or not. And please label your uploaded rar with different mod version number. For example, if the latest version is YBSM v1.07.rar, you name yours YBSM v1.08.rar. TOOLS: Mod editing tools are included in this rar so if you wish to contribute, please do, you already have all you need. If you need good and free sound editing tool, here is one: http://www.webtalkster.com/KISS_free_wave_editor.htm After you finish editing sounds, you can upload your work on one of the file hosting servers, for example: http://www.mediafire.com/ or RapidShare: http://rapidshare.com/ or you name it. Just google for: "file hosting". HOW TO EDIT? 1) Use Unpbo to decompress the mod's addons. 2) Use WSSFileConverter to convert wss2wav 3) Replace existing wavs with ones you like (has to be 44,1kHz, mono wave file) 4) Use WSSFileConverter to convert wav2wss 5) Use MakePBO to compress changed mod directory back to pbo Additional: Use Laza to read, change and save config.bin or .cpp files. Alternatively, use Eliteness to decompress pbos, convert them to bin files, edit and recompress/rapify (NOTE: I had problems using Eliteness, so I recommend using Laza, but you're free to try). You can use unRap to convert config.bin to cpp, user-friendly files. (That's just if you like those file types better). None of those are needed, only necessary steps are those 5 above. I must not forget to give credit to guys who made ModernWarSound mod, which I used as basis for this one. Thank you for lighting the way! Enjoy one of the most realistic games there is (and please try to improve this mod so we can all enjoy better sounds)! Allen[CRO] Download it here: http://www.mediafire.com/download.php?999keyygeid or here: http://rapidshare.com/files/77939136/YBSM_v1.00__by_Allen_.rar
  12. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    YBSM v1.02 with bisign files and bikey file: http://rapidshare.com/files/84602369/YBSM_v1.02__by_Allen_.rar or http://www.mediafire.com/?ay3y041lbzm
  13. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    I was said that it wont be modified thats why I didn't reupload the pbos. Ill do it now. EDIT: ".bisign files should be moved to addons folder with mod files." This addons folder: ...\"ArmaRootFolder"\AddOns or this one: ...\"ArmaRootFolder"\@YBSM\AddOns ?
  14. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    ok ty for the help. I still cant automate the procedure, cause associating pbos with cpbo doesnt work, dunno why, i doubleclicked the cpbo.exe and selected yes, still no association. So im using it from command prompt. Anyways, here are the bisign files and bikey: http://rapidshare.com/files/84322151/YBSM_bisign_files.rar Where should I put those files? Where does .bikey file go and where do .bisign files go?
  15. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    yeah, ure right, ofp pbo creatros were used. I did that because I had problems with cpbo couldnt pbo it cant remember why anymore... Any other good packer? (arma packer)
  16. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    bisign files were not created. why not? there was no mistake in syntax
  17. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    hm im not sure if i did it correctly. this is what i did: -downloaded DScreatekey and dssignfile -moved both of em to c:\ -in command prompt typed "dscreatekey YBSM" from root(c:\ that created YBSM.biprivatekey and YBSM.bikey -moved YBSM.pbo and YBSM_Cfg.pbo to c:\ -typed DSSignFile YBSM.biprivatekey YBSM.pbo and DSSignFile YBSM.biprivatekey YBSM_Cfg.pbo -that didnt create anything in root folder. thats it. Is that correct procedure? Does this dssignfile.exe change my original ybsm.pbo and cfg.pbo so theyre signed or should it create some new file? If thats correct what I did, what should I upload? Both signed pbos(YBSM.pbo and YBSM_Cfg.pbo) and YBSM.bikey in the same folder? I dont quite understand this process so please tell me what needs to be done if I made a mistake. Or you do it yourself and upload signed files somewhere
  18. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    how do you do that(signing)? which other tool? EDIT: you can do it yourself too hey ike, can you send me some preview of fdf youre using (youtube movie or smth), cause those sounds ive heard on youtube were lame. i liked fdf better for ofp. ANOTHER EDIT: cause if this is it: http://www.youtube.com/watch?v=s7j-khGNtX0 it sounds awfully wrong, like some kid was playing with firecrackers. I dont see better quality, but thats because its on youtube
  19. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    Ok, it should work now. I had the same problem myself and now it should work fine. Mikefictitious also asked if its possible to add more than one sound for each weapon. I'm pretty sure that it is and I think that CSM uses that, but unfortunately I don't know how to add multiple sounds or how to make the pitch change in respect with distance from weapon being fired, nor how it should sound from which distance. So, if anyone knows how to add multiple sounds to each weapon or just change the pitch of the weapon's sound in mod's config file, please do help by advices or links. YBSM_v1.02: http://www.mediafire.com/?1xm2rkk0hyy or http://rapidshare.com/files/80737925/YBSM_v1.02__by_Allen_.rar -fixed ocurrences when weapons being fired by AI sound default (AK74)
  20. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    @teliko: Do you mean firing bullet sound or gp25 itself sound? If you mean gp25 then yeah, its stock because I couldnt find better sound on youtube, ive searched it and realized that they sound same like that stock ingame sound, only lower quality. If you meant ak firing bullet sound, then I don't know why is that because mine is working fine And I uploaded my version so yours should work fine too. Id like some feedback from others if they have the same problem with that sound too. @pkiniraq: When betsalel mentioned duplicity of sounds in your 1.01 version I realized what it must be. When you were using wss2wav converter and after you finished edting sounds and converted them back from wav to wss you didnt check the "Delete wav files after encode" checkbox in software so now you have both wss and wav files for all of the sounds in mod. Just unpbo the mod and delete all wavs, pbo it back and check in game if its all still louder and as you want it to be then upload it back and give us link.
  21. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    hello there guys havent visited the forum in some time. I see you released next version of ybsm which is great, im glad someone accepted idea of constant improving. I dont understand why is your version over 100 MB in size, when first version is about 25MB, so can you tell me what did you exactly do, how did you make it louder. It shouldnt be that big, but anyways thanks for the effort. Regarding mikefictitiouses weapon sounds: I tried them and here you can download movie showing them in game. Machinegun sounds are somewhat slower because of recording and lower fps. If you like those sounds better than original ones I can upload this modified ybsm as another version. Personally, I like original sounds better. I hope I'm not subjective because they are mine Here is the movie: http://rapidshare.com/files/80485958/Movie.wmv And please tell me would you like me to upload next version of ybsm with these sounds. p.s. mp5 is not in movie cause i cant find it in game. only silenced version, but you can hear how it sounds from that sound file mike uploaded
  22. Hi. I've translated my russian version of ArmedAssault to english version by changing the stringtables. (replacing russian values with english values in .csvs). It's working with an exception. When you right click enemy targets in game to identify it says the name of the unit in russian. so the sentence looks like this: 2 O'clock, enemy "WordInRussian", 500m. (correct sentence: 2 O'clock, enemy soldier, 500m. or "WordForSoldierInRussian" is history And so on and on. Those variables are these marks in stringtables: %2 and %1 and %3 .... Where are they kept and how do I change target/object labels to english? thank you
  23. sirupdzija

    Translating arma to english

    Yes it does, my friend, yes it does! Thank you for your help, it is ok now. Merry christmas and bye.
  24. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    Nije lose sirupdzija hehe hvala
  25. sirupdzija

    Youtube based sound mod (ybsm) v1.0

    I dont know, I like aircraft sounds better than default ones. Especially bh cobra and kamov. Theyre all recorded from youtube. But ok, if you dont like it you can easily change it: http://www.stage6.com/user....-5-mins
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