FusSionzZ97
Member-
Content Count
5 -
Joined
-
Last visited
-
Medals
Community Reputation
11 GoodAbout FusSionzZ97
-
Rank
Rookie
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Updating to the new Weapon Sound config
FusSionzZ97 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello, I need some help converting to the new weapon sound layout due to the 1.24 update breaking all the weapon sounds. I'm currently trying to fix the sounds on the M107 by g00d69 Config: class CfgWeapons { class ItemCore; // External class reference class InventoryOpticsItem_Base_F; // External class reference class InventoryMuzzleItem_Base_F; // External class reference class Zasleh1 : ItemCore { scope = 2; model = "\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_GM6.p3d"; }; class Zasleh2 : ItemCore { scope = 2; model = "\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20"; }; class Zasleh3 : ItemCore { scope = 2; model = "A3\weapons_f\data\zaslehsdl_proxy.p3d"; }; class Muzzle_m107 : ItemCore { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; scope = 2; displayName = "Muzzle_m107"; picture = "\m107\data\gear_muz1.paa"; model = "\m107\muzzbase"; class ItemInfo : InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit = 1.0; visibleFire = 1.0; audibleFire = 1.0; audibleFireTime = 1.0; visibleFireTime = 1.0; cost = 1.0; typicalSpeed = 1.0; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh1"; modes[] = {"Single"}; class Single : Mode_SemiAuto { begin1[] = {"\m107\data\sounds\Sound 1.wav", 2.51189, 1, 1300}; begin2[] = {"\m107\data\sounds\Sound 2.wav", 2.51189, 1, 1300}; begin3[] = {"\m107\data\sounds\Sound 3.wav", 2.51189, 1, 1300}; begin4[] = {"\m107\data\sounds\Sound 4.wav", 2.51189, 1, 1300}; soundBegin[] = {"begin1", 1, "begin2", 1, "begin3", 1, "begin4", 1}; }; }; }; class Muzzle_explo : ItemCore { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; scope = 2; displayName = "Muzzle_explo"; picture = "\m107\data\gear_muz3.paa"; model = "\m107\muzz2"; class ItemInfo : InventoryMuzzleItem_Base_F { mass = 5; class MagazineCoef { initSpeed = 1.0; }; class AmmoCoef { hit = 1.0; visibleFire = 1.0; audibleFire = 1.0; audibleFireTime = 1.0; visibleFireTime = 1.0; cost = 1.0; typicalSpeed = 1.0; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh1"; modes[] = {"Single"}; class Single : Mode_SemiAuto { begin1[] = {"\a3\sounds_f\weapons\Gatling\gatling4.wav", 3, 1, 2000}; begin2[] = {"\a3\sounds_f\weapons\Gatling\gatling4.wav", 3, 1, 2000}; begin3[] = {"\a3\sounds_f\weapons\Gatling\gatling4.wav", 3, 1, 2000}; begin4[] = {"\a3\sounds_f\weapons\Gatling\gatling4.wav", 3, 1, 2000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5, "begin4", 0.5}; }; }; }; class Muzzle_piercing : ItemCore { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; scope = 2; displayName = "Muzzle_piercing"; picture = "\m107\data\gear_muz2.paa"; model = "\m107\sil"; class ItemInfo : InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 1.0; }; class AmmoCoef { hit = 1.0; visibleFire = 1.0; audibleFire = 1.0; audibleFireTime = 1.0; visibleFireTime = 1.0; cost = 1.0; typicalSpeed = 1.0; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; modes[] = {"Single"}; class Single : Mode_SemiAuto { begin1[] = {"\m107\data\sounds\Sound 1.wav", 2.51189, 1, 1300}; begin2[] = {"\m107\data\sounds\Sound 2.wav", 2.51189, 1, 1300}; begin3[] = {"\m107\data\sounds\Sound 3.wav", 2.51189, 1, 1300}; begin4[] = {"\m107\data\sounds\Sound 4.wav", 2.51189, 1, 1300}; soundBegin[] = {"begin1", 1, "begin2", 1, "begin3", 1, "begin4", 1}; }; }; }; class suppressor_QLD : ItemCore { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; scope = 2; displayName = "suppressor_QLD"; picture = "\m107\data\gear_supp.paa"; model = "\m107\supp"; class ItemInfo : InventoryMuzzleItem_Base_F { class MagazineCoef { initSpeed = 0.8; }; class AmmoCoef { hit = 0.8; visibleFire = 0.3; audibleFire = 0.8; visibleFireTime = 0.5; audibleFireTime = 1.0; cost = 1.0; typicalSpeed = 0.8; airFriction = 1.0; }; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh3"; modes[] = {"Single"}; class Single : Mode_SemiAuto { begin1[] = {"A3\sounds_f\weapons\silenced\silent-25.wav", 1.0, 1, 600}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-26.wav", 1.0, 1, 600}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 1.0, 1, 300}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 1.0, 1, 300}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; weaponSoundEffect = "DefaultRifle"; }; }; }; class optic_scop : ItemCore { scope = 2; displayName = "Leupold Scop"; picture = "\A3\weapons_F\Data\UI\gear_acco_sniper_ca.paa"; model = "\m107\m107_scop"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo : InventoryOpticsItem_Base_F { mass = 7; modelOptics = "\m107\Optic"; class OpticsModes { class Scop { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsZoomMin = 0.01042; opticsZoomMax = 0.04167; opticsZoomInit = 0.04167; distanceZoomMin = 500; distanceZoomMax = 500; memoryPointCamera = "eye"; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; visionMode[] = {"Normal", NVG, "Ti"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200}; discreteDistanceInitIndex = 2; }; }; }; }; class optic_scop_Bors : ItemCore { scope = 2; displayName = "Leupold Scop Bors"; picture = "\A3\weapons_F\Data\UI\gear_acco_sniper_ca.paa"; model = "\m107\m107_scop3"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo : InventoryOpticsItem_Base_F { mass = 7; modelOptics = "\m107\Optic"; class OpticsModes { class Scop2 { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsZoomMin = 0.01042; opticsZoomMax = 0.04167; opticsZoomInit = 0.04167; distanceZoomMin = 500; distanceZoomMax = 500; memoryPointCamera = "eye"; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; visionMode[] = {"Normal", NVG, "Ti"}; weaponInfoType = "RscWeaponZeroing"; discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200}; discreteDistanceInitIndex = 2; }; }; }; }; class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference class GunParticles; // External class reference }; class m107_F_default : Rifle_Base_F { scope = 2; autofire = 0; magazines[] = {"127x99_10rnds_mag", "127x99_10rnds_percing", "127x99_10rnds_explo"}; model = "\m107\m107.p3d"; picture = "\m107\data\gear_M107.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_sniper_ca"; reloadAction = "GestureReloadEBR"; handAnim[] = {"OFP2_ManSkeleton", "\m107\data\M107b.rtm"}; displayName = "M107 Leupold Scope"; descriptionShort = "Snipe Rifle"; cursor = "srifle"; dexterity = 0.45; value = 1500; type = 5; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 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}; drySound[] = {"\m107\data\sounds\Dry.wav", 0.316228, 1, 30}; class GunParticles : GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; class WeaponSlotsInfo : WeaponSlotsInfo { class MuzzleSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName = "$STR_A3_CfgWeapons_EBR_base_F_WeaponSlotsInfo_MuzzleSlot0"; compatibleItems[] = {"muzzle_snds_B", "Muzzle_m107", "Muzzle_piercing", "suppressor_QLD", "Muzzle_explo"}; }; class CowsSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_scop", "optic_scop_Bors"}; }; class PointerSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; displayName = "$STR_A3_PointerSlot0"; compatibleItems[] = {"acc_flashlight", "acc_pointer_IR"}; }; }; modes[] = {"Single"}; reloadMagazineSound[] = {"\m107\data\sounds\Reload.wav", 0.1, 1.0}; class Single : Mode_SemiAuto { begin1[] = {"\m107\data\sounds\Sound 1.wav", 2.51189, 1, 1300}; begin2[] = {"\m107\data\sounds\Sound 2.wav", 2.51189, 1, 1300}; begin3[] = {"\m107\data\sounds\Sound 3.wav", 2.51189, 1, 1300}; begin4[] = {"\m107\data\sounds\Sound 4.wav", 2.51189, 1, 1300}; soundBegin[] = {"begin1", 1, "begin2", 1, "begin3", 1, "begin4", 1}; reloadTime = 0.5; aiRateOfFire = 0.5; aiRateOfFireDistance = 1800; recoil = "LynxRecoil"; recoilprone = "LynxRecoilprone"; dispersion = 0.0003; minRange = 0.2; minRangeProbab = 0.1; midRange = 1200; midRangeProbab = 0.7; maxRange = 1800; maxRangeProbab = 0.5; }; weight = 16.3; mass = 160; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_scop"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "Muzzle_m107"; }; }; }; class m107_F_piercing : m107_F_default { displayName = "M107 piercing"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_scop"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "Muzzle_piercing"; }; }; }; class m107_F_explo : m107_F_default { displayName = "M107 explo"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_scop"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "Muzzle_explo"; }; }; }; class m107_F_scop_QLD : m107_F_default { displayName = "M107 Supp QLD"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_scop"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "suppressor_QLD"; }; }; }; class m107_F_scop_Bors : m107_F_default { displayName = "M107 Leupold Scop Bors"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_scop_Bors"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "Muzzle_m107"; }; }; }; }; Could anyone tell me what has exactly changed and how to switch to the new system? Thanks :) -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
FusSionzZ97 replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Edit: Never mind the issue has been solved :) Thanks. -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
FusSionzZ97 replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Hmm, i'm not sure i understand? What is the proper way to update/change a texture? I have followed Scarecrows, and this retexturing tutorial; all ending with the same result :( am i missing something important?Thanks. :) Edit: Wow... That fixed the issue :) Thanks so much for your help. -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
FusSionzZ97 replied to Amit's topic in ARMA 3 - MODELLING - (O2)
This is my .paa view: http://i.imgur.com/oMvpeuS.jpg My in-game result: http://i.imgur.com/iBPcKPJ.jpg my config: http://pastebin.com/v2k93WD2 I'm using the .paa at "\Arma 3\Addons\characters_f\a3\characters_f\BLUFOR\Data\clothing1_co.paa" Am i missing something? -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
FusSionzZ97 replied to Amit's topic in ARMA 3 - MODELLING - (O2)
I'm having troubles trying to simply retexture a uniform. For example (cant post links or images) I have tried to retexture the blufor clothing1_co but when loaded into the game it has pieces of the clothing all over the character (Like the gloves on the stomach and the shoulder's some where random). How do i determine where the clothing pieces in the image actually go on the character in-game? I've followed a few different tutorials including this one and i keep getting the same result. Thanks.