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Found 247 results

  1. hello guys, i've run into a problem... i was using this code to filter units and vehicles by side: ALLindependent = "(getNumber (_x >> 'scope') == 2) and {(getNumber (_x >> 'side') == 2)}" configClasses (configFile >> "CfgVehicles"); ...and was working good , last working check some weeks ago. now i discovered that it put in the list only units (CAManBase) and not a single vehicle! whats wrong with it ? ...especially considering the same code for civilian put in list every unit and vehicles! thanks for any help !
  2. Hi folks, for some reason the created object 'Land_AirconCondenser_01_F' is not listed in (entities "all")? entities can someone from BI keep this in mind for next update? thx
  3. Hello All, I was wondering is there anyway that you can randomize a state of a model when it is placed down in the game. I have 2 models, I have a normal soda can and I also have a crushed one. I am interested to know instead of having 2 classes for each model, can I have just one class name and have it randomly select either the can will be crushed or not crushed. I am generally stuck and I have no idea if this idea is possible. Thanks, Welshy
  4. Hello, I've looked through all the topics in the forum and I haven't founded what I wanted. I'm trying to make a Vest and Helmet mod basically for a unit I'm in. I retextured some of VSM Vests and Helmets, Military Gear Pack vests and 75th Rangers Helmets. I'm just trying to get a Idea on what I need to do to make them a separate standalone mod. and have them in-game as there own class/mod I tried making a config, but it always didn't work. So if someone could help me get started with this that would be great. I'm stumped The configs I tried were all out of date too so there were a shit load of errors. Couldn't find a up-to-date one
  5. I took a launcher where the reticule didn't actually correspond to the ammo it was firing. I found the .paa file for the reticule. I fixed the lines on the .paa file - saved as a new one. Now i want to replace the texture on the launcher's scope with my new one. Only I can't find the line in it's config that points to the reticule texture. I was expecting something like scopeOptic = addon\data\myReticule.paa How do? Cheers, Law
  6. I read in a dev branch update that += can be used to add an entry to a CFG field without knowing it's contents. I have been trying to add a custom magazine to SPAR variants, and figured that it made most sense to modify the SPAR base class, rather than each SPAR variant individually. Thus far I have successfully created a new ammo type, and magazine containing this ammo. Currently I have the following in CfgWeapons.hpp class CfgWeapons { class GrenadeLauncher; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher_Base_F; class arifle_SPAR_01_base_F: Rifle_Base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; }; However, when I examine the magazines field for arifle_SPAR_01_base_F with the mod loaded, it comes up with the default magazines but not the new magazine. This might suggest that the =+ operator does not work, however, I also attempted the following: class CfgWeapons { class GrenadeLauncher; class Rifle_Base_F; class Rifle_Long_Base_F; class Launcher_Base_F; class arifle_SPAR_01_base_F: Rifle_Base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; class arifle_SPAR_01_blk_F: arifle_SPAR_01_base_F { magazines[] += {"law_30rnd_556x45_mss"}; }; }; In the above example; arifle_SPAR_01_base_F retains it's original array of vanilla magazines, with no modded mag. arifle_SPAR_01_blk_F contains no vanilla magazines, but TWO entries of law_30rnd_556x45_mss I'm not really understanding why the change is not being applied to the base class, but is being applied to it's child, or why the magazine appears twice in the child. Clearly I've not quite understood everything about CFG editing yet, and need some help figuring this (because my head hurts and I'm frustrated now). Cheers, Law
  7. I want to add a new uniform to the game. My PBO file is structured like this: config.cpp : When I test my game, this is what it looks like: Is there any mistake in my config file?
  8. Dear all, I have followed BI Wiki on recoil but it didn't work. I don't want to use scripts and editor either so, setUnitRecoilCoefficient 3 is not an option for me. Their link is here: https://community.bistudio.com/wiki/cfgRecoils In order to play a bit with the numbers I have created the following config: class cfgRecoils { class recoil_default; class recoil_dgr_rifle : recoil_default { muzzleOuter[] = {0,0,0,0}; muzzleInner[] = {0,0,0,0}; kickBack[] = {0,0}; permanent = 0; temporary = 0; }; }; class CfgWeapons { class arifle_MXC_F; class dgr_Rifle: arifle_MXC_F { baseWeapon = "dgr_Rifle"; _generalMacro = "dgr_Rifle"; recoil = "recoil_dgr_rifle"; recoilProne = "recoil_dgr_rifle"; maxRecoilSway = 0; swayDecaySpeed = 0; }; }; I was expecting no recoil at all but, the rifle still has the original recoil. What is going on?
  9. Hello community! I am currently doing a lot of config work revolving around submunition parameters. I am getting pretty much all the results I expect, and I am very happy with how its implemented, but there's one thing that I can't find out how to get right. I am trying to create a specific submunition pattern, but have met the wall. What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards. What I am experiencing, is that no matter what settings I tweak, I am getting a 45 degree cone (off the parent vector) (meaning a total of 90 degree spread). I can't get the submunitions to face a direction greater than 45 degrees. Here is the relevant config code: submunitionAmmo="fragment_medium"; submunitionDirectionType="SubmunitionModelDirection"; submunitionParentSpeedCoef=0; submunitionInitSpeed=1000; submunitionInitialOffset[]={0,0,0}; submunitionConeType[]={"random", 20}; submunitionConeAngle=90; submunitionConeAngleHorizontal=90; Swapping submunitionDirectionType from "SubmunitionModelDirection" to "SubmunitionAutoLeveling" has no effect on the spread angle, it just effects the initial direction (retain parent or align to horizon). Changing submunitionConeType from "random", to "randomcenter" or "poissondisc" etc has little effect on what I'm trying to achieve. Altering submunitionConeAngle and submunitionConeAngleHorizontal within values of 45 degrees has an effect (I can tweak how narrow the spread is within +-45 degrees off center - for a total of 90 degree spread. However, changing this to between 45-359 (Degrees) has no effect. Setting it to 360 causes the "cone" to collapse into "0" spread (all submunitions retain parent vector perfectly). So can anyone please help me? The https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit guidelines do not describe accurately what the various patterns mean, or how the custom one acts. Any help would be greatly appreciated, Thanks Str|ke
  10. Hello, I'm trying to change Altis's skybox to use a custom one I've created. class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Weather: Weather { class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class Altis: CAWorld { class Weather: Weather { class Overcast: Overcast { class Weather1: Weather1 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_clear_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_clear_lco.paa"; }; class Weather7: Weather1 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_veryclear_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_veryclear_lco.paa"; }; class Weather2: Weather2 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_almostclear_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_almostclear_lco.paa"; }; class Weather3: Weather3 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_semicloudy_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_semicloudy_lco.paa"; }; class Weather4: Weather4 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_cloudy_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_cloudy_lco.paa"; }; class Weather5: Weather5 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_mostlycloudy_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_mostlycloudy_lco.paa"; }; class Weather6: Weather6 { sky = "A3\Map_Stratis\Data\sky_clear_gs.paa"; horizon = "Test_Skybox\Data\sky_overcast_horizont_sky.paa"; skyR = "A3\Map_Stratis\Data\sky_overcast_lco.paa"; }; }; }; }; }; So far, it hasn't work and the skybox doesn't change at all. Is there anything I'm missing?
  11. So, I have the following problem: The server always overwrites the configuration of the night vision and i cant disable it. https://imgur.com/a/GQide https://imgur.com/a/rm9oc These are screenshots of the options. Has anyone else had this Problem and how do i fix it?
  12. Hi Is it possible to do Multiple inheritance ? I know you can't do like in C++ and just put a comma to make a single class inherit from multiple classes. But would that work in arma 3; Addon A : Class New_Awesome_Class: Arma3_Base_Class Addon B : *(this one requires addon A) Class New_Awesome_Class : Another_Class_from_a_mod The Idea is that I do not want the Arma 3 Base class or the Other Class from the other mod to inherit from each other. But I still need my new class to inherit from Both. How can I do that? Thanks
  13. Hey everyone. I am trying to find instructions on how does spacing (distance from one to another) works. But it I don't see anyone asking that, so I must be missing something very obvious. So I would need help with: How does "position[]={0,0,0};" works? - Currently I am using random numbers in positions just to get any spacing. For example how to create Wedge formation via config file? How to set that leader is on the tip of wedge , 2nd unit is 20 meters from him on his 4 o'clock, 3rd person is 50 meters on his 8 o'clock, etc? How Line formation would look like? Here is example we can use: class example_Wedge { name="Wedge"; class Unit0 { side=1; vehicle="any_unit"; rank="SERGEANT"; position[]={?,?,?}; }; class Unit1 { side=1; vehicle="any_unit"; rank="CORPORAL"; position[]={?,?,?}; }; class Unit2 { side=1; vehicle="any_unit"; rank="PRIVATE"; position[]={?,?,?}; } };
  14. According to the author, @Redphoenix, the information is outdated and should not be used, and the files are no longer necessary. Does anyone know what the updated information is then or what is the author referring to? Thanks!
  15. I just got info that F/A-181 Land to carrier Arrest Max Allowed Speed = 275kmh When Jet DLC first release, the landing speed for a correct AoA with full flaps landing config is around 210kmh, but after one or two updates, the landing speed changed to 275kmh ± 5kmh (in game data says 265kmh on speed = 275kmh AoA too high (too slow) = 270kmh or below AoA too low (too fast) = 280kmh or higher So, with the wire snap speed at 275+, and a correct landing speed at 275kmh ± 5kmh, you will have a big chance of getting a wire snap even landing in a perfect way, which I tested it for a long time and have years of carrier landing experience in ArmA3. Can any devs answer this question: Is the setting intended or just someone forget to change the data? Before update: After update:
  16. Hello, I have seen numerous post about this issue, but can't seem to find a solution that actually works. So here is my problem. I have a classic sector game which I play alone or with a friend, against or with each other. Each side (Bluefor and Opfor) have a squad a player can take over and control. Rest of the forces come from an AI spawn module. It all works perfectly except all the ai's spawned from the modules doesn't bleed any tickets on both sides when they are killed in action. It is only players and ai squad members that I know how to use bleed tickets with. But the Ai's from the module does not work, so it is sort of unbalanced. Please do anyone knows how to bleed tickets form ai spawn module? Script I use for the ai squad mebmers in unit init: this addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  17. Kaede Takagaki

    Need help....

    I just want to find the scripts of open ramp of some vehicles , so the first I place a vehicle and find it in config viewer, double click its name and I can see the UserAction under the folder , then I double click the User Action , however I cant see any options when I enter it, just at the time I disappointed my hand touch one of the button on the right site of the keyboard and suddenly options appeared under the holder like [front_ramp_down, loadcargo,unloadcargo,rear_ramp_down............]I click it in and then get the script. so anyone can tell me how can I see these options??Because I still need to find scripts for other vehicles. I have try many times after it, but all failed , when I double click user actions and then I can see nothing..... Sorry for I cannot upload pics.. Thanks
  18. https://gyazo.com/27e4f556f11939bc7afbabde05b9e5e1 I'm fairly new to modding and I'm trying to create a replacement pack for the current NATO which changes their equipment to gear already existing in the game. I'm trying to make them look more like they were in the Alpha/Beta and first release of the game. But some of my mod config isn't working and I'm not sure why? My rifleman class works fine but when trying to create the grenadier class, I'm having some issues, the uniform, vest and helmet I want (which is identical to the rifleman just for testing purposes) isn't appearing and instead is just left with the vanilla gear, but I know some of the config is working somewhat because it has the addon image next to it in the editor and the backpack I placed on him works. Any help towards tidying my config up (as most of it is a copy and paste of sample configs which I've edited) and making it work would be massively appreciated.
  19. I got a bracket issue in this config and I don't see the problem. Some help would be appreciated. The error message says it's on line 18. class CfgPatches { class PG_niaweapons_226 { requiredaddons[] = { "A3_Data_F", "A3_UI_F", "A3_Anims_F", "A3_Anims_F_Config_Sdr", "A3_Weapons_F", "cba_jr", "hlcweapons_core", "hlc_wp_p226" }; units[] = { }; weapons[] = { }; magazines[] = { }; version = "1.0"; author = "SWTX"; }; }; class hlc_p226_base; class CfgWeapons { class hlc_pistol_P239 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p2399mm_Shot_SoundSet", "nia_p2399mm_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p2269mm_silencerTail_SoundSet", "nia_p2269mm_silencerShot_SoundSet" }; }; }; }; class hlc_pistol_P239_40 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; class hlc_pistol_P239_357 :hlc_p226_base { class BaseSoundModeType; class StandardSound: BaseSoundModeType class Single : Single { class StandardSound : BaseSoundModeType { soundSetShot[] = { "nia_p239_357_Shot_SoundSet", "nia_p239_357_tail_SoundSet" }; }; class SilencedSound : BaseSoundModeType { soundSetShot[] = { "nia_p226_357_silencerShot_SoundSet", "nia_p226_357_silencerTail_SoundSet" }; }; }; }; }; class CfgSoundSets { class nia_p2269mm_Shot_SoundSet { soundShaders[] = { "nia_p2269mm_closeShot_SoundShader", "nia_p2269mm_midShot_SoundShader", "nia_p2269mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_tail_SoundSet { soundShaders[] = { "nia_p2269mm_tailTrees_SoundShader", "nia_p2269mm_tailForest_SoundShader", "nia_p2269mm_tailMeadows_SoundShader", "nia_p2269mm_tailHouses_SoundShader", "nia_p2269mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p2269mm_silencerShot_SoundSet { soundShaders[] = { "nia_p2269mm_silencerShot_SoundShader", "nia_p2269mm_Closure_SoundShader". "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2269mm_silencerTail_SoundSet { soundShaders[] = { "nia_p2269mm_silencerTailTrees_SoundShader", "nia_p2269mm_silencerTailForest_SoundShader", "nia_p2269mm_silencerTailMeadows_SoundShader", "nia_p2269mm_silencerTailHouses_SoundShader", "nia_p2269mm_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p2399mm_Shot_SoundSet { soundShaders[] = { "nia_p2399mm_closeShot_SoundShader", "nia_p2399mm_midShot_SoundShader", "nia_p2399mm_distShot_SoundShader", "nia_p2269mm_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p2399mm_tail_SoundSet { soundShaders[] = { "nia_p2399mm_tailTrees_SoundShader", "nia_p2399mm_tailForest_SoundShader", "nia_p2399mm_tailMeadows_SoundShader", "nia_p2399mm_tailHouses_SoundShader", "nia_p2399mm_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_Shot_SoundSet { soundShaders[] = { "nia_p226_357_closeShot_SoundShader", "nia_p226_357_midShot_SoundShader", "nia_p226_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_tail_SoundSet { soundShaders[] = { "nia_p226_357_tailTrees_SoundShader", "nia_p226_357_tailForest_SoundShader", "nia_p226_357_tailMeadows_SoundShader", "nia_p226_357_tailHouses_SoundShader", "nia_p226_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p226_357_silencerShot_SoundSet { soundShaders[] = { "nia_p226_357_silencerShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p226_357_silencerTail_SoundSet { soundShaders[] = { "nia_p226_357_silencerTailTrees_SoundShader", "nia_p226_357_silencerTailForest_SoundShader", "nia_p226_357_silencerTailMeadows_SoundShader", "nia_p226_357_silencerTailHouses_SoundShader", "nia_p226_357_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; class nia_p239_357_Shot_SoundSet { soundShaders[] = { "nia_p239_357_closeShot_SoundShader", "nia_p239_357_midShot_SoundShader", "nia_p239_357_distShot_SoundShader", "nia_p226_357_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p239_357_tail_SoundSet { soundShaders[] = { "nia_p239_357_tailTrees_SoundShader", "nia_p239_357_tailForest_SoundShader", "nia_p239_357_tailMeadows_SoundShader", "nia_p239_357_tailHouses_SoundShader", "nia_p239_357_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_Shot_SoundSet { soundShaders[] = { "nia_p226_45_closeShot_SoundShader", "nia_p226_45_midShot_SoundShader", "nia_p226_45_distShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare3Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_tail_SoundSet { soundShaders[] = { "nia_p226_45_tailTrees_SoundShader", "nia_p226_45_tailForest_SoundShader", "nia_p226_45_tailMeadows_SoundShader", "nia_p226_45_tailHouses_SoundShader", "nia_p226_45_tailInterior_SoundShader" }; volumeFactor = 1.1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "HLC_rifleTailDistanceFilter"; frequencyRandomizer = 0.3; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; class nia_p227_silencerShot_SoundSet { soundShaders[] = { "nia_p226_45_silencerShot_SoundShader", "nia_p226_45_Closure_SoundShader", "PG_P226_9mm_Shell_Inroom_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "HLC_defaultDistanceFilter"; occlusionFactor = 0.5; obstructionFactor = 0.3; spatial = 1; doppler = 0; loop = 0; }; class nia_p227_silencerTail_SoundSet { soundShaders[] = { "nia_p226_45_silencerTailTrees_SoundShader", "nia_p226_45_silencerTailForest_SoundShader", "nia_p226_45_silencerTailMeadows_SoundShader", "nia_p226_45_silencerTailHouses_SoundShader", "nia_p226_45_silencerTailInterior_SoundShader" }; volumeFactor = 0.7; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 0.1; occlusionFactor = 0.3; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; }; }; class Cfgsoundshaders { class nia_p2269mm_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p2269mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_9mm.ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_9mm.ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 2500; rangeCurve[] = {{ 0,1 },{ 20,1 },{ 40,0 },{ 2500,0 }}; }; class nia_p2269mm_midShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S1_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S2_Mid",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Pistol_S3_Mid",1 }}; volume = 2.00; range = 2500; rangeCurve[] = {{ 0,0 },{ 40,0 },{ 145,1 },{ 300,0 },{ 2500,0 }}; }; class nia_p2269mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\B_9x21_Ball_Dist_6",1 }}; volume = 2.50; range = 2500; rangeCurve[] = {{ 0,0 },{ 145,0 },{ 300,1 },{ 1000,0 },{ 2500,0 }}; }; class nia_p2269mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2269mm_tailForest_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailHouses_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = {{0, 1}, {250, 0.3}, {1500, 0}}; limitation = 1; }; class nia_p2269mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2269mm_tailMeadows_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_tailTrees_SoundShader { samples[] = {{"\A3\Sounds_F_Exp\arsenal\weapons\SMGs\Rogue9\Rogue9_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = {{0, 1}, {2000, 0}}; limitation = 1; }; class nia_p2269mm_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (1).ogg",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\sd_close (2).ogg",1 }}; volume = 1.8*(1-interior/1.4); range = 250; }; class nia_p2269mm_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p2269mm_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p2269mm_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class PG_P226_9mm_Shell_Inroom_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_4",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\File_5",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_3",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_1",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_2",1 }, { "\PG_NIA_P226\Sounds\SIG_Pistols\Casings\shell_Concrete_3",1 }}; volume = "interior"; range = 20; limitation = 1; }; class nia_p2399mm_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p2399mm_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p2399mm_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_239\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p2399mm_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p2399mm_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p2399mm_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\9mm\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p2399mm_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\P226_357SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_357_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_357_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_357_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p239_357_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p239_357_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p239_357_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\Sig_226_357\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p239_357_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p239_357_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p239_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p239_357_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\357sig\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p239_357_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_Closure_SoundShader { samples[] = { { "hlc_wp_p226\snd\p226_first", 1 }, { "hlc_wp_p226\snd\p226_first", 1 } }; range = 10; volume = 1.6; }; class nia_p226_45_closeShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close (1).ogg", 1 } }; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class nia_p226_45_midShot_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_mid", 1 } }; volume = 0.8; range = 1500; rangeCurve[] = { { 0, 0.2 }, { 50, 1 }, { 300, 0 }, { 1500, 0 } }; }; class nia_p226_45_distShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\Close_Distance (1).ogg", 1 } }; volume = 1.0; range = 1500; rangeCurve[] = { { 0, 0 }, { 50, 0 }, { 300, 1 }, { 1500, 1 } }; }; class nia_p226_45_tailDistant_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_taildistant", 1 } }; volume = 1.7782794; range = 1500; rangeCurve[] = { { 0, 0 }, { 300, 0.7 }, { 1500, 1 } }; limitation = 1; }; class nia_p226_45_tailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailForest", 1 } }; volume = " 3.85*((1-interior/1.4)*Forest/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailHouses", 1 } }; volume = "3.85*((1-interior/1.4)*houses/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 200, 0.3 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_indoor", 1 } }; volume = " 3.85*((interior)*0.65)"; range = 350; rangeCurve[] = { { 0, 1 }, { 50, 0.4 }, { 100, 0.2 }, { 350, 0 } }; limitation = 1; }; class nia_p226_45_tailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_meadows", 1 } }; volume = " 3.85*((1-interior/1.4)*(meadows/2 max sea/2)/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_tailTrees_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_tailTrees", 1 } }; volume = " 3.85*((1-interior/1.4)*trees/3)"; range = 1500; rangeCurve[] = { { 0, 1 }, { 1500, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerShot_SoundShader { samples[] = { { "\PG_NIA_P226\Sounds\SIG_Pistols\P226_45\P226_45SD.ogg", 1 } }; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class nia_p226_45_silencerTailForest_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailForest", 1 } }; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailHouses_SoundShader { samples[] = { { "A3\Sounds_F\arsenal\weapons\pistols\P07\P07_silencertailHouses", 1 } }; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailInterior_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltailindoor", 1 } }; volume = "interior"; range = 150; rangeCurve[] = { { 0, 1 }, { 50, 0.3 }, { 150, 0 } }; limitation = 1; }; class nia_p226_45_silencerTailMeadows_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; class nia_p226_45_silencerTailTrees_SoundShader { samples[] = { { "hlc_wp_p226\snd\soundshader\45acp\p226_siltail", 1 } }; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { { 0, 1 }, { 150, 0.3 } }; limitation = 1; }; };
  20. Hello guys. So my friends and I are creating a surreal milsim server together with the least knowledge of coding and scripting. Our will is pretty far serious and realistic. We have a different way of playing our military simulation. So here I am to ask you some crucial questions that matters for our server's developpement. I rent a server with 40 slots on HostHavoc. I barely know how to code so I count on the host panel to take care of most of my mods. What I want is a Realistic Milsim with grades, promotions, multiples units such as recon, infantry and mecanics, airborn and sea. What do you suggest ? I have already RHS mods, CBA and Task force radio installed, and currently have a issue with it. The command line doesn't read it. So my questions are, how can I configure properly my server ? Do I really need a scripter to handle the scripts and missions ? If yes, I hire you monthly. How can I make my mods to work and appear in the server ? If anyone can help me with that stuff I'll be very happy and grateful to you. Reply or send me a PM and we could talk on Discord. I really need someone. Thank you very much.
  21. Hi folks, I noticed when peering about in the light heli configs that the civilian MH heli has user actions to separately open all 4 doors. pic: http://steamcommunity.com/sharedfiles/filedetails/?id=1304367873 i can get it working as a Virtual Garage option but not as an in game action, my intention being to make it so you can open the door before you get in/out. I thought changing 'available' to 1 would do it... i am fairly bad at configs and pretty sure some syntax is outdated. Here is whole config if anyone can see what i'm missing/doing wrong. Currently this kicks up a 'scope' error but otherwise works minus the working doors:
  22. Recently I have been working on a map for fun, however I've now spent over 18 hours trying to fix one thing. My clutter isn't showing up in game. I have no error messages and no crashes; just no clutter on the ground. I've gone through many forums and lots of tutorials but nothing has seemed to work. My surfaces.cfg My clutter.cfg I haven't been able to fix this. Any help would be appreciated.
  23. Hi all, i started learning ARMA modding. My goal is to make flyable plane. The model was created in 3DSMax and textured in Substance Painter. So far got it inside Object Builder have a hard time i got glitches all over my model. But when i exported it as 3ds format not obj or fbx all gone. Now i have texture on my model and basic rvmat need make more and somehow learn the settings. I have problem with external glass i was unable to see inside but i created one more layer of glass and inverted normals and it looks to work. Dunno if is a good way t do. Now i need to learn rvmat, lods and i think i need to create very low models for shadow and collision. Here is th plane model on sketchfab Ver 1 and Ver 2 Here is printscreen from OB rvmat need to be tveaked
  24. So I am working on a mod and want to make it compatible with ACRE2 but not have it be necessary to have ACRE2. So I have 2 soldiers defined in my normal config and giving them the "ItemRadio" item, like so: class GIX_EB_RegInf_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; class GIX_EB_PQD_F: B_Soldier_base_F { _generalMacro="B_Soldier_F"; scope=2; displayName="Rifleman (Paratrooper)"; nakedUniform="U_BasicBody"; uniformClass="GIX_CombatUniform_EB_LZP_PQD"; class Wounds { tex[]={}; mat[]= { "GIX_BAMequipment\Data\noPatch.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "GIX_BAMequipment\Data\noPatch_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; backpack="GIX_B_LZP_AP"; weapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; respawnweapons[]= { "GIX_FAL50_RIS", "Throw", "put" }; magazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; respawnmagazines[]= { "HandGrenade", "HandGrenade", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal", "GIX_20Rnd_762x51_fal" }; hiddenSelections[]= { "Camo" }; hiddenSelectionsTextures[]= { "\GIX_BAMequipment\Data\C_EB_LZP_PQD.paa" }; linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; faction="GIX_Units_BLU"; vehicleClass="GIX_EB_INF"; author="BrAF Team"; }; And then I made a different pbo entirely with the edited config with how I thought it was supposed to be (replacing ItemRadio with ACRE_PRC343), like so: class CfgPatches { class GIX_compat_acre { units[]= { "GIX_EB_RegInf_F", "GIX_EB_PQD_F" }; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F_BLUFOR", "A3_Characters_F_OPFOR", "A3_Characters_F_Common", "A3_Characters_F", "acre_main", "acre_api", "acre_ace_interact", "acre_sys_antenna", "acre_sys_attenuate", "acre_sys_components", "acre_sys_core", "acre_sys_data", "acre_sys_fonts", "acre_sys_gui", "acre_sys_io", "acre_sys_list", "acre_sys_modes", "acre_sys_oe303", "acre_sys_prc77", "acre_sys_prc117f", "acre_sys_prc148", "acre_sys_prc152", "acre_sys_prc343", "acre_sys_radio", "acre_sys_rpc", "acre_sys_sem52sl", "acre_sys_sem70", "acre_sys_server", "acre_sys_signal", "acre_sys_signalmap", "acre_sys_sounds", "acre_tanoa" }; magazines[]={}; ammo[]={}; }; }; class CfgVehicles { class B_Soldier_base_F; class GIX_EB_RegInf_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; class GIX_EB_PQD_F: B_Soldier_base_F { linkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; respawnLinkedItems[]= { "GIX_Helmet_EB", "GIX_Vest_EB_LZP", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ACRE_PRC343" }; }; }; The problem is that with ACRE and the compatibility pbo in the mod folder, it disables all Radios completely, meaning I can't even access the normal Radio item that comes with vanilla A3 through the VA or by spawning the unit.. Any help on what I'm missing?
  25. This is my first terrain, and so I need help in how to make a airport works. If anybody could help me I will be grateful.
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