.kju 3241 Posted April 17, 2013 (edited) Preface --- This is mostly for people already into sound modding. Not much support will be provided. For starters check this: http://forums.bistudio.com/showthread.php?79935-Arma-2-Sound-Modding-101 https://dev.withsix.com/projects/kmp-mst/wiki Download --- https://dev.withsix.com/projects/a3-srt/files Notes --- Will get updated with beta and final release. For updates in between probably not. This is just a rough base to ease your work. You have to make good, correct configs yourself. Enjoy :bounce3: Edited December 2, 2014 by .kju [PvPscene] Share this post Link to post Share on other sites
afp 1 Posted April 18, 2013 Thanks kju, this is great. Share this post Link to post Share on other sites
.kju 3241 Posted April 18, 2013 You are welcome. Here is the cfgPatches header I'd suggest you guys to use: class CfgPatches { class YourTAG_PboName { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_CargoPoses_F"}; }; }; Share this post Link to post Share on other sites
bigpickle 0 Posted April 18, 2013 why cargoPoses? seems unusual, not saying its wrong ofc ;) I use this and don't have any issues: requiredAddons[] = {"A3_Characters_F", "A3_Sounds_F", "A3_Data_F"}; It covers people, all sounds and environment sounds etc. Share this post Link to post Share on other sites
.kju 3241 Posted April 18, 2013 Its the last loaded A3 cfgPatches class. Hence it is to make sure your changes are loaded after BI configs and therefore are active. Share this post Link to post Share on other sites
bigpickle 0 Posted April 18, 2013 ahh rgr that mnakes sense, nice one :D I got one more for you what do these mean i cant find an explanation for what they actually do any where. whistleOnFire whistleDist and are they controlled by the class below: class CfgWhistleSound { sound[] = {"",1,1}; downTime = 0.5; silentTime = 1; upTime = 4; }; Share this post Link to post Share on other sites
.kju 3241 Posted April 18, 2013 It is the sound that makes you deaf when a weapon is fired nearby. Seems A3 hasnt set it yet. In A2 you can find it here: sound[] = {"ca\sounds\characters\noises\damage\wheesper1",0.6,1}; whistleDist is how close you need to be to the source to be affected. whistleOnFire might be a modifier (0, 1, 2 are used values) or off/on/???. Share this post Link to post Share on other sites
bigpickle 0 Posted April 18, 2013 Dude that's great info, love how ArmA3 seems to be spurring the community to share all this modding info compared to arma and arma2 where it wasn't as available (sound engine at least) Great work .kju! Share this post Link to post Share on other sites
.kju 3241 Posted July 4, 2013 Updated to v2 with A3 beta configuration. Also added an overview about the volume values of CO, TKOH vs A3. Make sure to check this post in the Arma 2 Sound Modding 101 on this topic. Share this post Link to post Share on other sites
megagoth1702 251 Posted November 30, 2014 Hey kju, can you tell me if the volume values/levels are set in percentage 1 representing 100%? Thanks! :) Share this post Link to post Share on other sites
.kju 3241 Posted December 2, 2014 Added v3 based on 1.34 :) See link in the first post. Share this post Link to post Share on other sites
megagoth1702 251 Posted December 13, 2014 Aahh, great. Thank you. :) I was about to go through BIS' own config.cpp to find all the ammo types, hehe. Share this post Link to post Share on other sites
cheif22 13 Posted April 29, 2017 I this still alive to use, the repository is down or something. Still trying to figure out sound modding Share this post Link to post Share on other sites