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Found 1 result

  1. 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; }; };
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