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How do I get my custom config to overwrite the default ?
swtx posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
For some reason, my custom config will not overwrite the default JSRS grenade sounds config and play my custom sounds. Please take a look and let me know what I'm doing wrong. Thx in advance for your help. class CfgPatches { class JSRS_SOUNDMOD_Explosions { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Sounds_F","JSRS_SOUNDMOD_FrameWork"}; version = "3"; projectName = "PG RGO Grenade Soundmod for JSRS"; author = "SWTX"; }; }; class CfgAmmo { class Default; class BulletCore; class BulletBase: Bulletcore {}; class ShellCore; class FlareCore; class ShotDeployCore; class SubmunitionCore; class SubmunitionBase: SubmunitionCore{}; class MissileCore; class GrenadeCore; class BombCore; class LaserBombCore; class RocketCore; class MineCore; class BoundingMineCore; class DirectionalBombCore; class PipeBombCore; class Grenade: Default { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class GrenadeHand: Grenade { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class GrenadeBase: GrenadeCore { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class G_40mm_HE: GrenadeBase { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; class G_40mm_HEDP: G_40mm_HE { SoundSetExplosion[] = {"JSRS_Grenade_Explosion_SoundSet"}; }; }; class CfgSoundSets { class JSRS_Grenade_Explosion_SoundSet { soundShaders[] = {"JSRS_Grenade_Explosion_Close_Distance_SoundShader","JSRS_Grenade_Explosion_Medium_Distance_SoundShader"}; volumeFactor = 1.5; volumeCurve = "JSRS_exp_medium_vl_sin"; spatial = 1; doppler = 0; loop = 0; sound3DProcessingType = "JSRS_exp_medium_prc"; distanceFilter = "JSRS_exp_medium_lp_dia"; frequencyRandomizer = 2; }; }; class CfgSoundShaders { class JSRS_Grenade_Explosion_Close_Distance_SoundShader { samples[] = { {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (1).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (2).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (3).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (4).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (5).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (6).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (7).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (8).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (9).wss",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Close_Distance (10).wss",1}}; volume = 4; range = 50; }; class JSRS_Grenade_Explosion_Medium_Distance_SoundShader { samples[] = { {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (1).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (2).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (3).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (4).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (5).ogg",1}, {"\PG_Grenades_JSRS\Sounds\Grenades\Medium_Distance (6).ogg",1}}; volume = 2.5; range = 150; rangeCurve[] = {{ 0,0 },{ 50,1 },{ 150,0 }}; }; };