Sound: ExampleWeaponConfig – Arma 3

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<nowiki>

class CfgPatches //cfgPatches is the class that that gives your addon it's identity { class ThisIsMyAddon { units[] = {}; //not sure what this does, just leave it as it is (if anyone knows more, please edit wiki and add your info) weapons[] = {}; //not sure what this does, just leave it as it is requiredVersion = 0.1; //not sure what this does, just leave it as it is requiredAddons[] = {"A3_Weapons_F","A3_Sounds_F","A3_Sounds_F_Mark"};

   /*
   requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"

If your addon will overwrite certain data from the original arma3 config (that is mostly the case

   with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to
   overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is "A3_Sounds_F". So if you want to
   overwrite data from there you need to put it into the requiredAddons array.
   */

version = "0.01"; //not sure what this does, just leave it as it is author[] = {"Megagoth1702"}; //Your alias authorUrl = "URL"; //URL to your website/online presence }; };

class cfgSoundShaders //detailed Infos on cfgSoundShaders can be found in the relevant wiki pages {

//###################################### SHOTS ###################################### class yourRifle_Closure_SoundShader { samples[] = Template:"path\to\sound.wav",1; //you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions) volume = 0.4466836; //more info on this and other soundShader parameters are in the relevant wiki pages on soundShaders range = 5; }; class yourRifle_closeShot_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = 1.0; range = 50; rangeCurve = "closeShotCurve"; }; class yourRifle_midShot_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = 0.7943282; range = 1800; rangeCurve[] = {{0,0.2},{50,1},{300,0},{1800,0}}; }; class yourRifle_distShot_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = 1.0; range = 1800; rangeCurve[] = {{0,0},{50,0},{300,1},{1800,1}}; };

//###################################### TAILS ######################################

class yourRifle_tailInterior_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "interior"; range = 500; limitation = 0; }; class yourRifle_tailTrees_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*trees/3"; range = 1800; limitation = 1; }; class yourRifle_tailForest_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*forest/3"; range = 1800; limitation = 1; }; class yourRifle_tailMeadows_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 1800; limitation = 1; }; class yourRifle_tailHouses_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*houses/3"; range = 1200; limitation = 1; }; class yourRifle_silencerShot_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = 1.0; range = 150; rangeCurve = "closeShotCurve"; }; class yourRifle_silencerTailForest_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = {{0,1},{150,0.3}}; limitation = 1; }; class yourRifle_silencerTailHouses_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = {{0,1},{150,0}}; limitation = 1; }; class yourRifle_silencerTailInterior_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "interior"; range = 150; rangeCurve[] = {{0,1},{50,0.3},{150,0}}; limitation = 1; }; class yourRifle_silencerTailMeadows_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = {{0,1},{150,0.3}}; limitation = 1; }; class yourRifle_silencerTailTrees_SoundShader { samples[] = Template:"path\to\sound.wav",1; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = {{0,1},{150,0.3}}; limitation = 1; }; };

class cfgSoundSets //on more info about soundSets look at the relevant wiki pages { class Your_Rifle_Shot_SoundSet { soundShaders[] = {"yourRifle_Closure_SoundShader","yourRifle_closeShot_SoundShader","yourRifle_midShot_SoundShader","yourRifle_distShot_SoundShader","yourRifle_tailInterior_SoundShader"}; volumeFactor = 1.6; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; spatial = 1; doppler = 0; loop = 0; }; class Your_Rifle_Tail_SoundSet { soundShaders[] = {"yourRifle_tailTrees_SoundShader","yourRifle_tailForest_SoundShader","yourRifle_tailMeadows_SoundShader","yourRifle_tailHouses_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; frequencyRandomizer = 1; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 2; }; };

//###################################### GENERAL MODES FOR INHERITANCE ###################################### class Mode_SemiAuto; //sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference? class Mode_Burst; class Mode_FullAuto;

class cfgWeapons { class arifle_MX_Base_F: Rifle_Base_F { class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; //this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; //this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here }; }; }; };