Put this:
begin1[] = {"\KZ_FG42is\sound\shoot.wss", 1.77828, 1, 1000};
soundBegin[] = {"begin1",1};
inside your fullauto mode. First number behind file is loudness, second is speed of playback and third is distance.
Look at your parent class rw_BAR to see the names of the modes. You can use different sound files and add them as begin2[], begin3[] etc., then add them to the soundbegin[] array, the number behind the name is the probability, so use 0.5 with two different sounds.
Example from BAF_L110A1:
Code:
class BAF_L110A1_Aim: Rifle
{
modes[] = {"manual","close","short","medium","far"};
class manual: Mode_FullAuto
{
recoil = "recoil_auto_machinegun_8outof10";
recoilProne = "recoil_auto_machinegun_prone_5outof10";
dispersion = 0.0008;
begin1[] = {"Ca\sounds_baf\weapons\l110_single1a_vetsi_raze",1.77828,1,1000};
begin2[] = {"Ca\sounds_baf\weapons\l110_single1b_vetsi_raze",1.77828,1,1000};
soundBegin[] = {"begin1",0.5,"begin2",0.5};
soundContinuous = 0;
soundBurst = 0;
soundContinuous = 1; makes the game wait until the sound is finished before playing the next one
soundburst = 1; is for prerecorded burst sounds with three shots in one file, if = 0 it plays the sound again for every shot fired in the burst.