swtx

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About swtx

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    Longview, Tx
  1. http:// Project Genesis Enhanced Pistols A Zubr Rhino Revolver designed to chamber .357 Magnum and a Rook 18s 9mm Select Fire. Brought to you by the Project Genesis Team. Grab them at Steam Workshop
  2. I have a Lenovo Y70 17.3" unit. Have had zero issues with it and it Runs ARMA just fine. I paid $995 dollars for mine two years ago. You can get one on Ebay for around $600 - $700. I do overclock my processor when running A3 and I get between 50-60 frames playing KOTH on Tonoa as well. Specs: WIndows 8.1 (upgrade to Win 10) 4GB Nvidia 860M Quad Core Intel I7 4710HQ, 2.5 - 3.5 overclock 17.3 HD (1980 - 1080) LED-backlit Multi-Touch Keyboard 16GB PC3 1600MHz SDRAM 1TB Disk Drive 5400 rpm HDD ( you can upgrade to an SSD easily) No Optical Drive You can check out great deals on the Y70 here Scott Out !
  3. I have got the A3_weapon_f Pbo included in required addons section of the config. Please take a look. Everything packs and compiles fine but the short sounds don't work and the directory structure is correct. I will be glad to upload the mod via Mega so you can check it out. Any help with this is greatly appreciated. class CfgPatches { class SWTX_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; name = "Rhino .357 Magnum"; requiredAddons[] = {"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion = 0.1; units[] = {}; ammo[] = {"B_357_JHP"}; magazines[] = {"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP : B_762x51_Ball { audibleFire = 50; typicalSpeed = 825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder : 6Rnd_45ACP_Cylinder { ammo = "B_357_JHP"; authors[] = {"Project Genesis Team"}; author = "SWTX"; displayName = ".357 Magnum 6Rnd Speed Loader"; descriptionShort = ".357 Speed Loader"; initSpeed = 825; mass = 6; }; }; class Mode_SemiAuto; // external class reference class BaseSoundModeType; // external class reference class CfgWeapons { class Pistol_Base_F; class hgun_Pistol_heavy_02_F : Pistol_Base_F { class Single; }; class hgun_Pistol_heavy_02_357_F : hgun_Pistol_heavy_02_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; magazines[] = {"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[] = {"Pistol_357_F","Zubr_Tail_SoundSet","Zubr_InteriorTail_SoundSet"}; // Weapons use Sets now for sounds }; }; }; class hgun_Pistol_heavy_02_357_Yorris_F : hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; }; class Pistol_Shot_Base_SoundSet; // external class reference class CfgSoundSets // There is a new superclass called soundsets and soundshaders { class Pistol_357_F: Pistol_Shot_Base_SoundSet // Here we define what soundshaders will be used in what soundset, a set can always have multiple shaders { soundShaders[] = {"Zubr_Closure_SoundShader","Zubr_closeShot_SoundShader","Zubr_midShot_SoundShader","Zubr_distShot_SoundShader"}; }; }; class CfgSoundShaders // These are the shaders, they tell the game how many sounds to use per shader groupd and where they are located { class Zubr_closeShot_SoundShader { samples[] = { { "PG_Zubr\sounds\Zubr_short (1)",1 }, { "PG_Zubr\sounds\Zubr_short (2)",1 }, { "PG_Zubr\sounds\Zubr_short (3)",1 }}; volume = 1; // Should be simple range = 50; // Range depends on the other sounds that gets mixed into the sound set of sounds. In this case its only a "close shot" that gets mixed with "midShot" and "distShot" so we only have 50 meters here rangeCurve = "closeShotCurve"; }; };
  4. Can anybody tell me how to get my custom sounds working in my pistol mod. I have a working config. It packs just fine and I can select the pistol in VA. When I fire the weapon the default ARMA tails play just fine, it's my custom short sounds that don't play. The directory structure is correct but no luck. Is there a special procedure for converting stereo wav files to .wss or .ogg that need to be followed for them to work in game? Do I have to do all conversions on the P drive and pack the PBO there as well to get them to work? I'm at a loss. Your help is appreciated. Scott
  5. Here is the updated Rook config. I made a few changes like renaming some of class names. Mod will compile and pack just fine with PBO manager. Addon Builder will crash when compiling. I can see the pistol and Icon fine in VA, when I select it the game will CTD. I'm doing something illegal Your help with is greatly appreciated enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Pistol_Rook18_Select { addonRootClass = "A3_Weapons_F"; authors[] ={"Project Genesis Team"}; author = "SWTX"; requiredAddons[] = {"A3_Weapons_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = {"hgun_Rook18_Select_F", "hgun_Rook18_Select_snds_F"}; }; }; class Mode_SemiAuto; // External class reference class Mode_FullAuto; // External class reference class MuzzleSlot; // External class reference class hgun_Rook18_Select_F; // External class reference class Pistol_Base_F; // External class reference class Pistol; // External class reference class BaseSoundModeType; // External class reference class WeaponSlotsInfo; // External class reference class CfgWeapons { class hgun_Rook40_F; // External class reference class hgun_SelectF_Pistol : hgun_Rook40_F { class WeaponSlotsInfo; // External class reference }; class hgun_Rook18_Select_F : hgun_SelectF_Pistol { _generalMacro = "hgun_Rook18_Select_F"; baseWeapon = "hgun_Rook18_Select_F"; scope = 2; model = "\A3\weapons_F\Pistols\Rook40\Rook40_F.p3d"; picture = "\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa"; magazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag"}; displayname = "Rook 9mm Select Fire"; descriptionShort = "Rook 18s"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Rook18_Select_Library0"; }; drySound[] = {"\Rook18s\Auto\sounds\Rookdry", 0.223872, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 10}; modes[] = {"Single", "FullAuto"}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 20}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_01", 0.562341, 1, 400}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_02", 0.562341, 1, 400}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_03", 0.562341, 1, 400}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_interior", 1.0, 1, 400}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_trees", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_forest", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_meadows", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_houses", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; }; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.095; reloadTime = 0.1; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; inertia = 0.2; aimTransitionSpeed = 1.6; dexterity = 1.8; initSpeed = 450; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class CowsSlot {}; class MuzzleSlot : MuzzleSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_L"}; iconPosition[] = {0.3, 0.38}; iconScale = 0.2; }; }; class hgun_Rook18_Select_snds_F : hgun_Rook18_Select_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Rook18_Select_snds_F"; class LinkedItems { class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzle_snds_L"; }; }; }; }; }; };
  6. Here's the Rook Select File config. The config and mod files will pack into a pbo no problem. I can see the pistol in the VA, However, when I select it the game will CTD. Your help is appreciated. enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class PG_Pistols_Rook40s { addonRootClass = "A3_Weapons_F"; authors[] ={"Project Genesis Team"}; author = "SWTX"; requiredAddons[] = {"A3_Weapons_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = {"hgun_Rook40s_F", "hgun_Rook40s_snds_F"}; }; }; class Mode_SemiAuto; // External class reference class Mode_FullAuto; // External class reference class MuzzleSlot; // External class reference class hgun_Rook40s_F; // External class reference class Pistol_Base_F; // External class reference class Pistol; // External class reference class BaseSoundModeType; // External class reference class WeaponSlotsInfo; // External class reference class CfgWeapons { class hgun_Rook40_F; // External class reference class hgun_SF_Pistol : hgun_Rook40_F { class WeaponSlotsInfo; // External class reference }; class hgun_Rook40s_F : hgun_SF_Pistol { _generalMacro = "hgun_Rook40s_F"; baseWeapon = "hgun_Rook40s_F"; scope = 2; model = "\A3\weapons_F\Pistols\Rook40\Rook40_F.p3d"; picture = "\A3\weapons_F\Pistols\Rook40\data\UI\gear_Rook40_x_ca.paa"; magazines[] = {"16Rnd_9x21_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_green_Mag", "16Rnd_9x21_yellow_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Red_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Green_Mag"}; displayname = "Rook 9mm Select Fire"; descriptionShort = "Rook 18s"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Rook40s_Library0"; }; drySound[] = {"\Rook18s\Auto\sounds\Rookdry", 0.223872, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\reload_rook40", 1.0, 1, 10}; modes[] = {"Single", "FullAuto"}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1", 0.251189, 1, 20}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_01", 0.562341, 1, 400}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_02", 0.562341, 1, 400}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_short_03", 0.562341, 1, 400}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_interior", 1.0, 1, 400}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_trees", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_forest", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_meadows", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Silencer_Rook40_tail_houses", 1.0, 1, 400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_01", 3.16228, 1, 1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_02", 3.16228, 1, 1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_short_03", 3.16228, 1, 1200}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1.0, 1, 1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; }; recoil = "recoil_auto_pdw"; recoilProne = "recoil_auto_prone_pdw"; dispersion = 0.095; reloadTime = 0.1; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; inertia = 0.2; aimTransitionSpeed = 1.6; dexterity = 1.8; initSpeed = 450; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class CowsSlot {}; class MuzzleSlot : MuzzleSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_L"}; iconPosition[] = {0.3, 0.38}; iconScale = 0.2; }; }; class hgun_Rook40s_snds_F : hgun_Rook40s_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Rook40s_snds_F"; class LinkedItems { class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzle_snds_L"; }; }; }; }; }; }; Y
  7. That took care of the compile errors. The config compiles and packs just fine. However, when I select the pistol in the game, I get an error and the sounds are not working either. I'm praying this is the last error. I can't thank you enough for your help and perseverance.
  8. Still getting the same error at the same location, "" encountered instead of }. Thanks so much for the help and a fresh set of eyes. It must be a bracket error in another part of the config.
  9. Thx again for pointing that out. I'm still getting the same error, "" encountered instead of } in that same area. could be a problem somewhere else in the config. Here is the updated and corrected config up to this point. Thx so much for your continued help with this. // config.bin - 09:08:36 06/10/17, generated in 0.00 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name="Rhino .357 Magnum"; requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion=0.1; units[]={}; ammo[]={"B_357_JHP"}; magazines[]={"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP: B_762x51_Ball { hit=12; caliber=1.6; deflecting=15; audibleFire=50; cost=1.2; typicalSpeed=825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder { ammo="B_357_JHP"; authors[]="Project Genesis Team"; author = "SWTX"; picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName=".357 Magnum 6Rnd Speed Loader"; descriptionShort=".357 Speed Loader"; initSpeed=825; count=6; mass=6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class BaseSoundModeType; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[]={"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound : BaseSoundModeType {}; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; }; class hgun_Pistol_heavy_02_357_F; // External class reference class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; };
  10. That helped, thx for pointing that out. Now I'm getting an error in this area of the config. "" instead of }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP: B_762x51_Ball { hit=12; caliber=1.6 deflecting=15; audibleFire=50; cost=1.2; typicalSpeed=825; }; }; class CfgMagazines { // In this area just above or below. class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder { ammo="B_357_JHP"; authors[]="Project Genesis Team"; author = "SWTX"; picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName=".357 Magnum 6Rnd Speed Loader"; descriptionShort=".357 Speed Loader"; initSpeed=825; count=6; mass=6; }; };
  11. Unfortunately, I'm still getting the same error message. If you spot anything else, please feel free to post it below. Thx again.
  12. Thanks Scruffy for your input. Could you fix the problem and repost the fixed config below, I'm not sure I'm clear on your fix. Thx so much
  13. Getting a config error "some input after end of file" error. Indicates to me there is a bracket issue but I don't see it. Hoping you guys can look this over and let me know how to fix this. Thx a bunch for your help. enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { authors[] = {"Project Genesis Team"}; author = "SWTX"; name="Rhino .357 Magnum"; requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"}; requiredVersion=0.1; units[]={}; ammo[]={"B_357_JHP"}; magazines[]={"6Rnd_357magnum_Cylinder"}; weapons[] = {"hgun_Pistol_heavy_02_357_F", "hgun_Pistol_heavy_02_357_Yorris_F"}; }; }; class CfgAmmo { class B_762x51_Ball; class B_357_JHP: B_762x51_Ball { hit=12; caliber=1.6 deflecting=15; audibleFire=50; cost=1.2; typicalSpeed=825; }; }; class CfgMagazines { class 6Rnd_45ACP_Cylinder; class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder { ammo="B_357_JHP"; author="Project Genesis Team"; author = "SWTX"; picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa"; displayName=".357 Magnum 6Rnd Speed Loader"; descriptionShort=".357 Speed Loader"; initSpeed=825; count=6; mass=6; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CowsSlot; // External class reference class PointerSlot; // External class reference class CfgWeapons { class hgun_Pistol_heavy_02_F; class hgun_357_Magnum : hgun_Pistol_heavy_02_F { class WeaponSlotsInfo; }; class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_357_F"; baseWeapon = "hgun_Pistol_heavy_02_357_F"; scope = 2; model = "\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d"; picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa"; magazines[]={"6Rnd_357magnum_Cylinder"}; displayname = "Rhino .357 Magnum"; descriptionShort = ".357 Magnum"; class Library { libTextDesc = "$STR_A3_CfgWeapons_hgun_Pistol_heavy_02_357_F_Library0"; }; reloadAction = "GestureReloadPistolHeavy02"; recoil = "recoil_pistol_zubr"; drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\reload_Zubr", 0.562341, 1, 10}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600}; begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600}; begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1600}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1600}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; class SilencedSound : BaseSoundModeType {}; recoil = "recoil_pistol_heavy"; recoilProne = "recoil_prone_pistol_heavy"; reloadTime = 0.25; dispersion = 0.00145; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; aiRateOfFireDistance = 25; }; bullet1[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet2[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet3[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet4[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet5[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet6[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet7[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet8[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet9[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet10[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet11[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; bullet12[] = {"A3\sounds_f\dummysound", 1.0, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; inertia = 0.3; aimTransitionSpeed = 1.5; dexterity = 1.7; initSpeed = 480; maxZeroing = 100; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 30; holsterScale = 0.85; class CowsSlot : CowsSlot { compatibleItems[] = {"optic_Yorris"}; iconPosition[] = {0.4, 0.3}; iconScale = 0.15; }; class MuzzleSlot {}; class PointerSlot : PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight_pistol"}; iconPosition[] = {0.35, 0.6}; iconScale = 0.3; }; }; class hgun_Pistol_heavy_02_357_F; // External class reference class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F { authors[] = {"Project Genesis Team"}; author = "SWTX"; _generalMacro = "hgun_Pistol_heavy_02_Yorris_F"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Yorris"; }; }; }; };
  14. class ItemInfo ; Remove the space after ItemInfo.