Hallo Community,
wie im titel schon beschrieben habe ich ein kleines problem mit einer Taser Mod
wo muss ich den sound einfügen das die Meldung nichtmehr kommt ?
CfgWeapons:
Code: config.cpp
class CfgWeapons
{
class Pistol;
class Pistol_Base_F: Pistol
{
class WeaponSlotsInfo;
};
class Taser_26: Pistol_Base_F
{
scope=2;
model="\A3L_Taser\taser.p3d";
picture="\A3L_Taser\tasericon.paa";
UiPicture="\A3L_Taser\tasericon.paa";
magazines[]=
{
"26_cartridge"
};
reloadAction="GestureReloadPistol";
displayname="X26 Taser";
dexterity=2;
begin1[]=
{
"\A3L_Taser\sounds\shoot.wav",
0.79432797,
1,
700
};
begin2[]=
{
"\A3L_Taser\sounds\shoot.wav",
0.79432797,
1,
700
};
begin3[]=
{
"\A3L_Taser\sounds\shoot.wav",
0.79432797,
1,
700
};
soundBegin[]=
{
"begin1",
0.33000001,
"begin2",
0.33000001,
"begin3",
0.34
};
closure1[]=
{
"A3\sounds_f\weapons\closure\closure_handgun_3.wav",
1,
1,
300
};
closure2[]=
{
"A3\sounds_f\weapons\closure\closure_handgun_3.wav",
1,
1.1,
300
};
soundClosure[]=
{
"closure1",
0.5,
"closure2",
0.5
};
weaponSoundEffect="\A3L_Taser\sounds\shoot.wav";
modes[]=
{
"Single"
};
reloadtime=0.16;
dispersion=0.00086999999;
drySound[]=
{
"\A3L_Taser\sounds\dry.wav",
0.0099999998,
1,
20
};
reloadMagazineSound[]=
{
"\A3L_Taser\sounds\reload.wav",
1,
1,
30
};
recoil="assaultRifleBase";
recoilProne="assaultRifleBase";
class Library
{
libTextDesc="X26 Taser";
};
descriptionShort="X26 Taser";
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass=7;
class CowsSlot
{
};
};
class ItemInfo
{
priority=2;
RMBhint="Taser_26";
onHoverText="TODO Taser_26 DSS";
};
class Single: Mode_SemiAuto
{
aidispersioncoefx=0.40000001;
aidispersioncoefy=0.69999999;
airateoffire=0.5;
airateoffiredistance=20;
artillerycharge=0.5;
artillerydispersion=0.5;
autofire=0.5;
begin1[]=
{
"\A3L_Taser\sounds\shoot.wav",
0.79432797,
1,
700
};
begin2[]=
{
"\A3L_Taser\sounds\shoot.wav",
0.79432797,
1,
700
};
soundBegin[]=
{
"begin1",
0.5,
"begin2",
0.5
};
burst=0.1;
canshootinwater=0;
closure1[]=
{
"A3\sounds_f\weapons\closure\closure_handgun_3.wav",
1,
1,
300
};
closure2[]=
{
"A3\sounds_f\weapons\closure\closure_handgun_3.wav",
1,
1.1,
300
};
dispersion=0.00086999999;
displayname="Single";
ffcount=0.5;
fffrequency=5;
ffmagnitude=0.5;
flash="gunfire";
flashsize=0.1;
maxrange=500;
maxrangeprobab=0.2;
midrange=250;
midrangeprobab=0.69999999;
minrange=2;
minrangeprobab=0.30000001;
multiplier=1;
recoil="assaultRifleBase";
recoilprone="assaultRifleBase";
reloadtime=0.064999998;
requiredoptictype=-1;
showtoplayer=1;
sound[]=
{
"",
10,
1
};
soundbeginwater[]=
{
"sound",
1
};
soundburst=0;
soundclosure[]=
{
"closure1",
1.5,
"closure2",
1.5
};Spieler helfen Spielern
soundcontinuous=0;
soundend[]={};
soundloop[]={};
texturetype="semi";
useaction=0;
useactiontitle="";
weaponsoundeffect="DefaultRifle";
};
};
};
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