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楼主 |
发表于 2014-7-15 17:51:35
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给你看一把trg20步枪的修改资料,取自JSRS最新更新的东西:class CfgPatches
{
class JSRS2_TRG20
{
units[] = { };
weapons[] = { };
requiredVersion = 0.100000;
requiredAddons[] = {"A3_Weapons_F"};
version = "1";
projectName = "J.S.R.S. 2.0";
author = "LordJarhead";
};
};
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
class Rifle_Base_F;
class Tavor_base_F: Rifle_Base_F
{
drySound[] = {"JSRS2_TRG20\TRG20_dry", 0.362341, 1, 100};
reloadMagazineSound[] = {"JSRS2_TRG20\TRG20_reload", 0.362341, 1, 100};
class Single: Mode_SemiAuto
{
sounds[] = {StandardSound, SilencedSound};
class BaseSoundModeType;
class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[] = {"JSRS2_Silencers\Shot_1",1,1,180};
begin2[] = {"JSRS2_Silencers\Shot_2",1,1,180};
begin3[] = {"JSRS2_Silencers\Shot_3",1,1,180};
begin4[] = {"JSRS2_Silencers\Shot_4",1,1,180};
soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
weaponSoundEffect = "DefaultRifle";
closure1[] = {"JSRS2_Silencers\Echo_P1",1,1,200};
closure2[] = {"JSRS2_Silencers\Echo_P2",1,1,200};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class FullAuto: Mode_FullAuto
{
sounds[] = {StandardSound, SilencedSound};
class BaseSoundModeType;
class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[] = {"JSRS2_Silencers\Shot_1",1,1,180};
begin2[] = {"JSRS2_Silencers\Shot_2",1,1,180};
begin3[] = {"JSRS2_Silencers\Shot_3",1,1,180};
begin4[] = {"JSRS2_Silencers\Shot_4",1,1,180};
soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
weaponSoundEffect = "DefaultRifle";
closure1[] = {"JSRS2_Silencers\Echo_P1",1,1,200};
closure2[] = {"JSRS2_Silencers\Echo_P2",1,1,200};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
};
class arifle_TRG21_F: Tavor_base_F
{
drySound[] = {"JSRS2_TRG20\TRG20_dry", 0.362341, 1, 100};
reloadMagazineSound[] = {"JSRS2_TRG20\TRG20_reload", 0.362341, 1, 100};
class Single: Single
{
sounds[] = {StandardSound, SilencedSound};
class BaseSoundModeType;
class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[] = {"JSRS2_Silencers\Shot_1",1,1,180};
begin2[] = {"JSRS2_Silencers\Shot_2",1,1,180};
begin3[] = {"JSRS2_Silencers\Shot_3",1,1,180};
begin4[] = {"JSRS2_Silencers\Shot_4",1,1,180};
soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
weaponSoundEffect = "DefaultRifle";
closure1[] = {"JSRS2_Silencers\Echo_P1",1,1,200};
closure2[] = {"JSRS2_Silencers\Echo_P2",1,1,200};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class FullAuto: FullAuto
{
sounds[] = {StandardSound, SilencedSound};
class BaseSoundModeType;
class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[] = {"JSRS2_Silencers\Shot_1",1,1,180};
begin2[] = {"JSRS2_Silencers\Shot_2",1,1,180};
begin3[] = {"JSRS2_Silencers\Shot_3",1,1,180};
begin4[] = {"JSRS2_Silencers\Shot_4",1,1,180};
soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
weaponSoundEffect = "DefaultRifle";
closure1[] = {"JSRS2_Silencers\Echo_P1",1,1,200};
closure2[] = {"JSRS2_Silencers\Echo_P2",1,1,200};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
begin1[] = {"JSRS2_TRG20\TRG20_s1", 1, 1, 130};
begin2[] = {"JSRS2_TRG20\TRG20_s2", 1, 1, 130};
begin3[] = {"JSRS2_TRG20\TRG20_s3", 1, 1, 130};
begin4[] = {"JSRS2_TRG20\TRG20_s4", 1, 1, 130};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};
};
};
};
你可对比一下,改动的地方很多,基本都改了一遍了,所以BI这样做很操蛋的。估计现在也不会再改过来了,这样就憋的一些模组的开发者按照这个方式修改声效定义文件了。 |
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