Sound Config tutorial

ArmA 2 editing; configs, modeling, missions, textures, terrain etc.

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Snake Man
Commander-In-Chief
Posts: 9950
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC

Sound Config tutorial

Post by Snake Man »

I have finally added the Sound Config tutorial to our wiki, it should explain how to do basic sound replacement config for ArmA 2 (also should work just fine for ArmA also).

Read PMC Editing Wiki: Sound Config tutorial page.

Feel free to ask questions and I'll try to improve the tutorial as necessary.

Thanks.
T_Rex
FreeFalcon
Posts: 848
Joined: 2001-03-04 23:01:01
Location: here

Re: Sound Config tutorial

Post by T_Rex »

Hey SnakeMan (or anyone else who can answer)-

I have a question about configs - let me know if you'd rather have this a separate topic.

But, I've been asked to help config a helo. I grabbed a config from a similar helo to learn from. This is for helos, but I've noticed the same thing for weapons and other vehicles. The config goes through the entire hierarchy.

Code: Select all

class CfgVehicles
{
 class AllVehicles;
 class Air: AllVehicles
 {
  class Sounds;
 };
 class Helicopter: Air
 {
  class Turrets
  {
   class MainTurret;
  };
  class NewTurret;
  class ViewPilot;
  class AnimationSources;
  class Sounds: Sounds
  {
   class Engine;
   class Movement;
  };
 };
 class ***new helo***:helicopter
{...};
But, I've also seen configs that start with a base class, and just change stuff. Like,

Code: Select all

class helicopter;
class *new helo*: helicopter
{...};
Is there a "best practice" when it comes to this?

Thanks!
Sic Semper tyrannosauro.
Snake Man
Commander-In-Chief
Posts: 9950
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC

Re: Sound Config tutorial

Post by Snake Man »

Correct practice is the class newhelo: helicopter.

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