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Author Topic: [TUT] Silenced Shotguns and Revolvers  (Read 7801 times)

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Offline BIZ

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[TUT] Silenced Shotguns and Revolvers
« on: December 24, 2013, 01:36:00 AM »
UL forums user Quietus Reaper requested a silenced shotguns mod. Here is a basic tutorial on how to make it happen! Note that I only cover how to change a shotgun in this tutorial but the principles also apply to revolvers!
* Should work for Breakdown and Story Mode

SILENCED SHOTGUN MOD DOWNLOAD


Silenced Shotguns and Revolvers
for State of Decay (PC Version)



Ok let me start off by saying that this is a relatively easy little mod to do, and all you really need is a text editor and some way to extract assets from the .pak files (see here).

-----

Weapon scripts are stored and read from unencrypted .xml files located in this directory:
...\scripts\entities\items\xml\weapons

which can be found in this .pak file
gamedata.pak

-----

Full Script for Model 870 X Shotgun
Here is the script, copy paste into shotgun_870x.xml

Code: [Select]
<item name="Shotgun_870x" class="Weapon" category="shotgun" priority="5">
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="1" draw_time="0.35"
    sweep_width="-1" sweep_frequency="-1"  burstPauseTimeMin="0.5" burstPauseTimeMax="1.5" singleFireTriggerTime="0.5" />

<params>
<param name="giveable" value="1" />
<param name="selectable" value="1" />
<param name="pose" value="shotgun_pump" />
<param name="mass" value="0" />
        <param name="canHaveSilencer" value="1"/>
<param name="disturbanceValue"    value="5.0" />
<param name="soundRange"      value="50.0" />
<param name="soundRangeSilenced"  value="5.0" />
        <param name="display_name"  value="Model 870 X" />
        <param name="ammoMax"       value="90" />
</params>

<geometry>
<firstperson name="objects/weapons/shotgun/shotgun_model870x/shotgun_model870x.cgf"/>
<thirdperson name="objects/weapons/shotgun/shotgun_model870x/shotgun_model870x.cgf"/>
<boneAttachments>
            <attachment target="thirdperson" name="muzzle_flash_effect" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_light" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_smoke" bone="weapon_term"/>
</boneAttachments>
</geometry>

<actions>
<action name="select">
<animation target="firstperson" name="select_01"/>
<animation target="owner" name="select"/>
</action>
<action name="deselect">
<animation target="firstperson" name="deselect_scar"/>
<animation target="owner" name="deselect"/>
</action>

<action name="fire">
<sound target="player" name="sounds/weapons:wpn_shotgun:12_win_v2_fire" radius="200" static="0" />
<sound target="player_reverb" name="sounds/weapons:wpn_shotgun:12_win_v2_fire_rvrb" radius="200" static="0" />
<sound target="npc" name="sounds/weapons:wpn_NPC_shotgun:12_win_v2_NPC_fire" radius="200" static="0" />
</action>
<action name="fire_jammed">
            <sound target="player" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
            <sound target="npc" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
        </action>

<!-- Added by me, silencer testing -->
<action name="fire_silenced">
            <sound target="player" name="sounds/weapons:wpn_rifle:308_v2_fire_sup" radius="50" static="0"/>
            <sound target="player_reverb" name="sounds/weapons:wpn_rifle:308_v2_fire_sup_rvrb" radius="50" static="0"/>
            <sound target="npc" name="sounds/weapons:wpn_NPC_rifle:308_v2_NPC_fire_sup" radius="50" static="0"/>
        </action>

        <action name="reload_start">
            <animation target="owner" name="reload_start"/>
        </action>
        <action name="reload_load">
            <animation target="owner" name="reload_load"/>
        </action>
        <action name="reload_end">
            <animation target="owner" name="reload_end"/>
        </action>

        <action name="unjam_start">
            <animation target="owner" name="unjam_start"/>
        </action>
        <action name="unjam_work">
            <animation target="owner" name="unjam_work"/>
        </action>
        <action name="unjam_end">
            <animation target="owner" name="unjam_end"/>
        </action>

<action name="empty_clip">
<sound target="player" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
<sound target="npc" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
</action>
        <action name="change_firemode">
            <sound target="player" name="sounds/weapons:wpn_common:firemode" radius="20"/>
        </action>
</actions>

  <audio>
    <player>
      <param name="precacheAudioFile" value="wpn_shtgn_12_win_v2" />
  <events>
        <event name="aim" output="Sounds/weapons:wpn_shotgun:fol_aim"/>
        <event name="relax" output="Sounds/weapons:wpn_shotgun:fol_relax"/>
        <event name="run" output="Sounds/weapons:wpn_shotgun:fol_run"/>
<event name="run_quiet" output="Sounds/weapons:wpn_shotgun:fol_run_quiet"/>
<event name="jump" output="Sounds/weapons:wpn_shotgun:fol_jump"/>
        <event name="stow" output="Sounds/weapons:wpn_shotgun:fol_stow"/>
        <event name="open" output="Sounds/weapons:wpn_shotgun:rld_open"/>
        <event name="close" output="Sounds/weapons:wpn_shotgun:rld_close"/>
        <event name="magin" output="Sounds/weapons:wpn_shotgun:rld_magin"/>
<event name="magout" output="Sounds/weapons:wpn_shotgun:rld_magout"/>
        <event name="pump" output="Sounds/weapons:wpn_shotgun:rld_pump"/>
        <event name="shellin" output="Sounds/weapons:wpn_shotgun:rld_shellin"/>
      </events>
    </player>
    <npc>
      <param name="precacheAudioFile" value="wpn_shtgn_12_win_v2_npc" />
  <events>
    <event name="open" output="Sounds/weapons:wpn_shotgun:rld_open"/>
        <event name="close" output="Sounds/weapons:wpn_shotgun:rld_close"/>
        <event name="magin" output="Sounds/weapons:wpn_shotgun:rld_magin"/>
<event name="magout" output="Sounds/weapons:wpn_shotgun:rld_magout"/>
        <event name="pump" output="Sounds/weapons:wpn_shotgun:rld_pump"/>
        <event name="shellin" output="Sounds/weapons:wpn_shotgun:rld_shellin"/>
  </events>
    </npc>
  </audio>

<firemodes>
<firemode type="default">
<fire>
<param name="ammo_type" value="shotgunshell"/>
<param name="rate" value="60"/>
<param name="reload_time" value="2.0"/>
<param name="bullet_chamber" value="1"/>
<param name="clip_size" value="3"/>

<param name="damage" value="100"/>
                <param name="damage_drop_min_distance" value="10"/>
                <param name="damage_drop_per_meter" value="10.0"/>

<param name="helper_tp" value="weapon_term"/>
<param name="nearmiss_signal" value="OnNearMiss"/>
</fire>

            <recoil>
                <!-- each shot moves this amount along the x and y axes, measured from 5m -->
                <attack_base>
                    <param name="x" value="0.0"/>
                    <param name="y" value="0.05"/>
                </attack_base>

                <!-- randomness -->
                <attack_rand>
                    <param name="nx" value="-0.04"/>
                    <param name="x" value="0.04"/>
                    <param name="ny" value="-0.04"/>
                    <param name="y" value="0.04"/>
                </attack_rand>

                <!-- additional randomness for high rate -->
                <attack_rand_high>
                    <param name="threshold_timeslice" value="0.2"/>
                    <param name="threshold_shots" value="1"/> <!-- if shots fired in the last timeslice crosses the threshold use high recoil randomness. -->
                    <param name="nx" value="-0.06"/>
                    <param name="x" value="0.06"/>
                    <param name="ny" value="-0.005"/>
                    <param name="y" value="0.16"/>
                </attack_rand_high>

                <!-- times -->
                <param name="time_fadein"  value="0.001" />
                <param name="time_hold"    value="0.2" />
                <param name="time_fadeout" value="0.16"/>

                <!-- multipliers -->
                <param name="recoil_jump_m"      value="1.5" />
                <param name="recoil_crouch_m"    value="0.5" />
                <param name="recoil_sprint_m"    value="1.2" />
                <param name="recoil_runandgun_m" value="0.5"/>
            </recoil>

            <!-- If you don't want your gun to be super-accurate this adds some spread -->
            <spread>
                <param name="min"       value="0.0"/>
                <param name="max"       value="0.0"/> <!-- max radius at 5m -->
                <param name="attack"    value="0.0"/> <!-- spread per shot -->
                <param name="decay"     value="0.0"/> <!-- time from max to min -->

                <!-- movement modifier -->
                <param name="speed_threshold" value="1.0"/> <!-- movement speed over this adds spread -->
                <param name="speed_m" value="0.00"/> <!-- movement times this is added to spread -->

                <param name="rotation_threshold" value="1.0"/> <!-- rotation over this add spread -->
                <param name="rotation_m" value="0.00"/> <!-- rotation times this is added to spread -->

                <!-- multipliers -->
                <param name="spread_jump_m"         value="1.5" />
                <param name="spread_crouch_m"       value="0.85" />
                <param name="spread_sprint_m"       value="1.2" />
                <param name="spread_runandgun_m"    value="1.0" />
            </spread>

<muzzleflash>
                <thirdperson effect="Class3_WeaponFX.muzzleflashes.shotgun" helper="weapon_term" light_helper="weapon_term" light_radius="2" light_time="0.010" light_color="1,1,0.8" light_diffuse_mult="8"/>
</muzzleflash>
<reject>
<firstperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
<thirdperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
</reject>
</firemode>

<firemode name="Shotgun" type="Shotgun">
<shotgun>
<param name="pellets"   value="10" />
<param name="pelletdamage" value="20"/>
<param name="spread" value="0.3"/>
<param name="partial_reload" value="1"/>

                <param name="coneheight" value="12"/>
                <param name="coneradius0" value="0.5"/>
                <param name="coneradius" value="3.5"/>
                <param name="killzone" value="0.36"/>
</shotgun>

<tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />

<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="1"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</tracer>
<outofammotracer>
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="2"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</outofammotracer>
<fire>
<param name="tracer_treshold" value="5"/>
<param name="auto_fire" value="false"/>
</fire>
</firemode>
</firemodes>

<!-- Added by me, silencer testing -->
<accessories>
        <accessory name="Silencer">
            <attach helper="weapon_term" layer="silencer"/>
            <detach/>
            <params>
                <firemodes>
                    <firemode type="default">
                        <muzzleflash>
                            <firstperson effect="muzzleflash.AssaultRifle.silenced_smoke" helper="muzzle_flash_effect" time="0.1"/>
                            <thirdperson effect="muzzleflash.AssaultRifle.silenced_smoke_tp" helper="weapon_term" time="0.1"/>
                        </muzzleflash>
                        <actions>
                            <param name="fire" value="fire_silenced"/>
                            <param name="fire_cock" value="fire_silenced"/>
                        </actions>
                    </firemode>
                </firemodes>
            </params>
        </accessory>
    </accessories>
</item>

-----

OK now whats relevant? Basically for this kind of mod you are comparing the script of a weapon without a certain feature, to one that has a certain feature. In this case I was comparing the Model 870 X shotgun (shotgun_870x.xml) which does not take a silencer by default to The Monag 90/31 (rifle_monag9031.xml) rifle which does.

So open these two files up and compare. Here is what you should notice is different, and here is what it does.

This is like the main control switch. Can it Have a Silencer? 1=yes, 0=no.
Code: [Select]
<param name="canHaveSilencer" value="1"/>
These parameters were missing from the 870 X script, present in the Monag script, I added them in for good measure:
Code: [Select]
<param name="soundRangeSilenced"  value="5.0" />
<param name="disturbanceValue"    value="5.0" />

This section looks like it controls the silenced firing sounds, but they aren't working....hmmm. Maybe there is a precache somewhere? Anybody know if there is a dev console? Lifted from Monag script:

Ignore above I figured this out with more digging. Ok, so this section does indeed control the firing sounds played when you attach the silencer. You need to add this into the 870 X script:
Code: [Select]
<action name="fire_silenced">
            <sound target="player" name="sounds/weapons:wpn_rifle:308_v2_fire_sup" radius="50" static="0"/>
            <sound target="player_reverb" name="sounds/weapons:wpn_rifle:308_v2_fire_sup_rvrb" radius="50" static="0"/>
            <sound target="npc" name="sounds/weapons:wpn_NPC_rifle:308_v2_NPC_fire_sup" radius="50" static="0"/>
        </action>

You will need to copy in the whole <accessories> block from the Monag script into the shotgun to make the silencer attach to the weapon. Pretty self-explanatory, but here is the important piece:
Code: [Select]
<attach helper="weapon_term" layer="silencer"/>
helper = the bone to attach the silencer to. Obviously weapons designed for silencers have a bone named silencer_attach but this shotgun does not. If you use the helper from the Monag script the silencer will appear in the wrong place.

However using the bone named weapon_term works pretty well. Muzzleflashes use this bone and since they generally come from the tip of the barrel, its a good bet its gonna look decent.

-----

Get Firing Sounds Working

Now if you test out the weapon in game up to this point, you will be find that when the silencer is attached, the gun makes no firing sounds. After a lot of digging I finally found the precache files for sounds.

Basically you need to tell the game to preload the sound file(s) for your weapon into memory before you fire it. If you don't, and call for the sound it will be broken until it gets unloaded from memory. But blah blah blah that is technical stuff, all you need to know is we need to add more stuff to make it work. So lets precache our sounds!

sound precaching data is stored and read from an unencrypted audiopreloads.xml file located here:
.../libs/gameaudio/

located in the .pak file:
gamedata.pak

-----

Ok, open that bad boy up and you may think where the hell do i start? Well lets start in our shotgun_870x.xml script.

Find this string:
Code: [Select]
<param name="precacheAudioFile" value="wpn_shtgn_12_win_v2" />
Bam, this tells the game to precache (preload) an audio file. the value is the important part here.

Now inside audiopreloads.xml lets search for wpn_shtgn_12_win_v2, we should find this block:
Code: [Select]
<wpn_shtgn_12_win_v2>
<File name="sounds/weapons/wpn_shtgn_12_win_v2.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_win_v2>

Great. This section points to some .fsb files which can be located in this directory:
Code: [Select]
.../sounds/weapons/
in the .pak file:
Code: [Select]
sounds.pak
I'm not super sure how these work but basically its the sounds files for the game. Moving on.

Next lets look inside our rifle_monag9031.xml script and compare our findings:
Code: [Select]
<param name="precacheAudioFile" value="wpn_rfl_308_v2"/>
Again, value is the important part here. Looks like the Monag uses the precache block wpn_rfl_308_v2. So lets search that value in our audiopreloads.xml file. You should find this:
Code: [Select]
<wpn_rfl_308_v2>
<File name="sounds/weapons/wpn_rfl_308_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_308_v2>

Getting the picture now? Let me break these down:
sounds/weapons/wpn_rfl_308_v2.fsb = contains/points to firing sounds
sounds/weapons/wpn_rfl_308_v2_sup.fsb = contains/points to suppressed firing sounds
sounds/weapons/wpn_rfl.fsb = contains/points to general weapon sounds (running, stowing, etc.)
sounds/weapons/wpn_rfl_rld.fsb = contains/points to reloading sounds

Since our silenced firing sounds from the Monag are not being loaded by the 870 X script, lets tweak our wpn_shtgn_12_win_v2 block inside the audiopreloads.xml script. Make it look like this:
Code: [Select]
<wpn_shtgn_12_win_v2>
<File name="sounds/weapons/wpn_shtgn_12_win_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_win_v2>

As you can see above, for some reason we need to have both the suppressed and regular firing sounds added for this to work. Don't ask me why, just needs to be that way.

Now save your audiopreloads.xml script and test in game.
« Last Edit: January 07, 2014, 06:51:54 AM by BIZ »

Offline Counter-Life™

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #1 on: December 24, 2013, 08:43:35 AM »
I hate .xml, they gave me a beaten when I was trying to mod for Crysis 2 x.x

Offline Pepsifan04

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #2 on: December 31, 2013, 08:57:52 AM »
I'm guessing that this code is Breakdown compatible?
DROP DATABASE bsnooch

Offline BIZ

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #3 on: December 31, 2013, 02:25:39 PM »
I'm guessing that this code is Breakdown compatible?

yeah they share the same .xml files :)

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #4 on: January 03, 2014, 08:28:01 PM »
I just dont get it, i am doing it as you have shown, but it does not work! >_<
This is what i have made so far, can you check it?

Code: [Select]
<item name="Shotgun_870x" class="Weapon" category="shotgun" priority="5">
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="1" draw_time="0.35"
    sweep_width="-1" sweep_frequency="-1"  burstPauseTimeMin="0.5" burstPauseTimeMax="1.5" singleFireTriggerTime="0.5" />

<params>
<param name="giveable" value="1" />
<param name="selectable" value="1" />
<param name="pose" value="shotgun_pump" />
<param name="mass" value="0" />
        <param name="canHaveSilencer" value="1"/>
<param name="disturbanceValue"    value="5.0" />
<param name="soundRange"      value="50.0" />
<param name="soundRangeSilenced"  value="5.0" />
        <param name="display_name"  value="Model 870 X" />
        <param name="ammoMax"       value="90" />
</params>

<geometry>
<firstperson name="objects/weapons/shotgun/shotgun_model870x/shotgun_model870x.cgf"/>
<thirdperson name="objects/weapons/shotgun/shotgun_model870x/shotgun_model870x.cgf"/>
<boneAttachments>
            <attachment target="thirdperson" name="muzzle_flash_effect" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_light" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_smoke" bone="weapon_term"/>
</boneAttachments>
</geometry>

<actions>
<action name="select">
<animation target="firstperson" name="select_01"/>
<animation target="owner" name="select"/>
</action>
<action name="deselect">
<animation target="firstperson" name="deselect_scar"/>
<animation target="owner" name="deselect"/>
</action>

<action name="fire">
<sound target="player" name="sounds/weapons:wpn_shotgun:12_win_v2_fire" radius="200" static="0" />
<sound target="player_reverb" name="sounds/weapons:wpn_shotgun:12_win_v2_fire_rvrb" radius="200" static="0" />
<sound target="npc" name="sounds/weapons:wpn_NPC_shotgun:12_win_v2_NPC_fire" radius="200" static="0" />
</action>
<action name="fire_jammed">
            <sound target="player" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
            <sound target="npc" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
        </action>

<!-- Added by me, silencer testing -->
<action name="fire_silenced">
            <sound target="player" name="sounds/weapons:wpn_rifle:308_v2_fire_sup" radius="50" static="0"/>
            <sound target="player_reverb" name="sounds/weapons:wpn_rifle:308_v2_fire_sup_rvrb" radius="50" static="0"/>
            <sound target="npc" name="sounds/weapons:wpn_NPC_rifle:308_v2_NPC_fire_sup" radius="50" static="0"/>
        </action>

        <action name="reload_start">
            <animation target="owner" name="reload_start"/>
        </action>
        <action name="reload_load">
            <animation target="owner" name="reload_load"/>
        </action>
        <action name="reload_end">
            <animation target="owner" name="reload_end"/>
        </action>

        <action name="unjam_start">
            <animation target="owner" name="unjam_start"/>
        </action>
        <action name="unjam_work">
            <animation target="owner" name="unjam_work"/>
        </action>
        <action name="unjam_end">
            <animation target="owner" name="unjam_end"/>
        </action>

<action name="empty_clip">
<sound target="player" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
<sound target="npc" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
</action>
        <action name="change_firemode">
            <sound target="player" name="sounds/weapons:wpn_common:firemode" radius="20"/>
        </action>
</actions>

  <audio>
    <player>
      <param name="precacheAudioFile" value="wpn_shtgn_12_win_v2" />
  <events>
        <event name="aim" output="Sounds/weapons:wpn_shotgun:fol_aim"/>
        <event name="relax" output="Sounds/weapons:wpn_shotgun:fol_relax"/>
        <event name="run" output="Sounds/weapons:wpn_shotgun:fol_run"/>
<event name="run_quiet" output="Sounds/weapons:wpn_shotgun:fol_run_quiet"/>
<event name="jump" output="Sounds/weapons:wpn_shotgun:fol_jump"/>
        <event name="stow" output="Sounds/weapons:wpn_shotgun:fol_stow"/>
        <event name="open" output="Sounds/weapons:wpn_shotgun:rld_open"/>
        <event name="close" output="Sounds/weapons:wpn_shotgun:rld_close"/>
        <event name="magin" output="Sounds/weapons:wpn_shotgun:rld_magin"/>
<event name="magout" output="Sounds/weapons:wpn_shotgun:rld_magout"/>
        <event name="pump" output="Sounds/weapons:wpn_shotgun:rld_pump"/>
        <event name="shellin" output="Sounds/weapons:wpn_shotgun:rld_shellin"/>
      </events>
    </player>
    <npc>
      <param name="precacheAudioFile" value="wpn_shtgn_12_win_v2_npc" />
  <events>
    <event name="open" output="Sounds/weapons:wpn_shotgun:rld_open"/>
        <event name="close" output="Sounds/weapons:wpn_shotgun:rld_close"/>
        <event name="magin" output="Sounds/weapons:wpn_shotgun:rld_magin"/>
<event name="magout" output="Sounds/weapons:wpn_shotgun:rld_magout"/>
        <event name="pump" output="Sounds/weapons:wpn_shotgun:rld_pump"/>
        <event name="shellin" output="Sounds/weapons:wpn_shotgun:rld_shellin"/>
  </events>
    </npc>
  </audio>

<firemodes>
<firemode type="default">
<fire>
<param name="ammo_type" value="shotgunshell"/>
<param name="rate" value="60"/>
<param name="reload_time" value="2.0"/>
<param name="bullet_chamber" value="1"/>
<param name="clip_size" value="3"/>

<param name="damage" value="100"/>
                <param name="damage_drop_min_distance" value="10"/>
                <param name="damage_drop_per_meter" value="10.0"/>

<param name="helper_tp" value="weapon_term"/>
<param name="nearmiss_signal" value="OnNearMiss"/>
</fire>

            <recoil>
                <!-- each shot moves this amount along the x and y axes, measured from 5m -->
                <attack_base>
                    <param name="x" value="0.0"/>
                    <param name="y" value="0.05"/>
                </attack_base>

                <!-- randomness -->
                <attack_rand>
                    <param name="nx" value="-0.04"/>
                    <param name="x" value="0.04"/>
                    <param name="ny" value="-0.04"/>
                    <param name="y" value="0.04"/>
                </attack_rand>

                <!-- additional randomness for high rate -->
                <attack_rand_high>
                    <param name="threshold_timeslice" value="0.2"/>
                    <param name="threshold_shots" value="1"/> <!-- if shots fired in the last timeslice crosses the threshold use high recoil randomness. -->
                    <param name="nx" value="-0.06"/>
                    <param name="x" value="0.06"/>
                    <param name="ny" value="-0.005"/>
                    <param name="y" value="0.16"/>
                </attack_rand_high>

                <!-- times -->
                <param name="time_fadein"  value="0.001" />
                <param name="time_hold"    value="0.2" />
                <param name="time_fadeout" value="0.16"/>

                <!-- multipliers -->
                <param name="recoil_jump_m"      value="1.5" />
                <param name="recoil_crouch_m"    value="0.5" />
                <param name="recoil_sprint_m"    value="1.2" />
                <param name="recoil_runandgun_m" value="0.5"/>
            </recoil>

            <!-- If you don't want your gun to be super-accurate this adds some spread -->
            <spread>
                <param name="min"       value="0.0"/>
                <param name="max"       value="0.0"/> <!-- max radius at 5m -->
                <param name="attack"    value="0.0"/> <!-- spread per shot -->
                <param name="decay"     value="0.0"/> <!-- time from max to min -->

                <!-- movement modifier -->
                <param name="speed_threshold" value="1.0"/> <!-- movement speed over this adds spread -->
                <param name="speed_m" value="0.00"/> <!-- movement times this is added to spread -->

                <param name="rotation_threshold" value="1.0"/> <!-- rotation over this add spread -->
                <param name="rotation_m" value="0.00"/> <!-- rotation times this is added to spread -->

                <!-- multipliers -->
                <param name="spread_jump_m"         value="1.5" />
                <param name="spread_crouch_m"       value="0.85" />
                <param name="spread_sprint_m"       value="1.2" />
                <param name="spread_runandgun_m"    value="1.0" />
            </spread>

<muzzleflash>
                <thirdperson effect="Class3_WeaponFX.muzzleflashes.shotgun" helper="weapon_term" light_helper="weapon_term" light_radius="2" light_time="0.010" light_color="1,1,0.8" light_diffuse_mult="8"/>
</muzzleflash>
<reject>
<firstperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
<thirdperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
</reject>
</firemode>

<firemode name="Shotgun" type="Shotgun">
<shotgun>
<param name="pellets"   value="10" />
<param name="pelletdamage" value="20"/>
<param name="spread" value="0.3"/>
<param name="partial_reload" value="1"/>

                <param name="coneheight" value="12"/>
                <param name="coneradius0" value="0.5"/>
                <param name="coneradius" value="3.5"/>
                <param name="killzone" value="0.36"/>
</shotgun>

<tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />

<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="1"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</tracer>
<outofammotracer>
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="2"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</outofammotracer>
<fire>
<param name="tracer_treshold" value="5"/>
<param name="auto_fire" value="false"/>
</fire>
</firemode>
</firemodes>

<!-- Added by me, silencer testing -->
<accessories>
        <accessory name="Silencer">
            <attach helper="weapon_term" layer="silencer"/>
            <detach/>
            <params>
                <firemodes>
                    <firemode type="default">
                        <muzzleflash>
                            <firstperson effect="muzzleflash.AssaultRifle.silenced_smoke" helper="muzzle_flash_effect" time="0.1"/>
                            <thirdperson effect="muzzleflash.AssaultRifle.silenced_smoke_tp" helper="weapon_term" time="0.1"/>
                        </muzzleflash>
                        <actions>
                            <param name="fire" value="fire_silenced"/>
                            <param name="fire_cock" value="fire_silenced"/>
                        </actions>
                    </firemode>
                </firemodes>
            </params>
        </accessory>
    </accessories>
</item>

« Last Edit: January 03, 2014, 08:42:22 PM by BIZ »

Offline Reykko

  • *
  • +1% chance to make useful post
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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #5 on: January 03, 2014, 08:31:55 PM »
And this for the audio file.

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<PreloadData>

  <Platform PC="1" Xbox360="1" PS3="1">
    <Global>
  <File name="sounds/combat/gor_common.fsb" />  
  <File name="sounds/combat/imp_bullet_zombie.fsb" />
  <File name="sounds/combat/mle_plr.fsb" />
  <File name="sounds/combat/mle_wpn_common.fsb" />
  <File name="sounds/combat/mle_zed.fsb" />    
  <File name="sounds/dialog/dialog_background.fsb" />
  <File name="sounds/environment/amb_tone_cmn.fsb" />  
  <File name="sounds/environment/env_crows.fsb" />  
  <File name="sounds/environment/env_birds.fsb" />
  <File name="sounds/environment/env_flies.fsb" />  
  <File name="sounds/explosions/exp_fire.fsb" />
  <File name="sounds/explosions/exp_cmn.fsb" />
      <File name="sounds/explosions/toy_flare.fsb" />  
  <File name="sounds/environment/env_wind_dusty.fsb" />
  <File name="sounds/environment/env_wind_gust.fsb" />  
      <File name="sounds/environment/env_wind_gust_heavy.fsb" />  
      <File name="sounds/environment/env_wind_debris_leaves.fsb" />
  <File name="sounds/environment/env_wtr_stream.fsb" />
  <File name="sounds/environment/env_wtr_creek_sml.fsb" />
  <File name="sounds/environment/env_wtr_river.fsb" />
  <File name="sounds/environment/env_wtr_river_mono.fsb" />
  <File name="sounds/environment/env_wtr_waterfall.fsb" />
  <File name="sounds/environment/env_wtr_lapping.fsb" />  
      <File name="sounds/foley/br.fsb" />    
      <File name="sounds/foley/fol.fsb" />
  <File name="sounds/foley/fs.fsb" />
      <File name="sounds/impacts/imp_fol.fsb" />  
      <File name="sounds/impacts/imp_physics.fsb" />
  <File name="sounds/impacts/imp_bullet.fsb" />
  <File name="sounds/impacts/imp_breakables.fsb" />   
  <File name="sounds/vehicles/veh_global.fsb" />  
  <File name="sounds/vehicles/veh_doors.fsb" />
  <File name="sounds/weapons/wpn_common.fsb" />    
      <File name="sounds/whooshes/wsh_common.fsb" />  
  <File name="sounds/zdx/zdx_generic.fsb" />
  <File name="sounds/zdx/zdx_screamer.fsb" />  
  <File name="sounds/zdx/zed_horde.fsb" />
  <File name="sounds/zdx/zed_distant.fsb" />
  <File name="sounds/ui/ui.fsb" />
  <File name="sounds/ui/ui_items.fsb" />  
    </Global>
  </Platform>
 
  <GameHints>
  <veh_rejection>
      <File name="sounds/foley/fol_interactions.fsb" />  
      <File name="sounds/foley/fol_search.fsb" />  
  <File name="sounds/weapons/phy_bulletcasing.fsb" />
  <File name="sounds/weapons/phy_shotgunshell.fsb" />    
    <File name="sounds/ui/ui_fx.fsb" />
</veh_rejection> 
  <!--combat vo-->
<dx_fitz_plr>
<File name="sounds/dx/dx_fitz_plr.fsb" />
</dx_fitz_plr>
<dx_hbsn_plr>
<File name="sounds/dx/dx_hbsn_plr.fsb" />
</dx_hbsn_plr>
<dx_neto_plr>
<File name="sounds/dx/dx_neto_plr.fsb" />
</dx_neto_plr>
<dx_potr_plr>
<File name="sounds/dx/dx_potr_plr.fsb" />
</dx_potr_plr>
<dx_rdmn_plr>
<File name="sounds/dx/dx_rdmn_plr.fsb" />
</dx_rdmn_plr>
<dx_setz_plr>
<File name="sounds/dx/dx_setz_plr.fsb" />
</dx_setz_plr>
<dx_thnt_plr>
<File name="sounds/dx/dx_thnt_plr.fsb" />
</dx_thnt_plr>
<dx_wolf_plr>
<File name="sounds/dx/dx_wolf_plr.fsb" />
</dx_wolf_plr>
<dx_fitz_npc>
<File name="sounds/dx/dx_fitz_npc.fsb" />
</dx_fitz_npc>
<dx_hbsn_npc>
<File name="sounds/dx/dx_hbsn_npc.fsb" />
</dx_hbsn_npc>
<dx_neto_npc>
<File name="sounds/dx/dx_neto_npc.fsb" />
</dx_neto_npc>
<dx_potr_npc>
<File name="sounds/dx/dx_potr_npc.fsb" />
</dx_potr_npc>
<dx_rdmn_npc>
<File name="sounds/dx/dx_rdmn_npc.fsb" />
</dx_rdmn_npc>
<dx_setz_npc>
<File name="sounds/dx/dx_setz_npc.fsb" />
</dx_setz_npc>
<dx_thnt_npc>
<File name="sounds/dx/dx_thnt_npc.fsb" />
</dx_thnt_npc>
<dx_wolf_npc>
<File name="sounds/dx/dx_wolf_npc.fsb" />
</dx_wolf_npc>
<!--freaks-->
<zdx_feral>
<File name="sounds/foley/fs_feral.fsb" />
<File name="sounds/zdx/zdx_feral.fsb" />
</zdx_feral>
<zdx_juggernaut>
<File name="sounds/impacts/imp_juggernaut.fsb" />
<File name="sounds/whooshes/wsh_juggernaut.fsb" />
<File name="sounds/zdx/zdx_juggernaut.fsb" />
<File name="sounds/foley/br_juggernaut.fsb" />
</zdx_juggernaut>
<zdx_bloater>
<File name="sounds/zdx/zdx_bloater.fsb" />
    <File name="sounds/explosions/exp_zed_bloater.fsb" />
</zdx_bloater>
<!--melee weapons-->
  <mle_wpn_axe>
<File name="sounds/combat/mle_wpn_hatchet.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_axe>
<mle_wpn_bat_metal>
<File name="sounds/combat/mle_wpn_bat_metal.fsb" />
<File name="sounds/whooshes/wsh_pipe_metal.fsb" />  
</mle_wpn_bat_metal>
  <mle_wpn_bat_wood>
<File name="sounds/combat/mle_wpn_bat_wood.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_bat_wood>
  <mle_wpn_crowbar>
<File name="sounds/combat/mle_wpn_crowbar.fsb" />
<File name="sounds/whooshes/wsh_crowbar.fsb" />  
</mle_wpn_crowbar>
  <mle_wpn_dense_wood>
<File name="sounds/combat/mle_wpn_dense_wood.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_dense_wood>
  <mle_wpn_edger>
<File name="sounds/combat/mle_wpn_hatchet.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_edger>
  <mle_wpn_fryingpan>
<File name="sounds/combat/mle_wpn_fryingpan.fsb" />
<File name="sounds/whooshes/wsh_pipe_metal.fsb" />  
</mle_wpn_fryingpan>
  <mle_wpn_golfclub>
<File name="sounds/combat/mle_wpn_golfclub.fsb" />
<File name="sounds/whooshes/wsh_sword.fsb" />  
</mle_wpn_golfclub>
  <mle_wpn_hatchet>
<File name="sounds/combat/mle_wpn_hatchet.fsb" />
<File name="sounds/whooshes/wsh_knife.fsb" />  
</mle_wpn_hatchet>
  <mle_wpn_mace>
<File name="sounds/combat/mle_wpn_sledgehammer.fsb" />
<File name="sounds/whooshes/wsh_pipe_metal.fsb" />  
</mle_wpn_mace>
  <mle_wpn_pipe_metal>
<File name="sounds/combat/mle_wpn_pipe_metal.fsb" />
<File name="sounds/whooshes/wsh_pipe_metal.fsb" />  
</mle_wpn_pipe_metal>
  <mle_wpn_shovel>
<File name="sounds/combat/mle_wpn_shovel.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_shovel>
  <mle_wpn_sledgehammer>
<File name="sounds/combat/mle_wpn_sledgehammer.fsb" />
<File name="sounds/whooshes/wsh_bat_wood.fsb" />  
</mle_wpn_sledgehammer>
  <mle_wpn_sword>
<File name="sounds/combat/mle_wpn_sword.fsb" />
<File name="sounds/whooshes/wsh_sword.fsb" />  
</mle_wpn_sword>
  <mle_wpn_wrench>
<File name="sounds/combat/mle_wpn_wrench.fsb" />
<File name="sounds/whooshes/wsh_crowbar.fsb" />
  </mle_wpn_wrench>
<!--NPC melee weapons-->
  <mle_wpn_npc_bat_metal>
<File name="sounds/combat/mle_wpn_npc_bat_metal.fsb" />  
</mle_wpn_npc_bat_metal>
  <mle_wpn_npc_bat_wood>
<File name="sounds/combat/mle_wpn_npc_bat_wood.fsb" />
</mle_wpn_npc_bat_wood>
  <mle_wpn_npc_crowbar>
<File name="sounds/combat/mle_wpn_npc_crowbar.fsb" />
</mle_wpn_npc_crowbar>
  <mle_wpn_npc_dense_wood>
<File name="sounds/combat/mle_wpn_npc_dense_wood.fsb" />
</mle_wpn_npc_dense_wood>
  <mle_wpn_npc_fryingpan>
<File name="sounds/combat/mle_wpn_npc_fryingpan.fsb" /> 
</mle_wpn_npc_fryingpan>
  <mle_wpn_npc_golfclub>
<File name="sounds/combat/mle_wpn_npc_golfclub.fsb" /> 
</mle_wpn_npc_golfclub>
  <mle_wpn_npc_hatchet>
<File name="sounds/combat/mle_wpn_npc_hatchet.fsb" />
</mle_wpn_npc_hatchet>
  <mle_wpn_npc_pipe_metal>
<File name="sounds/combat/mle_wpn_npc_pipe_metal.fsb" />
</mle_wpn_npc_pipe_metal>
  <mle_wpn_npc_shovel>
<File name="sounds/combat/mle_wpn_npc_shovel.fsb" /> 
</mle_wpn_npc_shovel>
  <mle_wpn_npc_sledgehammer>
<File name="sounds/combat/mle_wpn_npc_sledgehammer.fsb" />
</mle_wpn_npc_sledgehammer>
  <mle_wpn_npc_sword>
<File name="sounds/combat/mle_wpn_npc_sword.fsb" />  
</mle_wpn_npc_sword>
  <mle_wpn_npc_wrench>
<File name="sounds/combat/mle_wpn_npc_wrench.fsb" />
</mle_wpn_npc_wrench> 
<!--ranged weapons-->
<wpn_rev_38>
<File name="sounds/weapons/wpn_rev_38.fsb" />  
<File name="sounds/weapons/wpn_rev.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_38>
<wpn_rev_357>
<File name="sounds/weapons/wpn_rev_357.fsb" />  
<File name="sounds/weapons/wpn_rev.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_357>
<wpn_rev_357_v2>
<File name="sounds/weapons/wpn_rev_357_v2.fsb" />  
<File name="sounds/weapons/wpn_rev.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_357_v2>
<wpn_rev_44>
<File name="sounds/weapons/wpn_rev_44.fsb" />  
<File name="sounds/weapons/wpn_rev.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_44>
<wpn_rev_diplomat>
<File name="sounds/weapons/wpn_shtgn_12_moss.fsb" />  
<File name="sounds/weapons/wpn_rev.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_diplomat>
<wpn_rev_357_npc>
<File name="sounds/weapons/wpn_rev_357_npc.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_357_npc>
<wpn_rev_357_v2_npc>
<File name="sounds/weapons/wpn_rev_357_v2_npc.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_357_v2_npc>
<wpn_rev_diplomat_npc>
<File name="sounds/weapons/wpn_shtgn_12_moss_npc.fsb" />
<File name="sounds/weapons/wpn_rev_rld.fsb" />
</wpn_rev_diplomat_npc>
<wpn_pstl_22>
<File name="sounds/weapons/wpn_pstl_22.fsb" />
<File name="sounds/weapons/wpn_pstl_22_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_22>
<wpn_pstl_22A>
<File name="sounds/weapons/wpn_pstl_22.fsb" />
<File name="sounds/weapons/wpn_pstl_22_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
<File name="sounds/weapons/wpn_rfl_556.fsb" />
</wpn_pstl_22A>
<wpn_pstl_9mm>
<File name="sounds/weapons/wpn_pstl_9mm.fsb" />
<File name="sounds/weapons/wpn_pstl_9mm_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_9mm>
<wpn_pstl_9mmA>
<File name="sounds/weapons/wpn_pstl_9mm.fsb" />
<File name="sounds/weapons/wpn_pstl_45.fsb" />
<File name="sounds/weapons/wpn_pstl_9mm_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_9mmA>
<wpn_pstl_10mm>
<File name="sounds/weapons/wpn_pstl_10mm.fsb" />
<File name="sounds/weapons/wpn_pstl_45_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_10mm>
<wpn_pstl_40>
<File name="sounds/weapons/wpn_pstl_40.fsb" />
<File name="sounds/weapons/wpn_pstl_45_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_40>
<wpn_pstl_45>
<File name="sounds/weapons/wpn_pstl_45.fsb" />
<File name="sounds/weapons/wpn_pstl_45_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_45>
<wpn_pstl_50>
<File name="sounds/weapons/wpn_pstl_50.fsb" />
<File name="sounds/weapons/wpn_pstl_45_sup.fsb" />
<File name="sounds/weapons/wpn_pstl.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_50>
<wpn_pstl_22_npc>
<File name="sounds/weapons/wpn_pstl_22_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_22_npc>
<wpn_pstl_9mm_npc>
<File name="sounds/weapons/wpn_pstl_9mm_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_9mm_npc>
<wpn_pstl_22A_npc>
<File name="sounds/weapons/wpn_pstl_22_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_22A_npc>
<wpn_smg_22>
<File name="sounds/weapons/wpn_pstl_22.fsb" />
<File name="sounds/weapons/wpn_pstl_22_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_22>
<wpn_pstl_45_npc>
<File name="sounds/weapons/wpn_pstl_45_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_45_sup_npc.fsb" />
<File name="sounds/weapons/wpn_pstl_rld.fsb" />
</wpn_pstl_45_npc>
<wpn_smg_9mm>
<File name="sounds/weapons/wpn_smg_9mm.fsb" />
<File name="sounds/weapons/wpn_smg_9mm_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_9mm>
<wpn_smg_9mmA>
<File name="sounds/weapons/wpn_smg_9mm.fsb" />
<File name="sounds/weapons/wpn_smg_9mm_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
<File name="sounds/weapons/wpn_smg_45.fsb" />
</wpn_smg_9mmA>
<wpn_smg_45>
<File name="sounds/weapons/wpn_smg_45.fsb" />
<File name="sounds/weapons/wpn_smg_45_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_45>
<wpn_smg_45A>
<File name="sounds/weapons/wpn_smg_45.fsb" />
<File name="sounds/weapons/wpn_smg_45_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
<File name="sounds/weapons/wpn_smg_9mm.fsb" />
</wpn_smg_45A>
<wpn_smg_45_v2>
<File name="sounds/weapons/wpn_smg_45_v2.fsb" />
<File name="sounds/weapons/wpn_smg_45_v2_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_45_v2>
<wpn_smg_556>
<File name="sounds/weapons/wpn_ar_556_m4_v2.fsb" />
<File name="sounds/weapons/wpn_ar_556_m4_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_556>
<wpn_smg_9mm_npc>
<File name="sounds/weapons/wpn_smg_9mm_npc.fsb" />
<File name="sounds/weapons/wpn_smg_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_9mm_npc>
<wpn_smg_45_npc>
<File name="sounds/weapons/wpn_smg_45_npc.fsb" />
<File name="sounds/weapons/wpn_smg_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_45_npc>
<wpn_smg_45_v2_npc>
<File name="sounds/weapons/wpn_smg_45_v2_npc.fsb" />
<File name="sounds/weapons/wpn_smg_9mm_sup_npc.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_45_v2_npc>
<wpn_smg_556_npc>
<File name="sounds/weapons/wpn_ar_556_npc.fsb" />
<File name="sounds/weapons/wpn_ar_556_v2_sup_npc.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
</wpn_smg_556_npc>
<wpn_rfl_22>
<File name="sounds/weapons/wpn_rfl_22.fsb" />
<File name="sounds/weapons/wpn_pstl_22_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_22>
<wpn_rfl_22A>
<File name="sounds/weapons/wpn_rfl_22.fsb" />
<File name="sounds/weapons/wpn_pstl_22_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
<File name="sounds/weapons/wpn_rfl_556.fsb" />
</wpn_rfl_22A>
<wpn_rfl_308>
<File name="sounds/weapons/wpn_rfl_308.fsb" />
<File name="sounds/weapons/wpn_rfl_308_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_308>
<wpn_rfl_308_v2>
<File name="sounds/weapons/wpn_rfl_308_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_308_v2>
<wpn_rfl_556>
<File name="sounds/weapons/wpn_rfl_556.fsb" />
<File name="sounds/weapons/wpn_rfl_308_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_556>
<wpn_rfl_50>
<File name="sounds/weapons/wpn_rfl_50.fsb" />
<File name="sounds/weapons/wpn_rfl_50_sup.fsb" />
<File name="sounds/weapons/wpn_rfl.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_50>
<wpn_rfl_22_npc>
<File name="sounds/weapons/wpn_rfl_308_v2_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_22_npc>
<wpn_rfl_308_npc>
<File name="sounds/weapons/wpn_rfl_308_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_308_sup_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_308_npc>
<wpn_rfl_308_v2_npc>
<File name="sounds/weapons/wpn_rfl_308_v2_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_308_v2_npc>
<wpn_rfl_50_npc>
<File name="sounds/weapons/wpn_rfl_50_npc.fsb" />
<File name="sounds/weapons/wpn_rfl_308_sup.fsb" />
<File name="sounds/weapons/wpn_rfl_rld.fsb" />
</wpn_rfl_50_npc>
<wpn_shtgn_12_moss>
<File name="sounds/weapons/wpn_shtgn_12_moss.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_moss>
<wpn_shtgn_12_sga>
<File name="sounds/weapons/wpn_shtgn_12_sga.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_sga>
<wpn_shtgn_ar_12_sga>
<File name="sounds/weapons/wpn_shtgn_12_sga.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_shtgn_ar_12_sga>
<wpn_shtgn_12_win>
<File name="sounds/weapons/wpn_shtgn_12_win.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_win>
<wpn_shtgn_12_win_v2>
<<File name="sounds/weapons/wpn_shtgn_12_win_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2.fsb" />
<File name="sounds/weapons/wpn_rfl_308_v2_sup.fsb" />
<File name="sounds/weapons/wpn_shtgn.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_win_v2>
<wpn_shtgn_12_moss_npc>
<File name="sounds/weapons/wpn_shtgn_12_moss_npc.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_moss_npc>
<wpn_shtgn_ar_12_moss_npc>
<File name="sounds/weapons/wpn_shtgn_12_moss_npc.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_shtgn_ar_12_moss_npc>
<wpn_shtgn_12_win_v2_npc>
<File name="sounds/weapons/wpn_shtgn_12_win_v2_npc.fsb" />
<File name="sounds/weapons/wpn_shtgn_rld.fsb" />
</wpn_shtgn_12_win_v2_npc>
<wpn_ar_308>
<File name="sounds/weapons/wpn_ar_308.fsb" />
<File name="sounds/weapons/wpn_ar_308_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_308>
<wpn_ar_556_m4>
<File name="sounds/weapons/wpn_ar_556_m4.fsb" />
<File name="sounds/weapons/wpn_ar_556_m4_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_m4>
<wpn_ar_556_m4_v2>
<File name="sounds/weapons/wpn_ar_556_m4_v2.fsb" />
<File name="sounds/weapons/wpn_ar_556_m4_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_m4_v2>
<wpn_ar_556_scar>
<File name="sounds/weapons/wpn_ar_556_scar.fsb" />
<File name="sounds/weapons/wpn_ar_556_m4_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_scar>
<wpn_ar_556_scar_v2>
<File name="sounds/weapons/wpn_ar_556_scar_v2.fsb" />
<File name="sounds/weapons/wpn_ar_556_m4_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_scar_v2>
<wpn_ar_762>
<File name="sounds/weapons/wpn_ar_762.fsb" />
<File name="sounds/weapons/wpn_ar_762_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_762>
<wpn_ar_762_v2>
<File name="sounds/weapons/wpn_ar_762_v2.fsb" />
<File name="sounds/weapons/wpn_ar_762_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_762_v2>
<wpn_ar_308_npc>
<File name="sounds/weapons/wpn_ar_308_npc.fsb" />
<File name="sounds/weapons/wpn_ar_762_sup_npc.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_308_npc>
<wpn_ar_556_npc>
<File name="sounds/weapons/wpn_ar_556_npc.fsb" />
<File name="sounds/weapons/wpn_ar_556_sup_npc.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_npc>
<wpn_ar_556_v2_npc>
<File name="sounds/weapons/wpn_ar_556_npc.fsb" />
<File name="sounds/weapons/wpn_ar_556_v2_sup_npc.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_556_v2_npc>
<wpn_ar_762_npc>
<File name="sounds/weapons/wpn_ar_762_npc.fsb" />
<File name="sounds/weapons/wpn_ar_762_sup_npc.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
</wpn_ar_762_npc>
<wpn_gl_m32>
<File name="sounds/weapons/wpn_rfl_50.fsb" />
<File name="sounds/weapons/wpn_rfl_50_sup.fsb" />
<File name="sounds/weapons/wpn_ar.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
<File name="sounds/weapons/wpn_gl.fsb" />
<File name="sounds/explosions/exp_grenade.fsb" />
</wpn_gl_m32>
<wpn_gl_m32_npc>
<File name="sounds/weapons/wpn_rfl_50.fsb" />
<File name="sounds/weapons/wpn_rfl_50_sup.fsb" />
<File name="sounds/weapons/wpn_ar_rld.fsb" />
<File name="sounds/weapons/wpn_gl.fsb" />
<File name="sounds/explosions/exp_grenade.fsb" />
</wpn_gl_m32_npc>
<wpn_gl_06>
<File name="sounds/weapons/wpn_rfl_50.fsb" />
<File name="sounds/weapons/wpn_rfl_50_sup.fsb" />
<File name="sounds/weapons/wpn_smg.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
<File name="sounds/weapons/wpn_gl.fsb" />
<File name="sounds/explosions/exp_grenade.fsb" />
</wpn_gl_06>
<wpn_gl_06_npc>
<File name="sounds/weapons/wpn_rfl_50.fsb" />
<File name="sounds/weapons/wpn_rfl_50_sup.fsb" />
<File name="sounds/weapons/wpn_smg_rld.fsb" />
<File name="sounds/weapons/wpn_gl.fsb" />
<File name="sounds/explosions/exp_grenade.fsb" />
</wpn_gl_06_npc>
<!--items-->
<wpn_chemincendiary>
<File name="sounds/foley/fol_item_molotov.fsb" />
<File name="sounds/explosions/exp_molotov.fsb" />
<File name="sounds/explosions/exp_thermite.fsb" />
</wpn_chemincendiary>
<wpn_grenade>
<File name="sounds/foley/fol_item_grenade.fsb" />
<File name="sounds/explosions/exp_grenade.fsb" />
</wpn_grenade>
<wpn_molotov>
<File name="sounds/foley/fol_item_molotov.fsb" />
<File name="sounds/explosions/exp_molotov.fsb" />
</wpn_molotov>
<wpn_landmine>
<File name="sounds/explosions/exp_mine.fsb" />
</wpn_landmine>
<wpn_flamemine>
<File name="sounds/explosions/exp_mine.fsb" />
<File name="sounds/explosions/exp_molotov.fsb" />
<File name="sounds/explosions/exp_thermite.fsb" />
</wpn_flamemine>
<wpn_bouncingbetty>
<File name="sounds/explosions/exp_mine.fsb" />
<File name="sounds/explosions/exp_bouncingbetty.fsb" />
</wpn_bouncingbetty>
<wpn_thermite>
<File name="sounds/explosions/exp_thermite.fsb" />
<File name="sounds/foley/fol_item_smokebomb.fsb" />
</wpn_thermite>
<wpn_airstrike>
<File name="sounds/explosions/exp_airstrike.fsb" />
<File name="sounds/foley/fol_item_smokebomb.fsb" />
</wpn_airstrike>
<wpn_merc_sniper>
<File name="sounds/weapons/wpn_merc_sniper.fsb" />
</wpn_merc_sniper>
<toy_alarmclock>
<File name="sounds/explosions/toy_alarmclock.fsb" />
</toy_alarmclock>
<toy_flare>
<File name="sounds/foley/fol_item_flare.fsb" />
</toy_flare>
<toy_firecracker>
<File name="sounds/explosions/toy_firecracker.fsb" />
<File name="sounds/explosions/toy_flare.fsb" />
<File name="sounds/foley/fol_item_flare.fsb" />
</toy_firecracker>
<toy_kitchentimer>
<File name="sounds/explosions/toy_kitchentimer.fsb" />
</toy_kitchentimer>
<toy_talkingdoll>
<File name="sounds/explosions/toy_talkingdoll.fsb" />
</toy_talkingdoll>
<toy_whistlingmine>
<File name="sounds/explosions/toy_whistlingmine.fsb" />
<File name="sounds/explosions/exp_mine.fsb" />
<File name="sounds/explosions/toy_flare.fsb" />
</toy_whistlingmine>
<!--ambiences-->
    <amb_barn>
  <File name="sounds/environment/amb_tone_barn.fsb" />
  <File name="sounds/environment/amb_barn.fsb" />    
    </amb_barn>
    <amb_farm_house>
  <File name="sounds/environment/amb_tone_house_hollow.fsb" />
  <File name="sounds/environment/amb_tone_house_hollowrattle.fsb" />  
  <File name="sounds/environment/amb_wood_creak.fsb" />  
  <File name="sounds/environment/amb_wood_bang.fsb" />  
    </amb_farm_house>
    <amb_farm_barn>
  <File name="sounds/environment/amb_tone_barn.fsb" />
  <File name="sounds/environment/amb_barn.fsb" />    
    </amb_farm_barn>
    <amb_church_abandoned>
  <File name="sounds/environment/amb_tone_house_hollow.fsb" />    
  <File name="sounds/environment/amb_wood_creak.fsb" />    
    </amb_church_abandoned>
    <amb_flies>  
  <File name="sounds/environment/amb_flies.fsb" />    
    </amb_flies>
    <amb_factory>  
  <File name="sounds/environment/amb_factory.fsb" />
  <File name="sounds/environment/amb_pigeon.fsb" />  
  <File name="sounds/environment/env_wind_hollow_eerie.fsb" />  
    </amb_factory>
    <amb_grocery>  
  <File name="sounds/environment/amb_grocery.fsb" />
  <File name="sounds/environment/amb_pigeon.fsb" />  
    </amb_grocery>
<!--environments-->
<env_base>
      <File name="sounds/foley/fol_interactions_base.fsb" />
      <File name="sounds/vehicles/veh_engines.fsb" />  
    </env_base>
<env_maintown_global>
  <File name="sounds/environment/env_birds_resi.fsb" />
  <File name="sounds/environment/env_cars_dist.fsb" />
  <File name="sounds/environment/env_dogs.fsb" />
  <File name="sounds/environment/env_crashes.fsb" />
  <File name="sounds/environment/env_seagulls.fsb" />  
    </env_maintown_global>
<env_maintown_school>
  <File name="sounds/environment/env_wind_hollow_eerie.fsb" />    
    </env_maintown_school>
<env_maintown_footballfield>
  <File name="sounds/environment/env_wind_debris.fsb" />
  <File name="sounds/environment/env_wind_hollow_wisp.fsb" />    
    </env_maintown_footballfield>
<env_maintown_junkyard>
  <File name="sounds/environment/env_trailer_creak.fsb" />
  <File name="sounds/environment/env_wind_hollow_draft.fsb" />  
    </env_maintown_junkyard>
<env_maintown_centralpark>
  <File name="sounds/environment/env_wind_mapleleaves.fsb" />  
    </env_maintown_centralpark>
<env_maintown_construction>
  <File name="sounds/environment/env_wind_debris.fsb" />
  <File name="sounds/environment/env_wind_hollow_draft.fsb" />    
    </env_maintown_construction>
<env_maintown_pond>
  <File name="sounds/environment/env_frogs.fsb" />  
    </env_maintown_pond>
<env_marsh_se>
  <File name="sounds/environment/env_frogs.fsb" />
  <File name="sounds/environment/env_wind_gust_slow.fsb" />  
    </env_marsh_se>
<env_field>
  <File name="sounds/environment/env_cicadas.fsb" />
  <File name="sounds/environment/env_birds_field.fsb" />
  <File name="sounds/environment/env_field_wheat.fsb" />
  <File name="sounds/environment/env_wind_gust_field.fsb" />  
    </env_field>
<env_township>
  <File name="sounds/environment/env_birds_township.fsb" />  
  <File name="sounds/environment/env_cars_dist.fsb" /> 
  <File name="sounds/environment/env_dogs.fsb" />   
  <File name="sounds/environment/env_wind_debris.fsb" /> 
    </env_township>
<env_township_trailerpark>
  <File name="sounds/environment/env_swamp.fsb" />
  <File name="sounds/environment/env_trailer_creak.fsb" /> 
  <File name="sounds/environment/env_trailer_banging.fsb" />   
    </env_township_trailerpark>
<env_township_cemetery> 
  <File name="sounds/environment/env_wind_gust_slow.fsb" />
  <File name="sounds/environment/env_wind_gust_field.fsb" />  
  <File name="sounds/environment/env_groan_cemetery.fsb" />  
  <File name="sounds/environment/env_wind_hollow_wisp.fsb" />    
    </env_township_cemetery>
<env_farm>
<!-- <File name="sounds/environment/env_tone_farm_lake.fsb" /> -->  
    </env_farm>
<env_farm_field>
  <File name="sounds/environment/env_birds_field.fsb" />
  <File name="sounds/environment/env_cicadas.fsb" />
  <File name="sounds/environment/env_wind_gust_field.fsb" />  
    </env_farm_field>
<env_farm_driveup_random>
  <File name="sounds/environment/env_cicadas.fsb" />
  <File name="sounds/environment/env_wind_gust_field.fsb" />  
  <File name="sounds/environment/env_wind_debris.fsb" />  
    </env_farm_driveup_random>
<env_orchard_random>
  <File name="sounds/environment/env_wind_mapleleaves.fsb" />
  <File name="sounds/environment/env_groan_forest.fsb" />  
    </env_orchard_random>
<env_forest_global>
  <File name="sounds/environment/env_forest.fsb" />  
  <File name="sounds/environment/env_wind_mapleleaves.fsb" />  
    </env_forest_global>
<env_forest_loggingcamp>
  <File name="sounds/environment/env_wind_hollow_eerie.fsb" />
  <File name="sounds/environment/env_groan_forest.fsb" />  
    </env_forest_loggingcamp>
<env_lake_mttanner>
  <File name="sounds/environment/env_frogs.fsb" />  
    </env_lake_mttanner>
<env_fairgrounds>
  <File name="sounds/environment/env_birds_field.fsb" />
  <File name="sounds/environment/env_cicadas.fsb" />
  <File name="sounds/environment/env_wind_debris.fsb" />
  <File name="sounds/environment/env_cars_dist.fsb" /> 
  <File name="sounds/environment/env_dogs.fsb" />   
    </env_fairgrounds>
<env_dam>
  <File name="sounds/environment/env_swamp.fsb" />
  <File name="sounds/environment/env_wind_gust_slow.fsb" />  
    </env_dam>
<!--vehicles--> 
<veh_engines>
      <File name="sounds/vehicles/veh_engines.fsb" />
    </veh_engines>
<veh_4_normal_hatchback>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_4_normal_hatchback.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_4_normal_hatchback>
<veh_4_tuned_hatchback>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_4_tuned_hatchback.fsb" />    
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_4_tuned_hatchback>
<veh_4_normal_sedan>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_4_normal_sedan.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_4_normal_sedan>
<veh_6_normal_sedan>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_6_normal_sedan.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_6_normal_sedan>
<veh_6_normal_wagon>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_6_normal_sedan.fsb" />
  <File name="sounds/vehicles/veh_6_normal_wagon.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_6_normal_wagon>
<veh_6_race>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_6_race.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_6_race>
<veh_6_tuned_police>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_6_tuned_police.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_6_tuned_police>
<veh_6_tuned_sedan>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_6_tuned_sedan.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_6_tuned_sedan>
<veh_8_diesel>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_diesel.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_8_diesel>
<veh_8_modern_muscle>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_modern_muscle.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_8_modern_muscle>
<veh_8_modern_suv>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_modern_suv.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />
    </veh_8_modern_suv>
<veh_8_normal_van>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_modern_suv.fsb" />
  <File name="sounds/vehicles/veh_8_normal_van.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />
    </veh_8_normal_van>
<veh_8_normal_ambulance>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_modern_suv.fsb" />
  <File name="sounds/vehicles/veh_8_normal_van.fsb" />  
  <File name="sounds/vehicles/veh_8_normal_ambulance.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />
    </veh_8_normal_ambulance>
<veh_8_race>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_race.fsb" /> 
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_8_race>
<veh_8_vintage>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_8_vintage.fsb" />  
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_8_vintage>
<veh_12_diesel>
  <File name="sounds/vehicles/veh_cmn.fsb" />
  <File name="sounds/vehicles/veh_12_diesel.fsb" />
  <File name="sounds/impacts/imp_veh.fsb" />  
    </veh_12_diesel>
<!--mission sounds-->
<mis_ar04Bridges>
  <File name="sounds/explosions/exp_mis_bridge.fsb" />    
    </mis_ar04Bridges>
<mis_ar07Finale>
  <File name="sounds/explosions/exp_mis_barricade.fsb" />    
    </mis_ar07Finale>
<!--music-->
<main_menu_01>
  <File name="sounds/music/main_menu_01.fsb" />    
    </main_menu_01>
<main_menu_02>
  <File name="sounds/music/main_menu_02.fsb" />    
    </main_menu_02>
<main_menu_03>
  <File name="sounds/music/main_menu_03.fsb" />    
    </main_menu_03>
  </GameHints>

</PreloadData>

Offline BIZ

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #6 on: January 03, 2014, 08:45:05 PM »
This line is likely causing you issues:
Code: [Select]
<<File name="sounds/weapons/wpn_shtgn_12_win_v2.fsb" />
be careful with your tags.

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #7 on: January 03, 2014, 08:54:11 PM »
Just that string?
Because its not just the sound, it just dont work at all, neither a soundless shotgun.

Offline BIZ

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #8 on: January 03, 2014, 09:18:29 PM »
you may need to start a new game.

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #9 on: January 03, 2014, 09:35:42 PM »
I have restarted the game several times, on Breakdown, but not working. Where exactly i am meant to put the archives?

Offline BIZ

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #10 on: January 03, 2014, 11:28:20 PM »
you put the weapon .xml file in this directory:
...\State of Decay\Game\scripts\entities\items\xml\weapons

and the audio precache file goes in this directory:
...State of Decay\Game\libs\gameaudio

If those folders don't exist you must create them.

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #11 on: January 04, 2014, 12:02:36 AM »
The code is all correct?

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #12 on: January 04, 2014, 12:27:42 AM »
Cool, i made the first change to 870, now i am trying the same on the A12 Custom, but somenthing isnt right.
Can you help again?
Code: [Select]
<item name="A12_custom" class="Weapon" category="shotgun" priority="5">
<ai_descriptor handler="instant" burstBulletCountMin="1" burstBulletCountMax="3" draw_time="0.35"
    sweep_width="-1" sweep_frequency="-1"  burstPauseTimeMin="0.5" burstPauseTimeMax="1.5" singleFireTriggerTime="0.5" />

<params>
<param name="giveable" value="1" />
<param name="selectable" value="1" />
<param name="pose" value="assault" /> <!-- Pose of the owner character of the weapon when using this weapon. -->
<param name="mass" value="0" /> <!-- Used e.g. to adjust movement speed of the player when using it -->
        <param name="soundRange"      value="50.0" />
        <param name="canHaveSilencer" value="1"/>
<param name="soundRangeSilenced"  value="5.0" />
<param name="disturbanceValue"    value="5.0" />
        <param name="display_name"  value="A12 Custom" />
        <param name="ammoMax"       value="60" />
</params>

<geometry>
<firstperson name="objects/weapons/shotgun/shotgun_a12_custom/shotgun_a12_custom.cgf"/>
<thirdperson name="objects/weapons/shotgun/shotgun_a12_custom/shotgun_a12_custom.cgf"/>
<boneAttachments>
            <attachment target="thirdperson" name="muzzle_flash_effect" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_light" bone="weapon_term"/>
            <attachment target="thirdperson" name="muzzle_flash_smoke" bone="weapon_term"/>
</boneAttachments>
</geometry>

<actions>
<action name="select">
<animation target="owner" name="select"/>
</action>
<action name="deselect">
<animation target="owner" name="deselect"/>
</action>

<action name="fire">
<animation target="owner" name="shoot"/>
<sound target="player" name="sounds/weapons:wpn_shotgun:12_sgaA12_fire" radius="200" static="0"/>
<sound target="player_reverb" name="sounds/weapons:wpn_shotgun:12_sgaA_fire_rvrb" radius="200" static="0"/>
<sound target="npc" name="sounds/weapons:wpn_NPC_shotgun:12_moss_NPC_fire" radius="200" static="0"/>
</action>
<action name="fire_jammed">
            <sound target="player" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
            <sound target="npc" name="Sounds/weapons:wpn_common:jammed" radius="20"/>
        </action>
<action name="fire_silenced">
            <sound target="player" name="sounds/weapons:wpn_rifle:308_v2_fire_sup" radius="50" static="0"/>
            <sound target="player_reverb" name="sounds/weapons:wpn_rifle:308_v2_fire_sup_rvrb" radius="50" static="0"/>
            <sound target="npc" name="sounds/weapons:wpn_NPC_rifle:308_v2_NPC_fire_sup" radius="50" static="0"/>
        </action>

        <action name="reload_start">
            <animation target="owner" name="reload_start"/>
        </action>
        <action name="reload_load">
            <animation target="owner" name="reload_load"/>
        </action>
        <action name="reload_end">
            <animation target="owner" name="reload_end"/>
        </action>

        <action name="unjam_start">
            <animation target="owner" name="unjam_start"/>
        </action>
        <action name="unjam_work">
            <animation target="owner" name="unjam_work"/>
        </action>
        <action name="unjam_end">
            <animation target="owner" name="unjam_end"/>
        </action>

<action name="empty_clip">
<sound target="player" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
<sound target="npc" name="Sounds/weapons:wpn_common:dryfire" radius="20"/>
</action>
        <action name="change_firemode">
            <sound target="player" name="sounds/weapons:wpn_common:firemode" radius="20"/>
        </action>
</actions>

    <audio>
    <player>
      <param name="precacheAudioFile" value="wpn_shtgn_ar_12_sga"/>
      <events>
        <event name="aim" output="Sounds/weapons:wpn_shotgun:fol_aim"/>
        <event name="relax" output="Sounds/weapons:wpn_shotgun:fol_relax"/>
        <event name="run" output="Sounds/weapons:wpn_shotgun:fol_run"/>
    <event name="run_quiet" output="Sounds/weapons:wpn_shotgun:fol_run_quiet"/>
    <event name="jump" output="Sounds/weapons:wpn_shotgun:fol_jump"/>
        <event name="stow" output="Sounds/weapons:wpn_shotgun:fol_stow"/>
        <event name="boltrelease" output="Sounds/weapons:wpn_assault:rld_boltrelease"/>
        <event name="clipin" output="Sounds/weapons:wpn_assault:rld_clipin"/>
        <event name="clipdrop" output="Sounds/weapons:wpn_assault:rld_clipdrop"/>
        <event name="clipout" output="Sounds/weapons:wpn_assault:rld_clipout"/>
        <event name="slidepull" output="Sounds/weapons:wpn_assault:rld_slidepull"/>
      </events>
    </player>
    <npc>
      <param name="precacheAudioFile" value="wpn_shtgn_ar_12_moss_npc"/>
      <events>
        <event name="boltrelease" output="Sounds/weapons:wpn_assault:rld_boltrelease"/>
        <event name="clipin" output="Sounds/weapons:wpn_assault:rld_clipin"/>
        <event name="clipout" output="Sounds/weapons:wpn_assault:rld_clipout"/>
        <event name="clipdrop" output="Sounds/weapons:wpn_assault:rld_clipdrop"/>
        <event name="slidepull" output="Sounds/weapons:wpn_assault:rld_slidepull"/>
      </events>
    </npc>
    </audio>

<firemodes>
<firemode type="default">
<fire>
<param name="ammo_type" value="shotgunshell"/>
<param name="rate" value="600"/>
<param name="reload_time" value="2.85"/>
<param name="bullet_chamber" value="0"/>
<param name="clip_size" value="20"/>

<param name="damage" value="100"/>
                <param name="damage_drop_min_distance" value="10"/>
                <param name="damage_drop_per_meter" value="10.0"/>

<param name="helper_tp" value="weapon_term"/>
<param name="nearmiss_signal" value="OnNearMiss"/>
</fire>

            <recoil>
                <!-- each shot moves this amount along the x and y axes, measured from 5m -->
                <attack_base>
                    <param name="x" value="0.01"/>
                    <param name="y" value="0.05"/>
                </attack_base>

                <!-- randomness -->
                <attack_rand>
                    <param name="nx" value="-0.04"/>
                    <param name="x" value="0.04"/>
                    <param name="ny" value="-0.04"/>
                    <param name="y" value="0.04"/>
                </attack_rand>

                <!-- additional randomness for high rate -->
                <attack_rand_high>
                    <param name="threshold_timeslice" value="0.2"/>
                    <param name="threshold_shots" value="1"/> <!-- if shots fired in the last timeslice crosses the threshold use high recoil randomness. -->
                    <param name="nx" value="-0.06"/>
                    <param name="x" value="0.06"/>
                    <param name="ny" value="-0.005"/>
                    <param name="y" value="0.16"/>
                </attack_rand_high>

                <!-- times -->
                <param name="time_fadein"  value="0.001" />
                <param name="time_hold"    value="0.2" />
                <param name="time_fadeout" value="0.16"/>

                <!-- multipliers -->
                <param name="recoil_jump_m"      value="1.5" />
                <param name="recoil_crouch_m"    value="0.5" />
                <param name="recoil_sprint_m"    value="1.2" />
                <param name="recoil_runandgun_m" value="0.5"/>
            </recoil>

            <!-- If you don't want your gun to be super-accurate this adds some spread -->
            <spread>
                <param name="min"       value="0.0"/>
                <param name="max"       value="0.0"/> <!-- max radius at 5m -->
                <param name="attack"    value="0.0"/> <!-- spread per shot -->
                <param name="decay"     value="0.0"/> <!-- time from max to min -->

                <!-- movement modifier -->
                <param name="speed_threshold" value="1.0"/> <!-- movement speed over this adds spread -->
                <param name="speed_m" value="0.00"/> <!-- movement times this is added to spread -->

                <param name="rotation_threshold" value="1.0"/> <!-- rotation over this add spread -->
                <param name="rotation_m" value="0.00"/> <!-- rotation times this is added to spread -->

                <!-- multipliers -->
                <param name="spread_jump_m"         value="1.5" />
                <param name="spread_crouch_m"       value="0.85" />
                <param name="spread_sprint_m"       value="1.2" />
                <param name="spread_runandgun_m"    value="1.0" />
            </spread>

<muzzleflash>
                <thirdperson effect="Class3_WeaponFX.muzzleflashes.shotgun" helper="weapon_term" light_helper="weapon_term" light_radius="2" light_time="0.010" light_color="1,1,0.8" light_diffuse_mult="8"/>
</muzzleflash>
<reject>
<firstperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
<thirdperson effect="Class3_WeaponFX.shells.shotgun" helper="shells"/>
</reject>
</firemode>

<firemode name="Shotgun" type="Shotgun">
<shotgun>
<param name="pellets"   value="12" />
<param name="pelletdamage" value="20"/>
<param name="spread" value="0.3"/>
<param name="partial_reload" value="0"/>

                <param name="coneheight" value="12"/>
                <param name="coneradius0" value="0.5"/>
                <param name="coneradius" value="3.5"/>
                <param name="killzone" value="0.36"/>
</shotgun>

<tracer>
<param name="geometryFP" value="objects/effects/tracer_standard_new.cgf" />
<param name="geometry" value="objects/effects/tracer_standard_new.cgf" />

<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<param name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="1"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</tracer>
<outofammotracer>
<param name="effectFP" value="weapon_fx.tracer.standardfp" />
<param name="effect" value="weapon_fx.tracer.standard" />
<paran name="speed" value="375" />
<param name="speedFP"   value="1100" />
<param name="frequency" value="2"/>
<param name="helper_fp" value="weapon_term"/>
<param name="helper_tp" value="weapon_term"/>
</outofammotracer>
<fire>
<param name="tracer_treshold" value="5"/>
</fire>
</firemode>
</firemodes>

    <accessories>
        <accessory name="Silencer">
<attach helper="weapon_term" layer="silencer"/>
            <detach/>
            <params>
                <firemodes>
                    <firemode type="default">
                        <muzzleflash>
                            <firstperson effect="muzzleflash.HuntingRifle.silenced_smoke" helper="muzzle_flash_effect" time="0.1"/>
                            <thirdperson effect="muzzleflash.HuntingRifle.silenced_smoke_tp" helper="weapon_term" time="0.1"/>
                        </muzzleflash>
                        <actions>
                            <param name="fire" value="fire_silenced"/>
                            <param name="fire_cock" value="fire_silenced"/>
                        </actions>
</item>








Offline BIZ

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #13 on: January 04, 2014, 06:22:55 AM »
well judging by what you posted, your missing several closing tags from the <accessories> block at the bottom of the script.

Offline Reykko

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Re: [CODE] Silenced Shotguns and Revolvers
« Reply #14 on: January 04, 2014, 11:34:28 PM »
Strange here its working all right i am just having problems with the weapon sound, made some mistake somewhere.