Hi,
We're making an addon with a weapon which fires explosive bullets like M2A2's 25 mm Cannon HE. The problem is that we want to put a custom "soundHit" sound. You know, when explosive bullets hit ground/ man etc, game executes an explosion sound. As default it executes the line below, even if you don't type this line in your config.cpp.
"soundHit[]={Explosions\explosivebullet,db20,1};"
We also tried this line,
"soundHit[]={"\Our_addon\Sound\soundHit.wav",db20,1};"
in our config.cpp file but it didn't work either. The game sent an error message like "the entry couldn't found in config.bin file". I think the game checks its own config.bin file under directory of "C:\Program Files\Codemasters\OperationFlashpoint\Res\Bin"
and couldn't find the entry.
Please correct me but;
Suppose, we must convert our config.cpp file into config.bin file and then state the place of our custom hit-sound in this file, right? I guess, afterwards we need to convert our sound sample into .wss format and put it in our pbo, ain't it? If so,
1) Should we convert our config.cpp into config.bin by Binviewer?
2) How is this custom hit-sound defined in config.bin file?
3) Should we use WSS File Decoding/Encoding Utils to convert ogg/ wav samples into .wss and vice versa?
Your answer will help us provide ofp community with a fabulous addon!