Weapon commissioned by columbus
The (Akimbo) Tribune 32(s) will appear to others as the (Akimbo) Mark 11/MAC11 and is functionally identical to the Mark 11.
I purposely did not include any stats in the weapons so they behave identically to the Mark 11/MAC10, aside from reload timers and adjustments to magazine sizes and base ammo count to sorta match painday 3. Same goes for sounds, if you have a preferred vanilla soundpack.
For the would be kitbashers out there, I rigged the magazine attachment point to match the vanilla Glock 17/Glock 22. So if you want to run something stupid like silly drum mag from Frenchy's Tacticool Magazines, feel free. (Don't ask for animation compatibility).
I know the Miami Decadence is supposed to be an exclusive kit, but I purposely separated the parts because it's easier on my end and just in case someone really takes pleasure in mixing and matching parts. You can obviously build the full Miami Decadence blueprint, it just takes a few more clicks.
Probable Future Asked Questions:
Q: Is it possible to turn this into a pistol for purposes of my build?
A: I'd suggest going into the main.xml and change the based on
for the single version to "g18" and the akimbo version to be based on"x_g18" . I make no guarantees the animations or timers will work correctly but that should work.
Q: Why do you allow optics on the akimbo version if they arent usable?
A: because i take way too much pleasure in making cursed gun builds
Q: Y MY LOREMUSTARD ACCURATE GUN NOT EXACTLY TO PROMO ART?!? I wrote my 5000000 page tumblr blog about how much I love this game I never played!!!!!
A: Now go onto the forums, and cry about it like the little bitch you are.

Is the jacket version of the gun's sounds based on the jacket's piece sound from pd2? (because i modded the jacket's piece and mac-10 to be the ones from BO1 and i want to know)
The Miami Decadence/PD3 Jacket gun is just a set of attachments you can equip on the Tribune 32 gun (receiver, barrel extension, stock, magazine). It's not a separate weapon in spite of what the screenshots might lead you to believe, so you can mix and match parts to the base Tribune 32 and Jacket's piece parts as you see fit.
For the sound question, yes, you'd get the BO1 sounds since the Tribune currently uses the Mark 11/MAC10 soundbank.
@rjc9000 can you make aversion that uses jacket's piece because the realistic sound pack mod is adding custom made jacket's piece sounds
It feels silly to upload a new version that's just a swap of 1 line of code for 1 person's personal preference.
To force the Tribune to use the Jacket Piece sounds, you can go into both the
wpn_fps_smg_tribune32.unit
file and change<depends_on bnk="soundbanks/weapon_mac10"/>
to
<depends_on bnk="soundbanks/weapon_cobray"/>
For the akimbo Tribunes, you would open the
wpn_fps_smg_x_tribune32.unit
file and change<depends_on bnk="soundbanks/weapon_mac10_x"/>
to
<depends_on bnk="soundbanks/weapon_cobray_x"/>
@rjc9000 im dumb can you make a vid (psst if i update this then i figured out how)
@rjc9000 It didnt work?
@rjc9000 Like i cant tell if its owrking but i think its not because like i said i use a custom shooting sound and its doing vanilla instead of the modded one?
@rjc9000 btw might respond tomorrow because im always 1 hour late to a response
I assumed you replaced the vanilla Jacket Piece sounds through a soundbank replacement like the soundbank mod below.
https://modworkshop.net/mod/44308
If this is how you did the sound replacement for the vanilla guns, then I'm not sure what's going wrong.
Since you stated you were hearing vanilla sounds instead of modded ones, I suspect you modded the Jacket's Piece audio through a Beardlib XAudio (Xaudio is how I do custom firing audio for most of my weapons). So you would need to add the sound ids for the weapon, then tell beardlib to load the sound files you're looking for.
The spoiler-ed code would tell the Tribunes to use your XAudio sound files. It needs to go between
<weapon>
and</weapon>
; note<weapon>
with a lowercasew
. You will need to do this in both the akimbo Tribunes and the single Tribune.Spoiler!
<sounds fire="tribune32_fire" fire_single="tribune32_fire" fire_auto="tribune32_fire" stop_fire="m16_stop" use_fix="true"> </sounds>
Then you would need the below code to tell Beardlib to load your (sounds) from (location in the files). This code needs to be somewhere in the main xml and I usually stick this under </Weapon> but before
<AddFiles directory="assets">
Spoiler!
`
<Sounds directory="assets\sounds">
<sound id="tribune32_fire" path="yourfilehere.ogg" prefix="regular"/>
<sound id="tribune32_fire" path="yourfilehere.ogg" prefix="suppressed_a"/>
<sound id="tribune32_fire" path="yourfilehere.ogg" prefix="suppressed_b"/>
<sound id="tribune32_fire" path="yourfilehere.ogg" prefix="suppressed_c"/>
`
Assets/sounds indicates Beardlib is looking for a
sounds
folder insideassets
with all of these sounds, so you'll need to make that.The name of the ogg file is whatever the file name of your sound is.
The suppressed sound is exactly what you think it is, so it should be your silenced sound unless you purposely want to use the loud firing sound while having the stat benefits of a suppressed weapon.
@rjc9000 make video please
I gave the BO1 soundbank a try and I ran into the exact same issue you did where the vanilla sound would play in spite of manually setting the soundbank to the Jacket Piece's.
I genuinely don't know what the issue is with that BO1 soundbank replacement, since I am able to get the Battlefield Project sounds working just fine on custom weapons. I asked the creator of BF Project and he stated that BO1 soundbank might have issues due to its age, but didnt explain anything else.
So I'm sorry to say I don't know how else to help you with the sound replacement via soundbanks, short of trying your hand at the XAudio method.
@rjc9000 nahhhhhhh its fine ill just wait for the realistic sound pack to update and see if the change the text to mac10 to cobray ill just wait