config.cpp 2.9 KB

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  1. #include "..\..\script_component.hpp"
  2. class CfgPatches
  3. {
  4. class RD501_patch_laat_cannons
  5. {
  6. author=DANKAUTHORS;
  7. addonRootClass= MACRO_QUOTE(RD501_patch_vehicle_weapons);
  8. requiredAddons[]=
  9. {
  10. RD501_patch_vehicle_weapons
  11. };
  12. requiredVersion=0.1;
  13. units[]={};
  14. weapons[]={
  15. macro_new_weapon(cannon,laat)
  16. };
  17. };
  18. };
  19. class CfgWeapons
  20. {
  21. class CannonCore;
  22. class Gatling_30mm_Plane_CAS_01_F:CannonCore
  23. {
  24. class LowROF;
  25. };
  26. class macro_new_weapon(cannon,laat): Gatling_30mm_Plane_CAS_01_F//Cannon_TurboLaserx2_RD501//Cannon_LAAT
  27. {
  28. author= "RD501";
  29. displayName="LAAT Laser Cannon";
  30. magazines[]=
  31. {
  32. macro_new_mag(laat_cannon,100)
  33. };
  34. scope=2;
  35. initSpeed = 2000;
  36. ballisticsComputer = 4;
  37. canLock = 2;
  38. FCSMaxLeadSpeed = 1500;
  39. magazineReloadTime=6;
  40. autoFire=0;
  41. burst=1;
  42. class LowROF: LowROF
  43. {
  44. sounds[]=
  45. {
  46. "StandardSound"
  47. };
  48. class StandardSound
  49. {
  50. begin1[]=
  51. {
  52. "3AS\3AS_AAT\data\sounds\AAT_Cannon.wss",
  53. 1,
  54. 0.89999998,
  55. 6000
  56. };
  57. begin2[]=
  58. {
  59. "3AS\3AS_AAT\data\sounds\AAT_Cannon.wss",
  60. 1,
  61. 0.89999998,
  62. 6000
  63. };
  64. soundBegin[]=
  65. {
  66. "begin1",
  67. 0.1,
  68. "begin2",
  69. 0.5
  70. };
  71. class SoundTails
  72. {
  73. class TailForest
  74. {
  75. sound[]=
  76. {
  77. "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_forest",
  78. 1,
  79. 1,
  80. 2200
  81. };
  82. frequency=1;
  83. volume="(1-interior/1.4)*forest";
  84. };
  85. class TailHouses
  86. {
  87. sound[]=
  88. {
  89. "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_houses",
  90. 1,
  91. 1,
  92. 2200
  93. };
  94. frequency=1;
  95. volume="(1-interior/1.4)*houses";
  96. };
  97. class TailInterior
  98. {
  99. sound[]=
  100. {
  101. "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_interior",
  102. 1.99526,
  103. 1,
  104. 2200
  105. };
  106. frequency=1;
  107. volume="interior";
  108. };
  109. class TailMeadows
  110. {
  111. sound[]=
  112. {
  113. "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_meadows",
  114. 1,
  115. 1,
  116. 2200
  117. };
  118. frequency=1;
  119. volume="(1-interior/1.4)*(meadows/2 max sea/2)";
  120. };
  121. class TailTrees
  122. {
  123. sound[]=
  124. {
  125. "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_trees",
  126. 1,
  127. 1,
  128. 2200
  129. };
  130. frequency=1;
  131. volume="(1-interior/1.4)*trees";
  132. };
  133. };
  134. };
  135. multiplier=1;
  136. ballisticscomputer = 4;
  137. soundContinuous=1;
  138. autoFire=1;
  139. flash="gunfire";
  140. flashSize=0.1;
  141. recoil="Empty";
  142. ffMagnitude=0.5;
  143. ffFrequency=11;
  144. ffCount=6;
  145. burst=1;
  146. showToPlayer=1;
  147. reloadTime = 0.4;
  148. dispersion = 0.00001;
  149. aiRateOfFire=1;
  150. aiRateOfFireDistance=10;
  151. minRange=0;
  152. minRangeProbab=0.0099999998;
  153. midRange=1;
  154. midRangeProbab=0.0099999998;
  155. maxRange=2;
  156. maxRangeProbab=0.0099999998;
  157. };
  158. };
  159. };