Erliens 3 years ago
parent
commit
f39433f8d8

BIN
addons - Copy/RD501_Helmets/_textures/Airborne/Duck.paa


BIN
addons - Copy/RD501_Helmets/_textures/Airborne/Snorri.paa


BIN
addons - Copy/RD501_Helmets/_textures/Infantry/Goddest.paa


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addons - Copy/RD501_Helmets/_textures/Infantry/Sparticus.paa


+ 1 - 0
addons - Copy/RD501_Helmets/airborne/config.cpp

@@ -36,6 +36,7 @@ class CfgWeapons
 	NEW_501_AB_HELM_JLTS(501st_Duck_helmet,Duck,Duck.paa)
 	NEW_501_AB_HELM_JLTS(501st_Uni_helmet,Uni,Uni.paa)
 	NEW_501_AB_HELM_JLTS(501st_Chroma_helmet,Chroma,Chroma.paa)
+	NEW_501_AB_HELM_JLTS(501st_Snorri_helmet,Snorri,Snorri.paa)
 
 	
 

+ 1 - 0
addons - Copy/RD501_Helmets/infantry/config.cpp

@@ -167,6 +167,7 @@ class CfgWeapons
 	NEW_501_Inf_Helm_JLTS(Anubis,Anubis,Anubis.paa)
 	NEW_501_Inf_Helm_JLTS(Gallagher,Gallagher,Gallagher.paa)
 	NEW_501_Inf_Helm_JLTS(Weapon,Weapon,Weapon.paa)
+	NEW_501_Inf_Helm_JLTS(Sparticus,Sparticus,Sparticus.paa)
 	NEW_501_ARC_Helm_JLTS(Rayne,Rayne,Rayne.paa)
 	NEW_501_ARC_Helm_JLTS(Archaic,Archaic,Archaic.paa)
 	NEW_501_Inf_Helm_JLTS(Anta,Anta,Anta.paa)

+ 15 - 15
addons - Copy/RD501_Units/opfor/B2/config.cpp

@@ -53,7 +53,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 		{
 			class HitFace
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="face_hub";
 				passThrough=0.013;
@@ -63,7 +63,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitNeck: HitFace
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="neck";
 				passThrough=0.013;
@@ -73,7 +73,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitHead: HitNeck
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="head";
 				passThrough=0.13;
@@ -84,7 +84,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitPelvis: HitHead
 			{
-				armor=8;
+				armor=10;
 				material=-1;
 				name="pelvis";
 				passThrough=0.44;
@@ -107,7 +107,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitDiaphragm: HitAbdomen
 			{
-				armor=8;
+				armor=10;
 				material=-1;
 				name="spine2";
 				passThrough=0.44;
@@ -118,7 +118,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitChest: HitDiaphragm
 			{
-				armor=8;
+				armor=10;
 				material=-1;
 				name="spine3";
 				passThrough=0.44;
@@ -141,7 +141,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitArms: HitBody
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="arms";			
 				passThrough=0.13;
@@ -153,7 +153,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitRightHand :HitArms
 			{
-				armor = 8;
+				armor = 10;
 				explosionShielding = 0.25;
 				material = -1;
 				minimalHit = 0.01;
@@ -164,7 +164,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitLeftHand :HitArms
 			{
-				armor = 8;
+				armor = 10;
 				explosionShielding = 0.25;
 				material = -1;
 				minimalHit = 0.01;
@@ -175,7 +175,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitHands: HitArms
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="hands";
 				passThrough=0.13;
@@ -187,7 +187,7 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 			};
 			class HitLegs: HitHands
 			{
-				armor=6;
+				armor=8;
 				material=-1;
 				name="legs";
 				passThrough=0.13;
@@ -232,8 +232,8 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 				depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
 			};
 		};
-		armor=15;
-		armorStructural=1;
+		armor=30;
+		armorStructural=1.1;
 		explosionShielding=0.40000001;
 		model="\101st_Aux_Mod\Addons\DBA_CIS\Assets\B2.p3d";
 		uniformClass=macro_new_uniform_class(opfor,B2_Armor_mk2)
@@ -257,8 +257,8 @@ class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F
 	class macro_new_unit_class(opfor,B2_droid_Super) : macro_new_unit_class(opfor,B2_droid_Standard)
 	{
 		displayname = "Super B2";
-		armor=30;
-		armorStructural=1;
+		armor=60;
+		armorStructural=1.5;
 		uniformClass=macro_new_uniform_class(opfor,B2_SuperArmor)
 		hiddenSelections[]=
 		{

+ 1 - 1
addons - Copy/RD501_Vehicles/land/GAT/config.cpp

@@ -261,7 +261,7 @@ class CfgVehicles
 	class macro_new_vehicle(cis,gat_aa):3AS_GAT_Light_Base
 	{
 		scope=2;
-		armor = 1500;
+		armor = 700;
 		displayName = "CIS GAT AA"
 		crew = macro_new_unit_class(opfor,B1_crew)
         side = 0;

+ 2 - 1
addons - Copy/RD501_Weapons/Valken/config.cpp

@@ -35,6 +35,7 @@ class CfgWeapons
 		displayName="Republic Valken 38X";
 		dispersion=0.00045;
 		ACE_Overheating_JamChance = 0;
+		ace_overheating_allowSwapBarrel = 1;
 		canShootInWater=1;
 		magazines[]=
 		{
@@ -43,7 +44,7 @@ class CfgWeapons
 		};
 		class Single : Single
 		{
-			reloadTime=0.24;
+			reloadTime=0.2;
 			dispersion=0.00045;
 		};
 		class WeaponSlotsInfo: WeaponSlotsInfo

+ 2 - 2
addons - Copy/RD501_Weapons/config.cpp

@@ -357,7 +357,7 @@ class CfgAmmo
 		indirectHit = 0;
 		indirectHitRange = .1;
 		timeToLive =30;
-		model = "\GeonFighter\LaserGeon.p3d";
+		model="\3AS\3AS_Equipment\model\3AS_coredetonator.p3d";
 		fuseDistance = 3;
 
 		explosive = 0.0001;
@@ -380,7 +380,7 @@ class CfgAmmo
 		indirectHit = 50;
 		indirectHitRange = 5;
 		timeToLive =30;
-		model = "SW_AV7\ion.p3d";
+		model="\3AS\3AS_Equipment\model\3AS_thermaldet.p3d";
 		fuseDistance = 3;