config.cpp 26 KB

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  1. class CfgPatches
  2. {
  3. class 3AS_Weapons_Chaingun
  4. {
  5. addonRootClass="3AS_Weapons";
  6. requiredAddons[]=
  7. {
  8. "3AS_Weapons"
  9. };
  10. requiredVersion=0.1;
  11. units[]={};
  12. weapons[]=
  13. {
  14. "3AS_Chaingun"
  15. };
  16. };
  17. };
  18. class Mode_SemiAuto;
  19. class Mode_FullAuto;
  20. class CfgWeapons
  21. {
  22. class Launcher;
  23. class Launcher_Base_F: Launcher
  24. {
  25. class WeaponSlotsInfo;
  26. };
  27. class 3AS_Chaingun: Launcher_Base_F
  28. {
  29. author="3AS";
  30. _generalMacro="launch_RPG32_F";
  31. scope=2;
  32. displayName="Chaingun";
  33. model="3AS\3AS_Weapons\Chaingun\Chaingun.p3d";
  34. picture="\A3\Weapons_F\launchers\RPG32\data\UI\gear_RPG32_X_CA.paa";
  35. UiPicture="\A3\Weapons_F\Data\UI\icon_at_CA.paa";
  36. handAnim[]=
  37. {
  38. "OFP2_ManSkeleton",
  39. "\A3\Weapons_F\Launchers\RPG32\data\Anim\RPG32.rtm"
  40. };
  41. hiddenSelections[]=
  42. {
  43. "Camo_1",
  44. "Camo_2"
  45. };
  46. hiddenSelectionsTextures[]=
  47. {
  48. "",
  49. ""
  50. };
  51. reloadAction="ReloadRPG";
  52. recoil="recoil_mk200";
  53. maxZeroing=600;
  54. modelOptics="";
  55. weaponInfoType="RscWeaponEmpty";
  56. opticsZoomMin=0.1083;
  57. opticsZoomMax=0.1083;
  58. opticsZoomInit=0.1083;
  59. cameraDir="look";
  60. class GunParticles
  61. {
  62. /*
  63. class effect1
  64. {
  65. positionName="konec hlavne";
  66. directionName="usti hlavne";
  67. effectName="RocketBackEffectsRPGNT";
  68. };*/
  69. };
  70. class OpticsModes
  71. {
  72. class optic
  73. {
  74. opticsID=1;
  75. useModelOptics=1;
  76. opticsZoomMin=0.1083;
  77. opticsZoomMax=0.1083;
  78. opticsZoomInit=0.1083;
  79. distanceZoomMin=300;
  80. distanceZoomMax=300;
  81. memoryPointCamera="eye";
  82. opticsFlare=1;
  83. opticsDisablePeripherialVision=0;
  84. cameraDir="look";
  85. visionMode[]=
  86. {
  87. "Normal"
  88. };
  89. opticsPPEffects[]=
  90. {
  91. };
  92. };
  93. };
  94. magazines[]=
  95. {
  96. "3AS_Chaingun_Drum_Mag"
  97. };
  98. modes[]=
  99. {
  100. "FullAuto"
  101. };
  102. class FullAuto: Mode_FullAuto
  103. {
  104. sounds[] = {"StandardSound"};
  105. class BaseSoundModeType
  106. {
  107. weaponSoundEffect = "DefaultRifle";
  108. closure1[] = {};
  109. closure2[] = {};
  110. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  111. };
  112. class StandardSound: BaseSoundModeType
  113. {
  114. soundSetShot[] = {"MX_Shot_SoundSet", "MX_Tail_SoundSet", "MX_InteriorTail_SoundSet"};
  115. begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_short_01", 3.16228, 1, 1800};
  116. begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_short_02", 3.16228, 1, 1800};
  117. begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_short_03", 3.16228, 1, 1800};
  118. };
  119. reloadTime = 0.033;
  120. dispersion = 0.001;
  121. recoil = "recoil_auto_mk200";
  122. minRange = 2;
  123. minRangeProbab = 0.3;
  124. midRange = 300;
  125. midRangeProbab = 0.7;
  126. maxRange = 600;
  127. maxRangeProbab = 0.05;
  128. soundBurst = 0;
  129. burst = 1;
  130. displayName = "Full";
  131. textureType = "fullAuto";
  132. };
  133. ace_overpressure_angle = 0; // Cone in which the damage is applied (in degrees from the back end of the launcher)
  134. ace_overpressure_range = 0; // Range in meters in which the damage is applied
  135. ace_overpressure_damage = 0; // Damage multiplier
  136. };
  137. };
  138. class CfgRecoils
  139. {
  140. class noRecoil
  141. {
  142. muzzleOuter[] = {"0", "0", "0", "0"};
  143. kickBack[] = {"0", "0"};
  144. muzzleInner[] = {0, 0, 0, 0};
  145. permanent = "0";
  146. temporary = "0";
  147. };
  148. noRecoilArray[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  149. };
  150. class CfgMovesBasic
  151. {
  152. class DefaultDie;
  153. class ManActions
  154. {
  155. reloadMyWeapon = "reloadChaingun";
  156. };
  157. };
  158. class CfgGesturesMale
  159. {
  160. class Default;
  161. class States
  162. {
  163. class reloadChaingun: Default
  164. {
  165. file="";
  166. looped=0;
  167. speed=0.400000;
  168. mask="handsWeapon";
  169. headBobStrength=0.200000;
  170. headBobMode=2;
  171. rightHandIKBeg=1;
  172. rightHandIKEnd=1;
  173. leftHandIKCurve[]={0,1,0.050000,0,0.950000,0,1,1};
  174. };
  175. };
  176. };
  177. class CfgMagazines
  178. {
  179. class Default
  180. {
  181. scope = 0;
  182. value = 2;
  183. type = 0;
  184. simulation = "ProxyMagazines";
  185. model = "";
  186. picture = "";
  187. ammo = "";
  188. count = 1;
  189. displayName = "";
  190. displayNameShort = "";
  191. nameSound = "";
  192. weight = 0;
  193. maxLeadSpeed = 50;
  194. initSpeed = 100;
  195. reloadAction = "";
  196. useAction = 0;
  197. useActionTitle = "";
  198. modelSpecial = "";
  199. class InventoryPlacements
  200. {
  201. };
  202. class Library
  203. {
  204. libTextDesc = "";
  205. };
  206. descriptionShort = "";
  207. maxThrowHoldTime = 2;
  208. minThrowIntensityCoef = 0.3;
  209. maxThrowIntensityCoef = 1.4;
  210. quickReload = 0;
  211. };
  212. class CA_Magazine: Default
  213. {
  214. author = "Bohemia Interactive";
  215. scope = 1;
  216. value = 1;
  217. displayName = "";
  218. model = "\A3\weapons_F\ammo\mag_univ.p3d";
  219. picture = "";
  220. modelSpecial = "";
  221. useAction = 0;
  222. useActionTitle = "";
  223. reloadAction = "";
  224. ammo = "";
  225. count = 30;
  226. type = 256;
  227. initSpeed = 900;
  228. selectionFireAnim = "zasleh";
  229. nameSound = "magazine";
  230. maxLeadSpeed = 25;
  231. weaponpoolavailable = 1;
  232. mass = 8;
  233. };
  234. class CA_LauncherMagazine: CA_Magazine
  235. {
  236. author = "Bohemia Interactive";
  237. model = "";
  238. value = 5;
  239. type = "2* 256";
  240. allowedSlots[] = {901};
  241. count = 1;
  242. initSpeed = 5;
  243. picture = "";
  244. nameSound = "handgrenade";
  245. };
  246. class 3AS_Chaingun_Drum_Mag: CA_LauncherMagazine
  247. {
  248. author = "Bohemia Interactive";
  249. scope = 2;
  250. displayName = "600Rnd Chaingun Drum";
  251. model = "\A3\weapons_f\launchers\RPG32\pg32v_rocket_item.p3d";
  252. picture = "\A3\Weapons_F\launchers\RPG32\data\UI\gear_rpg32_rocket_ca.paa";
  253. initSpeed = 140;
  254. descriptionShort = "Type: RPG-42 rocket<br />Rounds: 1<br />Used in: RPG-42";
  255. displaynameshort = "HE";
  256. ammo ="3AS_Chaingun_Ammo"; //"TCW_Chaingun_Ammo";
  257. type = "2* 256";
  258. mass = 60;
  259. count =600;
  260. };
  261. };
  262. class CfgAmmo
  263. {
  264. class RocketBase;
  265. class 3AS_Chaingun_Ammo: RocketBase
  266. {
  267. model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow";
  268. hit = 15;
  269. indirectHit = 0;//28;
  270. indirectHitRange = 0;//3;
  271. warheadName =""; //"TandemHEAT";
  272. submunitionAmmo =""; //"ammo_Penetrator_RPG32V";
  273. submunitionDirectionType = "SubmunitionModelDirection";
  274. submunitionInitSpeed = 0;//1000;
  275. submunitionParentSpeedCoef = 0;
  276. submunitionInitialOffset[] = {0, 0, -0.2};
  277. triggerOnImpact = 1;
  278. deleteParentWhenTriggered = 0;
  279. explosive = 0.2;
  280. cost = 100;
  281. airFriction = 0.075;
  282. sideAirFriction = 0.075;
  283. maxSpeed = 140;
  284. initTime = 0;
  285. thrustTime = 0.1;
  286. thrust = 100;
  287. fuseDistance = 10;
  288. CraterEffects =""; //"ATMissileCrater";
  289. explosionEffects = "";//"ATMissileExplosion";
  290. effectsMissileInit = "";
  291. effectsMissile = "EmptyEffect";
  292. simulationStep = 0.02;
  293. airLock = 0;
  294. aiAmmoUsageFlags = "128 + 512";
  295. irLock = 0;
  296. timeToLive = 10;
  297. maneuvrability = 0;
  298. allowAgainstInfantry = 1;
  299. soundHit1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_02", 2.51189, 1, 1800};
  300. soundHit2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_03", 2.51189, 1, 1800};
  301. soundHit3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_04", 2.51189, 1, 1800};
  302. multiSoundHit[] = {"soundHit1", 0.34, "soundHit2", 0.33, "soundHit3", 0.33};
  303. soundFly[] = {"a3\sounds_f_exp\arsenal\weapons\machineguns\syndikatlmg\syndikatlmg_closeshot_01", 0.316228, 1.5, 900};
  304. soundDefault1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_01", 1.99526, 1, 60};
  305. soundDefault2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_02", 1.99526, 1, 60};
  306. soundDefault3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_03", 1.99526, 1, 60};
  307. soundDefault4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_04", 1.99526, 1, 60};
  308. soundDefault5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_05", 1.99526, 1, 60};
  309. soundDefault6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_06", 1.99526, 1, 60};
  310. soundDefault7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_07", 1.99526, 1, 60};
  311. soundDefault8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_08", 1.99526, 1, 60};
  312. soundGroundSoft1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_01", 1.99526, 1, 60};
  313. soundGroundSoft2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_02", 1.99526, 1, 60};
  314. soundGroundSoft3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_03", 1.99526, 1, 60};
  315. soundGroundSoft4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_04", 1.99526, 1, 60};
  316. soundGroundSoft5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_05", 1.99526, 1, 60};
  317. soundGroundSoft6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_06", 1.99526, 1, 60};
  318. soundGroundSoft7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_07", 1.99526, 1, 60};
  319. soundGroundSoft8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\soft_ground_08", 1.99526, 1, 60};
  320. soundGroundHard1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_01", 1.41254, 1, 80};
  321. soundGroundHard2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_02", 1.41254, 1, 80};
  322. soundGroundHard3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_03", 1.41254, 1, 80};
  323. soundGroundHard4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_04", 1.41254, 1, 80};
  324. soundGroundHard5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_05", 1.41254, 1, 80};
  325. soundGroundHard6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_06", 1.41254, 1, 80};
  326. soundGroundHard7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_07", 1.41254, 1, 80};
  327. soundGroundHard8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\hard_ground_08", 1.41254, 1, 80};
  328. soundGlass1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_01", 1.25893, 1, 100};
  329. soundGlass2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_02", 1.25893, 1, 100};
  330. soundGlass3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_03", 1.25893, 1, 100};
  331. soundGlass4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_04", 1.25893, 1, 100};
  332. soundGlass5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_05", 1.25893, 1, 100};
  333. soundGlass6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_06", 1.25893, 1, 100};
  334. soundGlass7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_07", 1.25893, 1, 100};
  335. soundGlass8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_08", 1.25893, 1, 100};
  336. soundGlassArmored1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_01", 1.58489, 1, 60};
  337. soundGlassArmored2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_02", 1.58489, 1, 60};
  338. soundGlassArmored3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_03", 1.58489, 1, 60};
  339. soundGlassArmored4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_04", 1.58489, 1, 60};
  340. soundGlassArmored5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_05", 1.58489, 1, 60};
  341. soundGlassArmored6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_06", 1.58489, 1, 60};
  342. soundGlassArmored7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_07", 1.58489, 1, 60};
  343. soundGlassArmored8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\glass_arm_08", 1.58489, 1, 60};
  344. soundMetal1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_01", 1.58489, 1, 80};
  345. soundMetal2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_02", 1.58489, 1, 80};
  346. soundMetal3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_03", 1.58489, 1, 80};
  347. soundMetal4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_04", 1.58489, 1, 80};
  348. soundMetal5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_05", 1.58489, 1, 80};
  349. soundMetal6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_06", 1.58489, 1, 80};
  350. soundMetal7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_07", 1.58489, 1, 80};
  351. soundMetal8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_08", 1.58489, 1, 80};
  352. soundVehiclePlate1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_01", 1.58489, 1, 80};
  353. soundVehiclePlate2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_02", 1.58489, 1, 80};
  354. soundVehiclePlate3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_03", 1.58489, 1, 80};
  355. soundVehiclePlate4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_04", 1.58489, 1, 80};
  356. soundVehiclePlate5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_05", 1.58489, 1, 80};
  357. soundVehiclePlate6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_06", 1.58489, 1, 80};
  358. soundVehiclePlate7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_07", 1.58489, 1, 80};
  359. soundVehiclePlate8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\metal_plate_08", 1.58489, 1, 80};
  360. soundWood1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_01", 1.99526, 1, 60};
  361. soundWood2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_02", 1.99526, 1, 60};
  362. soundWood3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_03", 1.99526, 1, 60};
  363. soundWood4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_04", 1.99526, 1, 60};
  364. soundWood5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_05", 1.99526, 1, 60};
  365. soundWood6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_06", 1.99526, 1, 60};
  366. soundWood7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_07", 1.99526, 1, 60};
  367. soundWood8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\wood_08", 1.99526, 1, 60};
  368. soundHitBody1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_01", 1.58489, 1, 10};
  369. soundHitBody2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_02", 1.58489, 1, 10};
  370. soundHitBody3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_03", 1.58489, 1, 10};
  371. soundHitBody4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_04", 1.58489, 1, 10};
  372. soundHitBody5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_05", 1.58489, 1, 10};
  373. soundHitBody6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_06", 1.58489, 1, 10};
  374. soundHitBody7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_07", 1.58489, 1, 10};
  375. soundHitBody8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\body_08", 1.58489, 1, 10};
  376. soundHitBuilding1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_01", 2.23872, 1, 50};
  377. soundHitBuilding2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_02", 2.23872, 1, 50};
  378. soundHitBuilding3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_03", 2.23872, 1, 50};
  379. soundHitBuilding4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_04", 2.23872, 1, 50};
  380. soundHitBuilding5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_05", 2.23872, 1, 50};
  381. soundHitBuilding6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_06", 2.23872, 1, 50};
  382. soundHitBuilding7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_07", 2.23872, 1, 50};
  383. soundHitBuilding8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\building_08", 2.23872, 1, 50};
  384. soundHitFoliage1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_01", 0.707946, 1, 20};
  385. soundHitFoliage2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_02", 0.707946, 1, 20};
  386. soundHitFoliage3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_03", 0.707946, 1, 20};
  387. soundHitFoliage4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_04", 0.707946, 1, 20};
  388. soundHitFoliage5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_05", 0.707946, 1, 20};
  389. soundHitFoliage6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_06", 0.707946, 1, 20};
  390. soundHitFoliage7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_07", 0.707946, 1, 20};
  391. soundHitFoliage8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\foliage_08", 0.707946, 1, 20};
  392. soundPlastic1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_01", 1, 1, 70};
  393. soundPlastic2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_02", 1, 1, 70};
  394. soundPlastic3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_03", 1, 1, 70};
  395. soundPlastic4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_04", 1, 1, 70};
  396. soundPlastic5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_05", 1, 1, 70};
  397. soundPlastic6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_06", 1, 1, 70};
  398. soundPlastic7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_07", 1, 1, 70};
  399. soundPlastic8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\plastic_08", 1, 1, 70};
  400. soundConcrete1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_01", 1.41254, 1, 70};
  401. soundConcrete2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_02", 1.41254, 1, 70};
  402. soundConcrete3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_03", 1.41254, 1, 70};
  403. soundConcrete4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_04", 1.41254, 1, 70};
  404. soundConcrete5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_05", 1.41254, 1, 70};
  405. soundConcrete6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_06", 1.41254, 1, 70};
  406. soundConcrete7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_07", 1.41254, 1, 70};
  407. soundConcrete8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\concrete_08", 1.41254, 1, 70};
  408. soundTyre1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_01", 0.891251, 1, 50};
  409. soundTyre2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_02", 0.891251, 1, 50};
  410. soundTyre3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_03", 0.891251, 1, 50};
  411. soundTyre4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_04", 0.891251, 1, 50};
  412. soundTyre5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_05", 0.891251, 1, 50};
  413. soundTyre6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_06", 0.891251, 1, 50};
  414. soundTyre7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_07", 0.891251, 1, 50};
  415. soundTyre8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\tyre_08", 0.891251, 1, 50};
  416. soundRubber1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_01", 0.891251, 1, 50};
  417. soundRubber2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_02", 0.891251, 1, 50};
  418. soundRubber3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_03", 0.891251, 1, 50};
  419. soundRubber4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_04", 0.891251, 1, 50};
  420. soundRubber5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_05", 0.891251, 1, 50};
  421. soundRubber6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\rubber_06", 0.891251, 1, 50};
  422. soundWater1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_01", 1, 1, 40};
  423. soundWater2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_02", 1, 1, 40};
  424. soundWater3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_03", 1, 1, 40};
  425. soundWater4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_04", 1, 1, 40};
  426. soundWater5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_05", 1, 1, 40};
  427. soundWater6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_06", 1, 1, 40};
  428. soundWater7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_07", 1, 1, 40};
  429. soundWater8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hits\water_08", 1, 1, 40};
  430. soundMetalInt1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_01", 1.58489, 1, 80};
  431. soundMetalInt2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_02", 1.58489, 1, 80};
  432. soundMetalInt3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_03", 1.58489, 1, 80};
  433. soundMetalInt4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_04", 1.58489, 1, 80};
  434. soundMetalInt5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_05", 1.58489, 1, 80};
  435. soundMetalInt6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_06", 1.58489, 1, 80};
  436. soundVehiclePlateInt1[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_01", 1.58489, 1, 80};
  437. soundVehiclePlateInt2[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_02", 1.58489, 1, 80};
  438. soundVehiclePlateInt3[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_03", 1.58489, 1, 80};
  439. soundVehiclePlateInt4[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_04", 1.58489, 1, 80};
  440. soundVehiclePlateInt5[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_05", 1.58489, 1, 80};
  441. soundVehiclePlateInt6[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_06", 1.58489, 1, 80};
  442. soundVehiclePlateInt7[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_07", 1.58489, 1, 80};
  443. soundVehiclePlateInt8[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_08", 1.58489, 1, 80};
  444. soundVehiclePlateInt9[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_09", 1.58489, 1, 80};
  445. soundVehiclePlateInt10[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_10", 1.58489, 1, 80};
  446. soundVehiclePlateInt11[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_11", 1.58489, 1, 80};
  447. soundVehiclePlateInt12[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_12", 1.58489, 1, 80};
  448. soundVehiclePlateInt13[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_13", 1.58489, 1, 80};
  449. soundVehiclePlateInt14[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_14", 1.58489, 1, 80};
  450. soundVehiclePlateInt15[] = {"A3\Sounds_F\arsenal\sfx\bullet_hitsInt\metal_plate_15", 1.58489, 1, 80};
  451. hitArmorInt[] = {"soundVehiclePlateInt1", 0.066, "soundVehiclePlateInt2", 0.066, "soundVehiclePlateInt3", 0.066, "soundVehiclePlateInt4", 0.066, "soundVehiclePlateInt5", 0.066, "soundVehiclePlateInt6", 0.066, "soundVehiclePlateInt7", 0.066, "soundVehiclePlateInt8", 0.066, "soundVehiclePlateInt9", 0.066, "soundVehiclePlateInt10", 0.066, "soundVehiclePlateInt11", 0.066, "soundVehiclePlateInt12", 0.066, "soundVehiclePlateInt13", 0.066, "soundVehiclePlateInt14", 0.066, "soundVehiclePlateInt15", 0.066};
  452. hitMetalInt[] = {"soundMetalInt1", 0.166, "soundMetalInt2", 0.166, "soundMetalInt3", 0.166, "soundMetalInt4", 0.166, "soundMetalInt5", 0.166, "soundMetalInt6", 0.166};
  453. hitGroundSoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1, "soundGroundSoft5", 0.1, "soundGroundSoft6", 0.1, "soundGroundSoft7", 0.1, "soundGroundSoft8", 0.1};
  454. hitGroundHard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1, "soundGroundHard5", 0.1, "soundGroundHard6", 0.1, "soundGroundHard7", 0.1, "soundGroundHard8", 0.1};
  455. hitMan[] = {"soundHitBody1", 0.125, "soundHitBody2", 0.125, "soundHitBody3", 0.125, "soundHitBody4", 0.125, "soundHitBody5", 0.125, "soundHitBody6", 0.125, "soundHitBody7", 0.125, "soundHitBody8", 0.125};
  456. hitArmor[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125, "soundVehiclePlate5", 0.125, "soundVehiclePlate6", 0.125, "soundVehiclePlate7", 0.125, "soundVehiclePlate8", 0.125};
  457. hitBuilding[] = {"soundHitBuilding1", 0.2, "soundHitBuilding2", 0.2, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1, "soundHitBuilding5", 0.1, "soundHitBuilding6", 0.1, "soundHitBuilding7", 0.1, "soundHitBuilding8", 0.1};
  458. hitFoliage[] = {"soundHitFoliage1", 0.125, "soundHitFoliage2", 0.125, "soundHitFoliage3", 0.125, "soundHitFoliage4", 0.125, "soundHitFoliage5", 0.125, "soundHitFoliage6", 0.125, "soundHitFoliage7", 0.125, "soundHitFoliage8", 0.125};
  459. hitWood[] = {"soundWood1", 0.125, "soundWood2", 0.125, "soundWood3", 0.125, "soundWood4", 0.125, "soundWood5", 0.125, "soundWood6", 0.125, "soundWood7", 0.125, "soundWood8", 0.125};
  460. hitGlass[] = {"soundGlass1", 0.125, "soundGlass2", 0.125, "soundGlass3", 0.125, "soundGlass4", 0.125, "soundGlass5", 0.125, "soundGlass6", 0.125, "soundGlass7", 0.125, "soundGlass8", 0.125};
  461. hitGlassArmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125, "soundGlassArmored5", 0.125, "soundGlassArmored6", 0.125, "soundGlassArmored7", 0.125, "soundGlassArmored8", 0.125};
  462. hitConcrete[] = {"soundConcrete1", 0.125, "soundConcrete2", 0.125, "soundConcrete3", 0.125, "soundConcrete4", 0.125, "soundConcrete5", 0.125, "soundConcrete6", 0.125, "soundConcrete7", 0.125, "soundConcrete8", 0.125};
  463. hitTyre[] = {"soundTyre1", 0.125, "soundTyre2", 0.125, "soundTyre3", 0.125, "soundTyre4", 0.125, "soundTyre5", 0.125, "soundTyre6", 0.125, "soundTyre7", 0.125, "soundTyre8", 0.125};
  464. hitRubber[] = {"soundRubber1", 0.125, "soundRubber2", 0.125, "soundRubber3", 0.125, "soundRubber4", 0.125, "soundRubber5", 0.125, "soundRubber6", 0.125};
  465. hitPlastic[] = {"soundPlastic1", 0.125, "soundPlastic2", 0.125, "soundPlastic3", 0.125, "soundPlastic4", 0.125, "soundPlastic5", 0.125, "soundPlastic6", 0.125, "soundPlastic7", 0.125, "soundPlastic8", 0.125};
  466. hitDefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1, "soundDefault5", 0.1, "soundDefault6", 0.1, "soundDefault7", 0.1, "soundDefault8", 0.1};
  467. hitMetal[] = {"soundMetal1", 0.125, "soundMetal2", 0.125, "soundMetal3", 0.125, "soundMetal4", 0.125, "soundMetal5", 0.125, "soundMetal6", 0.125, "soundMetal7", 0.125, "soundMetal8", 0.125};
  468. hitMetalplate[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125, "soundVehiclePlate5", 0.125, "soundVehiclePlate6", 0.125, "soundVehiclePlate7", 0.125, "soundVehiclePlate8", 0.125};
  469. hitWater[] = {"soundWater1", 0.125, "soundWater2", 0.125, "soundWater3", 0.125, "soundWater4", 0.125, "soundWater5", 0.125, "soundWater6", 0.125, "soundWater7", 0.125, "soundWater8", 0.125};
  470. bulletFly1[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby01", 1.58489, 1, 30};
  471. bulletFly2[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby02", 1.58489, 1, 30};
  472. bulletFly3[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby03", 1.58489, 1, 30};
  473. bulletFly4[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby04", 1.58489, 1, 30};
  474. bulletFly5[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby05", 1.58489, 1, 30};
  475. bulletFly6[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby06", 1.58489, 1, 30};
  476. bulletFly7[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby07", 1.58489, 1, 30};
  477. bulletFly8[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby08", 1.58489, 1, 30};
  478. bulletFly9[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby09", 1.58489, 1, 30};
  479. bulletFly10[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby10", 1.58489, 1, 30};
  480. bulletFly11[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby11", 1.58489, 1, 30};
  481. bulletFly12[] = {"A3\sounds_f\arsenal\sfx\bullet_flyby\bullet_flyby12", 1.58489, 1, 30};
  482. bulletFly[] = {"bulletFly1", 0.083, "bulletFly2", 0.083, "bulletFly3", 0.083, "bulletFly4", 0.083, "bulletFly5", 0.083, "bulletFly6", 0.083, "bulletFly7", 0.083, "bulletFly8", 0.083, "bulletFly9", 0.083, "bulletFly10", 0.083, "bulletFly11", 0.083, "bulletFly12", 0.083};
  483. supersonicCrackNear[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_close", 3.16228, 1, 200};
  484. supersonicCrackFar[] = {"A3\sounds_f\arsenal\sfx\supersonic_crack\scrack_middle", 3.16228, 1, 200};
  485. class CamShakeExplode
  486. {
  487. power=2.4494901;
  488. duration=0.40000001;
  489. frequency=20;
  490. distance=7.3484702;
  491. };
  492. class CamShakeHit
  493. {
  494. power=6;
  495. duration=0.40000001;
  496. frequency=20;
  497. distance=1;
  498. };
  499. class CamShakeFire
  500. {
  501. power = 2.11474;
  502. duration = 0.8;
  503. frequency = 20;
  504. distance = 35.7771;
  505. };
  506. class CamShakePlayerFire
  507. {
  508. power = 1;
  509. duration = 0.1;
  510. frequency = 20;
  511. distance = 1;
  512. };
  513. SoundSetExplosion[] = {"RocketsLight_Exp_SoundSet", "RocketsLight_Tail_SoundSet", "Explosion_Debris_SoundSet"};
  514. };
  515. };