config.cpp 6.2 KB

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  1. #include "../../../RD501_main/config_macros.hpp"
  2. #include "../../_common/common.hpp"
  3. class CfgPatches
  4. {
  5. class macro_patch_name(tank_cannons)
  6. {
  7. author=DANKAUTHORS;
  8. addonRootClass= macro_patch_name(vehicle_weapons)
  9. requiredAddons[]=
  10. {
  11. macro_patch_name(vehicle_weapons)
  12. };
  13. requiredVersion=0.1;
  14. units[]={};
  15. weapons[]={
  16. macro_new_weapon(saber_gun,td),
  17. macro_new_weapon(saber_gun,mbt),
  18. macro_new_weapon(aat_cannon,mbt),
  19. macro_new_weapon(aat_cannon,king),
  20. macro_new_weapon(atte,mbt),
  21. macro_new_weapon(mynock_cannon,mbt),
  22. macro_new_weapon(mynock_cannon,td)
  23. };
  24. };
  25. };
  26. class CfgWeapons
  27. {
  28. class cannon_120mm;
  29. class Cannon_TX130m1_mc:cannon_120mm
  30. {
  31. modes[] = {"player","close"};
  32. class player;
  33. };
  34. class Cannon_TX130m2_mc:cannon_120mm
  35. {
  36. class player;
  37. }
  38. #include "_saber.hpp"
  39. class CannonCore;
  40. class Cannon_TurboLaser:CannonCore
  41. {
  42. class manual;
  43. };
  44. class 3AS_HeavyGATCannon_Base;
  45. class 3AS_GATCannon:3AS_HeavyGATCannon_Base
  46. {
  47. class manual;
  48. }
  49. class macro_new_weapon(aat_cannon,mbt) : 3AS_GATCannon
  50. {
  51. displayName = "Heavy Laser Cannon";
  52. dlc = "RD501";
  53. author= "RD501";
  54. magazines[] = {
  55. macro_new_mag(aat_mbt,50)
  56. };
  57. ballisticsComputer = 4;
  58. canLock = 2;
  59. weaponLockDelay = 3.5;
  60. weaponLockSystem = 8;
  61. ace_overpressure_angle = 30;
  62. ace_overpressure_range = 10;
  63. ace_overpressure_damage = 0.1;
  64. reloadTime=2;
  65. magazineReloadTime = 6;
  66. modes[] = {"manual","close"};
  67. class manual: manual
  68. {
  69. reloadTime=0.5;
  70. };
  71. };
  72. class macro_new_weapon(aat_cannon,king) : 3AS_GATCannon
  73. {
  74. displayName = "King Heavy Laser Cannon";
  75. dlc = "RD501";
  76. author= "RD501";
  77. magazines[] = {
  78. macro_new_mag(aat_mbt,10)
  79. };
  80. ballisticsComputer = 4;
  81. canLock = 2;
  82. weaponLockDelay = 3.5;
  83. weaponLockSystem = 8;
  84. ace_overpressure_angle = 30;
  85. ace_overpressure_range = 10;
  86. ace_overpressure_damage = 0.1;
  87. magazineReloadTime = 6;
  88. modes[] = {"manual","close"};
  89. class manual: manual
  90. {
  91. sounds[] = {"StandardSound"};
  92. class StandardSound
  93. {
  94. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 2000};
  95. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 2000};
  96. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 2000};
  97. soundBegin[] = {"begin1", 33, "begin2", 34, "begin3", 33};
  98. };
  99. recoil = "empty";
  100. weaponSoundEffect = "DefaultRifle";
  101. soundContinuous = 0;
  102. reloadTime = 3;
  103. magazineReloadTime = 6;
  104. autoReload = 1;
  105. ballisticsComputer = 1;
  106. canLock = 2;
  107. autoFire = 0;
  108. dispersion = 0;
  109. };
  110. class close: manual
  111. {
  112. showToPlayer = 0;
  113. aiRateOfFire = .5;
  114. aiRateOfFireDistance = 10000;
  115. minRange = 0;
  116. minRangeProbab = 0.35;
  117. midRange = 500;
  118. midRangeProbab = 0.78;
  119. maxRange = 10000;
  120. maxRangeProbab = 1.0;
  121. aiDispersionCoefX = 2;
  122. aiDispersionCoefY = 2;
  123. };
  124. };
  125. class macro_new_weapon(mynock_cannon,mbt) : macro_new_weapon(aat_cannon,king)
  126. {
  127. displayName = "Primary Mass Thrower";
  128. dlc = "RD501";
  129. author= "RD501";
  130. magazines[] = {
  131. macro_new_mag(mynock_mbt_ap,12),
  132. macro_new_mag(mynock_mbt_he,12)
  133. };
  134. ballisticsComputer = 4;
  135. canLock = 2;
  136. weaponLockDelay = 3.5;
  137. weaponLockSystem = 8;
  138. ace_overpressure_angle = 30;
  139. ace_overpressure_range = 10;
  140. ace_overpressure_damage = 0.1;
  141. magazineReloadTime = 6;
  142. modes[] = {"manual","close"};
  143. class manual: manual
  144. {
  145. sounds[] = {"StandardSound"};
  146. class StandardSound
  147. {
  148. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 1000};
  149. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 1000};
  150. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 1000};
  151. soundBegin[] = {"begin1", 33, "begin2", 34, "begin3", 33};
  152. };
  153. recoil = "empty";
  154. weaponSoundEffect = "DefaultRifle";
  155. soundContinuous = 0;
  156. reloadTime = 3;
  157. magazineReloadTime = 6;
  158. autoReload = 1;
  159. ballisticsComputer = 1;
  160. canLock = 2;
  161. autoFire = 0;
  162. dispersion = 0;
  163. };
  164. class close: manual
  165. {
  166. showToPlayer = 0;
  167. aiRateOfFire = .5;
  168. aiRateOfFireDistance = 10000;
  169. minRange = 0;
  170. minRangeProbab = 0.35;
  171. midRange = 500;
  172. midRangeProbab = 0.78;
  173. maxRange = 10000;
  174. maxRangeProbab = 1.0;
  175. aiDispersionCoefX = 2;
  176. aiDispersionCoefY = 2;
  177. };
  178. };
  179. class macro_new_weapon(mynock_cannon,td) : macro_new_weapon(aat_cannon,king)
  180. {
  181. displayName = "Quantum Accelerator";
  182. dlc = "RD501";
  183. author= "RD501";
  184. magazines[] = {
  185. macro_new_mag(mynock_mbt_td,12),
  186. };
  187. ballisticsComputer = 4;
  188. canLock = 2;
  189. weaponLockDelay = 3.5;
  190. weaponLockSystem = 8;
  191. ace_overpressure_angle = 360;
  192. ace_overpressure_range = 10;
  193. ace_overpressure_damage = 100;
  194. magazineReloadTime = 6;
  195. modes[] = {"manual","close"};
  196. class manual: manual
  197. {
  198. sounds[] = {"StandardSound"};
  199. class StandardSound
  200. {
  201. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 1000};
  202. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 1000};
  203. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 1000};
  204. soundBegin[] = {"begin1", 1, "begin2", 1, "begin3", 1};
  205. };
  206. recoil = "empty";
  207. weaponSoundEffect = "DefaultRifle";
  208. soundContinuous = 0;
  209. reloadTime = 12;
  210. magazineReloadTime = 12;
  211. autoReload = 1;
  212. ballisticsComputer = 1;
  213. canLock = 2;
  214. autoFire = 0;
  215. dispersion = 0;
  216. };
  217. class close: manual
  218. {
  219. showToPlayer = 0;
  220. aiRateOfFire = .5;
  221. aiRateOfFireDistance = 10000;
  222. minRange = 0;
  223. minRangeProbab = 0.35;
  224. midRange = 500;
  225. midRangeProbab = 0.78;
  226. maxRange = 10000;
  227. maxRangeProbab = 1.0;
  228. aiDispersionCoefX = 2;
  229. aiDispersionCoefY = 2;
  230. };
  231. };
  232. class macro_new_weapon(atte,mbt):macro_new_weapon(saber_gun,mbt)
  233. {
  234. magazines[] = {
  235. macro_new_mag(atte_mbt,10)
  236. };
  237. displayName = "Heavy ATTE cannon";
  238. class player: player
  239. {
  240. sounds[] = {"StandardSound"};
  241. class StandardSound
  242. {
  243. begin1[] = {"SW_Droides_2\ATTE\atte_fire.ogg", 3, 1, 3000};
  244. soundBegin[] = {"begin1", 1};
  245. };
  246. recoil = "empty";
  247. weaponSoundEffect = "DefaultRifle";
  248. soundContinuous = 0;
  249. reloadTime = 2;
  250. magazineReloadTime = 10;//6;
  251. autoReload = 1;
  252. ballisticsComputer = 1;
  253. canLock = 2;
  254. autoFire = 1;
  255. dispersion=0.0001;
  256. };
  257. class close: player
  258. {
  259. showToPlayer = 0;
  260. aiRateOfFire = 3;
  261. aiRateOfFireDistance = 5000;
  262. minRange = 0;
  263. minRangeProbab = 0.35;
  264. midRange = 2500;
  265. midRangeProbab =1.0;// 0.78;
  266. maxRange = 5000;
  267. maxRangeProbab = 1.0;
  268. aiDispersionCoefX = 6;
  269. aiDispersionCoefY = 6;
  270. };
  271. };
  272. };