config.cpp 6.1 KB

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  1. #define COMPONENT DC_17
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "../../_common/common.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(dc_17)
  7. {
  8. author=DANKAUTHORS;
  9. addonRootClass= macro_patch_name(weapons)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(weapons)
  13. };
  14. requiredVersion=0.1;
  15. units[]={};
  16. weapons[]={
  17. macro_new_weapon(DC,17),
  18. macro_new_weapon(DC,17a),
  19. macro_new_weapon(DC,r17),
  20. macro_new_weapon(DC,r17a)
  21. };
  22. };
  23. };
  24. class cfgWeapons
  25. {
  26. class Mode_FullAuto;
  27. class Pistol_Base_F;
  28. class SWOP_DC17Pistol: Pistol_Base_F
  29. {
  30. class Single;
  31. };
  32. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  33. {
  34. displayName="DC-17";
  35. scope=2;
  36. scopeArsenal=2;
  37. weaponPoolAvailable = 1;
  38. selectionFireAnim="zasleh";
  39. dlc = "RD501";
  40. author= "RD501";
  41. baseWeapon = macro_new_weapon(DC,17);
  42. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  43. hiddenSelections[]=
  44. {
  45. "camo1",
  46. "illum"
  47. };
  48. hiddenSelectionsTextures[]=
  49. {
  50. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  51. };
  52. hiddenSelectionsMaterials[]=
  53. {
  54. "",
  55. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  56. };
  57. DC_Family_Flashlight
  58. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  59. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  60. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  61. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  62. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  63. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  64. ACE_overheating_allowSwapBarrel = 1;
  65. ACE_clearJamAction = "ReloadMagazine";
  66. class Single:Single
  67. {
  68. dispersion =DC17_accuracy;
  69. reloadTime = DC17_reloadtime;
  70. };
  71. };
  72. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  73. {
  74. baseWeapon = macro_new_weapon(DC,17a);
  75. displayName="DC-17a";
  76. magazines[]+={ macro_new_mag(DC17,40)};
  77. magazineWell[] = {};
  78. // recoil="";
  79. // recoilProne="";
  80. class Single:Single
  81. {
  82. dispersion =DC17_accuracy;
  83. reloadTime = DC17_reloadtime/2;
  84. autoFire=1;
  85. };
  86. };
  87. class Pistol_Base_F;
  88. class SWOP_DC15SAPistol:Pistol_Base_F
  89. {
  90. class Single;
  91. };
  92. class RD501_stun_muzzle;
  93. class hgun_P07_F;
  94. class JLTS_DC17SA:hgun_P07_F
  95. {
  96. class Single;
  97. };
  98. class macro_new_weapon(DC,r17):JLTS_DC17SA
  99. {
  100. displayName="Republic DC-17";
  101. reloadAction="GestureReloadPistol";
  102. baseWeapon=macro_new_weapon(DC,r17)
  103. magazines[]=
  104. {
  105. macro_new_mag(5mw,10)
  106. };
  107. muzzles[]=
  108. {
  109. "this",
  110. "Stun"
  111. };
  112. class Stun: RD501_stun_muzzle
  113. {
  114. displayName="High Energy StunMode";
  115. magazines[]=
  116. {
  117. macro_new_mag(pistolstun,5)
  118. };
  119. };
  120. class Single : Single
  121. {
  122. reloadTime=0.1;
  123. };
  124. };
  125. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  126. {
  127. displayName="Republic DC-17A";
  128. baseWeapon=macro_new_weapon(DC,r17a)
  129. magazines[]=
  130. {
  131. macro_new_mag(2mw,30)
  132. };
  133. modes[] = {"FullAuto"};
  134. muzzles[]=
  135. {
  136. "this",
  137. "Stun"
  138. };
  139. class Stun: RD501_stun_muzzle
  140. {
  141. displayName="High Energy StunMode";
  142. reloadAction="GestureReloadPistol";
  143. magazines[]=
  144. {
  145. macro_new_mag(pistolstun,5)
  146. };
  147. };
  148. class FullAuto : Single
  149. {
  150. autoFire=1;
  151. reloadTime=0.055;
  152. displayName="$STR_DN_MODE_FULLAUTO";
  153. textureType="fullAuto";
  154. recoil="recoil_auto_primary_3outof10";
  155. recoilProne="recoil_auto_primary_prone_3outof10";
  156. aiDispersionCoefY=3;
  157. aiDispersionCoefX=2;
  158. soundBurst=0;
  159. burst=3;
  160. };
  161. };
  162. class RD501_DC_15_RB:SWOP_DC15SAPistol
  163. {
  164. scope=2;
  165. author = "RD501";
  166. displayname = "DC-15 'Razor Blade'";
  167. descriptionShort = "Namenai is here";
  168. recoil = macro_new_recoil(dc15_rb)
  169. magazines[] = {
  170. macro_new_mag(DC15_razor_blade,9)
  171. };
  172. fireSpreadAngle = 3;
  173. class FlashLight
  174. {
  175. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  176. ambient[] = {6, 9, 9};
  177. intensity = 5;//2.5;
  178. size = 1;
  179. innerAngle = 20;
  180. outerAngle = 80;
  181. coneFadeCoef = 10;
  182. position = "flash_dir";
  183. direction = "flash_pos";
  184. useFlare = 1;
  185. flareSize = 1.5;
  186. flareMaxDistance = "600.0f";
  187. dayLight = 1;
  188. class Attenuation
  189. {
  190. start = 2;//0.5;
  191. constant = 1;
  192. linear = 0;
  193. quadratic = 0;//1
  194. hardLimitStart = 200;
  195. hardLimitEnd = 300;
  196. };
  197. scale[] = {0};
  198. };
  199. class Single: Single
  200. {
  201. sounds[] = {"StandardSound"};
  202. class BaseSoundModeType
  203. {
  204. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  205. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  206. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  207. };
  208. class StandardSound: BaseSoundModeType
  209. {
  210. weaponSoundEffect = "DefaultRifle";
  211. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  212. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  213. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  214. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  215. class SoundTails
  216. {
  217. class TailInterior
  218. {
  219. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  220. frequency = 1;
  221. volume = "interior";
  222. };
  223. class TailTrees
  224. {
  225. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  226. frequency = 1;
  227. volume = "(1-interior/1.4)*trees";
  228. };
  229. class TailForest
  230. {
  231. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  232. frequency = 1;
  233. volume = "(1-interior/1.4)*forest";
  234. };
  235. class TailMeadows
  236. {
  237. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  238. frequency = 1;
  239. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  240. };
  241. class TailHouses
  242. {
  243. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  244. frequency = 1;
  245. volume = "(1-interior/1.4)*houses";
  246. };
  247. };
  248. };
  249. // recoil = "DC_15_RB_Recoil";
  250. // recoilProne = "DC_15_RB_Recoil";
  251. reloadTime = 0.5;
  252. minRange = 5;
  253. minRangeProbab = 0.3;
  254. midRange = 25;
  255. midRangeProbab = 0.6;
  256. maxRange = 50;
  257. maxRangeProbab = 0.1;
  258. aiRateOfFire = 2;
  259. aiRateOfFireDistance = 25;
  260. dispersion = 0.0001;
  261. };
  262. };
  263. };