config.cpp 4.8 KB

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  1. #define COMPONENT z6_patch
  2. #include "../../RD501_main/config_macros.hpp"
  3. #include "../_common/common.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(z6)
  7. {
  8. author=DANKAUTHORS;
  9. addonRootClass= macro_patch_name(weapons)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(weapons),
  13. "3AS_Weapons"
  14. };
  15. requiredVersion=0.1;
  16. units[]={};
  17. weapons[]={
  18. macro_new_weapon_nofam(Z6),
  19. macro_new_weapon_nofam(rZ6),
  20. "SWOP_Valken38XAuto_XD",
  21. macro_new_weapon_nofam(Z1000)
  22. };
  23. };
  24. };
  25. class Mode_SemiAuto;
  26. class cfgWeapons
  27. {
  28. /*class Rifle_Base_F;
  29. class Mode_FullAuto;
  30. class SW_Z6_base_F:Rifle_Base_F
  31. {
  32. class WeaponSlotsInfo;
  33. };
  34. class SWOP_Z6Blaster:SW_Z6_base_F
  35. {
  36. displayName="Z6 Rotary Cannon";
  37. class FullAuto1;
  38. class FullAuto2;
  39. class WeaponSlotsInfo:WeaponSlotsInfo
  40. {
  41. class CowsSlot;
  42. };
  43. };
  44. class macro_new_weapon_nofam(Z6):SWOP_Z6Blaster
  45. {
  46. displayName="Z6 Rotary Cannon";
  47. scope=2;
  48. scopeArsenal=2;
  49. dlc = "RD501";
  50. author= "RD501";
  51. baseWeapon = macro_new_weapon_nofam(Z6)
  52. modes[] = {"FullAuto1", "overcharge_burst", "medium1", "medium2", "far1", "far2"};
  53. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  54. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  55. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  56. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  57. ACE_overheating_allowSwapBarrel = 1;
  58. ACE_clearJamAction = "ReloadMagazine";
  59. magazines[] = {macro_new_mag(z6,400)};
  60. class FullAuto1:FullAuto1
  61. {
  62. dispersion = Z6_accuracy
  63. recoil = "recoil_single_smg_02";
  64. recoilProne = "recoil_single_prone_smg_02";
  65. reloadTime = Z6_fullauto_reload
  66. };
  67. class overcharge_burst:FullAuto1
  68. {
  69. dispersion = Z6_accuracy_burst
  70. displayName = "Over Charge Auto";
  71. recoil = "recoil_single_smg_02";
  72. recoilProne = "recoil_single_prone_smg_02";
  73. //reloadTime = 0.1;
  74. reloadTime = Z6_burst_reload
  75. //soundContinuous = 1;
  76. burst = 25;
  77. textureType = "fastAuto";
  78. };
  79. class WeaponSlotsInfo: WeaponSlotsInfo
  80. {
  81. mass = 30;
  82. class CowsSlot: CowsSlot
  83. {
  84. compatibleItems[] = {
  85. macro_new_weapon(scope,dc_15a_acog)
  86. };
  87. };
  88. };
  89. };*/
  90. class LMG_Mk200_F;
  91. class JLTS_Z6:LMG_Mk200_F
  92. {
  93. class manual;
  94. class WeaponSlotsInfo
  95. {
  96. class MuzzleSlot;
  97. };
  98. };
  99. class macro_new_weapon_nofam(rZ6):JLTS_Z6
  100. {
  101. scope=2;
  102. scopeArsenal=2;
  103. JLTS_hasElectronics=0;
  104. recoil="recoil_lim"
  105. baseWeapon=macro_new_weapon_nofam(rZ6)
  106. displayName="Republic Z6 Chaingun";
  107. magazines[]=
  108. {
  109. macro_new_mag(10mw,400)
  110. };
  111. modes[] = {"manual", "Overcharge"};
  112. class manual:manual
  113. {
  114. reloadTime=0.059;
  115. };
  116. class Overcharge:manual
  117. {
  118. dispersion = Z6_accuracy_burst
  119. displayName = "Over Charge Auto";
  120. reloadTime = Z6_burst_reload
  121. burst = 25;
  122. textureType = "fastAuto";
  123. };
  124. class WeaponSlotsInfo: WeaponSlotsInfo
  125. {
  126. mass = 30;
  127. class MuzzleSlot: MuzzleSlot
  128. {
  129. linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
  130. displayName="$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0";
  131. compatibleItems[]=
  132. {
  133. "RD501_muzzle_flash"
  134. };
  135. iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
  136. iconPinpoint="Center";
  137. };
  138. };
  139. class HitEffects
  140. {
  141. Hit_Foliage_green="";
  142. Hit_Foliage_Dead="";
  143. Hit_Foliage_Green_big="";
  144. Hit_Foliage_Palm="";
  145. Hit_Foliage_Pine="";
  146. hitFoliage="";
  147. hitGlass="";
  148. hitGlassArmored="";
  149. hitWood="";
  150. hitHay="";
  151. hitMetal="";
  152. hitMetalPlate="";
  153. hitBuilding="";
  154. hitPlastic="";
  155. hitRubber="";
  156. hitConcrete="";
  157. hitMan="ImpactEffectsBlood";
  158. hitGroundSoft="";
  159. hitGroundRed="";
  160. hitGroundHard="";
  161. hitWater="";
  162. hitVirtual="";
  163. };
  164. };
  165. class 3AS_Chaingun;
  166. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  167. {
  168. scope=2;
  169. scopeArsenal=2;
  170. recoil="recoil_mmg_02";
  171. displayName="Republic Z1000 Chaingun";
  172. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  173. RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u));
  174. magazines[]=
  175. {
  176. macro_new_mag(z1000,3000)
  177. };
  178. class EventHandlers {
  179. fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty));
  180. };
  181. class HitEffects
  182. {
  183. Hit_Foliage_green="";
  184. Hit_Foliage_Dead="";
  185. Hit_Foliage_Green_big="";
  186. Hit_Foliage_Palm="";
  187. Hit_Foliage_Pine="";
  188. hitFoliage="";
  189. hitGlass="";
  190. hitGlassArmored="";
  191. hitWood="";
  192. hitHay="";
  193. hitMetal="";
  194. hitMetalPlate="";
  195. hitBuilding="";
  196. hitPlastic="";
  197. hitRubber="";
  198. hitConcrete="";
  199. hitMan="ImpactEffectsBlood";
  200. hitGroundSoft="";
  201. hitGroundRed="";
  202. hitGroundHard="";
  203. hitWater="";
  204. hitVirtual="";
  205. };
  206. };
  207. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  208. {
  209. scope=1;
  210. scopeArsenal=1;
  211. displayName="Z1000 Chaingun (Used)";
  212. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  213. _generalMacro="launch_RPG32_F";
  214. magazines[]=
  215. {
  216. "none"
  217. };
  218. };
  219. };