config.cpp 4.8 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. };
  20. };
  21. };
  22. class cfgWeapons
  23. {
  24. class Pistol_Base_F;
  25. class SWOP_DC17Pistol: Pistol_Base_F
  26. {
  27. class Single;
  28. };
  29. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  30. {
  31. displayName="DC-17";
  32. scope=2;
  33. scopeArsenal=2;
  34. weaponPoolAvailable = 1;
  35. selectionFireAnim="zasleh";
  36. dlc = "RD501";
  37. author= "RD501";
  38. baseWeapon = macro_new_weapon(DC,17);
  39. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  40. hiddenSelections[]=
  41. {
  42. "camo1",
  43. "illum"
  44. };
  45. hiddenSelectionsTextures[]=
  46. {
  47. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  48. };
  49. hiddenSelectionsMaterials[]=
  50. {
  51. "",
  52. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  53. };
  54. DC_Family_Flashlight
  55. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  56. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  57. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  58. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  59. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  60. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  61. ACE_overheating_allowSwapBarrel = 1;
  62. ACE_clearJamAction = "ReloadMagazine";
  63. class Single:Single
  64. {
  65. dispersion =DC17_accuracy;
  66. reloadTime = DC17_reloadtime;
  67. };
  68. };
  69. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  70. {
  71. baseWeapon = macro_new_weapon(DC,17a);
  72. displayName="DC-17a";
  73. magazines[]+={ macro_new_mag(DC17,40)};
  74. magazineWell[] = {};
  75. // recoil="";
  76. // recoilProne="";
  77. class Single:Single
  78. {
  79. dispersion =DC17_accuracy;
  80. reloadTime = DC17_reloadtime/2;
  81. autoFire=1;
  82. };
  83. };
  84. class Pistol_Base_F;
  85. class SWOP_DC15SAPistol:Pistol_Base_F
  86. {
  87. class Single;
  88. };
  89. class RD501_DC_15_RB:SWOP_DC15SAPistol
  90. {
  91. scope=2;
  92. author = "RD501";
  93. displayname = "DC-15 'Razor Blade'";
  94. descriptionShort = "Namenai is here";
  95. recoil = macro_new_recoil(dc15_rb)
  96. magazines[] = {
  97. macro_new_mag(DC15_razor_blade,9)
  98. };
  99. fireSpreadAngle = 3;
  100. class FlashLight
  101. {
  102. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  103. ambient[] = {6, 9, 9};
  104. intensity = 5;//2.5;
  105. size = 1;
  106. innerAngle = 20;
  107. outerAngle = 80;
  108. coneFadeCoef = 10;
  109. position = "flash_dir";
  110. direction = "flash_pos";
  111. useFlare = 1;
  112. flareSize = 1.5;
  113. flareMaxDistance = "600.0f";
  114. dayLight = 1;
  115. class Attenuation
  116. {
  117. start = 2;//0.5;
  118. constant = 1;
  119. linear = 0;
  120. quadratic = 0;//1
  121. hardLimitStart = 200;
  122. hardLimitEnd = 300;
  123. };
  124. scale[] = {0};
  125. };
  126. class Single: Single
  127. {
  128. sounds[] = {"StandardSound"};
  129. class BaseSoundModeType
  130. {
  131. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  132. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  133. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  134. };
  135. class StandardSound: BaseSoundModeType
  136. {
  137. weaponSoundEffect = "DefaultRifle";
  138. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  139. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  140. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  141. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  142. class SoundTails
  143. {
  144. class TailInterior
  145. {
  146. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  147. frequency = 1;
  148. volume = "interior";
  149. };
  150. class TailTrees
  151. {
  152. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  153. frequency = 1;
  154. volume = "(1-interior/1.4)*trees";
  155. };
  156. class TailForest
  157. {
  158. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  159. frequency = 1;
  160. volume = "(1-interior/1.4)*forest";
  161. };
  162. class TailMeadows
  163. {
  164. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  165. frequency = 1;
  166. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  167. };
  168. class TailHouses
  169. {
  170. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  171. frequency = 1;
  172. volume = "(1-interior/1.4)*houses";
  173. };
  174. };
  175. };
  176. // recoil = "DC_15_RB_Recoil";
  177. // recoilProne = "DC_15_RB_Recoil";
  178. reloadTime = 0.5;
  179. minRange = 5;
  180. minRangeProbab = 0.3;
  181. midRange = 25;
  182. midRangeProbab = 0.6;
  183. maxRange = 50;
  184. maxRangeProbab = 0.1;
  185. aiRateOfFire = 2;
  186. aiRateOfFireDistance = 25;
  187. dispersion = 0.0001;
  188. };
  189. };
  190. };