config.cpp 12 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. "SWOP_Valken38XAuto_XD",
  20. macro_new_weapon_nofam(Z1000)
  21. };
  22. };
  23. };
  24. class Mode_SemiAuto;
  25. class cfgWeapons
  26. {
  27. class Rifle_Base_F;
  28. class Mode_FullAuto;
  29. class SW_Z6_base_F:Rifle_Base_F
  30. {
  31. class WeaponSlotsInfo;
  32. };
  33. class SWOP_Z6Blaster:SW_Z6_base_F
  34. {
  35. displayName="Z6 Rotary Cannon";
  36. class FullAuto1;
  37. class FullAuto2;
  38. class WeaponSlotsInfo:WeaponSlotsInfo
  39. {
  40. class CowsSlot;
  41. };
  42. };
  43. class macro_new_weapon_nofam(Z6):SWOP_Z6Blaster
  44. {
  45. displayName="Z6 Rotary Cannon";
  46. scope=2;
  47. scopeArsenal=2;
  48. dlc = "RD501";
  49. author= "RD501";
  50. baseWeapon = macro_new_weapon_nofam(Z6)
  51. modes[] = {"FullAuto1", "overcharge_burst", "medium1", "medium2", "far1", "far2"};
  52. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  53. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  54. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  55. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  56. ACE_overheating_allowSwapBarrel = 1;
  57. ACE_clearJamAction = "ReloadMagazine";
  58. magazines[] = {macro_new_mag(z6,400)};
  59. class FullAuto1:FullAuto1
  60. {
  61. dispersion = Z6_accuracy
  62. recoil = "recoil_single_smg_02";
  63. recoilProne = "recoil_single_prone_smg_02";
  64. reloadTime = Z6_fullauto_reload
  65. };
  66. class overcharge_burst:FullAuto1
  67. {
  68. dispersion = Z6_accuracy_burst
  69. displayName = "Over Charge Auto";
  70. recoil = "recoil_single_smg_02";
  71. recoilProne = "recoil_single_prone_smg_02";
  72. //reloadTime = 0.1;
  73. reloadTime = Z6_burst_reload
  74. //soundContinuous = 1;
  75. burst = 25;
  76. textureType = "fastAuto";
  77. };
  78. class WeaponSlotsInfo: WeaponSlotsInfo
  79. {
  80. mass = 30;
  81. class CowsSlot: CowsSlot
  82. {
  83. compatibleItems[] = {
  84. macro_new_weapon(scope,dc_15a_acog)
  85. };
  86. };
  87. };
  88. };
  89. class 3AS_Chaingun;
  90. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  91. {
  92. scope=2;
  93. scopeArsenal=2;
  94. displayName="Z1000 Chaingun";
  95. _generalMacro="launch_RPG32_F";
  96. magazines[]=
  97. {
  98. macro_new_mag(z1000,3000)
  99. };
  100. };
  101. class SWOP_BlasterRifle_Base;
  102. class SWOP_Valken38XAuto:SWOP_BlasterRifle_Base
  103. {
  104. magazines[] = {};//SWOP_Valken38Xauto_Mag
  105. class Single;
  106. class FullAuto;
  107. class WeaponSlotsInfo;
  108. };
  109. class SWOP_Valken38XAuto_XD:SWOP_Valken38XAuto
  110. {
  111. magazines[] = {"SWOP_Valken38Xauto_MagXXD"};
  112. baseWeapon = "SWOP_Valken38XAuto_XD";
  113. //recoil = "Valken_Super_auto_recoil";
  114. scopeArsenal=2;
  115. ACE_Overheating_Dispersion = 0.0;
  116. ACE_Overheating_SlowdownFactor = 1;
  117. ACE_Overheating_JamChance = 1.5e-014;
  118. ACE_overheating_mrbs = 3e+009;
  119. ACE_overheating_allowSwapBarrel = 1;
  120. class Single:Single
  121. {
  122. dispersion = 0.0001;
  123. reloadTime = 0.06;
  124. class BaseSoundModeType
  125. {
  126. closure1[] = {};
  127. closure2[] = {};
  128. soundClosure[] = {};
  129. weaponSoundEffect = "DefaultRifle";
  130. };
  131. class StandardSound: BaseSoundModeType
  132. {
  133. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  134. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  135. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  136. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  137. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  138. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  139. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  140. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  141. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  142. soundBegin[] = {"begin1", 0.11, "begin2", 0.11, "begin3", 0.11, "begin4", 0.11, "begin5", 0.11, "begin6", 0.11, "begin7", 0.11, "begin8", 0.11, "begin9", 0.11};
  143. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  144. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  145. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  146. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  147. class SoundTails
  148. {
  149. class TailInterior
  150. {
  151. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  152. frequency = 1;
  153. volume = "interior";
  154. };
  155. class TailTrees
  156. {
  157. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  158. frequency = 1;
  159. volume = "(1-interior/1.4)*trees";
  160. };
  161. class TailForest
  162. {
  163. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  164. frequency = 1;
  165. volume = "(1-interior/1.4)*forest";
  166. };
  167. class TailMeadows
  168. {
  169. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  170. frequency = 1;
  171. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  172. };
  173. class TailHouses
  174. {
  175. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  176. frequency = 1;
  177. volume = "(1-interior/1.4)*houses";
  178. };
  179. };
  180. weaponSoundEffect = "DefaultRifle";
  181. };
  182. };
  183. class FullAuto:FullAuto
  184. {
  185. dispersion = "1*0.0001";
  186. reloadTime = 0.08;
  187. class BaseSoundModeType
  188. {
  189. closure1[] = {};
  190. closure2[] = {};
  191. soundClosure[] = {};
  192. weaponSoundEffect = "DefaultRifle";
  193. };
  194. class StandardSound: BaseSoundModeType
  195. {
  196. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  197. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  198. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  199. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  200. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  201. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  202. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  203. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  204. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  205. soundBegin[] = {"begin1", 0.11, "begin2", 0.11, "begin3", 0.11, "begin4", 0.11, "begin5", 0.11, "begin6", 0.11, "begin7", 0.11, "begin8", 0.11, "begin9", 0.11};
  206. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  207. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  208. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  209. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  210. class SoundTails
  211. {
  212. class TailInterior
  213. {
  214. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  215. frequency = 1;
  216. volume = "interior";
  217. };
  218. class TailTrees
  219. {
  220. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  221. frequency = 1;
  222. volume = "(1-interior/1.4)*trees";
  223. };
  224. class TailForest
  225. {
  226. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  227. frequency = 1;
  228. volume = "(1-interior/1.4)*forest";
  229. };
  230. class TailMeadows
  231. {
  232. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  233. frequency = 1;
  234. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  235. };
  236. class TailHouses
  237. {
  238. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  239. frequency = 1;
  240. volume = "(1-interior/1.4)*houses";
  241. };
  242. };
  243. weaponSoundEffect = "DefaultRifle";
  244. };
  245. };
  246. displayname = "Valken-39XX-XD";
  247. class OpticsModes
  248. {
  249. class Snip
  250. {
  251. //modelOptics = "Scope\a180.p3d";
  252. modelOptics = "Scope\4x_xm8.p3d";
  253. opticsID = 1;
  254. opticsDisplayName = "WFOV";
  255. useModelOptics = 1;
  256. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  257. opticsZoomMin = ".25/24";
  258. opticsZoomMax = 0.25;
  259. opticsZoomInit = 0.25;
  260. discretefov[] = {.25/4,.25/8,.25/12,.25/24};
  261. discreteinitIndex = 0;
  262. discreteDistance[] = {100};
  263. discreteDistanceInitIndex = 1;
  264. distanceZoomMin = 100;
  265. distanceZoomMax = 4000;
  266. visionMode[] = {"Normal", "NVG","TI"};
  267. thermalMode[] = {1};
  268. memoryPointCamera = "opticView";
  269. //modelOptics = "Scope\dc15zoomscope_sight.p3d";
  270. weaponInfoType = "RscOptics_nightstalkerblue";//make diffrent scope?
  271. opticsFlare = 1;
  272. opticsDisablePeripherialVision = 0;
  273. cameraDir = "";
  274. };
  275. class Iron
  276. {
  277. opticsID = 2;
  278. opticsDisplayName = "";
  279. useModelOptics = 0;
  280. opticsPPEffects[] = {"", ""};
  281. opticsFlare = 0;
  282. opticsDisablePeripherialVision = 0;
  283. opticsZoomMin = 0.25;
  284. opticsZoomMax = 1.25;
  285. opticsZoomInit = 0.75;
  286. memoryPointCamera = "eye";
  287. modelOptics = "\A3\Weapons_F\empty";
  288. visionMode[] = {};
  289. discretefov[] = {};
  290. discreteDistance[] = {200};
  291. discreteDistanceInitIndex = 0;
  292. distanceZoomMin = 200;
  293. distanceZoomMax = 200;
  294. discreteInitIndex = 0;
  295. };
  296. };
  297. class WeaponSlotsInfo: WeaponSlotsInfo
  298. {
  299. mass = 0.1;
  300. };
  301. };
  302. /*class OPTRE_UnguidedLauncher_Base;
  303. class OPTRE_M41_SSR:OPTRE_UnguidedLauncher_Base
  304. {
  305. class Single;
  306. };
  307. class macro_new_weapon(chaingun,z6x): OPTRE_M41_SSR
  308. {
  309. baseWeapon = macro_new_weapon(chaingun,z6x);
  310. recoil = macro_new_recoil(chaingun);
  311. displayName = "Z-6X";
  312. magazines[] = {macro_new_mag(chaingun_z6x,1000)};
  313. ace_overpressure_priority = 1;
  314. ace_overpressure_angle = 0;
  315. ace_overpressure_range = 0;
  316. ace_overpressure_damage = 0;
  317. descriptionshort = "Ur mom gay :)";
  318. class GunParticles
  319. {
  320. class effect1
  321. {
  322. positionName = "muzzleEnd2";
  323. directionName = "muzzlePos2";
  324. effectName = "";
  325. };
  326. };
  327. modelOptics = "Scope\4x_xm8.p3d";
  328. class OpticsModes
  329. {
  330. class StepScope
  331. {
  332. opticsID = 1;
  333. useModelOptics = 1;
  334. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  335. opticsFlare = 0;
  336. opticsZoomMin = 0.125;
  337. opticsZoomMax = 0.125/2;
  338. opticsZoomInit = 0.125;
  339. distanceZoomMin = 300;
  340. distanceZoomMax = 300;
  341. memoryPointCamera = "eye";
  342. cameraDir = "look";
  343. visionMode[] = {"Normal", "NVG", "Ti"};
  344. thermalMode[] = {0, 1};
  345. opticsDisablePeripherialVision = 1;
  346. discretefov[] = {0.125, 0.125/4, 0.125/8};
  347. discreteInitIndex = 0;
  348. };
  349. };
  350. modes[] = {"Single"};
  351. class Single: Single
  352. {
  353. sounds[] = {"StandardSound"};
  354. class BaseSoundModeType
  355. {
  356. };
  357. class StandardSound: BaseSoundModeType
  358. {
  359. // begin1[] = {"OPTRE_Weapons\Rockets\data\sounds\rocket_1.wss", 2.5, 1, 1500};
  360. // soundBegin[] = {"begin1", 1};
  361. begin1[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  362. begin2[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  363. soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
  364. // begin1[] = {"SW_CloneWarsWeapons\DC17\DC171.ogg", 1, 3, 1200};
  365. // begin2[] = {"SW_CloneWarsWeapons\DC17\DC172.ogg", 1, 3, 1200};
  366. // begin3[] = {"SW_CloneWarsWeapons\DC17\DC173.ogg", 1, 3, 1200};
  367. // begin4[] = {"SW_CloneWarsWeapons\DC17\DC174.ogg", 1, 3, 1200};
  368. // begin5[] = {"SW_CloneWarsWeapons\DC17\DC175.ogg", 1, 3, 1200};
  369. // soundBegin[] = {"begin1", 0.2, "begin2", 0.2, "begin3", 0.2, "begin4", 0.2, "begin5", 0.2};
  370. };
  371. recoil = "recoil_empty";
  372. //reloadtime = 1;
  373. reloadTime = 0.03;
  374. dispersion = 0.0015;
  375. autoFire=1;
  376. burst = 1;
  377. aiRateOfFire = 7;
  378. aiRateOfFireDistance = 600;
  379. minRange = 10;
  380. minRangeProbab = 0.3;
  381. midRange = 400;
  382. midRangeProbab = 0.8;
  383. maxRange = 600;
  384. maxRangeProbab = 0.1;
  385. };
  386. };*/
  387. };