config.cpp 13 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. };
  95. class macro_new_weapon_nofam(rZ6):JLTS_Z6
  96. {
  97. scope=2;
  98. scopeArsenal=2;
  99. baseWeapon=macro_new_weapon_nofam(rZ6)
  100. displayName="Republic Z6 Chaingun";
  101. magazines[]=
  102. {
  103. macro_new_mag(10mw,400)
  104. };
  105. modes[] = {"manual", "Overcharge"};
  106. class manual:manual
  107. {
  108. reloadTime=0.059;
  109. };
  110. class Overcharge:manual
  111. {
  112. dispersion = Z6_accuracy_burst
  113. displayName = "Over Charge Auto";
  114. recoil = "recoil_single_smg_02";
  115. recoilProne = "recoil_single_prone_smg_02";
  116. //reloadTime = 0.1;
  117. reloadTime = Z6_burst_reload
  118. //soundContinuous = 1;
  119. burst = 25;
  120. textureType = "fastAuto";
  121. };
  122. };
  123. class 3AS_Chaingun;
  124. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  125. {
  126. scope=2;
  127. scopeArsenal=2;
  128. reloadAction="broken";
  129. displayName="Republic Z1000 Chaingun";
  130. magazines[]=
  131. {
  132. macro_new_mag(z1000,3000)
  133. };
  134. };
  135. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  136. {
  137. scope=1;
  138. scopeArsenal=1;
  139. displayName="Z1000 Chaingun(Used)";
  140. _generalMacro="launch_RPG32_F";
  141. magazines[]=
  142. {
  143. "none"
  144. };
  145. };
  146. class SWOP_BlasterRifle_Base;
  147. class SWOP_Valken38XAuto:SWOP_BlasterRifle_Base
  148. {
  149. magazines[] = {};//SWOP_Valken38Xauto_Mag
  150. class Single;
  151. class FullAuto;
  152. class WeaponSlotsInfo;
  153. };
  154. class SWOP_Valken38XAuto_XD:SWOP_Valken38XAuto
  155. {
  156. magazines[] = {"SWOP_Valken38Xauto_MagXXD"};
  157. baseWeapon = "SWOP_Valken38XAuto_XD";
  158. //recoil = "Valken_Super_auto_recoil";
  159. scopeArsenal=2;
  160. ACE_Overheating_Dispersion = 0.0;
  161. ACE_Overheating_SlowdownFactor = 1;
  162. ACE_Overheating_JamChance = 1.5e-014;
  163. ACE_overheating_mrbs = 3e+009;
  164. ACE_overheating_allowSwapBarrel = 1;
  165. class Single:Single
  166. {
  167. dispersion = 0.0001;
  168. reloadTime = 0.06;
  169. class BaseSoundModeType
  170. {
  171. closure1[] = {};
  172. closure2[] = {};
  173. soundClosure[] = {};
  174. weaponSoundEffect = "DefaultRifle";
  175. };
  176. class StandardSound: BaseSoundModeType
  177. {
  178. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  179. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  180. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  181. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  182. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  183. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  184. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  185. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  186. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  187. 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};
  188. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  189. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  190. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  191. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  192. class SoundTails
  193. {
  194. class TailInterior
  195. {
  196. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  197. frequency = 1;
  198. volume = "interior";
  199. };
  200. class TailTrees
  201. {
  202. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  203. frequency = 1;
  204. volume = "(1-interior/1.4)*trees";
  205. };
  206. class TailForest
  207. {
  208. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  209. frequency = 1;
  210. volume = "(1-interior/1.4)*forest";
  211. };
  212. class TailMeadows
  213. {
  214. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  215. frequency = 1;
  216. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  217. };
  218. class TailHouses
  219. {
  220. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  221. frequency = 1;
  222. volume = "(1-interior/1.4)*houses";
  223. };
  224. };
  225. weaponSoundEffect = "DefaultRifle";
  226. };
  227. };
  228. class FullAuto:FullAuto
  229. {
  230. dispersion = "1*0.0001";
  231. reloadTime = 0.08;
  232. class BaseSoundModeType
  233. {
  234. closure1[] = {};
  235. closure2[] = {};
  236. soundClosure[] = {};
  237. weaponSoundEffect = "DefaultRifle";
  238. };
  239. class StandardSound: BaseSoundModeType
  240. {
  241. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  242. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  243. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  244. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  245. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  246. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  247. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  248. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  249. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  250. 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};
  251. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  252. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  253. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  254. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  255. class SoundTails
  256. {
  257. class TailInterior
  258. {
  259. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  260. frequency = 1;
  261. volume = "interior";
  262. };
  263. class TailTrees
  264. {
  265. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  266. frequency = 1;
  267. volume = "(1-interior/1.4)*trees";
  268. };
  269. class TailForest
  270. {
  271. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  272. frequency = 1;
  273. volume = "(1-interior/1.4)*forest";
  274. };
  275. class TailMeadows
  276. {
  277. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  278. frequency = 1;
  279. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  280. };
  281. class TailHouses
  282. {
  283. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  284. frequency = 1;
  285. volume = "(1-interior/1.4)*houses";
  286. };
  287. };
  288. weaponSoundEffect = "DefaultRifle";
  289. };
  290. };
  291. displayname = "Valken-39XX-XD";
  292. class OpticsModes
  293. {
  294. class Snip
  295. {
  296. //modelOptics = "Scope\a180.p3d";
  297. modelOptics = "Scope\4x_xm8.p3d";
  298. opticsID = 1;
  299. opticsDisplayName = "WFOV";
  300. useModelOptics = 1;
  301. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  302. opticsZoomMin = ".25/24";
  303. opticsZoomMax = 0.25;
  304. opticsZoomInit = 0.25;
  305. discretefov[] = {.25/4,.25/8,.25/12,.25/24};
  306. discreteinitIndex = 0;
  307. discreteDistance[] = {100};
  308. discreteDistanceInitIndex = 1;
  309. distanceZoomMin = 100;
  310. distanceZoomMax = 4000;
  311. visionMode[] = {"Normal", "NVG","TI"};
  312. thermalMode[] = {1};
  313. memoryPointCamera = "opticView";
  314. //modelOptics = "Scope\dc15zoomscope_sight.p3d";
  315. weaponInfoType = "RscOptics_nightstalkerblue";//make diffrent scope?
  316. opticsFlare = 1;
  317. opticsDisablePeripherialVision = 0;
  318. cameraDir = "";
  319. };
  320. class Iron
  321. {
  322. opticsID = 2;
  323. opticsDisplayName = "";
  324. useModelOptics = 0;
  325. opticsPPEffects[] = {"", ""};
  326. opticsFlare = 0;
  327. opticsDisablePeripherialVision = 0;
  328. opticsZoomMin = 0.25;
  329. opticsZoomMax = 1.25;
  330. opticsZoomInit = 0.75;
  331. memoryPointCamera = "eye";
  332. modelOptics = "\A3\Weapons_F\empty";
  333. visionMode[] = {};
  334. discretefov[] = {};
  335. discreteDistance[] = {200};
  336. discreteDistanceInitIndex = 0;
  337. distanceZoomMin = 200;
  338. distanceZoomMax = 200;
  339. discreteInitIndex = 0;
  340. };
  341. };
  342. class WeaponSlotsInfo: WeaponSlotsInfo
  343. {
  344. mass = 0.1;
  345. };
  346. };
  347. /*class OPTRE_UnguidedLauncher_Base;
  348. class OPTRE_M41_SSR:OPTRE_UnguidedLauncher_Base
  349. {
  350. class Single;
  351. };
  352. class macro_new_weapon(chaingun,z6x): OPTRE_M41_SSR
  353. {
  354. baseWeapon = macro_new_weapon(chaingun,z6x);
  355. recoil = macro_new_recoil(chaingun);
  356. displayName = "Z-6X";
  357. magazines[] = {macro_new_mag(chaingun_z6x,1000)};
  358. ace_overpressure_priority = 1;
  359. ace_overpressure_angle = 0;
  360. ace_overpressure_range = 0;
  361. ace_overpressure_damage = 0;
  362. descriptionshort = "Ur mom gay :)";
  363. class GunParticles
  364. {
  365. class effect1
  366. {
  367. positionName = "muzzleEnd2";
  368. directionName = "muzzlePos2";
  369. effectName = "";
  370. };
  371. };
  372. modelOptics = "Scope\4x_xm8.p3d";
  373. class OpticsModes
  374. {
  375. class StepScope
  376. {
  377. opticsID = 1;
  378. useModelOptics = 1;
  379. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  380. opticsFlare = 0;
  381. opticsZoomMin = 0.125;
  382. opticsZoomMax = 0.125/2;
  383. opticsZoomInit = 0.125;
  384. distanceZoomMin = 300;
  385. distanceZoomMax = 300;
  386. memoryPointCamera = "eye";
  387. cameraDir = "look";
  388. visionMode[] = {"Normal", "NVG", "Ti"};
  389. thermalMode[] = {0, 1};
  390. opticsDisablePeripherialVision = 1;
  391. discretefov[] = {0.125, 0.125/4, 0.125/8};
  392. discreteInitIndex = 0;
  393. };
  394. };
  395. modes[] = {"Single"};
  396. class Single: Single
  397. {
  398. sounds[] = {"StandardSound"};
  399. class BaseSoundModeType
  400. {
  401. };
  402. class StandardSound: BaseSoundModeType
  403. {
  404. // begin1[] = {"OPTRE_Weapons\Rockets\data\sounds\rocket_1.wss", 2.5, 1, 1500};
  405. // soundBegin[] = {"begin1", 1};
  406. begin1[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  407. begin2[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  408. soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
  409. // begin1[] = {"SW_CloneWarsWeapons\DC17\DC171.ogg", 1, 3, 1200};
  410. // begin2[] = {"SW_CloneWarsWeapons\DC17\DC172.ogg", 1, 3, 1200};
  411. // begin3[] = {"SW_CloneWarsWeapons\DC17\DC173.ogg", 1, 3, 1200};
  412. // begin4[] = {"SW_CloneWarsWeapons\DC17\DC174.ogg", 1, 3, 1200};
  413. // begin5[] = {"SW_CloneWarsWeapons\DC17\DC175.ogg", 1, 3, 1200};
  414. // soundBegin[] = {"begin1", 0.2, "begin2", 0.2, "begin3", 0.2, "begin4", 0.2, "begin5", 0.2};
  415. };
  416. recoil = "recoil_empty";
  417. //reloadtime = 1;
  418. reloadTime = 0.03;
  419. dispersion = 0.0015;
  420. autoFire=1;
  421. burst = 1;
  422. aiRateOfFire = 7;
  423. aiRateOfFireDistance = 600;
  424. minRange = 10;
  425. minRangeProbab = 0.3;
  426. midRange = 400;
  427. midRangeProbab = 0.8;
  428. maxRange = 600;
  429. maxRangeProbab = 0.1;
  430. };
  431. };*/
  432. };