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(chaingun,z6x),
  21. macro_new_weapon(Z1000)
  22. };
  23. };
  24. };
  25. class Mode_SemiAuto;
  26. class cfgWeapons
  27. {
  28. class Rifle_Base_F;
  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 Launcher;
  90. class Launcher_Base_F: Launcher
  91. {
  92. };
  93. class 3AS_Chaingun: Launcher_Base_F
  94. {
  95. class WeaponSlotsInfo;
  96. };
  97. class macro_new_weapon(z1000): 3AS_Chaingun
  98. {
  99. scope=2;
  100. scopeArsenal=2;
  101. displayName="Z1000 Chaingun";
  102. _generalMacro="launch_RPG32_F";
  103. };
  104. class SWOP_BlasterRifle_Base;
  105. class SWOP_Valken38XAuto:SWOP_BlasterRifle_Base
  106. {
  107. magazines[] = {};//SWOP_Valken38Xauto_Mag
  108. class Single;
  109. class FullAuto;
  110. class WeaponSlotsInfo;
  111. };
  112. class SWOP_Valken38XAuto_XD:SWOP_Valken38XAuto
  113. {
  114. magazines[] = {"SWOP_Valken38Xauto_MagXXD"};
  115. baseWeapon = "SWOP_Valken38XAuto_XD";
  116. //recoil = "Valken_Super_auto_recoil";
  117. scopeArsenal=2;
  118. ACE_Overheating_Dispersion = 0.0;
  119. ACE_Overheating_SlowdownFactor = 1;
  120. ACE_Overheating_JamChance = 1.5e-014;
  121. ACE_overheating_mrbs = 3e+009;
  122. ACE_overheating_allowSwapBarrel = 1;
  123. class Single:Single
  124. {
  125. dispersion = 0.0001;
  126. reloadTime = 0.06;
  127. class BaseSoundModeType
  128. {
  129. closure1[] = {};
  130. closure2[] = {};
  131. soundClosure[] = {};
  132. weaponSoundEffect = "DefaultRifle";
  133. };
  134. class StandardSound: BaseSoundModeType
  135. {
  136. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  137. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  138. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  139. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  140. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  141. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  142. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  143. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  144. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  145. 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};
  146. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  147. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  148. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  149. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  150. class SoundTails
  151. {
  152. class TailInterior
  153. {
  154. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  155. frequency = 1;
  156. volume = "interior";
  157. };
  158. class TailTrees
  159. {
  160. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  161. frequency = 1;
  162. volume = "(1-interior/1.4)*trees";
  163. };
  164. class TailForest
  165. {
  166. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  167. frequency = 1;
  168. volume = "(1-interior/1.4)*forest";
  169. };
  170. class TailMeadows
  171. {
  172. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  173. frequency = 1;
  174. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  175. };
  176. class TailHouses
  177. {
  178. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  179. frequency = 1;
  180. volume = "(1-interior/1.4)*houses";
  181. };
  182. };
  183. weaponSoundEffect = "DefaultRifle";
  184. };
  185. };
  186. class FullAuto:FullAuto
  187. {
  188. dispersion = "1*0.0001";
  189. reloadTime = 0.08;
  190. class BaseSoundModeType
  191. {
  192. closure1[] = {};
  193. closure2[] = {};
  194. soundClosure[] = {};
  195. weaponSoundEffect = "DefaultRifle";
  196. };
  197. class StandardSound: BaseSoundModeType
  198. {
  199. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s1.ogg", 1, 1, 1800};
  200. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s2.ogg", 1, 1, 1800};
  201. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s3.ogg", 1, 1, 1800};
  202. begin4[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s4.ogg", 1, 1, 1800};
  203. begin5[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s5.ogg", 1, 1, 1800};
  204. begin6[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s6.ogg", 1, 1, 1800};
  205. begin7[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s7.ogg", 1, 1, 1800};
  206. begin8[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s8.ogg", 1, 1, 1800};
  207. begin9[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15s9.ogg", 1, 1, 1800};
  208. 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};
  209. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1, 1, 400};
  210. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 1.05, 1, 400};
  211. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_3_bajoagua.ogg", 0.95, 1, 400};
  212. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  213. class SoundTails
  214. {
  215. class TailInterior
  216. {
  217. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_interior", 1, 1, 400};
  218. frequency = 1;
  219. volume = "interior";
  220. };
  221. class TailTrees
  222. {
  223. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_trees", 1, 1, 400};
  224. frequency = 1;
  225. volume = "(1-interior/1.4)*trees";
  226. };
  227. class TailForest
  228. {
  229. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\silencer_Sting_tail_forest", 1, 1, 400};
  230. frequency = 1;
  231. volume = "(1-interior/1.4)*forest";
  232. };
  233. class TailMeadows
  234. {
  235. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_meadows", 1, 1, 400};
  236. frequency = 1;
  237. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  238. };
  239. class TailHouses
  240. {
  241. sound[] = {"A3\Sounds_F\arsenal\weapons\SMG\Sting\Silencer_Sting_Tail_houses", 1, 1, 400};
  242. frequency = 1;
  243. volume = "(1-interior/1.4)*houses";
  244. };
  245. };
  246. weaponSoundEffect = "DefaultRifle";
  247. };
  248. };
  249. displayname = "Valken-39XX-XD";
  250. class OpticsModes
  251. {
  252. class Snip
  253. {
  254. //modelOptics = "Scope\a180.p3d";
  255. modelOptics = "Scope\4x_xm8.p3d";
  256. opticsID = 1;
  257. opticsDisplayName = "WFOV";
  258. useModelOptics = 1;
  259. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  260. opticsZoomMin = ".25/24";
  261. opticsZoomMax = 0.25;
  262. opticsZoomInit = 0.25;
  263. discretefov[] = {.25/4,.25/8,.25/12,.25/24};
  264. discreteinitIndex = 0;
  265. discreteDistance[] = {100};
  266. discreteDistanceInitIndex = 1;
  267. distanceZoomMin = 100;
  268. distanceZoomMax = 4000;
  269. visionMode[] = {"Normal", "NVG","TI"};
  270. thermalMode[] = {1};
  271. memoryPointCamera = "opticView";
  272. //modelOptics = "Scope\dc15zoomscope_sight.p3d";
  273. weaponInfoType = "RscOptics_nightstalkerblue";//make diffrent scope?
  274. opticsFlare = 1;
  275. opticsDisablePeripherialVision = 0;
  276. cameraDir = "";
  277. };
  278. class Iron
  279. {
  280. opticsID = 2;
  281. opticsDisplayName = "";
  282. useModelOptics = 0;
  283. opticsPPEffects[] = {"", ""};
  284. opticsFlare = 0;
  285. opticsDisablePeripherialVision = 0;
  286. opticsZoomMin = 0.25;
  287. opticsZoomMax = 1.25;
  288. opticsZoomInit = 0.75;
  289. memoryPointCamera = "eye";
  290. modelOptics = "\A3\Weapons_F\empty";
  291. visionMode[] = {};
  292. discretefov[] = {};
  293. discreteDistance[] = {200};
  294. discreteDistanceInitIndex = 0;
  295. distanceZoomMin = 200;
  296. distanceZoomMax = 200;
  297. discreteInitIndex = 0;
  298. };
  299. };
  300. class WeaponSlotsInfo: WeaponSlotsInfo
  301. {
  302. mass = 0.1;
  303. };
  304. };
  305. class OPTRE_UnguidedLauncher_Base;
  306. class OPTRE_M41_SSR:OPTRE_UnguidedLauncher_Base
  307. {
  308. class Single;
  309. };
  310. class macro_new_weapon(chaingun,z6x): OPTRE_M41_SSR
  311. {
  312. baseWeapon = macro_new_weapon(chaingun,z6x);
  313. recoil = macro_new_recoil(chaingun);
  314. displayName = "Z-6X";
  315. magazines[] = {macro_new_mag(chaingun_z6x,1000)};
  316. ace_overpressure_priority = 1;
  317. ace_overpressure_angle = 0;
  318. ace_overpressure_range = 0;
  319. ace_overpressure_damage = 0;
  320. descriptionshort = "Ur mom gay :)";
  321. class GunParticles
  322. {
  323. class effect1
  324. {
  325. positionName = "muzzleEnd2";
  326. directionName = "muzzlePos2";
  327. effectName = "";
  328. };
  329. };
  330. modelOptics = "Scope\4x_xm8.p3d";
  331. class OpticsModes
  332. {
  333. class StepScope
  334. {
  335. opticsID = 1;
  336. useModelOptics = 1;
  337. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  338. opticsFlare = 0;
  339. opticsZoomMin = 0.125;
  340. opticsZoomMax = 0.125/2;
  341. opticsZoomInit = 0.125;
  342. distanceZoomMin = 300;
  343. distanceZoomMax = 300;
  344. memoryPointCamera = "eye";
  345. cameraDir = "look";
  346. visionMode[] = {"Normal", "NVG", "Ti"};
  347. thermalMode[] = {0, 1};
  348. opticsDisablePeripherialVision = 1;
  349. discretefov[] = {0.125, 0.125/4, 0.125/8};
  350. discreteInitIndex = 0;
  351. };
  352. };
  353. modes[] = {"Single"};
  354. class Single: Single
  355. {
  356. sounds[] = {"StandardSound"};
  357. class BaseSoundModeType
  358. {
  359. };
  360. class StandardSound: BaseSoundModeType
  361. {
  362. // begin1[] = {"OPTRE_Weapons\Rockets\data\sounds\rocket_1.wss", 2.5, 1, 1500};
  363. // soundBegin[] = {"begin1", 1};
  364. begin1[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  365. begin2[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  366. soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
  367. // begin1[] = {"SW_CloneWarsWeapons\DC17\DC171.ogg", 1, 3, 1200};
  368. // begin2[] = {"SW_CloneWarsWeapons\DC17\DC172.ogg", 1, 3, 1200};
  369. // begin3[] = {"SW_CloneWarsWeapons\DC17\DC173.ogg", 1, 3, 1200};
  370. // begin4[] = {"SW_CloneWarsWeapons\DC17\DC174.ogg", 1, 3, 1200};
  371. // begin5[] = {"SW_CloneWarsWeapons\DC17\DC175.ogg", 1, 3, 1200};
  372. // soundBegin[] = {"begin1", 0.2, "begin2", 0.2, "begin3", 0.2, "begin4", 0.2, "begin5", 0.2};
  373. };
  374. recoil = "recoil_empty";
  375. //reloadtime = 1;
  376. reloadTime = 0.03;
  377. dispersion = 0.0015;
  378. autoFire=1;
  379. burst = 1;
  380. aiRateOfFire = 7;
  381. aiRateOfFireDistance = 600;
  382. minRange = 10;
  383. minRangeProbab = 0.3;
  384. midRange = 400;
  385. midRangeProbab = 0.8;
  386. maxRange = 600;
  387. maxRangeProbab = 0.1;
  388. };
  389. };
  390. };