config.cpp 5.0 KB

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  1. #include "../../RD501_main/config_macros.hpp"
  2. #include "../_common/common.hpp"
  3. class CfgPatches
  4. {
  5. class RD501_patch_drexl
  6. {
  7. author="RD501";
  8. addonRootClass="RD501_patch_weapons";
  9. requiredAddons[]=
  10. {
  11. "RD501_patch_weapons"
  12. };
  13. requiredVersion=0.1;
  14. units[]={};
  15. weapons[]=
  16. {
  17. macro_new_weapon_nofam(drexl)
  18. };
  19. };
  20. };
  21. class Mode_SemiAuto;
  22. class Mode_FullAuto;
  23. class CowsSlot;
  24. class MuzzleSlot;
  25. class PointerSlot;
  26. class CfgWeapons
  27. {
  28. class Rifle;
  29. class Rifle_Base_F: Rifle
  30. {
  31. class WeaponSlotsInfo;
  32. };
  33. class JLTS_DP23;
  34. class macro_new_weapon_nofam(drexl): Rifle_Base_F
  35. {
  36. ACE_Overheating_JamChance = 0;
  37. ACE_overheating_mrbs = 3e+009;
  38. selectionFireAnim="zasleh";
  39. flash="gunfire";
  40. author="RD501";
  41. scope=2;
  42. model="101st_Aux_Mod\Addons\DBA_Weapons\Boma\Boma_Shotgun.p3d";
  43. picture="101st_Aux_Mod\Addons\DBA_Weapons\effects\icons\Boma_CA.paa";
  44. handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_beta\Rifles\MK20\Data\Anim\mk20G.rtm"};
  45. magazines[] =
  46. {
  47. macro_new_mag(shotgun_scatter,12),
  48. macro_new_mag(shotgun_HE,12),
  49. macro_new_mag(shotgun_EMP,2),
  50. macro_new_mag(shotgun_slug,15)
  51. };
  52. reloadAction = "ReloadMagazine";
  53. displayName = "Republic SX17 Drexl";
  54. descriptionShort = "Republic Automatic shotgun";
  55. soundBullet[]={""};
  56. modes[]=
  57. {
  58. "Single",
  59. "FullAuto"
  60. };
  61. simulation = "Weapon";
  62. fireLightDuration=0.050000001;
  63. fireLightIntensity=0.2;
  64. fireLightDiffuse[] = {0,1,0};
  65. fireLightAmbient[] = {0,1,0};
  66. class Single: Mode_SemiAuto
  67. {
  68. sounds[]=
  69. {
  70. "StandardSound"
  71. };
  72. class StandardSound
  73. {
  74. soundSetShot[] = {"Msbs65_01_Shotgun_Shot_SoundSet","Msbs65_01_Shotgun_Tail_SoundSet"};
  75. };
  76. recoil = "recoil_MSBS65_ubs";
  77. recoilProne = "assaultRifleBase";
  78. reloadTime = 0.35;
  79. dispersion = "5*0.00087";
  80. minRange = 2;
  81. minRangeProbab = 0.5;
  82. midRange = 400;
  83. midRangeProbab = 0.7;
  84. maxRange = 800;
  85. maxRangeProbab = 0.3;
  86. };
  87. class FullAuto: Mode_FullAuto
  88. {
  89. sounds[]=
  90. {
  91. "StandardSound"
  92. };
  93. class StandardSound
  94. {
  95. soundSetShot[] = {"Msbs65_01_Shotgun_Shot_SoundSet","Msbs65_01_Shotgun_Tail_SoundSet"};
  96. };
  97. recoil = "recoil_MSBS65_ubs";
  98. recoilProne = "assaultRifleBase";
  99. reloadTime = 0.275;
  100. dispersion = "5*0.00087";
  101. minRange = 2;
  102. minRangeProbab = 0.5;
  103. midRange = 400;
  104. midRangeProbab = 0.7;
  105. maxRange = 800;
  106. maxRangeProbab = 0.3;
  107. aiRateOfFire=2;
  108. aiRateOfFireDistance=500;
  109. };
  110. inertia = 1.4;
  111. dexterity=1.7;
  112. initSpeed=300;
  113. maxRecoilSway=0.0125;
  114. reloadMagazineSound[] = {"A3\Sounds_F_Enoch\Assets\Arsenal\Msbs65_01\Shotgun\Msbs65_Shotgun_Reload_01",3.98107,1,10};
  115. class ItemInfo
  116. {
  117. priority=1;
  118. };
  119. class WeaponSlotsInfo: WeaponSlotsInfo
  120. {
  121. mass=100;
  122. class MuzzleSlot: MuzzleSlot
  123. {
  124. linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
  125. iconPosition[]={0,0.44999999};
  126. iconScale=0.2;
  127. };
  128. class CowsSlot: CowsSlot
  129. {
  130. iconPosition[]={0.5,0.34999999};
  131. iconScale=0.2;
  132. compatibleItems[] =
  133. {
  134. "RD501_Holosight",
  135. "RD501_Holosight_2",
  136. "RD501_Holosight_3"
  137. };
  138. };
  139. class PointerSlot: PointerSlot
  140. {
  141. iconPosition[]={0.2,0.44999999};
  142. iconScale=0.25;
  143. };
  144. };
  145. /*class WeaponSlotsInfo
  146. {
  147. mass = 30;
  148. class CowsSlot
  149. {
  150. displayName = "Optics Slot";
  151. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  152. iconPinpoint = "Bottom";
  153. iconPosition[] = {0.5,0.35};
  154. iconScale = 0.2;
  155. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  156. scope = 0;
  157. compatibleItems[] =
  158. {
  159. "RD501_Holosight",
  160. "RD501_Holosight_2",
  161. "RD501_Holosight_3"
  162. };
  163. };
  164. };*/
  165. };
  166. class macro_new_weapon(republic,dp23): JLTS_DP23
  167. {
  168. scope=2;
  169. scopeArsenal=2;
  170. JLTS_hasElectronics=0;
  171. JLTS_canHaveShield=1;
  172. JLTS_shieldedWeapon=MACRO_QUOTE(macro_new_weapon(dp23,shield));
  173. baseWeapon=MACRO_QUOTE(macro_new_weapon(republic,dp23));
  174. displayName="Republic DP23";
  175. ACE_Overheating_mrbs = 450000;
  176. magazines[]=
  177. {
  178. macro_new_mag(shotgun_scatter,12)
  179. };
  180. };
  181. class macro_new_weapon(dp23,shield): macro_new_weapon(republic,dp23)
  182. {
  183. displayName="Republic DP23 Shield";
  184. baseWeapon=MACRO_QUOTE(macro_new_weapon(DC,r17_shield));
  185. scope=1;
  186. JLTS_isShielded=1;
  187. JLTS_baseWeapon=MACRO_QUOTE(macro_new_weapon(republic,dp23));
  188. model="\MRC\JLTS\weapons\DP23\DP23_shielded.p3d";
  189. handAnim[]=
  190. {
  191. "OFP2_ManSkeleton",
  192. "\MRC\JLTS\weapons\DP23\anims\DP23_shielded_handanim.rtm"
  193. };
  194. inertia=0.80000001;
  195. recoil="recoil_pdw";
  196. canShootInWater=1;
  197. class WeaponSlotsInfo
  198. {
  199. mass=110;
  200. class UnderBarrelSlot
  201. {
  202. linkProxy="\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL";
  203. iconPicture="\A3\Weapons_F_Mark\Data\UI\attachment_under.paa";
  204. iconPinpoint="Bottom";
  205. compatibleItems[]=
  206. {
  207. "JLTS_riot_shield_attachment",
  208. "JLTS_riot_shield_212_attachment",
  209. "JLTS_riot_shield_501_attachment",
  210. "JLTS_riot_shield_101_attachment",
  211. "JLTS_riot_shield_CG_attachment",
  212. "JLTS_riot_shield_GD_attachment",
  213. "JLTS_riot_shield_droid_attachment"
  214. };
  215. };
  216. };
  217. };
  218. };