config.cpp 9.9 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. macro_new_weapon(DC,r17),
  20. macro_new_weapon(DC,r17a),
  21. macro_new_weapon(DC,17sig),
  22. macro_new_weapon(DC,r17_shield),
  23. macro_new_weapon(DC,r17a_shield)
  24. };
  25. };
  26. };
  27. class cfgWeapons
  28. {
  29. /*class Mode_FullAuto;
  30. class Pistol_Base_F;
  31. class SWOP_DC17Pistol: Pistol_Base_F
  32. {
  33. class Single;
  34. };
  35. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  36. {
  37. displayName="DC-17";
  38. scope=2;
  39. scopeArsenal=2;
  40. weaponPoolAvailable = 1;
  41. selectionFireAnim="zasleh";
  42. dlc = "RD501";
  43. author= "RD501";
  44. baseWeapon = macro_new_weapon(DC,17);
  45. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  46. hiddenSelections[]=
  47. {
  48. "camo1",
  49. "illum"
  50. };
  51. hiddenSelectionsTextures[]=
  52. {
  53. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  54. };
  55. hiddenSelectionsMaterials[]=
  56. {
  57. "",
  58. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  59. };
  60. DC_Family_Flashlight
  61. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  62. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  63. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  64. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  65. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  66. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  67. ACE_overheating_allowSwapBarrel = 1;
  68. ACE_clearJamAction = "ReloadMagazine";
  69. class Single:Single
  70. {
  71. dispersion =DC17_accuracy;
  72. reloadTime = DC17_reloadtime;
  73. };
  74. };
  75. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  76. {
  77. baseWeapon = macro_new_weapon(DC,17a);
  78. displayName="DC-17a";
  79. magazines[]+={ macro_new_mag(DC17,40)};
  80. magazineWell[] = {};
  81. // recoil="";
  82. // recoilProne="";
  83. class Single:Single
  84. {
  85. dispersion =DC17_accuracy;
  86. reloadTime = DC17_reloadtime/2;
  87. autoFire=1;
  88. };
  89. };
  90. class Pistol_Base_F;
  91. class SWOP_DC15SAPistol:Pistol_Base_F
  92. {
  93. class Single;
  94. };*/
  95. class RD501_stun_muzzle;
  96. class hgun_P07_F;
  97. class JLTS_DC17SA:hgun_P07_F
  98. {
  99. class Single;
  100. class WeaponSlotsInfo
  101. {
  102. class CowsSlot;
  103. };
  104. };
  105. class macro_new_weapon(DC,r17):JLTS_DC17SA
  106. {
  107. displayName="Republic DC-17";
  108. reloadAction="GestureReloadPistol";
  109. baseWeapon=macro_new_weapon(DC,r17)
  110. JLTS_hasElectronics=0;
  111. JLTS_canHaveShield=1;
  112. JLTS_shieldedWeapon=macro_new_weapon(DC,r17_shield)
  113. magazines[]=
  114. {
  115. macro_new_mag(5mw,10)
  116. };
  117. muzzles[]=
  118. {
  119. "this",
  120. "Stun"
  121. };
  122. class Stun: RD501_stun_muzzle
  123. {
  124. displayName="High Energy StunMode";
  125. reloadAction="GestureReloadPistol";
  126. magazines[]=
  127. {
  128. macro_new_mag(stun,5)
  129. };
  130. };
  131. class Single : Single
  132. {
  133. reloadTime=0.1;
  134. };
  135. class WeaponSlotsInfo: WeaponSlotsInfo
  136. {
  137. mass = 30;
  138. class CowsSlot: CowsSlot
  139. {
  140. displayName = "Optics Slot";
  141. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  142. iconPinpoint = "Bottom";
  143. iconPosition[] = {0.5,0.35};
  144. iconScale = 0.2;
  145. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  146. scope = 0;
  147. access = 1;
  148. compatibleItems[] =
  149. {
  150. "RD501_pistol",
  151. "RD501_pistol_2"
  152. };
  153. };
  154. };
  155. };
  156. class macro_new_weapon(DC,r17_shield): macro_new_weapon(DC,r17)
  157. {
  158. displayName="Republic DC-17 Shield";
  159. baseWeapon=macro_new_weapon(DC,r17_shield)
  160. scope=1;
  161. JLTS_isShielded=1;
  162. JLTS_baseWeapon=macro_new_weapon(DC,r17)
  163. model="\MRC\JLTS\weapons\DC17SA\DC17SA_shielded.p3d";
  164. handAnim[]=
  165. {
  166. "OFP2_ManSkeleton",
  167. "\MRC\JLTS\weapons\DC17SA\anims\DC17SA_shielded_handanim.rtm"
  168. };
  169. inertia=0.80000001;
  170. recoil="recoil_pdw";
  171. class WeaponSlotsInfo: WeaponSlotsInfo
  172. {
  173. mass=110;
  174. class UnderBarrelSlot
  175. {
  176. linkProxy="\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL";
  177. iconPicture="\A3\Weapons_F_Mark\Data\UI\attachment_under.paa";
  178. iconPinpoint="Bottom";
  179. compatibleItems[]=
  180. {
  181. "JLTS_riot_shield_attachment",
  182. "JLTS_riot_shield_212_attachment",
  183. "JLTS_riot_shield_501_attachment",
  184. "JLTS_riot_shield_101_attachment",
  185. "JLTS_riot_shield_CG_attachment",
  186. "JLTS_riot_shield_GD_attachment",
  187. "JLTS_riot_shield_droid_attachment"
  188. };
  189. };
  190. };
  191. };
  192. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  193. {
  194. displayName="Republic DC-17A";
  195. baseWeapon=macro_new_weapon(DC,r17a)
  196. JLTS_hasElectronics=0;
  197. JLTS_canHaveShield=1;
  198. JLTS_shieldedWeapon=macro_new_weapon(DC,r17a_shield)
  199. magazines[]=
  200. {
  201. macro_new_mag(2mw,30)
  202. };
  203. modes[] = {"FullAuto"};
  204. muzzles[]=
  205. {
  206. "this",
  207. "Stun"
  208. };
  209. class Stun: RD501_stun_muzzle
  210. {
  211. displayName="High Energy StunMode";
  212. reloadAction="GestureReloadPistol";
  213. magazines[]=
  214. {
  215. macro_new_mag(stun,5)
  216. };
  217. };
  218. class FullAuto : Single
  219. {
  220. autoFire=1;
  221. reloadTime=0.055;
  222. displayName="$STR_DN_MODE_FULLAUTO";
  223. textureType="fullAuto";
  224. recoil="recoil_auto_primary_3outof10";
  225. recoilProne="recoil_auto_primary_prone_3outof10";
  226. aiDispersionCoefY=3;
  227. aiDispersionCoefX=2;
  228. soundBurst=0;
  229. burst=3;
  230. };
  231. class WeaponSlotsInfo: WeaponSlotsInfo
  232. {
  233. mass = 30;
  234. class CowsSlot: CowsSlot
  235. {
  236. displayName = "Optics Slot";
  237. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  238. iconPinpoint = "Bottom";
  239. iconPosition[] = {0.5,0.35};
  240. iconScale = 0.2;
  241. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  242. scope = 0;
  243. access = 1;
  244. compatibleItems[] =
  245. {
  246. "RD501_pistol",
  247. "RD501_pistol_2"
  248. };
  249. };
  250. };
  251. };
  252. class macro_new_weapon(DC,r17a_shield): macro_new_weapon(DC,r17a)
  253. {
  254. displayName="Republic DC-17A Shield";
  255. baseWeapon=macro_new_weapon(DC,r17a_shield)
  256. scope=1;
  257. JLTS_isShielded=1;
  258. JLTS_baseWeapon=macro_new_weapon(DC,r17a)
  259. model="\MRC\JLTS\weapons\DC17SA\DC17SA_shielded.p3d";
  260. handAnim[]=
  261. {
  262. "OFP2_ManSkeleton",
  263. "\MRC\JLTS\weapons\DC17SA\anims\DC17SA_shielded_handanim.rtm"
  264. };
  265. inertia=0.80000001;
  266. recoil="recoil_pdw";
  267. class WeaponSlotsInfo: WeaponSlotsInfo
  268. {
  269. mass=110;
  270. class UnderBarrelSlot
  271. {
  272. linkProxy="\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL";
  273. iconPicture="\A3\Weapons_F_Mark\Data\UI\attachment_under.paa";
  274. iconPinpoint="Bottom";
  275. compatibleItems[]=
  276. {
  277. "JLTS_riot_shield_attachment",
  278. "JLTS_riot_shield_212_attachment",
  279. "JLTS_riot_shield_501_attachment",
  280. "JLTS_riot_shield_101_attachment",
  281. "JLTS_riot_shield_CG_attachment",
  282. "JLTS_riot_shield_GD_attachment",
  283. "JLTS_riot_shield_droid_attachment"
  284. };
  285. };
  286. };
  287. };
  288. class macro_new_weapon(DC,17sig):JLTS_DC17SA
  289. {
  290. scope=2;
  291. displayName = "Republic DC17 Signal";
  292. baseWeapon=macro_new_weapon(DC,17sig)
  293. muzzles[]={"this"};
  294. magazines[]=
  295. {
  296. "1Rnd_Smoke_Grenade_shell",
  297. "1Rnd_SmokeRed_Grenade_shell",
  298. "1Rnd_SmokeGreen_Grenade_shell",
  299. "1Rnd_SmokeYellow_Grenade_shell",
  300. "1Rnd_SmokePurple_Grenade_shell",
  301. "1Rnd_SmokeBlue_Grenade_shell",
  302. "1Rnd_SmokeOrange_Grenade_shell",
  303. MACRO_GL_flare_rounds_1rnd
  304. };
  305. JLTS_hasElectronics=0;
  306. };
  307. };
  308. /*
  309. class RD501_DC_15_RB:SWOP_DC15SAPistol
  310. {
  311. scope=2;
  312. author = "RD501";
  313. displayname = "DC-15 'Razor Blade'";
  314. descriptionShort = "Namenai is here";
  315. recoil = macro_new_recoil(dc15_rb)
  316. magazines[] = {
  317. macro_new_mag(DC15_razor_blade,9)
  318. };
  319. fireSpreadAngle = 3;
  320. class FlashLight
  321. {
  322. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  323. ambient[] = {6, 9, 9};
  324. intensity = 5;//2.5;
  325. size = 1;
  326. innerAngle = 20;
  327. outerAngle = 80;
  328. coneFadeCoef = 10;
  329. position = "flash_dir";
  330. direction = "flash_pos";
  331. useFlare = 1;
  332. flareSize = 1.5;
  333. flareMaxDistance = "600.0f";
  334. dayLight = 1;
  335. class Attenuation
  336. {
  337. start = 2;//0.5;
  338. constant = 1;
  339. linear = 0;
  340. quadratic = 0;//1
  341. hardLimitStart = 200;
  342. hardLimitEnd = 300;
  343. };
  344. scale[] = {0};
  345. };
  346. class Single: Single
  347. {
  348. sounds[] = {"StandardSound"};
  349. class BaseSoundModeType
  350. {
  351. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  352. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  353. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  354. };
  355. class StandardSound: BaseSoundModeType
  356. {
  357. weaponSoundEffect = "DefaultRifle";
  358. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  359. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  360. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  361. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  362. class SoundTails
  363. {
  364. class TailInterior
  365. {
  366. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  367. frequency = 1;
  368. volume = "interior";
  369. };
  370. class TailTrees
  371. {
  372. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  373. frequency = 1;
  374. volume = "(1-interior/1.4)*trees";
  375. };
  376. class TailForest
  377. {
  378. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  379. frequency = 1;
  380. volume = "(1-interior/1.4)*forest";
  381. };
  382. class TailMeadows
  383. {
  384. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  385. frequency = 1;
  386. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  387. };
  388. class TailHouses
  389. {
  390. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  391. frequency = 1;
  392. volume = "(1-interior/1.4)*houses";
  393. };
  394. };
  395. };
  396. // recoil = "DC_15_RB_Recoil";
  397. // recoilProne = "DC_15_RB_Recoil";
  398. reloadTime = 0.5;
  399. minRange = 5;
  400. minRangeProbab = 0.3;
  401. midRange = 25;
  402. midRangeProbab = 0.6;
  403. maxRange = 50;
  404. maxRangeProbab = 0.1;
  405. aiRateOfFire = 2;
  406. aiRateOfFireDistance = 25;
  407. dispersion = 0.0001;
  408. };
  409. };*/
  410. };