#define COMPONENT z6_patch #include "../../RD501_main/config_macros.hpp" #include "../_common/common.hpp" class CfgPatches { class macro_patch_name(z6) { author=DANKAUTHORS; addonRootClass= macro_patch_name(weapons) requiredAddons[]= { macro_patch_name(weapons), "3AS_Weapons" }; requiredVersion=0.1; units[]={}; weapons[]={ macro_new_weapon_nofam(Z6), macro_new_weapon_nofam(rZ6), "SWOP_Valken38XAuto_XD", macro_new_weapon_nofam(Z1000) }; }; }; class Mode_SemiAuto; class cfgWeapons { class LMG_Mk200_F; class JLTS_Z6:LMG_Mk200_F { class manual; class WeaponSlotsInfo { class MuzzleSlot; }; }; class macro_new_weapon_nofam(rZ6):JLTS_Z6 { scope=2; scopeArsenal=2; JLTS_hasElectronics=0; recoil="recoil_lim" baseWeapon=macro_new_weapon_nofam(rZ6) displayName="Republic Z6 Chaingun"; ACE_Overheating_mrbs = 450000; canShootInWater=1; magazines[]= { macro_new_mag(10mw,400) }; modes[] = {"manual", "Overcharge"}; class manual:manual { reloadTime=0.059; }; class Overcharge:manual { dispersion = Z6_accuracy_burst displayName = "Over Charge Auto"; reloadTime = Z6_burst_reload burst = 25; textureType = "fastAuto"; }; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 30; class MuzzleSlot: MuzzleSlot { linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName="$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0"; compatibleItems[]= { "RD501_muzzle_flash", "RD501_acc_particle_condenser", "RD501_acc_particle_accelerator" }; iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; iconPinpoint="Center"; }; }; class HitEffects { Hit_Foliage_green=""; Hit_Foliage_Dead=""; Hit_Foliage_Green_big=""; Hit_Foliage_Palm=""; Hit_Foliage_Pine=""; hitFoliage=""; hitGlass=""; hitGlassArmored=""; hitWood=""; hitHay=""; hitMetal=""; hitMetalPlate=""; hitBuilding=""; hitPlastic=""; hitRubber=""; hitConcrete=""; hitMan="ImpactEffectsBlood"; hitGroundSoft=""; hitGroundRed=""; hitGroundHard=""; hitWater=""; hitVirtual=""; }; }; class 3AS_Chaingun; class macro_new_weapon_nofam(z1000): 3AS_Chaingun { scope=2; scopeArsenal=2; recoil="recoil_mxc"; //recoil="recoil_mmg_02"; displayName="Republic Z1000 Chaingun"; picture = "\RD501_Weapons\Z6\chaingun_icon.paa"; RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u)); magazines[]= { macro_new_mag(z1000,3000) }; class EventHandlers { fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty)); }; class HitEffects { Hit_Foliage_green=""; Hit_Foliage_Dead=""; Hit_Foliage_Green_big=""; Hit_Foliage_Palm=""; Hit_Foliage_Pine=""; hitFoliage=""; hitGlass=""; hitGlassArmored=""; hitWood=""; hitHay=""; hitMetal=""; hitMetalPlate=""; hitBuilding=""; hitPlastic=""; hitRubber=""; hitConcrete=""; hitMan="ImpactEffectsBlood"; hitGroundSoft=""; hitGroundRed=""; hitGroundHard=""; hitWater=""; hitVirtual=""; }; }; class macro_new_weapon_nofam(z1000u): 3AS_Chaingun { scope=1; scopeArsenal=1; displayName="Z1000 Chaingun (Used)"; picture = "\RD501_Weapons\Z6\chaingun_icon.paa"; _generalMacro="launch_RPG32_F"; magazines[]= { "none" }; }; };