#include "../../../RD501_main/config_macros.hpp" #include "../../_common/common.hpp" class CfgPatches { class macro_patch_name(laat_cannons) { author=DANKAUTHORS; addonRootClass= macro_patch_name(vehicle_weapons) requiredAddons[]= { macro_patch_name(vehicle_weapons) }; requiredVersion=0.1; units[]={}; weapons[]={ macro_new_weapon(cannon,laat) }; }; }; class CfgWeapons { class CannonCore; class Gatling_30mm_Plane_CAS_01_F:CannonCore { class LowROF; }; class macro_new_weapon(cannon,laat): Gatling_30mm_Plane_CAS_01_F//Cannon_TurboLaserx2_RD501//Cannon_LAAT { author= "RD501"; displayName="LAAT Laser Cannon"; magazines[]= { macro_new_mag(laat_cannon,100), macro_new_mag(laat_cannon_double,100) }; scope=2; initSpeed = 2000; ballisticsComputer = 4; canLock = 2; FCSMaxLeadSpeed = 1500; magazineReloadTime=6; autoFire=0; burst=1; class LowROF: LowROF { sounds[]= { "StandardSound" }; class StandardSound { begin1[]= { "3AS\3AS_AAT\data\sounds\AAT_Cannon.wss", 1, 0.89999998, 6000 }; begin2[]= { "3AS\3AS_AAT\data\sounds\AAT_Cannon.wss", 1, 0.89999998, 6000 }; soundBegin[]= { "begin1", 0.1, "begin2", 0.5 }; class SoundTails { class TailForest { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_forest", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*forest"; }; class TailHouses { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_houses", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*houses"; }; class TailInterior { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_interior", 1.99526, 1, 2200 }; frequency=1; volume="interior"; }; class TailMeadows { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_meadows", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailTrees { sound[]= { "A3\Sounds_F\arsenal\weapons\LongRangeRifles\GM6_Lynx\GM6_tail_trees", 1, 1, 2200 }; frequency=1; volume="(1-interior/1.4)*trees"; }; }; }; multiplier=1; ballisticscomputer = 4; soundContinuous=1; autoFire=1; flash="gunfire"; flashSize=0.1; recoil="Empty"; ffMagnitude=0.5; ffFrequency=11; ffCount=6; burst=1; showToPlayer=1; reloadTime = 0.4; dispersion = 0.00001; aiRateOfFire=1; aiRateOfFireDistance=10; minRange=0; minRangeProbab=0.0099999998; midRange=1; midRangeProbab=0.0099999998; maxRange=2; maxRangeProbab=0.0099999998; }; }; };