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. canShootInWater=1;
  114. magazines[]=
  115. {
  116. macro_new_mag(5mw,10)
  117. };
  118. muzzles[]=
  119. {
  120. "this",
  121. "Stun"
  122. };
  123. class Stun: RD501_stun_muzzle
  124. {
  125. displayName="High Energy StunMode";
  126. reloadAction="GestureReloadPistol";
  127. magazines[]=
  128. {
  129. macro_new_mag(stun,5)
  130. };
  131. };
  132. class Single : Single
  133. {
  134. reloadTime=0.1;
  135. };
  136. class WeaponSlotsInfo: WeaponSlotsInfo
  137. {
  138. mass = 30;
  139. class CowsSlot: CowsSlot
  140. {
  141. displayName = "Optics Slot";
  142. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  143. iconPinpoint = "Bottom";
  144. iconPosition[] = {0.5,0.35};
  145. iconScale = 0.2;
  146. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  147. scope = 0;
  148. access = 1;
  149. compatibleItems[] =
  150. {
  151. "RD501_pistol",
  152. "RD501_pistol_2"
  153. };
  154. };
  155. };
  156. };
  157. class macro_new_weapon(DC,r17_shield): macro_new_weapon(DC,r17)
  158. {
  159. displayName="Republic DC-17 Shield";
  160. baseWeapon=macro_new_weapon(DC,r17_shield)
  161. scope=1;
  162. JLTS_isShielded=1;
  163. JLTS_baseWeapon=macro_new_weapon(DC,r17)
  164. model="\MRC\JLTS\weapons\DC17SA\DC17SA_shielded.p3d";
  165. handAnim[]=
  166. {
  167. "OFP2_ManSkeleton",
  168. "\MRC\JLTS\weapons\DC17SA\anims\DC17SA_shielded_handanim.rtm"
  169. };
  170. inertia=0.80000001;
  171. recoil="recoil_pdw";
  172. canShootInWater=1;
  173. class WeaponSlotsInfo: WeaponSlotsInfo
  174. {
  175. mass=110;
  176. class UnderBarrelSlot
  177. {
  178. linkProxy="\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL";
  179. iconPicture="\A3\Weapons_F_Mark\Data\UI\attachment_under.paa";
  180. iconPinpoint="Bottom";
  181. compatibleItems[]=
  182. {
  183. "JLTS_riot_shield_attachment",
  184. "JLTS_riot_shield_212_attachment",
  185. "JLTS_riot_shield_501_attachment",
  186. "JLTS_riot_shield_101_attachment",
  187. "JLTS_riot_shield_CG_attachment",
  188. "JLTS_riot_shield_GD_attachment",
  189. "JLTS_riot_shield_droid_attachment"
  190. };
  191. };
  192. };
  193. };
  194. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  195. {
  196. displayName="Republic DC-17A";
  197. baseWeapon=macro_new_weapon(DC,r17a)
  198. JLTS_hasElectronics=0;
  199. JLTS_canHaveShield=1;
  200. JLTS_shieldedWeapon=macro_new_weapon(DC,r17a_shield)
  201. canShootInWater=1;
  202. magazines[]=
  203. {
  204. macro_new_mag(2mw,30)
  205. };
  206. modes[] = {"FullAuto"};
  207. muzzles[]=
  208. {
  209. "this",
  210. "Stun"
  211. };
  212. class Stun: RD501_stun_muzzle
  213. {
  214. displayName="High Energy StunMode";
  215. reloadAction="GestureReloadPistol";
  216. magazines[]=
  217. {
  218. macro_new_mag(stun,5)
  219. };
  220. };
  221. class FullAuto : Single
  222. {
  223. autoFire=1;
  224. reloadTime=0.055;
  225. displayName="$STR_DN_MODE_FULLAUTO";
  226. textureType="fullAuto";
  227. recoil="recoil_auto_primary_3outof10";
  228. recoilProne="recoil_auto_primary_prone_3outof10";
  229. aiDispersionCoefY=3;
  230. aiDispersionCoefX=2;
  231. soundBurst=0;
  232. burst=3;
  233. };
  234. class WeaponSlotsInfo: WeaponSlotsInfo
  235. {
  236. mass = 30;
  237. class CowsSlot: CowsSlot
  238. {
  239. displayName = "Optics Slot";
  240. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  241. iconPinpoint = "Bottom";
  242. iconPosition[] = {0.5,0.35};
  243. iconScale = 0.2;
  244. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  245. scope = 0;
  246. access = 1;
  247. compatibleItems[] =
  248. {
  249. "RD501_pistol",
  250. "RD501_pistol_2"
  251. };
  252. };
  253. };
  254. };
  255. class macro_new_weapon(DC,r17a_shield): macro_new_weapon(DC,r17a)
  256. {
  257. displayName="Republic DC-17A Shield";
  258. baseWeapon=macro_new_weapon(DC,r17a_shield)
  259. scope=1;
  260. JLTS_isShielded=1;
  261. JLTS_baseWeapon=macro_new_weapon(DC,r17a)
  262. model="\MRC\JLTS\weapons\DC17SA\DC17SA_shielded.p3d";
  263. handAnim[]=
  264. {
  265. "OFP2_ManSkeleton",
  266. "\MRC\JLTS\weapons\DC17SA\anims\DC17SA_shielded_handanim.rtm"
  267. };
  268. inertia=0.80000001;
  269. recoil="recoil_pdw";
  270. canShootInWater=1;
  271. class WeaponSlotsInfo: WeaponSlotsInfo
  272. {
  273. mass=110;
  274. class UnderBarrelSlot
  275. {
  276. linkProxy="\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL";
  277. iconPicture="\A3\Weapons_F_Mark\Data\UI\attachment_under.paa";
  278. iconPinpoint="Bottom";
  279. compatibleItems[]=
  280. {
  281. "JLTS_riot_shield_attachment",
  282. "JLTS_riot_shield_212_attachment",
  283. "JLTS_riot_shield_501_attachment",
  284. "JLTS_riot_shield_101_attachment",
  285. "JLTS_riot_shield_CG_attachment",
  286. "JLTS_riot_shield_GD_attachment",
  287. "JLTS_riot_shield_droid_attachment"
  288. };
  289. };
  290. };
  291. };
  292. class macro_new_weapon(DC,17sig):JLTS_DC17SA
  293. {
  294. scope=2;
  295. displayName = "Republic DC17 Signal";
  296. baseWeapon=macro_new_weapon(DC,17sig)
  297. muzzles[]={"this"};
  298. magazines[]=
  299. {
  300. "1Rnd_Smoke_Grenade_shell",
  301. "1Rnd_SmokeRed_Grenade_shell",
  302. "1Rnd_SmokeGreen_Grenade_shell",
  303. "1Rnd_SmokeYellow_Grenade_shell",
  304. "1Rnd_SmokePurple_Grenade_shell",
  305. "1Rnd_SmokeBlue_Grenade_shell",
  306. "1Rnd_SmokeOrange_Grenade_shell",
  307. MACRO_GL_flare_rounds_1rnd
  308. };
  309. JLTS_hasElectronics=0;
  310. };
  311. };
  312. /*
  313. class RD501_DC_15_RB:SWOP_DC15SAPistol
  314. {
  315. scope=2;
  316. author = "RD501";
  317. displayname = "DC-15 'Razor Blade'";
  318. descriptionShort = "Namenai is here";
  319. recoil = macro_new_recoil(dc15_rb)
  320. magazines[] = {
  321. macro_new_mag(DC15_razor_blade,9)
  322. };
  323. fireSpreadAngle = 3;
  324. class FlashLight
  325. {
  326. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  327. ambient[] = {6, 9, 9};
  328. intensity = 5;//2.5;
  329. size = 1;
  330. innerAngle = 20;
  331. outerAngle = 80;
  332. coneFadeCoef = 10;
  333. position = "flash_dir";
  334. direction = "flash_pos";
  335. useFlare = 1;
  336. flareSize = 1.5;
  337. flareMaxDistance = "600.0f";
  338. dayLight = 1;
  339. class Attenuation
  340. {
  341. start = 2;//0.5;
  342. constant = 1;
  343. linear = 0;
  344. quadratic = 0;//1
  345. hardLimitStart = 200;
  346. hardLimitEnd = 300;
  347. };
  348. scale[] = {0};
  349. };
  350. class Single: Single
  351. {
  352. sounds[] = {"StandardSound"};
  353. class BaseSoundModeType
  354. {
  355. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  356. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  357. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  358. };
  359. class StandardSound: BaseSoundModeType
  360. {
  361. weaponSoundEffect = "DefaultRifle";
  362. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  363. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  364. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  365. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  366. class SoundTails
  367. {
  368. class TailInterior
  369. {
  370. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  371. frequency = 1;
  372. volume = "interior";
  373. };
  374. class TailTrees
  375. {
  376. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  377. frequency = 1;
  378. volume = "(1-interior/1.4)*trees";
  379. };
  380. class TailForest
  381. {
  382. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  383. frequency = 1;
  384. volume = "(1-interior/1.4)*forest";
  385. };
  386. class TailMeadows
  387. {
  388. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  389. frequency = 1;
  390. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  391. };
  392. class TailHouses
  393. {
  394. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  395. frequency = 1;
  396. volume = "(1-interior/1.4)*houses";
  397. };
  398. };
  399. };
  400. // recoil = "DC_15_RB_Recoil";
  401. // recoilProne = "DC_15_RB_Recoil";
  402. reloadTime = 0.5;
  403. minRange = 5;
  404. minRangeProbab = 0.3;
  405. midRange = 25;
  406. midRangeProbab = 0.6;
  407. maxRange = 50;
  408. maxRangeProbab = 0.1;
  409. aiRateOfFire = 2;
  410. aiRateOfFireDistance = 25;
  411. dispersion = 0.0001;
  412. };
  413. };*/
  414. };