config.cpp 6.7 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. };
  23. };
  24. };
  25. class cfgWeapons
  26. {
  27. /*class Mode_FullAuto;
  28. class Pistol_Base_F;
  29. class SWOP_DC17Pistol: Pistol_Base_F
  30. {
  31. class Single;
  32. };
  33. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  34. {
  35. displayName="DC-17";
  36. scope=2;
  37. scopeArsenal=2;
  38. weaponPoolAvailable = 1;
  39. selectionFireAnim="zasleh";
  40. dlc = "RD501";
  41. author= "RD501";
  42. baseWeapon = macro_new_weapon(DC,17);
  43. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  44. hiddenSelections[]=
  45. {
  46. "camo1",
  47. "illum"
  48. };
  49. hiddenSelectionsTextures[]=
  50. {
  51. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  52. };
  53. hiddenSelectionsMaterials[]=
  54. {
  55. "",
  56. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  57. };
  58. DC_Family_Flashlight
  59. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  60. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  61. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  62. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  63. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  64. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  65. ACE_overheating_allowSwapBarrel = 1;
  66. ACE_clearJamAction = "ReloadMagazine";
  67. class Single:Single
  68. {
  69. dispersion =DC17_accuracy;
  70. reloadTime = DC17_reloadtime;
  71. };
  72. };
  73. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  74. {
  75. baseWeapon = macro_new_weapon(DC,17a);
  76. displayName="DC-17a";
  77. magazines[]+={ macro_new_mag(DC17,40)};
  78. magazineWell[] = {};
  79. // recoil="";
  80. // recoilProne="";
  81. class Single:Single
  82. {
  83. dispersion =DC17_accuracy;
  84. reloadTime = DC17_reloadtime/2;
  85. autoFire=1;
  86. };
  87. };
  88. class Pistol_Base_F;
  89. class SWOP_DC15SAPistol:Pistol_Base_F
  90. {
  91. class Single;
  92. };*/
  93. class RD501_stun_muzzle;
  94. class hgun_P07_F;
  95. class JLTS_DC17SA:hgun_P07_F
  96. {
  97. class Single;
  98. };
  99. class macro_new_weapon(DC,r17):JLTS_DC17SA
  100. {
  101. displayName="Republic DC-17";
  102. reloadAction="GestureReloadPistol";
  103. baseWeapon=macro_new_weapon(DC,r17)
  104. JLTS_hasElectronics=0;
  105. magazines[]=
  106. {
  107. macro_new_mag(5mw,10)
  108. };
  109. muzzles[]=
  110. {
  111. "this",
  112. "Stun"
  113. };
  114. class Stun: RD501_stun_muzzle
  115. {
  116. displayName="High Energy StunMode";
  117. reloadAction="GestureReloadPistol";
  118. magazines[]=
  119. {
  120. macro_new_mag(stun,5)
  121. };
  122. };
  123. class Single : Single
  124. {
  125. reloadTime=0.1;
  126. };
  127. };
  128. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  129. {
  130. displayName="Republic DC-17A";
  131. baseWeapon=macro_new_weapon(DC,r17a)
  132. JLTS_hasElectronics=0;
  133. magazines[]=
  134. {
  135. macro_new_mag(2mw,30)
  136. };
  137. modes[] = {"FullAuto"};
  138. muzzles[]=
  139. {
  140. "this",
  141. "Stun"
  142. };
  143. class Stun: RD501_stun_muzzle
  144. {
  145. displayName="High Energy StunMode";
  146. reloadAction="GestureReloadPistol";
  147. magazines[]=
  148. {
  149. macro_new_mag(stun,5)
  150. };
  151. };
  152. class FullAuto : Single
  153. {
  154. autoFire=1;
  155. reloadTime=0.055;
  156. displayName="$STR_DN_MODE_FULLAUTO";
  157. textureType="fullAuto";
  158. recoil="recoil_auto_primary_3outof10";
  159. recoilProne="recoil_auto_primary_prone_3outof10";
  160. aiDispersionCoefY=3;
  161. aiDispersionCoefX=2;
  162. soundBurst=0;
  163. burst=3;
  164. };
  165. };
  166. class macro_new_weapon(DC,17sig):JLTS_DC17SA
  167. {
  168. scope=2;
  169. displayName = "Republic DC17 Signal";
  170. baseWeapon=macro_new_weapon(DC,17sig)
  171. muzzles[]={"this"};
  172. magazines[]=
  173. {
  174. "1Rnd_Smoke_Grenade_shell",
  175. "1Rnd_SmokeRed_Grenade_shell",
  176. "1Rnd_SmokeGreen_Grenade_shell",
  177. "1Rnd_SmokeYellow_Grenade_shell",
  178. "1Rnd_SmokePurple_Grenade_shell",
  179. "1Rnd_SmokeBlue_Grenade_shell",
  180. "1Rnd_SmokeOrange_Grenade_shell",
  181. MACRO_GL_flare_rounds_1rnd
  182. };
  183. JLTS_hasElectronics=0;
  184. };
  185. };
  186. /*
  187. class RD501_DC_15_RB:SWOP_DC15SAPistol
  188. {
  189. scope=2;
  190. author = "RD501";
  191. displayname = "DC-15 'Razor Blade'";
  192. descriptionShort = "Namenai is here";
  193. recoil = macro_new_recoil(dc15_rb)
  194. magazines[] = {
  195. macro_new_mag(DC15_razor_blade,9)
  196. };
  197. fireSpreadAngle = 3;
  198. class FlashLight
  199. {
  200. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  201. ambient[] = {6, 9, 9};
  202. intensity = 5;//2.5;
  203. size = 1;
  204. innerAngle = 20;
  205. outerAngle = 80;
  206. coneFadeCoef = 10;
  207. position = "flash_dir";
  208. direction = "flash_pos";
  209. useFlare = 1;
  210. flareSize = 1.5;
  211. flareMaxDistance = "600.0f";
  212. dayLight = 1;
  213. class Attenuation
  214. {
  215. start = 2;//0.5;
  216. constant = 1;
  217. linear = 0;
  218. quadratic = 0;//1
  219. hardLimitStart = 200;
  220. hardLimitEnd = 300;
  221. };
  222. scale[] = {0};
  223. };
  224. class Single: Single
  225. {
  226. sounds[] = {"StandardSound"};
  227. class BaseSoundModeType
  228. {
  229. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  230. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  231. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  232. };
  233. class StandardSound: BaseSoundModeType
  234. {
  235. weaponSoundEffect = "DefaultRifle";
  236. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  237. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  238. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  239. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  240. class SoundTails
  241. {
  242. class TailInterior
  243. {
  244. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  245. frequency = 1;
  246. volume = "interior";
  247. };
  248. class TailTrees
  249. {
  250. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  251. frequency = 1;
  252. volume = "(1-interior/1.4)*trees";
  253. };
  254. class TailForest
  255. {
  256. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  257. frequency = 1;
  258. volume = "(1-interior/1.4)*forest";
  259. };
  260. class TailMeadows
  261. {
  262. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  263. frequency = 1;
  264. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  265. };
  266. class TailHouses
  267. {
  268. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  269. frequency = 1;
  270. volume = "(1-interior/1.4)*houses";
  271. };
  272. };
  273. };
  274. // recoil = "DC_15_RB_Recoil";
  275. // recoilProne = "DC_15_RB_Recoil";
  276. reloadTime = 0.5;
  277. minRange = 5;
  278. minRangeProbab = 0.3;
  279. midRange = 25;
  280. midRangeProbab = 0.6;
  281. maxRange = 50;
  282. maxRangeProbab = 0.1;
  283. aiRateOfFire = 2;
  284. aiRateOfFireDistance = 25;
  285. dispersion = 0.0001;
  286. };
  287. };*/
  288. };