config.cpp 6.8 KB

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  1. #include "../../../RD501_main/config_macros.hpp"
  2. #include "../../_common/common.hpp"
  3. class CfgPatches
  4. {
  5. class macro_patch_name(tank_cannons)
  6. {
  7. author=DANKAUTHORS;
  8. addonRootClass= macro_patch_name(vehicle_weapons)
  9. requiredAddons[]=
  10. {
  11. macro_patch_name(vehicle_weapons)
  12. };
  13. requiredVersion=0.1;
  14. units[]={};
  15. weapons[]={
  16. macro_new_weapon(saber_gun,td),
  17. macro_new_weapon(saber_gun,mbt),
  18. macro_new_weapon(aat_cannon,mbt),
  19. macro_new_weapon(aat_cannon,king),
  20. macro_new_weapon(atte,mbt),
  21. macro_new_weapon(mynock_cannon,mbt),
  22. macro_new_weapon(mynock_cannon,td)
  23. };
  24. };
  25. };
  26. class CfgWeapons
  27. {
  28. class cannon_120mm;
  29. class Cannon_TX130m1_mc:cannon_120mm
  30. {
  31. modes[] = {"player","close"};
  32. class player;
  33. };
  34. class Cannon_TX130m2_mc:cannon_120mm
  35. {
  36. class player;
  37. }
  38. #include "_saber.hpp"
  39. class CannonCore;
  40. class Cannon_TurboLaser:CannonCore
  41. {
  42. class manual;
  43. };
  44. class macro_new_weapon(aat_cannon,mbt) : Cannon_TurboLaser
  45. {
  46. displayName = "Heavy Laser Cannon";
  47. dlc = "RD501";
  48. author= "RD501";
  49. magazines[] = {
  50. macro_new_mag(aat_mbt,50)
  51. };
  52. ballisticsComputer = 4;
  53. canLock = 2;
  54. weaponLockDelay = 3.5;
  55. weaponLockSystem = 8;
  56. ace_overpressure_angle = 30;
  57. ace_overpressure_range = 10;
  58. ace_overpressure_damage = 0.1;
  59. magazineReloadTime = 6;
  60. modes[] = {"manual","close"};
  61. class manual: manual
  62. {
  63. sounds[] = {"StandardSound"};
  64. class StandardSound
  65. {
  66. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 2000};
  67. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 2000};
  68. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 2000};
  69. soundBegin[] = {"begin1", 33, "begin2", 34, "begin3", 33};
  70. };
  71. reloadTime = 5;
  72. magazineReloadTime = 6;
  73. autoReload = 1;
  74. ballisticsComputer = 1;
  75. canLock = 2;
  76. dispersion = 0;//0.0001;
  77. autoFire = 0;
  78. };
  79. class close: manual
  80. {
  81. showToPlayer = 0;
  82. aiRateOfFire = .5;
  83. aiRateOfFireDistance = 6000;
  84. minRange = 0;
  85. minRangeProbab = 1.0;//0.35;
  86. midRange = 3000;
  87. midRangeProbab = 1.0;//0.78;
  88. maxRange = 6000;
  89. maxRangeProbab = 1.0;
  90. aiDispersionCoefX = 10;
  91. aiDispersionCoefY = 10;
  92. };
  93. };
  94. class macro_new_weapon(aat_cannon,king) : Cannon_TurboLaser
  95. {
  96. displayName = "King Heavy Laser Cannon";
  97. dlc = "RD501";
  98. author= "RD501";
  99. magazines[] = {
  100. macro_new_mag(aat_mbt,10)
  101. };
  102. ballisticsComputer = 4;
  103. canLock = 2;
  104. weaponLockDelay = 3.5;
  105. weaponLockSystem = 8;
  106. ace_overpressure_angle = 30;
  107. ace_overpressure_range = 10;
  108. ace_overpressure_damage = 0.1;
  109. magazineReloadTime = 6;
  110. modes[] = {"manual","close"};
  111. class manual: manual
  112. {
  113. sounds[] = {"StandardSound"};
  114. class StandardSound
  115. {
  116. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 2000};
  117. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 2000};
  118. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 2000};
  119. soundBegin[] = {"begin1", 33, "begin2", 34, "begin3", 33};
  120. };
  121. recoil = "empty";
  122. weaponSoundEffect = "DefaultRifle";
  123. soundContinuous = 0;
  124. reloadTime = 3;
  125. magazineReloadTime = 6;
  126. autoReload = 1;
  127. ballisticsComputer = 1;
  128. canLock = 2;
  129. autoFire = 0;
  130. dispersion = 0;
  131. };
  132. class close: manual
  133. {
  134. showToPlayer = 0;
  135. aiRateOfFire = .5;
  136. aiRateOfFireDistance = 10000;
  137. minRange = 0;
  138. minRangeProbab = 0.35;
  139. midRange = 500;
  140. midRangeProbab = 0.78;
  141. maxRange = 10000;
  142. maxRangeProbab = 1.0;
  143. aiDispersionCoefX = 2;
  144. aiDispersionCoefY = 2;
  145. };
  146. };
  147. class macro_new_weapon(mynock_cannon,mbt) : macro_new_weapon(aat_cannon,king)
  148. {
  149. displayName = "Primary Mass Thrower";
  150. dlc = "RD501";
  151. author= "RD501";
  152. magazines[] = {
  153. macro_new_mag(mynock_mbt_ap,12),
  154. macro_new_mag(mynock_mbt_he,12)
  155. };
  156. ballisticsComputer = 4;
  157. canLock = 2;
  158. weaponLockDelay = 3.5;
  159. weaponLockSystem = 8;
  160. ace_overpressure_angle = 30;
  161. ace_overpressure_range = 10;
  162. ace_overpressure_damage = 0.1;
  163. magazineReloadTime = 6;
  164. modes[] = {"manual","close"};
  165. class manual: manual
  166. {
  167. sounds[] = {"StandardSound"};
  168. class StandardSound
  169. {
  170. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 1000};
  171. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 1000};
  172. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 1000};
  173. soundBegin[] = {"begin1", 33, "begin2", 34, "begin3", 33};
  174. };
  175. recoil = "empty";
  176. weaponSoundEffect = "DefaultRifle";
  177. soundContinuous = 0;
  178. reloadTime = 3;
  179. magazineReloadTime = 6;
  180. autoReload = 1;
  181. ballisticsComputer = 1;
  182. canLock = 2;
  183. autoFire = 0;
  184. dispersion = 0;
  185. };
  186. class close: manual
  187. {
  188. showToPlayer = 0;
  189. aiRateOfFire = .5;
  190. aiRateOfFireDistance = 10000;
  191. minRange = 0;
  192. minRangeProbab = 0.35;
  193. midRange = 500;
  194. midRangeProbab = 0.78;
  195. maxRange = 10000;
  196. maxRangeProbab = 1.0;
  197. aiDispersionCoefX = 2;
  198. aiDispersionCoefY = 2;
  199. };
  200. };
  201. class macro_new_weapon(mynock_cannon,td) : macro_new_weapon(aat_cannon,king)
  202. {
  203. displayName = "Quantum Accelerator";
  204. dlc = "RD501";
  205. author= "RD501";
  206. magazines[] = {
  207. macro_new_mag(mynock_mbt_td,12),
  208. };
  209. ballisticsComputer = 4;
  210. canLock = 2;
  211. weaponLockDelay = 3.5;
  212. weaponLockSystem = 8;
  213. ace_overpressure_angle = 360;
  214. ace_overpressure_range = 10;
  215. ace_overpressure_damage = 100;
  216. magazineReloadTime = 6;
  217. modes[] = {"manual","close"};
  218. class manual: manual
  219. {
  220. sounds[] = {"StandardSound"};
  221. class StandardSound
  222. {
  223. begin1[] = {"AAT\sounds\aat1.ogg", 2, 1, 1000};
  224. begin2[] = {"AAT\sounds\aat2.ogg", 2, 1, 1000};
  225. begin3[] = {"AAT\sounds\aat3.ogg", 2, 1, 1000};
  226. soundBegin[] = {"begin1", 1, "begin2", 1, "begin3", 1};
  227. };
  228. recoil = "empty";
  229. weaponSoundEffect = "DefaultRifle";
  230. soundContinuous = 0;
  231. reloadTime = 12;
  232. magazineReloadTime = 12;
  233. autoReload = 1;
  234. ballisticsComputer = 1;
  235. canLock = 2;
  236. autoFire = 0;
  237. dispersion = 0;
  238. };
  239. class close: manual
  240. {
  241. showToPlayer = 0;
  242. aiRateOfFire = .5;
  243. aiRateOfFireDistance = 10000;
  244. minRange = 0;
  245. minRangeProbab = 0.35;
  246. midRange = 500;
  247. midRangeProbab = 0.78;
  248. maxRange = 10000;
  249. maxRangeProbab = 1.0;
  250. aiDispersionCoefX = 2;
  251. aiDispersionCoefY = 2;
  252. };
  253. };
  254. class macro_new_weapon(atte,mbt):macro_new_weapon(saber_gun,mbt)
  255. {
  256. magazines[] = {
  257. macro_new_mag(atte_mbt,10)
  258. };
  259. displayName = "Heavy ATTE cannon";
  260. class player: player
  261. {
  262. sounds[] = {"StandardSound"};
  263. class StandardSound
  264. {
  265. begin1[] = {"SW_Droides_2\ATTE\atte_fire.ogg", 3, 1, 3000};
  266. soundBegin[] = {"begin1", 1};
  267. };
  268. recoil = "empty";
  269. weaponSoundEffect = "DefaultRifle";
  270. soundContinuous = 0;
  271. reloadTime = 2;
  272. magazineReloadTime = 10;//6;
  273. autoReload = 1;
  274. ballisticsComputer = 1;
  275. canLock = 2;
  276. autoFire = 1;
  277. dispersion=0.0001;
  278. };
  279. class close: player
  280. {
  281. showToPlayer = 0;
  282. aiRateOfFire = 3;
  283. aiRateOfFireDistance = 5000;
  284. minRange = 0;
  285. minRangeProbab = 0.35;
  286. midRange = 2500;
  287. midRangeProbab =1.0;// 0.78;
  288. maxRange = 5000;
  289. maxRangeProbab = 1.0;
  290. aiDispersionCoefX = 6;
  291. aiDispersionCoefY = 6;
  292. };
  293. };
  294. };