config.cpp 3.4 KB

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  1. #define COMPONENT z6_patch
  2. #include "../../RD501_main/config_macros.hpp"
  3. #include "../_common/common.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(z6)
  7. {
  8. author=DANKAUTHORS;
  9. addonRootClass= macro_patch_name(weapons)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(weapons),
  13. "3AS_Weapons"
  14. };
  15. requiredVersion=0.1;
  16. units[]={};
  17. weapons[]={
  18. macro_new_weapon_nofam(Z6),
  19. macro_new_weapon_nofam(rZ6),
  20. "SWOP_Valken38XAuto_XD",
  21. macro_new_weapon_nofam(Z1000)
  22. };
  23. };
  24. };
  25. class Mode_SemiAuto;
  26. class cfgWeapons
  27. {
  28. class LMG_Mk200_F;
  29. class JLTS_Z6:LMG_Mk200_F
  30. {
  31. class manual;
  32. class WeaponSlotsInfo
  33. {
  34. class MuzzleSlot;
  35. };
  36. };
  37. class macro_new_weapon_nofam(rZ6):JLTS_Z6
  38. {
  39. scope=2;
  40. scopeArsenal=2;
  41. JLTS_hasElectronics=0;
  42. recoil="recoil_lim"
  43. baseWeapon=macro_new_weapon_nofam(rZ6)
  44. displayName="Republic Z6 Chaingun";
  45. ACE_Overheating_mrbs = 450000;
  46. canShootInWater=1;
  47. magazines[]=
  48. {
  49. macro_new_mag(10mw,400)
  50. };
  51. modes[] = {"manual", "Overcharge"};
  52. class manual:manual
  53. {
  54. reloadTime=0.059;
  55. };
  56. class Overcharge:manual
  57. {
  58. dispersion = Z6_accuracy_burst
  59. displayName = "Over Charge Auto";
  60. reloadTime = Z6_burst_reload
  61. burst = 25;
  62. textureType = "fastAuto";
  63. };
  64. class WeaponSlotsInfo: WeaponSlotsInfo
  65. {
  66. mass = 30;
  67. class MuzzleSlot: MuzzleSlot
  68. {
  69. linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
  70. displayName="$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0";
  71. compatibleItems[]=
  72. {
  73. "RD501_muzzle_flash",
  74. "RD501_acc_particle_condenser",
  75. "RD501_acc_particle_accelerator"
  76. };
  77. iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
  78. iconPinpoint="Center";
  79. };
  80. };
  81. class HitEffects
  82. {
  83. Hit_Foliage_green="";
  84. Hit_Foliage_Dead="";
  85. Hit_Foliage_Green_big="";
  86. Hit_Foliage_Palm="";
  87. Hit_Foliage_Pine="";
  88. hitFoliage="";
  89. hitGlass="";
  90. hitGlassArmored="";
  91. hitWood="";
  92. hitHay="";
  93. hitMetal="";
  94. hitMetalPlate="";
  95. hitBuilding="";
  96. hitPlastic="";
  97. hitRubber="";
  98. hitConcrete="";
  99. hitMan="ImpactEffectsBlood";
  100. hitGroundSoft="";
  101. hitGroundRed="";
  102. hitGroundHard="";
  103. hitWater="";
  104. hitVirtual="";
  105. };
  106. };
  107. class 3AS_Chaingun;
  108. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  109. {
  110. scope=2;
  111. scopeArsenal=2;
  112. recoil="recoil_mxc";
  113. //recoil="recoil_mmg_02";
  114. displayName="Republic Z1000 Chaingun";
  115. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  116. RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u));
  117. magazines[]=
  118. {
  119. macro_new_mag(z1000,3000)
  120. };
  121. class EventHandlers {
  122. fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty));
  123. };
  124. class HitEffects
  125. {
  126. Hit_Foliage_green="";
  127. Hit_Foliage_Dead="";
  128. Hit_Foliage_Green_big="";
  129. Hit_Foliage_Palm="";
  130. Hit_Foliage_Pine="";
  131. hitFoliage="";
  132. hitGlass="";
  133. hitGlassArmored="";
  134. hitWood="";
  135. hitHay="";
  136. hitMetal="";
  137. hitMetalPlate="";
  138. hitBuilding="";
  139. hitPlastic="";
  140. hitRubber="";
  141. hitConcrete="";
  142. hitMan="ImpactEffectsBlood";
  143. hitGroundSoft="";
  144. hitGroundRed="";
  145. hitGroundHard="";
  146. hitWater="";
  147. hitVirtual="";
  148. };
  149. };
  150. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  151. {
  152. scope=1;
  153. scopeArsenal=1;
  154. displayName="Z1000 Chaingun (Used)";
  155. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  156. _generalMacro="launch_RPG32_F";
  157. magazines[]=
  158. {
  159. "none"
  160. };
  161. };
  162. };