config.cpp 3.3 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. macro_new_weapon_nofam(Z1000)
  21. };
  22. };
  23. };
  24. class Mode_SemiAuto;
  25. class cfgWeapons
  26. {
  27. class LMG_Mk200_F;
  28. class JLTS_Z6:LMG_Mk200_F
  29. {
  30. class manual;
  31. class WeaponSlotsInfo
  32. {
  33. class MuzzleSlot;
  34. };
  35. };
  36. class macro_new_weapon_nofam(rZ6):JLTS_Z6
  37. {
  38. scope=2;
  39. scopeArsenal=2;
  40. JLTS_hasElectronics=0;
  41. recoil="recoil_lim"
  42. baseWeapon=macro_new_weapon_nofam(rZ6)
  43. displayName="Republic Z6 Chaingun";
  44. ACE_Overheating_mrbs = 450000;
  45. canShootInWater=1;
  46. magazines[]=
  47. {
  48. macro_new_mag(10mw,400)
  49. };
  50. modes[] = {"manual", "Overcharge"};
  51. class manual:manual
  52. {
  53. reloadTime=0.059;
  54. };
  55. class Overcharge:manual
  56. {
  57. dispersion = Z6_accuracy_burst
  58. displayName = "Over Charge Auto";
  59. reloadTime = Z6_burst_reload
  60. burst = 25;
  61. textureType = "fastAuto";
  62. };
  63. class WeaponSlotsInfo: WeaponSlotsInfo
  64. {
  65. mass = 30;
  66. class MuzzleSlot: MuzzleSlot
  67. {
  68. linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
  69. displayName="$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0";
  70. compatibleItems[]=
  71. {
  72. "RD501_muzzle_flash",
  73. "RD501_acc_particle_condenser",
  74. "RD501_acc_particle_accelerator"
  75. };
  76. iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
  77. iconPinpoint="Center";
  78. };
  79. };
  80. class HitEffects
  81. {
  82. Hit_Foliage_green="";
  83. Hit_Foliage_Dead="";
  84. Hit_Foliage_Green_big="";
  85. Hit_Foliage_Palm="";
  86. Hit_Foliage_Pine="";
  87. hitFoliage="";
  88. hitGlass="";
  89. hitGlassArmored="";
  90. hitWood="";
  91. hitHay="";
  92. hitMetal="";
  93. hitMetalPlate="";
  94. hitBuilding="";
  95. hitPlastic="";
  96. hitRubber="";
  97. hitConcrete="";
  98. hitMan="ImpactEffectsBlood";
  99. hitGroundSoft="";
  100. hitGroundRed="";
  101. hitGroundHard="";
  102. hitWater="";
  103. hitVirtual="";
  104. };
  105. };
  106. class 3AS_Chaingun;
  107. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  108. {
  109. scope=2;
  110. scopeArsenal=2;
  111. recoil="recoil_mxc";
  112. //recoil="recoil_mmg_02";
  113. displayName="Republic Z1000 Chaingun";
  114. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  115. RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u));
  116. magazines[]=
  117. {
  118. macro_new_mag(z1000,3000)
  119. };
  120. class EventHandlers {
  121. fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty));
  122. };
  123. class HitEffects
  124. {
  125. Hit_Foliage_green="";
  126. Hit_Foliage_Dead="";
  127. Hit_Foliage_Green_big="";
  128. Hit_Foliage_Palm="";
  129. Hit_Foliage_Pine="";
  130. hitFoliage="";
  131. hitGlass="";
  132. hitGlassArmored="";
  133. hitWood="";
  134. hitHay="";
  135. hitMetal="";
  136. hitMetalPlate="";
  137. hitBuilding="";
  138. hitPlastic="";
  139. hitRubber="";
  140. hitConcrete="";
  141. hitMan="ImpactEffectsBlood";
  142. hitGroundSoft="";
  143. hitGroundRed="";
  144. hitGroundHard="";
  145. hitWater="";
  146. hitVirtual="";
  147. };
  148. };
  149. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  150. {
  151. scope=1;
  152. scopeArsenal=1;
  153. displayName="Z1000 Chaingun (Used)";
  154. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  155. _generalMacro="launch_RPG32_F";
  156. magazines[]=
  157. {
  158. "none"
  159. };
  160. };
  161. };