config.cpp 5.4 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 3AS_HeavyGATCannon_Base;
  45. class 3AS_GATCannon:3AS_HeavyGATCannon_Base
  46. {
  47. class manual;
  48. }
  49. class macro_new_weapon(aat_cannon,mbt) : 3AS_GATCannon
  50. {
  51. displayName = "Heavy Laser Cannon";
  52. dlc = "RD501";
  53. author= "RD501";
  54. magazines[] = {
  55. macro_new_mag(aat_mbt,50)
  56. };
  57. ballisticsComputer = 4;
  58. canLock = 2;
  59. weaponLockDelay = 3.5;
  60. weaponLockSystem = 8;
  61. ace_overpressure_angle = 30;
  62. ace_overpressure_range = 10;
  63. ace_overpressure_damage = 0.1;
  64. reloadTime=2;
  65. magazineReloadTime = 6;
  66. modes[] = {"manual","close"};
  67. class manual: manual
  68. {
  69. reloadTime=0.5;
  70. };
  71. };
  72. class macro_new_weapon(aat_cannon,king) : 3AS_GATCannon
  73. {
  74. displayName = "King Heavy Laser Cannon";
  75. dlc = "RD501";
  76. author= "RD501";
  77. magazines[] = {
  78. macro_new_mag(aat_mbt,10)
  79. };
  80. ballisticsComputer = 4;
  81. canLock = 2;
  82. weaponLockDelay = 3.5;
  83. weaponLockSystem = 8;
  84. ace_overpressure_angle = 30;
  85. ace_overpressure_range = 10;
  86. ace_overpressure_damage = 0.1;
  87. magazineReloadTime = 6;
  88. modes[] = {"manual","close"};
  89. class manual: manual
  90. {
  91. recoil = "empty";
  92. weaponSoundEffect = "DefaultRifle";
  93. soundContinuous = 0;
  94. reloadTime = 3;
  95. magazineReloadTime = 6;
  96. autoReload = 1;
  97. ballisticsComputer = 1;
  98. canLock = 2;
  99. autoFire = 0;
  100. dispersion = 0;
  101. };
  102. class close: manual
  103. {
  104. showToPlayer = 0;
  105. aiRateOfFire = .5;
  106. aiRateOfFireDistance = 10000;
  107. minRange = 0;
  108. minRangeProbab = 0.35;
  109. midRange = 500;
  110. midRangeProbab = 0.78;
  111. maxRange = 10000;
  112. maxRangeProbab = 1.0;
  113. aiDispersionCoefX = 2;
  114. aiDispersionCoefY = 2;
  115. };
  116. };
  117. class macro_new_weapon(mynock_cannon,mbt) : macro_new_weapon(aat_cannon,king)
  118. {
  119. displayName = "Primary Mass Thrower";
  120. dlc = "RD501";
  121. author= "RD501";
  122. magazines[] = {
  123. macro_new_mag(mynock_mbt_ap,12),
  124. macro_new_mag(mynock_mbt_he,12)
  125. };
  126. ballisticsComputer = 4;
  127. canLock = 2;
  128. weaponLockDelay = 3.5;
  129. weaponLockSystem = 8;
  130. ace_overpressure_angle = 30;
  131. ace_overpressure_range = 10;
  132. ace_overpressure_damage = 0.1;
  133. magazineReloadTime = 6;
  134. modes[] = {"manual","close"};
  135. class manual: manual
  136. {
  137. recoil = "empty";
  138. weaponSoundEffect = "DefaultRifle";
  139. soundContinuous = 0;
  140. reloadTime = 3;
  141. magazineReloadTime = 6;
  142. autoReload = 1;
  143. ballisticsComputer = 1;
  144. canLock = 2;
  145. autoFire = 0;
  146. dispersion = 0;
  147. };
  148. class close: manual
  149. {
  150. showToPlayer = 0;
  151. aiRateOfFire = .5;
  152. aiRateOfFireDistance = 10000;
  153. minRange = 0;
  154. minRangeProbab = 0.35;
  155. midRange = 500;
  156. midRangeProbab = 0.78;
  157. maxRange = 10000;
  158. maxRangeProbab = 1.0;
  159. aiDispersionCoefX = 2;
  160. aiDispersionCoefY = 2;
  161. };
  162. };
  163. class macro_new_weapon(mynock_cannon,td) : macro_new_weapon(aat_cannon,king)
  164. {
  165. displayName = "Quantum Accelerator";
  166. dlc = "RD501";
  167. author= "RD501";
  168. magazines[] = {
  169. macro_new_mag(mynock_mbt_td,12),
  170. };
  171. ballisticsComputer = 4;
  172. canLock = 2;
  173. weaponLockDelay = 3.5;
  174. weaponLockSystem = 8;
  175. ace_overpressure_angle = 360;
  176. ace_overpressure_range = 10;
  177. ace_overpressure_damage = 100;
  178. magazineReloadTime = 6;
  179. modes[] = {"manual","close"};
  180. class manual: manual
  181. {
  182. recoil = "empty";
  183. weaponSoundEffect = "DefaultRifle";
  184. soundContinuous = 0;
  185. reloadTime = 12;
  186. magazineReloadTime = 12;
  187. autoReload = 1;
  188. ballisticsComputer = 1;
  189. canLock = 2;
  190. autoFire = 0;
  191. dispersion = 0;
  192. };
  193. class close: manual
  194. {
  195. showToPlayer = 0;
  196. aiRateOfFire = .5;
  197. aiRateOfFireDistance = 10000;
  198. minRange = 0;
  199. minRangeProbab = 0.35;
  200. midRange = 500;
  201. midRangeProbab = 0.78;
  202. maxRange = 10000;
  203. maxRangeProbab = 1.0;
  204. aiDispersionCoefX = 2;
  205. aiDispersionCoefY = 2;
  206. };
  207. };
  208. class macro_new_weapon(atte,mbt):macro_new_weapon(saber_gun,mbt)
  209. {
  210. magazines[] = {
  211. macro_new_mag(atte_mbt,10)
  212. };
  213. displayName = "Heavy ATTE cannon";
  214. class player: player
  215. {
  216. sounds[] = {"StandardSound"};
  217. class StandardSound
  218. {
  219. begin1[] = {"SW_Droides_2\ATTE\atte_fire.ogg", 3, 1, 3000};
  220. soundBegin[] = {"begin1", 1};
  221. };
  222. recoil = "empty";
  223. weaponSoundEffect = "DefaultRifle";
  224. soundContinuous = 0;
  225. reloadTime = 2;
  226. magazineReloadTime = 10;//6;
  227. autoReload = 1;
  228. ballisticsComputer = 1;
  229. canLock = 2;
  230. autoFire = 1;
  231. dispersion=0.0001;
  232. };
  233. class close: player
  234. {
  235. showToPlayer = 0;
  236. aiRateOfFire = 3;
  237. aiRateOfFireDistance = 5000;
  238. minRange = 0;
  239. minRangeProbab = 0.35;
  240. midRange = 2500;
  241. midRangeProbab =1.0;// 0.78;
  242. maxRange = 5000;
  243. maxRangeProbab = 1.0;
  244. aiDispersionCoefX = 6;
  245. aiDispersionCoefY = 6;
  246. };
  247. };
  248. };