config.cpp 4.4 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 Rifle_Base_F;
  29. class Mode_FullAuto;
  30. class SW_Z6_base_F:Rifle_Base_F
  31. {
  32. class WeaponSlotsInfo;
  33. };
  34. class SWOP_Z6Blaster:SW_Z6_base_F
  35. {
  36. displayName="Z6 Rotary Cannon";
  37. class FullAuto1;
  38. class FullAuto2;
  39. class WeaponSlotsInfo:WeaponSlotsInfo
  40. {
  41. class CowsSlot;
  42. };
  43. };
  44. class macro_new_weapon_nofam(Z6):SWOP_Z6Blaster
  45. {
  46. displayName="Z6 Rotary Cannon";
  47. scope=2;
  48. scopeArsenal=2;
  49. dlc = "RD501";
  50. author= "RD501";
  51. baseWeapon = macro_new_weapon_nofam(Z6)
  52. modes[] = {"FullAuto1", "overcharge_burst", "medium1", "medium2", "far1", "far2"};
  53. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  54. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  55. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  56. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  57. ACE_overheating_allowSwapBarrel = 1;
  58. ACE_clearJamAction = "ReloadMagazine";
  59. magazines[] = {macro_new_mag(z6,400)};
  60. class FullAuto1:FullAuto1
  61. {
  62. dispersion = Z6_accuracy
  63. recoil = "recoil_single_smg_02";
  64. recoilProne = "recoil_single_prone_smg_02";
  65. reloadTime = Z6_fullauto_reload
  66. };
  67. class overcharge_burst:FullAuto1
  68. {
  69. dispersion = Z6_accuracy_burst
  70. displayName = "Over Charge Auto";
  71. recoil = "recoil_single_smg_02";
  72. recoilProne = "recoil_single_prone_smg_02";
  73. //reloadTime = 0.1;
  74. reloadTime = Z6_burst_reload
  75. //soundContinuous = 1;
  76. burst = 25;
  77. textureType = "fastAuto";
  78. };
  79. class WeaponSlotsInfo: WeaponSlotsInfo
  80. {
  81. mass = 30;
  82. class CowsSlot: CowsSlot
  83. {
  84. compatibleItems[] = {
  85. macro_new_weapon(scope,dc_15a_acog)
  86. };
  87. };
  88. };
  89. };*/
  90. class LMG_Mk200_F;
  91. class JLTS_Z6:LMG_Mk200_F
  92. {
  93. class manual;
  94. };
  95. class macro_new_weapon_nofam(rZ6):JLTS_Z6
  96. {
  97. scope=2;
  98. scopeArsenal=2;
  99. JLTS_hasElectronics=0;
  100. recoil="recoil_lim"
  101. baseWeapon=macro_new_weapon_nofam(rZ6)
  102. displayName="Republic Z6 Chaingun";
  103. magazines[]=
  104. {
  105. macro_new_mag(10mw,400)
  106. };
  107. modes[] = {"manual", "Overcharge"};
  108. class manual:manual
  109. {
  110. reloadTime=0.059;
  111. };
  112. class Overcharge:manual
  113. {
  114. dispersion = Z6_accuracy_burst
  115. displayName = "Over Charge Auto";
  116. reloadTime = Z6_burst_reload
  117. burst = 25;
  118. textureType = "fastAuto";
  119. };
  120. class HitEffects
  121. {
  122. Hit_Foliage_green="";
  123. Hit_Foliage_Dead="";
  124. Hit_Foliage_Green_big="";
  125. Hit_Foliage_Palm="";
  126. Hit_Foliage_Pine="";
  127. hitFoliage="";
  128. hitGlass="";
  129. hitGlassArmored="";
  130. hitWood="";
  131. hitHay="";
  132. hitMetal="";
  133. hitMetalPlate="";
  134. hitBuilding="";
  135. hitPlastic="";
  136. hitRubber="";
  137. hitConcrete="";
  138. hitMan="ImpactEffectsBlood";
  139. hitGroundSoft="";
  140. hitGroundRed="";
  141. hitGroundHard="";
  142. hitWater="";
  143. hitVirtual="";
  144. };
  145. };
  146. class 3AS_Chaingun;
  147. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  148. {
  149. scope=2;
  150. scopeArsenal=2;
  151. recoil="recoil_mmg_02";
  152. displayName="Republic Z1000 Chaingun";
  153. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  154. RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u));
  155. magazines[]=
  156. {
  157. macro_new_mag(z1000,3000)
  158. };
  159. class EventHandlers {
  160. fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty));
  161. };
  162. class HitEffects
  163. {
  164. Hit_Foliage_green="";
  165. Hit_Foliage_Dead="";
  166. Hit_Foliage_Green_big="";
  167. Hit_Foliage_Palm="";
  168. Hit_Foliage_Pine="";
  169. hitFoliage="";
  170. hitGlass="";
  171. hitGlassArmored="";
  172. hitWood="";
  173. hitHay="";
  174. hitMetal="";
  175. hitMetalPlate="";
  176. hitBuilding="";
  177. hitPlastic="";
  178. hitRubber="";
  179. hitConcrete="";
  180. hitMan="ImpactEffectsBlood";
  181. hitGroundSoft="";
  182. hitGroundRed="";
  183. hitGroundHard="";
  184. hitWater="";
  185. hitVirtual="";
  186. };
  187. };
  188. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  189. {
  190. scope=1;
  191. scopeArsenal=1;
  192. displayName="Z1000 Chaingun (Used)";
  193. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  194. _generalMacro="launch_RPG32_F";
  195. magazines[]=
  196. {
  197. "none"
  198. };
  199. };
  200. };