config.cpp 7.6 KB

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  1. #define COMPONENT DC_17
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "../../_common/common.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(dc_17)
  7. {
  8. author=DANKAUTHORS;
  9. addonRootClass= macro_patch_name(weapons)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(weapons)
  13. };
  14. requiredVersion=0.1;
  15. units[]={};
  16. weapons[]={
  17. macro_new_weapon(DC,17),
  18. macro_new_weapon(DC,17a),
  19. macro_new_weapon(DC,r17),
  20. macro_new_weapon(DC,r17a),
  21. macro_new_weapon(DC,17sig)
  22. };
  23. };
  24. };
  25. class cfgWeapons
  26. {
  27. /*class Mode_FullAuto;
  28. class Pistol_Base_F;
  29. class SWOP_DC17Pistol: Pistol_Base_F
  30. {
  31. class Single;
  32. };
  33. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  34. {
  35. displayName="DC-17";
  36. scope=2;
  37. scopeArsenal=2;
  38. weaponPoolAvailable = 1;
  39. selectionFireAnim="zasleh";
  40. dlc = "RD501";
  41. author= "RD501";
  42. baseWeapon = macro_new_weapon(DC,17);
  43. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  44. hiddenSelections[]=
  45. {
  46. "camo1",
  47. "illum"
  48. };
  49. hiddenSelectionsTextures[]=
  50. {
  51. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  52. };
  53. hiddenSelectionsMaterials[]=
  54. {
  55. "",
  56. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  57. };
  58. DC_Family_Flashlight
  59. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  60. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  61. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  62. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  63. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  64. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  65. ACE_overheating_allowSwapBarrel = 1;
  66. ACE_clearJamAction = "ReloadMagazine";
  67. class Single:Single
  68. {
  69. dispersion =DC17_accuracy;
  70. reloadTime = DC17_reloadtime;
  71. };
  72. };
  73. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  74. {
  75. baseWeapon = macro_new_weapon(DC,17a);
  76. displayName="DC-17a";
  77. magazines[]+={ macro_new_mag(DC17,40)};
  78. magazineWell[] = {};
  79. // recoil="";
  80. // recoilProne="";
  81. class Single:Single
  82. {
  83. dispersion =DC17_accuracy;
  84. reloadTime = DC17_reloadtime/2;
  85. autoFire=1;
  86. };
  87. };
  88. class Pistol_Base_F;
  89. class SWOP_DC15SAPistol:Pistol_Base_F
  90. {
  91. class Single;
  92. };*/
  93. class RD501_stun_muzzle;
  94. class hgun_P07_F;
  95. class JLTS_DC17SA:hgun_P07_F
  96. {
  97. class Single;
  98. class WeaponSlotsInfo
  99. {
  100. class CowsSlot;
  101. };
  102. };
  103. class macro_new_weapon(DC,r17):JLTS_DC17SA
  104. {
  105. displayName="Republic DC-17";
  106. reloadAction="GestureReloadPistol";
  107. baseWeapon=macro_new_weapon(DC,r17)
  108. JLTS_hasElectronics=0;
  109. magazines[]=
  110. {
  111. macro_new_mag(5mw,10)
  112. };
  113. muzzles[]=
  114. {
  115. "this",
  116. "Stun"
  117. };
  118. class Stun: RD501_stun_muzzle
  119. {
  120. displayName="High Energy StunMode";
  121. reloadAction="GestureReloadPistol";
  122. magazines[]=
  123. {
  124. macro_new_mag(stun,5)
  125. };
  126. };
  127. class Single : Single
  128. {
  129. reloadTime=0.1;
  130. };
  131. class WeaponSlotsInfo: WeaponSlotsInfo
  132. {
  133. mass = 30;
  134. class CowsSlot: CowsSlot
  135. {
  136. displayName = "Optics Slot";
  137. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  138. iconPinpoint = "Bottom";
  139. iconPosition[] = {0.5,0.35};
  140. iconScale = 0.2;
  141. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  142. scope = 0;
  143. access = 1;
  144. compatibleItems[] =
  145. {
  146. "RD501_pistol",
  147. "RD501_pistol_2"
  148. };
  149. };
  150. };
  151. };
  152. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  153. {
  154. displayName="Republic DC-17A";
  155. baseWeapon=macro_new_weapon(DC,r17a)
  156. JLTS_hasElectronics=0;
  157. magazines[]=
  158. {
  159. macro_new_mag(2mw,30)
  160. };
  161. modes[] = {"FullAuto"};
  162. muzzles[]=
  163. {
  164. "this",
  165. "Stun"
  166. };
  167. class Stun: RD501_stun_muzzle
  168. {
  169. displayName="High Energy StunMode";
  170. reloadAction="GestureReloadPistol";
  171. magazines[]=
  172. {
  173. macro_new_mag(stun,5)
  174. };
  175. };
  176. class FullAuto : Single
  177. {
  178. autoFire=1;
  179. reloadTime=0.055;
  180. displayName="$STR_DN_MODE_FULLAUTO";
  181. textureType="fullAuto";
  182. recoil="recoil_auto_primary_3outof10";
  183. recoilProne="recoil_auto_primary_prone_3outof10";
  184. aiDispersionCoefY=3;
  185. aiDispersionCoefX=2;
  186. soundBurst=0;
  187. burst=3;
  188. };
  189. class WeaponSlotsInfo: WeaponSlotsInfo
  190. {
  191. mass = 30;
  192. class CowsSlot: CowsSlot
  193. {
  194. displayName = "Optics Slot";
  195. iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";
  196. iconPinpoint = "Bottom";
  197. iconPosition[] = {0.5,0.35};
  198. iconScale = 0.2;
  199. linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
  200. scope = 0;
  201. access = 1;
  202. compatibleItems[] =
  203. {
  204. "RD501_pistol",
  205. "RD501_pistol_2"
  206. };
  207. };
  208. };
  209. };
  210. class macro_new_weapon(DC,17sig):JLTS_DC17SA
  211. {
  212. scope=2;
  213. displayName = "Republic DC17 Signal";
  214. baseWeapon=macro_new_weapon(DC,17sig)
  215. muzzles[]={"this"};
  216. magazines[]=
  217. {
  218. "1Rnd_Smoke_Grenade_shell",
  219. "1Rnd_SmokeRed_Grenade_shell",
  220. "1Rnd_SmokeGreen_Grenade_shell",
  221. "1Rnd_SmokeYellow_Grenade_shell",
  222. "1Rnd_SmokePurple_Grenade_shell",
  223. "1Rnd_SmokeBlue_Grenade_shell",
  224. "1Rnd_SmokeOrange_Grenade_shell",
  225. MACRO_GL_flare_rounds_1rnd
  226. };
  227. JLTS_hasElectronics=0;
  228. };
  229. };
  230. /*
  231. class RD501_DC_15_RB:SWOP_DC15SAPistol
  232. {
  233. scope=2;
  234. author = "RD501";
  235. displayname = "DC-15 'Razor Blade'";
  236. descriptionShort = "Namenai is here";
  237. recoil = macro_new_recoil(dc15_rb)
  238. magazines[] = {
  239. macro_new_mag(DC15_razor_blade,9)
  240. };
  241. fireSpreadAngle = 3;
  242. class FlashLight
  243. {
  244. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  245. ambient[] = {6, 9, 9};
  246. intensity = 5;//2.5;
  247. size = 1;
  248. innerAngle = 20;
  249. outerAngle = 80;
  250. coneFadeCoef = 10;
  251. position = "flash_dir";
  252. direction = "flash_pos";
  253. useFlare = 1;
  254. flareSize = 1.5;
  255. flareMaxDistance = "600.0f";
  256. dayLight = 1;
  257. class Attenuation
  258. {
  259. start = 2;//0.5;
  260. constant = 1;
  261. linear = 0;
  262. quadratic = 0;//1
  263. hardLimitStart = 200;
  264. hardLimitEnd = 300;
  265. };
  266. scale[] = {0};
  267. };
  268. class Single: Single
  269. {
  270. sounds[] = {"StandardSound"};
  271. class BaseSoundModeType
  272. {
  273. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  274. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  275. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  276. };
  277. class StandardSound: BaseSoundModeType
  278. {
  279. weaponSoundEffect = "DefaultRifle";
  280. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  281. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  282. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  283. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  284. class SoundTails
  285. {
  286. class TailInterior
  287. {
  288. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  289. frequency = 1;
  290. volume = "interior";
  291. };
  292. class TailTrees
  293. {
  294. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  295. frequency = 1;
  296. volume = "(1-interior/1.4)*trees";
  297. };
  298. class TailForest
  299. {
  300. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  301. frequency = 1;
  302. volume = "(1-interior/1.4)*forest";
  303. };
  304. class TailMeadows
  305. {
  306. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  307. frequency = 1;
  308. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  309. };
  310. class TailHouses
  311. {
  312. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  313. frequency = 1;
  314. volume = "(1-interior/1.4)*houses";
  315. };
  316. };
  317. };
  318. // recoil = "DC_15_RB_Recoil";
  319. // recoilProne = "DC_15_RB_Recoil";
  320. reloadTime = 0.5;
  321. minRange = 5;
  322. minRangeProbab = 0.3;
  323. midRange = 25;
  324. midRangeProbab = 0.6;
  325. maxRange = 50;
  326. maxRangeProbab = 0.1;
  327. aiRateOfFire = 2;
  328. aiRateOfFireDistance = 25;
  329. dispersion = 0.0001;
  330. };
  331. };*/
  332. };