config.cpp 7.0 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_mmg_02"
  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. recoil = "recoil_single_smg_02";
  117. recoilProne = "recoil_single_prone_smg_02";
  118. //reloadTime = 0.1;
  119. reloadTime = Z6_burst_reload
  120. //soundContinuous = 1;
  121. burst = 25;
  122. textureType = "fastAuto";
  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 3AS_Chaingun;
  151. class macro_new_weapon_nofam(z1000): 3AS_Chaingun
  152. {
  153. scope=2;
  154. scopeArsenal=2;
  155. recoil="recoil_mmg_01";
  156. displayName="Republic Z1000 Chaingun";
  157. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  158. RD501_Empty_Weapon = macro_quote(macro_new_weapon_nofam(z1000u));
  159. magazines[]=
  160. {
  161. macro_new_mag(z1000,3000)
  162. };
  163. class EventHandlers {
  164. fired = macro_quote(_this call macro_fnc_name(onWeaponFiredSwapToEmpty));
  165. };
  166. class HitEffects
  167. {
  168. Hit_Foliage_green="";
  169. Hit_Foliage_Dead="";
  170. Hit_Foliage_Green_big="";
  171. Hit_Foliage_Palm="";
  172. Hit_Foliage_Pine="";
  173. hitFoliage="";
  174. hitGlass="";
  175. hitGlassArmored="";
  176. hitWood="";
  177. hitHay="";
  178. hitMetal="";
  179. hitMetalPlate="";
  180. hitBuilding="";
  181. hitPlastic="";
  182. hitRubber="";
  183. hitConcrete="";
  184. hitMan="ImpactEffectsBlood";
  185. hitGroundSoft="";
  186. hitGroundRed="";
  187. hitGroundHard="";
  188. hitWater="";
  189. hitVirtual="";
  190. };
  191. };
  192. class macro_new_weapon_nofam(z1000u): 3AS_Chaingun
  193. {
  194. scope=1;
  195. scopeArsenal=1;
  196. displayName="Z1000 Chaingun (Used)";
  197. picture = "\RD501_Weapons\Z6\chaingun_icon.paa";
  198. _generalMacro="launch_RPG32_F";
  199. magazines[]=
  200. {
  201. "none"
  202. };
  203. };
  204. /*class OPTRE_UnguidedLauncher_Base;
  205. class OPTRE_M41_SSR:OPTRE_UnguidedLauncher_Base
  206. {
  207. class Single;
  208. };
  209. class macro_new_weapon(chaingun,z6x): OPTRE_M41_SSR
  210. {
  211. baseWeapon = macro_new_weapon(chaingun,z6x);
  212. recoil = macro_new_recoil(chaingun);
  213. displayName = "Z-6X";
  214. magazines[] = {macro_new_mag(chaingun_z6x,1000)};
  215. ace_overpressure_priority = 1;
  216. ace_overpressure_angle = 0;
  217. ace_overpressure_range = 0;
  218. ace_overpressure_damage = 0;
  219. descriptionshort = "Ur mom gay :)";
  220. class GunParticles
  221. {
  222. class effect1
  223. {
  224. positionName = "muzzleEnd2";
  225. directionName = "muzzlePos2";
  226. effectName = "";
  227. };
  228. };
  229. modelOptics = "Scope\4x_xm8.p3d";
  230. class OpticsModes
  231. {
  232. class StepScope
  233. {
  234. opticsID = 1;
  235. useModelOptics = 1;
  236. opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
  237. opticsFlare = 0;
  238. opticsZoomMin = 0.125;
  239. opticsZoomMax = 0.125/2;
  240. opticsZoomInit = 0.125;
  241. distanceZoomMin = 300;
  242. distanceZoomMax = 300;
  243. memoryPointCamera = "eye";
  244. cameraDir = "look";
  245. visionMode[] = {"Normal", "NVG", "Ti"};
  246. thermalMode[] = {0, 1};
  247. opticsDisablePeripherialVision = 1;
  248. discretefov[] = {0.125, 0.125/4, 0.125/8};
  249. discreteInitIndex = 0;
  250. };
  251. };
  252. modes[] = {"Single"};
  253. class Single: Single
  254. {
  255. sounds[] = {"StandardSound"};
  256. class BaseSoundModeType
  257. {
  258. };
  259. class StandardSound: BaseSoundModeType
  260. {
  261. // begin1[] = {"OPTRE_Weapons\Rockets\data\sounds\rocket_1.wss", 2.5, 1, 1500};
  262. // soundBegin[] = {"begin1", 1};
  263. begin1[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  264. begin2[] = {"SW_CloneWarsWeapons\SW_Z6\sound\fire1z6.ogg", 0.9, 3, 2000};
  265. soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
  266. // begin1[] = {"SW_CloneWarsWeapons\DC17\DC171.ogg", 1, 3, 1200};
  267. // begin2[] = {"SW_CloneWarsWeapons\DC17\DC172.ogg", 1, 3, 1200};
  268. // begin3[] = {"SW_CloneWarsWeapons\DC17\DC173.ogg", 1, 3, 1200};
  269. // begin4[] = {"SW_CloneWarsWeapons\DC17\DC174.ogg", 1, 3, 1200};
  270. // begin5[] = {"SW_CloneWarsWeapons\DC17\DC175.ogg", 1, 3, 1200};
  271. // soundBegin[] = {"begin1", 0.2, "begin2", 0.2, "begin3", 0.2, "begin4", 0.2, "begin5", 0.2};
  272. };
  273. recoil = "recoil_empty";
  274. //reloadtime = 1;
  275. reloadTime = 0.03;
  276. dispersion = 0.0015;
  277. autoFire=1;
  278. burst = 1;
  279. aiRateOfFire = 7;
  280. aiRateOfFireDistance = 600;
  281. minRange = 10;
  282. minRangeProbab = 0.3;
  283. midRange = 400;
  284. midRangeProbab = 0.8;
  285. maxRange = 600;
  286. maxRangeProbab = 0.1;
  287. };
  288. };*/
  289. };