class CfgPatches { class 3AS_Weapons_S5 { addonRootClass="3AS_Weapons"; units[]={}; weapons[]={"3AS_S5_f","3AS_S5_Scope"}; requiredVersion=0.1; requiredAddons[]={"3AS_Weapons"}; }; }; class Mode_SemiAuto; class SlotInfo; class CowsSlot; class CfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class 3AS_S5_Scope: ItemCore { scope = 2; displayName="[3AS] S-5 Scope"; //picture="\A3\weapons_F\Data\UI\myOpticsAccessory_CA.paa"; // Need Picture model = "3as\3as_weapons\S5\3AS_S5Scope_f.p3d"; weaponInfoType = "RscOptics_myOptics"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 7; modelOptics="\3AS\3AS_Weapons\Data\3AS_2D_Optic.p3d"; // Need Model class OpticsModes { class TopScope { opticsID = 1; useModelOptics = true; opticsPPEffects[]={"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,200}; discreteDistanceInitIndex = 0; distanceZoomMin = 300; distanceZoomMax = 350; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; //modelOptics[] = {"\A3\Weapons_f\acc\reticle_MyOptics_F"}; // Need Model memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class IronSights: TopScope { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=0.60; opticsZoomInit=0.50; distanceZoomMin = 300; distanceZoomMax = 300; memoryPointCamera = "eye"; visionMode[] = {}; discretefov[] = {}; }; }; }; }; class Pistol; class Pistol_Base_F: Pistol { class WeaponSlotsInfo; class GunParticles; }; class 3AS_S5_Base_F: Pistol_Base_F { magazines[] = {11Rnd_45ACP_Mag}; reloadAction = "GestureReloadPistol"; magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default // Size of recoil sway of the cursor maxRecoilSway=0.065; // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds) swayDecaySpeed=2; inertia = 0.05; initSpeed = -1; class WeaponSlotsInfo: WeaponSlotsInfo { class CowsSlot: CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; compatibleItems[] = {"3AS_S5_Scope"}; }; }; //Ironsights opticsZoomMin=0.375; opticsZoomMax=0.60; opticsZoomInit=0.50; distanceZoomMin = 300; distanceZoomMax = 300; descriptionShort = ""; /// displayed on mouseOver in Inventory dexterity =1.5; caseless[] = {"",1,1,1}; soundBullet[] = {caseless,1}; selectionFireAnim = "muzzleFlash"; flash = "gunfire"; flashSize = 0.5; fireLightIntensity=0.2; fireLightDuration=0.05; muzzleend = "Konec hlavne"; muzzlepos = "Usti hlavne"; modes[] = {Single}; class Single: Mode_SemiAuto { class BaseSoundModeType; class StandardSound: BaseSoundModeType { begin1[]={"", db0, 1,800}; soundBegin[]={begin1, 1}; }; class SilencedSound: BaseSoundModeType { begin1[]={"", db-1, 1,200}; begin2[]={"", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; reloadTime = 0.16666666667; /// means some 625 rounds per minute dispersion = 0.00086999999; /// A bit less than 3 MOA minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with midRange = 200; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest maxRange = 450; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons }; recoil = "recoil_pistol_4five"; aiDispersionCoefY=6.0; aiDispersionCoefX=4.0; drySound[] = {"",2,1,20}; reloadMagazineSound[] = {"",1,1,30}; reloadSound[] = {"",1,1}; }; class 3AS_S5_f: 3AS_S5_Base_F { scope = 2; author="The Clone Wars Mod Team"; UiPicture = ""; displayName = "[3AS] S-5 Security Pistol"; model = "3as\3as_weapons\S5\3AS_S5_f.p3d"; muzzleend = "Konec hlavne"; muzzlepos = "Usti hlavne"; picture = ""; weaponInfoType = "RscWeaponZeroing"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; }; }; };