DC_15a__LE_rifle.hpp 3.1 KB

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  1. class macro_new_weapon(DC,15a_LE):SWOP_DC15ABlasterRifle_mod1 // RD501_DC_15a_base
  2. {
  3. weaponPoolAvailable = 1;
  4. displayName="DC-15A Long Engagement";
  5. scope=2;
  6. scopeArsenal=2;
  7. // class Secondary:Secondary
  8. // {
  9. // class Single;
  10. // };
  11. dlc = "RD501";
  12. author= "RD501";
  13. baseWeapon = macro_new_weapon(DC,15a_LE);
  14. //DC_Family_Flashlight
  15. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  16. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  17. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  18. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  19. ACE_overheating_allowSwapBarrel = 1;
  20. ACE_clearJamAction = "ReloadMagazine";
  21. canShootInWater = 1;
  22. modes[] = {"Single","close","short","medium"};
  23. muzzles[] = {"this"};
  24. //magazineWell[] += {macro_new_magwell(DC_15a_energy)};
  25. magazines[] = {macro_new_mag(DC15a_LE,15),macro_new_mag(DC15a_High,15)};
  26. class Single:Single
  27. {
  28. reloadTime = DC15A_reloadtime_single/2;
  29. dispersion = DC15A_accuracy/10;
  30. recoil = "recoil_single_mx";
  31. recoilProne = "recoil_single_prone_mx";
  32. class BaseSoundModeType
  33. {
  34. weaponSoundEffect = "DefaultRifle";
  35. closure1[] = {};
  36. closure2[] = {};
  37. soundClosure[] = {};
  38. };
  39. class StandardSound: BaseSoundModeType
  40. {
  41. weaponSoundEffect = "DefaultRifle";
  42. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 0.5, 1800};
  43. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 0.5, 1800};
  44. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 0.5, 1800};
  45. soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.33};
  46. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 1, 1, 400};
  47. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 1.05, 1, 400};
  48. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 0.95, 1, 400};
  49. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  50. class SoundTails
  51. {
  52. class TailInterior
  53. {
  54. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_interior", 2.23872, 1, 1800};
  55. frequency = 1;
  56. volume = "interior";
  57. };
  58. class TailTrees
  59. {
  60. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_trees", 1, 1, 1800};
  61. frequency = 1;
  62. volume = "(1-interior/1.4)*trees";
  63. };
  64. class TailForest
  65. {
  66. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_forest", 1, 1, 1800};
  67. frequency = 1;
  68. volume = "(1-interior/1.4)*forest";
  69. };
  70. class TailMeadows
  71. {
  72. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_meadows", 1, 1, 1800};
  73. frequency = 1;
  74. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  75. };
  76. class TailHouses
  77. {
  78. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_houses", 1, 1, 1800};
  79. frequency = 1;
  80. volume = "(1-interior/1.4)*houses";
  81. };
  82. };
  83. };
  84. };
  85. class WeaponSlotsInfo: WeaponSlotsInfo
  86. {
  87. mass = 30;
  88. class CowsSlot: CowsSlot
  89. {
  90. compatibleItems[] = {
  91. macro_new_weapon(scope,dc_15a_x4_x8)
  92. };
  93. };
  94. };
  95. };