DC_15a__mod0_rifle.hpp 3.0 KB

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  1. class macro_new_weapon(DC,15a_mod_0_rifle):SWOP_DC15ABlasterRifle_mod0
  2. {
  3. weaponPoolAvailable = 1;
  4. displayname = "DC-15A Mod-0 LSW Rifle";
  5. scope=2;
  6. scopeArsenal=2;
  7. baseWeapon = macro_new_weapon(DC,15a_mod_0_rifle);
  8. dlc = "RD501";
  9. author= "RD501";
  10. //DC_Family_Flashlight
  11. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  12. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  13. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  14. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  15. ACE_overheating_allowSwapBarrel = 1;
  16. ACE_clearJamAction = "ReloadMagazine";
  17. canShootInWater = 1;
  18. modes[] = {"FullAuto", "close", "short", "medium"};
  19. recoil = "recoil_mk20";
  20. magazines[]={macro_new_mag(DC15a_box_mag,240)};
  21. magazineWell[] = {macro_new_magwell(DC_15a_energy)};
  22. class FullAuto:FullAuto
  23. {
  24. reloadTime = DC15A_Mod_0_reloadtime_full
  25. dispersion = DC15A_Mod_0_accuracy
  26. recoil = "recoil_auto_mk20";
  27. recoilProne = "recoil_auto_prone_mk20";
  28. class BaseSoundModeType
  29. {
  30. weaponSoundEffect = "DefaultRifle";
  31. closure1[] = {};
  32. closure2[] = {};
  33. soundClosure[] = {};
  34. };
  35. class StandardSound: BaseSoundModeType
  36. {
  37. weaponSoundEffect = "DefaultRifle";
  38. begin1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 2, 1800};
  39. begin2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 2, 1800};
  40. begin3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_auto.ogg", 1, 2, 1800};
  41. soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.33};
  42. beginwater1[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 1, 1, 400};
  43. beginwater2[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 1.05, 1, 400};
  44. beginwater3[] = {"SW_CloneWarsWeapons\DCrifles\sounds\dc15A_single_bajoagua.ogg", 0.95, 1, 400};
  45. soundBeginWater[] = {"beginwater1", 0.33, "beginwater2", 0.33, "beginwater3", 0.34};
  46. class SoundTails
  47. {
  48. class TailInterior
  49. {
  50. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_interior", 2.23872, 1, 1800};
  51. frequency = 1;
  52. volume = "interior";
  53. };
  54. class TailTrees
  55. {
  56. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_trees", 1, 1, 1800};
  57. frequency = 1;
  58. volume = "(1-interior/1.4)*trees";
  59. };
  60. class TailForest
  61. {
  62. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_forest", 1, 1, 1800};
  63. frequency = 1;
  64. volume = "(1-interior/1.4)*forest";
  65. };
  66. class TailMeadows
  67. {
  68. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_meadows", 1, 1, 1800};
  69. frequency = 1;
  70. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  71. };
  72. class TailHouses
  73. {
  74. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_tail_houses", 1, 1, 1800};
  75. frequency = 1;
  76. volume = "(1-interior/1.4)*houses";
  77. };
  78. };
  79. };
  80. };
  81. class WeaponSlotsInfo: WeaponSlotsInfo
  82. {
  83. mass = 30;
  84. class CowsSlot: CowsSlot
  85. {
  86. compatibleItems[] = {
  87. macro_new_weapon(scope,dc_15a_x4)
  88. };
  89. };
  90. };
  91. };