config.cpp 5.9 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. };
  22. };
  23. };
  24. class cfgWeapons
  25. {
  26. class Mode_FullAuto;
  27. class Pistol_Base_F;
  28. class SWOP_DC17Pistol: Pistol_Base_F
  29. {
  30. class Single;
  31. };
  32. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  33. {
  34. displayName="DC-17";
  35. scope=2;
  36. scopeArsenal=2;
  37. weaponPoolAvailable = 1;
  38. selectionFireAnim="zasleh";
  39. dlc = "RD501";
  40. author= "RD501";
  41. baseWeapon = macro_new_weapon(DC,17);
  42. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  43. hiddenSelections[]=
  44. {
  45. "camo1",
  46. "illum"
  47. };
  48. hiddenSelectionsTextures[]=
  49. {
  50. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  51. };
  52. hiddenSelectionsMaterials[]=
  53. {
  54. "",
  55. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  56. };
  57. DC_Family_Flashlight
  58. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  59. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  60. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  61. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  62. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  63. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  64. ACE_overheating_allowSwapBarrel = 1;
  65. ACE_clearJamAction = "ReloadMagazine";
  66. class Single:Single
  67. {
  68. dispersion =DC17_accuracy;
  69. reloadTime = DC17_reloadtime;
  70. };
  71. };
  72. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  73. {
  74. baseWeapon = macro_new_weapon(DC,17a);
  75. displayName="DC-17a";
  76. magazines[]+={ macro_new_mag(DC17,40)};
  77. magazineWell[] = {};
  78. // recoil="";
  79. // recoilProne="";
  80. class Single:Single
  81. {
  82. dispersion =DC17_accuracy;
  83. reloadTime = DC17_reloadtime/2;
  84. autoFire=1;
  85. };
  86. };
  87. class Pistol_Base_F;
  88. class SWOP_DC15SAPistol:Pistol_Base_F
  89. {
  90. class Single;
  91. };
  92. class RD501_stun_muzzle;
  93. class hgun_P07_F;
  94. class JLTS_DC17SA:hgun_P07_F
  95. {
  96. class Single;
  97. };
  98. class macro_new_weapon(DC,r17):JLTS_DC17SA
  99. {
  100. displayName="Republic DC-17";
  101. baseWeapon=macro_new_weapon(DC,r17)
  102. magazines[]=
  103. {
  104. macro_new_mag(5mw,10)
  105. };
  106. muzzles[]=
  107. {
  108. "this",
  109. "Stun"
  110. };
  111. class Stun: RD501_stun_muzzle
  112. {
  113. displayName="High Energy StunMode";
  114. };
  115. class Single : Single
  116. {
  117. reloadTime=0.1;
  118. };
  119. };
  120. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  121. {
  122. displayName="Republic DC-17A";
  123. baseWeapon=macro_new_weapon(DC,r17a)
  124. magazines[]=
  125. {
  126. macro_new_mag(2mw,30)
  127. };
  128. modes[] = {"FullAuto"};
  129. muzzles[]=
  130. {
  131. "this",
  132. "Stun"
  133. };
  134. class Stun: RD501_stun_muzzle
  135. {
  136. displayName="High Energy StunMode";
  137. };
  138. class FullAuto : Single
  139. {
  140. autoFire=1;
  141. reloadTime=0.055;
  142. displayName="$STR_DN_MODE_FULLAUTO";
  143. textureType="fullAuto";
  144. recoil="recoil_auto_primary_3outof10";
  145. recoilProne="recoil_auto_primary_prone_3outof10";
  146. aiDispersionCoefY=3;
  147. aiDispersionCoefX=2;
  148. soundBurst=0;
  149. burst=3;
  150. };
  151. };
  152. class RD501_DC_15_RB:SWOP_DC15SAPistol
  153. {
  154. scope=2;
  155. author = "RD501";
  156. displayname = "DC-15 'Razor Blade'";
  157. descriptionShort = "Namenai is here";
  158. recoil = macro_new_recoil(dc15_rb)
  159. magazines[] = {
  160. macro_new_mag(DC15_razor_blade,9)
  161. };
  162. fireSpreadAngle = 3;
  163. class FlashLight
  164. {
  165. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  166. ambient[] = {6, 9, 9};
  167. intensity = 5;//2.5;
  168. size = 1;
  169. innerAngle = 20;
  170. outerAngle = 80;
  171. coneFadeCoef = 10;
  172. position = "flash_dir";
  173. direction = "flash_pos";
  174. useFlare = 1;
  175. flareSize = 1.5;
  176. flareMaxDistance = "600.0f";
  177. dayLight = 1;
  178. class Attenuation
  179. {
  180. start = 2;//0.5;
  181. constant = 1;
  182. linear = 0;
  183. quadratic = 0;//1
  184. hardLimitStart = 200;
  185. hardLimitEnd = 300;
  186. };
  187. scale[] = {0};
  188. };
  189. class Single: Single
  190. {
  191. sounds[] = {"StandardSound"};
  192. class BaseSoundModeType
  193. {
  194. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  195. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  196. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  197. };
  198. class StandardSound: BaseSoundModeType
  199. {
  200. weaponSoundEffect = "DefaultRifle";
  201. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  202. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  203. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  204. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  205. class SoundTails
  206. {
  207. class TailInterior
  208. {
  209. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  210. frequency = 1;
  211. volume = "interior";
  212. };
  213. class TailTrees
  214. {
  215. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  216. frequency = 1;
  217. volume = "(1-interior/1.4)*trees";
  218. };
  219. class TailForest
  220. {
  221. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  222. frequency = 1;
  223. volume = "(1-interior/1.4)*forest";
  224. };
  225. class TailMeadows
  226. {
  227. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  228. frequency = 1;
  229. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  230. };
  231. class TailHouses
  232. {
  233. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  234. frequency = 1;
  235. volume = "(1-interior/1.4)*houses";
  236. };
  237. };
  238. };
  239. // recoil = "DC_15_RB_Recoil";
  240. // recoilProne = "DC_15_RB_Recoil";
  241. reloadTime = 0.5;
  242. minRange = 5;
  243. minRangeProbab = 0.3;
  244. midRange = 25;
  245. midRangeProbab = 0.6;
  246. maxRange = 50;
  247. maxRangeProbab = 0.1;
  248. aiRateOfFire = 2;
  249. aiRateOfFireDistance = 25;
  250. dispersion = 0.0001;
  251. };
  252. };
  253. };