config.cpp 5.6 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. };
  20. };
  21. };
  22. class cfgWeapons
  23. {
  24. class Mode_FullAuto;
  25. class Pistol_Base_F;
  26. class SWOP_DC17Pistol: Pistol_Base_F
  27. {
  28. class Single;
  29. };
  30. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  31. {
  32. displayName="DC-17";
  33. scope=2;
  34. scopeArsenal=2;
  35. weaponPoolAvailable = 1;
  36. selectionFireAnim="zasleh";
  37. dlc = "RD501";
  38. author= "RD501";
  39. baseWeapon = macro_new_weapon(DC,17);
  40. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  41. hiddenSelections[]=
  42. {
  43. "camo1",
  44. "illum"
  45. };
  46. hiddenSelectionsTextures[]=
  47. {
  48. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  49. };
  50. hiddenSelectionsMaterials[]=
  51. {
  52. "",
  53. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  54. };
  55. DC_Family_Flashlight
  56. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  57. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  58. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  59. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  60. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  61. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  62. ACE_overheating_allowSwapBarrel = 1;
  63. ACE_clearJamAction = "ReloadMagazine";
  64. class Single:Single
  65. {
  66. dispersion =DC17_accuracy;
  67. reloadTime = DC17_reloadtime;
  68. };
  69. };
  70. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  71. {
  72. baseWeapon = macro_new_weapon(DC,17a);
  73. displayName="DC-17a";
  74. magazines[]+={ macro_new_mag(DC17,40)};
  75. magazineWell[] = {};
  76. // recoil="";
  77. // recoilProne="";
  78. class Single:Single
  79. {
  80. dispersion =DC17_accuracy;
  81. reloadTime = DC17_reloadtime/2;
  82. autoFire=1;
  83. };
  84. };
  85. class Pistol_Base_F;
  86. class SWOP_DC15SAPistol:Pistol_Base_F
  87. {
  88. class Single;
  89. };
  90. class hgun_P07_F;
  91. class JLTS_DC17SA:hgun_P07_F
  92. {
  93. class Single;
  94. };
  95. class macro_new_weapon(DC,r17):JLTS_DC17SA
  96. {
  97. displayName="Republic DC-17";
  98. baseWeapon=macro_new_weapon(DC,r17)
  99. magazines[]=
  100. {
  101. macro_new_mag(5mw,10)
  102. };
  103. class Single : Single
  104. {
  105. reloadTime=0.1;
  106. };
  107. };
  108. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  109. {
  110. displayName="Republic DC-17A";
  111. baseWeapon=macro_new_weapon(DC,r17a)
  112. magazines[]=
  113. {
  114. macro_new_mag(2mw,30)
  115. };
  116. modes[] = {"FullAuto"};
  117. class FullAuto : Single
  118. {
  119. autoFire=1;
  120. reloadTime=0.055;
  121. displayName="$STR_DN_MODE_FULLAUTO";
  122. textureType="fullAuto";
  123. recoil="recoil_auto_primary_3outof10";
  124. recoilProne="recoil_auto_primary_prone_3outof10";
  125. aiDispersionCoefY=3;
  126. aiDispersionCoefX=2;
  127. soundBurst=0;
  128. burst=3;
  129. };
  130. };
  131. class RD501_DC_15_RB:SWOP_DC15SAPistol
  132. {
  133. scope=2;
  134. author = "RD501";
  135. displayname = "DC-15 'Razor Blade'";
  136. descriptionShort = "Namenai is here";
  137. recoil = macro_new_recoil(dc15_rb)
  138. magazines[] = {
  139. macro_new_mag(DC15_razor_blade,9)
  140. };
  141. fireSpreadAngle = 3;
  142. class FlashLight
  143. {
  144. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  145. ambient[] = {6, 9, 9};
  146. intensity = 5;//2.5;
  147. size = 1;
  148. innerAngle = 20;
  149. outerAngle = 80;
  150. coneFadeCoef = 10;
  151. position = "flash_dir";
  152. direction = "flash_pos";
  153. useFlare = 1;
  154. flareSize = 1.5;
  155. flareMaxDistance = "600.0f";
  156. dayLight = 1;
  157. class Attenuation
  158. {
  159. start = 2;//0.5;
  160. constant = 1;
  161. linear = 0;
  162. quadratic = 0;//1
  163. hardLimitStart = 200;
  164. hardLimitEnd = 300;
  165. };
  166. scale[] = {0};
  167. };
  168. class Single: Single
  169. {
  170. sounds[] = {"StandardSound"};
  171. class BaseSoundModeType
  172. {
  173. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  174. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  175. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  176. };
  177. class StandardSound: BaseSoundModeType
  178. {
  179. weaponSoundEffect = "DefaultRifle";
  180. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  181. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  182. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  183. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  184. class SoundTails
  185. {
  186. class TailInterior
  187. {
  188. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  189. frequency = 1;
  190. volume = "interior";
  191. };
  192. class TailTrees
  193. {
  194. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  195. frequency = 1;
  196. volume = "(1-interior/1.4)*trees";
  197. };
  198. class TailForest
  199. {
  200. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  201. frequency = 1;
  202. volume = "(1-interior/1.4)*forest";
  203. };
  204. class TailMeadows
  205. {
  206. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  207. frequency = 1;
  208. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  209. };
  210. class TailHouses
  211. {
  212. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  213. frequency = 1;
  214. volume = "(1-interior/1.4)*houses";
  215. };
  216. };
  217. };
  218. // recoil = "DC_15_RB_Recoil";
  219. // recoilProne = "DC_15_RB_Recoil";
  220. reloadTime = 0.5;
  221. minRange = 5;
  222. minRangeProbab = 0.3;
  223. midRange = 25;
  224. midRangeProbab = 0.6;
  225. maxRange = 50;
  226. maxRangeProbab = 0.1;
  227. aiRateOfFire = 2;
  228. aiRateOfFireDistance = 25;
  229. dispersion = 0.0001;
  230. };
  231. };
  232. };