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config.cpp

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Dec 11th, 2013
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  1. class CfgPatches{
  2.     class arch_srifle_ax308_c{
  3.         requiredaddons[] = {};
  4.         requiredversion = 0.1;
  5.         units[] = {};
  6.         weapons[] = {"arch_srifle_ax308","arch_srifle_ax308_op","arch_srifle_ax308_ops"};
  7.         magazines[] = {"arch_10rnd_762x51_Mag", "arch_10rnd_762x51_Tracer_Mag"};
  8.     };
  9. };
  10.  
  11. class Mode_SemiAuto;
  12. class CfgWeapons{
  13.     class Rifle_Base_F {};
  14.     class Rifle_Long_Base_F : Rifle_Base_F {};
  15.    
  16.     class arch_srifle_ax308_base : Rifle_Long_Base_F {
  17.         access=3;
  18.         afmax=0;
  19.         aidispersioncoefx=3;
  20.         aidispersioncoefy=4;
  21.         airateoffire=0.1;
  22.         airateoffiredistance=500;
  23.         ammo="";
  24.         autofire = 0;
  25.         autoreload = 0;
  26.         backgroundreload = 0;
  27.         //ballisticscomputer = 0;
  28.         bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15};
  29.         bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15};
  30.         bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15};
  31.         bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15};
  32.         bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15};
  33.         bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15};
  34.         bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15};
  35.         bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15};
  36.         bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15};
  37.         bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15};
  38.         bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15};
  39.         bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15};
  40.         soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
  41.         candrop = 1;
  42.         canlock = 0;
  43.         canshootinwater = 0;
  44.         cartridgepos="nabojnicestart";
  45.         cartridgevel="nabojniceend";
  46.         count = 0;
  47.         cursor="srifle";
  48.         cursoraim = "CursorAim";
  49.         cursoraimon = "";
  50.         cursorsize = 1;
  51.         cmimmunity = 1;
  52.         descriptionshort="Bolt action rifle <br />Caliber:.308 Winchester/7.62x51 NATO";
  53.         detectrange = 0;
  54.         dexterity= 0.9;
  55.         discretedistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1200};
  56.         discretedistanceinitindex = 1;
  57.         dispersion = 0.0001;
  58.         displayname = "AX 308 Sniper Rifle";
  59.         disposableweapon = 0;
  60.         distancezoommax = 1000;
  61.         distancezoommin = 300;
  62.         drySound[] = {"ax308\sounds\dry.ogg", 0.630957, 1, 30};
  63.         emptysound[] = {""};
  64.         enableattack = 1;
  65.         fireanims[] = {};
  66.         firelightduration = 0.01;
  67.         firelightintensity = 0.03;
  68.         firespreadangle = "3.0f";
  69.         fireLightDiffuse[] = {0.937,0.631,0.259};
  70.         fireLightAmbient[] = {0,0,0};
  71.         flash = "gunfire";  
  72.         flashsize = 0.5;
  73.         forceoptics = 0;
  74.         handanim[] = {"OFP2_ManSkeleton", "ax308\anim\handanim.rtm"};
  75.         hiddenselections[] = {};
  76.         hiddenselectionstextures[] = {};
  77.         htmax = 600;
  78.         htmin = 1;
  79.        // initspeed = 1000;    //Muzzle Velocity
  80.      /* Add IR Laser To Weapon Currenlty se to FALSE
  81.         irdistance = 0;
  82.         irdotintensity = 0.001;
  83.         irlaserend = "laser dir"; //named selection on the .p3d
  84.         irlaserpos = "laser pos"; //same as above
  85.         laser = 0;        
  86.       */
  87.       /*
  88.         lockacquire = 0; //Used in launchers to manualy (1 RMB) or automatically(0) lock targets for missiles
  89.         lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6};
  90.         lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2};
  91.       */
  92.       magazinereloadtime = 0;
  93.       magazines[] = {"arch_10rnd_762x51_Mag"};
  94.       maxleadspeed = 50;
  95.       maxrange = 700;//Max Range Ai Can shoot with this weapon (same for mid and min)
  96.       maxrangeprobab = 0.5;
  97.       maxrecoilsway = 0.01;
  98.       memorypointcamera = "eye";  
  99.       midrange = 500;
  100.       midrangeprobab = 1;
  101.       minrange = 1;
  102.       minrangeprobab = 1;    
  103.       model = "ax308\ax_308_model";
  104.       modelmagazine = "ax308\ax_308_mag";
  105.       modes[] = {"Single"};  
  106.       multiplier = 1; //Ammo used per shot ( strange o.O )
  107.       muzzleend = "konec hlavne";
  108.       muzzlepos = "usti hlavne";
  109.       muzzles[] ={"this"};
  110.       namesound = "rifle";
  111.       optics = 0;
  112.       opticsdisableperipherialvision = 0.67;
  113.       opticsflare = 0;
  114.       opticsid = 0;
  115.       opticsppeffects[] = {};
  116.       opticszoominit = 0.75;//Optics FOV at default zoom in rad
  117.       opticszoommax = 0.75;//at max
  118.       opticszoommin = 0.75;//at min
  119.       picture = "ax308\UI\gear_arch_ax308_x_ca";
  120.       primary=10;
  121.       recoil = "recoil_single_gm6";
  122.       recoilProne = "recoil_single_prone_gm6";
  123.       reloadAction = "GestureReloadLRR";
  124.       reloadMagazineSound[] = {"A3\Sounds_F\weapons\M320\M320_reload", 0.501187, 1, 10};
  125.       reloadtime = 1.5;
  126.       scope = 2;//Change if you want the class to be available externally
  127.       selectionfireanim = "zasleh";
  128.       showaimcursorinternal = 1;
  129.       showempty = 1;
  130.       shownunderwaterselections[] = {};
  131.       showswitchaction = 0;
  132.       showtoplayer = 1;
  133.       simulation = "Weapon";
  134.       sound[] = {};
  135.       soundbegin[] = {"sound", 1};
  136.       soundbeginwater[] = {"sound", 1};
  137.      
  138.       soundclosure[] = {"sound", 1};
  139.       soundcontinuous = 0;
  140.       soundend[] = {"sound", 1};
  141.       swaydecayspeed = 2;
  142.       tbody = 100;
  143.       texturetype = "default";
  144.       type = 1;
  145.       uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
  146.       weaponinfotype = "RscWeaponZeroing";
  147.       weaponlockdelay = 0;
  148.       weaponlocksystem = 0;
  149.       weaponpoolavailable = 1;
  150.       weight = 5;
  151.      class Library {
  152.             libtextdesc = "The Acuracy International AX 308 is the lighter and more accurate succesor of the AW 308 also known as L96A1 which is used by the British army up to this day";
  153.         };
  154.      class WeaponSlotsInfo{
  155.          allowedslots[] = {904};
  156.          mass = 4;
  157.          class MuzzleSlot{
  158.              access =1;
  159.              compatibleitems[] = {"muzzle_snds_B"};
  160.              displayName = "Muzzle Slot";
  161.              linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
  162.              scope = 0;
  163.          };
  164.          class CowsSlot{
  165.              access = 1;
  166.              compatibleitems[] = {"optic_SOS", "optic_DMS",  "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight", "optic_SOS", "FHQ_optic_ACOG", "FHQ_optic_AIM", "FHQ_optic_AIM_tan", "FHQ_optic_TWS3050", "FHQ_optic_HWS_G33", "FHQ_optic_HWS", "FHQ_optic_HWS_tan", "FHQ_optic_HWS_G33_tan", "FHQ_optic_ACOG_tan", "FHQ_optic_MicroCCO", "FHQ_optic_MicroCCO_tan", "FHQ_optic_MicroCCO_low", "FHQ_optic_MicroCCO_low_tan", "FHQ_optic_LeupoldERT", "FHQ_optic_LeupoldERT_tan"};
  167.              displayname = "Optics Slot";
  168.              linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
  169.              scope = 0;
  170.          };
  171.          class PointerSlot  {};
  172.      };
  173.             class GunParticles {
  174.             class FirstEffect {
  175.                 effectname = "SniperCloud";
  176.                 directionname = "Konec hlavne";
  177.                 positionname = "Usti hlavne";
  178.             };
  179.         };
  180.         class Single: Mode_SemiAuto {
  181.             //aidispersioncoefx = 1.4;
  182.             //aidispersioncoefy = 1.7;
  183.             airateoffire = 3;
  184.             airateoffiredistance = 500;
  185.             //artillerycharge = 1;
  186.             //artillerydispersion = 1;
  187.             //autofire = 0;
  188.             begin1[] = {"ax308\sounds\wss\ax308_begin1.wss"};
  189.             begin2[] = {"ax308\sounds\wss\ax308_begin1.wss"};
  190.             begin3[] = {"ax308\sounds\wss\ax308_begin1.wss"};
  191.            /*
  192.            EBR Sounds
  193.             begin1[] = {"A3\sounds_f\weapons\EBR\EBR_st_4", 1.12202, 1, 1200};
  194.             begin2[] = {"A3\sounds_f\weapons\EBR\EBR_st_5", 1.12202, 1, 1200};
  195.             begin3[] = {"A3\sounds_f\weapons\EBR\EBR_st_6", 1.12202, 1, 1200};
  196.             */
  197.             soundBegin[] = {"begin1", 0.34, "begin2", 0.33, "begin3", 0.33};
  198.             //burst = 1;
  199.             //canshootinwater = 0;
  200.             closure1[] = {"ax308\sounds\wss\chamber.wss", 1.77828, 1, 10};
  201.             //closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
  202.             //closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
  203.             soundclosure[] = {"closure1", 0.5};//, "closure2", 0.5};
  204.             dispersion = 0.00018;
  205.             //displayname = "Semi";
  206.             //ffcount = 1;
  207.             //fffrequency = 11;
  208.             //ffmagnitude = 0.5;
  209.             //flash = "gunfire";
  210.             //flashsize = 0.1;
  211.             maxrange = 350;
  212.             maxrangeprobab = 0.05;
  213.             midrange = 250;
  214.             midrangeprobab = 0.7;
  215.             minrange = 2;
  216.             minrangeprobab = 0.1;
  217.             //multiplier = 1;
  218.             recoil = "recoil_single_gm6";
  219.             recoilprone = "recoil_single_prone_gm6";
  220.             reloadtime = 1.5;// Time Between next round being able to fire(bolt rotation)
  221.             //requiredoptictype = -1;
  222.             //showtoplayer = 1;
  223.             //sound[] = {"", 10, 1};
  224.            
  225.             //soundbeginwater[] = {"sound", 1};
  226.             //soundburst = 0;
  227.            
  228.             soundcontinuous = 0;
  229.             //soundend[] = {};
  230.             //soundloop[] = {};
  231.             texturetype = "semi";
  232.             useaction = 0;
  233.             useactiontitle = "";
  234.             weaponsoundeffect = "DefaultRifle";
  235.         };
  236.     };
  237.     class arch_srifle_ax308 : arch_srifle_ax308_base {
  238.         scope = 2;
  239.         class LinkedItems{
  240.             class LinkedItemsOptic{
  241.                 item = "optic_DMS";
  242.                 slot = "CowsSlot";
  243.             };
  244.         };
  245.         };
  246.     class arch_srifle_ax308_op : arch_srifle_ax308 {
  247.         scope = 2;
  248.         class LinkedItems {
  249.             class LinkedItemsOptic{
  250.                 item = "optic_hamr";
  251.                 slot = "CowsSlot";
  252.             };
  253.         };
  254.        
  255.       };
  256.      class arch_srifle_ax308_ops : arch_srifle_ax308_op {
  257.          class LinkedItems{
  258.           class LinkedItemsMuzzle{
  259.              item = "muzzle_snds_B";
  260.              slot = "MuzzleSlot";
  261.          };
  262.       };
  263.    };  
  264. };
  265.  
  266. class CfgMagazines{
  267.     class 20Rnd_762x51_Mag;
  268.     class arch_10rnd_762x51_Mag : 20Rnd_762x51_Mag {
  269.         ammo = "arch_762x51_Ball";
  270.         count = 10;
  271.         descriptionshort = "Caliber: .308 Winchester (7.62x51)<br />Rounds: 10<br />Used in: AX308";
  272.         displayname = ".308 Winchester 10Rnd AX308 Mag";
  273.         initspeed = 980;
  274.         lastroundstracer = 0;
  275.         picture = "ax308\UI\gear_arch_ax308_x_ca"; //Not in use atm
  276.         model = "ax308\ax_308_mag";
  277.         scope = 2;
  278.         tracersevery = 0;
  279.         mass = 6.5;
  280.     };
  281.     class arch_10rnd_762x51_Tracer_Mag : arch_10rnd_762x51_Mag{
  282.         ammo = "arch_762x51_Tracer_Red";
  283.         descriptionshort = "Caliber: .308 Winchester TRACER (7.62x51)<br />Rounds: 10<br />Used in: AX308";
  284.         displayname = ".308 Winchester 10Rnd AX308 Mag (Tracer)";
  285.         lastroundstracer = 0;
  286.         scope = 2;
  287.         tracersevery = 1;
  288.     };  
  289. };
  290. class CfgAmmo {
  291.    
  292.     class B_762x51_Ball; //External
  293.     class B_762x51_Tracer_Red; //External may not need to inherit
  294.     class arch_762x51_Ball : B_762x51_Ball {//my .308 ammo
  295.      model = "\A3\Weapons_f\Data\bullettracer\tracer_white";
  296.     };
  297.     class arch_762x51_Tracer_Red : B_762x51_Tracer_Red{//my .308 ammo tracer red
  298.     };
  299. };
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