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OPTRE DMR Firemode Config

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Apr 14th, 2016
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  1. sounds[] = {"StandardSound","SilencedSound"};
  2. class BaseSoundModeType
  3. {
  4. weaponSoundEffect = "DefaultRifle";
  5. closure1[] = {};
  6. closure2[] = {};
  7. soundClosure[] = {"closure1",0.5,"closure2",0.5};
  8. };
  9. class StandardSound: BaseSoundModeType
  10. {
  11. begin1[] = {"\OPTRE_Weapons\DMR\Data\sounds\DMR_1.ogg",2.5,1,1500};
  12. soundBegin[] = {"begin1",1};
  13. class SoundTails
  14. {
  15. class TailInterior
  16. {
  17. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\mx_tail_interior",2.2387211,1,1800};
  18. frequency = 1;
  19. volume = "interior";
  20. };
  21. class TailTrees
  22. {
  23. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\mx_tail_trees",1.0,1,1800};
  24. frequency = 1;
  25. volume = "(1-interior/1.4)*trees";
  26. };
  27. class TailForest
  28. {
  29. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\mx_tail_forest",1.0,1,1800};
  30. frequency = 1;
  31. volume = "(1-interior/1.4)*forest";
  32. };
  33. class TailMeadows
  34. {
  35. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\mx_tail_meadows",1.0,1,1800};
  36. frequency = 1;
  37. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  38. };
  39. class TailHouses
  40. {
  41. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\mx_tail_houses",1.0,1,1800};
  42. frequency = 1;
  43. volume = "(1-interior/1.4)*houses";
  44. };
  45. };
  46. };
  47. class SilencedSound: BaseSoundModeType
  48. {
  49. begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_Mx_short_01",0.7943282,1,400};
  50. begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_Mx_short_02",0.7943282,1,400};
  51. begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_Mx_short_03",0.7943282,1,400};
  52. soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34};
  53. class SoundTails
  54. {
  55. class TailInterior
  56. {
  57. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_Mx_tail_interior",1.0,1,400};
  58. frequency = 1;
  59. volume = "interior";
  60. };
  61. class TailTrees
  62. {
  63. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_mx_tail_trees",1.0,1,400};
  64. frequency = 1;
  65. volume = "(1-interior/1.4)*trees";
  66. };
  67. class TailForest
  68. {
  69. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_mx_tail_forest",1.0,1,400};
  70. frequency = 1;
  71. volume = "(1-interior/1.4)*forest";
  72. };
  73. class TailMeadows
  74. {
  75. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_mx_tail_meadows",1.0,1,400};
  76. frequency = 1;
  77. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  78. };
  79. class TailHouses
  80. {
  81. sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Silencer_mx_tail_houses",1.0,1,400};
  82. frequency = 1;
  83. volume = "(1-interior/1.4)*houses";
  84. };
  85. };
  86. };
  87. reloadTime = 0.041;
  88. dispersion = 0.00005;
  89. recoil = "recoil_single_mx";
  90. recoilProne = "recoil_single_prone_mx";
  91. minRange = 2;
  92. minRangeProbab = 0.3;
  93. midRange = 300;
  94. midRangeProbab = 0.7;
  95. maxRange = 1000;
  96. maxRangeProbab = 0.05;
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