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Jun 29th, 2013
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  1. class CfgPatches
  2. {
  3.  class sakai_aks74u
  4.  {
  5.     requiredaddons[] = {"A3_Weapons_F"};
  6.     requiredversion = 0.1;
  7.     units[] = {};
  8.     weapons[] = {"sakai_aks74u"};
  9.     magazines[] = {"sk_30Rnd_545x39_AK", "sk_30Rnd_545x39_T_AK"};
  10.  };
  11. };
  12. /*external*/ class Mode_SemiAuto;
  13. /*external*/ class Mode_Burst;
  14.  
  15. class CfgWeapons {
  16.     class sakai_aks74u {
  17.         access = 3;
  18.         afmax = 0;
  19.         aidispersioncoefx = 8;
  20.         aidispersioncoefy = 10;
  21.         airateoffire = 0.5;
  22.         airateoffiredistance = 500;
  23.         ammo = "";
  24.         artillerycharge = 1;
  25.         artillerydispersion = 1;
  26.         autofire = 1;
  27.         autoreload = 0;
  28.         backgroundreload = 0;
  29.         ballisticscomputer = 0;
  30.         bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15};
  31.         bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15};
  32.         bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15};
  33.         bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15};
  34.         bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15};
  35.         bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15};
  36.         bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15};
  37.         bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15};
  38.         bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15};
  39.         bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15};
  40.         bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15};
  41.         bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15};
  42.         candrop = 1;
  43.         canlock = 0;
  44.         canshootinwater = 0;
  45.         cartridgepos = "nabojnicestart";
  46.         cartridgevel = "nabojniceend";
  47.         cmimmunity = 1;
  48.         count = 0;
  49.         cursor = "arifle";
  50.         cursoraim = "CursorAim";
  51.         cursoraimon = "";
  52.         cursorsize = 1;
  53.         descriptionshort = "Assault Rifle<br />Caliber: 5.45×39mm";
  54.         detectrange = 0;
  55.         dexterity = 1.64;
  56.         discretedistance[] = {100, 300, 400, 600, 800};
  57.         discretedistanceinitindex = 1;
  58.         dispersion = 0.0001;
  59.         displayname = "AKS-74U";
  60.         disposableweapon = 0;
  61.         distancezoommax = 300;
  62.         distancezoommin = 300;
  63.         drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1};
  64.         emptysound[] = {"", 1, 1};
  65.         enableattack = 1;
  66.         ffcount = 3;
  67.         fffrequency = 11;
  68.         ffmagnitude = 0.5;
  69.         fireanims[] = {};
  70.         firelightduration = 0.05;
  71.         firelightintensity = 0.012;
  72.         firespreadangle = "3.0f";
  73.         flash = "gunfire";
  74.         flashsize = 0.5;
  75.         forceoptics = 0;
  76.         handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};
  77.         hiddenselections[] = {};
  78.         hiddenselectionstextures[] = {};
  79.         hiddenunderwaterselections[] = {};
  80.         hiddenunderwaterselectionstextures[] = {};
  81.         htmax = 600;
  82.         htmin = 1;
  83.         initspeed = 0;
  84.         irdistance = 0;
  85.         irdotintensity = 0.001;
  86.         irlaserend = "laser dir";
  87.         irlaserpos = "laser pos";
  88.         laser = 0;
  89.         lockacquire = 1;
  90.         lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6};
  91.         lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2};
  92.         magazinereloadtime = 0;
  93.         magazines[] = {"sk_30Rnd_545x39_AK", "sk_30Rnd_545x39_T_AK"};
  94.         maxleadspeed = 23;
  95.         maxrange = 500;
  96.         maxrangeprobab = 0.04;
  97.         maxrecoilsway = 0.008;
  98.         memorypointcamera = "eye";
  99.         mfact = 1;
  100.         mfmax = 0;
  101.         midrange = 150;
  102.         midrangeprobab = 0.58;
  103.         minrange = 1;
  104.         minrangeprobab = 0.3;
  105.         model = "aks74u\sakai_aks74u.p3d";
  106.         modelmagazine = "";
  107.         modeloptics = "-";
  108.         modelspecial = "";
  109.         modes[] = {"Single", "Burst"};
  110.         multiplier = 1;
  111.         muzzleend = "konec hlavne";
  112.         muzzlepos = "usti hlavne";
  113.         muzzles[] = {"this"};
  114.         namesound = "rifle";
  115.         optics = 0;
  116.         opticsdisableperipherialvision = 0.67;
  117.         opticsflare = 0;
  118.         opticsid = 0;
  119.         opticsppeffects[] = {};
  120.         opticszoominit = 0.75;
  121.         opticszoommax = 1.1;
  122.         opticszoommin = 0.375;
  123.         picture = "\tb_arifle_m16a4\data\gear_tb_arifle_m16a4_x_ca.paa";
  124.         primary = 10;
  125.         recoil = "assaultRifleBase";
  126.         recoilprone = "assaultRifleBase";
  127.         reloadaction = "GestureReloadEBR";
  128.         reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30};
  129.         reloadsound[] = {"", 1, 1};
  130.         reloadtime = 0.15;
  131.         scope = 0;
  132.         selectionfireanim = "zasleh";
  133.         showaimcursorinternal = 1;
  134.         showempty = 1;
  135.         shownunderwaterselections[] = {};
  136.         showswitchaction = 0;
  137.         showtoplayer = 1;
  138.         simulation = "Weapon";
  139.         sound[] = {};
  140.         soundbegin[] = {"sound", 1};
  141.         soundbeginwater[] = {"sound", 1};
  142.         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};
  143.         soundburst = 1;
  144.         soundclosure[] = {"sound", 1};
  145.         soundcontinuous = 0;
  146.         soundend[] = {"sound", 1};
  147.         soundloop[] = {"sound", 1};
  148.         swaydecayspeed = 2;
  149.         tbody = 100;
  150.         texturetype = "default";
  151.         type = 1;
  152.         uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
  153.         useaction = 0;
  154.         useactiontitle = "";
  155.         useasbinocular = 0;
  156.         usemodeloptics = 1;
  157.         value = 4;
  158.         weaponinfotype = "RscWeaponZeroing";
  159.         weaponlockdelay = 0;
  160.         weaponlocksystem = 0;
  161.         weaponpoolavailable = 1;
  162.         weaponsoundeffect = "";
  163.         weight = 0;
  164.         class Library {
  165.             libtextdesc = "In 1979, a shortened carbine variant of the AKS-74 was adopted into service with the Soviet Army, the AKS-74U which in terms of tactical deployment, bridges the gap between a submachine gun and an assault rifle. It was intended for use mainly with special forces, airborne infantry, rear-echelon support units and armored vehicle crews. It is still used in these roles, but has been augmented by various submachine guns.";
  166.         };
  167.         class GunFire {
  168.             access = 0;
  169.             cloudletaccy = 0;
  170.             cloudletalpha = 1;
  171.             cloudletanimperiod = 1;
  172.             cloudletcolor[] = {1, 1, 1, 0};
  173.             cloudletdensitycoef = -1;
  174.             cloudletduration = 0.2;
  175.             cloudletfadein = 0.01;
  176.             cloudletfadeout = 0.5;
  177.             cloudletgrowup = 0.2;
  178.             cloudletmaxyspeed = 100;
  179.             cloudletminyspeed = -100;
  180.             cloudletshape = "cloudletFire";
  181.             cloudletsize = 1;
  182.             deltat = -3000;
  183.             initt = 4500;
  184.             interval = -0.01;
  185.             size = 3;
  186.             sourcesize = 0.5;
  187.             timetolive = 0;
  188.             class Table {
  189.                 class T0 {
  190.                     color[] = {0.82, 0.95, 0.93, 0};
  191.                     maxt = 0;
  192.                 };
  193.                 class T1 {
  194.                     color[] = {0.75, 0.77, 0.9, 0};
  195.                     maxt = 200;
  196.                 };
  197.                 class T2 {
  198.                     color[] = {0.56, 0.62, 0.67, 0};
  199.                     maxt = 400;
  200.                 };
  201.                 class T3 {
  202.                     color[] = {0.39, 0.46, 0.47, 0};
  203.                     maxt = 600;
  204.                 };
  205.                 class T4 {
  206.                     color[] = {0.24, 0.31, 0.31, 0};
  207.                     maxt = 800;
  208.                 };
  209.                 class T5 {
  210.                     color[] = {0.23, 0.31, 0.29, 0};
  211.                     maxt = 1000;
  212.                 };
  213.                 class T6 {
  214.                     color[] = {0.21, 0.29, 0.27, 0};
  215.                     maxt = 1500;
  216.                 };
  217.                 class T7 {
  218.                     color[] = {0.19, 0.23, 0.21, 0};
  219.                     maxt = 2000;
  220.                 };
  221.                 class T8 {
  222.                     color[] = {0.22, 0.19, 0.1, 0};
  223.                     maxt = 2300;
  224.                 };
  225.                 class T9 {
  226.                     color[] = {0.35, 0.2, 0.02, 0};
  227.                     maxt = 2500;
  228.                 };
  229.                 class T10 {
  230.                     color[] = {0.62, 0.29, 0.03, 0};
  231.                     maxt = 2600;
  232.                 };
  233.                 class T11 {
  234.                     color[] = {0.59, 0.35, 0.05, 0};
  235.                     maxt = 2650;
  236.                 };
  237.                 class T12 {
  238.                     color[] = {0.75, 0.37, 0.03, 0};
  239.                     maxt = 2700;
  240.                 };
  241.                 class T13 {
  242.                     color[] = {0.88, 0.34, 0.03, 0};
  243.                     maxt = 2750;
  244.                 };
  245.                 class T14 {
  246.                     color[] = {0.91, 0.5, 0.17, 0};
  247.                     maxt = 2800;
  248.                 };
  249.                 class T15 {
  250.                     color[] = {1, 0.6, 0.2, 0};
  251.                     maxt = 2850;
  252.                 };
  253.                 class T16 {
  254.                     color[] = {1, 0.71, 0.3, 0};
  255.                     maxt = 2900;
  256.                 };
  257.                 class T17 {
  258.                     color[] = {0.98, 0.83, 0.41, 0};
  259.                     maxt = 2950;
  260.                 };
  261.                 class T18 {
  262.                     color[] = {0.98, 0.91, 0.54, 0};
  263.                     maxt = 3000;
  264.                 };
  265.                 class T19 {
  266.                     color[] = {0.98, 0.99, 0.6, 0};
  267.                     maxt = 3100;
  268.                 };
  269.                 class T20 {
  270.                     color[] = {0.96, 0.99, 0.72, 0};
  271.                     maxt = 3300;
  272.                 };
  273.                 class T21 {
  274.                     color[] = {1, 0.98, 0.91, 0};
  275.                     maxt = 3600;
  276.                 };
  277.                 class T22 {
  278.                     color[] = {1, 1, 1, 0};
  279.                     maxt = 4200;
  280.                 };
  281.             };
  282.         };
  283.         class GunClouds {
  284.             access = 0;
  285.             cloudletaccy = 0;
  286.             cloudletalpha = 0.3;
  287.             cloudletanimperiod = 1;
  288.             cloudletcolor[] = {1, 1, 1, 0};
  289.             cloudletduration = 0.05;
  290.             cloudletfadein = 0;
  291.             cloudletfadeout = 0.1;
  292.             cloudletgrowup = 0.05;
  293.             cloudletmaxyspeed = 100;
  294.             cloudletminyspeed = -100;
  295.             cloudletshape = "cloudletClouds";
  296.             cloudletsize = 1;
  297.             deltat = 0;
  298.             initt = 0;
  299.             interval = -0.02;
  300.             size = 0.3;
  301.             sourcesize = 0.02;
  302.             timetolive = 0;
  303.             class Table {
  304.                 class T0 {
  305.                     color[] = {1, 1, 1, 0};
  306.                     maxt = 0;
  307.                 };
  308.             };
  309.         };
  310.         class GunParticles {
  311.             class FirstEffect {
  312.                 directionname = "Konec hlavne";
  313.                 effectname = "RifleAssaultCloud";
  314.                 positionname = "Usti hlavne";
  315.             };
  316.         };
  317.         class Single: Mode_SemiAuto {
  318.             aidispersioncoefx = 1.4;
  319.             aidispersioncoefy = 1.7;
  320.             airateoffire = 2;
  321.             airateoffiredistance = 500;
  322.             artillerycharge = 1;
  323.             artillerydispersion = 1;
  324.             autofire = 0;
  325.             begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200};
  326.             begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200};
  327.             begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200};
  328.             burst = 1;
  329.             canshootinwater = 0;
  330.             closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
  331.             closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
  332.             dispersion = 0.00093;
  333.             displayname = "Semi";
  334.             ffcount = 1;
  335.             fffrequency = 11;
  336.             ffmagnitude = 0.5;
  337.             flash = "gunfire";
  338.             flashsize = 0.1;
  339.             maxrange = 500;
  340.             maxrangeprobab = 0.2;
  341.             midrange = 250;
  342.             midrangeprobab = 0.7;
  343.             minrange = 2;
  344.             minrangeprobab = 0.3;
  345.             multiplier = 1;
  346.             recoil = "recoil_single_trg";
  347.             recoilprone = "recoil_single_prone_trg";
  348.             reloadtime = 0.065;
  349.             requiredoptictype = -1;
  350.             showtoplayer = 1;
  351.             sound[] = {"", 10, 1};
  352.             soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
  353.             soundbeginwater[] = {"sound", 1};
  354.             soundburst = 0;
  355.             soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
  356.             soundcontinuous = 0;
  357.             soundend[] = {};
  358.             soundloop[] = {};
  359.             texturetype = "semi";
  360.             useaction = 0;
  361.             useactiontitle = "";
  362.             weaponsoundeffect = "DefaultRifle";
  363.         };
  364.         class Burst: Mode_Burst {
  365.             aidispersioncoefx = 2;
  366.             aidispersioncoefy = 3;
  367.             airateoffire = "1e-006";
  368.             airateoffiredistance = 500;
  369.             artillerycharge = 1;
  370.             artillerydispersion = 1;
  371.             autofire = 0;
  372.             begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200};
  373.             begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200};
  374.             begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200};
  375.             burst = 3;
  376.             canshootinwater = 0;
  377.             closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
  378.             closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
  379.             dispersion = 0.00093;
  380.             displayname = "Burst";
  381.             ffcount = 1;
  382.             fffrequency = 11;
  383.             ffmagnitude = 0.5;
  384.             flash = "gunfire";
  385.             flashsize = 0.1;
  386.             maxrange = 30;
  387.             maxrangeprobab = 0.05;
  388.             midrange = 15;
  389.             midrangeprobab = 0.7;
  390.             minrange = 0;
  391.             minrangeprobab = 0.9;
  392.             multiplier = 1;
  393.             recoil = "recoil_auto_trg";
  394.             recoilprone = "recoil_auto_prone_trg";
  395.             reloadtime = 0.07;
  396.             requiredoptictype = -1;
  397.             showtoplayer = 1;
  398.             sound[] = {"", 10, 1};
  399.             soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
  400.             soundbeginwater[] = {"sound", 1};
  401.             soundburst = 0;
  402.             soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
  403.             soundcontinuous = 0;
  404.             soundend[] = {"sound", 1};
  405.             soundloop[] = {};
  406.             texturetype = "burst";
  407.             useaction = 0;
  408.             useactiontitle = "";
  409.             weaponsoundeffect = "DefaultRifle";
  410.         };
  411.        
  412.     };
  413. };
  414.  
  415. class CfgMagazines {
  416.     /*external*/ class 30Rnd_556x45_Stanag;
  417.     class sk_30Rnd_545x39_AK : 30Rnd_556x45_Stanag {
  418.         ammo = "TB_556x45_Ball";
  419.         count = 30;
  420.         descriptionshort = "Caliber: 5.45x39 mm AK<br />Rounds: 30<br />Used in: AKS74U";
  421.         displayname = "5.45x39 mm 30rnd AK Mag (Ball)";
  422.         initspeed = 930;
  423.         lastroundstracer = 0;
  424.         picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
  425.         scope = 2;
  426.         tracersevery = 0;
  427.     };
  428.     class sk_30Rnd_545x39_T_AK : sk_30Rnd_545x39_AK {
  429.         ammo = "TB_556x45_Tracer";
  430.         descriptionshort = "Caliber: 5.45x39 mm AK<br />Rounds: 30<br />Used in: AKS74U";
  431.         displayname = "5.45x39 mm 30rnd AK Mag (Tracer)";
  432.         lastroundstracer = 0;
  433.         scope = 2;
  434.         tracersevery = 1;
  435.     };
  436. };
  437. class CfgAmmo {
  438.     /*external*/ class B_545x39_Ball;
  439.     class sk_545x39_Ball : B_545x39_Ball {
  440.         airfriction = -0.001425;
  441.         caliber = 0.5;
  442.         cost = 1;
  443.         deflecting = 20;
  444.         hit = 8;
  445.         indirecthit = 0;
  446.         indirecthitrange = 0;
  447.         model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
  448.         nvgonly = 1;
  449.         tracerendtime = 1;
  450.         tracerscale = 1;
  451.         tracerstarttime = 0.05;
  452.     };
  453.     class sk_545x39_Tracer : sk_545x39_Ball {
  454.         airfriction = -0.001425;
  455.         caliber = 0.4;
  456.         model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
  457.         nvgonly = 0;
  458.         tracerendtime = 1.4;
  459.         tracerscale = 1;
  460.         tracerstarttime = 0.06;
  461.     };
  462. };
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