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- #include "basicdefines_A3.hpp"
- class CfgPatches {
- class BLOT_Weapons_Berthier {
- units[] = {};
- weapons[] = {"BLOT_Berthier"};
- requiredVersion=0.1;
- requiredAddons[]={"A3_Weapons_F"};
- };
- };
- /// All firemodes, to be sure
- class Mode_Single;
- class CfgWeapons
- {
- class Rifle;
- class Rifle_Base_F: Rifle
- {
- class WeaponSlotsInfo;
- class GunParticles;
- };
- class BLOT_Weapons_Berthier /// Just basic values common for all testing rifle variants
- {
- magazines[] = {ML_30Rnd_M1928_Mag}; /// original custom made magazines
- reloadAction = "GestureReloadMX"; /// MX hand animation actually fits this rifle well
- discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
- maxZeroing = 100;
- // Size of recoil sway of the cursor
- maxRecoilSway=0.0125;
- // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds)
- swayDecaySpeed=1.25;
- /// inertia coefficient of the weapon
- inertia = 0.5;
- /*class GunParticles : GunParticles
- {
- class SecondEffect
- {
- positionName = "Nabojnicestart";
- directionName = "Nabojniceend";
- effectName = "CaselessAmmoCloud";
- };
- };
- class WeaponSlotsInfo: WeaponSlotsInfo{};
- */
- ///////////////////////////////////////////////////// I R O N S I G H T S /////////////////////////////////////////////////////
- opticsZoomMin=0.375;
- opticsZoomMax=1.1;
- opticsZoomInit=0.75;
- distanceZoomMin = 300;
- distanceZoomMax = 300;
- ///////////////////////////////////////////////////// I R O N S I G H T S /////////////////////////////////////////////////////
- descriptionShort = "Berthier"; /// displayed on mouseOver in Inventory
- handAnim[] = {"OFP2_ManSkeleton", ""}; /// MX hand animation actually fits this rifle well
- dexterity = 1.8;
- selectionFireAnim = "zasleh"; /// are we able to get rid of all the zaslehs?
- modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; /// Includes fire modes for AI
- ////////////////////////////////////////////////////// NO OPTICS ///////////////////////////////////////////////////////////
- class Single: Mode_SemiAuto /// Pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound // default zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.501187, 1, 10};
- closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.501187, 1, 10};
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"\Rifle\sound\p90-1.ogg", db-5, 1,800}; /// custom made sounds
- begin2[] = {"\Rifle\sound\p90-2.ogg", db-5, 1,800}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- reloadTime = 0.083; /// means some 625 rounds per minute
- dispersion = 0.00087; /// A bit less than 3 MOA
- recoil = "recoil_single_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_single_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
- midRange = 200; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
- maxRange = 400; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
- };
- class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound // default zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.501187, 1, 10};
- closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.501187, 1, 10};
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"Rifle\sound\p90-1.ogg", db-5, 1,800}; /// custom made sounds
- begin2[] = {"Rifle\sound\p90-2.ogg", db-5, 1,800}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- reloadTime = 0.083;
- dispersion = 0.00087;
- recoil = "recoil_auto_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_auto_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 0; minRangeProbab = 0.9;
- midRange = 15; midRangeProbab = 0.7;
- maxRange = 30; maxRangeProbab = 0.1;
- aiRateOfFire = 0.000001;
- };
- class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
- {
- showToPlayer = 0;
- burst = 3;
- minRange = 2; minRangeProbab = 0.5;
- midRange = 75; midRangeProbab = 0.7;
- maxRange = 150; maxRangeProbab = 0.05;
- aiRateOfFire = 2.0;
- aiRateOfFireDistance = 200;
- };
- //////////////////////////////////////////////////// OPTICS //////////////////////////////////////////////////
- class single_medium_optics1: Single /// Pew for AI with collimator sights
- {
- requiredOpticType = 1;
- showToPlayer = 0;
- minRange = 2; minRangeProbab = 0.2;
- midRange = 450; midRangeProbab = 0.7;
- maxRange = 600; maxRangeProbab = 0.2;
- aiRateOfFire = 6;
- aiRateOfFireDistance = 600;
- };
- class single_far_optics2: single_medium_optics1 /// Pew for AI with better sights
- {
- requiredOpticType = 2;
- showToPlayer = 0;
- minRange = 100; minRangeProbab = 0.1;
- midRange = 500; midRangeProbab = 0.6;
- maxRange = 700; maxRangeProbab = 0.05;
- aiRateOfFire = 8;
- aiRateOfFireDistance = 700;
- };
- aiDispersionCoefY=6.0; /// AI should have some degree of greater dispersion for initial shoots
- aiDispersionCoefX=4.0; /// AI should have some degree of greater dispersion for initial shoots
- drySound[]={"A3\sounds_f\weapons\Other\dry_1", db-5, 1, 10}; /// custom made sounds
- reloadMagazineSound[]={"Rifle\sound\p90_boltpull.ogg",db-8,1, 30}; /// custom made sounds
- };
- class BLOT_Weapon_berthier:BLOT_Weapon_berthier_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "AdrianGun"; /// some name
- model = "\Rifle\AdrianGun.p3d"; /// path to model
- picture = "\Rifle\Data\M1928.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- //weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 100; /// some rough estimate
- };
- };
- };
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