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- class CfgPatches
- {
- class BLOT_G98
- {
- units[] = {};
- weapons[]= {"BLOT_Berthier"};
- requiredVersion = 0.1;
- requiredAddons[]= {"A3_Weapons_F"};
- };
- };
- class CfgWeapons
- {
- class OpticsModes;
- class Single;
- class srifle_LRR_F;
- class BLOT_Berthier: srifle_LRR_F
- {
- displayName = "Berthier";
- model = "\BLOT_G98\moddel\adriangun.p3d";
- handAnim[] = {"OFP2_ManSkeleton", "\BLOT_G98\anim\Handanim_m24.rtm"};
- };
- class BLOT_Berthiersound: srifle_LRR_F
- {
- class Single: Mode_SemiAuto
- {
- sounds[] = {StandardSound};
- class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
- {
- weaponSoundEffect = "BLOT_Berthier";
- closure1[]={"\BLOT_G98\Sounds\Berthier_1", db-12, 1,10};
- closure2[]={"\BLOT_G98\Sounds\Berthier_1", db-12, 1,10};
- soundClosure[]={closure1,0.5, closure2,0.5};
- };
- class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
- {
- begin1[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
- begin2[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
- begin3[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
- soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34};
- };
- };
- };
- };
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