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May 28th, 2015
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  1. class CfgPatches
  2. {
  3. class BLOT_G98
  4. {
  5. units[] = {};
  6. weapons[]= {"BLOT_Berthier"};
  7. requiredVersion = 0.1;
  8. requiredAddons[]= {"A3_Weapons_F"};
  9. };
  10. };
  11. class CfgWeapons
  12. {
  13.  
  14. class OpticsModes;
  15. class Single;
  16. class srifle_LRR_F;
  17.  
  18. class BLOT_Berthier: srifle_LRR_F
  19. {
  20.  
  21. displayName = "Berthier";
  22. model = "\BLOT_G98\moddel\adriangun.p3d";
  23. handAnim[] = {"OFP2_ManSkeleton", "\BLOT_G98\anim\Handanim_m24.rtm"};
  24. };
  25. class BLOT_Berthiersound: srifle_LRR_F
  26. {
  27. class Single: Mode_SemiAuto
  28. {
  29. sounds[] = {StandardSound};
  30.  
  31. 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)
  32. {
  33. weaponSoundEffect = "BLOT_Berthier";
  34.  
  35. closure1[]={"\BLOT_G98\Sounds\Berthier_1", db-12, 1,10};
  36. closure2[]={"\BLOT_G98\Sounds\Berthier_1", db-12, 1,10};
  37. soundClosure[]={closure1,0.5, closure2,0.5};
  38. };
  39. class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
  40. {
  41. begin1[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
  42. begin2[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
  43. begin3[]={"\BLOT_G98\Sounds\Berthier_1", db0, 1,500};
  44. soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34};
  45. };
  46. };
  47. };
  48. };
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