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Dec 6th, 2013
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  1. class CfgPatches
  2. {
  3. class Resistance_AK47_AB
  4. {
  5. requiredaddons[] = {};
  6. requiredversion = 0.1;
  7. units[] = {};
  8. weapons[] = {"PCH_R_AKAB"};
  9. magazines[] = {"PCH_R_AKAB_Mag"};
  10. };
  11. };
  12.  
  13. class Mode_SemiAuto; //External Class Reference
  14. class Mode_Auto; //External Class Reference
  15.  
  16. class CfgAmmo {
  17. class B_556x45_Ball; //External Class Reference
  18. class TB_762x39_FMJ : TB_762x39_Explosive {
  19. airfriction = -0.001425;
  20. caliber = 1;
  21. cost = 1;
  22. deflecting = 20;
  23. hit = 8;
  24. indirecthit = 0;
  25. indirecthitrange = 0;
  26. model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
  27. nvgonly = 1;
  28. tracerendtime = 1;
  29. tracerscale = 1.5;
  30. tracerstarttime = 0.05;
  31. };
  32. class TB_762x39_Explosive : TB_762x39_FMJ {
  33. airfriction = -0.001425;
  34. caliber = 0.5;
  35. model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
  36. nvgonly = 0;
  37. tracerendtime = 1.4;
  38. tracerscale = 1;
  39. tracerstarttime = 0.06;
  40. };
  41. class CfgMagazines {
  42. class 30Rnd_556x45_Stanag; //External Class Reference
  43. class PCH_R_AKAB_Mag : 30Rnd_556x45_Stanag {
  44. ammo = "TB_762x39_FMJ";
  45. count = 30;
  46. descriptionshort = "Caliber: 7.62x39mm AK Mag<br />Rounds: 30<br />Used in: AK47 Airburst";
  47. displayname = "7.62x39mm 30rnd AK Mag";
  48. initspeed = 930;
  49. lastroundstracer = 5;
  50. picture = "\PCH_ResistanceWeps\PCH_R_AKAB\UI\gear_PCH_R_AKAB_Mag_x_ca";
  51. model = "\PCH_ResistanceWeps\PCH_R_AKAB\data\PCH_R_AKAB_Mag";
  52. scope = 2;
  53. tracersevery = 3;
  54. };
  55. class PCH_R_AKAB_Mag_Explosive : PCH_R_AKAB_Mag {
  56. ammo = "TB_762x39_Explosive";
  57. descriptionshort = "Caliber: 7.62x39mm AK Airburst Mag<br />Rounds: 30<br />Used in: AK47 Airburst";
  58. displayname = "7.62x39mm 30rnd AK Mag (Explosive)";
  59. lastroundstracer = 0;
  60. scope = 2;
  61. tracersevery = 1;
  62. };
  63. };
  64. class CfgWeapons {
  65. class rifle_base_f; //external class reference
  66. class PCH_R_AKAB : rifle_base_f {
  67. displayname = "PCH AKAB";
  68. descriptionshort = "Resistance Rifle<br />Caliber: 7.62x39mm";
  69. handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"};
  70. model = "\PCH_ResistanceWeps\PCH_R_AKAB\PCH_R_AKAB";
  71. magazines[] = {"PCH_R_AKAB_Mag"};
  72. reloadaction = "GestureReloadMX";
  73. reloadtime = 0.15;
  74. uipicture = "\PCH_ResistanceWeps\PCH_R_AKAB\UI\PCH_R_AKAB_x_ca.paa";
  75. picture = "\Addons\PCH_ResistanceWeps\PCH_R_AKAB\UI\gear_PCH_R_AKAB_Mag_x_ca";
  76.  
  77. aidispersioncoefx = 4;
  78. aidispersioncoefy = 5;
  79. airateoffire = 0.5;
  80. airateoffiredistance = 500;
  81.  
  82. //sound
  83. bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15};
  84. bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15};
  85. bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15};
  86. bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15};
  87. bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15};
  88. bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15};
  89. bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15};
  90. bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15};
  91. bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15};
  92. bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15};
  93. bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15};
  94. bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15};
  95. sound[] = {};
  96. soundbegin[] = {"sound", 1};
  97. soundbeginwater[] = {"sound", 1};
  98. 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};
  99. soundburst = 1;
  100. soundclosure[] = {"sound", 1};
  101. soundcontinuous = 0;
  102. soundend[] = {"sound", 1};
  103. soundloop[] = {"sound", 1};
  104. namesound = "rifle";
  105. reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30};
  106. reloadsound[] = {"", 1, 1};
  107.  
  108.  
  109.  
  110. candrop = 1;
  111. canshootinwater = 0;
  112.  
  113. cartridgepos = "nabojnicestart";
  114. cartridgevel = "nabojniceend";
  115. count = 0;
  116. cursor = "arifle";
  117. cursoraim = "CursorAim";
  118. cursoraimon = "";
  119. cursorsize = 1;
  120. cmimmunity = 1;
  121.  
  122. detectrange = 0;
  123. dexterity = 1.64;
  124. discretedistance[] = {100, 300, 400, 600, 800};
  125. discretedistanceinitindex = 1;
  126. dispersion = 0.0001;
  127.  
  128. disposableweapon = 0;
  129. distancezoommax = 300;
  130. distancezoommin = 300;
  131. drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1};
  132. emptysound[] = {"", 1, 1};
  133.  
  134. ffcount = 3;
  135. fffrequency = 11;
  136. ffmagnitude = 0.5;
  137. fireanims[] = {};
  138. firelightduration = 0.05;
  139. firelightintensity = 0.012;
  140. firespreadangle = "3.0f";
  141. flash = "gunfire";
  142. flashsize = 0.5;
  143.  
  144.  
  145. hiddenselections[] = {};
  146. hiddenselectionstextures[] = {};
  147. hiddenunderwaterselections[] = {};
  148. hiddenunderwaterselectionstextures[] = {};
  149.  
  150.  
  151.  
  152.  
  153. maxleadspeed = 23;
  154. maxrange = 500;
  155. maxrangeprobab = 0.04;
  156. maxrecoilsway = 0.02;
  157. memorypointcamera = "eye";
  158. mfact = 1;
  159. mfmax = 0;
  160. midrange = 150;
  161. midrangeprobab = 0.58;
  162. minrange = 1;
  163. minrangeprobab = 0.3;
  164.  
  165.  
  166. multiplier = 1;
  167. muzzleend = "konec hlavne";
  168. muzzlepos = "usti hlavne";
  169. muzzles[] = {"this"};
  170.  
  171. optics = 0;
  172. opticsdisableperipherialvision = 0.67;
  173. opticsflare = 0;
  174. opticsid = 0;
  175. opticsppeffects[] = {};
  176. opticszoominit = 0.75;
  177. opticszoommax = 1.1;
  178. opticszoommin = 0.375;
  179.  
  180. primary = 10;
  181. recoil = "assaultRifleBase";
  182. recoilprone = "assaultRifleBase";
  183.  
  184. scope = 0;
  185. selectionfireanim = "zasleh";
  186. showaimcursorinternal = 1;
  187. showempty = 1;
  188. shownunderwaterselections[] = {};
  189. showswitchaction = 0;
  190. showtoplayer = 1;
  191. simulation = "Weapon";
  192.  
  193. swaydecayspeed = 2;
  194. tbody = 100;
  195. texturetype = "default";
  196. type = 1;
  197.  
  198. useaction = 0;
  199. useactiontitle = "";
  200. useasbinocular = 0;
  201. usemodeloptics = 1;
  202. value = 4;
  203. weaponinfotype = "RscWeaponZeroing";
  204. weaponpoolavailable = 1;
  205. weaponsoundeffect = "";
  206. weight = 0;
  207. class Library {
  208. libtextdesc = "Pal, you ain't goin' out there without one of these bad-boys. Pack mud in its receiver and it will still fire. Trust me. Just don't use those explosive rounds while there's any grime inside of it.. even if you don't come back in one piece, I want the A-KAB to.";
  209. };
  210. class GunClouds {
  211. access = 0;
  212. cloudletaccy = 0;
  213. cloudletalpha = 0.3;
  214. cloudletanimperiod = 1;
  215. cloudletcolor[] = {1, 1, 1, 0};
  216. cloudletduration = 0.05;
  217. cloudletfadein = 0;
  218. cloudletfadeout = 0.1;
  219. cloudletgrowup = 0.05;
  220. cloudletmaxyspeed = 100;
  221. cloudletminyspeed = -100;
  222. cloudletshape = "cloudletClouds";
  223. cloudletsize = 1;
  224. deltat = 0;
  225. initt = 0;
  226. interval = -0.02;
  227. size = 0.3;
  228. sourcesize = 0.02;
  229. timetolive = 0;
  230. class Table {
  231. class T0 {
  232. color[] = {1, 1, 1, 0};
  233. maxt = 0;
  234. };
  235. };
  236. };
  237. class WeaponSlotsInfo {
  238. allowedslots[] = {901};
  239. mass = 4;
  240. class MuzzleSlot {
  241. access = 1;
  242. compatibleitems[] = {"muzzle_snds_L"};
  243. displayname = "Muzzle Slot";
  244. linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
  245. scope = 0;
  246. };
  247. class CowsSlot {
  248. access = 1;
  249. compatibleitems[] = {};
  250. displayname = "Optics Slot";
  251. linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
  252. scope = 0;
  253. };
  254. class PointerSlot {};
  255. };
  256. class GunParticles {
  257. class FirstEffect {
  258. directionname = "Konec hlavne";
  259. effectname = "RifleAssaultCloud";
  260. positionname = "Usti hlavne";
  261. };
  262. };
  263.  
  264. /// Firemodes
  265. modes[] = {"Single", "Auto"};
  266. class Single: Mode_SemiAuto {
  267. aidispersioncoefx = 1.4;
  268. aidispersioncoefy = 1.7;
  269. airateoffire = 2;
  270. airateoffiredistance = 500;
  271. artillerycharge = 1;
  272. artillerydispersion = 1;
  273. autofire = 0;
  274. begin1[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_1.wav", 2.51189, 1, 1200};
  275. begin2[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_2.wav", 2.51189, 1, 1200};
  276. begin3[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_3.wav", 2.51189, 1, 1200};
  277. burst = 1;
  278. canshootinwater = 1;
  279. closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
  280. closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
  281. dispersion = 0.00093;
  282. displayname = "Semi";
  283. ffcount = 1;
  284. fffrequency = 11;
  285. ffmagnitude = 0.5;
  286. flash = "gunfire";
  287. flashsize = 0.1;
  288. maxrange = 500;
  289. maxrangeprobab = 0.3;
  290. midrange = 250;
  291. midrangeprobab = 0.7;
  292. minrange = 2;
  293. minrangeprobab = 0.3;
  294. multiplier = 1;
  295. recoil = "recoil_single_trg";
  296. recoilprone = "recoil_single_prone_trg";
  297. reloadtime = 0.065;
  298. requiredoptictype = -1;
  299. showtoplayer = 1;
  300. sound[] = {"", 10, 1};
  301. soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
  302. soundbeginwater[] = {"sound", 1};
  303. soundburst = 0;
  304. soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
  305. soundcontinuous = 0;
  306. soundend[] = {};
  307. soundloop[] = {};
  308. texturetype = "semi";
  309. useaction = 0;
  310. useactiontitle = "";
  311. weaponsoundeffect = "DefaultRifle";
  312. };
  313. class Auto: Mode_Auto {
  314. aidispersioncoefx = 2;
  315. aidispersioncoefy = 3;
  316. airateoffire = "1e-006";
  317. airateoffiredistance = 500;
  318. artillerycharge = 1;
  319. artillerydispersion = 1;
  320. autofire = 1;
  321. begin1[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_1.wav", 2.51189, 1, 1200};
  322. begin2[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_2.wav", 2.51189, 1, 1200};
  323. begin3[] = {"\Addons\PCH_ResistanceWeps\PCH_R_AKAB\sound\AKABfiring_3.wav", 2.51189, 1, 1200};
  324. burst = 0;
  325. canshootinwater = 1;
  326. closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
  327. closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
  328. dispersion = 0.00093;
  329. displayname = "Burst";
  330. ffcount = 1;
  331. fffrequency = 11;
  332. ffmagnitude = 0.5;
  333. flash = "gunfire";
  334. flashsize = 0.1;
  335. maxrange = 30;
  336. maxrangeprobab = 0.05;
  337. midrange = 15;
  338. midrangeprobab = 0.7;
  339. minrange = 0;
  340. minrangeprobab = 0.9;
  341. multiplier = 1;
  342. recoil = "recoil_auto_trg";
  343. recoilprone = "recoil_auto_prone_trg";
  344. reloadtime = 0.07;
  345. requiredoptictype = -1;
  346. showtoplayer = 1;
  347. sound[] = {"", 10, 1};
  348. soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
  349. soundbeginwater[] = {"sound", 1};
  350. soundburst = 0;
  351. soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
  352. soundcontinuous = 0;
  353. soundend[] = {"sound", 1};
  354. soundloop[] = {};
  355. texturetype = "burst";
  356. useaction = 0;
  357. useactiontitle = "";
  358. weaponsoundeffect = "DefaultRifle";
  359. };
  360.  
  361. };
  362.  
  363. };
  364.  
  365. };
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