Guest User

gunbrowning50.blk

a guest
Jan 19th, 2015
95
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 33.25 KB | None | 0 0
  1. cannon:typex = yes
  2. weaponType:int = -1
  3. bUseHookAsRel:typex = yes
  4. emitColor:typex4 = [1.0, 1.0, 0.0]
  5. emitI:float = 10.0
  6. emitR:float = 3.0
  7. emitTime:float = 0.03
  8. aimMinDist:float = 10.0
  9. aimMaxDist:float = 1000.0
  10. maxDeltaAngle:float = 0.21
  11. shotFreq:float = 12.5
  12. shotFreqRndK:float = 0.15
  13. traceFreq:int = 4
  14. bEnablePause:bool = no
  15. bullets:int = 500
  16. bulletsCluster:int = 1
  17.  
  18. bullet{
  19. mass:float = 0.0438
  20. caliber:float = 0.0127
  21. speed:float = 832.0
  22. bulletType:str = 't_ball_M1'
  23. maxDistance:float = 2000.0
  24. hitPowerMult:float = 4.8
  25. effectiveDistance:float = 1100.0
  26. relativeVelHitShift:typex3 = [300.0, 1000.0]
  27. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  28.  
  29. hitpower{
  30. HitPower10m:typex3 = [1.0, 10.0]
  31. HitPower100m:typex3 = [0.96, 100.0]
  32. HitPower500m:typex3 = [0.79, 500.0]
  33. HitPower1000m:typex3 = [0.62, 1000.0]
  34. HitPower1500m:typex3 = [0.46, 1500.0]
  35. HitPower2000m:typex3 = [0.1, 2000.0]
  36. }
  37.  
  38. armorpower{
  39. ArmorPower0m:typex3 = [10.0, 10.0]
  40. ArmorPower100m:typex3 = [8.0, 100.0]
  41. ArmorPower500m:typex3 = [7.0, 500.0]
  42. ArmorPower1000m:typex3 = [6.0, 1000.0]
  43. ArmorPower1500m:typex3 = [0.1, 1500.0]
  44. }
  45.  
  46. visual{
  47. range_percent_of_ammo:typex3 = [100.0, 0.0]
  48. traceFreq:int = 1
  49. tracer:str = '12mmDarkRed'
  50. trail:str = 'smallTrail'
  51. }
  52. }
  53.  
  54. bullet{
  55. mass:float = 0.0452
  56. caliber:float = 0.0127
  57. speed:float = 867.0
  58. maxDistance:float = 2500.0
  59. bulletType:str = 'ball_M2'
  60. hitPowerMult:float = 7.0
  61. effectiveDistance:float = 1100.0
  62. relativeVelHitShift:typex3 = [300.0, 1000.0]
  63. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  64.  
  65. hitpower{
  66. HitPower10m:typex3 = [1.0, 10.0]
  67. HitPower100m:typex3 = [0.96, 100.0]
  68. HitPower500m:typex3 = [0.79, 500.0]
  69. HitPower1000m:typex3 = [0.62, 1000.0]
  70. HitPower1500m:typex3 = [0.46, 1500.0]
  71. HitPower2000m:typex3 = [0.1, 2000.0]
  72. }
  73.  
  74. armorpower{
  75. ArmorPower0m:typex3 = [10.0, 10.0]
  76. ArmorPower100m:typex3 = [8.0, 100.0]
  77. ArmorPower500m:typex3 = [7.0, 500.0]
  78. ArmorPower1000m:typex3 = [6.0, 1000.0]
  79. ArmorPower1500m:typex3 = [0.1, 1500.0]
  80. }
  81.  
  82. visual{
  83. range_percent_of_ammo:typex3 = [100.0, 0.0]
  84. traceFreq:int = 1
  85. tracer:str = 'noColor'
  86. }
  87. }
  88.  
  89. bullet{
  90. mass:float = 0.0452
  91. caliber:float = 0.0127
  92. speed:float = 867.0
  93. maxDistance:float = 2500.0
  94. bulletType:str = 'ball_M2'
  95. hitPowerMult:float = 7.0
  96. effectiveDistance:float = 1100.0
  97. relativeVelHitShift:typex3 = [300.0, 1000.0]
  98. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  99.  
  100. hitpower{
  101. HitPower10m:typex3 = [1.0, 10.0]
  102. HitPower100m:typex3 = [0.96, 100.0]
  103. HitPower500m:typex3 = [0.79, 500.0]
  104. HitPower1000m:typex3 = [0.62, 1000.0]
  105. HitPower1500m:typex3 = [0.46, 1500.0]
  106. HitPower2000m:typex3 = [0.1, 2000.0]
  107. }
  108.  
  109. armorpower{
  110. ArmorPower0m:typex3 = [10.0, 10.0]
  111. ArmorPower100m:typex3 = [8.0, 100.0]
  112. ArmorPower500m:typex3 = [7.0, 500.0]
  113. ArmorPower1000m:typex3 = [6.0, 1000.0]
  114. ArmorPower1500m:typex3 = [0.1, 1500.0]
  115. }
  116.  
  117. visual{
  118. range_percent_of_ammo:typex3 = [100.0, 0.0]
  119. traceFreq:int = 1
  120. tracer:str = 'noColor'
  121. }
  122. }
  123.  
  124. bullet{
  125. mass:float = 0.041
  126. caliber:float = 0.0127
  127. speed:float = 944.0
  128. maxDistance:float = 2000.0
  129. bulletType:str = 'i_ball_M1'
  130. groundCollisionEffect:str = 'cannon_air_hit'
  131. groundFxScale:typex3 = [0.5, 0.8]
  132. hitPowerMult:float = 0.3
  133. onHitChanceMultFire:float = 7.0
  134. effectiveDistance:float = 1100.0
  135. relativeVelHitShift:typex3 = [300.0, 1000.0]
  136. explodeTreshold:float = 0.1
  137. explodeHitPower:float = 7.5
  138. explodeArmorPower:float = 2.5
  139. explodeRadius:typex3 = [0.03, 0.1]
  140. shutterDamage:typex = yes
  141. shutterDamageRadius:float = 0.2
  142. shutterAmount:int = 8
  143. shutterArmorPower:float = 3.0
  144. shutterHit:float = 2.5
  145. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  146.  
  147. hitpower{
  148. HitPower10m:typex3 = [1.0, 10.0]
  149. HitPower100m:typex3 = [0.96, 100.0]
  150. HitPower500m:typex3 = [0.79, 500.0]
  151. HitPower1000m:typex3 = [0.62, 1000.0]
  152. HitPower1500m:typex3 = [0.46, 1500.0]
  153. HitPower2000m:typex3 = [0.1, 2000.0]
  154. }
  155.  
  156. armorpower{
  157. ArmorPower0m:typex3 = [1.0, 10.0]
  158. ArmorPower100m:typex3 = [1.0, 100.0]
  159. ArmorPower500m:typex3 = [1.0, 500.0]
  160. ArmorPower1000m:typex3 = [1.0, 1000.0]
  161. ArmorPower1500m:typex3 = [0.1, 1500.0]
  162. }
  163.  
  164. visual{
  165. range_percent_of_ammo:typex3 = [100.0, 0.0]
  166. traceFreq:int = 1
  167. tracer:str = 'noColor'
  168. }
  169. }
  170.  
  171. bullet{
  172. mass:float = 0.0403
  173. caliber:float = 0.0127
  174. speed:float = 887.0
  175. maxDistance:float = 2000.0
  176. bulletType:str = 'ap_i_ball_M8'
  177. hitPowerMult:float = 8.0
  178. onHitChanceMultFire:float = 10.0
  179. effectiveDistance:float = 1100.0
  180. relativeVelHitShift:typex3 = [300.0, 1000.0]
  181. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  182.  
  183. hitpower{
  184. HitPower10m:typex3 = [1.0, 10.0]
  185. HitPower100m:typex3 = [0.96, 100.0]
  186. HitPower500m:typex3 = [0.79, 500.0]
  187. HitPower1000m:typex3 = [0.62, 1000.0]
  188. HitPower1500m:typex3 = [0.46, 1500.0]
  189. HitPower2000m:typex3 = [0.1, 2000.0]
  190. }
  191.  
  192. armorpower{
  193. ArmorPower0m:typex3 = [26.0, 10.0]
  194. ArmorPower100m:typex3 = [25.0, 100.0]
  195. ArmorPower500m:typex3 = [16.0, 500.0]
  196. ArmorPower1000m:typex3 = [12.0, 1000.0]
  197. ArmorPower1500m:typex3 = [0.1, 1500.0]
  198. }
  199.  
  200. visual{
  201. range_percent_of_ammo:typex3 = [100.0, 0.0]
  202. traceFreq:int = 1
  203. tracer:str = 'noColor'
  204. }
  205. }
  206.  
  207. 50cal_universal{
  208.  
  209. bullet{
  210. mass:float = 0.0403
  211. caliber:float = 0.0127
  212. speed:float = 887.0
  213. maxDistance:float = 2000.0
  214. bulletType:str = 'ap_i_ball_M8'
  215. hitPowerMult:float = 8.0
  216. onHitChanceMultFire:float = 10.0
  217. effectiveDistance:float = 1100.0
  218. relativeVelHitShift:typex3 = [300.0, 1000.0]
  219. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  220.  
  221. hitpower{
  222. HitPower10m:typex3 = [1.0, 10.0]
  223. HitPower100m:typex3 = [0.96, 100.0]
  224. HitPower500m:typex3 = [0.79, 500.0]
  225. HitPower1000m:typex3 = [0.62, 1000.0]
  226. HitPower1500m:typex3 = [0.46, 1500.0]
  227. HitPower2000m:typex3 = [0.1, 2000.0]
  228. }
  229.  
  230. armorpower{
  231. ArmorPower0m:typex3 = [26.0, 10.0]
  232. ArmorPower100m:typex3 = [25.0, 100.0]
  233. ArmorPower500m:typex3 = [16.0, 500.0]
  234. ArmorPower1000m:typex3 = [12.0, 1000.0]
  235. ArmorPower1500m:typex3 = [0.1, 1500.0]
  236. }
  237.  
  238. visual{
  239. range_percent_of_ammo:typex3 = [100.0, 0.0]
  240. traceFreq:int = 1
  241. tracer:str = 'noColor'
  242. }
  243. }
  244.  
  245. bullet{
  246. mass:float = 0.0403
  247. caliber:float = 0.0127
  248. speed:float = 887.0
  249. maxDistance:float = 2000.0
  250. bulletType:str = 'ap_i_ball_M8'
  251. hitPowerMult:float = 8.0
  252. onHitChanceMultFire:float = 10.0
  253. effectiveDistance:float = 1100.0
  254. relativeVelHitShift:typex3 = [300.0, 1000.0]
  255. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  256.  
  257. hitpower{
  258. HitPower10m:typex3 = [1.0, 10.0]
  259. HitPower100m:typex3 = [0.96, 100.0]
  260. HitPower500m:typex3 = [0.79, 500.0]
  261. HitPower1000m:typex3 = [0.62, 1000.0]
  262. HitPower1500m:typex3 = [0.46, 1500.0]
  263. HitPower2000m:typex3 = [0.1, 2000.0]
  264. }
  265.  
  266. armorpower{
  267. ArmorPower0m:typex3 = [26.0, 10.0]
  268. ArmorPower100m:typex3 = [25.0, 100.0]
  269. ArmorPower500m:typex3 = [16.0, 500.0]
  270. ArmorPower1000m:typex3 = [12.0, 1000.0]
  271. ArmorPower1500m:typex3 = [0.1, 1500.0]
  272. }
  273.  
  274. visual{
  275. range_percent_of_ammo:typex3 = [100.0, 0.0]
  276. traceFreq:int = 1
  277. tracer:str = 'noColor'
  278. }
  279. }
  280.  
  281. bullet{
  282. mass:float = 0.0403
  283. caliber:float = 0.0127
  284. speed:float = 887.0
  285. maxDistance:float = 2000.0
  286. bulletType:str = 'ap_i_ball_M8'
  287. hitPowerMult:float = 8.0
  288. onHitChanceMultFire:float = 10.0
  289. effectiveDistance:float = 1100.0
  290. relativeVelHitShift:typex3 = [300.0, 1000.0]
  291. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  292.  
  293. hitpower{
  294. HitPower10m:typex3 = [1.0, 10.0]
  295. HitPower100m:typex3 = [0.96, 100.0]
  296. HitPower500m:typex3 = [0.79, 500.0]
  297. HitPower1000m:typex3 = [0.62, 1000.0]
  298. HitPower1500m:typex3 = [0.46, 1500.0]
  299. HitPower2000m:typex3 = [0.1, 2000.0]
  300. }
  301.  
  302. armorpower{
  303. ArmorPower0m:typex3 = [26.0, 10.0]
  304. ArmorPower100m:typex3 = [25.0, 100.0]
  305. ArmorPower500m:typex3 = [16.0, 500.0]
  306. ArmorPower1000m:typex3 = [12.0, 1000.0]
  307. ArmorPower1500m:typex3 = [0.1, 1500.0]
  308. }
  309.  
  310. visual{
  311. range_percent_of_ammo:typex3 = [100.0, 0.0]
  312. traceFreq:int = 1
  313. tracer:str = 'noColor'
  314. }
  315. }
  316.  
  317. bullet{
  318. mass:float = 0.0438
  319. caliber:float = 0.0127
  320. speed:float = 832.0
  321. bulletType:str = 't_ball_M1'
  322. maxDistance:float = 2000.0
  323. hitPowerMult:float = 4.8
  324. effectiveDistance:float = 1100.0
  325. relativeVelHitShift:typex3 = [300.0, 1000.0]
  326. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  327.  
  328. hitpower{
  329. HitPower10m:typex3 = [1.0, 10.0]
  330. HitPower100m:typex3 = [0.96, 100.0]
  331. HitPower500m:typex3 = [0.79, 500.0]
  332. HitPower1000m:typex3 = [0.62, 1000.0]
  333. HitPower1500m:typex3 = [0.46, 1500.0]
  334. HitPower2000m:typex3 = [0.1, 2000.0]
  335. }
  336.  
  337. armorpower{
  338. ArmorPower0m:typex3 = [10.0, 10.0]
  339. ArmorPower100m:typex3 = [8.0, 100.0]
  340. ArmorPower500m:typex3 = [7.0, 500.0]
  341. ArmorPower1000m:typex3 = [6.0, 1000.0]
  342. ArmorPower1500m:typex3 = [0.1, 1500.0]
  343. }
  344.  
  345. visual{
  346. range_percent_of_ammo:typex3 = [100.0, 0.0]
  347. traceFreq:int = 1
  348. tracer:str = '12mmDarkRed'
  349. trail:str = 'smallTrail'
  350. }
  351. }
  352.  
  353. bullet{
  354. mass:float = 0.041
  355. caliber:float = 0.0127
  356. speed:float = 944.0
  357. maxDistance:float = 2000.0
  358. bulletType:str = 'i_ball_M1'
  359. groundCollisionEffect:str = 'cannon_air_hit'
  360. groundFxScale:typex3 = [0.5, 0.8]
  361. hitPowerMult:float = 0.3
  362. onHitChanceMultFire:float = 7.0
  363. effectiveDistance:float = 1100.0
  364. relativeVelHitShift:typex3 = [300.0, 1000.0]
  365. explodeTreshold:float = 0.1
  366. explodeHitPower:float = 7.5
  367. explodeArmorPower:float = 2.5
  368. explodeRadius:typex3 = [0.03, 0.1]
  369. shutterDamage:typex = yes
  370. shutterDamageRadius:float = 0.2
  371. shutterAmount:int = 8
  372. shutterArmorPower:float = 3.0
  373. shutterHit:float = 2.5
  374. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  375.  
  376. hitpower{
  377. HitPower10m:typex3 = [1.0, 10.0]
  378. HitPower100m:typex3 = [0.96, 100.0]
  379. HitPower500m:typex3 = [0.79, 500.0]
  380. HitPower1000m:typex3 = [0.62, 1000.0]
  381. HitPower1500m:typex3 = [0.46, 1500.0]
  382. HitPower2000m:typex3 = [0.1, 2000.0]
  383. }
  384.  
  385. armorpower{
  386. ArmorPower0m:typex3 = [1.0, 10.0]
  387. ArmorPower100m:typex3 = [1.0, 100.0]
  388. ArmorPower500m:typex3 = [1.0, 500.0]
  389. ArmorPower1000m:typex3 = [1.0, 1000.0]
  390. ArmorPower1500m:typex3 = [0.1, 1500.0]
  391. }
  392.  
  393. visual{
  394. range_percent_of_ammo:typex3 = [100.0, 0.0]
  395. traceFreq:int = 1
  396. tracer:str = 'noColor'
  397. }
  398. }
  399. }
  400.  
  401. 50cal_ground_targets{
  402.  
  403. bullet{
  404. mass:float = 0.0438
  405. caliber:float = 0.0127
  406. speed:float = 832.0
  407. bulletType:str = 't_ball_M1'
  408. maxDistance:float = 2000.0
  409. hitPowerMult:float = 4.8
  410. effectiveDistance:float = 1100.0
  411. relativeVelHitShift:typex3 = [300.0, 1000.0]
  412. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  413.  
  414. hitpower{
  415. HitPower10m:typex3 = [1.0, 10.0]
  416. HitPower100m:typex3 = [0.96, 100.0]
  417. HitPower500m:typex3 = [0.79, 500.0]
  418. HitPower1000m:typex3 = [0.62, 1000.0]
  419. HitPower1500m:typex3 = [0.46, 1500.0]
  420. HitPower2000m:typex3 = [0.1, 2000.0]
  421. }
  422.  
  423. armorpower{
  424. ArmorPower0m:typex3 = [10.0, 10.0]
  425. ArmorPower100m:typex3 = [8.0, 100.0]
  426. ArmorPower500m:typex3 = [7.0, 500.0]
  427. ArmorPower1000m:typex3 = [6.0, 1000.0]
  428. ArmorPower1500m:typex3 = [0.1, 1500.0]
  429. }
  430.  
  431. visual{
  432. range_percent_of_ammo:typex3 = [100.0, 0.0]
  433. traceFreq:int = 1
  434. tracer:str = '12mmDarkRed'
  435. trail:str = 'smallTrail'
  436. }
  437. }
  438.  
  439. bullet{
  440. mass:float = 0.046
  441. caliber:float = 0.0127
  442. speed:float = 867.0
  443. maxDistance:float = 2500.0
  444. bulletType:str = 'ap_ball_M2'
  445. hitPowerMult:float = 9.0
  446. effectiveDistance:float = 1100.0
  447. relativeVelHitShift:typex3 = [300.0, 1000.0]
  448. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  449.  
  450. hitpower{
  451. HitPower10m:typex3 = [1.0, 10.0]
  452. HitPower100m:typex3 = [0.96, 100.0]
  453. HitPower500m:typex3 = [0.79, 500.0]
  454. HitPower1000m:typex3 = [0.62, 1000.0]
  455. HitPower1500m:typex3 = [0.46, 1500.0]
  456. HitPower2000m:typex3 = [0.1, 2000.0]
  457. }
  458.  
  459. armorpower{
  460. ArmorPower0m:typex3 = [27.0, 10.0]
  461. ArmorPower100m:typex3 = [26.0, 200.0]
  462. ArmorPower500m:typex3 = [18.0, 500.0]
  463. ArmorPower1000m:typex3 = [13.0, 1000.0]
  464. ArmorPower1500m:typex3 = [0.1, 1500.0]
  465. }
  466.  
  467. visual{
  468. range_percent_of_ammo:typex3 = [100.0, 0.0]
  469. traceFreq:int = 1
  470. tracer:str = 'noColor'
  471. }
  472. }
  473.  
  474. bullet{
  475. mass:float = 0.046
  476. caliber:float = 0.0127
  477. speed:float = 867.0
  478. maxDistance:float = 2500.0
  479. bulletType:str = 'ap_ball_M2'
  480. hitPowerMult:float = 9.0
  481. effectiveDistance:float = 1100.0
  482. relativeVelHitShift:typex3 = [300.0, 1000.0]
  483. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  484.  
  485. hitpower{
  486. HitPower10m:typex3 = [1.0, 10.0]
  487. HitPower100m:typex3 = [0.96, 100.0]
  488. HitPower500m:typex3 = [0.79, 500.0]
  489. HitPower1000m:typex3 = [0.62, 1000.0]
  490. HitPower1500m:typex3 = [0.46, 1500.0]
  491. HitPower2000m:typex3 = [0.1, 2000.0]
  492. }
  493.  
  494. armorpower{
  495. ArmorPower0m:typex3 = [27.0, 10.0]
  496. ArmorPower100m:typex3 = [26.0, 200.0]
  497. ArmorPower500m:typex3 = [18.0, 500.0]
  498. ArmorPower1000m:typex3 = [13.0, 1000.0]
  499. ArmorPower1500m:typex3 = [0.1, 1500.0]
  500. }
  501.  
  502. visual{
  503. range_percent_of_ammo:typex3 = [100.0, 0.0]
  504. traceFreq:int = 1
  505. tracer:str = 'noColor'
  506. }
  507. }
  508.  
  509. bullet{
  510. mass:float = 0.046
  511. caliber:float = 0.0127
  512. speed:float = 867.0
  513. maxDistance:float = 2500.0
  514. bulletType:str = 'ap_ball_M2'
  515. hitPowerMult:float = 9.0
  516. effectiveDistance:float = 1100.0
  517. relativeVelHitShift:typex3 = [300.0, 1000.0]
  518. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  519.  
  520. hitpower{
  521. HitPower10m:typex3 = [1.0, 10.0]
  522. HitPower100m:typex3 = [0.96, 100.0]
  523. HitPower500m:typex3 = [0.79, 500.0]
  524. HitPower1000m:typex3 = [0.62, 1000.0]
  525. HitPower1500m:typex3 = [0.46, 1500.0]
  526. HitPower2000m:typex3 = [0.1, 2000.0]
  527. }
  528.  
  529. armorpower{
  530. ArmorPower0m:typex3 = [27.0, 10.0]
  531. ArmorPower100m:typex3 = [26.0, 200.0]
  532. ArmorPower500m:typex3 = [18.0, 500.0]
  533. ArmorPower1000m:typex3 = [13.0, 1000.0]
  534. ArmorPower1500m:typex3 = [0.1, 1500.0]
  535. }
  536.  
  537. visual{
  538. range_percent_of_ammo:typex3 = [100.0, 0.0]
  539. traceFreq:int = 1
  540. tracer:str = 'noColor'
  541. }
  542. }
  543.  
  544. bullet{
  545. mass:float = 0.0403
  546. caliber:float = 0.0127
  547. speed:float = 887.0
  548. maxDistance:float = 2000.0
  549. bulletType:str = 'ap_i_ball_M8'
  550. hitPowerMult:float = 8.0
  551. onHitChanceMultFire:float = 10.0
  552. effectiveDistance:float = 1100.0
  553. relativeVelHitShift:typex3 = [300.0, 1000.0]
  554. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  555.  
  556. hitpower{
  557. HitPower10m:typex3 = [1.0, 10.0]
  558. HitPower100m:typex3 = [0.96, 100.0]
  559. HitPower500m:typex3 = [0.79, 500.0]
  560. HitPower1000m:typex3 = [0.62, 1000.0]
  561. HitPower1500m:typex3 = [0.46, 1500.0]
  562. HitPower2000m:typex3 = [0.1, 2000.0]
  563. }
  564.  
  565. armorpower{
  566. ArmorPower0m:typex3 = [26.0, 10.0]
  567. ArmorPower100m:typex3 = [25.0, 100.0]
  568. ArmorPower500m:typex3 = [16.0, 500.0]
  569. ArmorPower1000m:typex3 = [12.0, 1000.0]
  570. ArmorPower1500m:typex3 = [0.1, 1500.0]
  571. }
  572.  
  573. visual{
  574. range_percent_of_ammo:typex3 = [100.0, 0.0]
  575. traceFreq:int = 1
  576. tracer:str = 'noColor'
  577. }
  578. }
  579.  
  580. bullet{
  581. mass:float = 0.041
  582. caliber:float = 0.0127
  583. speed:float = 944.0
  584. maxDistance:float = 2000.0
  585. bulletType:str = 'i_ball_M1'
  586. groundCollisionEffect:str = 'cannon_air_hit'
  587. groundFxScale:typex3 = [0.5, 0.8]
  588. hitPowerMult:float = 0.3
  589. onHitChanceMultFire:float = 7.0
  590. effectiveDistance:float = 1100.0
  591. relativeVelHitShift:typex3 = [300.0, 1000.0]
  592. explodeTreshold:float = 0.1
  593. explodeHitPower:float = 7.5
  594. explodeArmorPower:float = 2.5
  595. explodeRadius:typex3 = [0.03, 0.1]
  596. shutterDamage:typex = yes
  597. shutterDamageRadius:float = 0.2
  598. shutterAmount:int = 8
  599. shutterArmorPower:float = 3.0
  600. shutterHit:float = 2.5
  601. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  602.  
  603. hitpower{
  604. HitPower10m:typex3 = [1.0, 10.0]
  605. HitPower100m:typex3 = [0.96, 100.0]
  606. HitPower500m:typex3 = [0.79, 500.0]
  607. HitPower1000m:typex3 = [0.62, 1000.0]
  608. HitPower1500m:typex3 = [0.46, 1500.0]
  609. HitPower2000m:typex3 = [0.1, 2000.0]
  610. }
  611.  
  612. armorpower{
  613. ArmorPower0m:typex3 = [1.0, 10.0]
  614. ArmorPower100m:typex3 = [1.0, 100.0]
  615. ArmorPower500m:typex3 = [1.0, 500.0]
  616. ArmorPower1000m:typex3 = [1.0, 1000.0]
  617. ArmorPower1500m:typex3 = [0.1, 1500.0]
  618. }
  619.  
  620. visual{
  621. range_percent_of_ammo:typex3 = [100.0, 0.0]
  622. traceFreq:int = 1
  623. tracer:str = 'noColor'
  624. }
  625. }
  626. }
  627.  
  628. 50cal_tracers{
  629.  
  630. bullet{
  631. mass:float = 0.0438
  632. caliber:float = 0.0127
  633. speed:float = 832.0
  634. bulletType:str = 't_ball_M1'
  635. maxDistance:float = 2000.0
  636. hitPowerMult:float = 4.8
  637. effectiveDistance:float = 1100.0
  638. relativeVelHitShift:typex3 = [300.0, 1000.0]
  639. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  640.  
  641. hitpower{
  642. HitPower10m:typex3 = [1.0, 10.0]
  643. HitPower100m:typex3 = [0.96, 100.0]
  644. HitPower500m:typex3 = [0.79, 500.0]
  645. HitPower1000m:typex3 = [0.62, 1000.0]
  646. HitPower1500m:typex3 = [0.46, 1500.0]
  647. HitPower2000m:typex3 = [0.1, 2000.0]
  648. }
  649.  
  650. armorpower{
  651. ArmorPower0m:typex3 = [10.0, 10.0]
  652. ArmorPower100m:typex3 = [8.0, 100.0]
  653. ArmorPower500m:typex3 = [7.0, 500.0]
  654. ArmorPower1000m:typex3 = [6.0, 1000.0]
  655. ArmorPower1500m:typex3 = [0.1, 1500.0]
  656. }
  657.  
  658. visual{
  659. range_percent_of_ammo:typex3 = [100.0, 0.0]
  660. traceFreq:int = 1
  661. tracer:str = '12mmDarkRed'
  662. trail:str = 'smallTrail'
  663. }
  664. }
  665.  
  666. bullet{
  667. mass:float = 0.0438
  668. caliber:float = 0.0127
  669. speed:float = 832.0
  670. bulletType:str = 't_ball_M1'
  671. maxDistance:float = 2000.0
  672. hitPowerMult:float = 4.8
  673. effectiveDistance:float = 1100.0
  674. relativeVelHitShift:typex3 = [300.0, 1000.0]
  675. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  676.  
  677. hitpower{
  678. HitPower10m:typex3 = [1.0, 10.0]
  679. HitPower100m:typex3 = [0.96, 100.0]
  680. HitPower500m:typex3 = [0.79, 500.0]
  681. HitPower1000m:typex3 = [0.62, 1000.0]
  682. HitPower1500m:typex3 = [0.46, 1500.0]
  683. HitPower2000m:typex3 = [0.1, 2000.0]
  684. }
  685.  
  686. armorpower{
  687. ArmorPower0m:typex3 = [10.0, 10.0]
  688. ArmorPower100m:typex3 = [8.0, 100.0]
  689. ArmorPower500m:typex3 = [7.0, 500.0]
  690. ArmorPower1000m:typex3 = [6.0, 1000.0]
  691. ArmorPower1500m:typex3 = [0.1, 1500.0]
  692. }
  693.  
  694. visual{
  695. range_percent_of_ammo:typex3 = [100.0, 0.0]
  696. traceFreq:int = 1
  697. tracer:str = '12mmDarkRed'
  698. trail:str = 'smallTrail'
  699. }
  700. }
  701.  
  702. bullet{
  703. mass:float = 0.0438
  704. caliber:float = 0.0127
  705. speed:float = 832.0
  706. bulletType:str = 't_ball_M1'
  707. maxDistance:float = 2000.0
  708. hitPowerMult:float = 4.8
  709. effectiveDistance:float = 1100.0
  710. relativeVelHitShift:typex3 = [300.0, 1000.0]
  711. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  712.  
  713. hitpower{
  714. HitPower10m:typex3 = [1.0, 10.0]
  715. HitPower100m:typex3 = [0.96, 100.0]
  716. HitPower500m:typex3 = [0.79, 500.0]
  717. HitPower1000m:typex3 = [0.62, 1000.0]
  718. HitPower1500m:typex3 = [0.46, 1500.0]
  719. HitPower2000m:typex3 = [0.1, 2000.0]
  720. }
  721.  
  722. armorpower{
  723. ArmorPower0m:typex3 = [10.0, 10.0]
  724. ArmorPower100m:typex3 = [8.0, 100.0]
  725. ArmorPower500m:typex3 = [7.0, 500.0]
  726. ArmorPower1000m:typex3 = [6.0, 1000.0]
  727. ArmorPower1500m:typex3 = [0.1, 1500.0]
  728. }
  729.  
  730. visual{
  731. range_percent_of_ammo:typex3 = [100.0, 0.0]
  732. traceFreq:int = 1
  733. tracer:str = '12mmDarkRed'
  734. trail:str = 'smallTrail'
  735. }
  736. }
  737.  
  738. bullet{
  739. mass:float = 0.0438
  740. caliber:float = 0.0127
  741. speed:float = 832.0
  742. bulletType:str = 't_ball_M1'
  743. maxDistance:float = 2000.0
  744. hitPowerMult:float = 4.8
  745. effectiveDistance:float = 1100.0
  746. relativeVelHitShift:typex3 = [300.0, 1000.0]
  747. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  748.  
  749. hitpower{
  750. HitPower10m:typex3 = [1.0, 10.0]
  751. HitPower100m:typex3 = [0.96, 100.0]
  752. HitPower500m:typex3 = [0.79, 500.0]
  753. HitPower1000m:typex3 = [0.62, 1000.0]
  754. HitPower1500m:typex3 = [0.46, 1500.0]
  755. HitPower2000m:typex3 = [0.1, 2000.0]
  756. }
  757.  
  758. armorpower{
  759. ArmorPower0m:typex3 = [10.0, 10.0]
  760. ArmorPower100m:typex3 = [8.0, 100.0]
  761. ArmorPower500m:typex3 = [7.0, 500.0]
  762. ArmorPower1000m:typex3 = [6.0, 1000.0]
  763. ArmorPower1500m:typex3 = [0.1, 1500.0]
  764. }
  765.  
  766. visual{
  767. range_percent_of_ammo:typex3 = [100.0, 0.0]
  768. traceFreq:int = 1
  769. tracer:str = '12mmDarkRed'
  770. trail:str = 'smallTrail'
  771. }
  772. }
  773.  
  774. bullet{
  775. mass:float = 0.0438
  776. caliber:float = 0.0127
  777. speed:float = 832.0
  778. bulletType:str = 't_ball_M1'
  779. maxDistance:float = 2000.0
  780. hitPowerMult:float = 4.8
  781. effectiveDistance:float = 1100.0
  782. relativeVelHitShift:typex3 = [300.0, 1000.0]
  783. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  784.  
  785. hitpower{
  786. HitPower10m:typex3 = [1.0, 10.0]
  787. HitPower100m:typex3 = [0.96, 100.0]
  788. HitPower500m:typex3 = [0.79, 500.0]
  789. HitPower1000m:typex3 = [0.62, 1000.0]
  790. HitPower1500m:typex3 = [0.46, 1500.0]
  791. HitPower2000m:typex3 = [0.1, 2000.0]
  792. }
  793.  
  794. armorpower{
  795. ArmorPower0m:typex3 = [10.0, 10.0]
  796. ArmorPower100m:typex3 = [8.0, 100.0]
  797. ArmorPower500m:typex3 = [7.0, 500.0]
  798. ArmorPower1000m:typex3 = [6.0, 1000.0]
  799. ArmorPower1500m:typex3 = [0.1, 1500.0]
  800. }
  801.  
  802. visual{
  803. range_percent_of_ammo:typex3 = [100.0, 0.0]
  804. traceFreq:int = 1
  805. tracer:str = '12mmDarkRed'
  806. trail:str = 'smallTrail'
  807. }
  808. }
  809.  
  810. bullet{
  811. mass:float = 0.0403
  812. caliber:float = 0.0127
  813. speed:float = 887.0
  814. maxDistance:float = 2000.0
  815. bulletType:str = 'ap_i_ball_M8'
  816. hitPowerMult:float = 8.0
  817. onHitChanceMultFire:float = 10.0
  818. effectiveDistance:float = 1100.0
  819. relativeVelHitShift:typex3 = [300.0, 1000.0]
  820. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  821.  
  822. hitpower{
  823. HitPower10m:typex3 = [1.0, 10.0]
  824. HitPower100m:typex3 = [0.96, 100.0]
  825. HitPower500m:typex3 = [0.79, 500.0]
  826. HitPower1000m:typex3 = [0.62, 1000.0]
  827. HitPower1500m:typex3 = [0.46, 1500.0]
  828. HitPower2000m:typex3 = [0.1, 2000.0]
  829. }
  830.  
  831. armorpower{
  832. ArmorPower0m:typex3 = [26.0, 10.0]
  833. ArmorPower100m:typex3 = [25.0, 100.0]
  834. ArmorPower500m:typex3 = [16.0, 500.0]
  835. ArmorPower1000m:typex3 = [12.0, 1000.0]
  836. ArmorPower1500m:typex3 = [0.1, 1500.0]
  837. }
  838.  
  839. visual{
  840. range_percent_of_ammo:typex3 = [100.0, 0.0]
  841. traceFreq:int = 1
  842. tracer:str = 'noColor'
  843. }
  844. }
  845. }
  846.  
  847. 50cal_stealth{
  848.  
  849. bullet{
  850. mass:float = 0.046
  851. caliber:float = 0.0127
  852. speed:float = 867.0
  853. maxDistance:float = 2500.0
  854. bulletType:str = 'ap_ball_M2'
  855. hitPowerMult:float = 9.0
  856. effectiveDistance:float = 1100.0
  857. relativeVelHitShift:typex3 = [300.0, 1000.0]
  858. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  859.  
  860. hitpower{
  861. HitPower10m:typex3 = [1.0, 10.0]
  862. HitPower100m:typex3 = [0.96, 100.0]
  863. HitPower500m:typex3 = [0.79, 500.0]
  864. HitPower1000m:typex3 = [0.62, 1000.0]
  865. HitPower1500m:typex3 = [0.46, 1500.0]
  866. HitPower2000m:typex3 = [0.1, 2000.0]
  867. }
  868.  
  869. armorpower{
  870. ArmorPower0m:typex3 = [27.0, 10.0]
  871. ArmorPower100m:typex3 = [26.0, 200.0]
  872. ArmorPower500m:typex3 = [18.0, 500.0]
  873. ArmorPower1000m:typex3 = [13.0, 1000.0]
  874. ArmorPower1500m:typex3 = [0.1, 1500.0]
  875. }
  876.  
  877. visual{
  878. range_percent_of_ammo:typex3 = [100.0, 0.0]
  879. traceFreq:int = 1
  880. tracer:str = 'noColor'
  881. }
  882. }
  883.  
  884. bullet{
  885. mass:float = 0.0403
  886. caliber:float = 0.0127
  887. speed:float = 887.0
  888. maxDistance:float = 2000.0
  889. bulletType:str = 'ap_i_ball_M8'
  890. hitPowerMult:float = 8.0
  891. onHitChanceMultFire:float = 10.0
  892. effectiveDistance:float = 1100.0
  893. relativeVelHitShift:typex3 = [300.0, 1000.0]
  894. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  895.  
  896. hitpower{
  897. HitPower10m:typex3 = [1.0, 10.0]
  898. HitPower100m:typex3 = [0.96, 100.0]
  899. HitPower500m:typex3 = [0.79, 500.0]
  900. HitPower1000m:typex3 = [0.62, 1000.0]
  901. HitPower1500m:typex3 = [0.46, 1500.0]
  902. HitPower2000m:typex3 = [0.1, 2000.0]
  903. }
  904.  
  905. armorpower{
  906. ArmorPower0m:typex3 = [26.0, 10.0]
  907. ArmorPower100m:typex3 = [25.0, 100.0]
  908. ArmorPower500m:typex3 = [16.0, 500.0]
  909. ArmorPower1000m:typex3 = [12.0, 1000.0]
  910. ArmorPower1500m:typex3 = [0.1, 1500.0]
  911. }
  912.  
  913. visual{
  914. range_percent_of_ammo:typex3 = [100.0, 0.0]
  915. traceFreq:int = 1
  916. tracer:str = 'noColor'
  917. }
  918. }
  919.  
  920. bullet{
  921. mass:float = 0.0403
  922. caliber:float = 0.0127
  923. speed:float = 887.0
  924. maxDistance:float = 2000.0
  925. bulletType:str = 'ap_i_ball_M8'
  926. hitPowerMult:float = 8.0
  927. onHitChanceMultFire:float = 10.0
  928. effectiveDistance:float = 1100.0
  929. relativeVelHitShift:typex3 = [300.0, 1000.0]
  930. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  931.  
  932. hitpower{
  933. HitPower10m:typex3 = [1.0, 10.0]
  934. HitPower100m:typex3 = [0.96, 100.0]
  935. HitPower500m:typex3 = [0.79, 500.0]
  936. HitPower1000m:typex3 = [0.62, 1000.0]
  937. HitPower1500m:typex3 = [0.46, 1500.0]
  938. HitPower2000m:typex3 = [0.1, 2000.0]
  939. }
  940.  
  941. armorpower{
  942. ArmorPower0m:typex3 = [26.0, 10.0]
  943. ArmorPower100m:typex3 = [25.0, 100.0]
  944. ArmorPower500m:typex3 = [16.0, 500.0]
  945. ArmorPower1000m:typex3 = [12.0, 1000.0]
  946. ArmorPower1500m:typex3 = [0.1, 1500.0]
  947. }
  948.  
  949. visual{
  950. range_percent_of_ammo:typex3 = [100.0, 0.0]
  951. traceFreq:int = 1
  952. tracer:str = 'noColor'
  953. }
  954. }
  955.  
  956. bullet{
  957. mass:float = 0.041
  958. caliber:float = 0.0127
  959. speed:float = 944.0
  960. maxDistance:float = 2000.0
  961. bulletType:str = 'i_ball_M1'
  962. groundCollisionEffect:str = 'cannon_air_hit'
  963. groundFxScale:typex3 = [0.5, 0.8]
  964. hitPowerMult:float = 0.3
  965. onHitChanceMultFire:float = 7.0
  966. effectiveDistance:float = 1100.0
  967. relativeVelHitShift:typex3 = [300.0, 1000.0]
  968. explodeTreshold:float = 0.1
  969. explodeHitPower:float = 7.5
  970. explodeArmorPower:float = 2.5
  971. explodeRadius:typex3 = [0.03, 0.1]
  972. shutterDamage:typex = yes
  973. shutterDamageRadius:float = 0.2
  974. shutterAmount:int = 8
  975. shutterArmorPower:float = 3.0
  976. shutterHit:float = 2.5
  977. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  978.  
  979. hitpower{
  980. HitPower10m:typex3 = [1.0, 10.0]
  981. HitPower100m:typex3 = [0.96, 100.0]
  982. HitPower500m:typex3 = [0.79, 500.0]
  983. HitPower1000m:typex3 = [0.62, 1000.0]
  984. HitPower1500m:typex3 = [0.46, 1500.0]
  985. HitPower2000m:typex3 = [0.1, 2000.0]
  986. }
  987.  
  988. armorpower{
  989. ArmorPower0m:typex3 = [1.0, 10.0]
  990. ArmorPower100m:typex3 = [1.0, 100.0]
  991. ArmorPower500m:typex3 = [1.0, 500.0]
  992. ArmorPower1000m:typex3 = [1.0, 1000.0]
  993. ArmorPower1500m:typex3 = [0.1, 1500.0]
  994. }
  995.  
  996. visual{
  997. range_percent_of_ammo:typex3 = [100.0, 0.0]
  998. traceFreq:int = 1
  999. tracer:str = 'noColor'
  1000. }
  1001. }
  1002.  
  1003. bullet{
  1004. mass:float = 0.041
  1005. caliber:float = 0.0127
  1006. speed:float = 944.0
  1007. maxDistance:float = 2000.0
  1008. bulletType:str = 'i_ball_M1'
  1009. groundCollisionEffect:str = 'cannon_air_hit'
  1010. groundFxScale:typex3 = [0.5, 0.8]
  1011. hitPowerMult:float = 0.3
  1012. onHitChanceMultFire:float = 7.0
  1013. effectiveDistance:float = 1100.0
  1014. relativeVelHitShift:typex3 = [300.0, 1000.0]
  1015. explodeTreshold:float = 0.1
  1016. explodeHitPower:float = 7.5
  1017. explodeArmorPower:float = 2.5
  1018. explodeRadius:typex3 = [0.03, 0.1]
  1019. shutterDamage:typex = yes
  1020. shutterDamageRadius:float = 0.2
  1021. shutterAmount:int = 8
  1022. shutterArmorPower:float = 3.0
  1023. shutterHit:float = 2.5
  1024. relativeVelArmorShift:typex3 = [200.0, 1000.0]
  1025.  
  1026. hitpower{
  1027. HitPower10m:typex3 = [1.0, 10.0]
  1028. HitPower100m:typex3 = [0.96, 100.0]
  1029. HitPower500m:typex3 = [0.79, 500.0]
  1030. HitPower1000m:typex3 = [0.62, 1000.0]
  1031. HitPower1500m:typex3 = [0.46, 1500.0]
  1032. HitPower2000m:typex3 = [0.1, 2000.0]
  1033. }
  1034.  
  1035. armorpower{
  1036. ArmorPower0m:typex3 = [1.0, 10.0]
  1037. ArmorPower100m:typex3 = [1.0, 100.0]
  1038. ArmorPower500m:typex3 = [1.0, 500.0]
  1039. ArmorPower1000m:typex3 = [1.0, 1000.0]
  1040. ArmorPower1500m:typex3 = [0.1, 1500.0]
  1041. }
  1042.  
  1043. visual{
  1044. range_percent_of_ammo:typex3 = [100.0, 0.0]
  1045. traceFreq:int = 1
  1046. tracer:str = 'noColor'
  1047. }
  1048. }
  1049. }
  1050.  
  1051. gunSound{
  1052. path:str = 'sounds/guns'
  1053. outside:str = 'm2_gun_outside'
  1054. cockpit:str = 'm2_gun_inside'
  1055. ai:str = 'm2_gun_ai'
  1056. }
  1057.  
  1058. overheat{
  1059. overheat:typex3 = [7.3, 0.0]
  1060. overheat:typex3 = [11.0, 0.05]
  1061. }
  1062.  
  1063. bmg50_new_gun{
  1064. maxDeltaAngle:float = 0.35
  1065.  
  1066. overheat{
  1067. overheat:typex3 = [6.3, 0.0]
  1068. overheat:typex3 = [10.0, 0.05]
  1069. }
  1070. }
Advertisement
Add Comment
Please, Sign In to add comment