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warlord554

weapon config

Dec 4th, 2013
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  1.  
  2. class CfgPatches {
  3. class A3_Weapons_F_CJM40SF {
  4. units[] = {};
  5. weapons[] = {"CJM40SF", "CJM40SF_SOS"};
  6. requiredVersion = 0.1;
  7. requiredAddons[] = {"A3_Weapons_F"};
  8. };
  9. };
  10. class Mode_SemiAuto; // External class reference
  11. class Mode_Burst; // External class reference
  12. class Mode_FullAuto; // External class reference
  13. class Slotinfo; // External class reference
  14.  
  15. class CfgWeapons {
  16. class Rifle_Base_F; // External class reference
  17.  
  18. class Rifle_Long_Base_F : Rifle_Base_F {
  19. class WeaponSlotsInfo; // External class reference
  20. };
  21. class UGL_F; // External class reference
  22.  
  23. class CJM40SF_base_F : Rifle_Long_Base_F {
  24. scope = private;
  25. magazines[] = {"7Rnd_408_Mag"};
  26. reloadAction = "GestureReloadLRR";
  27. cursor = "srifle";
  28. dexterity = 1.2;
  29. initSpeed = 910;
  30. handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\LongRangeRifles\M320\data\Anim\m320.rtm"};
  31. opticsPPEffects[] = {};
  32. opticsFlare = true;
  33. opticsDisablePeripherialVision = true;
  34.  
  35. class GunParticles {
  36. class FirstEffect {
  37. effectName = "SniperCloud";
  38. positionName = "Usti hlavne";
  39. directionName = "Konec hlavne";
  40. };
  41. };
  42. opticsZoomMin = 0.375;
  43. opticsZoomMax = 1.1;
  44. opticsZoomInit = 0.75;
  45. distanceZoomMin = 300;
  46. distanceZoomMax = 300;
  47. bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.891251, 1, 25};
  48. bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.891251, 1, 25};
  49. bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.891251, 1, 25};
  50. bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.891251, 1, 25};
  51. bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.794328, 1, 25};
  52. bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.794328, 1, 25};
  53. bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.794328, 1, 25};
  54. bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.794328, 1, 25};
  55. bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.707946, 1, 25};
  56. bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.707946, 1, 25};
  57. bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.707946, 1, 25};
  58. bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.707946, 1, 25};
  59. 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};
  60. modes[] = {"Single", "far_optic1", "medium_optic2", "far_optic2"};
  61.  
  62. class Single : Mode_SemiAuto {
  63. dispersion = 0.00018;
  64. soundContinuous = 0;
  65. reloadTime = 1.5;
  66. recoil = "recoil_single_gm6";
  67. recoilProne = "recoil_single_prone_gm6";
  68. begin1[] = {"A3\sounds_f\weapons\M320\M320_st_1", 1.77828, 1, 1200};
  69. begin2[] = {"A3\sounds_f\weapons\M320\M320_st_2", 1.77828, 1, 1200};
  70. soundBegin[] = {"begin1", 0.5, "begin2", 0.5};
  71. closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 1.77828, 1, 10};
  72. closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 1.77828, 1, 10};
  73. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  74. weaponSoundEffect = "DefaultRifle";
  75. minRange = 2;
  76. minRangeProbab = 0.1;
  77. midRange = 250;
  78. midRangeProbab = 0.7;
  79. maxRange = 350;
  80. maxRangeProbab = 0.05;
  81. aiRateOfFire = 3; // delay between shots at given distance
  82. aiRateOfFireDistance = 500;
  83. };
  84.  
  85. class far_optic1 : Single {
  86. showToPlayer = false;
  87. minRange = 150;
  88. minRangeProbab = 0.1;
  89. midRange = 500;
  90. midRangeProbab = 0.7;
  91. maxRange = 1000;
  92. maxRangeProbab = 0.3;
  93. aiRateOfFire = 5; // delay between shots at given distance
  94. aiRateOfFireDistance = 700;
  95. requiredOpticType = 1;
  96. };
  97.  
  98. class medium_optic2 : Single {
  99. showToPlayer = false;
  100. minRange = 250;
  101. minRangeProbab = 0.1;
  102. midRange = 750;
  103. midRangeProbab = 0.7;
  104. maxRange = 1000;
  105. maxRangeProbab = 0.3;
  106. aiRateOfFire = 6.0; // delay between shots at given distance
  107. aiRateOfFireDistance = 1000;
  108. requiredOpticType = 2;
  109. };
  110.  
  111. class far_optic2 : far_optic1 {
  112. minRange = 500;
  113. minRangeProbab = 0.1;
  114. midRange = 1050;
  115. midRangeProbab = 0.7;
  116. maxRange = 2000;
  117. maxRangeProbab = 0.3;
  118. aiRateOfFire = 8; // delay between shots at given distance
  119. aiRateOfFireDistance = 2000;
  120. requiredOpticType = 2;
  121. };
  122. reloadMagazineSound[] = {"A3\Sounds_F\weapons\M320\M320_reload", 0.501187, 1, 10};
  123. drySound[] = {"A3\sounds_f\weapons\Other\dry_1", 0.501187, 1, 20};
  124. };
  125.  
  126. class CJM40SF : CJM40SF_base_F {
  127. scope = public;
  128. model = "\CJM40\M40.p3d";
  129. dexterity = 1.68;
  130. displayName = "M40A5 MOD 1";
  131. picture = "\CJM40\data\UI\gear_CJM40_x_ca.paa";
  132. UiPicture = "\A3\weapons_f\data\UI\icon_sniper_CA.paa";
  133.  
  134. class Library {
  135. libTextDesc = "$STR_A3_CfgWeapons_srifle_LRR_Library0";
  136. };
  137. descriptionShort = "$STR_A3_CfgWeapons_srifle_LRR1";
  138.  
  139. class WeaponSlotsInfo : WeaponSlotsInfo {
  140. mass = 140;
  141.  
  142. class PointerSlot {};
  143. };
  144.  
  145. class ItemInfo {
  146. priority = 1;
  147. };
  148. };
  149.  
  150. class CJM40SF_SOS : CJM40SF {
  151. class LinkedItems {
  152. class LinkedItemsOptic {
  153. slot = "CowsSlot";
  154. item = "optic_SOS";
  155. };
  156. };
  157. };
  158. };
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