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Diffusion9

Arma 3 - Fixed Custom Weapon Sound Config

Mar 6th, 2015
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  1. class CfgPatches {
  2.     class caf_c10 {
  3.         weapons[] = {"caf_c10"};
  4.         units[] = {};
  5.         requiredVersion = 1.3200001;
  6.         requiredAddons[] = {"A3_Weapons_F","caf_C8A3","caf_optics"};
  7.         version="0.1.1.1";
  8.         author="Diffusion9";
  9.     };
  10. };
  11. // CfgPatches END
  12. class Mode_SemiAuto;
  13. class Mode_FullAuto;
  14. class CowsSlot;
  15. class PointerSlot;
  16. class Rifle_Base_F;
  17. class WeaponSlotsInfo;
  18. class MuzzleSlot;
  19. class GunParticles;
  20. class c8_base;
  21. class CfgWeapons {
  22.     class caf_c10_Base_F : c8_base {
  23.         magazines[]={"30Rnd_556X45_NATO","30Rnd_556x45_T_stanag","30rnd_556x45_stanag"};
  24.         reloadAction = "GestureReloadMX";
  25.         maxZeroing = 1000;
  26.         handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"};
  27.         class WeaponSlotsInfo : WeaponSlotsInfo {
  28.             class MuzzleSlot : MuzzleSlot {
  29.                 linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
  30.                 compatibleItems[] = {"muzzle_snds_h"};
  31.                 iconPosition[] = {0, 0.45};
  32.                 iconScale = 0.2;
  33.             };
  34.             class CowsSlot : CowsSlot {
  35.                 linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
  36.                 compatibleItems[]=
  37.                 {
  38.                     "optic_Arco",
  39.                     "optic_aco",
  40.                     "optic_ACO_grn",
  41.                     "optic_hamr",
  42.                     "optic_Holosight",
  43.                     "optic_carryhandle",
  44.                     "optic_elcan",
  45.                     "optic_SOS",
  46.                     "optic_tws",
  47.                     "optic_Nightstalker",
  48.                     "optic_NVS",
  49.                     "optic_elcan3d"
  50.                 };             
  51.                 iconPosition[] = {0.45, 0.28};
  52.                 iconScale = 0.2;
  53.             };
  54.             class PointerSlot : PointerSlot {
  55.                 iconPosition[] = {0.35, 0.45};
  56.                 iconScale = 0.2;
  57.             };
  58.         };
  59.         class GunParticles : GunParticles {
  60.             class SecondEffect {
  61.                 positionName = "Nabojnicestart";
  62.                 directionName = "Nabojniceend";
  63.                 effectName = "CaselessAmmoCloud";
  64.             };
  65.         };
  66.         opticsZoomMin = 0.375;
  67.         opticsZoomMax = 1.1;
  68.         opticsZoomInit = 0.75;
  69.         distanceZoomMin = 300;
  70.         distanceZoomMax = 300;
  71.         caseless[] = {"", 1, 1, 1};
  72.         soundBullet[] = {"caseless", 1};
  73.         modes[] = {"Single", "FullAuto", "single_medium_optics1", "single_far_optics2", "fullauto_medium"};
  74.         drySound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\dry_Katiba", 0.562341, 1, 10};
  75.         reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba", 1, 1, 10};
  76.         changeFiremodeSound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\firemode_katiba", 0.251189, 1, 5};
  77.         class Single : Mode_SemiAuto {
  78.             sounds[] = {"StandardSound", "SilencedSound"};
  79.             class BaseSoundModeType {
  80.                 weaponSoundEffect = "DefaultRifle";
  81.                 closure1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Closure_Mx_01", 0.177828, 1, 10};
  82.                 closure2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Closure_Mx_02", 0.177828, 1, 10};
  83.                 soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  84.             };
  85.             class StandardSound : BaseSoundModeType {
  86.                 begin1[] = {"caf_c8a3\data\sound\m4_s1", 1, 1, 1800};
  87.                 begin2[] = {"caf_c8a3\data\sound\m4_s2", 1, 1, 1800};
  88.                 begin3[] = {"caf_c8a3\data\sound\m4_s3", 1, 1, 1800};
  89.                 begin4[] = {"caf_c8a3\data\sound\m4_s4", 1, 1, 1800};
  90.                 soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34, "begin4", 0.34};
  91.             };
  92.             class SilencedSound : BaseSoundModeType {
  93.                 begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_01", 0.794328, 1, 400};
  94.                 begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_02", 0.794328, 1, 400};
  95.                 begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_03", 0.794328, 1, 400};
  96.                 soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
  97.             };
  98.             reloadTime = 0.075;
  99.             dispersion = 0.0011;
  100.             recoil = "recoil_single_ktb";
  101.             recoilProne = "recoil_single_prone_ktb";
  102.             minRange = 2;
  103.             minRangeProbab = 0.5;
  104.             midRange = 200;
  105.             midRangeProbab = 0.7;
  106.             maxRange = 400;
  107.             maxRangeProbab = 0.3;
  108.         };
  109.         class FullAuto : Mode_FullAuto {
  110.             sounds[] = {"StandardSound", "SilencedSound"};
  111.             class BaseSoundModeType {
  112.                 weaponSoundEffect = "DefaultRifle";
  113.                 closure1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Closure_Mx__01", 0.562341, 1, 10};
  114.                 closure2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Closure_Mx__02", 0.562341, 1, 10};
  115.                 soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  116.             };
  117.             class StandardSound : BaseSoundModeType {
  118.                 begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_01", 1, 1, 1800};
  119.                 begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_02", 1, 1, 1800};
  120.                 begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\MX\Mx_03", 1, 1, 1800};
  121.                 soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin2", 0.34};
  122.             };
  123.             class SilencedSound : BaseSoundModeType {
  124.                 begin1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_01", 0.794328, 1, 400};
  125.                 begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_02", 0.794328, 1, 400};
  126.                 begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Silencer_Katiba_03", 0.794328, 1, 400};
  127.                 soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
  128.             };
  129.             reloadTime = 0.075;
  130.             dispersion = 0.0011;
  131.             recoil = "recoil_auto_trg";
  132.             recoilProne = "recoil_auto_prone_trg";
  133.             minRange = 0;
  134.             minRangeProbab = 0.9;
  135.             midRange = 15;
  136.             midRangeProbab = 0.7;
  137.             maxRange = 30;
  138.             maxRangeProbab = 0.1;
  139.             aiRateOfFire = 1e-006;
  140.         };
  141.         class fullauto_medium : FullAuto {
  142.             showToPlayer = 0;
  143.             burst = 3;
  144.             minRange = 2;
  145.             minRangeProbab = 0.5;
  146.             midRange = 75;
  147.             midRangeProbab = 0.7;
  148.             maxRange = 150;
  149.             maxRangeProbab = 0.05;
  150.             aiRateOfFire = 2;
  151.             aiRateOfFireDistance = 200;
  152.         };
  153.         class single_medium_optics1 : Single {
  154.             requiredOpticType = 1;
  155.             showToPlayer = 0;
  156.             minRange = 2;
  157.             minRangeProbab = 0.2;
  158.             midRange = 450;
  159.             midRangeProbab = 0.7;
  160.             maxRange = 600;
  161.             maxRangeProbab = 0.2;
  162.             aiRateOfFire = 6;
  163.             aiRateOfFireDistance = 600;
  164.         };
  165.         class single_far_optics2 : single_medium_optics1 {
  166.             requiredOpticType = 2;
  167.             minRange = 100;
  168.             minRangeProbab = 0.1;
  169.             midRange = 450;
  170.             midRangeProbab = 0.6;
  171.             maxRange = 800;
  172.             maxRangeProbab = 0.05;
  173.             aiRateOfFire = 8;
  174.             aiRateOfFireDistance = 800;
  175.         };
  176.         aiDispersionCoefY = 6;
  177.         aiDispersionCoefX = 4;
  178.     };
  179.     class caf_c10_F : caf_c10_Base_F {
  180.         author = "Dave Campbell";
  181.         _generalMacro = "caf_c10_F";
  182.         scope = 2;
  183.         displayName = "C10 6.5 mm";
  184.         descriptionShort = "Assault Rifle<br />Caliber: 6.5x39 mm";
  185.         class Library {
  186.             libTextDesc = "The C10 is a 6.5mm assault rifle of an Eastern origin. Developed in cooperation with China, it features a (lightweight) bullpup design, reliability and low recoil. Three versions of C10 exist: standard, a shorter carbine and a GL version equipped with an underslung grenade launcher.";
  187.         };
  188.         model = "\caf_C7A2\C7A2.p3d";
  189.         picture = "\caf_C7A2\data\inv\C7A2_st_Ca.paa";
  190.         UiPicture = "\caf_C7A2\data\inv\C7A2_x_ca.paa";
  191.         class WeaponSlotsInfo : WeaponSlotsInfo {
  192.             mass = 100;
  193.         };
  194.         inertia = 0.4;
  195.         dexterity = 1.6;
  196.         initSpeed = 900;
  197.     }; 
  198. };
  199. // CfgWeapons END
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