Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- class CfgAmmo
- {
- class BulletBase;
- class m36_ammo: BulletBase
- {
- hit = 8.5;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
- cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
- visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
- audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots
- deflecting = 0;
- cost = 1.0; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
- aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
- /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
- /// values are defined in basicDefines_A3.hpp
- typicalSpeed = 100000;
- caliber = 0.8553; /// caliber 1 equals 6.5mm round
- model = ""; /// just for tracer
- tracerScale = 3.0; /// how big is the flying tracer
- tracerStartTime = 0; // seconds
- tracerEndTime = 3; // seconds
- coefGravity = 0;
- airFriction = 0; ///-0.00096
- dangerRadiusBulletClose = 8; /// defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties.
- dangerRadiusHit = 12; /// defines how far the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles)
- suppressionRadiusBulletClose = 6; /// defines the max. distance at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect
- suppressionRadiusHit = 8; /// defines the max. distance at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles)
- shootDistraction = 10; /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
- class CamShakeFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- class CamShakePlayerFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- };
- class m39_ammo: BulletBase
- {
- hit = 12.0;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
- cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
- visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
- audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots
- deflecting = 0;
- cost = 1.2; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
- aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
- /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
- /// values are defined in basicDefines_A3.hpp
- typicalSpeed = 100000;
- caliber = 1.1723; /// caliber 1 equals 6.5mm round
- model = ""; /// just for tracer
- tracerScale = 3.0; /// how big is the flying tracer
- tracerStartTime = 0; // seconds
- tracerEndTime = 3; // seconds
- coefGravity = 0;
- airFriction = 0; ///-0.00096
- dangerRadiusBulletClose = 8; /// defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties.
- dangerRadiusHit = 12; /// defines how far the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles)
- suppressionRadiusBulletClose = 6; /// defines the max. distance at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect
- suppressionRadiusHit = 8; /// defines the max. distance at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles)
- shootDistraction = 10; /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
- class CamShakeFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- class CamShakePlayerFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- };
- class hotshot_magammo: BulletBase
- {
- hit = 25;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
- cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
- visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
- audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots
- deflecting = 0;
- cost = 1.2; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
- aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
- /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
- /// values are defined in basicDefines_A3.hpp
- typicalSpeed = 100000;
- caliber = 2.5; /// caliber 1 equals 6.5mm round
- model = ""; /// just for tracer
- tracerScale = 5.0; /// how big is the flying tracer
- tracerStartTime = 0; // seconds
- tracerEndTime = 3; // seconds
- coefGravity = 0;
- airFriction = 0; ///-0.00096
- dangerRadiusBulletClose = 8; /// defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties.
- dangerRadiusHit = 12; /// defines how far the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles)
- suppressionRadiusBulletClose = 6; /// defines the max. distance at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect
- suppressionRadiusHit = 8; /// defines the max. distance at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles)
- shootDistraction = 10; /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
- class CamShakeFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- class CamShakePlayerFire /// doesn't cause any camera shake
- {
- power = 0;
- duration = 0;
- frequency = 0;
- distance = 0;
- };
- };
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement