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ammohpp

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Apr 20th, 2017
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  1. class CfgAmmo
  2. {
  3.     class BulletBase;
  4.        
  5.     class m36_ammo: BulletBase
  6.     {
  7.         hit = 8.5;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
  8.         cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
  9.         visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
  10.         audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots 
  11.         deflecting = 0;    
  12.         cost = 1.0; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
  13.         aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
  14.             /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
  15.             /// values are defined in basicDefines_A3.hpp
  16.         typicalSpeed = 100000;
  17.         caliber = 0.8553; /// caliber 1 equals 6.5mm round
  18.  
  19.         model = ""; /// just for tracer
  20.         tracerScale = 3.0; /// how big is the flying tracer
  21.         tracerStartTime = 0; // seconds
  22.         tracerEndTime = 3; // seconds
  23.         coefGravity = 0;
  24.         airFriction = 0; ///-0.00096
  25.  
  26.        
  27.         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.
  28.         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)
  29.         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
  30.         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)
  31.         shootDistraction                = 10;   /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
  32.        
  33.         class CamShakeFire /// doesn't cause any camera shake
  34.         {
  35.             power = 0;
  36.             duration = 0;
  37.             frequency = 0;
  38.             distance = 0;
  39.         };
  40.         class CamShakePlayerFire /// doesn't cause any camera shake
  41.         {
  42.             power = 0;
  43.             duration = 0;
  44.             frequency = 0;
  45.             distance = 0;
  46.         };
  47.        
  48.     };
  49.    
  50.     class m39_ammo: BulletBase
  51.     {
  52.         hit = 12.0;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
  53.         cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
  54.         visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
  55.         audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots 
  56.         deflecting = 0;    
  57.         cost = 1.2; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
  58.         aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
  59.             /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
  60.             /// values are defined in basicDefines_A3.hpp
  61.         typicalSpeed = 100000;
  62.         caliber = 1.1723; /// caliber 1 equals 6.5mm round
  63.  
  64.         model = ""; /// just for tracer
  65.         tracerScale = 3.0; /// how big is the flying tracer
  66.         tracerStartTime = 0; // seconds
  67.         tracerEndTime = 3; // seconds
  68.         coefGravity = 0;
  69.         airFriction = 0; ///-0.00096
  70.        
  71.         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.
  72.         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)
  73.         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
  74.         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)
  75.         shootDistraction                = 10;   /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
  76.        
  77.         class CamShakeFire /// doesn't cause any camera shake
  78.         {
  79.             power = 0;
  80.             duration = 0;
  81.             frequency = 0;
  82.             distance = 0;
  83.         };
  84.         class CamShakePlayerFire /// doesn't cause any camera shake
  85.         {
  86.             power = 0;
  87.             duration = 0;
  88.             frequency = 0;
  89.             distance = 0;
  90.         };
  91.        
  92.     }; 
  93.    
  94.     class hotshot_magammo: BulletBase
  95.     {
  96.         hit = 25;indirectHit = 0;indirectHitRange = 0; /// seems like standard 6.5mm round
  97.         cartridge = "FxCartridge_65_caseless"; /// seems like standard 6.5mm round
  98.         visibleFire = 5; /// how big does the shooter seem to be for AI to take notice after he shoots
  99.         audibleFire = 8; /// how big does the shooter seem to be for AI to take notice after he shoots 
  100.         deflecting = 0;    
  101.         cost = 1.2; /// pretty cheap to fire at anything, comes into shoot efficiency calculation mentioned in the weapon
  102.         aiAmmoUsageFlags = AIAmmoUsageOffensiveInf + AIAmmoUsageOffensiveVeh + AIAmmoUsageOffensiveAir;
  103.             /// see http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945231&viewfull=1#post2945231 for details
  104.             /// values are defined in basicDefines_A3.hpp
  105.         typicalSpeed = 100000;
  106.         caliber = 2.5; /// caliber 1 equals 6.5mm round
  107.  
  108.         model = ""; /// just for tracer
  109.         tracerScale = 5.0; /// how big is the flying tracer
  110.         tracerStartTime = 0; // seconds
  111.         tracerEndTime = 3; // seconds
  112.         coefGravity = 0;
  113.         airFriction = 0; ///-0.00096
  114.        
  115.         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.
  116.         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)
  117.         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
  118.         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)
  119.         shootDistraction                = 10;   /// -1 by default to be computed from visibleFire and audibleFire, describes how much does the shoot distract the shooter
  120.        
  121.         class CamShakeFire /// doesn't cause any camera shake
  122.         {
  123.             power = 0;
  124.             duration = 0;
  125.             frequency = 0;
  126.             distance = 0;
  127.         };
  128.         class CamShakePlayerFire /// doesn't cause any camera shake
  129.         {
  130.             power = 0;
  131.             duration = 0;
  132.             frequency = 0;
  133.             distance = 0;
  134.         };
  135.        
  136.     };         
  137. };
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