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- class Lasgun_Base: Rifle_Base_F /// Just basic values common for all testing rifle variants
- {
- magazines[] = {"Lasgun_Mags"}; /// original custom made magazines and a group of several standardized mags
- reloadAction = "GestureReloadMX"; /// MX hand animation actually fits this rifle well
- magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
- discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
- // Size of recoil sway of the cursor
- maxRecoilSway=0.0115;
- // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds)
- swayDecaySpeed=1.0;
- /// inertia coefficient of the weapon
- inertia = 0.5;
- /// positive value defines speed of the muzzle independent on the magazine setting, negative value is a coefficient of magazine initSpeed
- initSpeed = -1; /// this means that initSpeed of magazine is used
- class GunParticles : GunParticles
- {
- class SecondEffect
- {
- positionName = "Nabojnicestart";
- directionName = "Nabojniceend";
- effectName = "CaselessAmmoCloud";
- };
- };
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- };
- opticsZoomMin=0.375;
- opticsZoomMax=1.1;
- opticsZoomInit=0.75;
- distanceZoomMin = 300;
- distanceZoomMax = 300;
- descriptionShort = "MK4 Imperial Lasgun"; /// displayed on mouseOver in Inventory
- handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\Khaybar\data\anim\katiba.rtm"};
- dexterity = 1.8;
- //caseless ammo//
- caseless[] = {"",1,1,1}; /// no sound of ejected brass
- soundBullet[] = {caseless,1};
- selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
- modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; /// Includes fire modes for AI
- class Single: Mode_SemiAuto /// Pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound, // default zvuk
- SilencedSound // silenced zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[]={"\WHweapons\Sounds\lgSemi.wss", db3, 1,10}; /// custom made sounds
- closure2[]={"\WHweapons\Sounds\lgSemib.wss", db3, 1,10}; /// custom made sounds
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- begin2[] = {"\WHweapons\Sounds\lgSemib.wss", db3, 1,1200}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- class SilencedSound: BaseSoundModeType
- {
- begin1[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- begin2[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- begin3[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
- };
- reloadTime = 0.27; /// means some 625 rounds per minute
- dispersion = 0.0; /// A bit less than 3 MOA
- recoil = "recoil_single_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_single_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
- midRange = 400; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
- maxRange = 1500; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
- };
- class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound, // default zvuk
- SilencedSound // silenced zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[]={"\WHweapons\Sounds\lgSemi.wss", db3, 1,10}; /// custom made sounds
- closure2[]={"\WHweapons\Sounds\lgSemib.wss", db3, 1,10}; /// custom made sounds
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- begin2[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- class SilencedSound: BaseSoundModeType
- {
- begin1[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- begin2[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- begin3[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
- };
- reloadTime = 0.27;
- dispersion = 0.0;
- recoil = "recoil_auto_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_auto_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 0; minRangeProbab = 0.9;
- midRange = 15; midRangeProbab = 0.7;
- maxRange = 30; maxRangeProbab = 0.1;
- aiRateOfFire = 3.5;
- };
- class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
- {
- showToPlayer = 0;
- burst = 3;
- minRange = 2; minRangeProbab = 0.5;
- midRange = 75; midRangeProbab = 0.7;
- maxRange = 100; maxRangeProbab = 0.05;
- aiRateOfFire = 3.5;
- aiRateOfFireDistance = 100;
- };
- class single_medium_optics1: Single /// Pew for AI with collimator sights
- {
- requiredOpticType = 1;
- showToPlayer = 0;
- minRange = 2; minRangeProbab = 0.2;
- midRange = 450; midRangeProbab = 0.7;
- maxRange = 1500; maxRangeProbab = 0.2;
- aiRateOfFire = 8;
- aiRateOfFireDistance = 250;
- };
- class single_far_optics2: single_medium_optics1 /// Pew for AI with better sights
- {
- requiredOpticType = 2;
- showToPlayer = 0;
- minRange = 100; minRangeProbab = 0.1;
- midRange = 250; midRangeProbab = 0.6;
- maxRange = 1500; maxRangeProbab = 0.05;
- aiRateOfFire = 10;
- aiRateOfFireDistance = 500;
- };
- };
- class LasCarbine_Base: Rifle_Base_F /// Just basic values common for all testing rifle variants
- {
- magazines[] = {"Lasgun_Mags", "LasCarbine_Mags"}; /// original custom made magazines and a group of several standardized mags
- reloadAction = "GestureReloadMX"; /// MX hand animation actually fits this rifle well
- magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
- discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
- // Size of recoil sway of the cursor
- maxRecoilSway=0.00825;
- // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds)
- swayDecaySpeed=0.6;
- /// inertia coefficient of the weapon
- inertia = 0.3;
- /// positive value defines speed of the muzzle independent on the magazine setting, negative value is a coefficient of magazine initSpeed
- initSpeed = -1; /// this means that initSpeed of magazine is used
- class GunParticles : GunParticles
- {
- class SecondEffect
- {
- positionName = "Nabojnicestart";
- directionName = "Nabojniceend";
- effectName = "CaselessAmmoCloud";
- };
- };
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- };
- opticsZoomMin=0.375;
- opticsZoomMax=1.1;
- opticsZoomInit=0.75;
- distanceZoomMin = 300;
- distanceZoomMax = 300;
- descriptionShort = "MK4 Imperial Lasgun"; /// displayed on mouseOver in Inventory
- handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\Khaybar\data\anim\katiba.rtm"};
- dexterity = 1.8;
- //caseless ammo//
- caseless[] = {"",1,1,1}; /// no sound of ejected brass
- soundBullet[] = {caseless,1};
- selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
- modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; /// Includes fire modes for AI
- class Single: Mode_SemiAuto /// Pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound, // default zvuk
- SilencedSound // silenced zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[]={"\WHweapons\Sounds\lgSemi.wss", db3, 1,10}; /// custom made sounds
- closure2[]={"\WHweapons\Sounds\lgSemib.wss", db3, 1,10}; /// custom made sounds
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- begin2[] = {"\WHweapons\Sounds\lgSemib.wss", db3, 1,1200}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- class SilencedSound: BaseSoundModeType
- {
- begin1[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- begin2[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- begin3[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
- };
- reloadTime = 0.27; /// means some 625 rounds per minute
- dispersion = 0.0; /// A bit less than 3 MOA
- recoil = "recoil_single_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_single_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
- midRange = 400; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
- maxRange = 1500; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
- };
- class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
- {
- sounds[] = { /// the new parameter to distinguish muzzle accessories type
- StandardSound, // default zvuk
- SilencedSound // silenced zvuk
- };
- class BaseSoundModeType
- {
- weaponSoundEffect = "DefaultRifle"; /// custom made sounds
- closure1[]={"\WHweapons\Sounds\lgSemi.wss", db3, 1,10}; /// custom made sounds
- closure2[]={"\WHweapons\Sounds\lgSemib.wss", db3, 1,10}; /// custom made sounds
- soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
- };
- class StandardSound: BaseSoundModeType
- {
- begin1[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- begin2[] = {"\WHweapons\Sounds\lgSemi.wss", db3, 1,1200}; /// custom made sounds
- soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
- };
- class SilencedSound: BaseSoundModeType
- {
- begin1[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- begin2[]={"\WHweapons\Sounds\lgSemib.wss", db-2, 1,100};
- begin3[]={"\WHweapons\Sounds\lgSemi.wss", db-2, 1,100};
- soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
- };
- reloadTime = 0.27;
- dispersion = 0.0;
- recoil = "recoil_auto_Test_rifle_01"; /// defined in cfgRecoils
- recoilProne = "recoil_auto_prone_Test_rifle_01"; /// defined in cfgRecoils
- minRange = 0; minRangeProbab = 0.9;
- midRange = 15; midRangeProbab = 0.7;
- maxRange = 30; maxRangeProbab = 0.1;
- aiRateOfFire = 3.5;
- };
- class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
- {
- showToPlayer = 0;
- burst = 3;
- minRange = 2; minRangeProbab = 0.5;
- midRange = 75; midRangeProbab = 0.7;
- maxRange = 100; maxRangeProbab = 0.05;
- aiRateOfFire = 3.5;
- aiRateOfFireDistance = 100;
- };
- class single_medium_optics1: Single /// Pew for AI with collimator sights
- {
- requiredOpticType = 1;
- showToPlayer = 0;
- minRange = 2; minRangeProbab = 0.2;
- midRange = 450; midRangeProbab = 0.7;
- maxRange = 1500; maxRangeProbab = 0.2;
- aiRateOfFire = 8;
- aiRateOfFireDistance = 250;
- };
- class single_far_optics2: single_medium_optics1 /// Pew for AI with better sights
- {
- requiredOpticType = 2;
- showToPlayer = 0;
- minRange = 100; minRangeProbab = 0.1;
- midRange = 250; midRangeProbab = 0.6;
- maxRange = 1500; maxRangeProbab = 0.05;
- aiRateOfFire = 10;
- aiRateOfFireDistance = 500;
- };
- };
- class M39LasgunBlack: Lasgun_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M39 Lasgun"; /// some name
- model = "\WHweapons\M39lc_blk\model\m39lc_blk.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class M39LasgunG: Lasgun_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M39 Lasgun"; /// some name
- model = "\WHweapons\M39lc_G\model\m39lc_G.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class M39LasgunBP: Lasgun_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M39 Lasgun"; /// some name
- model = "\WHweapons\M39lc_bp\model\m39lc_bp.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class M36LasCarbineBlk: LasCarbine_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M36 LasCarbine"; /// some name
- model = "\WHweapons\m36lc_blk\model\m36lc_blk.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class M36LasCarbineBP: LasCarbine_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M36 LasCarbine"; /// some name
- model = "\WHweapons\m36lc_bp\model\m36lc_bp.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class M36LasCarbineG: LasCarbine_Base
- {
- scope = 2; /// should be visible and useable in game
- displayName = "M36 LasCarbine"; /// some name
- model = "\WHweapons\m36lc_G\model\m36lc_G.p3d"; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 1; /// some rough estimate
- };
- };
- class Longlas: Lasgun_Base
- {
- magazines[] = {"hotshot_mag", "Hotshot_Mags"}; /// original custom made magazines and a group of several standardized mags
- scope = 2; /// should be visible and useable in game
- displayName = "Long-las Sniper"; /// some name
- modes[] = {Single, fullauto_medium, single_medium_optics1, single_far_optics2};
- model = ""; /// path to model
- picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
- UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
- weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
- class WeaponSlotsInfo: WeaponSlotsInfo
- {
- mass = 3; /// some rough estimate
- };
- };
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