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t3quila

lyn_mk16_f

Mar 27th, 2014
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  1. class lyn_mk16_f: Rifle_Base_F
  2. {
  3. jsrs_soundeffect = "JSRS2_Distance_Effects_Scar";
  4. scope = 2;
  5. displayName = "FN SCAR-L (MK16)";
  6. descriptionshort = "Assault Rifle<br />Caliber: 5.56x45mm NATO";
  7. model = "\btc_weapons\BTC_mk16.p3d";
  8. magazines[] = {"30Rnd_556x45_Stanag","30rnd_556x45_Stanag_Tracer_Red","30rnd_556x45_Stanag_Tracer_Green","30rnd_556x45_Stanag_Tracer_Yellow","RH_30Rnd_556x45_Mk262","RH_20Rnd_556x45","RH_20Rnd_556x45_R","RH_20Rnd_556x45_G","RH_20Rnd_556x45_Y","RH_20Rnd_556x45_Mk262"};
  9. reloadAction = "GestureReloadMX";
  10. handanim[] = {"OFP2_ManSkeleton", "\btc_weapons\anim\SCAR.rtm"};
  11. picture = "\btc_weapons\data\scar\scar_l_gear_x_ca.paa";
  12. UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
  13. class WeaponSlotsInfo: WeaponSlotsInfo
  14. {
  15. allowedslots[] = {901};
  16. mass = 40;
  17. class MuzzleSlot: SlotInfo
  18. {
  19. linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
  20. compatibleItems[] = {"RH_qdss_nt4","RH_saker"};
  21. };
  22. class CowsSlot: CowsSlot {};
  23. class PointerSlot: PointerSlot {};
  24. };
  25. class GunClouds: GunClouds {};
  26. class GunFire: GunFire {};
  27. class GunParticles: GunParticles
  28. {
  29. class SecondEffect
  30. {
  31. positionName = "Nabojnicestart";
  32. directionName = "Nabojniceend";
  33. effectName = "CaselessAmmoCloud";
  34. };
  35. };
  36. opticsZoomMin = 0.375;
  37. opticsZoomMax = 1.1;
  38. opticsZoomInit = 0.75;
  39. distanceZoomMin = 300;
  40. distanceZoomMax = 300;
  41. discreteDistance[] = {100,200,300,400,500,600};
  42. discreteDistanceInitIndex = 1;
  43. weaponInfoType = "RscWeaponZeroing";
  44. modes[] = {"Single","FullAuto","single_medium_optics1","single_far_optics2","fullauto_medium"};
  45. class Single: Mode_SemiAuto
  46. {
  47. begin1[] = {"lyn_weapon_sounds\rifle\mk16_fire1",1.25,1,1500};
  48. begin2[] = {"lyn_weapon_sounds\rifle\mk16_fire2",1.25,1,1500};
  49. begin3[] = {"lyn_weapon_sounds\rifle\mk16_fire3",1.25,1,1500};
  50. soundBegin[] = {"begin1",0.5,"begin2",0.25,"begin3",0.25};
  51. closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2",1.1220185,1,10};
  52. closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3",1.1220185,1,10};
  53. soundClosure[] = {"closure1",0.5,"closure2",0.5};
  54. weaponSoundEffect = "DefaultRifle";
  55. reloadTime = 0.065;
  56. recoil = "RH_M4_Recoil";
  57. recoilProne = "RH_M4_RecoilProne";
  58. dispersion = 0.0005;
  59. minRange = 10;
  60. minRangeProbab = 0.3;
  61. midRange = 250;
  62. midRangeProbab = 0.7;
  63. maxRange = 500;
  64. maxRangeProbab = 0.2;
  65. };
  66. class FullAuto: Mode_FullAuto
  67. {
  68. begin1[] = {"lyn_weapon_sounds\rifle\mk16_fire1",1.25,1,1500};
  69. begin2[] = {"lyn_weapon_sounds\rifle\mk16_fire2",1.25,1,1500};
  70. begin3[] = {"lyn_weapon_sounds\rifle\mk16_fire3",1.25,1,1500};
  71. soundBegin[] = {"begin1",0.5,"begin2",0.25,"begin3",0.25};
  72. closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2",1.1220185,1,10};
  73. closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3",1.1220185,1,10};
  74. soundClosure[] = {"closure1",0.5,"closure2",0.5};
  75. weaponSoundEffect = "DefaultRifle";
  76. reloadTime = 0.096;
  77. recoil = "RH_M4_Recoil_Auto";
  78. recoilProne = "RH_M4_RecoilProneAuto";
  79. dispersion = 0.0005;
  80. minRange = 0;
  81. minRangeProbab = 0.9;
  82. midRange = 15;
  83. midRangeProbab = 0.7;
  84. maxRange = 30;
  85. maxRangeProbab = 0.1;
  86. aiRateOfFire = 1e-006;
  87. };
  88. class single_medium_optics1: Single
  89. {
  90. requiredOpticType = 1;
  91. showToPlayer = 0;
  92. minRange = 2;
  93. minRangeProbab = 0.2;
  94. midRange = 550;
  95. midRangeProbab = 0.7;
  96. maxRange = 700;
  97. maxRangeProbab = 0.1;
  98. aiRateOfFire = 6;
  99. aiRateOfFireDistance = 600;
  100. };
  101. class single_far_optics2: single_medium_optics1
  102. {
  103. requiredOpticType = 2;
  104. };
  105. class fullauto_medium: FullAuto
  106. {
  107. showToPlayer = 0;
  108. burst = 3;
  109. minRange = 2;
  110. minRangeProbab = 0.5;
  111. midRange = 75;
  112. midRangeProbab = 0.7;
  113. maxRange = 150;
  114. maxRangeProbab = 0.05;
  115. aiRateOfFire = 2.0;
  116. };
  117. class LYN_EGLM: UGL_F
  118. {
  119. displayName = "EGLM Grenade Launcher";
  120. descriptionShort = "EGLM";
  121. useModelOptics = false;
  122. useExternalOptic = false;
  123. cameraDir = "OP_look";
  124. discreteDistance[] = {100, 200, 300, 400};
  125. discreteDistanceCameraPoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"}; /// the angle of gun changes with zeroing
  126. discreteDistanceInitIndex = 1; /// 200 is the default zero
  127. };
  128. aiDispersionCoefY = 10;
  129. aiDispersionCoefX = 8;
  130. drySound[] = {"A3\sounds_f\weapons\Other\dry_1",1,1,10};
  131. changeFiremodeSound[] = {"lyn_weapon_sounds\m4_selector.wav",0.5,1};
  132. reloadMagazineSound[] = {"lyn_weapon_sounds\rifle\m4_reload",0.5,1,30};
  133. };
  134. class lyn_mk16_gl_f: lyn_mk16_f
  135. {
  136. model = "\btc_weapons\BTC_mk16_gl.p3d";
  137. displayName = "FN SCAR-L (MK16) EGLM";
  138. handanim[] = {"OFP2_ManSkeleton", "\btc_weapons\anim\M16GL.rtm"};
  139. muzzles[] = {"this", "LYN_EGLM"};
  140. };
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