ACE3/optionals/compat_rhs_usf3/CfgMagazines.hpp

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2016-05-30 16:37:03 +00:00
class cfgMagazines {
class CA_Magazine;
class VehicleMagazine;
class rhsusf_mag_40Rnd_46x30_AP: CA_Magazine {
descriptionShort = "Caliber: 4.6x30 mm<br/>Rounds: 40<br/>Used in: MP7A2";
initSpeed = 680; // according with the ACE_muzzleVelocities at 15°C, default RHS value 680.1
};
class rhsusf_mag_40Rnd_46x30_FMJ: CA_Magazine {
descriptionShort = "Caliber: 4.6x30 mm<br/>Rounds: 40<br/>Used in: MP7A2";
initSpeed = 620; // default RHS value according with the ACE_muzzleVelocities at 15°C
lastRoundsTracer = 0;
picture = "\rhsusf\addons\rhsusf_weapons2\glock17g4\data\rhs_mag1_glock17g4_ca.paa";
tracersEvery = 0;
};
class rhsusf_mag_40Rnd_46x30_JHP: CA_Magazine {
descriptionShort = "Caliber: 4.6x30 mm<br/>Rounds: 40<br/>Used in: MP7A2";
initSpeed = 690; // according with the ACE_muzzleVelocities at 15°C, default RHS value 620
};
2016-05-30 16:37:03 +00:00
class rhs_mag_30Rnd_556x45_M855A1_Stanag;
class rhsusf_100Rnd_556x45_soft_pouch: rhs_mag_30Rnd_556x45_M855A1_Stanag {
ace_isbelt = 1;
};
class rhsusf_50Rnd_762x51: CA_Magazine {
ace_isbelt = 1;
};
class rhs_mag_100rnd_127x99_mag: VehicleMagazine {
ace_isbelt = 1;
};
class RHS_48Rnd_40mm_MK19: VehicleMagazine {
ace_isbelt = 1;
};
class CA_LauncherMagazine;
class rhs_mag_smaw_SR: CA_LauncherMagazine {
EGVAR(overpressure,priority) = 99;
EGVAR(overpressure,angle) = 0;
EGVAR(overpressure,range) = 0;
EGVAR(overpressure,damage) = 0;
};
class rhs_mag_AGM114K_2;
class GVAR(pylon_mag_2rnd_hellfire_k): rhs_mag_AGM114K_2 {
displayName = "2x AGM-114K [ACE]";
pylonWeapon = "ace_hellfire_launcher";
ammo = "ACE_Hellfire_AGM114K";
};
class GVAR(pylon_mag_2rnd_hellfire_n): rhs_mag_AGM114K_2 {
displayName = "2x AGM-114N [ACE]";
pylonWeapon = "ace_hellfire_launcher_N";
ammo = "ACE_Hellfire_AGM114N";
};
class rhsusf_m112_mag: CA_Magazine {
ace_explosives_DelayTime = 1;
ace_explosives_Placeable = 1;
ace_explosives_SetupObject = "ACE_Explosives_Place_rhsusf_m112_DemoCharge";
useAction = 0;
class ACE_Triggers {
SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"};
class Timer {
FuseTime = 0.5;
};
class Command {
FuseTime = 0.5;
};
class MK16_Transmitter: Command {};
class DeadmanSwitch: Command {};
};
};
class rhsusf_m112x4_mag: CA_Magazine {
ace_explosives_DelayTime = 1;
ace_explosives_Placeable = 1;
ace_explosives_SetupObject = "ACE_Explosives_Place_rhsusf_m112x4_DemoCharge";
useAction = 0;
class ACE_Triggers {
SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"};
class Timer {
FuseTime = 0.5;
};
class Command {
FuseTime = 0.5;
};
class MK16_Transmitter: Command {};
class DeadmanSwitch: Command {};
};
};
class ATMine_Range_Mag;
class rhs_mine_M19_mag: ATMine_Range_Mag {
ace_explosives_SetupObject = "ACE_Explosives_Place_rhs_mine_M19_Mine";
class ACE_Triggers {
SupportedTriggers[] = {"PressurePlate"};
class PressurePlate {
digDistance = 0.075;
};
};
};
class rhsusf_mine_m14_mag: ATMine_Range_Mag {
ace_explosives_SetupObject = "ACE_Explosives_Place_rhsusf_mine_m14_mag_Mine";
class ACE_Triggers {
SupportedTriggers[] = {"PressurePlate"};
class PressurePlate {
digDistance = 0.03;
};
};
};
// RHS magazines for crew handled ammo
RHS CSW compatability (#7082) * Initial Commit * Got rid of unneeded translation values * Updated Strings * "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out. * Fixed locality issues. Added timers to relavent functions. * Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot * Fixed bug regarding localized strings. Created new tripod model * Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag * Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs * Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod. * Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying. * Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day * Added icons to each relavent item * Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons * Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items. * Added documentation * Added order to doc * Explained why things are the way they are * Remove temp files * Removed redundant files * Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf. * 100% newlines at end of file * Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki * Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine * Tabs->Spaces * Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities * Lazy Evaluations and macros to describe how things work. * Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu * abc * Revert "abc" This reverts commit bcb4214bd99bba3fec692efa4dca950323da582d. * Update to current commit * Revert changes to fortify.md * Updated UI Icon to Crew Served Ammo branch UI * Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution * Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon * Re-added ammo loading time * Tabs->Spaces * Newline at end of files * Removed replaced functions * Remove redundant strings. Move ammo handling to appropiate section * Tabs->Spaces * Update wiki * Updated to fix crash with default weapons and disable CSW ability on default static weapons * Added editor attributes to enable/disable CSW at edit time * Change how ammo is removed from the CSW. Uses math instead of iteration * Fix bug where assembled weapon did not get rid of default actions * Added support for multiple types of ammo in one CSW * Add tracer magazines for .50 cal * Fix bug where you could load ammo even if the gun couldnt take any more * Disable debug and enable compile cache * Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation * Removed check if CSW is full to unload ammo * Fix bug where items would spawn underneath other items on wepaon dismount * Change some things * Configure base statics, improve returnAmmo * Add mortar baseplate * Remove explicit inheritance * Fix bug where unloading ammo would duplicate it if you had room in your person. * Tab->Space * Player couldnt pickup tripod due to legacy code * Fix GMG_01_base_F inheritce * Port of ACE 2 tripod + ACE 2 CSW Bag * Move ACE 2 Data to APL folder * Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents * Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180 * Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW * Added ability to toggle ammo handling when weaponAssembly is disabled. * Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic" * Fix Shadow RPT Spam * Update wiki * Change order of setDir and setPos * Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference * Actually check for the carryWeaponClassname in the deployWeapon check * Ai Compatiblity * Add stringtable entries * Formatting fixes * Stringtables for settings, fix setMagazineTurretAmmo * inherit ammo for mags, reorder stringtable displays correct ammo and descriptionShort * don't require ace_javelin * Tweaks, cleanup, localzation, ace_reload changes change weapon tag to [CSW] tweak localization strings minor cleanup simplify some ace_reload funcs * delete moved dev func * Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline * cleanup/proxyWeapon/mk6 compat * RHS compatability * Modified all tripod p3ds to have [0,0,0] at the mount. Ported AGS-30, Kord, M220, and SPG-9 tripods to APL And added them to CSW. Changed RHS compats to use new ported tripods. Changed strings to reflect real names. * Change from M224 Mortar Bag -> Mk6 Mortar bag * Add named propert (Autocenter) to make P3D [0,0,0] the center of the object instead of engine calculated * oh no tabs * remove some more evil tabs * fix changes lost in merge * fix bad merge pt2 * Fix UBC
2019-07-04 22:56:49 +00:00
class rhs_mag_TOW;
class GVAR(mag_TOW): rhs_mag_TOW {
scope = 2;
type = 256;
count = 1;
mass = 200; // Actually should be 440 but ARMA uses weight and volume in the same number
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d"; // ammo can instead of any special model so no one gets especially confused over what it is
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOWB;
class GVAR(mag_TOWB): rhs_mag_TOWB {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_ITOW;
class GVAR(mag_ITOW): rhs_mag_ITOW {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOW2;
class GVAR(mag_TOW2): rhs_mag_TOW2 {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOW2A;
class GVAR(mag_TOW2A): rhs_mag_TOW2A {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOW2b;
class GVAR(mag_TOW2b): rhs_mag_TOW2b {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOW2b_aero;
class GVAR(mag_TOW2b_aero): rhs_mag_TOW2b_aero {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class rhs_mag_TOW2bb;
class GVAR(mag_TOW2bb): rhs_mag_TOW2bb {
scope = 2;
type = 256;
count = 1;
mass = 200;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
picture = "\A3\Weapons_F_beta\Launchers\titan\Data\UI\gear_titan_missile_at_CA.paa";
};
class GVAR(48Rnd_40mm_MK19): RHS_48Rnd_40mm_MK19 {
scope = 2;
type = 256;
count = 48;
mass = 40;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d"; // ammo can instead of any special model so no one gets especially confused over what it is
picture = QPATHTOEF(csw,UI\ammoBox_50bmg_ca.paa);
};
class RHS_48Rnd_40mm_MK19_M430I;
class GVAR(48Rnd_40mm_MK19_M430I): RHS_48Rnd_40mm_MK19_M430I {
scope = 2;
type = 256;
count = 48;
mass = 40;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d"; // ammo can instead of any special model so no one gets especially confused over what it is
picture = QPATHTOEF(csw,UI\ammoBox_50bmg_ca.paa);
};
class RHS_48Rnd_40mm_MK19_M1001;
class GVAR(48Rnd_40mm_MK19_M1001): RHS_48Rnd_40mm_MK19_M1001 {
scope = 2;
type = 256;
count = 48;
mass = 40;
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d"; // ammo can instead of any special model so no one gets especially confused over what it is
picture = QPATHTOEF(csw,UI\ammoBox_50bmg_ca.paa);
};
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};