ACE3/addons/grenades/CfgAmmo.hpp

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class CfgAmmo {
class Default;
class Grenade: Default {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
impactGroundSoft[] = {};
};
class FlareCore;
class FlareBase: FlareCore {
intensity = 20000;
flareSize = 12;
timeToLive = 60;
};
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class F_40mm_White: FlareBase {
intensity = 40000;
flareSize = 12;
};
class ACE_40mm_Flare_white: F_40mm_White {
intensity = 1250000; // vanilla: 10000
timeToLive = 45; // vanilla: 25, ace changes to 60 in FlareBase
coefGravity = 0.25; // vanilla: undefined (would be 1)
// Makes the ammo fall the ground slower (~2 m/s)
};
class ACE_40mm_Flare_red: ACE_40mm_Flare_white {
lightColor[] = {0.5,0.25,0.25,0};
};
class ACE_40mm_Flare_green: ACE_40mm_Flare_white {
lightColor[] = {0.25,0.5,0.25,0};
};
class ACE_40mm_Flare_ir: ACE_40mm_Flare_white {
nvgOnly = 1;
};
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class F_20mm_White: FlareBase {
intensity = 20000;
flareSize = 6;
};
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class F_Signal_Green: FlareBase {
intensity = 20000;
flareSize = 12;
};
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class Flare_82mm_AMOS_White: FlareCore {
intensity = 80000;
flareSize = 12;
timeToLive = 60;
};
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class ACE_F_Hand_White: F_20mm_White {
timeToLive = 60;
};
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class F_20mm_Red;
class ACE_F_Hand_Red: F_20mm_Red {
timeToLive = 60;
};
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class F_20mm_Green;
class ACE_F_Hand_Green: F_20mm_Green {
timeToLive = 60;
};
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class F_20mm_Yellow;
class ACE_F_Hand_Yellow: F_20mm_Yellow {
timeToLive = 60;
};
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class SmokeShell;
class ACE_G_Handflare_White: SmokeShell {
GVAR(flare) = 1;
GVAR(color)[] = {0.5,0.5,0.5,0.5};
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10};
model = "\A3\weapons_f\ammo\flare_white";
dangerRadiusHit = -1;
suppressionRadiusHit = -1;
typicalSpeed = 22;
cost = 100;
deflecting = 30;
explosionTime = 3;
timeToLive = 60;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "1 + 2"; // illumination + marking
smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_HandFlareEffect";
whistleDist = 0;
};
class ACE_G_Handflare_Red: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.25,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_red";
};
class ACE_G_Handflare_Green: ACE_G_Handflare_White {
GVAR(color)[] = {0.25,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_green";
};
class ACE_G_Handflare_Yellow: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_yellow";
};
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class ACE_G_M84: SmokeShell {
GVAR(flashbang) = 1;
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model = QPATHTOF(models\ACE_m84_thrown.p3d);
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dangerRadiusHit = -1;
suppressionRadiusHit = 20;
typicalSpeed = 22;
cost = 40;
explosive = 1E-7;
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deflecting = 15;
explosionTime = 2.3;
timeToLive = 6;
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grenadeFireSound[] = {};
grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "64"; // infantry
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smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_M84FlashbangEffect";
whistleDist = 0;
};
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class Chemlight_base: SmokeShell {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10};
soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65};
soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65};
soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65};
soundImpactHard4[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2,65};
soundImpactHard5[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.5,65};
soundImpactHard6[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.7,65};
soundImpactHard7[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,65};
soundImpactIron1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,95};
soundImpactIron2[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.75,95};
soundImpactIron3[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.6,95};
soundImpactIron4[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2,95};
soundImpactIron5[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2.1,95};
soundImpactWoodExt1[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.1,75};
soundImpactWoodExt2[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.15,75};
soundImpactWoodExt3[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.1,75};
soundImpactWoodExt4[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.15,75};
};
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class ACE_G_M14: SmokeShell {
GVAR(incendiary) = 1;
model = QPATHTOF(models\ace_anm14th3_armed.p3d);
hit = 5;
indirectHit = 4;
indirectHitRange = 1.1;
dangerRadiusHit = 50;
suppressionRadiusHit = 18;
deflecting = 20;
explosionTime = 3;
timeToLive = 40;
fuseDistance = 0;
SmokeShellSoundHit1[] = {QPATHTOF(sounds\incen_exp1.ogg),3.1622777,1,500};
SmokeShellSoundHit2[] = {QPATHTOF(sounds\incen_exp2.ogg),3.1622777,1,500};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.5,"SmokeShellSoundHit2",0.5};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "64 + 1"; // infantry + illumination
effectsSmoke = "ACE_Incendiary";
whistleDist = 0; // no BIS explosion effects
whistleOnFire = 0; // no BIS firing effects
};
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};