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class ACE_Settings {
class GVAR ( enabled ) {
displayName = " Advanced Ballistics " ;
description = " Enables advanced ballistics " ;
typeName = " BOOL " ;
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value = 0 ;
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} ;
class GVAR ( alwaysSimulateForSnipers ) {
displayName = " Always Enabled For Snipers " ;
description = " Always enables advanced ballistics when high power optics are used " ;
typeName = " BOOL " ;
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value = 1 ;
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} ;
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class GVAR ( alwaysSimulateForGroupMembers ) {
displayName = " Always Enabled For Group Members " ;
description = " Always enables advanced ballistics when a group member fires " ;
typeName = " BOOL " ;
value = 0 ;
} ;
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class GVAR ( disabledInFullAutoMode ) {
displayName = " Disabled In FullAuto Mode " ;
description = " Disables the advanced ballistics during full auto fire " ;
typeName = " BOOL " ;
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value = 0 ;
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} ;
class GVAR ( onlyActiveForLocalPlayers ) {
displayName = " Disabled For Non Local Players " ;
description = " Disables the advanced ballistics for bullets coming from other players (enable this if you encounter frame drops during heavy firefights in multiplayer) " ;
typeName = " BOOL " ;
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value = 1 ;
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} ;
/* // TODO: We currently do not have firedEHs on vehicles
class GVAR ( vehicleGunnerEnabled ) {
displayName = " Enabled For Vehicle Gunners " ;
description = " Enables advanced ballistics for vehicle gunners " ;
typeName = " BOOL " ;
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value = 0 ;
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} ;
*/
class GVAR ( ammoTemperatureEnabled ) {
displayName = " Enable Ammo Temperature Simulation " ;
description = " Muzzle velocity varies with ammo temperature " ;
typeName = " BOOL " ;
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value = 1 ;
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} ;
class GVAR ( barrelLengthInfluenceEnabled ) {
displayName = " Enable Barrel Length Simulation " ;
description = " Muzzle velocity varies with barrel length " ;
typeName = " BOOL " ;
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value = 1 ;
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} ;
class GVAR ( bulletTraceEnabled ) {
displayName = " Enable Bullet Trace Effect " ;
description = " Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics) " ;
typeName = " BOOL " ;
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value = 1 ;
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} ;
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class GVAR ( simulationInterval ) {
displayName = " Simulation Interval " ;
description = " Defines the interval between every calculation step " ;
typeName = " SCALAR " ;
value = 0.0 ;
} ;
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class GVAR ( simulationRadius ) {
displayName = " Simulation Radius " ;
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description = " Defines the radius around the player (in meters) at which advanced ballistics are applied to projectiles " ;
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typeName = " SCALAR " ;
value = 3000 ;
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} ;
} ;