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class CfgVehicles {
class Module_F ;
class GVAR ( Module ) : Module_F {
scope = 2 ;
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displayName = " Advanced Ballistics [ACE] " ;
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icon = QUOTE ( PATHTOF ( UI \ Icon_Module_Wind_ca . paa ) ) ;
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category = " ACE " ;
function = QUOTE ( DFUNC ( initModuleSettings ) ) ;
functionPriority = 1 ;
isGlobal = 1 ;
isTriggerActivated = 0 ;
author = " Ruthberg " ;
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class Arguments {
class enabled {
displayName = " Advanced Ballistics " ;
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description = " Enables advanced ballistics " ;
typeName = " BOOL " ;
defaultValue = 1 ;
} ;
class alwaysSimulateForSnipers {
displayName = " Always Enabled For Snipers " ;
description = " Always enables advanced ballistics when high power optics are used " ;
typeName = " BOOL " ;
defaultValue = 1 ;
} ;
class disabledInFullAutoMode {
displayName = " Disabled In FullAuto Mode " ;
description = " Disables the advanced ballistics during full auto fire " ;
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typeName = " BOOL " ;
defaultValue = 0 ;
} ;
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class 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 " ;
defaultValue = 1 ;
} ;
/* // TODO: We currently do not have firedEHs on vehicles
class vehicleGunnerEnabled {
displayName = " Enabled For Vehicle Gunners " ;
description = " Enables advanced ballistics for vehicle gunners " ;
typeName = " BOOL " ;
defaultValue = 0 ;
} ;
*/
class ammoTemperatureEnabled {
displayName = " Enable Ammo Temperature Simulation " ;
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description = " Muzzle velocity varies with ammo temperature " ;
typeName = " BOOL " ;
defaultValue = 1 ;
} ;
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class barrelLengthInfluenceEnabled {
displayName = " Enable Barrel Length Simulation " ;
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description = " Muzzle velocity varies with barrel length " ;
typeName = " BOOL " ;
defaultValue = 1 ;
} ;
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class bulletTraceEnabled {
displayName = " Enable Bullet Trace Effect " ;
description = " Enables a bullet trace effect to high caliber bullets (only visible when looking through high power optics) " ;
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typeName = " BOOL " ;
defaultValue = 1 ;
} ;
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class simulationRadius {
displayName = " Simulation Radius " ;
description = " Defines the radius (in meters) in which advanced ballistics are applied " ;
typeName = " NUMBER " ;
defaultValue = 3000 ;
} ;
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} ;
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} ;
} ;