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