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Merge pull request #3923 from voiperr/grenadesounds
Grenade + Chemlight Sounds
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commit
96a08dfc01
@ -1,5 +1,11 @@
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class CfgAmmo {
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class Default;
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class Grenade: Default {
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
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impactGroundSoft[] = {};
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};
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class FlareCore;
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class FlareBase: FlareCore {
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intensity = 20000;
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@ -51,6 +57,7 @@ class CfgAmmo {
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class ACE_G_Handflare_White: SmokeShell {
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GVAR(flare) = 1;
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GVAR(color)[] = {0.5,0.5,0.5,0.5};
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10};
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model = "\A3\weapons_f\ammo\flare_white";
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dangerRadiusHit = -1;
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suppressionRadiusHit = -1;
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@ -97,4 +104,24 @@ class CfgAmmo {
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effectsSmoke = "ACE_M84FlashbangEffect";
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whistleDist = 0;
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};
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class Chemlight_base: SmokeShell {
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GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10};
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soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65};
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soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65};
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soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65};
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soundImpactHard4[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2,65};
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soundImpactHard5[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.5,65};
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soundImpactHard6[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.7,65};
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soundImpactHard7[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,65};
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soundImpactIron1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,95};
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soundImpactIron2[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.75,95};
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soundImpactIron3[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.6,95};
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soundImpactIron4[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2,95};
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soundImpactIron5[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2.1,95};
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soundImpactWoodExt1[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.1,75};
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soundImpactWoodExt2[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.15,75};
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soundImpactWoodExt3[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.1,75};
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soundImpactWoodExt4[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.15,75};
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};
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};
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@ -27,8 +27,15 @@ if (isNull _projectile) then {
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private _config = configFile >> "CfgAmmo" >> _ammo;
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// handle special grenades
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// handle special grenades and sounds
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if (local _unit) then {
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// handle priming sound, if present
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private _soundConfig = getArray (configFile >> "CfgAmmo" >> _ammo >> QGVAR(pullPinSound));
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if !(_soundConfig isEqualTo []) then {
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_soundConfig params ["_file", "_volume", "_pitch", "_distance"];
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playSound3D [_file, objNull, false, getPosASL _projectile, _volume, _pitch, _distance];
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};
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if (getNumber (_config >> QGVAR(flashbang)) == 1) then {
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private _fuzeTime = getNumber (_config >> "explosionTime");
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