#define BASE_DRAG -0.01 #define HD_MULT 5 #define BASE_DRAG_HD (BASE_DRAG*HD_MULT) class CfgAmmo { //class ace_arty_105mm_m1_m782_time; //class ace_arty_105mm_m1_m782_prox: ace_arty_105mm_m1_m782_time {}; //class ace_arty_105mm_m1_m782_delay: ace_arty_105mm_m1_m782_prox { // GVAR(skip) = 1; //}; class Bo_GBU12_LGB; class Nou_GBU12 : Bo_GBU12_LGB { GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"}; GVAR(metal) = 140000; GVAR(charge) = 87000; GVAR(gurney_c) = 2320; GVAR(gurney_k) = 1/2; sideAirFriction = 0.04; airFriction = 0.04; laserLock = 0; }; class GrenadeBase; class Grenade; class GrenadeHand: Grenade { GVAR(skip) = 0; GVAR(force) = 1; // This is a good high-drag frag type for grenades. GVAR(classes)[] = {"ACE_frag_tiny_HD"}; /* These values are based on the M67 Grenade, should be tweaked for individual grenades. */ GVAR(metal) = 210; // metal in grams GVAR(charge) = 185; // explosive in grams GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations GVAR(gurney_k) = 3/5; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations }; class GrenadeHand_stone: GrenadeHand { GVAR(skip) = 1; }; class SmokeShell: GrenadeHand { GVAR(skip) = 1; }; class RocketBase; //class R_Hydra_HE: RocketBase { // GVAR(skip) = 1; //}; //class R_57mm_HE: RocketBase { // GVAR(skip) = 1; //}; class R_80mm_HE: RocketBase { GVAR(skip) = 1; }; //class R_S8T_AT: RocketBase { // GVAR(skip) = 1; //}; class BombCore; class Bo_Mk82: BombCore { GVAR(classes)[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"}; GVAR(metal) = 140000; GVAR(charge) = 87000; GVAR(gurney_c) = 2320; GVAR(gurney_k) = 1/2; }; class G_40mm_HE: GrenadeBase { GVAR(skip) = 0; GVAR(force) = 1; }; class ACE_G_40mm_HEDP: G_40mm_HE { GVAR(classes)[] = {"ACE_frag_tiny_HD"}; GVAR(metal) = 200; GVAR(charge) = 45; GVAR(gurney_c) = 2830; GVAR(gurney_k) = 3/5; }; class ACE_G_40mm_HE: ACE_G_40mm_HEDP { GVAR(classes)[] = {"ACE_frag_tiny_HD"}; GVAR(metal) = 200; GVAR(charge) = 32; GVAR(gurney_c) = 2700; GVAR(gurney_k) = 3/5; }; class ACE_G_40mm_Practice: ACE_G_40mm_HE { GVAR(skip) = 1; }; class ACE_G40mm_HE_VOG25P: G_40mm_HE { GVAR(skip) = 0; GVAR(force) = 1; }; // curator ammo entries class Sh_82mm_AMOS; class ModuleOrdnanceMortar_F_Ammo: Sh_82mm_AMOS { ACE_FRAG_CLASSES[] = {"ACE_frag_medium", "ACE_frag_medium_HD"}; ACE_FRAG_METAL = 800; ACE_FRAG_CHARGE = 4200; ACE_FRAG_GURNEY_C = 2320; ACE_FRAG_GURNEY_K = 1/2; }; class Sh_155mm_AMOS; class ModuleOrdnanceHowitzer_F_ammo: Sh_155mm_AMOS { ACE_FRAG_CLASSES[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"}; ACE_FRAG_METAL = 1950; ACE_FRAG_CHARGE = 15800; ACE_FRAG_GURNEY_C = 2320; ACE_FRAG_GURNEY_K = 1/2; }; //class R_230mm_HE; //class ModuleOrdnanceRocket_F_ammo: R_230mm_HE { //}; //class R_230mm_fly; //class ModuleOrdnanceRocket_F_subammo: R_230mm_fly { //}; // end of curator ammo entries //class R_SMAW_HEDP; //class R_MEEWS_HEDP : R_SMAW_HEDP { // GVAR(force) = 1; // GVAR(multiplier) = 1.2; //}; //class MissileBase; //class M_Hellfire_AT: MissileBase { // GVAR(force) = 1; // GVAR(multiplier) = 1.75; //}; /* class B_762x51_Ball; class ACE_frag_base: B_762x51_Ball { ////TODO: B_762x45_Ball no longer exists, is this a valid replacement? model = "\A3\Weapons_f\ammo\shell"; timeToLive = 12; typicalSpeed = 800; // Fix sounds effectFly = "AmmoClassic"; soundDefault1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.158114,1,30}; soundDefault2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.158114,1,30}; soundDefault3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.158114,1,30}; soundDefault4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.158114,1,30}; soundDefault5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.158114,1,30}; soundDefault6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.158114,1,30}; soundDefault7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.158114,1,30}; soundDefault8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.158114,1,30}; soundGroundSoft1[] = {"A3\sounds_f\weapons\hits\soft_ground_1.wav",0.02811705,1,30}; soundGroundSoft2[] = {"A3\sounds_f\weapons\hits\soft_ground_2.wav",0.02811705,1,30}; soundGroundSoft3[] = {"A3\sounds_f\weapons\hits\soft_ground_3.wav",0.02811705,1,30}; soundGroundSoft4[] = {"A3\sounds_f\weapons\hits\soft_ground_4.wav",0.02811705,1,30}; soundGroundSoft5[] = {"A3\sounds_f\weapons\hits\soft_ground_5.wav",0.02811705,1,30}; soundGroundSoft6[] = {"A3\sounds_f\weapons\hits\soft_ground_6.wav",0.02811705,1,30}; soundGroundSoft7[] = {"A3\sounds_f\weapons\hits\soft_ground_7.wav",0.02811705,1,30}; soundGroundSoft8[] = {"A3\sounds_f\weapons\hits\soft_ground_8.wav",0.02811705,1,30}; soundGroundHard1[] = {"A3\sounds_f\weapons\hits\hard_ground_1.wav",0.62946,1,40}; soundGroundHard2[] = {"A3\sounds_f\weapons\hits\hard_ground_2.wav",0.62946,1,40}; soundGroundHard3[] = {"A3\sounds_f\weapons\hits\hard_ground_3.wav",0.62946,1,40}; soundGroundHard4[] = {"A3\sounds_f\weapons\hits\hard_ground_4.wav",0.62946,1,40}; soundGroundHard5[] = {"A3\sounds_f\weapons\hits\hard_ground_5.wav",0.62946,1,40}; soundGroundHard6[] = {"A3\sounds_f\weapons\hits\hard_ground_6.wav",0.62946,1,40}; soundGroundHard7[] = {"A3\sounds_f\weapons\hits\hard_ground_7.wav",0.62946,1,40}; soundGroundHard8[] = {"A3\sounds_f\weapons\hits\hard_ground_8.wav",0.62946,1,40}; soundMetal1[] = {"A3\sounds_f\weapons\hits\metal_1.wav",0.158114,1,45}; soundMetal2[] = {"A3\sounds_f\weapons\hits\metal_2.wav",0.158114,1,45}; soundMetal3[] = {"A3\sounds_f\weapons\hits\metal_3.wav",0.158114,1,45}; soundMetal4[] = {"A3\sounds_f\weapons\hits\metal_4.wav",0.158114,1,45}; soundMetal5[] = {"A3\sounds_f\weapons\hits\metal_5.wav",0.158114,1,45}; soundMetal6[] = {"A3\sounds_f\weapons\hits\metal_6.wav",0.158114,1,45}; soundMetal7[] = {"A3\sounds_f\weapons\hits\metal_7.wav",0.158114,1,45}; soundMetal8[] = {"A3\sounds_f\weapons\hits\metal_8.wav",0.158114,1,45}; soundGlass1[] = {"A3\sounds_f\weapons\hits\glass_1.wav",0.177828,1,25}; soundGlass2[] = {"A3\sounds_f\weapons\hits\glass_2.wav",0.177828,1,25}; soundGlass3[] = {"A3\sounds_f\weapons\hits\glass_3.wav",0.177828,1,25}; soundGlass4[] = {"A3\sounds_f\weapons\hits\glass_4.wav",0.177828,1,25}; soundGlass5[] = {"A3\sounds_f\weapons\hits\glass_5.wav",0.177828,1,25}; soundGlass6[] = {"A3\sounds_f\weapons\hits\glass_6.wav",0.177828,1,25}; soundGlass7[] = {"A3\sounds_f\weapons\hits\glass_7.wav",0.177828,1,25}; soundGlass8[] = {"A3\sounds_f\weapons\hits\glass_8.wav",0.177828,1,25}; soundGlassArmored1[] = {"A3\sounds_f\weapons\hits\glass_arm_1.wav",0.177828,1,30}; soundGlassArmored2[] = {"A3\sounds_f\weapons\hits\glass_arm_2.wav",0.177828,1,30}; soundGlassArmored3[] = {"A3\sounds_f\weapons\hits\glass_arm_3.wav",0.177828,1,30}; soundGlassArmored4[] = {"A3\sounds_f\weapons\hits\glass_arm_4.wav",0.177828,1,30}; soundGlassArmored5[] = {"A3\sounds_f\weapons\hits\glass_arm_5.wav",0.177828,1,30}; soundGlassArmored6[] = {"A3\sounds_f\weapons\hits\glass_arm_6.wav",0.177828,1,30}; soundGlassArmored7[] = {"A3\sounds_f\weapons\hits\glass_arm_7.wav",0.177828,1,30}; soundGlassArmored8[] = {"A3\sounds_f\weapons\hits\glass_arm_8.wav",0.177828,1,30}; soundVehiclePlate1[] = {"A3\sounds_f\weapons\hits\metal_plate_1.wav",0.281170,1,40}; soundVehiclePlate2[] = {"A3\sounds_f\weapons\hits\metal_plate_2.wav",0.281170,1,40}; soundVehiclePlate3[] = {"A3\sounds_f\weapons\hits\metal_plate_3.wav",0.281170,1,40}; soundVehiclePlate4[] = {"A3\sounds_f\weapons\hits\metal_plate_4.wav",0.281170,1,40}; soundVehiclePlate5[] = {"A3\sounds_f\weapons\hits\metal_plate_5.wav",0.281170,1,40}; soundVehiclePlate6[] = {"A3\sounds_f\weapons\hits\metal_plate_6.wav",0.281170,1,40}; soundVehiclePlate7[] = {"A3\sounds_f\weapons\hits\metal_plate_7.wav",0.281170,1,40}; soundVehiclePlate8[] = {"A3\sounds_f\weapons\hits\metal_plate_8.wav",0.281170,1,40}; soundWood1[] = {"A3\sounds_f\weapons\hits\wood_1.wav",0.158114,1,30}; soundWood2[] = {"A3\sounds_f\weapons\hits\wood_2.wav",0.158114,1,30}; soundWood3[] = {"A3\sounds_f\weapons\hits\wood_3.wav",0.158114,1,30}; soundWood4[] = {"A3\sounds_f\weapons\hits\wood_4.wav",0.158114,1,30}; soundWood5[] = {"A3\sounds_f\weapons\hits\wood_5.wav",0.158114,1,30}; soundWood6[] = {"A3\sounds_f\weapons\hits\wood_6.wav",0.158114,1,30}; soundWood7[] = {"A3\sounds_f\weapons\hits\wood_7.wav",0.158114,1,30}; soundWood8[] = {"A3\sounds_f\weapons\hits\wood_8.wav",0.158114,1,30}; soundHitBody1[] = {"A3\sounds_f\weapons\hits\body_1.wav",0.0177828,1,25}; soundHitBody2[] = {"A3\sounds_f\weapons\hits\body_2.wav",0.0177828,1,25}; soundHitBody3[] = {"A3\sounds_f\weapons\hits\body_3.wav",0.0177828,1,25}; soundHitBody4[] = {"A3\sounds_f\weapons\hits\body_4.wav",0.0177828,1,25}; soundHitBody5[] = {"A3\sounds_f\weapons\hits\body_5.wav",0.0177828,1,25}; soundHitBody6[] = {"A3\sounds_f\weapons\hits\body_6.wav",0.0177828,1,25}; soundHitBody7[] = {"A3\sounds_f\weapons\hits\body_7.wav",0.0177828,1,25}; soundHitBody8[] = {"A3\sounds_f\weapons\hits\body_8.wav",0.0177828,1,25}; soundHitBuilding1[] = {"A3\sounds_f\weapons\hits\building_1.wav",0.251189,1,30}; soundHitBuilding2[] = {"A3\sounds_f\weapons\hits\building_2.wav",0.251189,1,30}; soundHitBuilding3[] = {"A3\sounds_f\weapons\hits\building_3.wav",0.251189,1,30}; soundHitBuilding4[] = {"A3\sounds_f\weapons\hits\building_4.wav",0.251189,1,30}; soundHitBuilding5[] = {"A3\sounds_f\weapons\hits\building_5.wav",0.251189,1,30}; soundHitBuilding6[] = {"A3\sounds_f\weapons\hits\building_6.wav",0.251189,1,30}; soundHitBuilding7[] = {"A3\sounds_f\weapons\hits\building_7.wav",0.251189,1,30}; soundHitBuilding8[] = {"A3\sounds_f\weapons\hits\building_8.wav",0.251189,1,30}; soundHitFoliage1[] = {"A3\sounds_f\weapons\hits\foliage_1.wav",0.177828,1,25}; soundHitFoliage2[] = {"A3\sounds_f\weapons\hits\foliage_2.wav",0.177828,1,25}; soundHitFoliage3[] = {"A3\sounds_f\weapons\hits\foliage_3.wav",0.177828,1,25}; soundHitFoliage4[] = {"A3\sounds_f\weapons\hits\foliage_4.wav",0.177828,1,25}; soundHitFoliage5[] = {"A3\sounds_f\weapons\hits\foliage_5.wav",0.177828,1,25}; soundHitFoliage6[] = {"A3\sounds_f\weapons\hits\foliage_6.wav",0.177828,1,25}; soundHitFoliage7[] = {"A3\sounds_f\weapons\hits\foliage_7.wav",0.177828,1,25}; soundHitFoliage8[] = {"A3\sounds_f\weapons\hits\foliage_8.wav",0.177828,1,25}; soundPlastic1[] = {"A3\sounds_f\weapons\hits\plastic_1.wav",0.177828,1,25}; soundPlastic2[] = {"A3\sounds_f\weapons\hits\plastic_2.wav",0.177828,1,25}; soundPlastic3[] = {"A3\sounds_f\weapons\hits\plastic_3.wav",0.177828,1,25}; soundPlastic4[] = {"A3\sounds_f\weapons\hits\plastic_4.wav",0.177828,1,25}; soundPlastic5[] = {"A3\sounds_f\weapons\hits\plastic_5.wav",0.177828,1,25}; soundPlastic6[] = {"A3\sounds_f\weapons\hits\plastic_6.wav",0.177828,1,25}; soundPlastic7[] = {"A3\sounds_f\weapons\hits\plastic_7.wav",0.177828,1,25}; soundPlastic8[] = {"A3\sounds_f\weapons\hits\plastic_8.wav",0.177828,1,25}; soundConcrete1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.177828,1,35}; soundConcrete2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.177828,1,35}; soundConcrete3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.177828,1,35}; soundConcrete4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.177828,1,35}; soundConcrete5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.177828,1,35}; soundConcrete6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.177828,1,35}; soundConcrete7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.177828,1,35}; soundConcrete8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.177828,1,35}; soundRubber1[] = {"A3\sounds_f\weapons\hits\tyre_1.wav",0.158114,1,25}; soundRubber2[] = {"A3\sounds_f\weapons\hits\tyre_2.wav",0.158114,1,25}; soundRubber3[] = {"A3\sounds_f\weapons\hits\tyre_3.wav",0.158114,1,25}; soundRubber4[] = {"A3\sounds_f\weapons\hits\tyre_4.wav",0.158114,1,25}; soundRubber5[] = {"A3\sounds_f\weapons\hits\tyre_5.wav",0.158114,1,25}; soundRubber6[] = {"A3\sounds_f\weapons\hits\tyre_6.wav",0.158114,1,25}; soundRubber7[] = {"A3\sounds_f\weapons\hits\tyre_7.wav",0.158114,1,25}; soundRubber8[] = {"A3\sounds_f\weapons\hits\tyre_8.wav",0.158114,1,25}; soundWater1[] = {"A3\sounds_f\weapons\hits\water_01.wav",0.158114,1,25}; soundWater2[] = {"A3\sounds_f\weapons\hits\water_02.wav",0.158114,1,25}; soundWater3[] = {"A3\sounds_f\weapons\hits\water_03.wav",0.158114,1,25}; soundWater4[] = {"A3\sounds_f\weapons\hits\water_04.wav",0.158114,1,25}; soundWater5[] = {"A3\sounds_f\weapons\hits\water_05.wav",0.158114,1,25}; soundWater6[] = {"A3\sounds_f\weapons\hits\water_06.wav",0.158114,1,25}; soundWater7[] = {"A3\sounds_f\weapons\hits\water_07.wav",0.158114,1,25}; soundWater8[] = {"A3\sounds_f\weapons\hits\water_08.wav",0.158114,1,25}; hitGroundSoft[] = {"soundGroundSoft1",0.2,"soundGroundSoft2",0.2,"soundGroundSoft3",0.1,"soundGroundSoft4",0.1,"soundGroundSoft5",0.1,"soundGroundSoft6",0.1,"soundGroundSoft7",0.1,"soundGroundSoft8",0.1}; hitGroundHard[] = {"soundGroundHard1",0.2,"soundGroundHard2",0.2,"soundGroundHard3",0.1,"soundGroundHard4",0.1,"soundGroundHard5",0.1,"soundGroundHard6",0.1,"soundGroundHard7",0.1,"soundGroundHard8",0.1}; hitMan[] = {"soundHitBody1",0.125,"soundHitBody2",0.125,"soundHitBody3",0.125,"soundHitBody4",0.125,"soundHitBody5",0.125,"soundHitBody6",0.125,"soundHitBody7",0.125,"soundHitBody8",0.125}; hitArmor[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125}; hitBuilding[] = {"soundHitBuilding1",0.2,"soundHitBuilding2",0.2,"soundHitBuilding3",0.1,"soundHitBuilding4",0.1,"soundHitBuilding5",0.1,"soundHitBuilding6",0.1,"soundHitBuilding7",0.1,"soundHitBuilding8",0.1}; hitFoliage[] = {"soundHitFoliage1",0.125,"soundHitFoliage2",0.125,"soundHitFoliage3",0.125,"soundHitFoliage4",0.125,"soundHitFoliage5",0.125,"soundHitFoliage6",0.125,"soundHitFoliage7",0.125,"soundHitFoliage8",0.125}; hitWood[] = {"soundWood1",0.125,"soundWood2",0.125,"soundWood3",0.125,"soundWood4",0.125,"soundWood5",0.125,"soundWood6",0.125,"soundWood7",0.125,"soundWood8",0.125}; hitGlass[] = {"soundGlass1",0.125,"soundGlass2",0.125,"soundGlass3",0.125,"soundGlass4",0.125,"soundGlass5",0.125,"soundGlass6",0.125,"soundGlass7",0.125,"soundGlass8",0.125}; hitGlassArmored[] = {"soundGlassArmored1",0.125,"soundGlassArmored2",0.125,"soundGlassArmored3",0.125,"soundGlassArmored4",0.125,"soundGlassArmored5",0.125,"soundGlassArmored6",0.125,"soundGlassArmored7",0.125,"soundGlassArmored8",0.125}; hitConcrete[] = {"soundConcrete1",0.125,"soundConcrete2",0.125,"soundConcrete3",0.125,"soundConcrete4",0.125,"soundConcrete5",0.125,"soundConcrete6",0.125,"soundConcrete7",0.125,"soundConcrete8",0.125}; hitRubber[] = {"soundRubber1",0.125,"soundRubber2",0.125,"soundRubber3",0.125,"soundRubber4",0.125,"soundRubber5",0.125,"soundRubber6",0.125,"soundRubber7",0.125,"soundRubber8",0.125}; hitPlastic[] = {"soundPlastic1",0.125,"soundPlastic2",0.125,"soundPlastic3",0.125,"soundPlastic4",0.125,"soundPlastic5",0.125,"soundPlastic6",0.125,"soundPlastic7",0.125,"soundPlastic8",0.125}; hitDefault[] = {"soundDefault1",0.2,"soundDefault2",0.2,"soundDefault3",0.1,"soundDefault4",0.1,"soundDefault5",0.1,"soundDefault6",0.1,"soundDefault7",0.1,"soundDefault8",0.1}; hitMetal[] = {"soundMetal1",0.125,"soundMetal2",0.125,"soundMetal3",0.125,"soundMetal4",0.125,"soundMetal5",0.125,"soundMetal6",0.125,"soundMetal7",0.125,"soundMetal8",0.125}; hitMetalplate[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125}; hitWater[] = {"soundWater1",0.125,"soundWater2",0.125,"soundWater3",0.125,"soundWater4",0.125,"soundWater5",0.125,"soundWater6",0.125,"soundWater7",0.125,"soundWater8",0.125}; bulletFly1[] = {"A3\sounds_f\weapons\hits\bullet_by_1.wav",1,1,35}; bulletFly2[] = {"A3\sounds_f\weapons\hits\bullet_by_2.wav",1,1,35}; bulletFly3[] = {"A3\sounds_f\weapons\hits\bullet_by_3.wav",1,1,35}; bulletFly4[] = {"A3\sounds_f\weapons\hits\bullet_by_4.wav",1,1,35}; bulletFly5[] = {"A3\sounds_f\weapons\hits\bullet_by_5.wav",1,1,35}; bulletFly6[] = {"A3\sounds_f\weapons\hits\bullet_by_6.wav",1,1,35}; bulletFly7[] = {"A3\sounds_f\weapons\hits\bullet_by_7.wav",1,1,35}; bulletFly8[] = {"A3\sounds_f\weapons\hits\bullet_by_8.wav",1,1,35}; bulletFly[] = {"bulletFly1",0.166,"bulletFly2",0.166,"bulletFly3",0.166,"bulletFly4",0.166,"bulletFly5",0.166,"bulletFly6",0.167,"bulletFly7",0.166,"bulletFly8",0.167}; supersonicCrackNear[] = {"A3\sounds_f\weapons\hits\sscrack1.wav",1,1,35}; supersonicCrackFar[] = {"A3\sounds_f\weapons\hits\sscrack2.wav",1,1,135}; }; */ class B_65x39_Caseless; class ACE_frag_base: B_65x39_Caseless { timeToLive = 12; typicalSpeed = 1500; deflecting = 65; }; class ACE_frag_tiny: ACE_frag_base { hit = 6; airFriction = BASE_DRAG; caliber = 0.75; }; class ACE_frag_tiny_HD: ACE_frag_base { hit = 6; airFriction = BASE_DRAG_HD; caliber = 0.75; }; class ACE_frag_small: ACE_frag_base { hit = 12; airFriction = BASE_DRAG*0.9; }; class ACE_frag_small_HD: ACE_frag_base { hit = 12; airFriction = BASE_DRAG_HD*0.9; }; class ACE_frag_medium: ACE_frag_base { hit = 14; airFriction = BASE_DRAG*0.75; caliber = 1.2; }; class ACE_frag_medium_HD: ACE_frag_base { hit = 14; airFriction = BASE_DRAG_HD*0.75; caliber = 1.2; }; class ACE_frag_large: ACE_frag_base { hit = 28; indirectHit = 2; indirectHitRange = 0.25; airFriction = BASE_DRAG*0.65; caliber = 2; explosive = 0; }; class ACE_frag_large_HD: ACE_frag_large { hit = 28; indirectHit = 2; indirectHitRange = 0.25; airFriction = BASE_DRAG_HD*0.65; caliber = 2; }; class ACE_frag_huge: ACE_frag_large { hit = 40; indirectHit = 4; indirectHitRange = 0.5; airFriction = BASE_DRAG*0.5; caliber = 2.8; }; class ACE_frag_huge_HD: ACE_frag_large { hit = 40; indirectHit = 4; indirectHitRange = 0.5; airFriction = BASE_DRAG_HD*0.5; caliber = 2.8; }; class ACE_frag_spall_small: ACE_frag_small { timeToLive = 0.1; }; class ACE_frag_spall_medium: ACE_frag_medium { timeToLive = 0.15; }; class ACE_frag_spall_large: ACE_frag_large { timeToLive = 0.25; }; class ACE_frag_spall_huge: ACE_frag_huge { timeToLive = 0.3; }; };