class CfgAmmo { class Default; class Grenade: Default { GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10}; impactGroundSoft[] = {}; }; class FlareCore; class FlareBase: FlareCore { intensity = 20000; flareSize = 12; timeToLive = 60; }; class F_40mm_White: FlareBase { intensity = 40000; flareSize = 12; }; class ACE_40mm_Flare_white: F_40mm_White { intensity = 1250000; // vanilla: 10000 timeToLive = 45; // vanilla: 25, ace changes to 60 in FlareBase coefGravity = 0.25; // vanilla: undefined (would be 1) // Makes the ammo fall the ground slower (~2 m/s) }; class ACE_40mm_Flare_red: ACE_40mm_Flare_white { lightColor[] = {0.5,0.25,0.25,0}; }; class ACE_40mm_Flare_green: ACE_40mm_Flare_white { lightColor[] = {0.25,0.5,0.25,0}; }; class ACE_40mm_Flare_ir: ACE_40mm_Flare_white { nvgOnly = 1; }; class F_20mm_White: FlareBase { intensity = 20000; flareSize = 6; }; class F_Signal_Green: FlareBase { intensity = 20000; flareSize = 12; }; class Flare_82mm_AMOS_White: FlareCore { intensity = 80000; flareSize = 12; timeToLive = 60; }; class ACE_F_Hand_White: F_20mm_White { timeToLive = 60; }; class F_20mm_Red; class ACE_F_Hand_Red: F_20mm_Red { timeToLive = 60; }; class F_20mm_Green; class ACE_F_Hand_Green: F_20mm_Green { timeToLive = 60; }; class F_20mm_Yellow; class ACE_F_Hand_Yellow: F_20mm_Yellow { timeToLive = 60; }; class SmokeShell; class ACE_G_Handflare_White: SmokeShell { GVAR(flare) = 1; GVAR(color)[] = {0.5,0.5,0.5,0.5}; GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10}; model = "\A3\weapons_f\ammo\flare_white"; dangerRadiusHit = -1; suppressionRadiusHit = -1; typicalSpeed = 22; cost = 100; deflecting = 30; explosionTime = 3; timeToLive = 60; grenadeFireSound[] = {}; grenadeBurningSound[] = {}; aiAmmoUsageFlags = "1 + 2"; // illumination + marking smokeColor[] = {0,0,0,0}; effectsSmoke = "ACE_HandFlareEffect"; whistleDist = 0; }; class ACE_G_Handflare_Red: ACE_G_Handflare_White { GVAR(color)[] = {0.5,0.25,0.25,0.5}; model = "\A3\weapons_f\ammo\flare_red"; }; class ACE_G_Handflare_Green: ACE_G_Handflare_White { GVAR(color)[] = {0.25,0.5,0.25,0.5}; model = "\A3\weapons_f\ammo\flare_green"; }; class ACE_G_Handflare_Yellow: ACE_G_Handflare_White { GVAR(color)[] = {0.5,0.5,0.25,0.5}; model = "\A3\weapons_f\ammo\flare_yellow"; }; class ACE_G_M84: SmokeShell { GVAR(flashbang) = 1; model = QPATHTOF(models\ACE_m84_thrown.p3d); dangerRadiusHit = -1; suppressionRadiusHit = 20; typicalSpeed = 22; cost = 40; explosive = 1E-7; deflecting = 15; explosionTime = 2.3; timeToLive = 6; grenadeFireSound[] = {}; grenadeBurningSound[] = {}; aiAmmoUsageFlags = "64"; // infantry smokeColor[] = {0,0,0,0}; effectsSmoke = "ACE_M84FlashbangEffect"; whistleDist = 0; }; class Chemlight_base: SmokeShell { GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10}; soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65}; soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65}; soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65}; soundImpactHard4[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2,65}; soundImpactHard5[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.5,65}; soundImpactHard6[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.7,65}; soundImpactHard7[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,65}; soundImpactIron1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,95}; soundImpactIron2[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.75,95}; soundImpactIron3[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.6,95}; soundImpactIron4[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2,95}; soundImpactIron5[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2.1,95}; soundImpactWoodExt1[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.1,75}; soundImpactWoodExt2[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.15,75}; soundImpactWoodExt3[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.1,75}; soundImpactWoodExt4[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.15,75}; }; class ACE_G_M14: SmokeShell { GVAR(incendiary) = 1; model = QPATHTOF(models\ace_anm14th3_armed.p3d); hit = 5; indirectHit = 4; indirectHitRange = 1.1; dangerRadiusHit = 50; suppressionRadiusHit = 18; deflecting = 20; explosionTime = 3; timeToLive = 40; fuseDistance = 0; SmokeShellSoundHit1[] = {QPATHTOF(sounds\incen_exp1.ogg),3.1622777,1,500}; SmokeShellSoundHit2[] = {QPATHTOF(sounds\incen_exp2.ogg),3.1622777,1,500}; grenadeFireSound[] = {"SmokeShellSoundHit1",0.5,"SmokeShellSoundHit2",0.5}; grenadeBurningSound[] = {}; aiAmmoUsageFlags = "64 + 1"; // infantry + illumination effectsSmoke = "ACE_Incendiary"; whistleDist = 0; // no BIS explosion effects whistleOnFire = 0; // no BIS firing effects }; };