class CfgVehicles { class ACE_Module; class GVAR(ModuleSettings): ACE_Module { scope = 2; displayName = "Advanced Ballistics"; icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa)); category = "ACE"; function = QUOTE(DFUNC(initModuleSettings)); functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Ruthberg"; class Arguments { class enabled { displayName = "Advanced Ballistics"; 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"; typeName = "BOOL"; defaultValue = 0; }; 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"; description = "Muzzle velocity varies with ammo temperature"; typeName = "BOOL"; defaultValue = 1; }; class barrelLengthInfluenceEnabled { displayName = "Enable Barrel Length Simulation"; description = "Muzzle velocity varies with barrel length"; typeName = "BOOL"; defaultValue = 1; }; 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)"; typeName = "BOOL"; defaultValue = 1; }; class simulationRadius { displayName = "Simulation Radius"; description = "Defines the radius (in meters) in which advanced ballistics are applied"; typeName = "NUMBER"; defaultValue = 3000; }; }; }; };