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8fc093de8f
* Improved various aspects of grenades * Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update addons/grenades/functions/fnc_incendiary.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update addons/grenades/functions/fnc_incendiary.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * Update fnc_flashbangExplosionEH.sqf * More cleanup * Update fnc_incendiary.sqf * Update fnc_incendiary.sqf * Update fnc_flashbangThrownFuze.sqf * Update fnc_flashbangThrownFuze.sqf * Update addons/grenades/functions/fnc_nextMode.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Update addons/grenades/functions/fnc_flashbangExplosionEH.sqf * Update addons/grenades/functions/fnc_incendiary.sqf * Removed fix that is included in another PR * Update fnc_incendiary.sqf * Messed up merge conflict resolution --------- Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
219 lines
7.9 KiB
C++
219 lines
7.9 KiB
C++
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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flareSize = 12;
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timeToLive = 60;
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};
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class F_40mm_White: FlareBase {
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intensity = 40000;
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flareSize = 12;
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};
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class ACE_40mm_Flare_white: F_40mm_White {
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intensity = 1250000; // vanilla: 10000
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timeToLive = 45; // vanilla: 25, ace changes to 60 in FlareBase
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coefGravity = 0.25; // vanilla: undefined (would be 1)
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// Makes the ammo fall the ground slower (~2 m/s)
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};
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class ACE_40mm_Flare_red: ACE_40mm_Flare_white {
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lightColor[] = {0.5,0.25,0.25,0};
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};
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class ACE_40mm_Flare_green: ACE_40mm_Flare_white {
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lightColor[] = {0.25,0.5,0.25,0};
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};
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class ACE_40mm_Flare_ir: ACE_40mm_Flare_white {
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nvgOnly = 1;
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};
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class F_20mm_White: FlareBase {
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intensity = 20000;
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flareSize = 6;
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};
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class F_Signal_Green: FlareBase {
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intensity = 20000;
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flareSize = 12;
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};
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class Flare_82mm_AMOS_White: FlareCore {
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intensity = 80000;
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flareSize = 12;
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timeToLive = 60;
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};
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class ACE_F_Hand_White: F_20mm_White {
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timeToLive = 60;
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};
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class F_20mm_Red;
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class ACE_F_Hand_Red: F_20mm_Red {
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timeToLive = 60;
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};
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class F_20mm_Green;
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class ACE_F_Hand_Green: F_20mm_Green {
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timeToLive = 60;
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};
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class F_20mm_Yellow;
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class ACE_F_Hand_Yellow: F_20mm_Yellow {
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timeToLive = 60;
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};
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class SmokeShell;
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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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typicalSpeed = 22;
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cost = 100;
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deflecting = 30;
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explosionTime = 3;
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timeToLive = 60;
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grenadeFireSound[] = {};
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grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "1 + 2"; // illumination + marking
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smokeColor[] = {0,0,0,0};
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effectsSmoke = "ACE_HandFlareEffect";
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whistleDist = 0;
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};
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class ACE_G_Handflare_Red: ACE_G_Handflare_White {
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GVAR(color)[] = {0.5,0.25,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_red";
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};
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class ACE_G_Handflare_Green: ACE_G_Handflare_White {
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GVAR(color)[] = {0.25,0.5,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_green";
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};
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class ACE_G_Handflare_Yellow: ACE_G_Handflare_White {
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GVAR(color)[] = {0.5,0.5,0.25,0.5};
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model = "\A3\weapons_f\ammo\flare_yellow";
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};
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class ACE_G_M84: SmokeShell {
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GVAR(flashbang) = 1;
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model = QPATHTOF(models\ACE_m84_thrown.p3d);
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dangerRadiusHit = -1;
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suppressionRadiusHit = 20;
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typicalSpeed = 22;
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cost = 40;
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explosive = 1E-7;
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deflecting = 15;
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explosionTime = 2.3;
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timeToLive = 6;
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grenadeFireSound[] = {};
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grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "64"; // infantry
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smokeColor[] = {0,0,0,0};
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effectsSmoke = "ACE_M84FlashbangEffect";
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whistleDist = 0;
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};
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class ACE_G_CTS9: ACE_G_M84 {
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GVAR(flashbang) = 1;
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GVAR(flashbangBangs) = 9;
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GVAR(flashbangInterval) = 0.5;
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GVAR(flashbangIntervalMaxDeviation) = 0.35;
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model = QPATHTOF(models\ACE_CTS_9bang_thrown.p3d);
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explosionTime = 1.5;
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timeToLive = 10;
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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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class ACE_G_M14: SmokeShell {
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GVAR(incendiary) = 1;
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model = QPATHTOF(models\ace_anm14th3_armed.p3d);
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hit = 10;
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indirectHit = 4;
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indirectHitRange = 1.1;
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dangerRadiusHit = 50;
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suppressionRadiusHit = 18;
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deflecting = 20;
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explosionTime = 3;
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timeToLive = 40;
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fuseDistance = 0;
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SmokeShellSoundHit1[] = {QPATHTOF(sounds\incen_exp1.ogg),3.1622777,1,500};
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SmokeShellSoundHit2[] = {QPATHTOF(sounds\incen_exp2.ogg),3.1622777,1,500};
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grenadeFireSound[] = {"SmokeShellSoundHit1",0.5,"SmokeShellSoundHit2",0.5};
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grenadeBurningSound[] = {};
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aiAmmoUsageFlags = "64 + 1"; // infantry + illumination
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effectsSmoke = "ACE_Incendiary";
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whistleDist = 0; // no BIS explosion effects
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whistleOnFire = 0; // no BIS firing effects
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};
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class ACE_SatchelCharge_Remote_Ammo_Thrown: Grenade {
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model = "\A3\Weapons_F\Explosives\satchel";
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hit = 3000;
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indirectHit = 3000;
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indirectHitRange = 5;
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defaultMagazine = "ACE_SatchelCharge_Remote_Mag_Throwable";
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multiSoundHit[] = {"soundHit1", 0.5, "soundHit2", 0.5};
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ExplosionEffects = "MineNondirectionalExplosion";
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CraterEffects = "MineNondirectionalCrater";
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whistleDist = 10;
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SoundSetExplosion[] = {"ClaymoreMine_Exp_SoundSet", "ClaymoreMine_Tail_SoundSet", "Explosion_Debris_SoundSet"};
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timeToLive = 8;
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fuseDistance = 0;
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explosionTime = 7;
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deflectionSlowDown = 0.1;
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explosionType = "bomb";
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ACE_damageType = "explosive";
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EGVAR(frag,skip) = 1;
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EGVAR(advanced_throwing,torqueMagnitude) = "(5 + random 20) * selectRandom [1, -1]";
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GVAR(pullPinSound)[] = {"A3\Sounds_F_Orange\arsenal\explosives\Handling\ExplosiveSatchel_TouchOff_01.wss", 2, 1, 50};
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class CamShakeExplode {
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power = 20;
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duration = 2;
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frequency = 20;
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distance = 250;
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};
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};
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class ACE_DemoCharge_Remote_Ammo_Thrown: ACE_SatchelCharge_Remote_Ammo_Thrown {
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model = "\A3\Weapons_F\explosives\c4_charge_small";
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hit = 500;
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indirectHit = 500;
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defaultMagazine = "ACE_DemoCharge_Remote_Mag_Throwable";
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ExplosionEffects = "MineNondirectionalExplosionSmall";
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CraterEffects = "MineNondirectionalCraterSmall";
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whistleDist = 32;
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SoundSetExplosion[] = {"ExplosiveCharge_Exp_SoundSet", "ExplosiveCharge_Tail_SoundSet", "Explosion_Debris_SoundSet"};
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class CamShakeExplode {
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power = 10;
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duration = 2;
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frequency = 20;
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distance = 250;
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};
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};
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};
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