mirror of
https://github.com/acemod/ACE3.git
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3070b2ac6e
Used impactGroundSoft[] as shortcut.
128 lines
4.3 KiB
C++
128 lines
4.3 KiB
C++
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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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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 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 = "4 + 2";
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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 = "0";
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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 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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