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f3fc99f3b8
ace_map now handles flashlights independently of ace_flashlights. ace_map searches for flashlight beam textures directly from weapon configs. ace_map has acc_flashlight config (so vanilla ace_map will have at least one flashlight to use).
58 lines
1.9 KiB
C++
58 lines
1.9 KiB
C++
class CfgAmmo {
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class Chemlight_base;
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class ACE_FlashlightProxy_White: Chemlight_base {
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model = "\A3\Weapons_f\empty";
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effectsSmoke = "ACE_FlashlightEffect_White";
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explosionTime = 0.01;
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timeToLive = 1e10;
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soundImpactHard1[] = {"",1,1};
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soundImpactHard2[] = {"",1,1};
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soundImpactHard3[] = {"",1,1};
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soundImpactHard4[] = {"",1,1};
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soundImpactHard5[] = {"",1,1};
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soundImpactHard6[] = {"",1,1};
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soundImpactHard7[] = {"",1,1};
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soundImpactIron1[] = {"",1,1};
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soundImpactIron2[] = {"",1,1};
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soundImpactIron3[] = {"",1,1};
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soundImpactIron4[] = {"",1,1};
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soundImpactIron5[] = {"",1,1};
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soundImpactSoft1[] = {"",1,1};
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soundImpactSoft2[] = {"",1,1};
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soundImpactSoft3[] = {"",1,1};
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soundImpactSoft4[] = {"",1,1};
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soundImpactSoft5[] = {"",1,1};
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soundImpactSoft6[] = {"",1,1};
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soundImpactSoft7[] = {"",1,1};
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soundImpactWater1[] = {"",1,1};
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soundImpactWater2[] = {"",1,1};
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soundImpactWater3[] = {"",1,1};
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soundImpactWoodExt1[] = {"",1,1};
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soundImpactWoodExt2[] = {"",1,1};
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soundImpactWoodExt3[] = {"",1,1};
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soundImpactWoodExt4[] = {"",1,1};
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};
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class ACE_FlashlightProxy_Red: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Red";
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};
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class ACE_FlashlightProxy_Blue: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Blue";
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};
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class ACE_FlashlightProxy_Green: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Green";
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};
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class ACE_FlashlightProxy_Yellow: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Yellow";
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};
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class ACE_FlashlightProxy_Orange: ACE_FlashlightProxy_White {
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effectsSmoke = "ACE_FlashlightEffect_Orange";
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};
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}; |