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https://github.com/acemod/ACE3.git
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146 lines
6.7 KiB
C++
146 lines
6.7 KiB
C++
class CfgWeapons {
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class ACE_ItemCore;
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class InventoryItem_Base_F;
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class ACE_SpareBarrel: ACE_ItemCore {
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displayname = "$STR_ACE_Overheating_SpareBarrelName";
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descriptionshort = "$STR_ACE_Overheating_SpareBarrelDescription";
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//model = "";
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picture = QUOTE(PATHTOF(UI\spare_barrel_ca.paa));
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scope = 2;
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class ItemInfo: InventoryItem_Base_F {
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mass = 50;
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};
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};
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class Rifle;
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class Rifle_Base_F : Rifle {
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// Dispersion, SlowdownFactor and JamChance arrays have 4 values for different temperatures, which are interpolated between.
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// These values correspond to temperatures Converted to real life values: 0: 0°C, 1: 333°C, 2: 666°C, 3: 1000°C.
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// Dispersion in radians. First value is for temp. 0, second for temp. 1 and so on. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures.
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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// How much the projectile gets slowed down before leaving the barrel. 0.9 means the bullet will lose 10% velocity. Values inbetween get interpolated. Numbers greater 1 increase the velocity, smaller 1 decrease it.
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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// Chance to jam the weapon. 0.0003 means 3 malfunctions on 10,000 rounds fired at this temperature. Values inbetween get interpolated. Negative values get ignored and can be used to move the starting point to hotter temperatures.
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// When no reliable data exists for temperature vs. jam chance except MRBS, the following uniform criteria was adopted: [0, 1/MRBS, 5/MRBS, 25/MRBS].
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class Rifle_Long_Base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_MX_Base_F : Rifle_Base_F {
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ACE_clearJamAction = "GestureReloadMX"; // Custom jam clearing action. Default uses reload animation.
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ACE_checkTemperatureAction = "Gear"; // Custom check temperature action. Default uses gear animation.
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class MMG_02_base_F : rifle_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class MMG_01_base_F : rifle_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_MX_SW_F : arifle_MX_Base_F {
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ACE_clearJamAction = ""; // Custom jam clearing action. Use empty string to undefine.
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ACE_Overheating_allowSwapBarrel = 1; // 1 to enable barrel swap. 0 to disable. Meant for machine guns where you can easily swap the barrel without dismantling the whole weapon.
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class arifle_Katiba_Base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class mk20_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class Tavor_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SDAR_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class EBR_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class DMR_01_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class GM6_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LRR_base_F : Rifle_Long_Base_F {
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LMG_Mk200_F : Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class LMG_Zafir_F : Rifle_Long_Base_F {
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ACE_Overheating_allowSwapBarrel = 1;
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ACE_Overheating_Dispersion[] = {0, -0.001, 0.001, 0.003};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SMG_01_Base : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class SMG_02_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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class pdw2000_base_F : Rifle_Base_F {
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ACE_Overheating_Dispersion[] = {0, 0.001, 0.002, 0.004};
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ACE_Overheating_SlowdownFactor[] = {1, 1, 1, 0.9};
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ACE_Overheating_JamChance[] = {0, 0.0003, 0.0015, 0.0075};
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};
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};
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