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313 lines
13 KiB
C++
313 lines
13 KiB
C++
#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.60;
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requiredAddons[] = {ace_common};
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version = QUOTE(VERSION);
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versionStr = QUOTE(VERSION);
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versionAr[] = {VERSION_AR};
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author[] = {"KoffeinFlummi", "TaoSensai", "commy2"};
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authorUrl = "https://github.com/Taosenai/tmr";
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};
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};
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#include "CfgEventHandlers.hpp"
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// DOC: http://forums.bistudio.com/showthread.php?94464-explaining-the-cfgRecoils-array
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class CfgRecoils {
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#define KICKBACK 0.07
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#define KICKBACKPRONE 0.05
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#define MUZZLECLIMB 0.01
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#define MUZZLERECOVERY -0.004
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// BASE RECOILS
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pistolBase[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
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subMachineGunBase[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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assaultRifleBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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machinegunBase[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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launcherBase[] = {0,0,0};
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// PISTOLS
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recoil_pistol_light[] = {0,0.8*KICKBACK,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
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recoil_pistol_heavy[] = {0,1.1*KICKBACK,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
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recoil_prone_pistol_light[] = {0,0.8*KICKBACKPRONE,0.9*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.9*MUZZLERECOVERY, 0.3,0,0};
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recoil_prone_pistol_heavy[] = {0,1.1*KICKBACKPRONE,1.4*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.4*MUZZLERECOVERY, 0.3,0,0};
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// SUBMACHINE GUNS
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recoil_single_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_smg_01[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_smg_01[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_smg_02[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_smg_02[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_pdw[] = {0,0.5*KICKBACK,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_burst_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_pdw[] = {0,0.5*KICKBACKPRONE,0.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.5*MUZZLERECOVERY, 0.3,0,0};
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// ASSAULT RIFLES
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recoil_single_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_mx[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_mx[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_ktb[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_ktb[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_mk20[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_mk20[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_trg[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_trg[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_sdar[] = {0,0.8*KICKBACK,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_sdar[] = {0,0.8*KICKBACKPRONE,0.8*MUZZLECLIMB, 0.12,0,0, 0.15,0,0.8*MUZZLERECOVERY, 0.3,0,0};
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// MACHINE GUNS
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recoil_single_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_mk200[] = {0,1*KICKBACK,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_mk200[] = {0,1*KICKBACKPRONE,1*MUZZLECLIMB, 0.12,0,0, 0.15,0,1*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_zafir[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_zafir[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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// PRECISION RIFLES
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recoil_single_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_dmr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_dmr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_ebr[] = {0,1.5*KICKBACK,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_auto_prone_ebr[] = {0,1.5*KICKBACKPRONE,1.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,1.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_gm6[] = {0,2.5*KICKBACK,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
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recoil_single_prone_gm6[] = {0,2.5*KICKBACKPRONE,2.5*MUZZLECLIMB, 0.12,0,0, 0.15,0,2.5*MUZZLERECOVERY, 0.3,0,0};
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// LAUNCHERS
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recoil_single_law[] = {0,0,0};
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recoil_single_nlaw[] = {0,0,0};
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recoil_single_titan[] = {0,0,0};
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};
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class CfgCameraShake {
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// Seems to be ignored by Arma
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defaultCaliberCoefWeaponFire = 0;
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};
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// Completely disable BI's camshake on fire.
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class CfgMovesBasic {
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class Default {
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camShakeFire = 0;
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};
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};
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class CfgMovesMaleSdr : CfgMovesBasic {
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class States {
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class AmovPercMstpSlowWrflDnon;
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class AmovPknlMstpSlowWrflDnon : AmovPercMstpSlowWrflDnon {
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camShakeFire = 0;
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};
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class AmovPercMstpSrasWrflDnon;
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class AmovPpneMstpSrasWrflDnon : AmovPercMstpSrasWrflDnon {
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camShakeFire = 0;
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};
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class AmovPknlMstpSrasWlnrDnon : Default {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDf;
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class AmovPknlMtacSlowWrflDf : AmovPknlMrunSlowWrflDf {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDfl;
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class AmovPknlMtacSlowWrflDfl : AmovPknlMrunSlowWrflDfl {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDl;
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class AmovPknlMtacSlowWrflDl : AmovPknlMrunSlowWrflDl {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDbl;
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class AmovPknlMtacSlowWrflDbl : AmovPknlMrunSlowWrflDbl {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDb;
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class AmovPknlMtacSlowWrflDb : AmovPknlMrunSlowWrflDb {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDbr;
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class AmovPknlMtacSlowWrflDbr : AmovPknlMrunSlowWrflDbr {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDr;
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class AmovPknlMtacSlowWrflDr : AmovPknlMrunSlowWrflDr {
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camShakeFire = 0;
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};
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class AmovPknlMrunSlowWrflDfr;
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class AmovPknlMtacSlowWrflDfr : AmovPknlMrunSlowWrflDfr {
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camShakeFire = 0;
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};
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class AmovPknlMstpSrasWrflDnon;
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class AmovPknlMwlkSrasWrflDf : AmovPknlMstpSrasWrflDnon {
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camShakeFire = 0;
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};
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class AmovPknlMrunSrasWrflDf;
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class AmovPknlMtacSrasWrflDf : AmovPknlMrunSrasWrflDf {
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camShakeFire = 0;
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};
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class AmovPknlMwlkSrasWpstDf;
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class AmovPknlMtacSrasWpstDf : AmovPknlMwlkSrasWpstDf {
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camShakeFire = 0;
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};
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};
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};
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// Ammo
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class CfgAmmo {
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class MissileCore;
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class MissileBase: MissileCore {
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GVAR(shakeMultiplier) = 2;
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};
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class BombCore;
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class LaserBombCore: BombCore {
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GVAR(shakeMultiplier) = 2;
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};
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class Bo_Mk82: BombCore {
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GVAR(shakeMultiplier) = 2;
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};
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class RocketCore;
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class ArtilleryRocketCore: RocketCore {
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GVAR(shakeMultiplier) = 1.4;
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};
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class RocketBase: RocketCore {
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GVAR(shakeMultiplier) = 1.4;
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};
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class BulletCore;
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class BulletBase: BulletCore {
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GVAR(shakeMultiplier) = 1;
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};
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class ShotgunCore;
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class ShotgunBase: ShotgunCore {
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GVAR(shakeMultiplier) = 1.1;
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};
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class ShellCore;
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class ShellBase: ShellCore {
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GVAR(shakeMultiplier) = 3;
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};
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class SubmunitionCore;
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class SubmunitionBase: SubmunitionCore {
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GVAR(shakeMultiplier) = 3;
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};
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class ShotDeployCore;
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class ShotDeployBase: ShotDeployCore {
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GVAR(shakeMultiplier) = 3;
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};
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};
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// Weapons
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// 1. Set the recoil profiles for all fire modes.
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// 2. Set the shake multiplier. This determines the camshake for the weapon.
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// Ex: GVAR(shakeMultiplier) = 1; (disabled currently)
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class CfgWeapons {
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class CannonCore;
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class autocannon_Base_F: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class autocannon_35mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class cannon_120mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class mortar_155mm_AMOS: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class mortar_82mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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// No camshake for gatlings
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class gatling_20mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class gatling_25mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class gatling_30mm: CannonCore {
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GVAR(shakeMultiplier) = 0;
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};
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class MGunCore;
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class MGun: MGunCore {
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GVAR(shakeMultiplier) = 0;
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};
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// No camshake for smoke launchers
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class SmokeLauncher: MGun {
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|
GVAR(shakeMultiplier) = 0;
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|
};
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|
|
|
// No camshake for coax machine guns
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|
class LMG_RCWS;
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|
class LMG_M200: LMG_RCWS {
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|
GVAR(shakeMultiplier) = 0;
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|
};
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|
class LMG_coax: LMG_RCWS {
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|
GVAR(shakeMultiplier) = 0;
|
|
};
|
|
class LMG_Minigun: LMG_RCWS {
|
|
GVAR(shakeMultiplier) = 0;
|
|
};
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|
};
|
|
|
|
// Vehicles
|
|
class CfgVehicles {
|
|
class LandVehicle;
|
|
class Tank: LandVehicle {
|
|
GVAR(enableCamshake) = 1;
|
|
};
|
|
class Car: LandVehicle {
|
|
GVAR(enableCamshake) = 1;
|
|
};
|
|
class StaticWeapon: LandVehicle {
|
|
GVAR(enableCamshake) = 1;
|
|
};
|
|
|
|
class Allvehicles;
|
|
class Air: Allvehicles {
|
|
GVAR(enableCamshake) = 1;
|
|
};
|
|
};
|