ACE3/addons/grenades/CfgAmmo.hpp
johnb432 c03e08e51b
Grenades - Change damage from M14 incendiary grenade (#9992)
Doubled damage from M14 incendiary grenade
2024-05-22 13:08:09 -07:00

220 lines
7.9 KiB
C++

class CfgAmmo {
class Default;
class Grenade: Default {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\grenades\Grenade_PullPin.wss", 1.5, 1, 10};
impactGroundSoft[] = {};
};
class FlareCore;
class FlareBase: FlareCore {
intensity = 20000;
flareSize = 12;
timeToLive = 60;
};
class F_40mm_White: FlareBase {
intensity = 40000;
flareSize = 12;
};
class ACE_40mm_Flare_white: F_40mm_White {
intensity = 1250000; // vanilla: 10000
timeToLive = 45; // vanilla: 25, ace changes to 60 in FlareBase
coefGravity = 0.25; // vanilla: undefined (would be 1)
// Makes the ammo fall the ground slower (~2 m/s)
};
class ACE_40mm_Flare_red: ACE_40mm_Flare_white {
lightColor[] = {0.5,0.25,0.25,0};
};
class ACE_40mm_Flare_green: ACE_40mm_Flare_white {
lightColor[] = {0.25,0.5,0.25,0};
};
class ACE_40mm_Flare_ir: ACE_40mm_Flare_white {
nvgOnly = 1;
};
class F_20mm_White: FlareBase {
intensity = 20000;
flareSize = 6;
};
class F_Signal_Green: FlareBase {
intensity = 20000;
flareSize = 12;
};
class Flare_82mm_AMOS_White: FlareCore {
intensity = 80000;
flareSize = 12;
timeToLive = 60;
};
class ACE_F_Hand_White: F_20mm_White {
timeToLive = 60;
};
class F_20mm_Red;
class ACE_F_Hand_Red: F_20mm_Red {
timeToLive = 60;
};
class F_20mm_Green;
class ACE_F_Hand_Green: F_20mm_Green {
timeToLive = 60;
};
class F_20mm_Yellow;
class ACE_F_Hand_Yellow: F_20mm_Yellow {
timeToLive = 60;
};
class SmokeShell;
class ACE_G_Handflare_White: SmokeShell {
GVAR(flare) = 1;
GVAR(color)[] = {0.5,0.5,0.5,0.5};
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\smokeshell\smoke_1.wss", 0.4, 1, 10};
model = "\A3\weapons_f\ammo\flare_white";
dangerRadiusHit = -1;
suppressionRadiusHit = -1;
typicalSpeed = 22;
cost = 100;
deflecting = 30;
explosionTime = 3;
timeToLive = 60;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "1 + 2"; // illumination + marking
smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_HandFlareEffect";
whistleDist = 0;
};
class ACE_G_Handflare_Red: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.25,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_red";
};
class ACE_G_Handflare_Green: ACE_G_Handflare_White {
GVAR(color)[] = {0.25,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_green";
};
class ACE_G_Handflare_Yellow: ACE_G_Handflare_White {
GVAR(color)[] = {0.5,0.5,0.25,0.5};
model = "\A3\weapons_f\ammo\flare_yellow";
};
class ACE_G_M84: SmokeShell {
GVAR(flashbang) = 1;
model = QPATHTOF(models\ACE_m84_thrown.p3d);
dangerRadiusHit = -1;
suppressionRadiusHit = 20;
typicalSpeed = 22;
cost = 40;
explosive = 1E-7;
deflecting = 15;
explosionTime = 2.3;
timeToLive = 6;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "64"; // infantry
smokeColor[] = {0,0,0,0};
effectsSmoke = "ACE_M84FlashbangEffect";
whistleDist = 0;
};
class ACE_G_CTS9: ACE_G_M84 {
GVAR(flashbang) = 1;
GVAR(flashbangBangs) = 9;
GVAR(flashbangInterval) = 0.5;
GVAR(flashbangIntervalMaxDeviation) = 0.35;
model = QPATHTOF(models\ACE_CTS_9bang_thrown.p3d);
explosionTime = 1.5;
timeToLive = 10;
};
class Chemlight_base: SmokeShell {
GVAR(pullPinSound)[] = {"A3\sounds_f\weapons\Other\dry4.wss", 3, 2, 10};
soundImpactHard1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.8,65};
soundImpactHard2[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.9,65};
soundImpactHard3[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.6,65};
soundImpactHard4[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2,65};
soundImpactHard5[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.5,65};
soundImpactHard6[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,1.7,65};
soundImpactHard7[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,65};
soundImpactIron1[] = {"A3\sounds_f\characters\footsteps\concrete_run_1",1,2.1,95};
soundImpactIron2[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.75,95};
soundImpactIron3[] = {"A3\sounds_f\characters\footsteps\steel_run_4",1,1.6,95};
soundImpactIron4[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2,95};
soundImpactIron5[] = {"A3\sounds_f\characters\footsteps\steel_run_2",1,2.1,95};
soundImpactWoodExt1[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.1,75};
soundImpactWoodExt2[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_1",1,1.15,75};
soundImpactWoodExt3[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.1,75};
soundImpactWoodExt4[] = {"A3\sounds_f\characters\footsteps\wood_run_ext_2",1,1.15,75};
};
class ACE_G_M14: SmokeShell {
GVAR(incendiary) = 1;
model = QPATHTOF(models\ace_anm14th3_armed.p3d);
hit = 10;
indirectHit = 4;
indirectHitRange = 1.1;
dangerRadiusHit = 50;
suppressionRadiusHit = 18;
deflecting = 20;
explosionTime = 3;
timeToLive = 40;
fuseDistance = 0;
SmokeShellSoundHit1[] = {QPATHTOF(sounds\incen_exp1.ogg),3.1622777,1,500};
SmokeShellSoundHit2[] = {QPATHTOF(sounds\incen_exp2.ogg),3.1622777,1,500};
grenadeFireSound[] = {"SmokeShellSoundHit1",0.5,"SmokeShellSoundHit2",0.5};
grenadeBurningSound[] = {};
aiAmmoUsageFlags = "64 + 1"; // infantry + illumination
effectsSmoke = "ACE_Incendiary";
whistleDist = 0; // no BIS explosion effects
whistleOnFire = 0; // no BIS firing effects
};
class ACE_SatchelCharge_Remote_Ammo_Thrown: Grenade {
model = "\A3\Weapons_F\Explosives\satchel";
hit = 3000;
indirectHit = 3000;
indirectHitRange = 5;
defaultMagazine = "ACE_SatchelCharge_Remote_Mag_Throwable";
multiSoundHit[] = {"soundHit1", 0.5, "soundHit2", 0.5};
ExplosionEffects = "MineNondirectionalExplosion";
CraterEffects = "MineNondirectionalCrater";
whistleDist = 10;
SoundSetExplosion[] = {"ClaymoreMine_Exp_SoundSet", "ClaymoreMine_Tail_SoundSet", "Explosion_Debris_SoundSet"};
timeToLive = 8;
fuseDistance = 0;
explosionTime = 7;
deflectionSlowDown = 0.1;
explosionType = "bomb";
ACE_damageType = "explosive";
EGVAR(frag,skip) = 1;
EGVAR(advanced_throwing,torqueMagnitude) = "(5 + random 20) * selectRandom [1, -1]";
GVAR(pullPinSound)[] = {"A3\Sounds_F_Orange\arsenal\explosives\Handling\ExplosiveSatchel_TouchOff_01.wss", 2, 1, 50};
class CamShakeExplode {
power = 20;
duration = 2;
frequency = 20;
distance = 250;
};
};
class ACE_DemoCharge_Remote_Ammo_Thrown: ACE_SatchelCharge_Remote_Ammo_Thrown {
model = "\A3\Weapons_F\explosives\c4_charge_small";
hit = 500;
indirectHit = 500;
defaultMagazine = "ACE_DemoCharge_Remote_Mag_Throwable";
ExplosionEffects = "MineNondirectionalExplosionSmall";
CraterEffects = "MineNondirectionalCraterSmall";
whistleDist = 32;
SoundSetExplosion[] = {"ExplosiveCharge_Exp_SoundSet", "ExplosiveCharge_Tail_SoundSet", "Explosion_Debris_SoundSet"};
class CamShakeExplode {
power = 10;
duration = 2;
frequency = 20;
distance = 250;
};
};
};