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cfb3d7f0a9
JSRS Eden defines a SoundSetExplosion[] on ShellBase to define explosion sounds, which gives huntir unexpected exploding sound when used together. Adding SoundSetExplosion[] = {}; shall fix the problem.
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
class CfgAmmo {
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class FlareBase;
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class F_HuntIR: FlareBase {
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model = PATHTOF(data\ace_m1070_armed.p3d);
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lightColor[] = {0, 0, 0, 0};
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smokeColor[] = {0, 0, 0, 0};
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timeToLive = 6;
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};
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class ShellBase;
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class ACE_HuntIR_Propell: ShellBase {
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supersonicCrackNear[] = {"",0.316228,1,50};
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supersonicCrackFar[] = {"",0.223872,1,150};
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CraterEffects = "";
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CraterWaterEffects = "";
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ExplosionEffects = "ACE_HuntIR_Propell_Fx";
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visibleFire = 1;
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audibleFire = 1;
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dangerRadiusHit = -1;
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suppressionRadiusHit = 0;
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soundHit1[] = {"",3.16228,1,2000};
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soundHit2[] = {"",3.16228,1,2000};
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soundHit3[] = {"",3.16228,1,2000};
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soundHit4[] = {"",3.16228,1,2000};
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soundHit5[] = {"",3.16228,1,2000};
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soundHit6[] = {"",3.16228,1,2000};
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soundHit7[] = {"",3.16228,1,2000};
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soundHit8[] = {"",3.16228,1,2000};
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SoundSetExplosion[] = {};
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multiSoundHit[] = {};
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class HitEffects {};
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soundFakeFall0[] = {"",3.16228,1,1000};
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soundFakeFall1[] = {"",3.16228,1,1000};
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soundFakeFall2[] = {"",3.16228,1,1000};
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soundFakeFall3[] = {"",3.16228,1,1000};
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soundFakeFall[] = {};
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hit = 0;
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indirectHit = 0;
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indirectHitRange = 0;
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explosive = 1;
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model = "\A3\weapons_f\empty";
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airFriction = 0;
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timeToLive = 1;
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explosionTime = 0.001;
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};
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};
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