ACE3/addons/huntir/CfgAmmo.hpp
gpgpgpgp cfb3d7f0a9 add a line to support JSRS Eden (getting rid of JSRS explosion sound effect)
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.
2016-05-25 09:17:19 +08:00

47 lines
1.5 KiB
C++

class CfgAmmo {
class FlareBase;
class F_HuntIR: FlareBase {
model = PATHTOF(data\ace_m1070_armed.p3d);
lightColor[] = {0, 0, 0, 0};
smokeColor[] = {0, 0, 0, 0};
timeToLive = 6;
};
class ShellBase;
class ACE_HuntIR_Propell: ShellBase {
supersonicCrackNear[] = {"",0.316228,1,50};
supersonicCrackFar[] = {"",0.223872,1,150};
CraterEffects = "";
CraterWaterEffects = "";
ExplosionEffects = "ACE_HuntIR_Propell_Fx";
visibleFire = 1;
audibleFire = 1;
dangerRadiusHit = -1;
suppressionRadiusHit = 0;
soundHit1[] = {"",3.16228,1,2000};
soundHit2[] = {"",3.16228,1,2000};
soundHit3[] = {"",3.16228,1,2000};
soundHit4[] = {"",3.16228,1,2000};
soundHit5[] = {"",3.16228,1,2000};
soundHit6[] = {"",3.16228,1,2000};
soundHit7[] = {"",3.16228,1,2000};
soundHit8[] = {"",3.16228,1,2000};
SoundSetExplosion[] = {};
multiSoundHit[] = {};
class HitEffects {};
soundFakeFall0[] = {"",3.16228,1,1000};
soundFakeFall1[] = {"",3.16228,1,1000};
soundFakeFall2[] = {"",3.16228,1,1000};
soundFakeFall3[] = {"",3.16228,1,1000};
soundFakeFall[] = {};
hit = 0;
indirectHit = 0;
indirectHitRange = 0;
explosive = 1;
model = "\A3\weapons_f\empty";
airFriction = 0;
timeToLive = 1;
explosionTime = 0.001;
};
};