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* Fix jam script error, improve documentation * formatting * Update docs/wiki/feature/overheating.md Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * Update docs/wiki/feature/overheating.md Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * fix icon filepath for AceX integration * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/overheating/XEH_postInit.sqf Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com> * move old AceX references to macros * small whitespace formatting Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: mharis001 <34453221+mharis001@users.noreply.github.com>
1.9 KiB
1.9 KiB
layout | title | description | group | order | parent | mod | version | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
wiki | Overheating Framework | Explains how to set-up weapon overheating with ACE3 overheating system. | framework | 5 | wiki | ace |
|
1. Config Values
1.1 Barrel Switching
class CfgWeapons {
class Rifle_Long_Base_F ;
class MyMG : Rifle_Long_Base_F {
ace_overheating_mrbs = 3000; //Mean Rounds Between Stoppages (this will be scaled based on the barrel temp)
ace_overheating_slowdownFactor = 1; //Slowdown Factor, reduces the velocity of the projectile (this will be scaled based on the barrel temp)
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.
ace_overheating_dispersion = 0.75; //Dispersion Factor, increases the dispersion of the projectile (this will be scaled based on the barrel temp)
};
};
1.2 Custom jam types
class CfgWeapons {
class Pistol_Base_F;
class MyRevolver: Pistol_Base_F {
ace_overheating_jamTypesAllowed = ["Fire","Dud"]; //Allowed and default values are ["Eject", "Extract", "Feed", "Fire", "Dud"]. In the example here a revolver does not eject, extract, or feed on each shot so those values are removed.
};
};
1.3 Custom jam clearing animation
class CfgWeapons {
class MyMG {
ACE_clearJamAction = "GestureReloadMX"; // Custom jam clearing action. Default uses reload animation, use an empty string to undefine
};
};
1.4 Cook Off
class CfgWeapons {
class Rifle_Long_Base_F ;
class MySniper: Rifle_Long_Base_F {
ace_overheating_closedBolt = 1; // Closed bolt, can cook off from barrel heat.
};
class MyMG: Rifle_Long_Base_F {
ace_overheating_closedBolt = 0; // Open bolt, can only cook off on failure to fire type jams.
};
};