mirror of
https://github.com/acemod/ACE3.git
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353 lines
20 KiB
C++
353 lines
20 KiB
C++
#define BASE_DRAG -0.01
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#define HD_MULT 5
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#define BASE_DRAG_HD (BASE_DRAG*HD_MULT)
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class CfgAmmo {
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//class ace_arty_105mm_m1_m782_time;
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//class ace_arty_105mm_m1_m782_prox: ace_arty_105mm_m1_m782_time {};
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//class ace_arty_105mm_m1_m782_delay: ace_arty_105mm_m1_m782_prox {
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// ACE_FRAG_SKIP = 1;
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//};
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class Bo_GBU12_LGB;
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class Nou_GBU12 : Bo_GBU12_LGB {
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ACE_FRAG_CLASSES[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
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ACE_FRAG_METAL = 140000;
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ACE_FRAG_CHARGE = 87000;
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ACE_FRAG_GURNEY_C = 2320;
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ACE_FRAG_GURNEY_K = 1/2;
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sideAirFriction = 0.04;
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airFriction = 0.04;
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laserLock = 0;
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};
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class GrenadeBase;
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class Grenade;
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class GrenadeHand: Grenade {
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ACE_FRAG_SKIP = 0;
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ACE_FRAG_FORCE = 1;
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// This is a good high-drag frag type for grenades.
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ACE_FRAG_CLASSES[] = {"ACE_frag_tiny_HD"};
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/*
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These values are based on the M67 Grenade, should be tweaked for
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individual grenades.
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*/
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ACE_FRAG_METAL = 210; // metal in grams
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ACE_FRAG_CHARGE = 185; // explosive in grams
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ACE_FRAG_GURNEY_C = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
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ACE_FRAG_GURNEY_K = 3/5; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
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};
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class GrenadeHand_stone: GrenadeHand {
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ACE_FRAG_SKIP = 1;
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};
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class SmokeShell: GrenadeHand {
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ACE_FRAG_SKIP = 1;
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};
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class RocketBase;
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//class R_Hydra_HE: RocketBase {
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// ACE_FRAG_SKIP = 1;
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//};
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//class R_57mm_HE: RocketBase {
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// ACE_FRAG_SKIP = 1;
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//};
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class R_80mm_HE: RocketBase {
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ACE_FRAG_SKIP = 1;
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};
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//class R_S8T_AT: RocketBase {
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// ACE_FRAG_SKIP = 1;
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//};
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class BombCore;
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class Bo_Mk82: BombCore {
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ACE_FRAG_CLASSES[] = {"ACE_frag_large", "ACE_frag_large", "ACE_frag_large_HD", "ACE_frag_large", "ACE_frag_huge", "ACE_frag_huge_HD", "ACE_frag_huge"};
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ACE_FRAG_METAL = 140000;
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ACE_FRAG_CHARGE = 87000;
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ACE_FRAG_GURNEY_C = 2320;
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ACE_FRAG_GURNEY_K = 1/2;
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};
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class G_40mm_HE: GrenadeBase {
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ACE_FRAG_SKIP = 0;
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ACE_FRAG_FORCE = 1;
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};
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class ACE_G_40mm_HEDP: G_40mm_HE {
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};
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class ACE_G_40mm_HE: ACE_G_40mm_HEDP {
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};
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class ACE_G_40mm_Practice: ACE_G_40mm_HE {
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ACE_FRAG_SKIP = 1;
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};
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class ACE_G40mm_HE_VOG25P: G_40mm_HE {
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ACE_FRAG_SKIP = 0;
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ACE_FRAG_FORCE = 1;
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};
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//class R_SMAW_HEDP;
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//class R_MEEWS_HEDP : R_SMAW_HEDP {
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// ACE_FRAG_FORCE = 1;
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// ACE_FRAG_MULTIPLIER = 1.2;
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//};
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//class MissileBase;
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//class M_Hellfire_AT: MissileBase {
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// ACE_FRAG_FORCE = 1;
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// ACE_FRAG_MULTIPLIER = 1.75;
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//};
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/*
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class B_762x51_Ball;
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class ACE_frag_base: B_762x51_Ball { ////TODO: B_762x45_Ball no longer exists, is this a valid replacement?
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model = "\A3\Weapons_f\ammo\shell";
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timeToLive = 12;
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typicalSpeed = 800;
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// Fix sounds
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effectFly = "AmmoClassic";
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soundDefault1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.158114,1,30};
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soundDefault2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.158114,1,30};
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soundDefault3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.158114,1,30};
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soundDefault4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.158114,1,30};
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soundDefault5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.158114,1,30};
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soundDefault6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.158114,1,30};
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soundDefault7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.158114,1,30};
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soundDefault8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.158114,1,30};
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soundGroundSoft1[] = {"A3\sounds_f\weapons\hits\soft_ground_1.wav",0.02811705,1,30};
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soundGroundSoft2[] = {"A3\sounds_f\weapons\hits\soft_ground_2.wav",0.02811705,1,30};
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soundGroundSoft3[] = {"A3\sounds_f\weapons\hits\soft_ground_3.wav",0.02811705,1,30};
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soundGroundSoft4[] = {"A3\sounds_f\weapons\hits\soft_ground_4.wav",0.02811705,1,30};
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soundGroundSoft5[] = {"A3\sounds_f\weapons\hits\soft_ground_5.wav",0.02811705,1,30};
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soundGroundSoft6[] = {"A3\sounds_f\weapons\hits\soft_ground_6.wav",0.02811705,1,30};
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soundGroundSoft7[] = {"A3\sounds_f\weapons\hits\soft_ground_7.wav",0.02811705,1,30};
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soundGroundSoft8[] = {"A3\sounds_f\weapons\hits\soft_ground_8.wav",0.02811705,1,30};
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soundGroundHard1[] = {"A3\sounds_f\weapons\hits\hard_ground_1.wav",0.62946,1,40};
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soundGroundHard2[] = {"A3\sounds_f\weapons\hits\hard_ground_2.wav",0.62946,1,40};
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soundGroundHard3[] = {"A3\sounds_f\weapons\hits\hard_ground_3.wav",0.62946,1,40};
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soundGroundHard4[] = {"A3\sounds_f\weapons\hits\hard_ground_4.wav",0.62946,1,40};
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soundGroundHard5[] = {"A3\sounds_f\weapons\hits\hard_ground_5.wav",0.62946,1,40};
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soundGroundHard6[] = {"A3\sounds_f\weapons\hits\hard_ground_6.wav",0.62946,1,40};
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soundGroundHard7[] = {"A3\sounds_f\weapons\hits\hard_ground_7.wav",0.62946,1,40};
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soundGroundHard8[] = {"A3\sounds_f\weapons\hits\hard_ground_8.wav",0.62946,1,40};
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soundMetal1[] = {"A3\sounds_f\weapons\hits\metal_1.wav",0.158114,1,45};
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soundMetal2[] = {"A3\sounds_f\weapons\hits\metal_2.wav",0.158114,1,45};
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soundMetal3[] = {"A3\sounds_f\weapons\hits\metal_3.wav",0.158114,1,45};
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soundMetal4[] = {"A3\sounds_f\weapons\hits\metal_4.wav",0.158114,1,45};
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soundMetal5[] = {"A3\sounds_f\weapons\hits\metal_5.wav",0.158114,1,45};
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soundMetal6[] = {"A3\sounds_f\weapons\hits\metal_6.wav",0.158114,1,45};
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soundMetal7[] = {"A3\sounds_f\weapons\hits\metal_7.wav",0.158114,1,45};
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soundMetal8[] = {"A3\sounds_f\weapons\hits\metal_8.wav",0.158114,1,45};
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soundGlass1[] = {"A3\sounds_f\weapons\hits\glass_1.wav",0.177828,1,25};
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soundGlass2[] = {"A3\sounds_f\weapons\hits\glass_2.wav",0.177828,1,25};
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soundGlass3[] = {"A3\sounds_f\weapons\hits\glass_3.wav",0.177828,1,25};
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soundGlass4[] = {"A3\sounds_f\weapons\hits\glass_4.wav",0.177828,1,25};
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soundGlass5[] = {"A3\sounds_f\weapons\hits\glass_5.wav",0.177828,1,25};
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soundGlass6[] = {"A3\sounds_f\weapons\hits\glass_6.wav",0.177828,1,25};
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soundGlass7[] = {"A3\sounds_f\weapons\hits\glass_7.wav",0.177828,1,25};
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soundGlass8[] = {"A3\sounds_f\weapons\hits\glass_8.wav",0.177828,1,25};
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soundGlassArmored1[] = {"A3\sounds_f\weapons\hits\glass_arm_1.wav",0.177828,1,30};
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soundGlassArmored2[] = {"A3\sounds_f\weapons\hits\glass_arm_2.wav",0.177828,1,30};
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soundGlassArmored3[] = {"A3\sounds_f\weapons\hits\glass_arm_3.wav",0.177828,1,30};
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soundGlassArmored4[] = {"A3\sounds_f\weapons\hits\glass_arm_4.wav",0.177828,1,30};
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soundGlassArmored5[] = {"A3\sounds_f\weapons\hits\glass_arm_5.wav",0.177828,1,30};
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soundGlassArmored6[] = {"A3\sounds_f\weapons\hits\glass_arm_6.wav",0.177828,1,30};
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soundGlassArmored7[] = {"A3\sounds_f\weapons\hits\glass_arm_7.wav",0.177828,1,30};
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soundGlassArmored8[] = {"A3\sounds_f\weapons\hits\glass_arm_8.wav",0.177828,1,30};
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soundVehiclePlate1[] = {"A3\sounds_f\weapons\hits\metal_plate_1.wav",0.281170,1,40};
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soundVehiclePlate2[] = {"A3\sounds_f\weapons\hits\metal_plate_2.wav",0.281170,1,40};
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soundVehiclePlate3[] = {"A3\sounds_f\weapons\hits\metal_plate_3.wav",0.281170,1,40};
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soundVehiclePlate4[] = {"A3\sounds_f\weapons\hits\metal_plate_4.wav",0.281170,1,40};
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soundVehiclePlate5[] = {"A3\sounds_f\weapons\hits\metal_plate_5.wav",0.281170,1,40};
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soundVehiclePlate6[] = {"A3\sounds_f\weapons\hits\metal_plate_6.wav",0.281170,1,40};
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soundVehiclePlate7[] = {"A3\sounds_f\weapons\hits\metal_plate_7.wav",0.281170,1,40};
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soundVehiclePlate8[] = {"A3\sounds_f\weapons\hits\metal_plate_8.wav",0.281170,1,40};
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soundWood1[] = {"A3\sounds_f\weapons\hits\wood_1.wav",0.158114,1,30};
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soundWood2[] = {"A3\sounds_f\weapons\hits\wood_2.wav",0.158114,1,30};
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soundWood3[] = {"A3\sounds_f\weapons\hits\wood_3.wav",0.158114,1,30};
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soundWood4[] = {"A3\sounds_f\weapons\hits\wood_4.wav",0.158114,1,30};
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soundWood5[] = {"A3\sounds_f\weapons\hits\wood_5.wav",0.158114,1,30};
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soundWood6[] = {"A3\sounds_f\weapons\hits\wood_6.wav",0.158114,1,30};
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soundWood7[] = {"A3\sounds_f\weapons\hits\wood_7.wav",0.158114,1,30};
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soundWood8[] = {"A3\sounds_f\weapons\hits\wood_8.wav",0.158114,1,30};
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soundHitBody1[] = {"A3\sounds_f\weapons\hits\body_1.wav",0.0177828,1,25};
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soundHitBody2[] = {"A3\sounds_f\weapons\hits\body_2.wav",0.0177828,1,25};
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soundHitBody3[] = {"A3\sounds_f\weapons\hits\body_3.wav",0.0177828,1,25};
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soundHitBody4[] = {"A3\sounds_f\weapons\hits\body_4.wav",0.0177828,1,25};
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soundHitBody5[] = {"A3\sounds_f\weapons\hits\body_5.wav",0.0177828,1,25};
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soundHitBody6[] = {"A3\sounds_f\weapons\hits\body_6.wav",0.0177828,1,25};
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soundHitBody7[] = {"A3\sounds_f\weapons\hits\body_7.wav",0.0177828,1,25};
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soundHitBody8[] = {"A3\sounds_f\weapons\hits\body_8.wav",0.0177828,1,25};
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soundHitBuilding1[] = {"A3\sounds_f\weapons\hits\building_1.wav",0.251189,1,30};
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soundHitBuilding2[] = {"A3\sounds_f\weapons\hits\building_2.wav",0.251189,1,30};
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soundHitBuilding3[] = {"A3\sounds_f\weapons\hits\building_3.wav",0.251189,1,30};
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soundHitBuilding4[] = {"A3\sounds_f\weapons\hits\building_4.wav",0.251189,1,30};
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soundHitBuilding5[] = {"A3\sounds_f\weapons\hits\building_5.wav",0.251189,1,30};
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soundHitBuilding6[] = {"A3\sounds_f\weapons\hits\building_6.wav",0.251189,1,30};
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soundHitBuilding7[] = {"A3\sounds_f\weapons\hits\building_7.wav",0.251189,1,30};
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soundHitBuilding8[] = {"A3\sounds_f\weapons\hits\building_8.wav",0.251189,1,30};
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soundHitFoliage1[] = {"A3\sounds_f\weapons\hits\foliage_1.wav",0.177828,1,25};
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soundHitFoliage2[] = {"A3\sounds_f\weapons\hits\foliage_2.wav",0.177828,1,25};
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soundHitFoliage3[] = {"A3\sounds_f\weapons\hits\foliage_3.wav",0.177828,1,25};
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soundHitFoliage4[] = {"A3\sounds_f\weapons\hits\foliage_4.wav",0.177828,1,25};
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soundHitFoliage5[] = {"A3\sounds_f\weapons\hits\foliage_5.wav",0.177828,1,25};
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soundHitFoliage6[] = {"A3\sounds_f\weapons\hits\foliage_6.wav",0.177828,1,25};
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soundHitFoliage7[] = {"A3\sounds_f\weapons\hits\foliage_7.wav",0.177828,1,25};
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soundHitFoliage8[] = {"A3\sounds_f\weapons\hits\foliage_8.wav",0.177828,1,25};
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soundPlastic1[] = {"A3\sounds_f\weapons\hits\plastic_1.wav",0.177828,1,25};
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soundPlastic2[] = {"A3\sounds_f\weapons\hits\plastic_2.wav",0.177828,1,25};
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soundPlastic3[] = {"A3\sounds_f\weapons\hits\plastic_3.wav",0.177828,1,25};
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soundPlastic4[] = {"A3\sounds_f\weapons\hits\plastic_4.wav",0.177828,1,25};
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soundPlastic5[] = {"A3\sounds_f\weapons\hits\plastic_5.wav",0.177828,1,25};
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soundPlastic6[] = {"A3\sounds_f\weapons\hits\plastic_6.wav",0.177828,1,25};
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soundPlastic7[] = {"A3\sounds_f\weapons\hits\plastic_7.wav",0.177828,1,25};
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soundPlastic8[] = {"A3\sounds_f\weapons\hits\plastic_8.wav",0.177828,1,25};
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soundConcrete1[] = {"A3\sounds_f\weapons\hits\concrete_1.wav",0.177828,1,35};
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soundConcrete2[] = {"A3\sounds_f\weapons\hits\concrete_2.wav",0.177828,1,35};
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soundConcrete3[] = {"A3\sounds_f\weapons\hits\concrete_3.wav",0.177828,1,35};
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soundConcrete4[] = {"A3\sounds_f\weapons\hits\concrete_4.wav",0.177828,1,35};
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soundConcrete5[] = {"A3\sounds_f\weapons\hits\concrete_5.wav",0.177828,1,35};
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soundConcrete6[] = {"A3\sounds_f\weapons\hits\concrete_6.wav",0.177828,1,35};
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soundConcrete7[] = {"A3\sounds_f\weapons\hits\concrete_7.wav",0.177828,1,35};
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soundConcrete8[] = {"A3\sounds_f\weapons\hits\concrete_8.wav",0.177828,1,35};
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soundRubber1[] = {"A3\sounds_f\weapons\hits\tyre_1.wav",0.158114,1,25};
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soundRubber2[] = {"A3\sounds_f\weapons\hits\tyre_2.wav",0.158114,1,25};
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soundRubber3[] = {"A3\sounds_f\weapons\hits\tyre_3.wav",0.158114,1,25};
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soundRubber4[] = {"A3\sounds_f\weapons\hits\tyre_4.wav",0.158114,1,25};
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soundRubber5[] = {"A3\sounds_f\weapons\hits\tyre_5.wav",0.158114,1,25};
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soundRubber6[] = {"A3\sounds_f\weapons\hits\tyre_6.wav",0.158114,1,25};
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soundRubber7[] = {"A3\sounds_f\weapons\hits\tyre_7.wav",0.158114,1,25};
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soundRubber8[] = {"A3\sounds_f\weapons\hits\tyre_8.wav",0.158114,1,25};
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soundWater1[] = {"A3\sounds_f\weapons\hits\water_01.wav",0.158114,1,25};
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soundWater2[] = {"A3\sounds_f\weapons\hits\water_02.wav",0.158114,1,25};
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soundWater3[] = {"A3\sounds_f\weapons\hits\water_03.wav",0.158114,1,25};
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soundWater4[] = {"A3\sounds_f\weapons\hits\water_04.wav",0.158114,1,25};
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soundWater5[] = {"A3\sounds_f\weapons\hits\water_05.wav",0.158114,1,25};
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soundWater6[] = {"A3\sounds_f\weapons\hits\water_06.wav",0.158114,1,25};
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soundWater7[] = {"A3\sounds_f\weapons\hits\water_07.wav",0.158114,1,25};
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soundWater8[] = {"A3\sounds_f\weapons\hits\water_08.wav",0.158114,1,25};
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hitGroundSoft[] = {"soundGroundSoft1",0.2,"soundGroundSoft2",0.2,"soundGroundSoft3",0.1,"soundGroundSoft4",0.1,"soundGroundSoft5",0.1,"soundGroundSoft6",0.1,"soundGroundSoft7",0.1,"soundGroundSoft8",0.1};
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hitGroundHard[] = {"soundGroundHard1",0.2,"soundGroundHard2",0.2,"soundGroundHard3",0.1,"soundGroundHard4",0.1,"soundGroundHard5",0.1,"soundGroundHard6",0.1,"soundGroundHard7",0.1,"soundGroundHard8",0.1};
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hitMan[] = {"soundHitBody1",0.125,"soundHitBody2",0.125,"soundHitBody3",0.125,"soundHitBody4",0.125,"soundHitBody5",0.125,"soundHitBody6",0.125,"soundHitBody7",0.125,"soundHitBody8",0.125};
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hitArmor[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125};
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hitBuilding[] = {"soundHitBuilding1",0.2,"soundHitBuilding2",0.2,"soundHitBuilding3",0.1,"soundHitBuilding4",0.1,"soundHitBuilding5",0.1,"soundHitBuilding6",0.1,"soundHitBuilding7",0.1,"soundHitBuilding8",0.1};
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hitFoliage[] = {"soundHitFoliage1",0.125,"soundHitFoliage2",0.125,"soundHitFoliage3",0.125,"soundHitFoliage4",0.125,"soundHitFoliage5",0.125,"soundHitFoliage6",0.125,"soundHitFoliage7",0.125,"soundHitFoliage8",0.125};
|
|
hitWood[] = {"soundWood1",0.125,"soundWood2",0.125,"soundWood3",0.125,"soundWood4",0.125,"soundWood5",0.125,"soundWood6",0.125,"soundWood7",0.125,"soundWood8",0.125};
|
|
hitGlass[] = {"soundGlass1",0.125,"soundGlass2",0.125,"soundGlass3",0.125,"soundGlass4",0.125,"soundGlass5",0.125,"soundGlass6",0.125,"soundGlass7",0.125,"soundGlass8",0.125};
|
|
hitGlassArmored[] = {"soundGlassArmored1",0.125,"soundGlassArmored2",0.125,"soundGlassArmored3",0.125,"soundGlassArmored4",0.125,"soundGlassArmored5",0.125,"soundGlassArmored6",0.125,"soundGlassArmored7",0.125,"soundGlassArmored8",0.125};
|
|
hitConcrete[] = {"soundConcrete1",0.125,"soundConcrete2",0.125,"soundConcrete3",0.125,"soundConcrete4",0.125,"soundConcrete5",0.125,"soundConcrete6",0.125,"soundConcrete7",0.125,"soundConcrete8",0.125};
|
|
hitRubber[] = {"soundRubber1",0.125,"soundRubber2",0.125,"soundRubber3",0.125,"soundRubber4",0.125,"soundRubber5",0.125,"soundRubber6",0.125,"soundRubber7",0.125,"soundRubber8",0.125};
|
|
hitPlastic[] = {"soundPlastic1",0.125,"soundPlastic2",0.125,"soundPlastic3",0.125,"soundPlastic4",0.125,"soundPlastic5",0.125,"soundPlastic6",0.125,"soundPlastic7",0.125,"soundPlastic8",0.125};
|
|
hitDefault[] = {"soundDefault1",0.2,"soundDefault2",0.2,"soundDefault3",0.1,"soundDefault4",0.1,"soundDefault5",0.1,"soundDefault6",0.1,"soundDefault7",0.1,"soundDefault8",0.1};
|
|
hitMetal[] = {"soundMetal1",0.125,"soundMetal2",0.125,"soundMetal3",0.125,"soundMetal4",0.125,"soundMetal5",0.125,"soundMetal6",0.125,"soundMetal7",0.125,"soundMetal8",0.125};
|
|
hitMetalplate[] = {"soundVehiclePlate1",0.125,"soundVehiclePlate2",0.125,"soundVehiclePlate3",0.125,"soundVehiclePlate4",0.125,"soundVehiclePlate5",0.125,"soundVehiclePlate6",0.125,"soundVehiclePlate7",0.125,"soundVehiclePlate8",0.125};
|
|
hitWater[] = {"soundWater1",0.125,"soundWater2",0.125,"soundWater3",0.125,"soundWater4",0.125,"soundWater5",0.125,"soundWater6",0.125,"soundWater7",0.125,"soundWater8",0.125};
|
|
bulletFly1[] = {"A3\sounds_f\weapons\hits\bullet_by_1.wav",1,1,35};
|
|
bulletFly2[] = {"A3\sounds_f\weapons\hits\bullet_by_2.wav",1,1,35};
|
|
bulletFly3[] = {"A3\sounds_f\weapons\hits\bullet_by_3.wav",1,1,35};
|
|
bulletFly4[] = {"A3\sounds_f\weapons\hits\bullet_by_4.wav",1,1,35};
|
|
bulletFly5[] = {"A3\sounds_f\weapons\hits\bullet_by_5.wav",1,1,35};
|
|
bulletFly6[] = {"A3\sounds_f\weapons\hits\bullet_by_6.wav",1,1,35};
|
|
bulletFly7[] = {"A3\sounds_f\weapons\hits\bullet_by_7.wav",1,1,35};
|
|
bulletFly8[] = {"A3\sounds_f\weapons\hits\bullet_by_8.wav",1,1,35};
|
|
bulletFly[] = {"bulletFly1",0.166,"bulletFly2",0.166,"bulletFly3",0.166,"bulletFly4",0.166,"bulletFly5",0.166,"bulletFly6",0.167,"bulletFly7",0.166,"bulletFly8",0.167};
|
|
supersonicCrackNear[] = {"A3\sounds_f\weapons\hits\sscrack1.wav",1,1,35};
|
|
supersonicCrackFar[] = {"A3\sounds_f\weapons\hits\sscrack2.wav",1,1,135};
|
|
};
|
|
*/
|
|
|
|
class B_65x39_Caseless;
|
|
class ACE_frag_base: B_65x39_Caseless {
|
|
timeToLive = 12;
|
|
typicalSpeed = 1500;
|
|
deflecting = 65;
|
|
};
|
|
|
|
class ACE_frag_tiny: ACE_frag_base {
|
|
hit = 6;
|
|
airFriction = BASE_DRAG;
|
|
caliber = 0.75;
|
|
};
|
|
|
|
class ACE_frag_tiny_HD: ACE_frag_base {
|
|
hit = 6;
|
|
airFriction = BASE_DRAG_HD;
|
|
caliber = 0.75;
|
|
};
|
|
|
|
class ACE_frag_small: ACE_frag_base {
|
|
hit = 12;
|
|
airFriction = BASE_DRAG*0.9;
|
|
};
|
|
|
|
class ACE_frag_small_HD: ACE_frag_base {
|
|
hit = 12;
|
|
airFriction = BASE_DRAG_HD*0.9;
|
|
};
|
|
|
|
class ACE_frag_medium: ACE_frag_base {
|
|
hit = 14;
|
|
airFriction = BASE_DRAG*0.75;
|
|
caliber = 1.2;
|
|
};
|
|
|
|
class ACE_frag_medium_HD: ACE_frag_base {
|
|
hit = 14;
|
|
airFriction = BASE_DRAG_HD*0.75;
|
|
caliber = 1.2;
|
|
};
|
|
|
|
class ACE_frag_large: ACE_frag_base {
|
|
hit = 28;
|
|
indirectHit = 2;
|
|
indirectHitRange = 0.25;
|
|
airFriction = BASE_DRAG*0.65;
|
|
caliber = 2;
|
|
explosive = 0;
|
|
|
|
};
|
|
|
|
class ACE_frag_large_HD: ACE_frag_large {
|
|
hit = 28;
|
|
indirectHit = 2;
|
|
indirectHitRange = 0.25;
|
|
airFriction = BASE_DRAG_HD*0.65;
|
|
caliber = 2;
|
|
|
|
|
|
};
|
|
|
|
class ACE_frag_huge: ACE_frag_large {
|
|
hit = 40;
|
|
indirectHit = 4;
|
|
indirectHitRange = 0.5;
|
|
airFriction = BASE_DRAG*0.5;
|
|
caliber = 2.8;
|
|
};
|
|
|
|
class ACE_frag_huge_HD: ACE_frag_large {
|
|
hit = 40;
|
|
indirectHit = 4;
|
|
indirectHitRange = 0.5;
|
|
airFriction = BASE_DRAG_HD*0.5;
|
|
caliber = 2.8;
|
|
};
|
|
|
|
class ACE_frag_spall_small: ACE_frag_small {
|
|
timeToLive = 0.1;
|
|
};
|
|
|
|
class ACE_frag_spall_medium: ACE_frag_medium {
|
|
timeToLive = 0.15;
|
|
};
|
|
|
|
class ACE_frag_spall_large: ACE_frag_large {
|
|
timeToLive = 0.25;
|
|
};
|
|
|
|
class ACE_frag_spall_huge: ACE_frag_huge {
|
|
timeToLive = 0.3;
|
|
};
|
|
};
|