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CfgAmmo Update
This commit is contained in:
@@ -1,6 +1,319 @@
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class CfgAmmo {
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class Default;
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class BulletBase;
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class GrenadeHand;
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class GrenadeCore;
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class Melee : Default
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{
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//Simulation
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simulation = "shotSpread";
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dispersion = 0.174;
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indirectHit = 0;
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indirectHitRange = 0;
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explosive = 0;
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simulationStep = 0.001;
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timeToLive = 0.04;
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airFriction = 0;
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//AI visibility and audibility
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visibleFire = 0.1;
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visibleFireTime = 0;
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audibleFire = 1;
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cost = 0.01;
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tracerColor[] = {0, 0, 0, 0};
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tracerColorR[] = {0, 0, 0, 0};
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typicalSpeed = 50;
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explosionEffects = "ImpactBlood";
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craterEffects = "ImpactEffectsBlood";
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model = "\ca\Weapons\shell";
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caliber = 0.22;
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soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.316228, 1, 60};
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soundDefault2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.316228, 1, 60};
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soundDefault3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.316228, 1, 60};
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soundDefault4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.316228, 1, 60};
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soundDefault5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.316228, 1, 60};
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soundDefault6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.316228, 1, 60};
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soundDefault7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.316228, 1, 60};
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soundDefault8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.316228, 1, 60};
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soundGroundSoft1[] = {"ca\sounds\weapons\hits\hit_earth_01", 0.0562341, 1, 60};
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soundGroundSoft2[] = {"ca\sounds\weapons\hits\hit_earth_02", 0.0562341, 1, 60};
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soundGroundSoft3[] = {"ca\sounds\weapons\hits\hit_earth_03", 0.0562341, 1, 60};
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soundGroundSoft4[] = {"ca\sounds\weapons\hits\hit_earth_04", 0.0562341, 1, 60};
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soundGroundSoft5[] = {"ca\sounds\weapons\hits\rico_hit_earth_01", 0.0562341, 1, 60};
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soundGroundSoft6[] = {"ca\sounds\weapons\hits\rico_hit_earth_02", 0.0562341, 1, 60};
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soundGroundSoft7[] = {"ca\sounds\weapons\hits\rico_hit_earth_03", 0.0562341, 1, 60};
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soundGroundSoft8[] = {"ca\sounds\weapons\hits\rico_hit_earth_04", 0.0562341, 1, 60};
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soundGroundHard1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.125893, 1, 80};
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soundGroundHard2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.125893, 1, 80};
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soundGroundHard3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.125893, 1, 80};
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soundGroundHard4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.125893, 1, 80};
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soundGroundHard5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.125893, 1, 80};
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soundGroundHard6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.125893, 1, 80};
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soundGroundHard7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.125893, 1, 80};
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soundGroundHard8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.125893, 1, 80};
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soundMetal1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.316228, 1, 90};
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soundMetal2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.316228, 1, 90};
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soundMetal3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.316228, 1, 90};
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soundMetal4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.316228, 1, 90};
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soundMetal5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.316228, 1, 90};
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soundMetal6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.316228, 1, 90};
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soundMetal7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.316228, 1, 90};
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soundMetal8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.316228, 1, 90};
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soundMetal9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.316228, 1, 90};
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soundMetal10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.316228, 1, 90};
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soundMetal11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.316228, 1, 90};
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soundMetal12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.316228, 1, 90};
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soundGlass1[] = {"ca\sounds\weapons\hits\hit_glass_01", 0.177828, 1, 50};
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soundGlass2[] = {"ca\sounds\weapons\hits\hit_glass_02", 0.177828, 1, 50};
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soundGlass3[] = {"ca\sounds\weapons\hits\hit_glass_03", 0.177828, 1, 50};
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soundGlass4[] = {"ca\sounds\weapons\hits\hit_glass_04", 0.177828, 1, 50};
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soundGlass5[] = {"ca\sounds\weapons\hits\hit_glass_05", 0.177828, 1, 50};
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soundGlass6[] = {"ca\sounds\weapons\hits\hit_glass_06", 0.177828, 1, 50};
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soundGlass7[] = {"ca\sounds\weapons\hits\hit_glass_07", 0.177828, 1, 50};
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soundGlass8[] = {"ca\sounds\weapons\hits\hit_glass_08", 0.177828, 1, 50};
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soundGlass9[] = {"ca\sounds\weapons\hits\hit_glass_09", 0.177828, 1, 50};
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soundGlass10[] = {"ca\sounds\weapons\hits\hit_glass_10", 0.177828, 1, 50};
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soundIron1[] = {"ca\sounds\weapons\hits\hit_iron_01", 0.316228, 1, 90};
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soundIron2[] = {"ca\sounds\weapons\hits\hit_iron_02", 0.316228, 1, 90};
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soundIron3[] = {"ca\sounds\weapons\hits\hit_iron_03", 0.316228, 1, 90};
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soundIron4[] = {"ca\sounds\weapons\hits\hit_iron_04", 0.316228, 1, 90};
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soundIron5[] = {"ca\sounds\weapons\hits\hit_iron_05", 0.316228, 1, 90};
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soundIron6[] = {"ca\sounds\weapons\hits\hit_iron_06", 0.316228, 1, 90};
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soundIron7[] = {"ca\sounds\weapons\hits\hit_iron_07", 0.316228, 1, 90};
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soundIron8[] = {"ca\sounds\weapons\hits\hit_iron_08", 0.316228, 1, 90};
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soundIron9[] = {"ca\sounds\weapons\hits\rico_hit_iron_01", 0.316228, 1, 90};
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soundIron10[] = {"ca\sounds\weapons\hits\rico_hit_iron_02", 0.316228, 1, 90};
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soundIron11[] = {"ca\sounds\weapons\hits\rico_hit_iron_03", 0.316228, 1, 90};
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soundIron12[] = {"ca\sounds\weapons\hits\rico_hit_iron_04", 0.316228, 1, 90};
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soundGlassArmored1[] = {"ca\sounds\weapons\hits\hit_glass_armored_01", 0.177828, 1, 60};
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soundGlassArmored2[] = {"ca\sounds\weapons\hits\hit_glass_armored_02", 0.177828, 1, 60};
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soundGlassArmored3[] = {"ca\sounds\weapons\hits\hit_glass_armored_03", 0.177828, 1, 60};
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soundGlassArmored4[] = {"ca\sounds\weapons\hits\hit_glass_armored_04", 0.177828, 1, 60};
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soundGlassArmored5[] = {"ca\sounds\weapons\hits\hit_glass_armored_05", 0.177828, 1, 60};
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soundGlassArmored6[] = {"ca\sounds\weapons\hits\hit_glass_armored_06", 0.177828, 1, 60};
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soundGlassArmored7[] = {"ca\sounds\weapons\hits\hit_glass_armored_07", 0.177828, 1, 60};
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soundGlassArmored8[] = {"ca\sounds\weapons\hits\hit_glass_armored_08", 0.177828, 1, 60};
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soundVehiclePlate1[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_01", 0.562341, 1, 90};
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soundVehiclePlate2[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_02", 0.562341, 1, 90};
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soundVehiclePlate3[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_03", 0.562341, 1, 90};
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soundVehiclePlate4[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_04", 0.562341, 1, 90};
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soundVehiclePlate5[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_05", 0.562341, 1, 90};
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soundVehiclePlate6[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_06", 0.562341, 1, 90};
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soundVehiclePlate7[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_07", 0.562341, 1, 90};
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soundVehiclePlate8[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_08", 0.562341, 1, 90};
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soundVehiclePlate9[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_01", 0.562341, 1, 90};
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soundVehiclePlate10[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_02", 0.562341, 1, 90};
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soundVehiclePlate11[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_03", 0.562341, 1, 90};
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soundVehiclePlate12[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_04", 0.562341, 1, 90};
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soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01", 0.316228, 1, 60};
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soundWood2[] = {"ca\sounds\weapons\hits\hit_wood_02", 0.316228, 1, 60};
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soundWood3[] = {"ca\sounds\weapons\hits\hit_wood_03", 0.316228, 1, 60};
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soundWood4[] = {"ca\sounds\weapons\hits\hit_wood_04", 0.316228, 1, 60};
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soundWood5[] = {"ca\sounds\weapons\hits\hit_wood_05", 0.316228, 1, 60};
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soundWood6[] = {"ca\sounds\weapons\hits\hit_wood_06", 0.316228, 1, 60};
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soundWood7[] = {"ca\sounds\weapons\hits\hit_wood_07", 0.316228, 1, 60};
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soundWood8[] = {"ca\sounds\weapons\hits\hit_wood_08", 0.316228, 1, 60};
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soundWood9[] = {"ca\sounds\weapons\hits\rico_hit_wood_01", 0.316228, 1, 60};
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soundWood10[] = {"ca\sounds\weapons\hits\rico_hit_wood_02", 0.316228, 1, 60};
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soundWood11[] = {"ca\sounds\weapons\hits\rico_hit_wood_03", 0.316228, 1, 60};
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soundWood12[] = {"ca\sounds\weapons\hits\rico_hit_wood_04", 0.316228, 1, 60};
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soundHitBody1[] = {"ca\sounds\weapons\hits\hit_body_01", 0.0177828, 1, 50};
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soundHitBody2[] = {"ca\sounds\weapons\hits\hit_body_02", 0.0177828, 1, 50};
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soundHitBody3[] = {"ca\sounds\weapons\hits\hit_body_03", 0.0177828, 1, 50};
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soundHitBody4[] = {"ca\sounds\weapons\hits\hit_body_04", 0.0177828, 1, 50};
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soundHitBody5[] = {"ca\sounds\weapons\hits\hit_body_05", 0.0177828, 1, 50};
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soundHitBody6[] = {"ca\sounds\weapons\hits\hit_body_06", 0.0177828, 1, 50};
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soundHitBody7[] = {"ca\sounds\weapons\hits\hit_body_07", 0.0177828, 1, 50};
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soundHitBody8[] = {"ca\sounds\weapons\hits\hit_body_08", 0.0177828, 1, 50};
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soundHitBody9[] = {"ca\sounds\weapons\hits\hit_body_09", 0.0177828, 1, 50};
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soundHitBody10[] = {"ca\sounds\weapons\hits\hit_body_10", 0.0177828, 1, 50};
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soundHitBody11[] = {"ca\sounds\weapons\hits\hit_body_11", 0.0177828, 1, 50};
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soundHitBody12[] = {"ca\sounds\weapons\hits\hit_body_12", 0.0177828, 1, 50};
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soundHitBody13[] = {"ca\sounds\weapons\hits\hit_body_13", 0.0177828, 1, 50};
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soundMetalPlate1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.562341, 1, 90};
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soundMetalPlate2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.562341, 1, 90};
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soundMetalPlate3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.562341, 1, 90};
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soundMetalPlate4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.562341, 1, 90};
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soundMetalPlate5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.562341, 1, 90};
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soundMetalPlate6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.562341, 1, 90};
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soundMetalPlate7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.562341, 1, 90};
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soundMetalPlate8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.562341, 1, 90};
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soundMetalPlate9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.562341, 1, 90};
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soundMetalPlate10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.562341, 1, 90};
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soundMetalPlate11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.562341, 1, 90};
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soundMetalPlate12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.562341, 1, 90};
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soundHitBuilding1[] = {"ca\sounds\weapons\hits\hit_wall_01", 0.251189, 1, 60};
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soundHitBuilding2[] = {"ca\sounds\weapons\hits\hit_wall_02", 0.251189, 1, 60};
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soundHitBuilding3[] = {"ca\sounds\weapons\hits\hit_wall_03", 0.251189, 1, 60};
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soundHitBuilding4[] = {"ca\sounds\weapons\hits\hit_wall_04", 0.251189, 1, 60};
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soundHitBuilding5[] = {"ca\sounds\weapons\hits\hit_wall_05", 0.251189, 1, 60};
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soundHitBuilding6[] = {"ca\sounds\weapons\hits\rico_hit_wall_01", 0.251189, 1, 60};
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soundHitBuilding7[] = {"ca\sounds\weapons\hits\rico_hit_wall_02", 0.251189, 1, 60};
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soundHitBuilding8[] = {"ca\sounds\weapons\hits\rico_hit_wall_03", 0.251189, 1, 60};
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soundHitBuilding9[] = {"ca\sounds\weapons\hits\rico_hit_wall_04", 0.251189, 1, 60};
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soundHitBuilding10[] = {"ca\sounds\weapons\hits\rico_hit_wall_05", 0.251189, 1, 60};
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soundHitFoliage1[] = {"ca\sounds\weapons\hits\hit_grass_01", 0.177828, 1, 50};
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soundHitFoliage2[] = {"ca\sounds\weapons\hits\hit_grass_02", 0.177828, 1, 50};
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soundHitFoliage3[] = {"ca\sounds\weapons\hits\hit_grass_03", 0.177828, 1, 50};
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soundHitFoliage4[] = {"ca\sounds\weapons\hits\hit_grass_04", 0.177828, 1, 50};
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soundPlastic1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.177828, 1, 50};
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soundPlastic2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.177828, 1, 50};
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soundConcrete1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.177828, 1, 70};
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soundConcrete2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.177828, 1, 70};
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soundConcrete3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.177828, 1, 70};
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soundConcrete4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.177828, 1, 70};
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soundConcrete5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.177828, 1, 70};
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soundConcrete6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.177828, 1, 70};
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soundConcrete7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.177828, 1, 70};
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soundConcrete8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.177828, 1, 70};
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soundRubber1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.316228, 1, 50};
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soundRubber2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.316228, 1, 50};
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soundRubber3[] = {"ca\sounds\weapons\hits\hit_Rubber_03", 0.316228, 1, 50};
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soundRubber4[] = {"ca\sounds\weapons\hits\hit_Rubber_04", 0.316228, 1, 50};
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soundRubber5[] = {"ca\sounds\weapons\hits\hit_Rubber_05", 0.316228, 1, 50};
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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", 0.077, "soundHitBody2", 0.077, "soundHitBody3", 0.077, "soundHitBody4", 0.077, "soundHitBody5", 0.077, "soundHitBody6", 0.077, "soundHitBody7", 0.077, "soundHitBody8", 0.077, "soundHitBody9", 0.077, "soundHitBody10", 0.077, "soundHitBody11", 0.077, "soundHitBody12", 0.077, "soundHitBody13", 0.077};
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hitArmor[] = {"soundVehiclePlate1", 0.1, "soundVehiclePlate2", 0.1, "soundVehiclePlate3", 0.05, "soundVehiclePlate4", 0.05, "soundVehiclePlate5", 0.1, "soundVehiclePlate6", 0.05, "soundVehiclePlate7", 0.1, "soundVehiclePlate8", 0.1, "soundVehiclePlate9", 0.05, "soundVehiclePlate10", 0.1, "soundVehiclePlate11", 0.1, "soundVehiclePlate12", 0.1};
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hitIron[] = {"soundIron1", 0.1, "soundIron2", 0.1, "soundIron3", 0.1, "soundIron4", 0.1, "soundIron5", 0.1, "soundIron6", 0.1, "soundIron7", 0.05, "soundIron8", 0.05, "soundIron9", 0.1, "soundIron10", 0.1, "soundIron11", 0.05, "soundIron12", 0.05};
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hitBuilding[] = {"soundHitBuilding1", 0.1, "soundHitBuilding2", 0.1, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1, "soundHitBuilding5", 0.1, "soundHitBuilding6", 0.1, "soundHitBuilding7", 0.1, "soundHitBuilding8", 0.1, "soundHitBuilding9", 0.1, "soundHitBuilding10", 0.1};
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hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25};
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hitWood[] = {"soundWood1", 0.1, "soundWood2", 0.1, "soundWood3", 0.1, "soundWood4", 0.05, "soundWood5", 0.05, "soundWood6", 0.1, "soundWood7", 0.1, "soundWood8", 0.1, "soundWood9", 0.1, "soundWood10", 0.1, "soundWood11", 0.05, "soundWood12", 0.05};
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hitGlass[] = {"soundGlass1", 0.1, "soundGlass2", 0.1, "soundGlass3", 0.1, "soundGlass4", 0.1, "soundGlass5", 0.1, "soundGlass6", 0.1, "soundGlass7", 0.1, "soundGlass8", 0.1, "soundGlass9", 0.1, "soundGlass10", 0.1};
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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};
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hitConcrete[] = {"soundConcrete1", 0.2, "soundConcrete2", 0.2, "soundConcrete3", 0.2, "soundConcrete4", 0.05, "soundConcrete5", 0.05, "soundConcrete6", 0.1, "soundConcrete7", 0.1, "soundConcrete8", 0.1};
|
||||
hitRubber[] = {"soundRubber1", 0.2, "soundRubber2", 0.2, "soundRubber3", 0.2, "soundRubber4", 0.2, "soundRubber5", 0.2};
|
||||
hitPlastic[] = {"soundPlastic1", 0.5, "soundPlastic2", 0.5};
|
||||
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", 0.1, "soundMetal2", 0.1, "soundMetal3", 0.1, "soundMetal4", 0.05, "soundMetal5", 0.1, "soundMetal6", 0.1, "soundMetal7", 0.05, "soundMetal8", 0.1, "soundMetal9", 0.05, "soundMetal10", 0.05, "soundMetal11", 0.1, "soundMetal12", 0.1};
|
||||
hitMetalplate[] = {"soundMetalPlate1", 0.1, "soundMetalPlate2", 0.1, "soundMetalPlate3", 0.1, "soundMetalPlate4", 0.05, "soundMetalPlate5", 0.05, "soundMetalPlate6", 0.05, "soundMetalPlate7", 0.1, "soundMetalPlate8", 0.1, "soundMetalPlate9", 0.1, "soundMetalPlate10", 0.1, "soundMetalPlate11", 0.1, "soundMetalPlate12", 0.05};
|
||||
};
|
||||
|
||||
class Hatchet_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 3;
|
||||
};
|
||||
|
||||
class Crowbar_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 2;
|
||||
};
|
||||
|
||||
class Machete_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 3;
|
||||
};
|
||||
|
||||
class Fishing_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 1;
|
||||
};
|
||||
|
||||
class Bat_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 1;
|
||||
};
|
||||
|
||||
class BatBarbed_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 2;
|
||||
};
|
||||
|
||||
class BatNailed_Swing_Ammo : Melee
|
||||
{
|
||||
hit = 2;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/* BOLT / ARROW */
|
||||
|
||||
class Bolt : BulletBase
|
||||
{
|
||||
model = "\dayz_weapons\models\bolt";
|
||||
soundFly[] = {"", 1, 1};
|
||||
hit = 6;
|
||||
cartridge = "";
|
||||
cost = 5;
|
||||
typicalSpeed = 100;
|
||||
airFriction = -0.002751;
|
||||
caliber = 0.33;
|
||||
visibleFire = 1;
|
||||
audibleFire = 1;
|
||||
};
|
||||
|
||||
class WoodenArrow : Bolt
|
||||
{
|
||||
model = "\dayz_weapons\models\bolt";
|
||||
hit = 8;
|
||||
};
|
||||
|
||||
class tranquiliser_bolt : BulletBase
|
||||
{
|
||||
hit = 0.1;
|
||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
maxRange = 100;
|
||||
deflecting = 5;
|
||||
tracerColor[] = {0, 0, 0, 0};
|
||||
tracerColorR[] = {0, 0, 0, 0};
|
||||
model = "z\addons\community_crossbow\models\bolt.p3d";
|
||||
typicalSpeed=75; //100
|
||||
maxSpeed = 75;
|
||||
airFriction=-0.007;//0.007
|
||||
caliber=0.33000001;
|
||||
visibleFire=0;
|
||||
audibleFire=0;
|
||||
};
|
||||
|
||||
class explosive_bolt : GrenadeCore
|
||||
{
|
||||
hit=6;
|
||||
indirectHit=10;
|
||||
indirectHitRange=2.5;
|
||||
soundHit[] = {"Ca\sounds\Weapons\explosions\AZP85_explosion1", db25, 1, 1500};
|
||||
muzzleEffect = "BIS_Effects_Rifle";
|
||||
|
||||
CraterEffects = "ExploAmmoCrater";
|
||||
explosionEffects = "ExploAmmoExplosion";
|
||||
|
||||
simulation = "shotShell";
|
||||
visibleFire = 50; // how much is visible when this weapon is fired
|
||||
audibleFire = 50;
|
||||
visibleFireTime = 5; // how long is it visible
|
||||
explosive = 0.5; // Munition explosive.
|
||||
cost = 25;
|
||||
deflecting = 5;
|
||||
airFriction=-0.02;//0.007
|
||||
typicalSpeed=35; //100
|
||||
maxSpeed = 35;
|
||||
|
||||
maxRange = 50; //100
|
||||
maxRangeProbab = 0.2;
|
||||
model="\ca\Weapons\Data\bullettracer\tracer_red";
|
||||
tracerScale=10;
|
||||
tracerStartTime=0.075000003;
|
||||
tracerEndTime=5;
|
||||
};
|
||||
|
||||
//.44 Henry Winchester 1866
|
||||
class B_1866_Slug : BulletBase
|
||||
{
|
||||
hit = 9;
|
||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
cartridge = "FxCartridge_slug";
|
||||
cost = 5;
|
||||
typicalSpeed = 200;
|
||||
visibleFire = 25;
|
||||
audibleFire = 25;
|
||||
airFriction = -0.005;
|
||||
caliber = 0.5;
|
||||
};
|
||||
//mak
|
||||
class B_9x18_Ball : BulletBase {
|
||||
airfriction = -0.002751;
|
||||
@@ -49,44 +362,114 @@ class CfgAmmo {
|
||||
airFriction = -0.001;
|
||||
caliber = 0.33;
|
||||
};
|
||||
/* THROWN */
|
||||
|
||||
class Bolt;
|
||||
class WoodenArrow : Bolt {
|
||||
model = "\dayz_weapons\models\bolt";
|
||||
hit = 8;
|
||||
caliber = 0.33;
|
||||
class ThrownObjects : GrenadeHand
|
||||
{
|
||||
hit = 0.5;
|
||||
indirectHit = 0.2;
|
||||
indirectHitRange = 1;
|
||||
cost = 1;
|
||||
whistleDist = 0;
|
||||
fuseDistance = 0;
|
||||
initTime = 0;
|
||||
explosive = true;
|
||||
};
|
||||
class Melee;
|
||||
class Machete_Swing_Ammo : Melee {
|
||||
hit = 3;
|
||||
simulation = "shotSpread";
|
||||
minRange = 0.5;
|
||||
minRangeProbab = 0.8;
|
||||
midRange = 2;
|
||||
midRangeProbab = 3.5;
|
||||
maxRange = 5;
|
||||
maxRangeProbab = 5;
|
||||
explosive = 0;
|
||||
simulationStep = 0.001;
|
||||
timeToLive = 0.03;
|
||||
soundHit[] = {"", db-90, 1};
|
||||
soundEngine[] = {"", db-80, 4};
|
||||
|
||||
class SodaCan : ThrownObjects
|
||||
{
|
||||
model = "\dayz_equip\models\soda_coke_e.p3d";
|
||||
CraterEffects = "NoCrater";
|
||||
explosionEffects = "NoExplosion";
|
||||
soundHit[] = {"dayz_weapons\sounds\can_hit_0", 0.5, 1, 40};
|
||||
};
|
||||
class Hatchet_Swing_Ammo : Melee {
|
||||
hit = 9;
|
||||
simulation = "shotBullet";
|
||||
minRange = 1;
|
||||
minRangeProbab = 0.8;
|
||||
midRange = 2;
|
||||
midRangeProbab = 1.5;
|
||||
maxRange = 3;
|
||||
maxRangeProbab = 2.5;
|
||||
explosive = 0;
|
||||
simulationStep = 0.001;
|
||||
timeToLive = 0.03;
|
||||
soundHit[] = {"", db-90, 1};
|
||||
soundEngine[] = {"", db-80, 4};
|
||||
|
||||
class TinCan : ThrownObjects
|
||||
{
|
||||
model = "\dayz_equip\models\trash_tincan.p3d";
|
||||
CraterEffects = "NoCrater";
|
||||
explosionEffects = "NoExplosion";
|
||||
soundHit[] = {"dayz_weapons\sounds\can_hit_1", 0.5, 1, 30};
|
||||
};
|
||||
|
||||
class JackDaniels : ThrownObjects
|
||||
{
|
||||
model = "\dayz_equip\models\bottle_jd.p3d";
|
||||
CraterEffects = "NoCrater";
|
||||
explosionEffects = "GlassSmash";
|
||||
soundHit[] = {"dayz_weapons\sounds\bottle_break_0", 0.5, 1, 60};
|
||||
};
|
||||
|
||||
class LitObject : GrenadeHand
|
||||
{
|
||||
displayName = $STR_MAG_ACTION_4;
|
||||
hit = 0;
|
||||
indirectHit = 0;
|
||||
indirectHitRange = 0;
|
||||
explosive = false;
|
||||
fuseDistance = 0;
|
||||
initTime = 0;
|
||||
};
|
||||
|
||||
class RoadFlare : LitObject
|
||||
{
|
||||
displayName = $STR_MAG_ACTION_4;
|
||||
model = "\dayz_weapons\models\flare_red";
|
||||
simulation = "shotSmoke";
|
||||
simulationStep = 1;
|
||||
soundFly[] = {"dayz_weapons\sounds\roadflare", 0.316228, 1, 60};
|
||||
cost = 100;
|
||||
explosive = false;
|
||||
deflecting = 60;
|
||||
explosionTime = 0;
|
||||
timeToLive = 300;
|
||||
soundHit[] = {"", 0, 1};
|
||||
whistleDist = 0;
|
||||
smokeColor[] = {1, 1, 1, 1};
|
||||
effectsSmoke = "FlareSparks";
|
||||
};
|
||||
|
||||
class ChemLight : LitObject
|
||||
{
|
||||
displayName = $STR_MAG_ACTION_5;
|
||||
simulation = "shotShell";
|
||||
simulationStep = 5;
|
||||
soundFly[] = {"", 0, 0};
|
||||
cost = 100;
|
||||
deflecting = 0;
|
||||
soundHit[] = {"", 0, 1};
|
||||
whistleDist = 0;
|
||||
smokeColor[] = {0, 0, 0, 0};
|
||||
effectsSmoke = "";
|
||||
explosionTime = 3600;
|
||||
timeToLive = 3600;
|
||||
};
|
||||
|
||||
class ChemGreen : ChemLight
|
||||
{
|
||||
model = "\dayz_weapons\models\chem_green";
|
||||
lightColor[] = {0, 0.5, 0};
|
||||
};
|
||||
|
||||
class ChemRed : ChemLight
|
||||
{
|
||||
model = "\dayz_weapons\models\chem_red";
|
||||
lightColor[] = {0.5, 0, 0};
|
||||
};
|
||||
|
||||
class ChemBlue : ChemLight
|
||||
{
|
||||
model = "\dayz_weapons\models\chem_blue";
|
||||
lightColor[] = {0, 0, 0.5};
|
||||
};
|
||||
// used for grenade traps
|
||||
class GrenadeHandTimedWest;
|
||||
class GrenadeHandTimedWest_DZ : GrenadeHandTimedWest
|
||||
{
|
||||
//explosiontime = 1;
|
||||
fusedistance = 0;
|
||||
};
|
||||
//Epoch Melee
|
||||
class Chainsaw_Swing_Ammo : Melee {
|
||||
hit = 9;
|
||||
simulation = "shotBullet";
|
||||
@@ -102,36 +485,6 @@ class CfgAmmo {
|
||||
soundHit[] = {"", db-90, 1};
|
||||
soundEngine[] = {"", db-80, 4};
|
||||
};
|
||||
class Crowbar_Swing_Ammo : Melee {
|
||||
hit = 2;
|
||||
simulation = "shotSpread";
|
||||
minRange = 0.5;
|
||||
minRangeProbab = 0.8;
|
||||
midRange = 2;
|
||||
midRangeProbab = 3.5;
|
||||
maxRange = 5;
|
||||
maxRangeProbab = 5;
|
||||
explosive = 0;
|
||||
simulationStep = 0.001;
|
||||
timeToLive = 0.03;
|
||||
soundHit[] = {"", db-90, 1};
|
||||
soundEngine[] = {"", db-80, 4};
|
||||
};
|
||||
class Fishing_Swing_Ammo : Melee {
|
||||
hit = 1;
|
||||
simulation = "shotSpread";
|
||||
minRange = 0.5;
|
||||
minRangeProbab = 0.8;
|
||||
midRange = 2;
|
||||
midRangeProbab = 3.5;
|
||||
maxRange = 5;
|
||||
maxRangeProbab = 5;
|
||||
explosive = 0;
|
||||
simulationStep = 0.001;
|
||||
timeToLive = 0.03;
|
||||
soundHit[] = {"", db-90, 1};
|
||||
soundEngine[] = {"", db-80, 4};
|
||||
};
|
||||
class Sledge_Swing_Ammo : Melee {
|
||||
hit = 12;
|
||||
simulation = "shotBullet";
|
||||
|
||||
Reference in New Issue
Block a user