From ab2976f98c80203f63290d3fb323cd342f60dbe2 Mon Sep 17 00:00:00 2001 From: icomrade Date: Mon, 22 Feb 2016 10:58:33 -0500 Subject: [PATCH] CfgAmmo Update --- SQF/dayz_code/Configs/cfgAmmo.hpp | 481 ++++++++++++++++++++++++++---- 1 file changed, 417 insertions(+), 64 deletions(-) diff --git a/SQF/dayz_code/Configs/cfgAmmo.hpp b/SQF/dayz_code/Configs/cfgAmmo.hpp index ccb755bb5..26cde2a84 100644 --- a/SQF/dayz_code/Configs/cfgAmmo.hpp +++ b/SQF/dayz_code/Configs/cfgAmmo.hpp @@ -1,6 +1,319 @@ class CfgAmmo { + class Default; class BulletBase; + class GrenadeHand; + class GrenadeCore; + + class Melee : Default + { + //Simulation + simulation = "shotSpread"; + dispersion = 0.174; + indirectHit = 0; + indirectHitRange = 0; + explosive = 0; + simulationStep = 0.001; + timeToLive = 0.04; + airFriction = 0; + + //AI visibility and audibility + visibleFire = 0.1; + visibleFireTime = 0; + audibleFire = 1; + + cost = 0.01; + tracerColor[] = {0, 0, 0, 0}; + tracerColorR[] = {0, 0, 0, 0}; + typicalSpeed = 50; + explosionEffects = "ImpactBlood"; + craterEffects = "ImpactEffectsBlood"; + model = "\ca\Weapons\shell"; + caliber = 0.22; + + soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.316228, 1, 60}; + soundDefault2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.316228, 1, 60}; + soundDefault3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.316228, 1, 60}; + soundDefault4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.316228, 1, 60}; + soundDefault5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.316228, 1, 60}; + soundDefault6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.316228, 1, 60}; + soundDefault7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.316228, 1, 60}; + soundDefault8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.316228, 1, 60}; + soundGroundSoft1[] = {"ca\sounds\weapons\hits\hit_earth_01", 0.0562341, 1, 60}; + soundGroundSoft2[] = {"ca\sounds\weapons\hits\hit_earth_02", 0.0562341, 1, 60}; + soundGroundSoft3[] = {"ca\sounds\weapons\hits\hit_earth_03", 0.0562341, 1, 60}; + soundGroundSoft4[] = {"ca\sounds\weapons\hits\hit_earth_04", 0.0562341, 1, 60}; + soundGroundSoft5[] = {"ca\sounds\weapons\hits\rico_hit_earth_01", 0.0562341, 1, 60}; + soundGroundSoft6[] = {"ca\sounds\weapons\hits\rico_hit_earth_02", 0.0562341, 1, 60}; + soundGroundSoft7[] = {"ca\sounds\weapons\hits\rico_hit_earth_03", 0.0562341, 1, 60}; + soundGroundSoft8[] = {"ca\sounds\weapons\hits\rico_hit_earth_04", 0.0562341, 1, 60}; + soundGroundHard1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.125893, 1, 80}; + soundGroundHard2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.125893, 1, 80}; + soundGroundHard3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.125893, 1, 80}; + soundGroundHard4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.125893, 1, 80}; + soundGroundHard5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.125893, 1, 80}; + soundGroundHard6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.125893, 1, 80}; + soundGroundHard7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.125893, 1, 80}; + soundGroundHard8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.125893, 1, 80}; + soundMetal1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.316228, 1, 90}; + soundMetal2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.316228, 1, 90}; + soundMetal3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.316228, 1, 90}; + soundMetal4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.316228, 1, 90}; + soundMetal5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.316228, 1, 90}; + soundMetal6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.316228, 1, 90}; + soundMetal7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.316228, 1, 90}; + soundMetal8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.316228, 1, 90}; + soundMetal9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.316228, 1, 90}; + soundMetal10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.316228, 1, 90}; + soundMetal11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.316228, 1, 90}; + soundMetal12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.316228, 1, 90}; + soundGlass1[] = {"ca\sounds\weapons\hits\hit_glass_01", 0.177828, 1, 50}; + soundGlass2[] = {"ca\sounds\weapons\hits\hit_glass_02", 0.177828, 1, 50}; + soundGlass3[] = {"ca\sounds\weapons\hits\hit_glass_03", 0.177828, 1, 50}; + soundGlass4[] = {"ca\sounds\weapons\hits\hit_glass_04", 0.177828, 1, 50}; + soundGlass5[] = {"ca\sounds\weapons\hits\hit_glass_05", 0.177828, 1, 50}; + soundGlass6[] = {"ca\sounds\weapons\hits\hit_glass_06", 0.177828, 1, 50}; + soundGlass7[] = {"ca\sounds\weapons\hits\hit_glass_07", 0.177828, 1, 50}; + soundGlass8[] = {"ca\sounds\weapons\hits\hit_glass_08", 0.177828, 1, 50}; + soundGlass9[] = {"ca\sounds\weapons\hits\hit_glass_09", 0.177828, 1, 50}; + soundGlass10[] = {"ca\sounds\weapons\hits\hit_glass_10", 0.177828, 1, 50}; + soundIron1[] = {"ca\sounds\weapons\hits\hit_iron_01", 0.316228, 1, 90}; + soundIron2[] = {"ca\sounds\weapons\hits\hit_iron_02", 0.316228, 1, 90}; + soundIron3[] = {"ca\sounds\weapons\hits\hit_iron_03", 0.316228, 1, 90}; + soundIron4[] = {"ca\sounds\weapons\hits\hit_iron_04", 0.316228, 1, 90}; + soundIron5[] = {"ca\sounds\weapons\hits\hit_iron_05", 0.316228, 1, 90}; + soundIron6[] = {"ca\sounds\weapons\hits\hit_iron_06", 0.316228, 1, 90}; + soundIron7[] = {"ca\sounds\weapons\hits\hit_iron_07", 0.316228, 1, 90}; + soundIron8[] = {"ca\sounds\weapons\hits\hit_iron_08", 0.316228, 1, 90}; + soundIron9[] = {"ca\sounds\weapons\hits\rico_hit_iron_01", 0.316228, 1, 90}; + soundIron10[] = {"ca\sounds\weapons\hits\rico_hit_iron_02", 0.316228, 1, 90}; + soundIron11[] = {"ca\sounds\weapons\hits\rico_hit_iron_03", 0.316228, 1, 90}; + soundIron12[] = {"ca\sounds\weapons\hits\rico_hit_iron_04", 0.316228, 1, 90}; + soundGlassArmored1[] = {"ca\sounds\weapons\hits\hit_glass_armored_01", 0.177828, 1, 60}; + soundGlassArmored2[] = {"ca\sounds\weapons\hits\hit_glass_armored_02", 0.177828, 1, 60}; + soundGlassArmored3[] = {"ca\sounds\weapons\hits\hit_glass_armored_03", 0.177828, 1, 60}; + soundGlassArmored4[] = {"ca\sounds\weapons\hits\hit_glass_armored_04", 0.177828, 1, 60}; + soundGlassArmored5[] = {"ca\sounds\weapons\hits\hit_glass_armored_05", 0.177828, 1, 60}; + soundGlassArmored6[] = {"ca\sounds\weapons\hits\hit_glass_armored_06", 0.177828, 1, 60}; + soundGlassArmored7[] = {"ca\sounds\weapons\hits\hit_glass_armored_07", 0.177828, 1, 60}; + soundGlassArmored8[] = {"ca\sounds\weapons\hits\hit_glass_armored_08", 0.177828, 1, 60}; + soundVehiclePlate1[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_01", 0.562341, 1, 90}; + soundVehiclePlate2[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_02", 0.562341, 1, 90}; + soundVehiclePlate3[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_03", 0.562341, 1, 90}; + soundVehiclePlate4[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_04", 0.562341, 1, 90}; + soundVehiclePlate5[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_05", 0.562341, 1, 90}; + soundVehiclePlate6[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_06", 0.562341, 1, 90}; + soundVehiclePlate7[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_07", 0.562341, 1, 90}; + soundVehiclePlate8[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_08", 0.562341, 1, 90}; + soundVehiclePlate9[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_01", 0.562341, 1, 90}; + soundVehiclePlate10[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_02", 0.562341, 1, 90}; + soundVehiclePlate11[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_03", 0.562341, 1, 90}; + soundVehiclePlate12[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_04", 0.562341, 1, 90}; + soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01", 0.316228, 1, 60}; + soundWood2[] = {"ca\sounds\weapons\hits\hit_wood_02", 0.316228, 1, 60}; + soundWood3[] = {"ca\sounds\weapons\hits\hit_wood_03", 0.316228, 1, 60}; + soundWood4[] = {"ca\sounds\weapons\hits\hit_wood_04", 0.316228, 1, 60}; + soundWood5[] = {"ca\sounds\weapons\hits\hit_wood_05", 0.316228, 1, 60}; + soundWood6[] = {"ca\sounds\weapons\hits\hit_wood_06", 0.316228, 1, 60}; + soundWood7[] = {"ca\sounds\weapons\hits\hit_wood_07", 0.316228, 1, 60}; + soundWood8[] = {"ca\sounds\weapons\hits\hit_wood_08", 0.316228, 1, 60}; + soundWood9[] = {"ca\sounds\weapons\hits\rico_hit_wood_01", 0.316228, 1, 60}; + soundWood10[] = {"ca\sounds\weapons\hits\rico_hit_wood_02", 0.316228, 1, 60}; + soundWood11[] = {"ca\sounds\weapons\hits\rico_hit_wood_03", 0.316228, 1, 60}; + soundWood12[] = {"ca\sounds\weapons\hits\rico_hit_wood_04", 0.316228, 1, 60}; + soundHitBody1[] = {"ca\sounds\weapons\hits\hit_body_01", 0.0177828, 1, 50}; + soundHitBody2[] = {"ca\sounds\weapons\hits\hit_body_02", 0.0177828, 1, 50}; + soundHitBody3[] = {"ca\sounds\weapons\hits\hit_body_03", 0.0177828, 1, 50}; + soundHitBody4[] = {"ca\sounds\weapons\hits\hit_body_04", 0.0177828, 1, 50}; + soundHitBody5[] = {"ca\sounds\weapons\hits\hit_body_05", 0.0177828, 1, 50}; + soundHitBody6[] = {"ca\sounds\weapons\hits\hit_body_06", 0.0177828, 1, 50}; + soundHitBody7[] = {"ca\sounds\weapons\hits\hit_body_07", 0.0177828, 1, 50}; + soundHitBody8[] = {"ca\sounds\weapons\hits\hit_body_08", 0.0177828, 1, 50}; + soundHitBody9[] = {"ca\sounds\weapons\hits\hit_body_09", 0.0177828, 1, 50}; + soundHitBody10[] = {"ca\sounds\weapons\hits\hit_body_10", 0.0177828, 1, 50}; + soundHitBody11[] = {"ca\sounds\weapons\hits\hit_body_11", 0.0177828, 1, 50}; + soundHitBody12[] = {"ca\sounds\weapons\hits\hit_body_12", 0.0177828, 1, 50}; + soundHitBody13[] = {"ca\sounds\weapons\hits\hit_body_13", 0.0177828, 1, 50}; + soundMetalPlate1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.562341, 1, 90}; + soundMetalPlate2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.562341, 1, 90}; + soundMetalPlate3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.562341, 1, 90}; + soundMetalPlate4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.562341, 1, 90}; + soundMetalPlate5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.562341, 1, 90}; + soundMetalPlate6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.562341, 1, 90}; + soundMetalPlate7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.562341, 1, 90}; + soundMetalPlate8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.562341, 1, 90}; + soundMetalPlate9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.562341, 1, 90}; + soundMetalPlate10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.562341, 1, 90}; + soundMetalPlate11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.562341, 1, 90}; + soundMetalPlate12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.562341, 1, 90}; + soundHitBuilding1[] = {"ca\sounds\weapons\hits\hit_wall_01", 0.251189, 1, 60}; + soundHitBuilding2[] = {"ca\sounds\weapons\hits\hit_wall_02", 0.251189, 1, 60}; + soundHitBuilding3[] = {"ca\sounds\weapons\hits\hit_wall_03", 0.251189, 1, 60}; + soundHitBuilding4[] = {"ca\sounds\weapons\hits\hit_wall_04", 0.251189, 1, 60}; + soundHitBuilding5[] = {"ca\sounds\weapons\hits\hit_wall_05", 0.251189, 1, 60}; + soundHitBuilding6[] = {"ca\sounds\weapons\hits\rico_hit_wall_01", 0.251189, 1, 60}; + soundHitBuilding7[] = {"ca\sounds\weapons\hits\rico_hit_wall_02", 0.251189, 1, 60}; + soundHitBuilding8[] = {"ca\sounds\weapons\hits\rico_hit_wall_03", 0.251189, 1, 60}; + soundHitBuilding9[] = {"ca\sounds\weapons\hits\rico_hit_wall_04", 0.251189, 1, 60}; + soundHitBuilding10[] = {"ca\sounds\weapons\hits\rico_hit_wall_05", 0.251189, 1, 60}; + soundHitFoliage1[] = {"ca\sounds\weapons\hits\hit_grass_01", 0.177828, 1, 50}; + soundHitFoliage2[] = {"ca\sounds\weapons\hits\hit_grass_02", 0.177828, 1, 50}; + soundHitFoliage3[] = {"ca\sounds\weapons\hits\hit_grass_03", 0.177828, 1, 50}; + soundHitFoliage4[] = {"ca\sounds\weapons\hits\hit_grass_04", 0.177828, 1, 50}; + soundPlastic1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.177828, 1, 50}; + soundPlastic2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.177828, 1, 50}; + soundConcrete1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.177828, 1, 70}; + soundConcrete2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.177828, 1, 70}; + soundConcrete3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.177828, 1, 70}; + soundConcrete4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.177828, 1, 70}; + soundConcrete5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.177828, 1, 70}; + soundConcrete6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.177828, 1, 70}; + soundConcrete7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.177828, 1, 70}; + soundConcrete8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.177828, 1, 70}; + soundRubber1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.316228, 1, 50}; + soundRubber2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.316228, 1, 50}; + soundRubber3[] = {"ca\sounds\weapons\hits\hit_Rubber_03", 0.316228, 1, 50}; + soundRubber4[] = {"ca\sounds\weapons\hits\hit_Rubber_04", 0.316228, 1, 50}; + soundRubber5[] = {"ca\sounds\weapons\hits\hit_Rubber_05", 0.316228, 1, 50}; + 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}; + 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}; + 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}; + 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}; + 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}; + 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}; + hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25}; + 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}; + 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}; + 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", 0.2, "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";