Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgWeapons/Rifles/KACPDW.hpp
A Man d9b9874532 Change scope and type of configs from name to numbers
This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs.  A proper config should use numbers for those entries. This is the same how arma configs are written.  The basicDefines.hpp has all the needed information stored.

Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
2020-05-29 02:04:06 +02:00

155 lines
3.6 KiB
C++

class KAC_PDW_DZ: Rifle
{
scope = 2;
displayName = $STR_DZ_WPN_KACPDW_NAME;
descriptionShort = $STR_DZ_WPN_KACPDW_DESC;
model = "\RH_pdw\RH_pdw.p3d";
picture = "\RH_pdw\inv\w_pdw_iron_ca.paa";
handAnim[] = {"OFP2_ManSkeleton","\RH_pdw\Anim\RH_PDW.rtm"};
distanceZoomMin = 100;
distanceZoomMax = 100;
magazines[] = {"30Rnd_6x35_KAC"};
modes[] = {"Single","FullAuto"};
dexterity = 2.4;
drySound[] = {"Ca\sounds\Weapons\rifles\dry",0.000316228,1,10};
class Single: Mode_SemiAuto
{
reloadTime = 0.0857;
recoil = "RH_PDWRecoil";
recoilProne = "RH_pdwassaultRiflesBaseProne";
dispersion = 0.0025;
aiRateOfFire = 1;
aiRateOfFireDistance = 300;
minRange = 0;
minRangeProbab = 0.7;
midRange = 150;
midRangeProbab = 0.5;
maxRange = 300;
maxRangeProbab = 0.05;
begin1[] = {"\RH_pdw\sound\pdw_fire1",1.77828,1,1000};
soundBegin[] = {"begin1",1};
};
class FullAuto: Mode_FullAuto
{
reloadTime = 0.0857;
recoil = "RH_PDWRecoil";
recoilProne = "RH_pdwassaultRiflesBaseProne";
dispersion = 0.0025;
aiRateOfFire = 0.2;
aiRateOfFireDistance = 50;
minRange = 0;
minRangeProbab = 0.8;
midRange = 25;
midRangeProbab = 0.7;
maxRange = 70;
maxRangeProbab = 0.05;
begin1[] = {"\RH_pdw\sound\pdw_fire1",1.77828,1,1000};
soundBegin[] = {"begin1",1};
};
class Library
{
libTextDesc = "The Knight's Armament Company 6x35mm PDW is an experimental personal defense weapon designed by KAC, firing a new 6mm cartridge optimized for short barrel weapons.";
};
class Attachments
{
Attachment_CCO = "KAC_PDW_CCO_DZ";
Attachment_Holo = "KAC_PDW_HOLO_DZ";
Attachment_ACOG = "KAC_PDW_ACOG_DZ";
};
};
class KAC_PDW_CCO_DZ: KAC_PDW_DZ
{
displayName = $STR_DZ_WPN_KACPDW_CCO_NAME;
picture = "\RH_pdw\inv\w_pdw_aim_ca.paa";
model = "\RH_pdw\RH_pdw_aim.p3d";
dexterity = 2.2;
class Attachments {};
class ItemActions
{
class RemoveCCO
{
text = $STR_DZ_ATT_CCO_RMVE;
script = "; ['Attachment_CCO',_id,'KAC_PDW_DZ'] call player_removeAttachment";
};
};
};
class KAC_PDW_HOLO_DZ: KAC_PDW_DZ
{
displayName = $STR_DZ_WPN_KACPDW_HOLO_NAME;
picture = "\RH_pdw\inv\w_pdw_eotech_ca.paa";
model = "\RH_pdw\RH_pdw_eotech.p3d";
dexterity = 2.1;
class Attachments {};
class ItemActions
{
class RemoveHolo
{
text = $STR_DZ_ATT_HOLO_RMVE;
script = "; ['Attachment_Holo',_id,'KAC_PDW_DZ'] call player_removeAttachment";
};
};
};
class KAC_PDW_ACOG_DZ: KAC_PDW_DZ
{
displayName = $STR_DZ_WPN_KACPDW_ACOG_NAME;
picture = "\RH_pdw\inv\w_pdw_acog_ca.paa";
model = "\RH_pdw\RH_pdw_acog.p3d";
dexterity = 2.1;
modelOptics = "\Ca\weapons_E\SCAR\ACOG_TA31_optic_4x.p3d";
class OpticsModes
{
class ACOG
{
opticsID = 1;
useModelOptics = true;
opticsFlare = true;
opticsDisablePeripherialVision = true;
opticsZoomMin = 0.0623;
opticsZoomMax = 0.0623;
opticsZoomInit = 0.0623;
distanceZoomMin = 300;
distanceZoomMax = 300;
memoryPointCamera = "opticView";
visionMode[] = {"Normal"};
opticsPPEffects[] = {"OpticsCHAbera3","OpticsBlur3"};
cameraDir = "";
};
class Iron
{
opticsID = 2;
useModelOptics = false;
opticsFlare = false;
opticsDisablePeripherialVision = false;
opticsZoomMin = 0.25;
opticsZoomMax = 1.1;
opticsZoomInit = 0.5;
distanceZoomMin = 100;
distanceZoomMax = 100;
memoryPointCamera = "eye";
visionMode[] = {};
opticsPPEffects[] = {};
cameraDir = "";
};
};
class Attachments {};
class ItemActions
{
class RemoveACOG
{
text = $STR_DZ_ATT_ACOG_RMVE;
script = "; ['Attachment_ACOG',_id,'KAC_PDW_DZ'] call player_removeAttachment";
};
};
};