JustPaste.it


class CfgPatches
{
class 1715_weapons
{
units[] = {};
weapons[] = {"1715_test_pistol","1715_62heavydragoon"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_characters_F","A3_Data_F"};
//version = 0.1;
};
};

//External reference for SFX stuff
#include "sfx.hpp"

class CfgAmmo
{
class Default;
class Grenade : Default {};
class GrenadeHand : Grenade {};
class B_762x51_Ball;
class 1715_grapplinghook_ammo: GrenadeHand
{
scope = 1;
model = "\1715_weapons\1715_grapplinghook";
hit = 0.8;
indirectHit = 0.2;
indirectHitRange = 1;
explosive = 0;
dangerRadiusHit = -1;
suppressionRadiusHit = -1;

visibleFireTime = 1;
visibleFire = 0.5;
audibleFire = 0.05;
shadow = 1;
timeToLive = 900;

deflecting = 60;
explosionTime = 2;
fuseDistance = 0;

CraterEffects = "NoCrater";
explosionEffects = "NoExplosion";

simulation = "shotSmokeX";
effectsSmoke = "";
smokeColor[] = {1,1,1,1};
whistleDist = 0;
soundHit[] = {};
typicalspeed = 14;
grenadeFireSound[] = {};
grenadeBurningSound[] = {};
};
class 1715_ammo_ball_69: B_762x51_Ball
{
airFriction = -0.0049;
hit = 15;
indirectHit = 8;
indirectHitRange = 0.2;
cartridge = "";
visibleFire = 0.4;
audibleFire = 0.4;
visibleFireTime = 5;
cost = 4;
typicalSpeed = 304;
soundHitBody1[] = {"",1,1};
soundHit[] = {"",1,1};
model = "\1715_weapons\1715_ball_69";
};
class 1715_ammo_ball_62: B_762x51_Ball
{
airFriction = -0.0046;
hit = 13;
indirectHit = 7;
indirectHitRange = 0.2;
cartridge = "";
visibleFire = 0.4;
audibleFire = 0.4;
visibleFireTime = 5;
cost = 4;
typicalSpeed = 340;
soundHitBody1[] = {"",1,1};
soundHit[] = {"",1,1};
model = "\1715_weapons\1715_ball_69";
};
};

class CfgMagazines
{
class Default;
class CA_Magazine: Default{};
class HandGrenade: CA_Magazine{};
class 20Rnd_762x51_Mag;
class 1715_grapplinghook_mag: HandGrenade
{
displayName = "Iron Grappling Hook";
displayNameShort = "Grappling Hook";
picture = "\1715_weapons\icons\1715_grapplinghook_icon_ca.paa";
model = "\1715_weapons\1715_grapplinghook";
ammo = "1715_grapplinghook_ammo";
mass = 30;
};
class 1715_cartridge_ball_69: 20Rnd_762x51_Mag
{
scope = 2;
count = 1;
displayName = ".69 ball paper cartridge";
descriptionShort = ".69 ball paper cartridge with 110 grains of black powder. For use with .72 caliber firelocks";
picture = "\1715_weapons\icons\1715_papercartridge_icon_ca.paa";
ammo = "1715_ammo_ball_69";
displaynameshort = ".69 ball";
//tracersevery = 1;
mass = 2;
};
class 1715_cartridge_ball_62: 20Rnd_762x51_Mag
{
scope = 2;
count = 1;
displayName = ".62 ball paper cartridge";
descriptionShort = ".62 ball paper cartridge with 110 grains of black powder. For use with .66 caliber firelocks";
picture = "\1715_weapons\icons\1715_papercartridge_icon_ca.paa";
ammo = "1715_ammo_ball_62";
displaynameshort = ".62 ball";
//tracersevery = 1;
mass = 2;
};
};

class GunParticles;
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class FullAuto;
class cfgWeapons
{
class Default;
class PistolCore;
class Pistol;
class Rifle;
class RifleCore;
class GrenadeLauncher: Default{};
class Throw: GrenadeLauncher
{
muzzles[] += {"1715_grapplinghook_Muzzle"};
class ThrowMuzzle;
class 1715_grapplinghook_Muzzle: ThrowMuzzle
{
magazines[] = {"1715_grapplinghook_mag"};
};
};

class 1715_test_pistol: Pistol
{
scope = 0;
scopeWeapon = 0;
scopeMagazine = 0;
dispersion = 0.135;
muzzles[] = {"this"};
model = "\1715_weapons\1715_test_pistol";
picture = "\1715_weapons\icons\1715_62heavydragoon_ca.paa";
uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
optics = 1;
modelOptics = "-";
sound[] = {"\1715_weapons\sounds\musket_fire_2.wss", db+10, 1.0};
opticsZoomMin = 0.32;
opticsZoomMax = 0.5;
distanceZoomMin = 50;
distanceZoomMax = 50;
displayName = "TEST Flintlock Pistol";
selectionFireAnim = "zasleh";
displayNameMagazine = ".69 Ball Paper Cartridge";
shortNameMagazine = ".69 Ball Paper Cartridge";

inertia = 0.2;
magazines[] = {"1715_cartridge_ball_69"};
drySound[] = {"A3\sounds_f\weapons\other\dry6",0.316228,1,10};
reloadMagazineSound[] = {"1715_weapons\sounds\musket_reload_1",1,1,30};
recoil = "recoil_gm6";
recoilprone = "recoil_gm6";
magazineReloadTime = 10;
//reloadAction = "GestureReloadMusket";
modes[] = {"Single"};
class Single: Mode_SemiAuto
{
sounds[] = {StandardSound, SilencedSound};

class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
{
weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db0, 1,10};
closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db+12, 1,10};

//closure1[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
//closure2[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
soundClosure[]={closure1,0.5, closure2,0.5};
};

class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
begin2[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
soundBegin[]={begin1,0.33,begin2,0.33,};
};

class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
soundBegin[]={begin1,0.5, begin2,0.5};
};
minRange = 1; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
midRange = 100; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
maxRange = 200; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
/// various other fire mode parameters
};
class GunParticles: GunParticles
{
class effect1
{
positionName = "usti hlavne";
directionName = "konec hlavne";
effectName = "MusketCloud";
};
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
class Library
{
libTextDesc = ".72 CalibreBritish Pattern Carbine";
};
};

class 1715_62heavydragoon: Pistol
{
scope = 2;
scopeWeapon = 2;
scopeMagazine = 2;
dispersion = 0.135;
muzzles[] = {"this"};
model = "\1715_weapons\1715_62heavydragoon";
picture = "\1715_weapons\icons\1715_62heavydragoon_ca.paa";
uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
optics = 1;
modelOptics = "-";
sound[] = {"\1715_weapons\sounds\musket_fire_2.wss", db+10, 1.0};
opticsZoomMin = 0.32;
opticsZoomMax = 0.5;
distanceZoomMin = 50;
distanceZoomMax = 50;
displayName = "English .62 Calibre Heavy Dragoon";
selectionFireAnim = "zasleh";
displayNameMagazine = ".62 Ball Paper Cartridge";
shortNameMagazine = ".62 Ball Paper Cartridge";

inertia = 0.2;
magazines[] = {"1715_cartridge_ball_62"};
drySound[] = {"A3\sounds_f\weapons\other\dry6",0.316228,1,10};
reloadMagazineSound[] = {"1715_weapons\sounds\musket_reload_1",1,1,30};
recoil = "recoil_gm6";
recoilprone = "recoil_gm6";
magazineReloadTime = 10;
//reloadAction = "GestureReloadMusket";
modes[] = {"Single"};
class Single: Mode_SemiAuto
{
sounds[] = {StandardSound, SilencedSound};

class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
{
weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db0, 1,10};
closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db+12, 1,10};

//closure1[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
//closure2[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
soundClosure[]={closure1,0.5, closure2,0.5};
};

class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
begin2[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
soundBegin[]={begin1,0.33,begin2,0.33,};
};

class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
soundBegin[]={begin1,0.5, begin2,0.5};
};
minRange = 1; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
midRange = 100; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
maxRange = 200; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
/// various other fire mode parameters
};
class GunParticles: GunParticles
{
class effect1
{
positionName = "usti hlavne";
directionName = "konec hlavne";
effectName = "MusketCloud";
};
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
class Library
{
libTextDesc = ".62 Calibre English Heavy Dragoon";
};
};

class 1715_eng_navalcarbine: Rifle
{
scope = 2;
scopeWeapon = 2;
scopeMagazine = 2;
dispersion = 0.015;
muzzles[] = {"this"};
model = "\1715_weapons\1715_musket_1.p3d";
picture = "\1715_weapons\icons\1715_72seaservice_ca.paa";
uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
optics = 1;
modelOptics = "-";
sound[] = {"\1715_weapons\sounds\musket_fire_2.wss", db+10, 1.0};
opticsZoomMin = 0.32;
opticsZoomMax = 0.5;
distanceZoomMin = 0;
distanceZoomMax = 50;
displayName = "English Naval Pattern Carbine";
selectionFireAnim = "zasleh";
displayNameMagazine = ".69 Ball Paper Cartridge";
shortNameMagazine = ".69 Ball Paper Cartridge";

inertia = 0.7;
magazines[] = {"1715_cartridge_ball_69"};
drySound[] = {"A3\sounds_f\weapons\other\dry6",0.316228,1,10};
reloadMagazineSound[] = {"1715_weapons\sounds\musket_reload_1",1,1,30};
recoil = "recoil_gm6";
recoilprone = "recoil_gm6";
magazineReloadTime = 13;
reloadAction = "GestureReloadMusket";
modes[] = {"Single"};
class Single: Mode_SemiAuto
{
sounds[] = {StandardSound, SilencedSound};

class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
{
weaponSoundEffect = "DefaultRifle";

closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db0, 1,10};
closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db+12, 1,10};

//closure1[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
//closure2[]={"\1715_weapons\sounds\musket_fire_1", db-12, 1,10};
soundClosure[]={closure1,0.5, closure2,0.5};
};

class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
begin2[]={"1715_weapons\sounds\musket_fire_3",2,1,2000};
soundBegin[]={begin1,0.33,begin2,0.33,};
};

class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[]
{
begin1[]={"A3\sounds_f\weapons\silenced\silent-07", db-1, 1,200};
begin2[]={"A3\sounds_f\weapons\silenced\silent-08", db-1, 1,200};
soundBegin[]={begin1,0.5, begin2,0.5};
}; minRange = 1; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
midRange = 100; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
maxRange = 200; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons

/// various other fire mode parameters
};
class GunParticles: GunParticles
{
class effect1
{
positionName = "usti hlavne";
directionName = "konec hlavne";
effectName = "MusketCloud";
};
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
class Library
{
libTextDesc = ".72 CalibreBritish Pattern Carbine";
};
};
};