2033 lines
56 KiB
C++
2033 lines
56 KiB
C++
#include "BIS_AddonInfo.hpp"
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class cfgPatches
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{
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class braf_weapons_sound
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{
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units[] = {};
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weapons[] = {};
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addonRootClass = "braf_weapons_sound";
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requiredVersion = 0;
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requiredaddons[] =
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{
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"a3_sounds_f",
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"a3_weapons_f",
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"a3_sounds_f_exp",
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"a3_weapons_f_exp",
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"braf_main"
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};
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author = "BRAF Team";
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};
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};
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class CfgSoundCurves
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{
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class braf_basic
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{
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points[] =
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{
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{0, 1},
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{0.1, 0.75},
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{0.2, 0.5},
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{0.30000001, 0.2},
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{0.40000001, 0.1},
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{0.5, 0.050000001},
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{0.60000002, 0.0099999998},
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{0.69999999, 0.0074999998},
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{0.80000001, 0.0024999999},
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{0.89999998, 0.001},
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{1, 0}};
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};
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class braf_tailSoundCurve
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{
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points[] =
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{
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{0, 1},
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{0.2, 0.85000002},
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{0.5, 0.40000001},
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{0.80000001, 0.1},
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{1, 0}};
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};
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class braf_rifleSoundCurve
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{
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points[] =
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{
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{0, 1},
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{0.001, 0.92000002},
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{0.0049999999, 0.88999999},
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{0.1, 0.84750003},
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{0.2, 0.8096},
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{0.40000001, 0.75330001},
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{0.60000002, 0.63150001},
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{0.80000001, 0.49680001},
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{0.89999998, 0.39680001},
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{1, 0}};
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};
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class braf_silencedSoundCurve
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{
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points[] =
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{
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{0, 1},
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{0.001, 0.85000002},
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{0.0049999999, 0.69},
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{0.1, 0.54750001},
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{0.2, 0.4596},
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{0.40000001, 0.30329999},
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{0.60000002, 0.25150001},
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{0.80000001, 0.1268},
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{0.89999998, 0.046799999},
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{1, 0}};
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};
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class braf_grenade_SoundCurve
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{
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points[] =
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{
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{0, 1},
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{0.1, 0.85000002},
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{0.2, 0.625},
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{0.30000001, 0.55000001},
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{0.40000001, 0.28999999},
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{0.5, 0.145},
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{0.60000002, 0.1},
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{1, 0}};
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};
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class braf_fadeout_SoundCurve
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{
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points[] =
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{
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{0, 1},
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{1, 0}};
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};
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};
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class CfgDistanceFilters
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{
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class braf_defaultDistanceFilter
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{
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type = "lowPassFilter";
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minCutoffFrequency = 150;
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qFactor = 1;
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innerRange = 400;
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range = 2600;
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powerFactor = 32;
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};
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class braf_rifleShotDistanceFilter
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{
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type = "lowPassFilter";
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minCutoffFrequency = 250;
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qFactor = 1.3;
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innerRange = 150;
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range = 1800;
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powerFactor = 32;
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};
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class braf_rifleTailDistanceFilter
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{
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type = "lowPassFilter";
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minCutoffFrequency = 150;
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qFactor = 1;
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innerRange = 350;
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range = 1800;
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powerFactor = 32;
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};
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class braf_grenade_filter
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{
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type = "lowpassfilter";
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mincutofffrequency = 165;
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qfactor = 1;
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innerrange = 30;
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range = 2000;
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powerfactor = 32;
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};
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};
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class CfgSound3DProcessors
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{
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class braf_grenade_proc
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{
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type = "panner";
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innerrange = 10;
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range = 100;
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rangecurve = "braf_fadeout_SoundCurve";
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};
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};
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class cfgSoundShaders
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{
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class braf_minimi_Closure_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_01",
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1},
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_02",
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1}};
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range = 5;
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volume = 0.63095737;
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};
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class braf_minimi_closeShot_SoundShader
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{
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samples[] =
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{
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{"\braf\braf_weapons_sound\weapons\MINIMI\m249_fire_3p",
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1}};
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volume = 0.63095737;
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range = 50;
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rangeCurve = "closeShotCurve";
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};
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class braf_minimi_midShot_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_01",
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1},
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_02",
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1},
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_03",
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1}};
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volume = 0.50118721;
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range = 2000;
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rangeCurve[] =
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{
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{0, 0.2},
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{50, 1},
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{300, 0},
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{2000, 0}};
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};
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class braf_minimi_distShot_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_01",
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1},
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_02",
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1},
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_03",
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1}};
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volume = 1;
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range = 2000;
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rangeCurve[] =
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{
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{0, 0},
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{50, 0},
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{300, 1},
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{2000, 1}};
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};
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class braf_minimi_TailDistant_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Taildistant",
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1}};
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volume = 1;
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range = 2000;
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rangeCurve[] =
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{
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{0, 0},
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{600, 0.69999999},
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{2000, 1}};
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limitation = 1;
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};
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class braf_minimi_TailForest_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailforest",
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1}};
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volume = "(1-interior/1.4)*forest/3";
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range = 2000;
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rangeCurve[] =
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{
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{0, 1},
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{2000, 0}};
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limitation = 1;
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};
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class braf_minimi_TailHouses_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailhouses",
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1}};
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volume = "(1-interior/1.4)*houses/3";
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range = 1500;
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rangeCurve[] =
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{
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{0, 1},
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{250, 0.30000001},
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{1500, 0}};
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limitation = 1;
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};
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class braf_minimi_TailInterior_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailinterior",
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1}};
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volume = "interior";
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range = 350;
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rangeCurve[] =
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{
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{0, 1},
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{50, 0.40000001},
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{100, 0.2},
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{350, 0}};
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limitation = 1;
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};
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class braf_minimi_TailMeadows_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailmeadows",
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1}};
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volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
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range = 2000;
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rangeCurve[] =
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{
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{0, 1},
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{2000, 0}};
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limitation = 1;
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};
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class braf_minimi_TailTrees_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailtrees",
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1}};
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volume = "(1-interior/1.4)*trees/3";
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range = 2000;
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rangeCurve[] =
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{
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{0, 1},
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{2000, 0}};
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limitation = 1;
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};
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class braf_minimi_silencerShot_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_01",
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1},
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_02",
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1},
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_03",
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1}};
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volume = 0.56234133;
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range = 150;
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rangeCurve = "closeShotCurve";
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};
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class braf_minimi_silencerTailForest_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailForest",
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1}};
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volume = "(1-interior/1.4)*forest/3";
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range = 150;
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rangeCurve[] =
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{
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{0, 1},
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{150, 0.30000001}};
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limitation = 1;
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};
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class braf_minimi_silencerTailHouses_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailHouses",
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1}};
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volume = "(1-interior/1.4)*houses/3";
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range = 150;
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rangeCurve[] =
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{
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{0, 1},
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{150, 0}};
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limitation = 1;
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};
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class braf_minimi_silencerTailInterior_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailInterior",
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1}};
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volume = "interior";
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range = 150;
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rangeCurve[] =
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{
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{0, 1},
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{50, 0.30000001},
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{150, 0}};
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limitation = 1;
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};
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class braf_minimi_silencerTailMeadows_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailMeadows",
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1}};
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volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
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range = 150;
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rangeCurve[] =
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{
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{0, 1},
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{150, 0.30000001}};
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limitation = 1;
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};
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class braf_minimi_silencerTailTrees_SoundShader
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{
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samples[] =
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{
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{"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailTrees",
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1}};
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volume = "(1-interior/1.4)*trees/3";
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range = 150;
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rangeCurve[] =
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{
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{0, 1},
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{150, 0.30000001}};
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limitation = 1;
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};
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class braf_50_Closure_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_01",
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1},
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_02",
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1}};
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range = 5;
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volume = 0.44668359;
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};
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class braf_50_closeShot_SoundShader
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{
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samples[] =
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{
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{"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p",
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1},
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{"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p",
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1}};
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volume = 1;
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range = 100;
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rangeCurve = "closeShotCurve";
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};
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class braf_50_MidShot_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_01",
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1},
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_02",
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1},
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_03",
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1}};
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volume = 1;
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range = 1700;
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rangeCurve[] =
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{
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{0, 0.5},
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{100, 1},
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{300, 0},
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{1700, 0}};
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};
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class braf_50_distShot_SoundShader
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{
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samples[] =
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{
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{"\braf\braf_weapons_sound\weapons\HMG\50_distant",
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1},
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{"\braf\braf_weapons_sound\weapons\HMG\50_distant",
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1},
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{"\braf\braf_weapons_sound\weapons\HMG\50_distant",
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1}};
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volume = 1;
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range = 1700;
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rangeCurve[] =
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{
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{0, 0},
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{100, 0},
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{300, 1},
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{1700, 1}};
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};
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class braf_50_tailDistant_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_taildistant",
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1}};
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volume = 1;
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range = 1700;
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rangeCurve[] =
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{
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{0, 0},
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{600, 1},
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{1700, 1}};
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limitable = 1;
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};
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class braf_50_tailForest_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailforest",
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1}};
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volume = "(1-interior/1.4)*forest/3";
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range = 1700;
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rangeCurve[] =
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{
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{0, 1},
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{1700, 0.30000001}};
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limitable = 1;
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};
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class braf_50_tailHouses_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailhouses",
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1}};
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volume = "(1-interior/1.4)*houses/3";
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range = 1000;
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rangeCurve[] =
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{
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{0, 1},
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{400, 0.5},
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{1000, 0.30000001}};
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limitable = 1;
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};
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class braf_50_tailMeadows_SoundShader
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{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailmeadows",
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1}};
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volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
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range = 1700;
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rangeCurve[] =
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{
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{0, 1},
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{1700, 0.30000001}};
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limitable = 1;
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};
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class braf_50_tailTrees_SoundShader
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|
{
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samples[] =
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{
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{"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailtrees",
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1}};
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volume = "(1-interior/1.4)*trees/3";
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range = 1700;
|
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rangeCurve[] =
|
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{
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{0, 1},
|
|
{1700, 0.30000001}};
|
|
limitable = 1;
|
|
};
|
|
class Braf_fal_Closure_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
|
|
1}};
|
|
range = 5;
|
|
volume = 0.44668359;
|
|
};
|
|
class Braf_fal_closeShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\braf\braf_weapons_sound\weapons\FAL\fal_fire_1p",
|
|
1},
|
|
|
|
{"\braf\braf_weapons_sound\weapons\FAL\fal_fire_3p",
|
|
1}};
|
|
volume = 1;
|
|
range = 100;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_fal_midShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03",
|
|
1}};
|
|
volume = 0.50118721;
|
|
range = 2500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0.2},
|
|
{50, 1},
|
|
{300, 0},
|
|
{2500, 0}};
|
|
};
|
|
class Braf_fal_distShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 2500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{50, 0},
|
|
{300, 1},
|
|
{2500, 1}};
|
|
};
|
|
class Braf_fal_tailDistant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{600, 0.69999999},
|
|
{2000, 1}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_tailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_tailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 1500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{250, 0.30000001},
|
|
{1500, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_tailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 350;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.40000001},
|
|
{50, 0.2},
|
|
{350, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_tailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_tailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_silencerShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 150;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_fal_silencerTailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_silencerTailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_silencerTailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.30000001},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_silencerTailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_fal_silencerTailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class braf_boito_Close_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close1.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close2.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * (1 - interior)";
|
|
range = 50;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{25, 0.7},
|
|
{50, 0}};
|
|
};
|
|
class Braf_ia2_Closure_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_02",
|
|
1}};
|
|
range = 5;
|
|
volume = 0.44668359;
|
|
};
|
|
class Braf_ia2_closeShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\braf\braf_weapons_sound\weapons\ia2\ia2_1p",
|
|
1},
|
|
|
|
{"\braf\braf_weapons_sound\weapons\ia2\ia2_3p",
|
|
1}};
|
|
volume = 1;
|
|
range = 50;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_ia2_midShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_03",
|
|
1}};
|
|
volume = 0.50118721;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0.2},
|
|
{50, 1},
|
|
{300, 0},
|
|
{2000, 0}};
|
|
};
|
|
class Braf_ia2_distShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{50, 0},
|
|
{300, 1},
|
|
{2000, 1}};
|
|
};
|
|
class Braf_ia2_tailDistant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_taildistant",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{600, 0.69999999},
|
|
{2000, 1}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_tailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailforest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_tailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailhouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 1500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{250, 0.30000001},
|
|
{1500, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_tailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailinterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 350;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.40000001},
|
|
{100, 0.2},
|
|
{350, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_tailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailmeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_tailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailtrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_silencerShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_01",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_02",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_03",
|
|
1}};
|
|
volume = 0.56234133;
|
|
range = 150;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_ia2_silencerTailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailForest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_silencerTailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailHouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_silencerTailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailInterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.30000001},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_silencerTailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailMeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_ia2_silencerTailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailTrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class braf_boito_Distant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant1.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant2.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * (1 - interior)";
|
|
range = 200;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{25, 0},
|
|
{50, 1},
|
|
{200, 0}};
|
|
};
|
|
class braf_boito_Far_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far1.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far2.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * (1 - interior)";
|
|
range = 1500;
|
|
rangecurve[] =
|
|
{
|
|
{0, 0},
|
|
{150, 0},
|
|
{200, 1},
|
|
{800, 0.7},
|
|
{1500, 0}};
|
|
};
|
|
class braf_boito_Indoor_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_close.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * interior";
|
|
range = 50;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{25, 0.7},
|
|
{50, 0}};
|
|
};
|
|
class braf_boito_Indoor_Distant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_distant.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * interior";
|
|
range = 200;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{25, 0},
|
|
{50, 1},
|
|
{200, 0}};
|
|
};
|
|
class braf_shotgun_shells_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil1.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil2.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil3.ogg",
|
|
1},
|
|
};
|
|
volume = "1 * (1 - interior)";
|
|
range = 35;
|
|
rangeCurve = "braf_basic";
|
|
};
|
|
class braf_shotgun_shells_indor_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood1.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood2.ogg",
|
|
1},
|
|
{"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood3.ogg",
|
|
1},
|
|
};
|
|
volume = "1.4 * interior";
|
|
range = 35;
|
|
rangeCurve = "braf_basic";
|
|
};
|
|
class braf_AGLC_Closure_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01",
|
|
1}};
|
|
range = 5;
|
|
volume = 0.44668359;
|
|
};
|
|
class braf_AGLC_closeShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\braf\braf_weapons_sound\weapons\AGLC\m24_3p",
|
|
1}};
|
|
volume = 1;
|
|
range = 100;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class braf_AGLC_midShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03",
|
|
1}};
|
|
volume = 0.50118721;
|
|
range = 2500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0.2},
|
|
{50, 1},
|
|
{300, 0},
|
|
{2500, 0}};
|
|
};
|
|
class braf_AGLC_distShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 2500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{50, 0},
|
|
{300, 1},
|
|
{2500, 1}};
|
|
};
|
|
class braf_AGLC_tailDistant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{600, 0.69999999},
|
|
{2000, 1}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_tailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_tailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 1500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{250, 0.30000001},
|
|
{1500, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_tailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 350;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.40000001},
|
|
{50, 0.2},
|
|
{350, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_tailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_tailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_silencerShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02",
|
|
1},
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 150;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class braf_AGLC_silencerTailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_silencerTailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_silencerTailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.30000001},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_silencerTailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class braf_AGLC_silencerTailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_Closure_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_03",
|
|
1}};
|
|
range = 5;
|
|
volume = 0.44668359;
|
|
};
|
|
class Braf_MAG_closeShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\braf\braf_weapons_sound\weapons\MAG\mag_fire_3p",
|
|
1}};
|
|
volume = 1;
|
|
range = 50;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_MAG_midShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_03",
|
|
1}};
|
|
volume = 0.50118721;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0.2},
|
|
{50, 1},
|
|
{300, 0},
|
|
{2000, 0}};
|
|
};
|
|
class Braf_MAG_distShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{50, 0},
|
|
{300, 1},
|
|
{2000, 1}};
|
|
};
|
|
class Braf_MAG_tailDistant_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_taildistant",
|
|
1}};
|
|
volume = 1;
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 0},
|
|
{600, 0.69999999},
|
|
{2000, 1}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_tailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailforest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_tailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailhouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 1500;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{250, 0.30000001},
|
|
{1500, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_tailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailinterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 350;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.40000001},
|
|
{100, 0.2},
|
|
{350, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_tailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailmeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_tailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailtrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 2000;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{2000, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_silencerShot_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_01",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_02",
|
|
1},
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_03",
|
|
1}};
|
|
volume = 1;
|
|
range = 150;
|
|
rangeCurve = "closeShotCurve";
|
|
};
|
|
class Braf_MAG_silencerTailForest_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailForest",
|
|
1}};
|
|
volume = "(1-interior/1.4)*forest/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_silencerTailHouses_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailHouses",
|
|
1}};
|
|
volume = "(1-interior/1.4)*houses/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_silencerTailInterior_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailInterior",
|
|
1}};
|
|
volume = "interior";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{50, 0.30000001},
|
|
{150, 0}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_silencerTailMeadows_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailMeadows",
|
|
1}};
|
|
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
class Braf_MAG_silencerTailTrees_SoundShader
|
|
{
|
|
samples[] =
|
|
{
|
|
|
|
{"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailTrees",
|
|
1}};
|
|
volume = "(1-interior/1.4)*trees/3";
|
|
range = 150;
|
|
rangeCurve[] =
|
|
{
|
|
{0, 1},
|
|
{150, 0.30000001}};
|
|
limitation = 1;
|
|
};
|
|
};
|
|
class CfgSoundSets
|
|
{
|
|
class Rifle_Shot_Base_SoundSet;
|
|
class Rifle_Tail_Base_SoundSet;
|
|
class Rifle_InteriorTail_Base_SoundSet;
|
|
class Rifle_silencerShot_Base_SoundSet;
|
|
class Rifle_silencerTail_Base_SoundSet;
|
|
class Rifle_silencerInteriorTail_Base_SoundSet;
|
|
class Pistol_Shot_Base_SoundSet;
|
|
class Pistol_Tail_Base_SoundSet;
|
|
class Pistol_InteriorTail_Base_SoundSet;
|
|
class Pistol_silencerShot_Base_SoundSet;
|
|
class Pistol_silencerTail_Base_SoundSet;
|
|
class Pistol_silencerInteriorTail_Base_SoundSet;
|
|
class braf_50_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_50_closeShot_SoundShader",
|
|
"braf_50_midShot_SoundShader",
|
|
"braf_50_distShot_SoundShader",
|
|
"braf_50_Closure_SoundShader"};
|
|
volumeFactor = 1.2;
|
|
volumeCurve = "InverseSquare2Curve";
|
|
spatial = 1;
|
|
doppler = 0;
|
|
loop = 0;
|
|
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
|
|
distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
|
|
occlusionFactor = 0.5;
|
|
obstructionFactor = 0.30000001;
|
|
};
|
|
class braf_50_tail_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_50_tailDistant_SoundShader",
|
|
"braf_50_tailTrees_SoundShader",
|
|
"braf_50_tailForest_SoundShader",
|
|
"braf_50_tailMeadows_SoundShader",
|
|
"braf_50_tailHouses_SoundShader"};
|
|
volumeFactor = 1;
|
|
volumeCurve = "InverseSquare2Curve";
|
|
spatial = 1;
|
|
doppler = 0;
|
|
loop = 0;
|
|
soundShadersLimit = 3;
|
|
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
|
|
distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter";
|
|
occlusionFactor = 0.30000001;
|
|
obstructionFactor = 0;
|
|
};
|
|
class braf_FAL_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_fal_Closure_SoundShader",
|
|
"Braf_fal_closeShot_SoundShader",
|
|
"Braf_fal_midShot_SoundShader",
|
|
"Braf_fal_distShot_SoundShader"};
|
|
};
|
|
class Braf_fal_Tail_SoundSet : Rifle_Tail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_fal_tailDistant_SoundShader",
|
|
"Braf_fal_tailForest_SoundShader",
|
|
"Braf_fal_tailHouses_SoundShader",
|
|
"Braf_fal_tailMeadows_SoundShader",
|
|
"Braf_fal_tailTrees_SoundShader"};
|
|
};
|
|
class braf_FAL_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_Fal_tailInterior_SoundShader"};
|
|
};
|
|
class braf_FAL_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_FAL_Closure_SoundShader",
|
|
"braf_FAL_silencerShot_SoundShader"};
|
|
volumeFactor = 1.4;
|
|
};
|
|
class braf_FAL_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_FAL_silencerTailTrees_SoundShader",
|
|
"braf_FAL_silencerTailForest_SoundShader",
|
|
"braf_FAL_silencerTailMeadows_SoundShader",
|
|
"braf_FAL_silencerTailHouses_SoundShader"};
|
|
};
|
|
class braf_FAL_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_FAL_silencerTailInterior_SoundShader"};
|
|
};
|
|
class braf_AGLC_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_Closure_SoundShader",
|
|
"braf_AGLC_closeShot_SoundShader",
|
|
"braf_AGLC_midShot_SoundShader",
|
|
"braf_AGLC_distShot_SoundShader"};
|
|
};
|
|
class braf_AGLC_Tail_SoundSet : Rifle_Tail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_tailDistant_SoundShader",
|
|
"braf_AGLC_tailForest_SoundShader",
|
|
"braf_AGLC_tailHouses_SoundShader",
|
|
"braf_AGLC_tailMeadows_SoundShader",
|
|
"braf_AGLC_tailTrees_SoundShader"};
|
|
};
|
|
class braf_AGLC_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_tailInterior_SoundShader"};
|
|
};
|
|
class braf_AGLC_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_Closure_SoundShader",
|
|
"braf_AGLC_silencerShot_SoundShader"};
|
|
volumeFactor = 1.4;
|
|
};
|
|
class braf_AGLC_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_silencerTailTrees_SoundShader",
|
|
"braf_AGLC_silencerTailForest_SoundShader",
|
|
"braf_AGLC_silencerTailMeadows_SoundShader",
|
|
"braf_AGLC_silencerTailHouses_SoundShader"};
|
|
};
|
|
class braf_AGLC_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_AGLC_silencerTailInterior_SoundShader"};
|
|
};
|
|
class braf_ia2_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_ia2_Closure_SoundShader",
|
|
"Braf_ia2_closeShot_SoundShader",
|
|
"Braf_ia2_midShot_SoundShader",
|
|
"Braf_ia2_distShot_SoundShader"};
|
|
};
|
|
class Braf_ia2_Tail_SoundSet : Rifle_Tail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_ia2_tailDistant_SoundShader",
|
|
"Braf_ia2_tailForest_SoundShader",
|
|
"Braf_ia2_tailHouses_SoundShader",
|
|
"Braf_ia2_tailMeadows_SoundShader",
|
|
"Braf_ia2_tailTrees_SoundShader"};
|
|
};
|
|
class braf_ia2_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_ia2_tailInterior_SoundShader"};
|
|
};
|
|
class braf_ia2_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_ia2_Closure_SoundShader",
|
|
"braf_ia2_silencerShot_SoundShader"};
|
|
volumeFactor = 1.4;
|
|
};
|
|
class braf_ia2_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_ia2_silencerTailTrees_SoundShader",
|
|
"braf_ia2_silencerTailForest_SoundShader",
|
|
"braf_ia2_silencerTailMeadows_SoundShader",
|
|
"braf_ia2_silencerTailHouses_SoundShader"};
|
|
};
|
|
class braf_ia2_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_ia2_silencerTailInterior_SoundShader"};
|
|
};
|
|
class Braf_MAG_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_Closure_SoundShader",
|
|
"Braf_MAG_closeShot_SoundShader",
|
|
"Braf_MAG_midShot_SoundShader",
|
|
"Braf_MAG_distShot_SoundShader"};
|
|
};
|
|
class Braf_MAG_Tail_SoundSet : Rifle_Tail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_tailDistant_SoundShader",
|
|
"Braf_MAG_tailForest_SoundShader",
|
|
"Braf_MAG_tailHouses_SoundShader",
|
|
"Braf_MAG_tailMeadows_SoundShader",
|
|
"Braf_MAG_tailTrees_SoundShader"};
|
|
};
|
|
class Braf_MAG_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_tailInterior_SoundShader"};
|
|
};
|
|
class Braf_MAG_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_Closure_SoundShader",
|
|
"Braf_MAG_silencerShot_SoundShader"};
|
|
volumeFactor = 1.4;
|
|
};
|
|
class Braf_MAG_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_silencerTailTrees_SoundShader",
|
|
"Braf_MAG_silencerTailForest_SoundShader",
|
|
"Braf_MAG_silencerTailMeadows_SoundShader",
|
|
"Braf_MAG_silencerTailHouses_SoundShader"};
|
|
};
|
|
class Braf_MAG_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"Braf_MAG_silencerTailInterior_SoundShader"};
|
|
};
|
|
class braf_minimi_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_Closure_SoundShader",
|
|
"braf_minimi_closeShot_SoundShader",
|
|
"braf_minimi_midShot_SoundShader",
|
|
"braf_minimi_distShot_SoundShader"};
|
|
};
|
|
class braf_minimi_Tail_SoundSet : Rifle_Tail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_TailDistant_SoundShader",
|
|
"braf_minimi_TailForest_SoundShader",
|
|
"braf_minimi_TailHouses_SoundShader",
|
|
"braf_minimi_TailMeadows_SoundShader",
|
|
"braf_minimi_TailTrees_SoundShader"};
|
|
};
|
|
class braf_minimi_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_TailInterior_SoundShader"};
|
|
};
|
|
class braf_minimi_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_Closure_SoundShader",
|
|
"braf_minimi_silencerShot_SoundShader"};
|
|
};
|
|
class braf_minimi_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_silencerTailTrees_SoundShader",
|
|
"braf_minimi_silencerTailForest_SoundShader",
|
|
"braf_minimi_silencerTailMeadows_SoundShader",
|
|
"braf_minimi_silencerTailHouses_SoundShader"};
|
|
};
|
|
class braf_minimi_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_minimi_silencerTailInterior_SoundShader"};
|
|
};
|
|
class braf_boito_Shot_SoundSet : Rifle_Shot_Base_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_boito_Close_SoundShader",
|
|
"braf_boito_Distant_SoundShader",
|
|
"braf_boito_Far_SoundShader",
|
|
"braf_boito_Indoor_SoundShader",
|
|
"braf_boito_Indoor_Distant_SoundShader"};
|
|
};
|
|
class braf_shotgun_shells_SoundSet
|
|
{
|
|
soundShaders[] =
|
|
{
|
|
"braf_shotgun_shells_SoundShader",
|
|
"braf_shotgun_shells_indor_SoundShader"};
|
|
volumeFactor = 0.5;
|
|
volumeCurve = "InverseSquare2Curve";
|
|
sound3DProcessingType = "braf_Shot_light_3DProcessingType";
|
|
distanceFilter = "braf_defaultDistanceFilter";
|
|
occlusionFactor = 0;
|
|
obstructionFactor = 0;
|
|
spatial = 1;
|
|
doppler = 0;
|
|
loop = 0;
|
|
};
|
|
};
|
|
class CfgSounds
|
|
{
|
|
class AMF_PGM_ULTIMA_RATIO_BOLT_SOUND
|
|
{
|
|
name = "AMF_PGM_ULTIMA_RATIO_BOLT_SOUND";
|
|
Sound[] = {
|
|
"\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO_Rechamber",
|
|
1,
|
|
1,
|
|
15};
|
|
titles[] = {};
|
|
};
|
|
}; |