Files
braf/braf_weapons_assault_rifles/556mm_HK416/HK416.hpp

373 lines
17 KiB
C++

class braf_HK416_long_base : Rifle_Base_F {
magazines[] = {
"braf_30Rnd_556x45",
"braf_20Rnd_556x45",
"braf_30Rnd_556x45_red",
"braf_30Rnd_556x45_green",
"braf_30Rnd_556x45_yellow",
"braf_30Rnd_556x45_Blank",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag_green",
"30Rnd_556x45_Stanag_red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Green",
"30Rnd_556x45_Stanag_Tracer_Yellow",
}; /// original custom made magazines and a group of several standardized mags
magazineWell[]=
{
"BRAF_Stanag_556",
"STANAG_556x45",
"STANAG_556x45_Large"
};
reloadAction = "GestureReloadSPAR_01"; /// MX hand animation actually fits this rifle well
magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
recoil = "recoil_spar";
maxRecoilSway = 0.0125;
swayDecaySpeed = 1.25;
inertia = 0.5;
initSpeed = -1; /// this means that initSpeed of magazine is used
class GunParticles : GunParticles
{
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
class WeaponSlotsInfo : WeaponSlotsInfo
{
mass = 92;
class MuzzleSlot : MuzzleSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[]=
{
"muzzle_snds_M"
};
iconPosition[]={0.12,0.43099999};
iconScale=0.15000001;
};
class CowsSlot : asdg_OpticRail1913 /// default accessories for this slot
{
};
class PointerSlot : asdg_FrontSideRail /// default accessories for this slot
{
};
class UnderBarrelSlot : UnderBarrelSlot /// using AMF bipod
{
iconPosition[] = {0.2, 0.7};
iconScale = 0.2;
compatibleItems[] = {};
};
};
opticsZoomMin = 0.375;
opticsZoomMax = 1.1;
opticsZoomInit = 0.75;
distanceZoomMin = 300;
distanceZoomMax = 300;
descriptionShort = "AMF HK 416 F Long"; /// displayed on mouseOver in Inventory
handAnim[] = {"OFP2_ManSkeleton", "\braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm"}; /// hand animation actually fits this rifle well
dexterity = 1.8;
selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
bullet1[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_01", 0.446684, 1, 15};
bullet2[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_02", 0.446684, 1, 15};
bullet3[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_03", 0.446684, 1, 15};
bullet4[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_04", 0.446684, 1, 15};
bullet5[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_01", 0.562341, 1, 15};
bullet6[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_02", 0.562341, 1, 15};
bullet7[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_03", 0.562341, 1, 15};
bullet8[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Dirt_04", 0.562341, 1, 15};
bullet9[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_01", 0.562341, 1, 15};
bullet10[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_02", 0.562341, 1, 15};
bullet11[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_03", 0.562341, 1, 15};
bullet12[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Grass_04", 0.562341, 1, 15};
soundBullet[] = {"bullet1", 0.087, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
drySound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_dry", 0.63095737, 1, 30};
changeFiremodeSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode", 0.25118864, 1, 5};
reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_reload", 1.0, 1, 10};
modes[] = {SemiAuto, Fullauto, single_medium_optics1, single_far_optics2};
class SemiAuto : Mode_SemiAuto
{
sounds[] = {"StandardSound", "SilencedSound"};
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
{
soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
};
class SilencedSound : BaseSoundModeType
{
SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
};
reloadTime = 0.070;
recoil = "recoil_single_primary_3outof10";
recoilProne = "recoil_single_primary_prone_3outof10";
dispersion = 0.0002;
minRange = 2;
minRangeProbab = 0.3;
midRange = 350;
midRangeProbab = 0.7;
maxRange = 500;
maxRangeProbab = 0.05;
};
class FullAuto : Mode_FullAuto
{
sounds[] = {"StandardSound", "SilencedSound"};
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
{
soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
};
class SilencedSound : BaseSoundModeType
{
SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
};
reloadTime = 0.070;
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.0002;
minRange = 0;
minRangeProbab = 0.9;
midRange = 15;
midRangeProbab = 0.7;
maxRange = 30;
maxRangeProbab = 0.05;
aiRateOfFire = 1e-006;
};
class single_medium_optics1 : SemiAuto /// Pew for AI with collimator sights
{
requiredOpticType = 1;
showToPlayer = 0;
minRange = 2;
minRangeProbab = 0.2;
midRange = 450;
midRangeProbab = 0.7;
maxRange = 600;
maxRangeProbab = 0.2;
aiRateOfFire = 6;
aiRateOfFireDistance = 600;
};
class single_far_optics2 : single_medium_optics1 /// Pew for AI with better sights
{
requiredOpticType = 2;
showToPlayer = 0;
minRange = 100;
minRangeProbab = 0.1;
midRange = 500;
midRangeProbab = 0.6;
maxRange = 700;
maxRangeProbab = 0.05;
aiRateOfFire = 8;
aiRateOfFireDistance = 700;
};
class HK269_F : UGL_F /// Some grenade launcher to have some more fun
{
displayName = "AMF HK269";
descriptionShort = "AMF HK269";
author = "LKDSG & AMF TEAM";
useModelOptics = false;
useExternalOptic = false; /// Doesn't use optics from the attachment, has it's own
cameraDir = "OP_look";
discreteDistance[] = {100, 200, 300, 400};
discreteDistanceCameraPoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"}; /// the angle of gun changes with zeroing
discreteDistanceInitIndex = 1; /// 200 is the default zero
};
aiDispersionCoefY = 6.0; /// AI should have some degree of greater dispersion for initial shoots
aiDispersionCoefX = 4.0; /// AI should have some degree of greater dispersion for initial shoots
};
class braf_HK416_short_base : Rifle_Base_F {
magazines[] = {
"braf_30Rnd_556x45",
"braf_20Rnd_556x45",
"braf_30Rnd_556x45_red",
"braf_30Rnd_556x45_green",
"braf_30Rnd_556x45_yellow",
"braf_30Rnd_556x45_Blank",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag_green",
"30Rnd_556x45_Stanag_red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Green",
"30Rnd_556x45_Stanag_Tracer_Yellow",
}; /// original custom made magazines and a group of several standardized mags
magazineWell[]=
{
"BRAF_Stanag_556",
"STANAG_556x45",
"STANAG_556x45_Large"
};
reloadAction = "GestureReloadSPAR_01";
magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
handAnim[] = {"OFP2_ManSkeleton", \braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm};
dexterity = 3.1;
maxRecoilSway = 0.0125;
swayDecaySpeed = 1.25;
inertia = 0.5;
initSpeed = -1; /// this means that initSpeed of magazine is used
class GunParticles : GunParticles
{
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
class WeaponSlotsInfo : WeaponSlotsInfo
{
mass = 92;
class MuzzleSlot : MuzzleSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[]=
{
"muzzle_snds_M"
};
iconPosition[]={0.12,0.43099999};
iconScale=0.15000001;
};
class CowsSlot : asdg_OpticRail1913 {};
class PointerSlot : asdg_FrontSideRail {};
class UnderBarrelSlot : UnderBarrelSlot {
iconPosition[] = {0.2, 0.7};
iconScale = 0.2;
compatibleItems[] = {};
};
};
opticsZoomMin = 0.375;
opticsZoomMax = 1.1;
opticsZoomInit = 0.75;
distanceZoomMin = 300;
distanceZoomMax = 300;
descriptionShort = "AMF HK 416 Short"; /// displayed on mouseOver in Inventory
selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
bullet1[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_01", 0.446684, 1, 15};
bullet2[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_02", 0.446684, 1, 15};
bullet3[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_03", 0.446684, 1, 15};
bullet4[] = {"A3\sounds_f\weapons\shells\5_56\Shellcase_556_Metal_04", 0.446684, 1, 15};
bullet5[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_01", 0.562341, 1, 15};
bullet6[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_02", 0.562341, 1, 15};
bullet7[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_03", 0.562341, 1, 15};
bullet8[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Dirt_04", 0.562341, 1, 15};
bullet9[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_01", 0.562341, 1, 15};
bullet10[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_02", 0.562341, 1, 15};
bullet11[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_03", 0.562341, 1, 15};
bullet12[] = {"A3\sounds_f\weapons\shells\7_62\Shellcase_762_Grass_04", 0.562341, 1, 15};
soundBullet[] = {"bullet1", 0.087, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
drySound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_dry", 0.63095737, 1, 30};
changeFiremodeSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_firemode", 0.25118864, 1, 5};
reloadMagazineSound[] = {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_reload", 1.0, 1, 10};
modes[] = {SemiAuto, Fullauto};
class SemiAuto : Mode_SemiAuto
{
sounds[] = {"StandardSound", "SilencedSound"};
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
{
soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
};
class SilencedSound : BaseSoundModeType
{
SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
};
reloadTime = 0.070;
recoil = "recoil_single_primary_3outof10";
recoilProne = "recoil_single_primary_prone_3outof10";
dispersion = 0.0002;
minRange = 2;
minRangeProbab = 0.3;
midRange = 350;
midRangeProbab = 0.7;
maxRange = 500;
maxRangeProbab = 0.05;
};
class FullAuto : Mode_FullAuto
{
sounds[] = {"StandardSound", "SilencedSound"};
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
{
soundSetShot[] = {"SPAR01_Shot_SoundSet", "SPAR01_Tail_SoundSet", "SPAR01_InteriorTail_SoundSet"};
};
class SilencedSound : BaseSoundModeType
{
SoundSetShot[] = {"SPAR01_silencerShot_SoundSet", "SPAR01_silencerTail_SoundSet", "SPAR01_silencerInteriorTail_SoundSet"};
};
reloadTime = 0.070;
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.0002;
minRange = 0;
minRangeProbab = 0.9;
midRange = 15;
midRangeProbab = 0.7;
maxRange = 30;
maxRangeProbab = 0.05;
aiRateOfFire = 1e-006;
};
aiDispersionCoefY = 6.0; /// AI should have some degree of greater dispersion for initial shoots
aiDispersionCoefX = 4.0; /// AI should have some degree of greater dispersion for initial shoots
};
class braf_HK416_long : braf_HK416_long_base {
scope = 2; /// should be visible and useable in game
author = "ARNIE & AMF TEAM";
displayName = "HK 416 D16.5"; /// some name
model = "\braf\braf_weapons_assault_rifles\556mm_HK416\amf_416_long.p3d"; /// path to model
picture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_amf_614_long_01_x_ca.paa"; /// different accessories have M, S, T instead of X
UiPicture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_amf_614_long_01_x_ca.paa"; /// weapon should be marked such way
handAnim[] = {"OFP2_ManSkeleton", "\braf\braf_weapons_anim\animations\556mm_HK416\amf_hand_nogrip.rtm"};
weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
rhs_grip2_change = "amf_614_gripv_01_f";
rhs_grip3_change = "amf_614_gript_01_f";
class WeaponSlotsInfo : WeaponSlotsInfo
{
mass = 92;
allowedSlots[] = {901};
class MuzzleSlot : MuzzleSlot
{
};
class CowsSlot : asdg_OpticRail1913 /// default accessories for this slot
{
};
class PointerSlot : asdg_FrontSideRail /// default accessories for this slot
{
};
};
};
class braf_HK416_short : braf_HK416_short_base {
scope = 2;
author = "ARNIE & AMF TEAM";
displayName = "HK 416 D10";
dexterity = 3.1;
model = "\braf\braf_weapons_assault_rifles\556mm_HK416\AMF_416_short.p3d";
picture = "\braf\braf_weapons_assault_rifles\556mm_HK416\Data\UI\gear_AMF_614_short_X_CA.paa";
UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa";
handAnim[] = {"OFP2_ManSkeleton", "\a3\weapons_f_exp\rifles\spar_01\data\anim\spar_01.rtm"};
weaponInfoType = "RscWeaponZeroing";
rhs_grip2_change = "amf_614s_gripv_01_f";
rhs_grip3_change = "amf_614s_gript_01_f";
class WeaponSlotsInfo : WeaponSlotsInfo
{
mass = 92;
allowedSlots[] = {901};
class MuzzleSlot : MuzzleSlot
{
};
class CowsSlot : asdg_OpticRail1913
{
};
class PointerSlot : asdg_FrontSideRail
{
};
};
};