Dayz Explorer CPP 1.28.160049
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config.cpp
Go to the documentation of this file.
1class CfgPatches
2{
3 class DZ_Weapons_Firearms_AK101
4 {
5 units[]=
6 {
7 "AK101"
8 };
9 weapons[]={};
10 requiredVersion=0.1;
11 requiredAddons[]=
12 {
13 "DZ_Data",
14 "DZ_Weapons_Firearms"
15 };
16 };
17};
18class Mode_Safe;
19class Mode_SemiAuto;
20class Mode_Burst;
21class Mode_FullAuto;
22class OpticsInfoRifle;
24{
25 class Rifle_Base;
26 class AK101_Base: Rifle_Base
27 {
28 scope=0;
29 weight=3077;
30 absorbency=0;
31 repairableWithKits[]={1};
32 repairCosts[]={25};
33 PPDOFProperties[]={1,0.5,50,160,4,10};
34 WeaponLength=0.94999999;
35 ObstructionDistance=0.63499999;
36 barrelArmor=1.806;
37 initSpeedMultiplier=0.89999998;
38 chamberSize=1;
39 chamberedRound="";
40 chamberableFrom[]=
41 {
42 "Ammo_556x45",
43 "Ammo_556x45Tracer"
44 };
45 magazines[]=
46 {
47 "Mag_AK101_30Rnd",
48 "Mag_AK101_30Rnd_Black",
49 "Mag_AK101_30Rnd_Green"
50 };
51 magazineSwitchTime=0.2;
52 ejectType=1;
53 recoilModifier[]={1,1,1};
54 swayModifier[]={2.2,2.2,0.85000002};
55 simpleHiddenSelections[]=
56 {
57 "hide_barrel",
58 "magazine"
59 };
60 hiddenSelections[]=
61 {
62 "camo",
63 "magazine"
64 };
65 class NoiseShoot
66 {
67 strength=80;
68 type="shot";
69 };
70 modes[]=
71 {
72 "SemiAuto",
73 "FullAuto"
74 };
75 class SemiAuto: Mode_SemiAuto
76 {
77 soundSetShot[]=
78 {
79 "AK_Shot_SoundSet",
80 "AK_Tail_SoundSet",
81 "AK_InteriorTail_SoundSet"
82 };
83 soundSetShotExt[]=
84 {
85
86 {
87 "AK_silencer_SoundSet",
88 "AK_silencerTail_SoundSet",
89 "AK_silencerInteriorTail_SoundSet"
90 },
91
92 {
93 "AK_silencerHomeMade_SoundSet",
94 "AK_silencerHomeMadeTail_SoundSet",
95 "AK_silencerInteriorHomeMadeTail_SoundSet"
96 }
97 };
98 reloadTime=0.12;
99 recoil="recoil_AK101";
100 recoilProne="recoil_AK101_prone";
101 dispersion=0.0020000001;
102 magazineSlot="magazine";
103 };
104 class FullAuto: Mode_FullAuto
105 {
106 soundSetShot[]=
107 {
108 "AK_Shot_SoundSet",
109 "AK_Tail_SoundSet",
110 "AK_InteriorTail_SoundSet"
111 };
112 soundSetShotExt[]=
113 {
114
115 {
116 "AK_silencer_SoundSet",
117 "AK_silencerTail_SoundSet",
118 "AK_silencerInteriorTail_SoundSet"
119 },
120
121 {
122 "AK_silencerHomeMade_SoundSet",
123 "AK_silencerHomeMadeTail_SoundSet",
124 "AK_silencerInteriorHomeMadeTail_SoundSet"
125 }
126 };
127 reloadTime=0.097999997;
128 recoil="recoil_AK101";
129 recoilProne="recoil_AK101_prone";
130 dispersion=0.0020000001;
131 magazineSlot="magazine";
132 };
133 class OpticsInfo: OpticsInfoRifle
134 {
135 };
136 class InventorySlotsOffsets
137 {
138 class Shoulder
139 {
140 position[]={0,-0.015,-0.0099999998};
141 orientation[]={0,-20,0};
142 };
143 class Melee
144 {
145 position[]={0,0,0};
146 orientation[]={0,10,0};
147 };
148 };
149 class Particles
150 {
151 class OnFire
152 {
153 class SmokeCloud
154 {
155 overrideParticle="weapon_shot_winded_smoke";
156 };
157 class MuzzleFlash
158 {
159 overrideParticle="weapon_shot_ak101_01";
160 ignoreIfSuppressed=1;
161 illuminateWorld=1;
162 positionOffset[]={-0.1,0,0};
163 };
164 class ChamberSmoke
165 {
166 overrideParticle="weapon_shot_chamber_smoke";
167 overridePoint="Nabojnicestart";
168 overrideDirectionPoint="Nabojniceend";
169 };
170 };
171 class OnOverheating
172 {
173 maxOverheatingValue=8;
174 shotsToStartOverheating=4;
175 overheatingDecayInterval=0.69999999;
176 class SmokingBarrel1
177 {
178 overrideParticle="smoking_barrel_small";
179 onlyWithinOverheatLimits[]={0,0.69999999};
180 positionOffset[]={0.1,0,0};
181 onlyWithinRainLimits[]={0,0.2};
182 };
183 class SmokingBarrel2
184 {
185 overrideParticle="smoking_barrel";
186 onlyWithinOverheatLimits[]={0.69999999,1};
187 positionOffset[]={0.1,0,0};
188 onlyWithinRainLimits[]={0,0.2};
189 };
190 class SmokingBarrelHotSteamSmall
191 {
192 overrideParticle="smoking_barrel_steam_small";
193 positionOffset[]={0.1,0,0};
194 onlyWithinRainLimits[]={0.2,1};
195 };
196 class OpenChamberSmoke
197 {
198 onlyIfBoltIsOpen=1;
199 overrideParticle="smoking_barrel_small";
200 overridePoint="Nabojnicestart";
201 };
202 };
203 class OnBulletCasingEject
204 {
205 class ChamberSmokeRaise
206 {
207 overrideParticle="weapon_shot_chamber_smoke";
208 overridePoint="Nabojnicestart";
209 };
210 };
211 };
212 weaponStateAnim="dz\anims\anm\player\reloads\AK101\w_AK101_states.anm";
213 };
214 class AK101: AK101_Base
215 {
216 scope=2;
217 displayName="$STR_CfgWeapons_AK1010";
218 descriptionShort="$STR_CfgWeapons_AK1011";
219 model="\dz\weapons\firearms\AK101\ak101.p3d";
220 attachments[]=
221 {
222 "weaponButtstockAK",
223 "WeaponHandguardAK",
224 "weaponWrap",
225 "weaponOpticsAK",
226 "weaponFlashlight",
227 "weaponMuzzleAK",
228 "weaponBayonetAK"
229 };
230 itemSize[]={8,3};
231 hiddenSelectionsTextures[]=
232 {
233 "dz\weapons\firearms\AK101\data\ak101_co.paa",
234 "#(argb,8,8,3)color(0.15,0.15,0.15,1.0,CO)"
235 };
236 hiddenSelectionsMaterials[]=
237 {
238 "dz\weapons\firearms\AK101\data\ak101.rvmat",
239 "DZ\weapons\attachments\magazine\data\magazine_ak74.rvmat"
240 };
241 class DamageSystem
242 {
243 class GlobalHealth
244 {
245 class Health
246 {
247 hitpoints=300;
248 healthLevels[]=
249 {
250
251 {
252 1,
253
254 {
255 "DZ\weapons\firearms\AK101\Data\ak101.rvmat"
256 }
257 },
258
259 {
260 0.69999999,
261
262 {
263 "DZ\weapons\firearms\AK101\Data\ak101.rvmat"
264 }
265 },
266
267 {
268 0.5,
269
270 {
271 "DZ\weapons\firearms\AK101\Data\ak101_damage.rvmat"
272 }
273 },
274
275 {
276 0.30000001,
277
278 {
279 "DZ\weapons\firearms\AK101\Data\ak101_damage.rvmat"
280 }
281 },
282
283 {
284 0,
285
286 {
287 "DZ\weapons\firearms\AK101\Data\ak101_destruct.rvmat"
288 }
289 }
290 };
291 };
292 };
293 };
294 };
295 class AK101_Black: AK101
296 {
297 scope=2;
298 color="Black";
299 hiddenSelectionsTextures[]=
300 {
301 "#(argb,8,8,3)color(0.12,0.12,0.12,1.0,CO)"
302 };
303 };
304 class AK101_Green: AK101
305 {
306 scope=2;
307 color="Green";
308 hiddenSelectionsTextures[]=
309 {
310 "#(argb,8,8,3)color(0.35,0.36,0.28,1.0,CO)"
311 };
312 };
313};