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Hiya, I swapped the 20mm GMG used by the Mk32 for a 25mm GMG and now the Mk32 will shake and move, while the raised variant will tip over.

 

Ammo:

	class G_25mm_HE: G_40mm_HE
	{
		hit = 60;
		indirectHit = 7;
		indirectHitRange = 5;
		whistleDist = 18;
		caliber = 1;
		class CamShakeExplode
		{
			power = "(25*0.2)";
			duration = "((round (25^0.5))*0.2 max 0.2)";
			frequency = 20;
			distance = "((4 + 25^0.5)*8)";
		};
		class CamShakeHit
		{
			power = 20;
			duration = "((round (20^0.25))*0.2 max 0.2)";
			frequency = 20;
			distance = 1;
		};
		soundHit1[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_01",3.1622777,1,1300};
		soundHit2[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_02",3.1622777,1,1300};
		soundHit3[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_03",3.1622777,1,1300};
		soundHit4[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_04",3.1622777,1,1300};
		multiSoundHit[] = {soundHit1,0.25,soundHit2,0.25,soundHit3,0.25,soundHit4,0.25};
	};

Weapon:

	class GMG_25mm: GMG_F
	{
		author = $STR_A3_Night515;
		scope = public;
		displayName = $STR_A3_GMG_25mm0;
		magazines[] =
		{
			200Rnd_25mm_G_belt,
			36Rnd_25mm_G_belt
		};
		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\reload_static_GMG",0.8912509,1,20};
		class GunClouds{};
		class GunParticles
		{
			class effect1
			{
				positionName = "usti hlavne3";
				directionName = "konec hlavne3";
				effectName = GrenadeLauncherCloud;
			};
		};
		modes[] =
		{
			manual,
			close,
			short,
			medium,
			far
		};
		class manual: GMG_F
		{
			displayName = $STR_A3_GMG_20mm0;
			aiRateOfFire = 1;
			sounds[] = {StandardSound};
			class StandardSound
			{
				begin1[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_01",1.1220185,1.0,1200};
				begin2[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_02",1.1220185,1.0,1200};
				begin3[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_03",1.1220185,1.0,1200};
				soundBegin[] = {begin1,0.33,begin2,0.33,begin3,0.34};
			};
			reloadTime = 0.24;
			soundContinuous = false;
			soundBurst = 0;
		};
		class close: manual
		{
			burst = 6;
			aiRateOfFire = 1;
			aiRateOfFireDistance = 50;
			minRange = 8;
			minRangeProbab = 0.05;
			midRange = 20;
			midRangeProbab = 0.7;
			maxRange = 50;
			maxRangeProbab = 0.1;
			showToPlayer = 0;
		};
		class short: close
		{
			burst = 5;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 300;
			minRange = 50;
			minRangeProbab = 0.05;
			midRange = 150;
			midRangeProbab = 0.7;
			maxRange = 300;
			maxRangeProbab = 0.1;
		};
		class medium: close
		{
			burst = 4;
			aiRateOfFire = 4;
			aiRateOfFireDistance = 600;
			minRange = 200;
			minRangeProbab = 0.05;
			midRange = 400;
			midRangeProbab = 0.7;
			maxRange = 600;
			maxRangeProbab = 0.1;
		};
		class far: close
		{
			burst = 3;
			aiRateOfFire = 5;
			aiRateOfFireDistance = 1000;
			minRange = 400;
			minRangeProbab = 0.05;
			midRange = 750;
			midRangeProbab = 0.4;
			maxRange = 1000;
			maxRangeProbab = 0.01;
		};
	};

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why not just make the geo LOD heavier?

  • Like 1

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why not just make the geo LOD heavier?

Was about to suggest the same, but it appears from the config that its using a default BI model given its class inheritance.

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