max 0 Posted November 4, 2002 Go easy on me, it's my first attempt at making one // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class SoldierWAK5BSD { units[] = {SoldierWAK5BSD}; weapons[] = {AK5BSD}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default{}; class BulletSingleW: BulletSingle{}; class BulletSilencedSingleW: BulletSingleW { indirectHitRange=0.100000; visibleFire=0.055000; audibleFire=0.055000; visibleFireTime=2; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; class BulletBurst: BulletSingle{}; class BulletFullAuto: BulletBurst{}; class BulletFullAutoW: BulletFullAuto{}; class BulletSilencedFullAutoW: BulletFullAutoW { indirectHitRange=0.100000; visibleFire=0.070000; audibleFire=0.070000; visibleFireTime=3; tracerColor[]={0,0,0,0.005000}; tracerColorR[]={0,0,0,0.005000}; }; }; class CfgWeapons { class Default {}; class MGun : Default {}; class Riffle: MGun {}; class M16 : Riffle {}; class AK5BSD: M16 { scopeWeapon=2; scopeMagazine=2; model="\AK5BSD\AK5BLJ.p3d"; modelOptics="optika_snpierw"; picture="\AK5BSD\weapics\w_AK5b.paa"; optics=1; opticsZoomMin=0.050000; opticsZoomMax=0.200000; displayName="AK5B SD"; displayNameMagazine="AK5Bmag"; shortNameMagazine="AK5Bmag"; drySound[]={"weapons\M16dry",0.010000,1}; magazines[]={"AK5Bmag"}; count=20; reloadMagazineSound[]={"\AK5BSD\sound\AK5_reload.wav",1.000000,1}; modes[]={"Single","Fullauto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="AK5B SD Semi"; dispersion=0.000200; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="AK5B SD Auto"; dispersion=0.000400; sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=100; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; ///Magazine definitions; class AK5Bmag: AK5BSD { displayNameMagazine = AK5Bmag; shortNameMagazine = AK5Bmag; picture="\AK5BSD\weapics\m_Ak5.paa"; count=30; scopeWeapon=0; scopeMagazine=2; }; }; class CfgVehicles { class All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWAK5BLJ: SoldierWB { model="mc vojakw2.p3d"; displayName="Soldier AK5B (Suppressed)"; weapons[]={"AK5BSD","Binocular","NVGoggles","Throw","Pu t"}; magazines[]={AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,HandGrenade,HandGrenade,HandGrenade,Smoke Shell}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxySoldierWAK5BSD: ProxyWeapon { autocenter=0; scope=2; reversed=0; simulation="ProxyWeapon"; model="\AK5BSD\AK5BLJ.p3d"; }; }; Share this post Link to post Share on other sites