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rjtwins

Addon making

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hi all

i,m making an ac130 gunship (see my other thread ac-130 targeting).

but to make the weapons i need to copy an static weapon and adjust it for the ac130.

does anyone know how to copy an existing weapon from arma 2 and make an addon from it ??

greetings rjtwins

I fured out how to do it but it worked only one time ??? when i edited it it diden't work anymore ?? now idea wat i did wrong see code here

class CfgPatches {

class L60_Bofors_cannon {

units[] = {"L60_Bofors_cannon"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAWeapons"};

};

};

class CfgVehicles {

class LandVehicle; // External class reference

class StaticWeapon : LandVehicle {

class Turrets; // External class reference

};

class StaticCanon : StaticWeapon {

class Turrets : Turrets {

class MainTurret; // External class reference

};

};

class L60_Bofors_cannon : StaticCanon {

cargoAction[] = {"Hilux_cargo01"};

displayname = L60_Bofors_cannon(gusnship_version);

model = "\ca\weapons\ZU23\zu23";

class Library {

libTextDesc = $STR_LIB_ZU23;

};

picture = "\ca\Weapons\data\ico\zu23_CA.paa";

icon = "\Ca\weapons\Data\map_ico\icomap_zu23_CA.paa";

transportSoldier = 1;

class Turrets : Turrets {

class MainTurret : MainTurret {

minElev = -40;

maxElev = 85;

weapons[] = {L60_Bofors_cannon_gun};

magazines[] = {"5000Rnd_40x311mmR_HE_L60_Bofors"};

gunnerAction = "Hilux_cargo01";

gunnerOpticsModel = "\ca\weapons\2Dscope_RUAA5";

gunnerOpticsEffect[] = {"OpticsCHAbera1", "OpticsBlur2"};

gunnerForceOptics = 0;

class ViewGunner {

initAngleX = 5;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.7;

minFov = 0.25;

maxFov = 1.1;

};

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.093;

minFov = 0.093;

maxFov = 0.093;

};

};

};

class AnimationSources {

class fire_anim {

source = "revolving";

weapon = 2A14;

};

};

};

};

class CfgAmmo {

class BulletCore; // External class reference

class BulletBase : BulletCore {

hit = 8;

indirectHit = 0;

indirectHitRange = 0;

model = "\ca\Weapons\shell";

caliber = 1;

soundFly[] = {"", 1e-008, 1};

soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.316228, 1, 60};

soundDefault2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.316228, 1, 60};

soundDefault3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.316228, 1, 60};

soundDefault4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.316228, 1, 60};

soundDefault5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.316228, 1, 60};

soundDefault6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.316228, 1, 60};

soundDefault7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.316228, 1, 60};

soundDefault8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.316228, 1, 60};

soundGroundSoft1[] = {"ca\sounds\weapons\hits\hit_earth_01", 0.0562341, 1, 60};

soundGroundSoft2[] = {"ca\sounds\weapons\hits\hit_earth_02", 0.0562341, 1, 60};

soundGroundSoft3[] = {"ca\sounds\weapons\hits\hit_earth_03", 0.0562341, 1, 60};

soundGroundSoft4[] = {"ca\sounds\weapons\hits\hit_earth_04", 0.0562341, 1, 60};

soundGroundSoft5[] = {"ca\sounds\weapons\hits\rico_hit_earth_01", 0.0562341, 1, 60};

soundGroundSoft6[] = {"ca\sounds\weapons\hits\rico_hit_earth_02", 0.0562341, 1, 60};

soundGroundSoft7[] = {"ca\sounds\weapons\hits\rico_hit_earth_03", 0.0562341, 1, 60};

soundGroundSoft8[] = {"ca\sounds\weapons\hits\rico_hit_earth_04", 0.0562341, 1, 60};

soundGroundHard1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.125893, 1, 80};

soundGroundHard2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.125893, 1, 80};

soundGroundHard3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.125893, 1, 80};

soundGroundHard4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.125893, 1, 80};

soundGroundHard5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.125893, 1, 80};

soundGroundHard6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.125893, 1, 80};

soundGroundHard7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.125893, 1, 80};

soundGroundHard8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.125893, 1, 80};

soundMetal1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.316228, 1, 90};

soundMetal2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.316228, 1, 90};

soundMetal3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.316228, 1, 90};

soundMetal4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.316228, 1, 90};

soundMetal5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.316228, 1, 90};

soundMetal6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.316228, 1, 90};

soundMetal7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.316228, 1, 90};

soundMetal8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.316228, 1, 90};

soundMetal9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.316228, 1, 90};

soundMetal10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.316228, 1, 90};

soundMetal11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.316228, 1, 90};

soundMetal12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.316228, 1, 90};

soundGlass1[] = {"ca\sounds\weapons\hits\hit_glass_01", 0.177828, 1, 50};

soundGlass2[] = {"ca\sounds\weapons\hits\hit_glass_02", 0.177828, 1, 50};

soundGlass3[] = {"ca\sounds\weapons\hits\hit_glass_03", 0.177828, 1, 50};

soundGlass4[] = {"ca\sounds\weapons\hits\hit_glass_04", 0.177828, 1, 50};

soundGlass5[] = {"ca\sounds\weapons\hits\hit_glass_05", 0.177828, 1, 50};

soundGlass6[] = {"ca\sounds\weapons\hits\hit_glass_06", 0.177828, 1, 50};

soundGlass7[] = {"ca\sounds\weapons\hits\hit_glass_07", 0.177828, 1, 50};

soundGlass8[] = {"ca\sounds\weapons\hits\hit_glass_08", 0.177828, 1, 50};

soundGlass9[] = {"ca\sounds\weapons\hits\hit_glass_09", 0.177828, 1, 50};

soundGlass10[] = {"ca\sounds\weapons\hits\hit_glass_10", 0.177828, 1, 50};

soundIron1[] = {"ca\sounds\weapons\hits\hit_iron_01", 0.316228, 1, 90};

soundIron2[] = {"ca\sounds\weapons\hits\hit_iron_02", 0.316228, 1, 90};

soundIron3[] = {"ca\sounds\weapons\hits\hit_iron_03", 0.316228, 1, 90};

soundIron4[] = {"ca\sounds\weapons\hits\hit_iron_04", 0.316228, 1, 90};

soundIron5[] = {"ca\sounds\weapons\hits\hit_iron_05", 0.316228, 1, 90};

soundIron6[] = {"ca\sounds\weapons\hits\hit_iron_06", 0.316228, 1, 90};

soundIron7[] = {"ca\sounds\weapons\hits\hit_iron_07", 0.316228, 1, 90};

soundIron8[] = {"ca\sounds\weapons\hits\hit_iron_08", 0.316228, 1, 90};

soundIron9[] = {"ca\sounds\weapons\hits\rico_hit_iron_01", 0.316228, 1, 90};

soundIron10[] = {"ca\sounds\weapons\hits\rico_hit_iron_02", 0.316228, 1, 90};

soundIron11[] = {"ca\sounds\weapons\hits\rico_hit_iron_03", 0.316228, 1, 90};

soundIron12[] = {"ca\sounds\weapons\hits\rico_hit_iron_04", 0.316228, 1, 90};

soundGlassArmored1[] = {"ca\sounds\weapons\hits\hit_glass_armored_01", 0.177828, 1, 60};

soundGlassArmored2[] = {"ca\sounds\weapons\hits\hit_glass_armored_02", 0.177828, 1, 60};

soundGlassArmored3[] = {"ca\sounds\weapons\hits\hit_glass_armored_03", 0.177828, 1, 60};

soundGlassArmored4[] = {"ca\sounds\weapons\hits\hit_glass_armored_04", 0.177828, 1, 60};

soundGlassArmored5[] = {"ca\sounds\weapons\hits\hit_glass_armored_05", 0.177828, 1, 60};

soundGlassArmored6[] = {"ca\sounds\weapons\hits\hit_glass_armored_06", 0.177828, 1, 60};

soundGlassArmored7[] = {"ca\sounds\weapons\hits\hit_glass_armored_07", 0.177828, 1, 60};

soundGlassArmored8[] = {"ca\sounds\weapons\hits\hit_glass_armored_08", 0.177828, 1, 60};

soundVehiclePlate1[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_01", 0.562341, 1, 90};

soundVehiclePlate2[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_02", 0.562341, 1, 90};

soundVehiclePlate3[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_03", 0.562341, 1, 90};

soundVehiclePlate4[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_04", 0.562341, 1, 90};

soundVehiclePlate5[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_05", 0.562341, 1, 90};

soundVehiclePlate6[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_06", 0.562341, 1, 90};

soundVehiclePlate7[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_07", 0.562341, 1, 90};

soundVehiclePlate8[] = {"ca\sounds\weapons\hits\hit_vehicle_plate_08", 0.562341, 1, 90};

soundVehiclePlate9[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_01", 0.562341, 1, 90};

soundVehiclePlate10[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_02", 0.562341, 1, 90};

soundVehiclePlate11[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_03", 0.562341, 1, 90};

soundVehiclePlate12[] = {"ca\sounds\weapons\hits\rico_hit_vehicle_plate_04", 0.562341, 1, 90};

soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01", 0.316228, 1, 60};

soundWood2[] = {"ca\sounds\weapons\hits\hit_wood_02", 0.316228, 1, 60};

soundWood3[] = {"ca\sounds\weapons\hits\hit_wood_03", 0.316228, 1, 60};

soundWood4[] = {"ca\sounds\weapons\hits\hit_wood_04", 0.316228, 1, 60};

soundWood5[] = {"ca\sounds\weapons\hits\hit_wood_05", 0.316228, 1, 60};

soundWood6[] = {"ca\sounds\weapons\hits\hit_wood_06", 0.316228, 1, 60};

soundWood7[] = {"ca\sounds\weapons\hits\hit_wood_07", 0.316228, 1, 60};

soundWood8[] = {"ca\sounds\weapons\hits\hit_wood_08", 0.316228, 1, 60};

soundWood9[] = {"ca\sounds\weapons\hits\rico_hit_wood_01", 0.316228, 1, 60};

soundWood10[] = {"ca\sounds\weapons\hits\rico_hit_wood_02", 0.316228, 1, 60};

soundWood11[] = {"ca\sounds\weapons\hits\rico_hit_wood_03", 0.316228, 1, 60};

soundWood12[] = {"ca\sounds\weapons\hits\rico_hit_wood_04", 0.316228, 1, 60};

soundHitBody1[] = {"ca\sounds\weapons\hits\hit_body_01", 0.0177828, 1, 50};

soundHitBody2[] = {"ca\sounds\weapons\hits\hit_body_02", 0.0177828, 1, 50};

soundHitBody3[] = {"ca\sounds\weapons\hits\hit_body_03", 0.0177828, 1, 50};

soundHitBody4[] = {"ca\sounds\weapons\hits\hit_body_04", 0.0177828, 1, 50};

soundHitBody5[] = {"ca\sounds\weapons\hits\hit_body_05", 0.0177828, 1, 50};

soundHitBody6[] = {"ca\sounds\weapons\hits\hit_body_06", 0.0177828, 1, 50};

soundHitBody7[] = {"ca\sounds\weapons\hits\hit_body_07", 0.0177828, 1, 50};

soundHitBody8[] = {"ca\sounds\weapons\hits\hit_body_08", 0.0177828, 1, 50};

soundHitBody9[] = {"ca\sounds\weapons\hits\hit_body_09", 0.0177828, 1, 50};

soundHitBody10[] = {"ca\sounds\weapons\hits\hit_body_10", 0.0177828, 1, 50};

soundHitBody11[] = {"ca\sounds\weapons\hits\hit_body_11", 0.0177828, 1, 50};

soundHitBody12[] = {"ca\sounds\weapons\hits\hit_body_12", 0.0177828, 1, 50};

soundHitBody13[] = {"ca\sounds\weapons\hits\hit_body_13", 0.0177828, 1, 50};

soundMetalPlate1[] = {"ca\sounds\weapons\hits\hit_metalplate_01", 0.562341, 1, 90};

soundMetalPlate2[] = {"ca\sounds\weapons\hits\hit_metalplate_02", 0.562341, 1, 90};

soundMetalPlate3[] = {"ca\sounds\weapons\hits\hit_metalplate_03", 0.562341, 1, 90};

soundMetalPlate4[] = {"ca\sounds\weapons\hits\hit_metalplate_04", 0.562341, 1, 90};

soundMetalPlate5[] = {"ca\sounds\weapons\hits\hit_metalplate_05", 0.562341, 1, 90};

soundMetalPlate6[] = {"ca\sounds\weapons\hits\hit_metalplate_06", 0.562341, 1, 90};

soundMetalPlate7[] = {"ca\sounds\weapons\hits\hit_metalplate_07", 0.562341, 1, 90};

soundMetalPlate8[] = {"ca\sounds\weapons\hits\hit_metalplate_08", 0.562341, 1, 90};

soundMetalPlate9[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_01", 0.562341, 1, 90};

soundMetalPlate10[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_02", 0.562341, 1, 90};

soundMetalPlate11[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_03", 0.562341, 1, 90};

soundMetalPlate12[] = {"ca\sounds\weapons\hits\rico_hit_metalplate_04", 0.562341, 1, 90};

soundHitBuilding1[] = {"ca\sounds\weapons\hits\hit_wall_01", 0.251189, 1, 60};

soundHitBuilding2[] = {"ca\sounds\weapons\hits\hit_wall_02", 0.251189, 1, 60};

soundHitBuilding3[] = {"ca\sounds\weapons\hits\hit_wall_03", 0.251189, 1, 60};

soundHitBuilding4[] = {"ca\sounds\weapons\hits\hit_wall_04", 0.251189, 1, 60};

soundHitBuilding5[] = {"ca\sounds\weapons\hits\hit_wall_05", 0.251189, 1, 60};

soundHitBuilding6[] = {"ca\sounds\weapons\hits\rico_hit_wall_01", 0.251189, 1, 60};

soundHitBuilding7[] = {"ca\sounds\weapons\hits\rico_hit_wall_02", 0.251189, 1, 60};

soundHitBuilding8[] = {"ca\sounds\weapons\hits\rico_hit_wall_03", 0.251189, 1, 60};

soundHitBuilding9[] = {"ca\sounds\weapons\hits\rico_hit_wall_04", 0.251189, 1, 60};

soundHitBuilding10[] = {"ca\sounds\weapons\hits\rico_hit_wall_05", 0.251189, 1, 60};

soundHitFoliage1[] = {"ca\sounds\weapons\hits\hit_grass_01", 0.177828, 1, 50};

soundHitFoliage2[] = {"ca\sounds\weapons\hits\hit_grass_02", 0.177828, 1, 50};

soundHitFoliage3[] = {"ca\sounds\weapons\hits\hit_grass_03", 0.177828, 1, 50};

soundHitFoliage4[] = {"ca\sounds\weapons\hits\hit_grass_04", 0.177828, 1, 50};

soundPlastic1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.177828, 1, 50};

soundPlastic2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.177828, 1, 50};

soundConcrete1[] = {"ca\sounds\weapons\hits\hit_concrete_01", 0.177828, 1, 70};

soundConcrete2[] = {"ca\sounds\weapons\hits\hit_concrete_02", 0.177828, 1, 70};

soundConcrete3[] = {"ca\sounds\weapons\hits\hit_concrete_03", 0.177828, 1, 70};

soundConcrete4[] = {"ca\sounds\weapons\hits\hit_concrete_04", 0.177828, 1, 70};

soundConcrete5[] = {"ca\sounds\weapons\hits\rico_hit_concrete_01", 0.177828, 1, 70};

soundConcrete6[] = {"ca\sounds\weapons\hits\rico_hit_concrete_02", 0.177828, 1, 70};

soundConcrete7[] = {"ca\sounds\weapons\hits\rico_hit_concrete_03", 0.177828, 1, 70};

soundConcrete8[] = {"ca\sounds\weapons\hits\rico_hit_concrete_04", 0.177828, 1, 70};

soundRubber1[] = {"ca\sounds\weapons\hits\hit_Rubber_01", 0.316228, 1, 50};

soundRubber2[] = {"ca\sounds\weapons\hits\hit_Rubber_02", 0.316228, 1, 50};

soundRubber3[] = {"ca\sounds\weapons\hits\hit_Rubber_03", 0.316228, 1, 50};

soundRubber4[] = {"ca\sounds\weapons\hits\hit_Rubber_04", 0.316228, 1, 50};

soundRubber5[] = {"ca\sounds\weapons\hits\hit_Rubber_05", 0.316228, 1, 50};

hitGroundSoft[] = {"soundGroundSoft1", 0.2, "soundGroundSoft2", 0.2, "soundGroundSoft3", 0.1, "soundGroundSoft4", 0.1, "soundGroundSoft5", 0.1, "soundGroundSoft6", 0.1, "soundGroundSoft7", 0.1, "soundGroundSoft8", 0.1};

hitGroundHard[] = {"soundGroundHard1", 0.2, "soundGroundHard2", 0.2, "soundGroundHard3", 0.1, "soundGroundHard4", 0.1, "soundGroundHard5", 0.1, "soundGroundHard6", 0.1, "soundGroundHard7", 0.1, "soundGroundHard8", 0.1};

hitMan[] = {"soundHitBody1", 0.077, "soundHitBody2", 0.077, "soundHitBody3", 0.077, "soundHitBody4", 0.077, "soundHitBody5", 0.077, "soundHitBody6", 0.077, "soundHitBody7", 0.077, "soundHitBody8", 0.077, "soundHitBody9", 0.077, "soundHitBody10", 0.077, "soundHitBody11", 0.077, "soundHitBody12", 0.077, "soundHitBody13", 0.077};

hitArmor[] = {"soundVehiclePlate1", 0.1, "soundVehiclePlate2", 0.1, "soundVehiclePlate3", 0.05, "soundVehiclePlate4", 0.05, "soundVehiclePlate5", 0.1, "soundVehiclePlate6", 0.05, "soundVehiclePlate7", 0.1, "soundVehiclePlate8", 0.1, "soundVehiclePlate9", 0.05, "soundVehiclePlate10", 0.1, "soundVehiclePlate11", 0.1, "soundVehiclePlate12", 0.1};

hitIron[] = {"soundIron1", 0.1, "soundIron2", 0.1, "soundIron3", 0.1, "soundIron4", 0.1, "soundIron5", 0.1, "soundIron6", 0.1, "soundIron7", 0.05, "soundIron8", 0.05, "soundIron9", 0.1, "soundIron10", 0.1, "soundIron11", 0.05, "soundIron12", 0.05};

hitBuilding[] = {"soundHitBuilding1", 0.1, "soundHitBuilding2", 0.1, "soundHitBuilding3", 0.1, "soundHitBuilding4", 0.1, "soundHitBuilding5", 0.1, "soundHitBuilding6", 0.1, "soundHitBuilding7", 0.1, "soundHitBuilding8", 0.1, "soundHitBuilding9", 0.1, "soundHitBuilding10", 0.1};

hitFoliage[] = {"soundHitFoliage1", 0.25, "soundHitFoliage2", 0.25, "soundHitFoliage3", 0.25, "soundHitFoliage4", 0.25};

hitWood[] = {"soundWood1", 0.1, "soundWood2", 0.1, "soundWood3", 0.1, "soundWood4", 0.05, "soundWood5", 0.05, "soundWood6", 0.1, "soundWood7", 0.1, "soundWood8", 0.1, "soundWood9", 0.1, "soundWood10", 0.1, "soundWood11", 0.05, "soundWood12", 0.05};

hitGlass[] = {"soundGlass1", 0.1, "soundGlass2", 0.1, "soundGlass3", 0.1, "soundGlass4", 0.1, "soundGlass5", 0.1, "soundGlass6", 0.1, "soundGlass7", 0.1, "soundGlass8", 0.1, "soundGlass9", 0.1, "soundGlass10", 0.1};

hitGlassArmored[] = {"soundGlassArmored1", 0.125, "soundGlassArmored2", 0.125, "soundGlassArmored3", 0.125, "soundGlassArmored4", 0.125, "soundGlassArmored5", 0.125, "soundGlassArmored6", 0.125, "soundGlassArmored7", 0.125, "soundGlassArmored8", 0.125};

hitConcrete[] = {"soundConcrete1", 0.2, "soundConcrete2", 0.2, "soundConcrete3", 0.2, "soundConcrete4", 0.05, "soundConcrete5", 0.05, "soundConcrete6", 0.1, "soundConcrete7", 0.1, "soundConcrete8", 0.1};

hitRubber[] = {"soundRubber1", 0.2, "soundRubber2", 0.2, "soundRubber3", 0.2, "soundRubber4", 0.2, "soundRubber5", 0.2};

hitPlastic[] = {"soundPlastic1", 0.5, "soundPlastic2", 0.5};

hitDefault[] = {"soundDefault1", 0.2, "soundDefault2", 0.2, "soundDefault3", 0.1, "soundDefault4", 0.1, "soundDefault5", 0.1, "soundDefault6", 0.1, "soundDefault7", 0.1, "soundDefault8", 0.1};

hitMetal[] = {"soundMetal1", 0.1, "soundMetal2", 0.1, "soundMetal3", 0.1, "soundMetal4", 0.05, "soundMetal5", 0.1, "soundMetal6", 0.1, "soundMetal7", 0.05, "soundMetal8", 0.1, "soundMetal9", 0.05, "soundMetal10", 0.05, "soundMetal11", 0.1, "soundMetal12", 0.1};

hitMetalplate[] = {"soundMetalPlate1", 0.1, "soundMetalPlate2", 0.1, "soundMetalPlate3", 0.1, "soundMetalPlate4", 0.05, "soundMetalPlate5", 0.05, "soundMetalPlate6", 0.05, "soundMetalPlate7", 0.1, "soundMetalPlate8", 0.1, "soundMetalPlate9", 0.1, "soundMetalPlate10", 0.1, "soundMetalPlate11", 0.1, "soundMetalPlate12", 0.05};

bulletFly1[] = {"ca\sounds\weapons\hits\bullet_by1", 1.0, 1, 50};

bulletFly2[] = {"ca\sounds\weapons\hits\bullet_by2", 1.0, 1, 50};

bulletFly3[] = {"ca\sounds\weapons\hits\bullet_by3", 1.0, 1, 50};

bulletFly4[] = {"ca\sounds\weapons\hits\bullet_by4", 1.0, 1, 50};

bulletFly5[] = {"ca\sounds\weapons\hits\bullet_by5", 1.0, 1, 50};

bulletFly6[] = {"ca\sounds\weapons\hits\bullet_by6", 1.0, 1, 50};

bulletFly[] = {"bulletFly1", 0.166, "bulletFly2", 0.166, "bulletFly3", 0.166, "bulletFly4", 0.166, "bulletFly5", 0.166, "bulletFly6", 0.167};

supersonicCrackNear[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_close", 1, 1, 150};

supersonicCrackFar[] = {"Ca\sounds\Weapons\explosions\supersonic_crack_50meters", 1, 1, 250};

cartridge = "FxCartridge";

cost = 0.7;

timeToLive = 6;

deflecting = 10;

tracerStartTime = -1;

class HitEffects {

Hit_Foliage = "ImpactLeaves";

Hit_Glass = "ImpactGlass";

Hit_Glass_Thin = "ImpactGlassThin";

Hit_Wood = "ImpactWood";

Hit_Metal = "ImpactMetal";

Hit_Plaster = "ImpactPlaster";

Hit_Rubber = "ImpactRubber";

Hit_Concrete = "ImpactConcrete";

Hit_Blood = "ImpactBlood";

};

muzzleEffect = "BIS_Effects_Rifle";

};

class 40x311mmR_HE_L60_Bofors : BulletBase {

hit = 100;

indirectHit = 35;

indirectHitRange = 5;

visibleFire = 30;

audibleFire = 30;

visibleFireTime = 5;

soundHit = {"Ca\sounds\Weapons\explosions\AZP85_explosion1",3.162278,1,1500 };

explosive = 1;

airLock = 0;

cost = 40;

CraterEffects = "ExploAmmoCrater";

explosionEffects = "ExploAmmoExplosion";

model = "\ca\Weapons\Data\bullettracer\tracer_red";

tracerScale = 2.2;

tracerStartTime = 0.100000;

tracerEndTime = 2;

airFriction = -0.000950;

muzzleEffect = "BIS_Effects_HeavyCaliber";

caliber = 3;

};

};

class CfgMagazines {

class Default; // External class reference

class CA_Magazine : Default {

scope = 1;

value = 1;

displayName = "";

model = "\ca\weapons\mag_univ.p3d";

picture = "";

modelSpecial = "";

useAction = 0;

useActionTitle = "";

reloadAction = "ManActReloadMagazine";

ammo = "";

count = 30;

type = 256;

initSpeed = 900;

selectionFireAnim = "zasleh";

nameSound = "magazine";

maxLeadSpeed = 23;

};

class VehicleMagazine : CA_Magazine {

type = 0;

reloadAction = "";

maxLeadSpeed = 100;

};

class 5000Rnd_40x311mmR_HE_L60_Bofors : VehicleMagazine {

scope = 2;

displayName = 5000Rnd_40x311mmR_HE_L60_Bofors;

ammo = "40x311mmR_HE_L60_Bofors";

count = 5000;

initSpeed = 980;

maxLeadSpeed = 300;

tracersEvery = 1;

nameSound = "cannon";

};

};

class cfgWeapons {

class CannonCore; // External class reference

class L60_Bofors_cannon_gun : CannonCore {

scope = 1;

displayName = "L60_Bofors_cannon(gunship)";

nameSound = "cannon";

magazines = {"5000Rnd_40x311mmR_HE_L60_Bofors" };

magazineReloadTime = 1;

multiplier = 1;

reloadTime = 0.5;

autoFire = 1;

canLock = 0;

soundContinuous = 0;

dispersion = 0.001;

cursorAim = "\ca\Weapons\Data\clear_empty";

cursor = "Vehicle_W_MG";

cursorSize = 1;

sound = {"\Ca\sounds\Weapons\cannon\m197",10.000000,1,1200 }

showToPlayer = 1;

burst = 71;

minRange = 50;

minRangeProbab = 0.5;

midRange = 12000;

midRangeProbab = 0.5;

maxRange = 19000;

maxRangeProbab = 0.5;

};

};

Edited by rjtwins
adding the code

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