where in the config should this be defined.
i took a look in the p3d of the units and the unit that doesn't walk like a woman has ad different stand in ogygen aswell.
// Imperial Guardsmen in Blue Urban Camo, no Grenades, only armed with Lasgun
// This is an Operation-SciFi Mod Centre creation
// Created by ArchAngel
// This is a Beta Test Version only, not to be redistributed by any
// means without the expressed permission of ArchAngel
// Please Find any Bugs and Let me know
// Custom Sounds are on the way!
// Most importantly, enjoy
#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
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0
#define WeaponSlotPrimary 1
#define WeaponSlotSecondary 16
#define WeaponSlotItem 256
#define WeaponSlotBinocular 4096
#define WeaponHardMounted 65536
class CfgPatches
{
//Weapons
class BWeapons
{
units[] = {};
weapons[] = {"lasgunmk2","lasgunmk1","Las_Round","Bolt_Pistol"
,"Autogunmk2","Autogunmk1","AutogunMag","AutogunSmk2&qu
ot;,"AutogunSmk1","AutogunSMag","CLasgunmk2","CLasgunmk
1","Hellgunmk2","Hellgunmk1","HellgunMag","Triplex
mk2","Triplexmk1","TriplexMag","Longlasmk2","Longl
asmk1","LonglasMag","IG_GrenLauncher"};
requiredVersion = 1.75;
};
};
class CfgModels
{
class Default{};
class Weapon: Default{};
class Mars_Lasgun: Weapon{};
class Man: Default {};
class Cadian_Guardsmen: Man
{
sectionsInherit="Man";
sections[]=
{
"Fuel_Tanks"
};
};
class Bolt_Pistol: Weapon {};
class Autogun: Weapon {};
class AutogunS: Weapon {};
class CLasgun: Weapon {};
class Lasgun: Weapon {};
class Hellgun: Weapon {};
class Triplex: Weapon {};
class CLonglas: Weapon {};
class Longlas: Weapon {};
class GrenadeLauncher: Weapon {};
class CGrenadeLauncher: Weapon {};
class CFlamer: Weapon {};
class Flamer: Weapon {};
};
class CfgSounds
{
access = ReadAndCreate;
sounds[] = {FlamerFlames2, FuelTankFire};
class FlamerFlames2
{
name = "FlamerFlames2";
sound[] = {\Cadian_Soldier\Sounds\Ignite.wav, db+10, 1.0};
titles[] = {};
};
class FuelTankFire
{
name = "FuelTankFire";
sound[] = {\Cadian_Soldier\Sounds\LargeFire.wav, db+50, 1.0};
titles[] = {};
};
};
class CfgAmmo
{
class default {};
class BulletSingle : Default {};
class BulletSingleW: BulletSingle {};
class Grenade: Default {};
class StrokeFistHit: Default {};
class StrokeGunHit: StrokeFistHit {};
class LasGun_Strike: StrokeGunHit
{
hit=8;indirectHit=8;indirectHitRange=0.65;
explosive=0;
minRange=0;
minRangeProbab=0.500000;
midRange=1;
midRangeProbab=0.800000;
maxRange=2;
maxRangeProbab=0.800000;
};
class BoltPistol_Strike: StrokeFistHit
{
hit=8;indirectHit=8;indirectHitRange=0.65;
explosive=0;
minRange=0;
minRangeProbab=0.500000;
midRange=1;
midRangeProbab=0.800000;
maxRange=2;
maxRangeProbab=0.800000;
};
class FlamerProjectile: Grenade
{
hit=0;
indirectHit=0;
indirectHitRange=0;
minRange=0;
minRangeProbab=0.500000;
midRange=10;
midRangeProbab=0.800000;
maxRange=20;
maxRangeProbab=0.200000;
model="empty";
soundHit[]={};
soundFly[]={};
soundEngine[]={,db-80,4};
explosive=0;
visibleFire=0; // how much is visible when this weapon is fired
audibleFire=0.0;
visibleFireTime=0; // how long is it visible
};
class Shell: Default {};
class Shell73: Shell {};
class Heat: Shell {};
class Heat73: Heat {};
class FlamerDamage: Shell73
{
hit=0.55;indirectHit=0.5;indirectHitRange=3;
cost=1;
soundHit[]={};
soundFly[]={};
soundEngine[]={,db-80,4};
visibleFire=0;
audibleFire=0.0;
visibleFireTime=0; // how long is it visible
explosive=0;
};
class Las_Ammo: BulletSingleW
{
hit=20;
indirectHit=5;
indirectHitRange=0.1;
visibleFire=1.000;
audibleFire=0.035000;
visibleFireTime=30;
tracerColor[]={0.94,0.76,0.5,10.10000};
tracerColorR[]={0.94,0.76,0.5,10.10000};
minRange=5;
minRangeProbab=0.500000;
midRange=30;
midRangeProbab=0.800000;
maxRange=50;
maxRangeProbab=0.200000;
};
class CLas_Ammo: Las_Ammo
{
tracerColor[]={0.2,0.2,1,10.10000};
tracerColorR[]={0.2,0.2,1,10.10000};
};
class TLas_Ammo: Las_Ammo
{
tracerColor[]={1,0.3,0.3,10.10000};
tracerColorR[]={1,0.3,0.3,10.10000};
};
class LLas_Ammo: Las_Ammo
{
tracerColor[]={1,0.15,0.15,10.10000};
tracerColorR[]={1,0.15,0.15,10.10000};
};
class SLas_Ammo: Las_Ammo
{
tracerColor[]={0.2,0.8,1,10.10000};
tracerColorR[]={0.2,0.8,1,10.10000};
};
class AutogunBullet : BulletSingleW
{
hit=11;
indirectHit=2;
indirectHitRange=0.100000;
tracerColor[]={0.800000,0.200000,0.000000,0.3500000};
};
class AutogunSBullet : BulletSingleW
{
hit=18;
indirectHit=2;
indirectHitRange=0.100000;
tracerColor[]={0.800000,0.200000,0.000000,0.3500000};
soundFly[]={"\AutogunS\Sounds\bulletwhip.wav",1,1};
};
class HellgunBullet : BulletSingleW
{
hit=25;
indirectHit=2;
indirectHitRange=0.150000;
tracerColor[]={0.800000,0.200000,0.000000,0.3500000};
soundFly[]={"\TLasgun\Sounds\bulletwhip.wav",1,1};
};
class Bolt_Pistol_Ammo: BulletSingleW
{
hit=10;
indirectHit=8;
indirectHitRange=0.4;
initspeed="50";
visibleFire=1.000;
audibleFire=0.035000;
visibleFireTime=30;
tracerColor[]={0.8,0.8,0.8,10.10000};
tracerColorR[]={0.8,0.8,0.8,10.10000};
minRange=0;
minRangeProbab=0.500000;
midRange=300;
midRangeProbab=0.800000;
maxRange=900;
maxRangeProbab=0.200000;
};
class IG_Grenade: Grenade
{
hit=15;indirectHit=8;indirectHitRange=5;
};
class GrenadeLauncher : Default {};
class HandGrenade : GrenadeLauncher {};
class SmokeShell : HandGrenade {};
class FlamerFlames: Smokeshell
{
model="empty";
minRange=2;
minRangeProbab=0.900000;
midRange=10;
midRangeProbab=0.950000;
maxRange=15;
maxRangeProbab=0.3000000;
hit=200;
indirectHit=200;
indirectHitRange=5.0000;
count=100;
cost=10;
simulation="shotsmoke";
dispersion=0.0003;
aiDispersionCoefX=1.000000;
aiDispersionCoefY=1.000000;
class Smoke
{
interval=0.005000;
cloudletDuration=0.600000;
cloudletAnimPeriod=1;
cloudletSize=0.2500000;
cloudletAlpha=0.080000;
cloudletGrowUp=0.1;
cloudletFadeIn=0.2;
cloudletFadeOut=0.10000000;
cloudletAccY=0;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=0;
cloudletMinxSpeed=80;
cloudletMaxXSpeed=100.000;
cloudletShape="cl_fire";
cl_basic=0;
cloudletColor[]={1,1,1,0};
initT=1000;
deltaT=-175;
class Table
{
class T1
{
maxT=0;
color[]={0,0,0,1};
};
class T2
{
maxT=.5;
color[]={1,0.50000,0.200000,1};
};
class T3
{
maxT=1;
color[]={1,0.500000,0,0.5000};
};
};
density=0.3000000;
size=0.00500000;
in=0;
out=0;
initYSpeed=0.00000;
initXSpeed=80.00000;
timetolive=0.3000000;
};
class Light
{
Shape="kouleSvetlo";
color[] = {0.5000, 0.200, 0.0, 0.0};
ambient[] = {0.30000, 0.15000, 0.0000, 0.0};
position = "light";
size = 1.7;
brightness = 1.500;
};
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
//*************************** Lasgun *******************************
class Lasgun: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\Lasgun.p3d";
optics=1;
opticsZoomMin=0.150;
opticsZoomMax=0.950;
opticsFlare = false;
modelOptics="\Cadian_Soldier\Las_Scope.p3d";
displayName="Mars Pattern Lasgun";
displayNameMagazine="Lasgun Mag.";
shortNameMagazine="Lasgun";
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"Single","Burst","FullAuto"};
dispersion=0.035;
initSpeed=300;
picture="\Cadian_Soldier\Las_Pic.paa";
class Single
{
ammo = "Las_Ammo";
multiplier=1;
burst=1;
displayName="Lasgun";
dispersion=0.035;
sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=650;
useAction=0;
useActionTitle="";
};
class Burst
{
ammo="Las_Ammo";
multiplier=1;
burst=3;
displayName="Lasgun Burst";
dispersion=0.04;
sound[]={\Cadian_Soldier\CLburst.wav,db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=5;
recoil="riffleBurst3";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo = "Las_Ammo";
multiplier=1;
burst=1;
displayName = "Lasgun Auto";
dispersion=0.05;
sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};
soundContinuous=false;
reloadTime=0.1;
ffCount=50;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
};
class Lasgunmk1: Lasgun {};
class Lasgunmk2: Lasgunmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class LasgunMag: Lasgunmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** Cadian Lasgun *******************************
class CLasgunmk1: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\CLasgun.p3d";
optics=true;
modelOptics="\Cadian_Soldier\CLas_Scope.p3d";
opticsZoomMin=0.350;
opticsZoomMax=0.550;
opticsFlare = false;
displayName="Cadia Pattern Lasgun";
displayNameMagazine="Lasgun Mag.";
shortNameMagazine="Lasgun";
sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};
drySound[]={\Sound\weapons\M16dry.wss,0.010000,1};
modes[]={"Single","Burst","FullAuto","Strike"};
magazines[]={"CLasgunMag"};
initSpeed=240;
picture="\Cadian_Soldier\CLas_Pic.pac";
class Single
{
ammo="CLas_Ammo";
multiplier=1;
burst=1;
displayName="Lasgun";
dispersion=0.0400;
sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};
soundContinuous=1;
reloadTime=0.04;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=600;
useAction=0;
useActionTitle="";
};
class Burst
{
ammo="CLas_Ammo";
multiplier=1;
burst=2;
displayName="Lasgun Burst";
dispersion=0.045;
sound[]={\Cadian_Soldier\CLburst.wav,db0,1};
soundContinuous=true;
reloadTime=0.05;
ffCount=2;
recoil="riffleBurst3";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=550;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo = "CLas_Ammo";
multiplier=1;
burst=1;
displayName = "Lasgun Auto";
dispersion=0.05;
sound[]={\Cadian_Soldier\CLsingle.wav,db0,1};
soundContinuous=0;
reloadTime=0.1;
ffCount=30;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
class Strike: Single
{
ammo = "LasGun_Strike";
displayName = "Lasgun Strike";
scopeWeapon = protected; // do not show in briefing
scopeMagazine = protected; // enable weapon selection
weaponType = WeaponNoSlot;
magazineType = WeaponNoSlot;
sound[]={Weapons\grenade_launch,db-50,1};
reloadSound[]={,db-70,1};
aiDispersionCoefX=2.0;
aiDispersionCoefY=2.0;
autoFire = true;
aiRateOfFire=10.000000;
aiRateOfFireDistance=3;
enableAttack=false;
primary = 100; // very high priority
showEmpty = false;
autoReload = true;
burst=0; // do not waste any ammo
multiplier=0; // do not show any ammo
reloadTime=0;
initSpeed=0;
canLock=LockNo;
ffMagnitude=0.1;
ffFrequency=1;
ffCount=1;
recoil=Empty;
dispersion=0.015;
maxLeadSpeed = 15;
optics = false;
muzzlePos="";
muzzleEnd="";
count=100;
canDrop = false;
};
};
class CLasgunmk2: CLasgunmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class CLasgunMag: CLasgunmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** Long-Lasgun *******************************
class SniperRiffle : Riffle {};
class Longlasmk1: SniperRiffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\Longlas.p3d";
modelOptics = "optika_snpierw";
opticsZoomMin=0.04;
opticsZoomMax=0.12;
distanceZoomMin=400;
distanceZoomMax=80;
opticsFlare = false;
displayName="Long-Las Sniper Rifle";
displayNameMagazine="Lasgun Mag.";
shortNameMagazine="Lasgun";
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"Single","FullAuto"};
magazines[]={"LonglasMag"};
initSpeed=900;
picture="\Cadian_Soldier\LongLas_Pic.pac";
class Single
{
ammo="LLas_Ammo";
multiplier=1;
burst=1;
displayName="Long-Las Single";
dispersion=0.004;
sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=600;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo = "LLas_Ammo";
multiplier=1;
burst=1;
displayName = "Long-Las Auto";
dispersion=0.005;
sound[]={"\Cadian_Soldier\Sounds\hotshot.wav",db0,1};
soundContinuous=false;
reloadTime=0.1;
ffCount=30;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
};
class CLonglasmk1: Longlasmk1
{
model="\Cadian_Soldier\CLonglas.p3d";
picture="\Cadian_Soldier\CLongLas_Pic.pac";
};
class Longlasmk2: Longlasmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class LonglasMag: Longlasmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** Triplex Lasgun *******************************
class Triplexmk1: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\Triplex.p3d";
modelOptics="";
optics=1;
opticsZoomMin=0.150;
opticsZoomMax=0.950;
opticsFlare = false;
displayName="Triplex Pattern Lasgun";
displayNameMagazine="Triplex Mag.";
shortNameMagazine="Triplex";
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"Single","FullAuto"};
magazines[]={"TriplexMag"};
initSpeed=600;
picture="\Cadian_Soldier\Triplex_Pic.pac";
class Single
{
ammo="TLas_Ammo";
multiplier=1;
burst=1;
displayName="Triplex Lasgun";
dispersion=0.01;
sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+10,1};
soundContinuous=0;
reloadTime=0.025;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo = "TLas_Ammo";
multiplier=1;
burst=1;
displayName = "Triplex Lasgun Auto";
dispersion=0.015;
sound[]={"\Cadian_Soldier\Sounds\LTsingle.ogg",db+15,1};
soundContinuous=false;
reloadTime=0.1;
ffCount=50;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
};
class Triplexmk2: Triplexmk1 {
scopeWeapon=2;
scopeMagazine=0;
};
class TriplexMag: Triplexmk1 {
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** AutoGun *******************************
class Autogunmk1: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\Autogun.p3d";
modelOptics="\Cadian_Soldier\optic_m16.p3d";
count=40;
optics=1;
opticsZoomMin=0.350;
opticsZoomMax=0.350;
opticsFlare = false;
displayName="Autogun";
displayNameMagazine="Autogun Mag.";
shortNameMagazine="Autogun";
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"FullAuto","Burst"};
magazines[]={"AutogunMag"};
initSpeed=300;
picture="\Cadian_Soldier\Autogun_Pic.pac";
class FullAuto
{
ammo = "AutogunBullet";
multiplier=1;
burst=1;
displayName = "Autogun";
dispersion=0.04;
sound[]={"\Cadian_Soldier\Sounds\AGsingle.ogg",db0,1};
soundContinuous=false;
reloadTime=0.1;
ffCount=40;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
class Burst
{
ammo="AutogunBullet";
multiplier=1;
burst=5;
displayName="Autogun Burst";
dispersion=0.05;
sound[]={"\Cadian_Soldier\Sounds\AGburst.ogg",db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=5;
recoil="riffleBurst3";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
};
class Autogunmk2: Autogunmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class AutogunMag: Autogunmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** AutoGun - Sniper *******************************
class AutogunSmk1: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\AutogunS.p3d";
count=40;
optics=1;
opticsZoomMin=0.350;
opticsZoomMax=0.950;
opticsFlare = false;
displayName="Autogun Sniper";
displayNameMagazine="AutogunS Mag.";
shortNameMagazine="AutogunS";
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"Single","Burst"};
magazines[]={"AutogunSMag"};
initSpeed=700;
picture="\Cadian_Soldier\AutogunS_Pic.pac";
class Single
{
ammo="AutogunSBullet";
multiplier=1;
burst=1;
displayName="Autogun Semi";
dispersion=0.025;
sound[]={"\Cadian_Soldier\Sounds\AGSsingle.ogg",db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=700;
useAction=0;
useActionTitle="";
};
class Burst
{
ammo="AutogunSBullet";
multiplier=1;
burst=5;
displayName="Autogun Burst";
dispersion=0.03;
sound[]={"\Cadian_Soldier\Sounds\AGSburst.ogg",db0,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=5;
recoil="riffleBurst3";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=450;
useAction=0;
useActionTitle="";
};
};
class AutogunSmk2: AutogunSmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class AutogunSMag: AutogunSmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** BOLT PISTOL *******************************
class HandGunBase: Riffle {};
class Bolt_Pistol: HandGunBase
{
access=2;
scopeWeapon=0;
scopeMagazine=0;
weaponType=2;
magazineType=32;
initSpeed=250;
model="\Cadian_Soldier\Bolt_Pistol";
ammo="Bolt_Pistol_Ammo";
multiplier=1;
burst=1;
dispersion=0.05;
soundContinuous=0;
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
picture="\Cadian_Soldier\BoltPistol_Pic.pac";
sound[]={\Cadian_Soldier\Bolt_Pistol.wav,db+10,1};
reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1};
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=0.500000;
aiRateOfFireDistance=50;
useAction=0;
useActionTitle="";
optics=1;
opticsZoommin=0.350000;
opticsZoomMax=0.350000;
distanceZoomMin=300;
distanceZoomMax=300;
displayName="Bolt Pistol";
displayNameMagazine="Bolt Pistol - Clip";
shortNameMagazine="Bolt";
count=15;
reloadTime=0.25000;
magazineReloadTime=1;
drySound[]={"weapons\M16dry",0.003162,1};
magazines[]={"Bolt_Pistol"};
canDrop = false;
};
//*************************** HellGun *******************************
class Hellgunmk1: Riffle
{
scopeWeapon=2;
scopeMagazine=2;
model="\Cadian_Soldier\hellgun.p3d";
optics=1;
opticsZoomMin=0.550;
opticsZoomMax=0.550;
opticsFlare = false;
displayName="Hellgun";
displayNameMagazine="Hellgun Mag.";
shortNameMagazine="Hellgun";
sound[]={\Cadian_Soldier\Hsingle.wav,db-25,1};
drySound[]={"\Sound\weapons\M16dry.wss",0.010000,1};
modes[]={"Single","Burst","FullAuto"};
magazines[]={"HellgunMag"};
initSpeed=400;
picture="\Cadian_Soldier\HellGun_Pic.pac";
class Single
{
ammo="HellgunBullet";
multiplier=1;
burst=1;
displayName="Hellgun";
dispersion=0.04;
sound[]={\Cadian_Soldier\Hsingle.wav,db0,1};
soundContinuous=1;
reloadTime=0.010000;
ffCount=1;
recoil="riffleSingle";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=650;
useAction=0;
useActionTitle="";
};
class Burst
{
ammo="HellgunBullet";
multiplier=1;
burst=3;
displayName="Hellgun Burst";
dispersion=0.05;
sound[]={\Cadian_Soldier\Hburst.wav,db0,1};
soundContinuous=0;
reloadTime=0.4;
ffCount=3;
recoil="riffleBurst3";
autoFire=0;
aiRateOfFire=1.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
class FullAuto
{
ammo = "HellgunBullet";
multiplier=1;
burst=1;
displayName = "Hellgun Auto";
dispersion=0.06;
sound[]={\Cadian_Soldier\Hsingle.wav,db0,1};
soundContinuous=0;
reloadTime=0.1;
ffCount=30;
recoil=riffleBurst3;
autoFire = true;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=300; // at shorter distance delay goes lineary to zero
useAction =0;
useActionTitle ="";
};
};
class Hellgunmk2: Hellgunmk1
{
scopeWeapon=2;
scopeMagazine=0;
};
class HellgunMag: Hellgunmk1
{
scopeWeapon=0;
scopeMagazine=2;
};
//*************************** Grenade Launcher *******************************
class GrenadeLauncher: Default {};
class IG_GrenLauncher : GrenadeLauncher
{
ammo="IG_Grenade";
model="\cadian_soldier\grenadelauncher.p3d";
modelSpecial="";
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
scopeWeapon=2;
scopeMagazine=2;
reloadtime=2.5;
magazineReloadTime=5;
autofire=1;
autoreload=1;
weaponType = WeaponSlotPrimary;
count=8;
picture="\Cadian_Soldier\GrenLauncher_Pic.pac";
};
class C_IG_GrenLauncher : IG_GrenLauncher
{
model="\cadian_soldier\CGrenadeLauncher.p3d";
picture="\Cadian_Soldier\CGrenLauncher_Pic.pac";
};
//*************************** Las_Round *******************************
class Las_Round: Lasgun
{
scopeWeapon=0;
scopeMagazine=2;
shortNameMagazine="Las Round";
displayNameMagazine="Lasgun Round";
picture="\Cadian_Soldier\LasClip.jpg";
};
//*************************** cLas_Round *******************************
class cLas_Round: CLasgunmk1
{
scopeWeapon=0;
scopeMagazine=2;
shortNameMagazine="CLas Round";
displayNameMagazine="CLasgun Round";
picture="\Cadian_Soldier\LasClip.jpg";
};
//*************************** Flamer *******************************
class HandGrenade : GrenadeLauncher {};
class SmokeShell : HandGrenade {};
class Flamer: GrenadeLauncher
{
model="\cadian_soldier\Flamer.p3d";
modelSpecial="";
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
ammo="FlamerProjectile";
autofire=1;
autoreload=1;
showempty=0;
scopeMagazine=0;
scopeWeapon=2;
weapontype=1;
reloadtime=0.2;
initspeed=40;
count=100;
sound[]={\Cadian_Soldier\FlamerD.wav,db+20,1 };
soundContinuous=1;
reloadSound[]={,1,1};
reloadMagazineSound[]={\Cadian_Soldier\Reload.wav,db0,1};
displayName="Flamer";
displayNameMagazine="Flamer Fuel";
shortNameMagazine="Flamer Fuel";
magazines[]={"Flamer"};
useAction=0;
useActionTitle="";
picture="\Cadian_Soldier\Flamer_Pic.pac";
};
class CFlamer: Flamer
{
model="\cadian_soldier\CFlamer.p3d";
picture="\Cadian_Soldier\CFlamer_Pic.pac";
};
};
class CfgVehicles
{
class All{};
class AllVehicles : All{};
class Land : AllVehicles{};
class Man : Land{};
class Soldier : Man{};
class SoldierWB : Soldier{};
class OfficerW : SoldierWB{};
//******************************************************************************************
***
//********************************* Soldier Configuration *************************************
//******************************************************************************************
***
//********************************* Imperial Guardsmen ******************************************
class ImpGuardsmen : SoldierWB
{
VehicleClass="Imperial Guard";
displayName="Imperial Guardsmen";
model="\Cadian_Soldier\Imperial_Guardsmen.p3d";
weapons[]={"Lasgun","Throw","Put"};
magazines[]={"Lasgun","Lasgun","Lasgun","Lasgun","Lasgun&
quot;};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
class SoundEnvironExt
{
normalExt[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};
normal[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};
road[] = {{"\Cadian_Soldier\ENV\Road1.wav",db-68,1},{"\Cadian_Soldier\ENV\Road2.wav",db-68,1}};
rock[] = {{"\Cadian_Soldier\ENV\Rock1.wav",db-68,1},{"\Cadian_Soldier\ENV\Rock2.wav",db-68,1}};
water[] = {{"\Cadian_Soldier\ENV\Wat1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wat2.wav",db-68,1}};
gravel[] = {{"\Cadian_Soldier\ENV\Grav1.wav",db-68,1},{"\Cadian_Soldier\ENV\Grav2.wav",db-68,1}};
sand[] = {{"\Cadian_Soldier\ENV\Sand1.wav",db-68,1},{"\Cadian_Soldier\ENV\Sand2.wav",db-68,1}};
drygrass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt3.wav",db-68,1}};
lnggrass[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}};
grass[] = {{"\Cadian_Soldier\ENV\Dirt1.wav",db-68,1},{"\Cadian_Soldier\ENV\Dirt2.wav",db-68,1}};
forest[] = {{"\Cadian_Soldier\ENV\Bush1.wav",db-68,1},{"\Cadian_Soldier\ENV\Bush2.wav",db-68,1}};
mud[] = {{"\Cadian_Soldier\ENV\Mud1.wav",db-68,1},{"\Cadian_Soldier\ENV\Mud2.wav",db-68,1}};
wood[] = {{"\Cadian_Soldier\ENV\Wood1.wav",db-68,1},{"\Cadian_Soldier\ENV\Wood2.wav",db-68,1}};
metal[] = {{"\Cadian_Soldier\ENV\Metal1.wav",db-68,1},{"\Cadian_Soldier\ENV\Metal2.wav",db-68,1}};
fallbody[]={{"\Cadian_Soldier\ENV\Fall.wav",db-68,1}};
laydown[]={{"\Cadian_Soldier\ENV\Lay.wav",db-68,1}};
standup[]={{"People\up",db-110,1}};
crawl[]={{"People\crawl",db-115,1}};
};
hitSound1[]={\Cadian_Soldier\Ouch\Pain1.ogg,db-0,1};
hitSound2[]={\Cadian_Soldier\Ouch\Pain2.ogg,db-0,1};
hitSound3[]={\Cadian_Soldier\Ouch\Pain3.ogg,db-0,1};
hitSound4[]={\Cadian_Soldier\Ouch\Pain4.ogg,db-0,1};
hitSound5[]={\Cadian_Soldier\Ouch\Pain5.ogg,db-0,1};
hitSound6[]={\Cadian_Soldier\Ouch\Pain6.ogg,db-0,1};
hitSound7[]={\Cadian_Soldier\Ouch\Pain7.ogg,db-0,1};
hitSound8[]={\Cadian_Soldier\Ouch\Pain8.ogg,db-0,1};
hitSound9[]={\Cadian_Soldier\Ouch\Pain9.ogg,db-0,1};
hitSound10[]={\Cadian_Soldier\Ouch\Pain10.ogg,db-0,1};
hitSound11[]={\Cadian_Soldier\Ouch\Pain11.ogg,db-0,1};
hitSound12[]={\Cadian_Soldier\Ouch\Pain12.ogg,db-0,1};
hitSound13[]={\Cadian_Soldier\Ouch\Pain13.ogg,db-0,1};
hitSound14[]={\Cadian_Soldier\Ouch\Pain14.ogg,db-0,1};
hitSound15[]={\Cadian_Soldier\Ouch\Pain15.ogg,db-0,1};
hitSound16[]={\Cadian_Soldier\Ouch\Pain16.ogg,db-0,1};
hitSound17[]={\Cadian_Soldier\Ouch\Pain17.ogg,db-0,1};
hitSound18[]={\Cadian_Soldier\Ouch\Pain18.ogg,db-0,1};
hitSound19[]={\Cadian_Soldier\Ouch\Pain19.ogg,db-0,1};
hitSound20[]={\Cadian_Soldier\Ouch\Pain20.ogg,db-0,1};
hitSound21[]={\Cadian_Soldier\Ouch\Medic2.ogg,db-0,1};
hitSounds[]={hitSound1,0.04,hitSound2,0.04,hitSound3,0.04,hitSound4,0.04,
hitSound5,0.04,hitSound6,0.04,hitSound7,0.04,hitSound8,0.04,
hitSound9,0.04,hitSound10,0.04,hitSound11,0.04,hitSound12,0.04,
hitSound13,0.04,hitSound14,0.04,hitSound15,0.04,hitSound16,0.04,
hitSound17,0.04,hitSound18,0.04,hitSound19,0.04,hitSound20,0.04,
hitSound21,0.04};
};
class Imperial_Sergent : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Imperial Sergent";
model="\Cadian_Soldier\Imperial_Guardsmen.p3d";
weapons[]={"Bolt_Pistol","Throw","Put"};
magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol
","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"};
picture=\misc\frcky.paa;
nameSound="officer";
accuracy=2.0;
cost=500000;
moves="CfgMoves_CadianO";
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Imperial_Flamer : ImpGuardsmen
{
VehicleClass="Imperial Guard";
cost=15000;
displayName="Imperial Guardsmen - Flamer";
model="\Cadian_Soldier\Imperial_Guardsmen.p3d";
accuracy=1.400000;
threat[]={1,0.900000,0.500000};
weaponSlots="1+2*4096+10*256";
weapons[]={"Flamer","Throw","Put"};
magazines[]={"Flamer","Flamer","Flamer"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs"
};
};
class Imperial_Marksmen : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Imperial Marksmen";
model="\Cadian_Soldier\Imperial_Guardsmen.p3d";
weapons[]={"Triplexmk1","Throw","Put"};
magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo
t;,"TriplexMag"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Imperial_GrenLauncher : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Imperial Guardsmen - Grenade Launcher";
model="\Cadian_Soldier\Imperial_Guardsmen.p3d";
weapons[]={"IG_GrenLauncher","Throw","Put"};
magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher","
;IG_GrenLauncher","IG_GrenLauncher"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Imperial_Sniper : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Imperial Sniper";
model="\Cadian_Soldier\Imperial_Sniper.p3d";
weapons[]={"Longlasmk1","Throw","Put"};
magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};
camouflage=0.4;
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
//********************************* Cadian Guardsmen ******************************************
class Cadian_Sergent : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Cadian Sergent";
model="\Cadian_Soldier\Cadian_Serg.p3d";
weapons[]={"Bolt_Pistol","Throw","Put"};
magazines[]={"Bolt_Pistol","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol
","Bolt_Pistol","Bolt_Pistol","Bolt_Pistol"};
picture=\misc\frcky.paa;
nameSound="officer";
accuracy=2.0;
cost=500000;
moves="CfgMoves_CadianO";
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Cadian_Soldier : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Cadian Guardsmen";
model="\Cadian_Soldier\Cadian_Guardsmen.p3d";
weapons[]={"CLasgunmk1","Throw","Put"};
magazines[]={CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag,CLasgunMag};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Cadian_Marksmen : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Cadian Marksmen";
model="\Cadian_Soldier\Cadian_Guardsmen.p3d";
weapons[]={"Triplexmk1","Throw","Put"};
magazines[]={"TriplexMag","TriplexMag","TriplexMag","TriplexMag&quo
t;,"TriplexMag"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Cadian_Flamer : ImpGuardsmen
{
VehicleClass="Imperial Guard";
cost=15000;
displayName="Cadian Guardsmen - Flamer";
model="\Cadian_Soldier\Cadian_Flamer.p3d";
hiddenSelections[] = {"Fuel_Tanks"};
weapons[]={"CFlamer","Throw","Put"};
accuracy=1.400000;
magazines[]={"Flamer","Flamer","Flamer"};
threat[]={1,0.900000,0.500000};
weaponSlots="1+2*4096+10*256";
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0,_this select 1] exec "\Cadian_Soldier\FTBurn.sqs"
};
};
class Cadian_GrenLauncher : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Cadian Guardsmen - Grenade Launcher";
model="\Cadian_Soldier\Cadian_Guardsmen.p3d";
weapons[]={"C_IG_GrenLauncher","Throw","Put"};
magazines[]={"C_IG_GrenLauncher","C_IG_GrenLauncher","C_IG_GrenLauncher"
,"C_IG_GrenLauncher","C_IG_GrenLauncher"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
class Cadian_Sniper : ImpGuardsmen
{
VehicleClass="Imperial Guard";
displayName="Cadian Sniper";
model="\Cadian_Soldier\Cadian_Sniper.p3d";
weapons[]={"CLonglasmk1","Throw","Put"};
magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};
camouflage=0.4;
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
};
};
//*************************** Kasrkin Storm Troopers *******************************
class Kasrkin_Sergent : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin Sergent";
model="\Cadian_Soldier\ST_Serg.p3d";
weapons[]={"Autogunmk1" ,"Bolt_Pistol" , "Throw","Put"};
magazines[]={"AutogunMag","AutogunMag","AutogunMag","AutogunMag&quo
t;,"AutogunMag","Bolt_Pistol","Bolt_Pistol","Bolt_Pisto
l"};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_StormTrooper : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"Hellgunmk1","Throw","Put"};
magazines[]={HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag,HellgunMag};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_StormTrooperAG : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper - Autogun";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"Autogunmk1","Throw","Put"};
magazines[]={AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag,AutogunMag};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_StormTrooperSAG : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper - Autogun Sniper";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"AutogunSmk1","Throw","Put"};
magazines[]={AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag,AutogunSMag};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_StormTrooperLL : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper - LongLas Sniper";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"Longlasmk1","Throw","Put"};
magazines[]={LonglasMag,LonglasMag,LonglasMag,LonglasMag,LonglasMag};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_StormTrooperGL : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper - Grenade Launcher";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"IG_GrenLauncher","Throw","Put"};
magazines[]={"IG_GrenLauncher","IG_GrenLauncher","IG_GrenLauncher","
;IG_GrenLauncher","IG_GrenLauncher"};
class eventhandlers
{
Dammaged = [_this select 0] exec "\Cadian_Soldier\Burn.sqs"
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
};
};
class Kasrkin_Flamer : ImpGuardsmen
{
armor=6;
VehicleClass="Imperial Guard";
displayName="Kasrkin StormTrooper - Flamer";
model="\Cadian_Soldier\ST.p3d";
weapons[]={"Flamer","Throw","Put"};
magazines[]={"Flamer","Flamer","Flamer"};
class eventhandlers
{
Fired = "[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer.sqs"";[_this select 0, _this select 1] exec ""\Cadian_Soldier\Flamer2.sqs"";"
Dammaged = [_this select 0] exec "\Cadian_Soldier\FTBurn.sqs"
};
};
class Static:All{};
class Building:Static{};
class Strategic:Building{};
class Target : Strategic {};
class FlamerFire: Target
{
scope=public;
sound="Fire";
simulation="fire";
model="empty";
displayName="Flamer Fire";
timetToLive = 6.0;
class Smoke
{
interval=0.060000;
cloudletDuration=3.000000;
cloudletAnimPeriod=3.0000;
cloudletSize=0.30000;
cloudletAlpha=1.00000;
cloudletGrowUp=0.300000;
cloudletFadeIn=0.100000;
cloudletFadeOut=0.500000;
cloudletAccY=0.200000;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=10;
cloudletShape="cl_fire";
cloudletColor[]={1,1,1,1};
initT=1000;
deltaT=-500;
class Table
{
class T1
{
maxT=0;
color[]={0.000000,0.000000,0.100000,1};
};
class T2
{
maxT=300;
color[]={0.600000,0.200000,0.000000,1};
};
class T3
{
maxT=1000;
color[]={0.700000,0.700000,0.000000,1};
};
};
density=0.70000;
size=0.30000;
initYSpeed=2.000000;
timeToLive=6.00000;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {0.3000, 0.150, 0.0, 0.0};
ambient[] = {0.30000, 0.150, 0.0000, 0.0};
position = "light";
size = 0.001;
brightness = 0.01000;
timetolive=6.00000;
};
};
class FlamerFlames: Target
{
scope=public;
sound="Fire";
simulation="fire";
model="empty";
displayName="Flamer Fire";
timetToLive = 3.0;
class Smoke
{
interval=0.060000;
cloudletDuration=0.600000;
cloudletAnimPeriod=1.0000;
cloudletSize=0.60000;
cloudletAlpha=1.00000;
cloudletGrowUp=0.1;
cloudletFadeIn=0.2;
cloudletFadeOut=0.1;
cloudletAccY=0;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=10;
cloudletShape="cl_fire";
cloudletColor[]={1,1,1,1};
initT=1000;
deltaT=-500;
class Table
{
class T1
{
maxT=0;
color[]={0.000000,0.000000,0.100000,1};
};
class T2
{
maxT=300;
color[]={0.600000,0.200000,0.000000,1};
};
class T3
{
maxT=1000;
color[]={0.700000,0.700000,0.000000,1};
};
};
density=0.90000;
size=0.60000;
initYSpeed=0.000000;
timeToLive=3.00000;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {0.3000, 0.150, 0.0, 0.0};
ambient[] = {0.30000, 0.150, 0.0000, 0.0};
position = "light";
size = 0.005;
brightness = 1.00000;
timetolive=6.00000;
};
};
class FlamerFlames2: FlamerFlames
{
scope=public;
sound="FlamerFlames2";
simulation="fire";
model="empty";
displayName="RDFire";
timetToLive = 1.5;
class Smoke
{
interval=0.060000;
cloudletDuration=0.600000;
cloudletAnimPeriod=1.0000;
cloudletSize=0.500000;
cloudletAlpha=1.00000;
cloudletGrowUp=0.0;
cloudletFadeIn=0.0;
cloudletFadeOut=0.0;
cloudletAccY=0;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=2;
cloudletShape="cl_fire";
cloudletColor[]={1,1,1,1};
initT=1000;
deltaT=-500;
class Table
{
class T1
{
maxT=0;
color[]={0.000000,0.000000,0.100000,1};
};
class T2
{
maxT=300;
color[]={0.600000,0.200000,0.000000,1};
};
class T3
{
maxT=1000;
color[]={0.700000,0.700000,0.000000,1};
};
};
density=0.50000;
size=0.50000;
initYSpeed=0.000000;
timeToLive=1.5;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {0.3000, 0.150, 0.0, 0.0};
ambient[] = {0.30000, 0.150, 0.0000, 0.0};
position = "light";
size = 0.015;
brightness = 1.00000;
timetolive=2.00000;
};
};
class FuelTankFire: Target
{
scope=public;
sound="FuelTankFire";
simulation="fire";
model="empty";
displayName="RDFire";
timetToLive = 5.0;
class Smoke
{
interval=0.060000;
cloudletDuration=0.600000;
cloudletAnimPeriod=1.0000;
cloudletSize=2.50000;
cloudletAlpha=1.00000;
cloudletGrowUp=0.3;
cloudletFadeIn=0.2;
cloudletFadeOut=0.1;
cloudletAccY=0;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=10;
cloudletShape="cl_fire";
cloudletColor[]={1,1,1,1};
initT=1000;
deltaT=-500;
class Table
{
class T1
{
maxT=0;
color[]={0.000000,0.000000,0.100000,1};
};
class T2
{
maxT=300;
color[]={0.600000,0.200000,0.000000,1};
};
class T3
{
maxT=1000;
color[]={0.700000,0.700000,0.000000,1};
};
};
density=1.00000;
size=2.50000;
initYSpeed=0.000000;
timeToLive=3.0;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {0.3000, 0.150, 0.0, 0.0};
ambient[] = {0.30000, 0.150, 0.0000, 0.0};
position = "light";
size = 0.015;
brightness = 2.00000;
timetolive=3.00000;
};
};
class FlamerSmoke: Target
{
scope=public;
sound="Fire"
simulation="fire";
model="Empty";
displayName="Flamer Smoke";
timetolive=20.0;
class Smoke
{
interval=0.050000;
cloudletDuration=4.000000;
cloudletAnimPeriod=3.0000;
cloudletSize=0.30000;
cloudletAlpha=1.00000;
cloudletGrowUp=1.000000;
cloudletFadeIn=0.000000;
cloudletFadeOut=0.500000;
cloudletAccY=0.200000;
cloudletMinYSpeed=0;
cloudletMaxYSpeed=10;
cloudletShape="cl_basic";
cloudletColor[]={1,1,1,1};
initT=1000;
deltaT=-500;
class Table
{
class T1
{
maxT=0;
color[]={0.300000,0.300000,0.300000,1};
};
class T3
{
maxT=1000;
color[]={0.000000,0.000000,0.000000,1};
};
};
density=0.70000;
size=0.30000;
initYSpeed=2.000000;
timeToLive=20.00000;
in=0.000000;
out=0.000000;
};
class Light
{
Shape="koulesvetlo";
color[] = {0.3000, 0.150, 0.0, 0.0};
ambient[] = {0.30000, 0.150, 0.0000, 0.0};
position = "light";
size = 0.001;
brightness = 0.00000;
timetolive=10.00000;
};
};
};
class CfgManActions{};
class CfgMovesMC{};
class CfgMoves_CadianO: CfgMovesMC
{
class Default // default state
{
access = ReadOnlyVerified;
actions = StandActions;
file=""; // default - no file
looped=true;
speed=5.5;
disableWeapons=false;
enableOptics=true; // note: this is tested only when disableWeapons is false
disableWeaponsLong=false;
showWeaponAim=true;
enableMissile = false;
enableBinocular = false;
showItemInHand = false;
showItemInRightHand = false;
showHandGun = false;
onLandBeg=false;
onLandEnd=false;
onLadder=false;
duty=-0.5;
visibleSize = 1;
aimPrecision = 1;
recoilSuffix = "";
relSpeedMin=1.0;
relSpeedMax=1.0;
soundEnabled=true;
soundOverride=""; // default - no override
soundEdge1=0.5;soundEdge2=1; // in what relative positions sound should start
terminal = false; // all movement stops here
limitGunMovement=1;
variantsPlayer[]={}; // variants for player
variantsAI[]={""}; // variants for AI - default is to use players variants
equivalentTo=""; // whioch move is this variant of
connectAs=""; // connection same as some other state
variantAfter[]={5,10,20}; // min, mid, max: time after which variant should be run
connectFrom[]={}; // after which state may be this one played
connectTo[]={}; // which state may be played after this one
interpolateWith[]={}; // which states may we interpolate with
interpolateTo[]={}; // which states may we interpolate with
interpolateFrom[]={}; // which states may we interpolate with
aiming = aimingDefault;
legs = legsDefault;
head = headDefault;
interpolationSpeed=6; // inverse of interpolation time
interpolationRestart=false;
// only some animations need to be resident
preload = false;
};
class StatesExt
{
class Weapon: Default
{
actions="WeaponActions";
file="atstat.rtm";
speed=10000000000.000000;
looped=1;
soundEnabled=0;
enableMissile=1;
duty=-1;
visibleSize=0.600000;
aimPrecision=0.500000;
recoilSuffix="halffixed";
};
class WeaponWalkF: Weapon
{
file="at0l.rtm";
speed=-0.800000;
looped=1;
duty=-0.500000;
};
class HandGunStandWalkF: WeaponWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk0.rtm";
looped=true;
enableMissile = true;
duty=RunDuty;
visibleSize = 0.6;
aimPrecision = 0.5;
recoilSuffix = "halffixed";
showWeaponAim=true;
showHandGun = true;
disableWeapons=false;
enableOptics=true;
};
class HandGunStandWalkLF: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk-45.rtm";
};
class HandGunStandWalkRF: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk45.rtm";
};
class HandGunStandWalkL: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk-90.rtm";
};
class HandGunStandWalkR: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk90.rtm";
};
class HandGunStandWalkLB: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk-135.rtm";
};
class HandGunStandWalkRB: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk135.rtm";
};
class HandGunStandWalkB: HandGunStandWalkF
{
actions = HandGunStandActions;
file="\Cadian_Soldier\Animations\NewPistolWalk180.rtm";
};
};
};
//Proxy The Weapons
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyLasgun:ProxyWeapon {};
class ProxyBolt_Pistol:ProxyWeapon {model = "\Cadian_Soldier\Bolt_Pistol";}
its for personal use