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Found 1 result

  1. 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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