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HLC_WP_P226
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----------
- Implemented MagazineWells
- Implemented Magazine Proxy
- Pistol sights corrected - use marked spot on front blade instead of top.
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toadie2k committed Apr 18, 2019
1 parent 0aa9f69 commit 87516cd
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Showing 38 changed files with 860 additions and 380 deletions.
41 changes: 28 additions & 13 deletions hlc_wp_p226/cfgSoundset.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -22,7 +23,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -37,6 +39,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -48,7 +52,8 @@ class CfgSoundSets
soundShaders[] = { "nia_p2269mm_silencerTailTrees_SoundShader", "nia_p2269mm_silencerTailForest_SoundShader", "nia_p2269mm_silencerTailMeadows_SoundShader", "nia_p2269mm_silencerTailHouses_SoundShader", "nia_p2269mm_silencerTailInterior_SoundShader" };
volumeFactor = 0.7;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 0.1;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -64,7 +69,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -78,7 +84,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -96,7 +103,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -110,7 +118,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -136,7 +145,8 @@ class CfgSoundSets
soundShaders[] = { "nia_p226_357_silencerTailTrees_SoundShader", "nia_p226_357_silencerTailForest_SoundShader", "nia_p226_357_silencerTailMeadows_SoundShader", "nia_p226_357_silencerTailHouses_SoundShader", "nia_p226_357_silencerTailInterior_SoundShader" };
volumeFactor = 0.7;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 0.1;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -152,7 +162,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -166,7 +177,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -183,7 +195,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare3Curve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "HLC_defaultDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 0.5;
frequencyRandomizerMin = 0.1;
occlusionFactor = 0.5;
obstructionFactor = 0.3;
spatial = 1;
Expand All @@ -197,7 +210,8 @@ class CfgSoundSets
volumeCurve = "InverseSquare2Curve";
sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
distanceFilter = "HLC_rifleTailDistanceFilter";
frequencyRandomizer = 0.3;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
Expand All @@ -223,7 +237,8 @@ class CfgSoundSets
soundShaders[] = { "nia_p226_45_silencerTailTrees_SoundShader", "nia_p226_45_silencerTailForest_SoundShader", "nia_p226_45_silencerTailMeadows_SoundShader", "nia_p226_45_silencerTailHouses_SoundShader", "nia_p226_45_silencerTailInterior_SoundShader" };
volumeFactor = 0.7;
volumeCurve = "InverseSquare2Curve";
frequencyRandomizer = 0.1;
frequencyRandomizer = 2;
frequencyRandomizerMin = 0.2;
occlusionFactor = 0.3;
obstructionFactor = 0;
spatial = 1;
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