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HLC_WP_Minigun
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==============

- Implemented Stringtables
- Removed external unused Sound References
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toadie2k committed Nov 27, 2019
1 parent c0b6d29 commit 8bab784
Showing 1 changed file with 10 additions and 32 deletions.
42 changes: 10 additions & 32 deletions hlc_wp_minigun/config.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ class CfgPatches {
units[] = { };
weapons[] = { "HLC_wp_M134Painless" };
magazines[] = { "hlc_500rnd_762x51_Belt","hlc_500rnd_762x51_Cinematic"};
version = "1.05";
version = "1.2";
author = "toadie";
};
};
Expand Down Expand Up @@ -138,8 +138,8 @@ class CfgMagazines {
author = "Toadie";
count = 500;
mass = 130;
descriptionshort = "Caliber: 7.62mmx51 NATO<br />Rounds: 1000<br />(IGNORE INGAME COUNTER. Each round counts for 2)<br />Used in: M134D Epilator";
displayname = "M134D Casette 500rnd";
descriptionshort = $STR_NIA_DESC_500rnd_762x51_Belt;
displayname = $STR_NIA_500rnd_762x51_Belt;
initspeed = 853;
ammo = "HLC_B_762x51_minigun_tracer_red";
picture = "\hlc_wp_minigun\tex\ui\m_casette_ca.paa";
Expand All @@ -152,8 +152,8 @@ class CfgMagazines {
author = "Toadie";
count = 500;
mass = 130;
descriptionshort = "Caliber: 7.62mmx51 NATO<br />Rounds: 1000<br />(IGNORE INGAME COUNTER. Each round counts for 2)<br />Used in: M134D Epilator";
displayname = "M134D Casette(C) 500rnd";
descriptionshort = $STR_NIA_DESC_500rnd_762x51_Belt;
displayname = $STR_NIA_500rnd_762x51_Cinematic;
initspeed = 853;
ammo = "HLC_B_762x51_minigun_cinema_red";
picture = "\hlc_wp_minigun\tex\ui\m_casette_ca.paa";
Expand Down Expand Up @@ -213,8 +213,8 @@ class CfgWeapons {
opticsZoomInit = 0.75;
distanceZoomMin = 300;
distanceZoomMax = 300;
displayName = "M134D 'Epilator'";
descriptionShort = "Death-Machine<br/>Caliber: 7.62mm";
displayName = $STR_NIA_M134Painless;
descriptionShort = $STR_NIA_M134_DESC;

handAnim[] = { "OFP2_ManSkeleton", "hlc_wp_minigun\anim\minigun_handgesture.rtm" };
model = "\hlc_wp_minigun\mesh\m134.p3d";
Expand All @@ -239,12 +239,6 @@ class CfgWeapons {
soundBullet[] = { "bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083 };
modes[] = { "FullAuto", "FullAuto2", "fullauto_medium" };
class Single : Mode_SemiAuto {
begin1[] = { "\hlc_wp_ak\snd\ak74m_fire", 1, 1, 900 };
begin2[] = { "\hlc_wp_ak\snd\ak74m_fire2", 1, 1, 900 };
soundBegin[] = { "begin1", 0.5, "begin2", 0.5 };
closure1[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
closure2[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
soundClosure[] = { "closure1", 0.5, "closure2", 0.5 };
weaponSoundEffect = "DefaultRifle";
reloadTime = 0.086;
recoil = "recoil_single_mx";
Expand All @@ -261,26 +255,15 @@ class CfgWeapons {
class BaseSoundModeType { /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
weaponSoundEffect = "DefaultRifle";

closure1[] = { "\hlc_wp_ak\snd\ak74_first", 1, 1, 10 };
closure2[] = { "\hlc_wp_ak\snd\ak74_first", 1, 1, 10 };
soundClosure[] = { closure1, 0.5, closure2, 0.5 };
};

class StandardSound : BaseSoundModeType { /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
soundsetshot[] = { "LMGMinigun65mm_Shot_SoundSet", "LMGMinigun65mm_Tail_SoundSet" };
begin1[] = { "\hlc_wp_ak\snd\ak74m_fire", 1.7782794, 1, 1200 };
begin2[] = { "\hlc_wp_ak\snd\ak74m_fire2", 1.7782794, 1, 1200 };
begin3[] = { "\hlc_wp_ak\snd\ak74m_fire", 1.7782794, 1, 1200 };
soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 };
};
};
class FullAuto : Mode_FullAuto {
begin1[] = { "\hlc_wp_ak\snd\ak74m_fire", 1, 1, 900 };
begin2[] = { "\hlc_wp_ak\snd\ak74m_fire2", 1, 1, 900 };
soundBegin[] = { "begin1", 0.5, "begin2", 0.5 };
closure1[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
closure2[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
soundClosure[] = { "closure1", 0.5, "closure2", 0.5 };


weaponSoundEffect = "DefaultRifle";
reloadTime = 0.0041;
recoil = "recoil_auto_mx";
Expand Down Expand Up @@ -312,12 +295,7 @@ class CfgWeapons {
};
};
class FullAuto2 : Mode_FullAuto {
begin1[] = { "\hlc_wp_ak\snd\ak74m_fire", 1, 1, 900 };
begin2[] = { "\hlc_wp_ak\snd\ak74m_fire2", 1, 1, 900 };
soundBegin[] = { "begin1", 0.5, "begin2", 0.5 };
closure1[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
closure2[] = { "\hlc_wp_ak\snd\ak74_first", 1.0, 1, 30 };
soundClosure[] = { "closure1", 0.5, "closure2", 0.5 };

weaponSoundEffect = "DefaultRifle";
reloadTime = 0.0134;
recoil = "recoil_auto_mx";
Expand Down

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