Jump to content
Sign in to follow this  
max

What is wrong with my cpp?

Recommended Posts

Go easy on me, it's my first attempt at making one wink.gif

// some basic defines

#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

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class SoldierWAK5BSD

{

units[] = {SoldierWAK5BSD};

weapons[] = {AK5BSD};

requiredVersion = 1.75;

};

};

class CfgAmmo

{

class Default{};

class BulletSingle: Default{};

class BulletSingleW: BulletSingle{};

class BulletSilencedSingleW: BulletSingleW

{

indirectHitRange=0.100000;

visibleFire=0.055000;

audibleFire=0.055000;

visibleFireTime=2;

tracerColor[]={0,0,0,0.005000};

tracerColorR[]={0,0,0,0.005000};

};

class BulletBurst: BulletSingle{};

class BulletFullAuto: BulletBurst{};

class BulletFullAutoW: BulletFullAuto{};

class BulletSilencedFullAutoW: BulletFullAutoW

{

indirectHitRange=0.100000;

visibleFire=0.070000;

audibleFire=0.070000;

visibleFireTime=3;

tracerColor[]={0,0,0,0.005000};

tracerColorR[]={0,0,0,0.005000};

};

};

class CfgWeapons

{

class Default {};

class MGun : Default {};

class Riffle: MGun {};

class M16 : Riffle {};

class AK5BSD: M16

{

scopeWeapon=2;

scopeMagazine=2;

model="\AK5BSD\AK5BLJ.p3d";

modelOptics="optika_snpierw";

picture="\AK5BSD\weapics\w_AK5b.paa";

optics=1;

opticsZoomMin=0.050000;

opticsZoomMax=0.200000;

displayName="AK5B SD";

displayNameMagazine="AK5Bmag";

shortNameMagazine="AK5Bmag";

drySound[]={"weapons\M16dry",0.010000,1};

magazines[]={"AK5Bmag"};

count=20;

reloadMagazineSound[]={"\AK5BSD\sound\AK5_reload.wav",1.000000,1};

modes[]={"Single","Fullauto"};

class Single

{

ammo="BulletSingleW";

multiplier=1;

burst=1;

displayName="AK5B SD Semi";

dispersion=0.000200;

sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="BulletFullAutoW";

multiplier=1;

burst=1;

displayName="AK5B SD Auto";

dispersion=0.000400;

sound[]={"\AK5BSD\sound\AK5_sd.wav",1.000000,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=100;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

///Magazine definitions;

class AK5Bmag: AK5BSD

{

displayNameMagazine = AK5Bmag;

shortNameMagazine = AK5Bmag;

picture="\AK5BSD\weapics\m_Ak5.paa";

count=30;

scopeWeapon=0;

scopeMagazine=2;

};

};

class CfgVehicles

{

class All {};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class SoldierWAK5BLJ: SoldierWB

{

model="mc vojakw2.p3d";

displayName="Soldier AK5B (Suppressed)";

weapons[]={"AK5BSD","Binocular","NVGoggles","Throw","Pu

t"};

magazines[]={AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,AK5Bmag,HandGrenade,HandGrenade,HandGrenade,Smoke

Shell};

};

};

class CfgNonAIVehicles

{

class ProxyWeapon {};

class ProxySoldierWAK5BSD: ProxyWeapon

{

autocenter=0;

scope=2;

reversed=0;

simulation="ProxyWeapon";

model="\AK5BSD\AK5BLJ.p3d";

};

};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×