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- VehicleMountedMG = {
- name = "VehicleMountedMG",
-
- PlayerSlowDown = 1.0, -- factor to slow down the player when he holds that weapon
- -- character = "Objects/Vehicles/Mounted_gun/m2.cga",
- ---------------------------------------------------
- ActivateSound = Sound:Load3DSound("Sounds/Weapons/M4/m4weapact.wav"), -- sound to play when this weapon is selected
- AimMode=1,
-
- ZoomNoSway=1, --no sway in zoom mode
- ZoomOverlayFunc=AimModeZoomHUD.DrawHUD,
- ---------------------------------------------------
- ZoomFixedFactor=1,
- FireParams ={ -- describes all supported firemodes
- {
- vehicleWeapon = 1,
- no_zoom = 1,
- HasCrosshair=1,
- draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
- AmmoType="VehicleMG",
- min_recoil=0,
- max_recoil=0,
- reload_time=0.1, -- default 2.8
- fire_rate=0.082,
- distance=1600,
- damage=20, -- default =7
- damage_drop_per_meter=.004,
- bullet_per_shot=1,
- bullets_per_clip=300,
- FModeActivationTime = 2.0,
- iImpactForceMul = 50,
- iImpactForceMulFinal = 140,
-
- FireLoop="Sounds/Weapons/mounted/FINAL_M249_STEREO_MONO.wav",
- FireLoopStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_LOOP.wav",
- TrailOff="Sounds/Weapons/mounted/FINAL_M249_MONO_TAIL.wav",
- TrailOffStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_TAIL.wav",
-
- DrySound = "Sounds/Weapons/DE/dryfire.wav",
-
- LightFlash = {
- fRadius = 5.0,
- vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
- vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
- fLifeTime = 0.75,
- },
-
- ShellCases = {
- geometry=System:LoadObject("Objects/Weapons/shells/rifleshell.cgf"),
- focus = 1.5,
- color = { 1, 1, 1},
- speed = 0.1,
- count = 1,
- size = 3.0,
- size_speed = 0.0,
- gravity = { x = 0.0, y = 0.0, z = -9.81 },
- lifetime = 5.0,
- frames = 0,
- color_based_blending = 0,
- particle_type = 0,
- },
-
- -- remove this if not nedded for current weapon
- MuzzleFlash = {
- geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_fpv.cgf",
- bone_name = "spitfire",
- lifetime = 0.15,
- },
- MuzzleFlashTPV = {
- geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_tpv.cgf",
- bone_name = "spitfire",
- lifetime = 0.05,
- },
-
- -- trace "moving bullet"
- -- remove this if not nedded for current weapon
- Trace = {
- geometry=System:LoadObject("Objects/Weapons/trail_mounted.cgf"),
- focus = 5000,
- color = { 1, 1, 1},
- speed = 120.0,
- count = 1,
- size = 1.0,
- size_speed = 0.0,
- gravity = { x = 0.0, y = 0.0, z = 0.0 },
- lifetime = 0.04,
- frames = 0,
- color_based_blending = 3,
- particle_type = 0,
- },
-
- SoundMinMaxVol = { 175, 4, 100000 },
- },
- {
- vehicleWeapon = 1,
- HasCrosshair=1,
- no_zoom = 1,
- draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
- AmmoType="VehicleRocket",
- projectile_class="VehicleRocket",
- reload_time=4.5, -- default 3.82
- fire_rate=3.65,
- -- fire_activation=FireActivation_OnPress,
- bullet_per_shot=1,
- bullets_per_clip=1,
- FModeActivationTime = 0.0,
- iImpactForceMul = 10,
-
- FireSounds = {
- "Sounds/Weapons/rl/FINAL_RL_MONO.wav",
- },
- FireSoundsStereo = {
- "Sounds/Weapons/rl/FINAL_RL_STEREO.wav",
-
- },
- DrySound = "Sounds/Weapons/AG36/DryFire.wav",
-
- LightFlash = {
- fRadius = 5.0,
- vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
- vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
- fLifeTime = 0.25,
- },
-
- SoundMinMaxVol = { 255, 5, 100000 },
- },
- -- special AI firemode follows
- {
- vehicleWeapon = 1,
- no_zoom = 1,
- HasCrosshair=1,
- draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
- AmmoType="Unlimited",
- min_recoil=0,
- max_recoil=0,
- reload_time=0.1,
- fire_rate=0.082,
- distance=1600,
- damage=20,
- damage_drop_per_meter=.004,
- bullet_per_shot=1,
- bullets_per_clip=300,
- FModeActivationTime = 2.0,
- iImpactForceMul = 50,
- iImpactForceMulFinal = 140,
-
- FireLoop="Sounds/Weapons/mounted/FINAL_M249_STEREO_MONO.wav",
- FireLoopStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_LOOP.wav",
- TrailOff="Sounds/Weapons/mounted/FINAL_M249_MONO_TAIL.wav",
- TrailOffStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_TAIL.wav",
-
- DrySound = "Sounds/Weapons/DE/dryfire.wav",
-
- LightFlash = {
- fRadius = 5.0,
- vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
- vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
- fLifeTime = 0.75,
- },
-
- ShellCases = {
- geometry=System:LoadObject("Objects/Weapons/shells/rifleshell.cgf"),
- focus = 1.5,
- color = { 1, 1, 1},
- speed = 0.1,
- count = 1,
- size = 3.0,
- size_speed = 0.0,
- gravity = { x = 0.0, y = 0.0, z = -9.81 },
- lifetime = 5.0,
- frames = 0,
- color_based_blending = 0,
- particle_type = 0,
- },
-
- -- remove this if not nedded for current weapon
- MuzzleFlash = {
- geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_fpv.cgf",
- bone_name = "spitfire",
- lifetime = 0.15,
- },
- MuzzleFlashTPV = {
- geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_tpv.cgf",
- bone_name = "spitfire",
- lifetime = 0.05,
- },
-
- -- trace "moving bullet"
- -- remove this if not nedded for current weapon
- Trace = {
- geometry=System:LoadObject("Objects/Weapons/trail_mounted.cgf"),
- focus = 5000,
- color = { 1, 1, 1},
- speed = 120.0,
- count = 1,
- size = 1.0,
- size_speed = 0.0,
- gravity = { x = 0.0, y = 0.0, z = 0.0 },
- lifetime = 0.04,
- frames = 0,
- color_based_blending = 3,
- particle_type = 0,
- },
-
- SoundMinMaxVol = { 175, 4, 100000 },
- },
-
- },
-
- SoundEvents={
- -- animname, frame, soundfile
- { "reload1", 20, Sound:LoadSound("Sounds/Weapons/M4/M4_20.wav")},
- { "reload1", 33, Sound:LoadSound("Sounds/Weapons/M4/M4_33.wav")},
- { "reload1", 47, Sound:LoadSound("Sounds/Weapons/M4/M4_47.wav")},
- },
-
-
- CrosshairParticles = {
- focus = 0,
- speed = 0.0,
- count = 1,
- size = 0.15,
- size_speed=0.0,
- gravity={x=0.0,y=0.0,z=-0.0},
- rotation={x=0.0,y=0.0,z=0.0},
- lifetime=0.0,
- tid = System:LoadTexture("textures\\cloud.dds"),
- start_color = {1,.2,.2},
- end_color = {1,.2,.2},
- blend_type = 2,
- frames=0,
- draw_last=1,
- },
-
- cross3D = 1;
- }
-
- CreateBasicWeapon(VehicleMountedMG);
-
- --function VehicleMountedMG.Client:OnEnhanceHUD(bHit)
- --
- -- BasicWeapon.DoAutoCrosshair( self, bHit);
- --
- --end
-