Code:
class M16 : Riffle
{
scopeWeapon=2;
scopeMagazine=2;
valueWeapon=0;
valueMagazine=1;
model = "\BAS_Weap\BAS_M4ACOG.p3d";
optics=true;
opticsZoomMin=0.16;
opticsZoomMax=0.16;
modelOptics = "\BAS_Weap\Optics\BAS_ACOGsight.p3d";
cursorAim = "\BAS_Weap\Optics\laser_dot.paa";
displayName = "M4 Sopmod ACOG";
displayNameMagazine = "M4 Mag";
shortNameMagazine = "M4mag";
// picture = "\BAS_Weap\EditorPics\BAS_M4SOPMODACOG.paa";
reloadMagazineSound[] = {"\BAS_Weap\Sounds\M4Reload.wav",0.010316,1};
drySound[] = {"\BAS_Weap\Sounds\Dry.wav",0.010316,1};
magazines[]={"M16"};
modes[] = {"Single","FullAuto"};
class Single
{
ammo = "BulletSingleW";
multiplier = 1;
burst = 1;
displayName = "M4 SOPMOD Semi";
dispersion = 0.0002000;
sound[] = {"\BAS_Weap\Sounds\M4Fire.wav",db0,1};
soundContinuous = 0;
reloadTime = 0.100000;
ffCount = 1;
recoil="riffleSingle";
// recoil = "BAS_M4Recoil"; den da definiert?
autoFire = 0;
aiRateOfFire = 1.000000;
aiRateOfFireDistance = 500;
useAction = 0;
useActionTitle = "";
};
class FullAuto
{
ammo = "BulletFullAutoW";
multiplier = 1;
burst = 1;
displayName = "M4 SOPMOD Auto";
dispersion = 0.0004000;
sound[] = {"\BAS_Weap\Sounds\M4Fire.wav",db0,1};
soundContinuous = 0;
reloadTime = 0.100000;
ffCount = 30;
// recoil = "BAS_M4Recoil"; gleiche wie oben
recoil="riffleBurst3";
autoFire = 1;
aiRateOfFire = 1.000000;
aiRateOfFireDistance = 500;
useAction = 0;
useActionTitle = "";
};
};
Sollte eigentlich so funktionieren.