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Alt 02.12.2006, 21:00   #4 (permalink)
Johannes
Balls of Steel
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Registriert seit: 22.08.2004
Alter: 34
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Standard

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.
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