Jump to content
Matsuda_sempai

DAYZ Modding Help

Recommended Posts

Basically what I want to do is use Dayz Singleplayer which I have working but I want to add some more weapons to the loot lists like the weapons from this pack, http://www.armaholic...age.php?id=8056

Now before you ask yes this will be a personal mod I will not upload it unless I have permission from all the authors

Back to the subject.

I unpacked the bin files and I found the files I need to edit (I think) but I am not sure how to go about it

This the script I need to edit

// Generated by unRap v1.06 by Kegetys

class CfgBuildingLoot {

class Default {

zombieChance = 0;

minRoaming = 0;

maxRoaming = 2;

zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_suit1", "z_suit2", "z_worker1", "z_worker2", "z_worker3", "z_villager1", "z_villager2", "z_villager3"};

lootChance = 0;

lootPos[] = {};

itemType[] = {};

itemChance[] = {};

hangPos[] = {};

vehPos[] = {};

};

class Master {

weapons[] = {SMAW, "Javelin", G36C, "Stinger"};

};

class Residential : Default {

zombieChance = 0.3;

maxRoaming = 2;

zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_villager1", "z_villager2", "z_villager3"};

lootChance = 0.4;

lootPos[] = {};

itemType[] = {{"ItemSodaMdew", "magazine"}, {"ItemWatch", "generic"}, {"ItemCompass", "generic"}, {"ItemMap", "weapon"}, {"Colt1911", "weapon"}, {"ItemFlashlight", "generic"}, {"ItemKnife", "generic"}, {"ItemMatchbox", "generic"}, {"", "generic"}, {"LeeEnfield", "weapon"}, {"revolver_EP1", "weapon"}, {"CZ_VestPouch_EP1", "object"}, {"DZ_CivilBackpack_EP1", "object"}, {"DZ_ALICE_Pack_EP1", "object"}, {"Winchester1866", "weapon"}, {"WeaponHolder_ItemTent", "object"}, {"", "military"}, {"", "trash"}, {"Crossbow", "weapon"}, {"Binocular", "weapon"}, {"PartWoodPile", "magazine"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}};

itemChance[] = {0.01, 0.15, 0.07, 0.04, 0.1, 0.1, 0.08, 0.06, 2, 0.06, 0.04, 0.02, 0.04, 0.04, 0.07, 0.01, 0.03, 0.5, 0.01, 0.06, 0.06, 0.02, 0.01};

};

class Office : Residential {

maxRoaming = 3;

zombieClass[] = {"z_suit1", "z_suit2"};

};

class Industrial : Default {

zombieChance = 0.4;

zombieClass[] = {"z_worker1", "z_worker2", "z_worker3"};

maxRoaming = 2;

lootChance = 0.3;

lootPos[] = {};

itemType[] = {{"", "generic"}, {"", "trash"}, {"", "military"}, {"WeaponHolder_PartGeneric", "object"}, {"WeaponHolder_PartWheel", "object"}, {"WeaponHolder_PartFueltank", "object"}, {"WeaponHolder_PartEngine", "object"}, {"WeaponHolder_PartGlass", "object"}, {"WeaponHolder_PartVRotor", "object"}, {"WeaponHolder_ItemJerrycan", "object"}, {"ItemHatchet", "weapon"}, {"ItemKnife", "military"}};

itemChance[] = {0.2, 0.33, 0.04, 0.04, 0.06, 0.02, 0.01, 0.04, 0.01, 0.04, 0.12, 0.08};

};

class Farm : Default {

zombieChance = 0.3;

maxRoaming = 3;

zombieClass[] = {"zZombie_Base", "z_hunter", "z_hunter", "z_hunter", "z_villager1", "z_villager2", "z_villager3"};

lootChance = 0.5;

lootPos[] = {};

itemType[] = {{"WeaponHolder_ItemJerrycan", "object"}, {"", "generic"}, {"huntingrifle", "weapon"}, {"LeeEnfield", "weapon"}, {"Winchester1866", "weapon"}, {"", "trash"}, {"Crossbow", "weapon"}, {"PartWoodPile", "magazine"}, {"ItemHatchet", "weapon"}};

itemChance[] = {0.06, 0.3, 0.01, 0.04, 0.06, 0.24, 0.06, 0.12, 0.06};

};

class HeliCrash : Default {

zombieChance = 0;

maxRoaming = 2;

zombieClass[] = {"z_soldier_pilot"};

lootChance = 0.5;

lootPos[] = {};

itemType[] = {{FN_FAL, "weapon"}, {"bizon_silenced", "weapon"}, {M14_EP1, "weapon"}, {FN_FAL_ANPVS4, "weapon"}, {M107_DZ, "weapon"}, {"BAF_AS50_scoped", "weapon"}, {"Mk_48_DZ", "weapon"}, {M249_DZ, "weapon"}, {BAF_L85A2_RIS_CWS, "weapon"}, {DMR, "weapon"}, {"", "military"}, {"", "medical"}, {"MedBox0", "object"}, {"NVGoggles", "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}};

itemChance[] = {0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.08, 0.05};

};

class Hospital : Default {

zombieChance = 0.4;

minRoaming = 2;

maxRoaming = 6;

zombieClass[] = {"z_doctor", "z_doctor", "z_doctor"};

lootChance = 1;

lootPos[] = {};

itemType[] = {{"", "trash"}, {"", "hospital"}, {"MedBox0", "object"}};

itemChance[] = {0.2, 0.5, 0.5};

};

class Military : Default {

zombieChance = 0.3;

maxRoaming = 6;

zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"};

lootChance = 0.4;

lootPos[] = {};

itemType[] = {{"M9", "weapon"}, {M16A2, "weapon"}, {M16A2GL, "weapon"}, {M9SD, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobra", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {M1014, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {MP5A5, "weapon"}, {MP5SD, "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"ItemEtool", "weapon"}, {"ItemSandbag", "magazine"}};

itemChance[] = {0.05, 0.05, 0.01, 0.02, 0.2, 0.15, 0.01, 0.08, 0.05, 0.05, 0.01, 0.1, 0.01, 0.02, 0.01, 0.05, 0.08, 0.1, 0.04, 0.02, 0.01, 0.06, 0.1, 0.1, 0.01, 0.05, 0.06, 0.04, 0.02, 0.1, 1.0, 2.5, 0.05, 0.02};

};

class MilitarySpecial : Default {

zombieChance = 0.4;

minRoaming = 2;

maxRoaming = 6;

zombieClass[] = {"z_soldier_heavy"};

lootChance = 0.4;

lootPos[] = {};

itemType[] = {{M16A2, "weapon"}, {M16A2GL, "weapon"}, {M249_DZ, "weapon"}, {M9SD, "weapon"}, {M136, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobr", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {SVD_CAMO, "weapon"}, {M1014, "weapon"}, {M107_DZ, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {M240_DZ, "weapon"}, {"M4A1_AIM_SD_camo", "weapon"}, {M16A4_ACG, "weapon"}, {"M4A1_HWS_GL_camo", "weapon"}, {"Mk_48_DZ", "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"NVGoggles", "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"Binocular_Vector", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"PipeBomb", "magazine"}};

itemChance[] = {0.1, 0.05, 0.01, 0.02, 0.01, 0.2, 0.1, 0.02, 0.1, 0.1, 0.1, 0.01, 0.01, 0.2, 0.01, 0.02, 0.1, 0.03, 0.2, 0.1, 0.2, 0.01, 0.04, 0.05, 0.02, 0.01, 0.08, 0.04, 0.02, 0.01, 0.1, 0.05, 0.15, 0.01, 0.03, 0.01, 0.02, 0.03, 0.02, 0.3, 1.0, 5.0, 0.01};

};

class Church : Residential {

minRoaming = 1;

maxRoaming = 3;

zombieClass[] = {"z_priest", "z_priest", "z_priest"};

};

class Land_HouseV_1I4 : Residential {

lootPos[] = {{-0.400146, -3.87695, -2.76879}, {-3.67749, -2.52002, -2.76551}, {-0.472168, 3.19702, -2.72021}};

};

class Land_kulna : Residential {

lootPos[] = {{0.504395, 0.218262, -1.11643}, {-0.496582, 1.93262, -1.12826}};

};

class Land_Ind_Workshop01_01 : Industrial {

lootPos[] = {{0.595215, -2.43115, -1.29412}, {1.24365, 0.463867, -1.295}, {-0.663574, -0.50293, -1.29837}};

};

class Land_Ind_Garage01 : Industrial {

lootPos[] = {{-0.580078, -1.49707, -1.23483}, {-0.834473, 2.75781, -1.22563}, {2.47754, -1.12891, -1.23714}, {1.31934, 1.63086, -1.23228}};

};

class Land_Ind_Workshop01_02 : Industrial {

lootPos[] = {{1.1543, -0.552246, -1.42943}, {-1.18665, -0.178223, -1.42868}, {-0.661621, 1.104, -1.42682}};

};

class Land_Ind_Workshop01_04 : Industrial {

lootPos[] = {{-1.37415, 4.18896, -1.53123}, {0.695435, 4.24561, -1.52934}, {-1.06677, 2.69531, -1.53062}, {0.79248, -4.60742, -1.49341}, {-1.84424, -6.1709, -1.44427}, {-1.05566, -4.08398, -1.51927}, {1.43774, -6.59424, -1.41742}};

hangPos[] = {{-0.541748, 4.01221, -2.03068}};

};

class Land_Ind_Workshop01_L : Industrial {

lootPos[] = {{-3.26172, 4.75439, -1.30246}, {0.175781, 3.91748, -1.30766}, {-2.37891, 2.35303, -1.30405}, {4.10547, -4.10791, -1.31345}, {0.727539, -2.61621, -1.31418}, {2.54688, -2.17725, -1.31482}, {1.52344, -3.79443, -1.31332}};

};

class Land_Hangar_2 : Industrial {

lootPos[] = {{10.1245, -6.4873, -2.56317}, {11.9387, 7.91113, -2.56317}, {1.79517, 7.12695, -2.56317}, {-11.8948, 10.5449, -2.56317}, {-8.97021, -4.34766, -2.56317}, {-0.562744, -7.59375, -2.56317}, {5.98804, -2.6123, -2.56317}};

};

class Land_hut06 : Residential {

lootPos[] = {{0.328125, 2.26953, -1.57786}, {-0.552368, -0.0620117, -1.53837}};

};

class Land_stodola_old_open : Farm {

lootPos[] = {{-3.06836, 8.63184, -5.08054}, {2.52588, 10.5261, -5.08051}, {4.76758, 5.00854, -0.9935}, {-2.78467, 10.2368, -0.9935}, {4.62598, 10.4983, -0.993469}, {2.09082, 10.8425, 2.96448}, {-0.440918, 10.3091, 2.96445}, {-2.58838, -5.91821, -5.08054}, {4.11084, -10.9302, -5.08054}, {-2.62842, -6.55518, -1.01584}, {2.50537, -10.741, 2.96445}, {0.0410156, -11.0596, 2.96445}};

hangPos[] = {{-1.50537, 5.34473, -5.08813}, {0.494141, 9.42725, -5.09016}, {2.59473, -6.21191, -5.08055}, {-1.74854, -2.39844, -1.14301}};

};

class Land_A_FuelStation_Build : Industrial {

lootChance = 0.5;

zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"};

lootPos[] = {{-1.31958, -0.655151, -1.57448}, {1.82349, 0.769653, -1.57458}, {1.67871, -0.918701, -1.57458}, {-1.23242, 1.26794, -1.57458}};

};

class Land_A_GeneralStore_01a : Residential {

lootChance = 0.6;

minRoaming = 2;

maxRoaming = 6;

zombieChance = 0.3;

zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"};

lootPos[] = {{-6.93213, 1.0708, -1.20155}, {-7.2959, -2.68213, -1.20155}, {-3.41406, -4.39307, -1.20155}, {-1.28809, -2.57861, -1.20155}, {0.903809, -4.35986, -1.20155}, {3.1377, -3.40771, -1.20155}, {7.53418, -2.69971, -1.20154}, {13.9653, -4.50342, -1.20155}, {10.2617, 0.109863, -1.20155}, {10.5869, -3.84375, -1.20155}, {7.84521, -0.137207, -1.20154}, {3.57471, 0.0356445, -1.20154}, {-0.370605, 5.17676, -1.20155}, {4.77783, 5.57617, -1.20155}, {13.0874, 4.35645, -1.20155}, {12.9932, 6.31689, -1.20155}, {7.36328, 3.00928, -1.20155}, {1.93091, 2.17236, -1.20154}, {-3.82715, 5.3335, -1.20155}, {-7.55029, 8.54199, -1.20154}, {-4.42407, 8.96631, -1.20154}, {3.72705, 8.36084, -1.20155}, {9.84033, 8.3374, -1.20155}, {-2.90918, 1.32031, -1.20155}};

};

class Land_A_GeneralStore_01 : Residential {

lootChance = 0.6;

minRoaming = 2;

maxRoaming = 6;

zombieChance = 0.3;

zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"};

lootPos[] = {{-9.38965, -3.30371, -1.20155}, {-3.77539, -3.86865, -1.20155}, {1.31836, 1.46631, -1.20155}, {9.01367, 3.8457, -1.20155}, {13.3008, -1.77832, -1.20155}, {9.81055, 1.43213, -1.20155}, {1.65039, 5.14355, -1.20155}, {0.753906, -3.69531, -1.20155}, {13.3125, -7.65137, -1.20155}, {11.168, -3.73682, -1.20155}, {8.89453, -8.37402, -1.20155}, {-2.04492, -7.58105, -1.20155}, {-7.84766, -5.73633, -1.20155}, {-8.22461, -7.32422, -1.20155}, {3.79004, -5.69336, -1.20155}, {-9.38379, 4.46191, -1.20155}, {-3.5752, 4.46533, -1.20155}, {-3.33789, 0.612793, -1.20155}, {10.5918, -9.9458, -1.21082}, {0.105469, -9.6084, -1.21082}, {-4.86035, -10.4209, -1.21082}, {-6.80859, -1.23975, -1.20155}, {1.12207, -1.58887, -1.20155}};

};

class Land_Farm_Cowshed_a : Farm {

lootPos[] = {{-1.06836, -5.92163, -3.08763}, {1.69043, -4.91089, -3.08763}, {5.8833, -6.15381, -3.08763}, {8.83984, -5.60278, -3.08763}, {9.74023, -2.48657, -3.08763}, {2.88428, -2.34546, -3.08763}, {7.88037, 2.94214, -3.08763}};

};

class Land_stodola_open : Farm {

lootPos[] = {{-2.60303, 5.31665, -4.12804}, {-2.58154, -0.530029, -4.17349}, {-0.0478516, -4.88989, -4.136}, {0.983398, 6.20483, -4.11143}};

hangPos[] = {{-0.932617, -3.35962, -4.16446}, {-2.01563, -0.115112, -4.19492}};

};

class Land_Barn_W_01 : Farm {

lootPos[] = {{4.93188, -17.0444, -2.63063}, {-3.82813, -18.6699, -2.63036}, {-4.46387, 16.6665, -2.63651}, {5.78711, 18.9473, -2.6369}, {3.9541, 4.88428, -2.63446}, {-2.99072, -4.16748, -2.63287}};

};

class Land_Hlidac_budka : Residential {

lootPos[] = {{-2.3186, 1.5127, -0.78363}, {2.02075, 0.444336, -0.78363}, {-0.460938, 1.75879, -0.78363}};

};

class Land_HouseV2_02_Interier : Residential {

lootPos[] = {{7.23096, 5.37207, -5.53067}, {8.55005, 0.754883, -5.53067}, {5.20166, -1.54004, -5.53067}, {3.34912, 1.9707, -5.53067}, {-3.62598, 3.05371, -5.53067}, {-5.4812, -0.0292969, -5.53067}, {-5.83325, 3.26563, -5.53067}, {-5.71045, 5.49414, -5.53067}};

};

class Land_a_stationhouse : Military {

lootChance = 0.3;

lootPos[] = {{-2.69922, -7.57422, -9.47058}, {-0.892578, -5.7168, -9.47058}, {-3.2417, -6.61914, -4.6489}, {-1.35645, -8.3623, -4.6489}, {-1.70801, -7.85449, -0.0437927}, {-3.39502, -7.88281, -0.0437927}, {-1.396, -7.79883, 4.41141}, {-1.37939, -5.79102, 4.41141}, {1.5127, 1.96484, -9.47058}, {18.9058, -4.06738, -9.47058}};

};

class Land_Mil_ControlTower : Military {

lootChance = 0.4;

lootPos[] = {{10.0703, 3.76367, -9.62869}, {3.89844, 3.43457, -5.46368}, {1.75195, 5.68164, -5.46368}, {6.66113, -0.625488, -1.0687}, {2.63965, -0.191406, -1.0687}, {6.72266, 3.23389, -1.0687}};

};

class Land_SS_hangar : Military {

maxRoaming = 3;

lootPos[] = {{11.7344, -17.165, -5.87253}, {-11.7158, -18.9541, -5.87253}, {-14.2461, 23.0439, -5.87253}};

};

class Land_A_Pub_01 : Residential {

zombieChance = 0.2;

lootPos[] = {{1.83398, 0.393799, -5.7462}, {-1.76514, 0.334473, -5.74622}, {-6.62207, -6.55371, -5.74622}, {-4.63623, -0.100586, -5.74622}, {-5.75928, -3.05029, -5.74622}, {-2.08203, 0.922852, -1.76122}, {-4.76514, -5.89087, -1.76122}, {-6.94385, -1.9375, -1.76122}, {-4.05225, -0.779785, -1.76122}, {1.39795, -1.73779, -1.76122}, {3.13867, -2.78564, -1.76122}, {3.58301, -0.591309, -1.76122}, {3.03027, -4.04346, -1.76122}, {1.94092, 3.18799, -1.76122}, {-0.0961914, 6.22437, -1.76122}, {5.30469, 7.55957, -1.76122}, {6.72559, -2.72705, -1.76122}, {2.56885, -4.6001, -5.74621}, {4.06738, 5.41406, -5.74622}, {0.753418, 2.2998, -5.74622}};

};

class Land_HouseB_Tenement : Office {

lootPos[] = {{5.40576, 9.89551, -20.7845}, {5.99023, 14.1689, -20.7845}, {12.9609, 14.0718, -20.7845}, {14.6069, 8.92383, -20.7845}, {-2.75635, -2.08594, -20.7845}};

};

class Land_A_Hospital : Hospital {

lootChance = 0.9;

lootPos[] = {{0.807129, -1.16333, -7.33966}, {-7.23389, -2.63647, -7.33966}, {-16.3687, -2.40381, -7.33966}, {-12.2847, -3.19604, -7.33966}, {4.40674, -3.50513, -7.33966}, {-3.2666, -0.925293, -7.33966}, {6.85693, -2.75146, -7.33966}, {11.0151, -3.95435, -7.33966}, {16.8198, -4.71118, -7.33966}, {-1.12793, 3.78418, -7.44939}, {12.7476, 0.142822, 3.29184}, {10.2661, -1.21558, 3.29184}};

};

class Land_Panelak : Office {

lootPos[] = {{-2.76904, -6.26563, 0.0714226}, {-2.93896, -1.3916, 0.0714226}, {-5.42065, -3.13184, 0.0714226}, {-6.81128, -6.15527, 0.0714221}, {-4.00879, 2.53027, 0.0714226}, {-0.730957, -3.20117, 2.77144}, {3.979, -7.08936, 2.77144}, {2.49609, 2.93701, 2.77144}, {6.7373, 1.63281, 2.77144}, {6.38525, -2.3916, 2.77144}, {6.80615, -5.77295, 2.77144}, {3.75122, -0.803711, 2.77144}, {-0.824219, 1.86914, 1.32865}};

};

class Land_Panelak2 : Office {

lootPos[] = {{-0.729492, -3.00635, -2.62859}, {-0.764648, 1.36279, -1.37137}, {-0.30127, 3.65039, 1.32864}, {0.73584, -3.22217, 2.71097}, {-0.630859, 1.84766, 4.05244}, {3.68921, -7.33545, 5.43665}, {2.26807, 2.94092, 5.43665}, {6.7002, 2.68994, 5.43665}, {6.87842, -1.45947, 5.43665}, {6.09619, -5.94824, 5.43665}, {4.45508, -1.64893, 5.43665}, {2.76367, 0.445801, 5.43665}};

};

class Land_Shed_Ind02 : Industrial {

lootPos[] = {{-2.28174, -5.67236, -4.62599}, {4.54529, 9.6665, -4.62599}, {4.41223, 2.64941, -1.27954}, {-0.437866, 11.6943, -1.27641}, {-3.44482, 12.2119, -1.27704}};

};

class Land_Shed_wooden : Residential {

lootPos[] = {{1.26807, -0.361328, -1.29153}, {-0.342773, 1.0293, -1.29153}};

};

class Land_Misc_PowerStation : Industrial {

lootPos[] = {{4.09888, 4.89746, -1.26743}, {4.22827, -1.19873, -1.2681}};

};

class Land_HouseBlock_A1_1 : Residential {

lootPos[] = {{-3.52881, 0.158936, -4.74365}, {-3.56152, -2.33484, -4.73106}};

};

class Land_Shed_W01 : Industrial {

lootPos[] = {{-1.52637, -0.246094, -1.41129}};

};

class Land_HouseV_1I1 : Residential {

lootPos[] = {{0.181641, -1.97314, -2.82275}};

};

class Land_Tovarna2 : Industrial {

lootPos[] = {{-11.6309, 7.2052, -5.55933}, {-12.0674, 2.56909, -5.55933}, {-4.89355, 6.6394, -5.55933}, {-3.74121, 2.90393, -3.89665}, {-12.8672, 1.44519, -2.23135}, {-12.415, 8.1311, -2.23135}, {-12.7236, 4.11255, -2.23135}, {-3.99805, 8.9801, -2.23156}, {-7.33105, 8.44214, -2.23156}, {-4.55371, 5.22644, -2.23156}, {-11.4746, 2.92114, 1.66661}, {-11.0703, 8.13818, 1.66661}, {-4.67578, 7.32678, 1.62174}, {-2.68262, 3.44763, 3.4243}, {-13.1953, -8.95862, 3.4243}, {-8.80859, -0.443481, 0.401226}, {-12.1328, -0.149414, 0.424298}, {-2.03418, 6.61414, -5.55933}, {0.239258, 1.72278, -5.59793}, {6.22461, -3.948, -4.61825}, {-6.39355, -8.24353, -5.59541}, {-10.8496, -6.91211, -5.56572}, {-6.77637, -1.73083, -5.56019}};

};

class Land_rail_station_big : Office {

lootPos[] = {{-4.97266, 4.55737, -5.04438}, {0.458496, 4.85229, -5.04438}, {2.4624, 2.21851, -5.04438}, {-1.32373, -2.60571, -5.04438}, {-3.29443, -0.121826, -5.04438}, {-1.07764, 2.36646, -5.04438}, {7.46045, -3.41528, -5.04438}, {8.93408, 3.1189, -5.04438}, {-8.16357, -5.12842, -5.04438}};

};

class Land_Ind_Vysypka : Industrial {

lootPos[] = {{0.486084, 4.95459, -4.96861}, {1.08032, -0.406738, -4.96801}, {-0.0354004, -10.8208, -4.96686}, {-5.07788, -16.4624, -4.96759}, {-6.30298, 2.92969, -4.96838}, {-6.26685, 26.7349, -4.9772}, {1.64697, 23.4038, -4.97097}, {7.14575, 3.92529, -4.96972}, {4.63599, -12.1621, -4.96971}};

};

class Land_A_MunicipalOffice : Residential {

zombieChance = 0;

minRoaming = 3;

maxRoaming = 9;

zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"};

lootChance = 0.4;

lootPos[] = {{-4.66113, -6.27173, -18.429}, {3.31641, -5.77417, -18.429}, {-0.20752, -6.48682, -18.429}, {-9.72412, -4.88745, -3.78903}, {-9.57813, 3.55615, -3.78903}, {-7.16797, 11.0737, -3.78903}, {5.07422, 11.1838, -3.78903}, {9.3208, 5.38623, -3.78903}, {9.65332, -4.82056, -3.78903}, {3.23535, -0.105957, -0.169027}, {4.85205, -3.69019, -0.169027}, {-0.80127, -7.89087, -0.169027}, {-4.4082, -4.91772, -0.169027}, {-4.90771, -2.23169, -0.169027}};

};

class Land_A_Office01 : Office {

lootPos[] = {{-2.50391, -2.46948, -4.528}, {4.23535, -0.336914, -4.528}, {4.11133, 6.1123, -4.528}, {0.242188, 6.06299, -4.528}, {4.31641, 3.74023, -4.528}, {5.08887, 0.219727, -4.528}, {11.6504, -1.5647, -4.528}, {14.5811, -4.1123, -4.528}, {13.8545, -0.749023, -4.528}, {-7.7627, 5.59082, -4.528}, {1.81152, 0.993408, -2.028}, {4.93164, 4.31982, -2.028}, {1.18945, 6.07031, -2.028}, {2.23145, 3.76563, -2.028}, {-4.76367, -2.51221, -2.028}, {-14.5596, -3.40723, -2.028}, {-15.2705, 5.92773, -2.028}, {-10.9063, 6.04175, 0.472008}, {-6.30762, 3.30078, 0.472006}, {7.6416, 6.38696, 0.472001}, {13.6729, 6.5957, 0.471999}, {13.1924, -2.58691, 0.471998}, {3.0918, 2.4375, 6.20491}, {-1.45703, -2.28369, 6.20491}, {-2.12988, 4.51587, 0.472005}, {4.74414, -4.60156, -2.01486}, {8.3457, -1.10718, -2.028}, {9.94727, -3.74146, -2.028}, {7.13867, -2.50732, -2.028}, {12.8701, 4.70923, -2.028}, {15.3721, 3.42383, -2.028}};

};

class Land_A_Office02 : Office {

lootPos[] = {{4.72266, -5.74121, -8.15108}, {0.961426, -5.16943, -8.15076}};

};

class Land_A_BuildingWIP : Industrial {

lootChance = 0.5;

lootPos[] = {{-4.62573, 4.52344, -6.45268}, {-12.6377, 0.494141, -6.49242}, {-14.6023, -8.62842, -6.49961}, {-16.0005, -9.80957, -6.50423}, {-15.5627, -5.17725, -6.50523}, {0.94458, -2.30371, -6.43043}, {7.28125, 3.20898, -6.44042}, {9.75708, 10.1138, -6.40827}, {14.771, 7.29688, -6.47756}, {15.4504, -0.314941, -6.52979}, {20.4895, 2.31836, -4.52571}, {17.3123, -3.1001, -2.53291}, {10.707, -6.51611, -2.53255}, {2.22534, -9.21582, -2.534}, {-8.91943, -7.18896, -2.53313}, {-16.3179, -8.35645, -2.53357}, {-21.3064, -6.7915, -2.53182}, {-21.6018, -1.79541, -2.53182}, {-17.5808, 6.14746, -2.53182}, {-23.198, 8.44727, -2.53182}, {-17.1973, 9.58594, -2.53182}, {-4.99023, 9.80957, -2.53182}, {14.0872, 7.44092, -2.52676}, {10.5796, -6.84912, 1.48116}, {-3.19116, -2.49463, 1.49403}, {-13.8186, 3.98975, 1.49829}, {-15.9502, -6.17383, 1.48802}, {-20.6997, -16.9761, 1.50282}, {-15.415, -13.3901, 5.46683}};

};

class Land_Church_01 : Church {

lootPos[] = {{-6.92102, -0.382813, -4.21339}};

};

class Land_Church_03 : Church {

lootPos[] = {{5.15332, -6.96875, -14.3021}, {-1.79053, -7.68018, -14.3021}, {-0.0263672, -2.98438, -14.3021}, {-0.00341797, 2.02246, -14.3021}, {5.49878, 7.20508, -14.3021}, {5.38892, 3.4043, -14.3021}, {3.23657, 2.76074, -14.3021}, {-1.51001, 7.66309, -14.3021}, {-7.6416, 4.8125, -14.3021}, {-6.56592, -4.59131, -14.3021}, {9.552, 2.22363, -13.7588}, {9.93262, -3.85254, -13.7588}};

hangPos[] = {{1.72168, -8.39771, -0.172569}, {2.08838, -14.4236, -0.27536}, {-13.7158, -10.4808, -0.795174}, {-12.9072, -16.4105, -0.895065}};

};

class Land_Church_02 : Church {

lootPos[] = {};

maxRoaming = 2;

};

class Land_Church_02a : Church {

lootPos[] = {};

maxRoaming = 2;

};

class Land_Church_05R : Church {

lootPos[] = {};

maxRoaming = 2;

};

class Land_Mil_Barracks_i : MilitarySpecial {

lootPos[] = {{5.39038, -1.75684, -1.09824}, {1.46753, -0.131836, -1.09824}, {1.29395, -2.16211, -1.09824}, {-1.78394, -0.168945, -1.09824}, {-1.80615, -1.97656, -1.09824}, {-4.77881, 0.0488281, -1.09824}, {-5.39258, -2.11816, -1.09824}, {-5.47046, 2.58105, -1.09824}, {-8.32593, -0.144531, -1.09824}, {-9.14966, -2.55859, -1.09824}, {-1.95288, 2.57715, -1.09824}, {5.46362, 2.57813, -1.09824}};

};

class Land_A_TVTower_Base : Industrial {

lootPos[] = {{-0.982422, -1.92627, -2.21573}, {-2.01782, -4.2417, -2.21918}, {-0.759277, 1.42139, -2.21573}};

};

class Land_Mil_House : Military {

vehPos[] = {{13.439, 3.25244, -5.71244, 84}};

lootPos[] = {{12.457, 1.4248, -5.81439}, {11.0391, 4.85278, -5.81439}, {13.667, 4.42139, -5.81439}};

};

class Land_Misc_Cargo1Ao : Industrial {

lootPos[] = {{0.48877, -1.61377, -1.09224}, {0.012207, 2.19263, -1.09224}, {0.00976563, 0.19043, -1.09224}};

};

class Land_Misc_Cargo1Bo : Industrial {

lootPos[] = {{-0.322021, 1.68555, -1.09222}, {0.548584, -1.96289, -1.09222}, {0.223389, -0.580078, -1.09222}};

};

class Land_Nav_Boathouse : Industrial {

lootPos[] = {{5.27588, 5.51953, 3.9203}, {5.49609, 0.106445, 4.19408}, {1.68945, 7.5166, 3.80288}, {-5.03613, 6.19141, 3.91093}, {-5.63037, -1.27246, 4.41481}, {-6.98779, 5.52441, 3.9814}, {-2.92236, 9.2002, 3.73014}, {6.99463, 7.80859, 3.80663}, {7.00342, -2.07422, 4.31929}};

};

class Land_ruin_01 : Residential {

lootPos[] = {{-4.31934, -0.115234, -1.45578}, {3.41309, 0.270508, -1.71365}, {3.00293, 3.42773, -1.55765}, {0.62207, -1.73779, -1.49048}};

};

class Land_wagon_box : Industrial {

lootPos[] = {{0.542969, -3.89453, -0.776679}, {0.47998, -0.608398, -0.776638}, {0.515381, 3.03857, -0.776592}};

};

class Land_HouseV2_04_interier : Residential {

lootPos[] = {{7.49463, 5.8374, -5.73902}, {7.50989, -0.930176, -5.74176}, {1.95532, 4.16406, -5.73938}, {2.10876, 6.60645, -5.7386}, {-2.30017, 4.22461, -5.73936}, {-5.13306, 6.74365, -5.73856}, {-4.74658, 2.68457, -5.73985}};

};

class Land_HouseV2_01A : Residential {

lootPos[] = {{-3.52881, -3.16895, -5.60346}, {-1.62988, -3.25439, -5.66887}};

};

class Land_psi_bouda : Residential {

maxRoaming = 4;

lootPos[] = {{-1.77002, -1.45166, 1.95942}};

};

class Land_KBud : Residential {

zombieChance = 0;

maxRoaming = 0;

lootPos[] = {{-0.0170898, 0.0114746, -0.66367}};

};

class Land_A_Castle_Bergfrit : Residential {

lootPos[] = {{0.0185547, 1.91602, -2.8364}, {1.19141, -1.43848, -2.8364}, {-2.36816, 3.32275, -0.628571}, {2.36133, 3.86768, 1.83972}, {2.48438, -3.20557, 3.85541}, {-2.09473, -3.44873, 6.31903}, {-1.15918, 3.13867, 8.76691}, {1.74707, 1.26807, 8.76691}, {-0.540039, -2.35254, 8.76691}, {-1.62207, -4.27979, 13.4801}, {-2.23047, 4.82471, 16.856}, {1.67578, -0.825195, 16.8505}};

};

class Land_A_Castle_Stairs_A : Residential {

lootPos[] = {{0.697998, -1.79395, 0.726929}, {8.3938, 0.890625, 0.875122}, {8.17261, 1.48926, 7.02588}};

};

class Land_A_Castle_Gate : Residential {

lootChance = 0.7;

lootPos[] = {{0.244141, -4.48486, -3.14362}, {-1.25293, 2.98779, -3.07028}, {4.50684, -3.31152, -2.94885}, {4.55176, 3.29834, -2.94858}, {7.94824, 1.4082, -2.91003}};

};

class Land_Mil_Barracks : Military {

lootPos[] = {};

};

class Land_Mil_Barracks_L : Military {

lootPos[] = {};

};

class Land_Barn_W_02 : Farm {

lootPos[] = {{3.16504, 5.56543, -2.31409}, {3.35938, -0.152344, -2.31305}, {2.53613, -5.89453, -2.30957}, {-2.94629, -5.01367, -2.31006}, {-2.84375, 0.212891, -2.31183}, {-5.63281, 4.8291, -2.31363}};

};

class Land_sara_domek_zluty : Residential {

maxRoaming = 1;

lootPos[] = {{2.95703, 3.00732, -2.4337}, {7.06738, 2.95557, -2.4337}, {6.36304, -0.236328, -2.43375}, {0.627686, -0.586914, -2.43387}, {-0.659912, 2.05371, -2.4337}, {-2.77515, 0.751953, -2.43372}, {-5.07666, 3.04492, -2.43361}, {-6.17139, -2.33691, -2.43382}, {-3.75293, -3.54688, -2.43382}};

};

class Land_HouseV_3I4 : Residential {

maxRoaming = 3;

lootPos[] = {};

};

class Land_Shed_W4 : Residential {

maxRoaming = 3;

lootPos[] = {};

};

class Land_HouseV_3I1 : Residential {

maxRoaming = 3;

lootPos[] = {};

};

class Land_HouseV_1L2 : Residential {

maxRoaming = 3;

lootPos[] = {};

};

class Land_HouseV_1T : Residential {

maxRoaming = 3;

lootPos[] = {};

};

class Land_telek1 : Industrial {

maxRoaming = 3;

lootPos[] = {};

};

class Land_Rail_House_01 : Industrial {

lootPos[] = {{2.81152, 3.61426, -1.28266}, {-1.82178, 3.10547, -1.28266}, {0.487793, 3.38867, -1.28266}};

};

class Land_HouseV_2I : Default {

maxRoaming = 3;

lootPos[] = {};

};

class Land_Misc_deerstand : Military {

zombieChance = 0;

lootChance = 0.5;

maxRoaming = 3;

lootPos[] = {{-0.923828, -0.808594, 1.08539}, {0.419922, -0.237305, 1.08539}};

};

class Camp : Military {

maxRoaming = 1;

lootPos[] = {{0.833252, -1.52246, -1.15955}, {0.38501, 0.963867, -1.15955}};

};

class CampEast : Military {

maxRoaming = 1;

lootPos[] = {{-1.05713, -1.80762, -1.31049}, {0.627441, 1.83398, -1.31049}};

};

class CampEast_EP1 : Military {

maxRoaming = 1;

lootPos[] = {{-0.670898, 0.95459, -1.31049}, {1.68506, -2.43384, -1.31049}, {-1.76318, -1.62646, -1.31049}};

};

class MASH : Hospital {

maxRoaming = 1;

lootChance = 0.4;

lootPos[] = {{1.18213, -1.65039, -1.17793}, {0.24707, 0.799316, -1.17803}};

};

class MASH_EP1 : MASH {};

class UH1Wreck_DZ : Military {

zombieClass[] = {"z_soldier_pilot", "z_soldier_heavy"};

zombieChance = 0;

lootChance = 0;

minRoaming = 4;

maxRoaming = 8;

lootPos[] = {};

};

class USMC_WarfareBFieldhHospital : MASH {

minRoaming = 1;

maxRoaming = 3;

zombieClass[] = {"z_soldier", "z_soldier_heavy"};

lootPos[] = {{-3.52246, -5.03931, 1.14726}, {2.36621, -4.52295, 1.14786}, {1.39063, -0.423096, 1.14746}, {1.14258, 5.00952, 1.1478}, {3.7124, 1.89795, 1.14788}};

};

class Land_Ind_Shed_02_main : Default {

zombieChance = 0;

maxRoaming = 3;

};

class HouseRoaming : Residential {

lootChance = 0;

zombieChance = 0;

maxRoaming = 2;

};

class FarmRoaming : Farm {

lootChance = 0;

zombieChance = 0;

maxRoaming = 2;

};

class Land_Shed_W03 : HouseRoaming {};

class Land_HouseV_1I3 : HouseRoaming {};

class Land_HouseV_1L1 : HouseRoaming {};

class Land_HouseV_1I2 : HouseRoaming {};

class Land_HouseV_2L : HouseRoaming {};

class Land_HouseV_2T1 : HouseRoaming {};

class Land_houseV_2T2 : HouseRoaming {};

class Land_HouseV_3I2 : HouseRoaming {};

class Land_HouseV_3I3 : HouseRoaming {};

class Land_HouseBlock_A1 : HouseRoaming {};

class Land_HouseBlock_A1_2 : HouseRoaming {};

class Land_HouseBlock_A2 : HouseRoaming {};

class Land_HouseBlock_A2_1 : HouseRoaming {};

class Land_HouseBlock_A3 : HouseRoaming {};

class Land_HouseBlock_B1 : HouseRoaming {};

class Land_HouseBlock_B2 : HouseRoaming {};

class Land_HouseBlock_B3 : HouseRoaming {};

class Land_HouseBlock_B4 : HouseRoaming {};

class Land_HouseBlock_B5 : HouseRoaming {};

class Land_HouseBlock_B6 : HouseRoaming {};

class Land_HouseBlock_C1 : HouseRoaming {};

class Land_HouseBlock_C2 : HouseRoaming {};

class Land_HouseBlock_C3 : HouseRoaming {};

class Land_HouseBlock_C4 : HouseRoaming {};

class Land_HouseBlock_C5 : HouseRoaming {};

class Land_HouseV2_01B : HouseRoaming {};

class Land_Misc_Cargo1D : HouseRoaming {};

class Land_HouseV2_03 : HouseRoaming {};

class Land_Ind_Shed_01_end : HouseRoaming {};

class Land_A_statue01 : HouseRoaming {

zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2", "z_soldier", "z_soldier_heavy", "z_policeman"};

minRoaming = 2;

maxRoaming = 8;

};

class Land_Shed_W02 : FarmRoaming {};

};

And I think this one has the weapon names I need.

// Generated by unRap v1.06 by Kegetys

class CfgWeapons {

class Default; // External class reference

class RifleCore; // External class reference

class GrenadeLauncher : Default {};

class Rifle : RifleCore {

class M203Muzzle : GrenadeLauncher {};

};

class M16_base : Rifle {

class Single : Mode_SemiAuto {};

class Burst : Mode_Burst {};

class FullAuto : Mode_FullAuto {};

class RH_M203Muzzle : M203Muzzle {

sound[] = {"\RH_m4\sound\M203.wss", 0.1, 1, 400};

reloadMagazineSound[] = {"\RH_m4\sound\M203_Reload.wss", 0.000316228, 1, 20};

recoil = "RH_M203GLbase";

minRangeProbab = 0;

midRangeProbab = 0;

maxRangeProbab = 0;

};

class RH_M203Muzzle_AI : RH_M203Muzzle {

cameraDir = "";

memoryPointCamera = "";

showToPlayer = false;

minRangeProbab = 0.5;

midRangeProbab = 0.8;

maxRangeProbab = 0.1;

};

};

class M16A2 : M16_base {};

class RH_M16a1 : M16A2 {

displayName = M16A1;

model = "\RH_m4\RH_m16a1.p3d";

picture = "\RH_m4\inv\m16a1.paa";

reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.wss", 0.056234, 1, 20};

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

ace_weight = 2.9;

dexterity = 1.8;

irDistance = 0;

class Single : Single {

begin1[] = {"\RH_m4\sound\m16a1.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.08;

recoil = "RH_assaultRiflesBase";

recoilProne = "RH_assaultRiflesBaseProne";

dispersion = 0.002;

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 0;

minRangeProbab = 0.7;

midRange = 200;

midRangeProbab = 0.5;

maxRange = 400;

maxRangeProbab = 0.05;

};

class FullAuto : FullAuto {

begin1[] = {"\RH_m4\sound\m16a1.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.08;

recoil = "RH_assaultRiflesBase";

recoilProne = "RH_assaultRiflesBaseProne";

dispersion = 0.002;

aiRateOfFire = 0.5; // delay between shots at given distance

aiRateOfFireDistance = 100;

minRange = 0;

minRangeProbab = 0.8;

midRange = 40;

midRangeProbab = 0.7;

maxRange = 80;

maxRangeProbab = 0.05;

};

};

class RH_M16a1s : RH_M16a1 {

displayName = "M16A1 Scope";

model = "\RH_m4\RH_M16a1s.p3d";

picture = "\RH_m4\inv\m16a1s.paa";

modelOptics = "\RH_m4\NWD_colt_4x20.p3d";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 3.4;

dexterity = 1.6;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M16a1gl : RH_M16a1 {

displayName = "M16A1 M203";

model = "\RH_m4\RH_m16a1gl.p3d";

picture = "\RH_m4\inv\m16a1gl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.3;

dexterity = 1.4;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M16a1sgl : RH_M16a1gl {

displayName = "M16A1 M203 Scope";

model = "\RH_m4\RH_m16a1sgl.p3d";

picture = "\RH_m4\inv\m16a1sgl.paa";

muzzles[] = {"RH_M16a1sMuzzle", "RH_M203Muzzle", "RH_M203Muzzle_AI"};

class RH_M16a1sMuzzle : RH_M16a1s {};

ace_weight = 4.7;

dexterity = 1.3;

};

class RH_m16a2 : M16A2 {

model = "\RH_m4\RH_m16a2.p3d";

picture = "\RH_m4\inv\m16a2.paa";

reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.wss", 0.056234, 1, 20};

ace_weight = 3.5;

dexterity = 1.6;

irDistance = 0;

class Single : Single {

begin1[] = {"\RH_m4\sound\m16s.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.071;

recoil = "RH_assaultRiflesBase";

recoilProne = "RH_assaultRiflesBaseProne";

dispersion = 0.00175;

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 0;

minRangeProbab = 0.7;

midRange = 200;

midRangeProbab = 0.5;

maxRange = 400;

maxRangeProbab = 0.05;

};

class Burst : Burst {

begin1[] = {"\RH_m4\sound\m16s.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.071;

recoil = "RH_assaultRiflesBase";

recoilProne = "RH_assaultRiflesBaseProne";

dispersion = 0.00175;

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 200;

minRange = 0;

minRangeProbab = 0.8;

midRange = 60;

midRangeProbab = 0.7;

maxRange = 120;

maxRangeProbab = 0.05;

};

};

class RH_M16a2gl : RH_m16a2 {

displayName = "M16A2 M203";

model = "\RH_m4\RH_m16a2gl.p3d";

picture = "\RH_m4\inv\m16a2gl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.9;

dexterity = 1.3;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_m16a2aim : RH_m16a2 {

displayName = "M16A2 Aimpoint";

model = "\RH_m4\RH_m16a2aim.p3d";

picture = "\RH_m4\inv\m16a2aim.paa";

ace_weight = 3.8;

dexterity = 1.5;

};

class RH_M16a2glaim : RH_M16a2gl {

displayName = "M16A2 M203 Aimpoint";

model = "\RH_m4\RH_m16a2glaim.p3d";

picture = "\RH_m4\inv\m16a2glaim.paa";

ace_weight = 5.1;

dexterity = 1.2;

};

class RH_M16a2s : RH_m16a2 {

displayName = "M16A2 Scope";

model = "\RH_m4\RH_M16a2s.p3d";

picture = "\RH_m4\inv\m16a2s.paa";

modelOptics = "\RH_m4\NWD_colt_4x20.p3d";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 4.0;

dexterity = 1.4;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M16a2sgl : RH_M16a2s {

displayName = "M16A2 M203 Scope";

model = "\RH_m4\RH_m16a2sgl.p3d";

picture = "\RH_m4\inv\m16a2sgl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 5.3;

dexterity = 1.2;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M16a3 : RH_M16a1 {

displayName = M16A3;

model = "\RH_m4\RH_m16a3.p3d";

picture = "\RH_m4\inv\m16a3.paa";

ace_weight = 3.5;

dexterity = 1.6;

class Single : Single {

begin1[] = {"\RH_m4\sound\m16s.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.071;

dispersion = 0.00175;

};

class FullAuto : FullAuto {

begin1[] = {"\RH_m4\sound\m16s.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadtime = 0.071;

dispersion = 0.00175;

};

};

class RH_M16a3c : RH_M16a3 {

model = "\RH_m4\RH_M16a3c.p3d";

picture = "\RH_m4\inv\M16a3c.paa";

};

class RH_M16a3gl : RH_M16a3 {

displayName = "M16A3 M203";

model = "\RH_m4\RH_m16a2gl.p3d";

picture = "\RH_m4\inv\m16a2gl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.9;

dexterity = 1.3;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M16a3aim : RH_M16a3 {

displayName = "M16A3 Aimpoint";

model = "\RH_m4\RH_M16a3aim.p3d";

picture = "\RH_m4\inv\M16a3aim.paa";

ace_weight = 3.8;

dexterity = 1.5;

};

class RH_M16a3s : RH_M16a3 {

displayName = "M16A3 Scope";

model = "\RH_m4\RH_M16a3s.p3d";

picture = "\RH_m4\inv\M16a3s.paa";

modelOptics = "\RH_m4\NWD_colt_4x20.p3d";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 4.0;

dexterity = 1.4;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M16a3cs : RH_M16a3s {

model = "\RH_m4\RH_M16a3cs.p3d";

picture = "\RH_m4\inv\M16a3cs.paa";

};

class RH_M16a3sgl : RH_M16a3s {

displayName = "M16A3 M203 Scope";

model = "\RH_m4\RH_M16a3sgl.p3d";

picture = "\RH_m4\inv\M16a3sgl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 5.3;

dexterity = 1.2;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M16a4 : RH_m16a2 {

displayName = M16A4;

model = "\RH_m4\RH_m16a4.p3d";

picture = "\RH_m4\inv\m16a4.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"};

irDistance = 150;

ace_weight = 3.8;

dexterity = 1.6;

};

class RH_M16A4aim : RH_M16a4 {

displayName = "M16A4 Aimpoint";

model = "\RH_m4\RH_m16a4aim.p3d";

picture = "\RH_m4\inv\m16a4aim.paa";

ace_weight = 4.3;

dexterity = 1.5;

};

class RH_M16A4eotech : RH_M16a4 {

displayName = "M16A4 EOTech";

model = "\RH_m4\RH_m16a4eotech.p3d";

picture = "\RH_m4\inv\m16a4eotech.paa";

ace_weight = 4.2;

dexterity = 1.5;

};

class RH_M16A4acog : RH_M16a4 {

displayName = "M16A4 ACOG";

model = "\RH_m4\RH_m16a4acog.p3d";

picture = "\RH_m4\inv\m16a4acog.paa";

modelOptics = "\RH_m4\fnc_acog_ta31rco";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 4.2;

dexterity = 1.5;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M16a4gl : RH_M16a4 {

displayName = "M16A4 M203";

model = "\RH_m4\RH_m16a4gl.p3d";

picture = "\RH_m4\inv\m16a4gl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 5.1;

dexterity = 1.2;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M16A4glaim : RH_M16a4gl {

displayName = "M16A4 M203 Aimpoint";

model = "\RH_m4\RH_M16A4glaim.p3d";

picture = "\RH_m4\inv\m16a4glaim.paa";

ace_weight = 5.6;

dexterity = 1.2;

};

class RH_M16A4gleotech : RH_M16a4gl {

displayName = "M16A4 M203 EOTech";

model = "\RH_m4\RH_M16A4gleotech.p3d";

picture = "\RH_m4\inv\m16a4glaim.paa";

ace_weight = 5.5;

dexterity = 1.2;

};

class RH_M16A4glacog : RH_M16A4acog {

displayName = "M16A4 M203 ACOG";

model = "\RH_m4\RH_m16a4glacog.p3d";

picture = "\RH_m4\inv\m16a4glacog.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 5.4;

dexterity = 1.2;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class FN_FAL : M16A2 {

class Single; // External class reference

};

class RH_ar10 : FN_FAL {

displayName = "AR-10";

model = "\RH_m4\RH_AR10.p3d";

picture = "\RH_m4\inv\ar10.paa";

magazines[] = {"RH_20Rnd_762x51_AR10"};

reloadMagazineSound[] = {"\RH_m4\sound\ar10_reload.wss", 0.056234, 1, 20};

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

ace_weight = 3.3;

dexterity = 1.6;

irDistance = 0;

class Single : Single {

reloadTime = 0.085;

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 0;

minRangeProbab = 0.7;

midRange = 200;

midRangeProbab = 0.5;

maxRange = 400;

maxRangeProbab = 0.05;

begin1[] = {"\RH_m4\sound\ar10.wss", 2.5, 1, 2000};

soundBegin[] = {"begin1", 1};

};

class FullAuto : Single {

autoFire = true;

displayName = $STR_DN_MODE_FULLAUTO;

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 100;

minRange = 0;

minRangeProbab = 0.8;

midRange = 20;

midRangeProbab = 0.7;

maxRange = 40;

maxRangeProbab = 0.05;

};

class Library {

libTextDesc = "";

};

};

class RH_ar10s : RH_ar10 {

displayName = "AR-10 Scope";

model = "\RH_m4\RH_AR10s.p3d";

picture = "\RH_m4\inv\ar10s.paa";

modelOptics = "\RH_m4\NWD_colt_4x20.p3d";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 3.8;

dexterity = 1.5;

class Single : Single {

aiRateOfFire = 3; // delay between shots at given distance

aiRateOfFireDistance = 700;

maxRange = 700;

};

};

class M4A1 : M16_base {

class Single : Single {};

class Burst : Burst {};

class FullAuto : FullAuto {};

};

class RH_M4 : M4A1 {

displayName = "M4";

model = "\RH_m4\RH_m4a1.p3d";

picture = "\RH_m4\inv\m4a1.paa";

reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.wss", 0.056234, 1, 20};

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

ace_weight = 2.7;

dexterity = 1.9;

irDistance = 0;

class Single : Single {

begin1[] = {"\RH_m4\sound\m4.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadTime = 0.075;

dispersion = 0.00225;

recoil = "RH_M4A1Recoil";

recoilProne = "RH_assaultRiflesBaseProne";

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 0;

minRangeProbab = 0.7;

midRange = 200;

midRangeProbab = 0.5;

maxRange = 400;

maxRangeProbab = 0.05;

};

class Burst : Burst {

begin1[] = {"\RH_m4\sound\m4.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadTime = 0.075;

dispersion = 0.00225;

recoil = "RH_M4A1Recoil";

recoilProne = "RH_assaultRiflesBaseProne";

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 200;

minRange = 0;

minRangeProbab = 0.8;

midRange = 60;

midRangeProbab = 0.7;

maxRange = 120;

maxRangeProbab = 0.05;

};

class FullAuto : FullAuto {

begin1[] = {"\RH_m4\sound\m4.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

reloadTime = 0.075;

dispersion = 0.00225;

recoil = "RH_M4A1Recoil";

recoilProne = "RH_assaultRiflesBaseProne";

aiRateOfFire = 0.5; // delay between shots at given distance

aiRateOfFireDistance = 100;

minRange = 0;

minRangeProbab = 0.8;

midRange = 40;

midRangeProbab = 0.7;

maxRange = 80;

maxRangeProbab = 0.05;

};

};

class RH_M4a1 : RH_M4 {

displayName = M4A1;

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

};

class RH_M4r : RH_M4 {

displayName = "M4 RIS";

model = "\RH_m4\RH_m4.p3d";

picture = "\RH_m4\inv\m4.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"};

ace_weight = 2.8;

};

class RH_M4a1r : RH_M4r {

displayName = "M4A1 RIS";

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

};

class RH_M4aim : RH_M4r {

displayName = "M4 Aimpoint";

model = "\RH_m4\RH_m4aim.p3d";

picture = "\RH_m4\inv\m4a1aim.paa";

irDistance = 150;

ace_weight = 3.5;

dexterity = 1.7;

};

class RH_M4a1aim : RH_M4aim {

displayName = "M4A1 Aimpoint";

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

};

class RH_M4eotech : RH_M4aim {

displayName = "M4 EOTech";

model = "\RH_m4\RH_m4eotech.p3d";

picture = "\RH_m4\inv\m4a1eotech.paa";

ace_weight = 3.4;

};

class RH_M4a1eotech : RH_M4eotech {

displayName = "M4A1 EOTech";

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

};

class RH_M4acog : RH_M4aim {

displayName = "M4 ACOG";

model = "\RH_m4\RH_m4acog.p3d";

picture = "\RH_m4\inv\m4a1acog.paa";

modelOptics = "\RH_m4\fnc_acog_ta31rco.p3d";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 3.3;

dexterity = 1.7;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M4a1acog : RH_M4acog {

displayName = "M4A1 ACOG";

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

};

class RH_M4gl : RH_M4 {

displayName = "M4 M203";

model = "\RH_m4\RH_m4gl.p3d";

picture = "\RH_m4\inv\m4a1gl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.0;

dexterity = 1.4;

descriptionShort = "Assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M4a1gl : RH_M4gl {

displayName = "M4A1 M203";

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

};

class RH_M4glaim : RH_M4gl {

displayName = "M4 M203 Aimpoint";

model = "\RH_m4\RH_m4glaim.p3d";

picture = "\RH_m4\inv\m4a1glaim.paa";

irDistance = 150;

ace_weight = 4.7;

dexterity = 1.3;

};

class RH_M4a1glaim : RH_M4glaim {

displayName = "M4A1 M203 Aimpoint";

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

};

class RH_M4gleotech : RH_M4glaim {

displayName = "M4 M203 EOTech";

model = "\RH_m4\RH_m4gleotech.p3d";

picture = "\RH_m4\inv\m4a1gleotech.paa";

};

class RH_M4a1gleotech : RH_M4gleotech {

displayName = "M4A1 M203 EOTech";

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

};

class RH_M4glacog : RH_M4acog {

displayName = "M4 M203 ACOG";

model = "\RH_m4\RH_m4glacog.p3d";

picture = "\RH_m4\inv\m4a1glacog.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.6;

dexterity = 1.3;

};

class RH_M4a1glacog : RH_M4glacog {

displayName = "M4A1 M203 ACOG";

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

};

class RH_M4sd : RH_M4a1r {

displayName = "M4A1 SD";

model = "\RH_m4\RH_m4sd.p3d";

picture = "\RH_m4\inv\m4a1sd.paa";

irDistance = 150;

ace_weight = 3.9;

dexterity = 1.6;

fireLightDuration = 0.0;

fireLightIntensity = 0.0;

ace_suppressed = 1;

descriptionShort = "Suppressed assault rifle<br/>Caliber: 5.56x45mm NATO";

class Single : Single {

begin1[] = {"\RH_m4\sound\m4sd.wss", 1, 1, 120};

soundBegin[] = {"begin1", 1};

};

class FullAuto : FullAuto {

begin1[] = {"\RH_m4\sound\m4sd.wss", 1, 1, 120};

soundBegin[] = {"begin1", 1};

};

};

class RH_M4sdaim : RH_M4sd {

displayName = "M4A1 SD Aimpoint";

model = "\RH_m4\RH_m4sdaim.p3d";

picture = "\RH_m4\inv\m4a1sdaim.paa";

ace_weight = 4.4;

dexterity = 1.5;

};

class RH_M4sdeotech : RH_M4sdaim {

displayName = "M4A1 SD EOTech";

model = "\RH_m4\RH_m4sdeotech.p3d";

picture = "\RH_m4\inv\m4a1sdeotech.paa";

ace_weight = 4.3;

};

class RH_M4sdacog : RH_M4sd {

displayName = "M4A1 SD ACOG";

model = "\RH_m4\RH_m4sdacog.p3d";

picture = "\RH_m4\inv\m4a1sdacog.paa";

modelOptics = "\RH_m4\fnc_acog_ta31rco";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 4.2;

dexterity = 1.5;

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

};

class RH_M4sdgl : RH_M4sd {

displayName = "M4A1 M203 SD";

model = "\RH_m4\RH_m4sdgl.p3d";

picture = "\RH_m4\inv\m4a1sdgl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 4.7;

dexterity = 1.3;

descriptionShort = "Suppressed assault rifle with grenade launcher<br/>Caliber: 5.56x45mm NATO";

};

class RH_M4sdglaim : RH_M4sdgl {

displayName = "M4A1 M203 SD Aimpoint";

model = "\RH_m4\RH_m4sdglaim.p3d";

picture = "\RH_m4\inv\m4a1sdglaim.paa";

irDistance = 150;

ace_weight = 5.4;

dexterity = 1.2;

};

class RH_M4sdgleotech : RH_M4sdglaim {

displayName = "M4A1 M203 SD EOTech";

model = "\RH_m4\RH_m4sdgleotech.p3d";

picture = "\RH_m4\inv\m4a1sdgleotech.paa";

};

class RH_M4sdglacog : RH_M4sdacog {

displayName = "M4A1 M203 SD ACOG";

model = "\RH_m4\RH_m4sdglacog.p3d";

picture = "\RH_m4\inv\m4a1sdglacog.paa";

handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"};

muzzles[] = {this, "RH_M203Muzzle", "RH_M203Muzzle_AI"};

ace_weight = 5.3;

dexterity = 1.2;

};

class RH_M4m : RH_M4a1 {

displayName = "M4A1 Magpul";

model = "\RH_m4\RH_m4m.p3d";

picture = "\RH_m4\inv\m4m.paa";

handAnim[] = {"OFP2_ManSkeleton", "\rh_m4\anim\RH_AFG_anim.rtm"};

ace_weight = 2.9;

dexterity = 1.8;

class FlashLight {

color[] = {0.9, 0.9, 0.7, 0.9};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "flash dir";

direction = "flash";

angle = 30;

scale[] = {1, 1, 0.5};

brightness = 0.1;

};

};

class RH_M4maim : RH_M4m {

displayName = "M4A1 Magpul Aimpoint";

model = "\RH_m4\RH_m4maim.p3d";

picture = "\RH_m4\inv\m4maim.paa";

ace_weight = 3.4;

dexterity = 1.6;

};

class RH_M4meotech : RH_M4a1 {

displayName = "M4A1 Magpul EOTech";

model = "\RH_m4\RH_m4meotech.p3d";

picture = "\RH_m4\inv\m4meotech.paa";

handAnim[] = {"OFP2_ManSkeleton", "\rh_m4\anim\RH_AFG_anim.rtm"};

irDistance = 150;

ace_weight = 3.3;

dexterity = 1.6;

};

class RH_M4macog : RH_M4a1acog {

displayName = "M4A1 Magpul ACOG";

model = "\RH_m4\RH_m4macog.p3d";

picture = "\RH_m4\inv\m4macog.paa";

handAnim[] = {"OFP2_ManSkeleton", "\rh_m4\anim\RH_AFG_anim.rtm"};

ace_weight = 3.2;

dexterity = 1.7;

};

class RH_M4aim_wdl : RH_M4a1 {

displayName = "M4A1 Aimpoint Camo";

model = "\RH_m4\RH_m4aim_wdl.p3d";

picture = "\RH_m4\inv\m4a1aim_Wdl.paa";

handAnim[] = {"OFP2_ManSkeleton", "\rh_m4\anim\RH_m4t.rtm"};

irDistance = 150;

ace_weight = 3.3;

dexterity = 1.7;

};

class RH_M4gleotech_wdl : RH_M4a1gleotech {

displayName = "M4A1 M203 EOTech Camo";

model = "\RH_m4\RH_m4gleotech_wdl.p3d";

picture = "\RH_m4\inv\m4a1gleotech_wdl.paa";

};

class RH_M4sdaim_wdl : RH_M4sdaim {

displayName = "M4A1 SD Aimpoint Camo";

model = "\RH_m4\RH_m4sdaim_wdl.p3d";

picture = "\RH_m4\inv\m4a1sdaim_wdl.paa";

ace_weight = 4.1;

dexterity = 1.5;

};

class RH_M4sdgleotech_wdl : RH_M4sdgleotech {

displayName = "M4A1 M203 SD EOTech Camo";

model = "\RH_m4\RH_m4sdgleotech_wdl.p3d";

picture = "\RH_m4\inv\m4a1sdgleotech_wdl.paa";

};

class RH_M4sbr : RH_M4a1 {

displayName = "M4A1 SBR";

model = "\RH_m4\RH_m4sbr.p3d";

picture = "\RH_m4\inv\m4sbr.paa";

handAnim[] = {"OFP2_ManSkeleton", "\RH_m4\anim\RH_M4sbr.rtm"};

ace_weight = 2.5;

dexterity = 2.1;

ace_mv[] = {"B_556x45_Ball", 740, "ACE_B_556x45_T", 740, "ACE_B_556x45_SB", 680, "ACE_B_556x45_S", 740};

descriptionShort = "CQB rifle<br/>Caliber: 5.56x45mm NATO";

class Single : Single {

dispersion = 0.00275;

midRange = 100;

maxRange = 300;

};

class FullAuto : FullAuto {

dispersion = 0.00275;

};

};

class RH_M4sbraim : RH_M4sbr {

displayName = "M4A1 SBR Aimpoint";

model = "\RH_m4\RH_m4sbraim.p3d";

picture = "\RH_m4\inv\m4sbraim.paa";

ace_weight = 2.8;

dexterity = 1.9;

};

class RH_M4sbreotech : RH_M4sbr {

displayName = "M4A1 SBR EOTech";

model = "\RH_m4\RH_m4sbreotech.p3d";

picture = "\RH_m4\inv\m4sbreotech.paa";

ace_weight = 3.0;

dexterity = 1.9;

};

class RH_M4sbracog : RH_M4sbr {

displayName = "M4A1 SBR ACOG";

model = "\RH_m4\RH_m4sbracog.p3d";

picture = "\RH_m4\inv\m4sbracog.paa";

modelOptics = "\RH_m4\fnc_acog_ta31rco";

ace_weight = 2.9;

dexterity = 1.9;

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

class Single : Single {

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 400;

};

};

class M4SPR : M4A1 {

class Single : Single {};

};

class RH_MK12 : M4SPR {

displayName = "Mk12 Mod0";

model = "\RH_m4\RH_mk12.p3d";

picture = "\RH_m4\inv\mk12.paa";

ace_weight = 4.0;

dexterity = 1.4;

modes[] = {"Single"};

irDistance = 0;

distanceZoomMin = 360;

distanceZoomMax = 360;

modelOptics = "\ca\weapons\2Dscope_MilDot_10";

opticsZoomMin = 0.029624;

opticsZoomMax = 0.08464;

opticsZoomInit = 0.08464;

discretefov[] = {0.08464, 0.029624};

discreteInitIndex = 0;

opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur1"};

opticsFlare = true;

visionMode[] = {"Normal"};

class Single : Single {

begin1[] = {"\RH_m4\sound\m4.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

dispersion = 0.0003;

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

maxRange = 600;

};

class Library {

libTextDesc = $STR_LIB_M4_SPR;

};

descriptionShort = $STR_DSS_M4_SPR;

};

class RH_MK12mod1 : RH_MK12 {

displayName = "Mk12 Mod1";

model = "\RH_m4\RH_mk12mod1.p3d";

picture = "\RH_m4\inv\mk12mod1.paa";

};

class RH_MK12sd : RH_MK12 {

displayName = "Mk12 Mod0 SD";

model = "\RH_m4\RH_mk12sd.p3d";

picture = "\RH_m4\inv\mk12sd.paa";

fireLightDuration = 0.0;

fireLightIntensity = 0.0;

ace_suppressed = 1;

ace_weight = 4.6;

dexterity = 1.3;

class Single : Single {

begin1[] = {"\RH_m4\sound\m4sd.wss", 1, 1, 120};

soundBegin[] = {"begin1", 1};

};

};

class RH_MK12mod1sd : RH_MK12sd {

displayName = "Mk12 Mod1 SD";

model = "\RH_m4\RH_mk12mod1sd.p3d";

picture = "\RH_m4\inv\mk12mod1sd.paa";

};

class M249 : Rifle {

class manual : Mode_FullAuto {};

class close : manual {};

class short : close {};

class medium : close {};

class far : close {};

};

class RH_M249 : M249 {

scope = public;

model = "\RH_m4\RH_M249.p3d";

picture = "\RH_m4\inv\M249.paa";

reloadMagazineSound[] = {"\RH_m4\sound\M249_Reload.wss", 0.056234, 1, 20};

ace_weight = 7.5;

dexterity = 1.0;

modes[] = {"manual", "close", "short", "medium"};

irDistance = 0;

weaponInfoType = "RscWeaponZeroing";

discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000};

discreteDistanceInitIndex = 3;

class manual : manual {

begin1[] = {"\RH_m4\sound\m249.wss", 1.8, 1, 1500};

soundBegin[] = {"begin1", 1};

dispersion = 0.0035;

recoil = "RH_M249_Recoil";

recoilProne = "RH_M249_RecoilProne";

aiRateOfFire = 0.5; // delay between shots at given distance

aiRateOfFireDistance = 50;

minRange = 0;

minRangeProbab = 0.8;

midRange = 30;

midRangeProbab = 0.7;

maxRange = 60;

maxRangeProbab = 0.05;

};

class close : close {

burst = "8 + round random 4";

aiRateOfFire = 1; // delay between shots at given distance

aiRateOfFireDistance = 200;

minRange = 50;

minRangeProbab = 0.8;

midRange = 100;

midRangeProbab = 0.7;

maxRange = 200;

maxRangeProbab = 0.05;

};

class short : short {

burst = "6 + round random 2";

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 400;

minRange = 100;

minRangeProbab = 0.8;

midRange = 200;

midRangeProbab = 0.7;

maxRange = 400;

maxRangeProbab = 0.05;

};

class medium : medium {

burst = "4 + round random 2";

aiRateOfFire = 2; // delay between shots at given distance

aiRateOfFireDistance = 600;

minRange = 200;

minRangeProbab = 0.8;

midRange = 400;

midRangeProbab = 0.7;

maxRange = 600;

maxRangeProbab = 0.05;

};

class far : far {

burst = "2 + round random 2";

aiRateOfFire = 3; // delay between shots at given distance

aiRateOfFireDistance = 800;

minRange = 400;

minRangeProbab = 0.8;

midRange = 600;

midRangeProbab = 0.7;

maxRange = 800;

maxRangeProbab = 0.05;

};

};

class RH_M249acog : RH_M249 {

displayName = "M249 ACOG";

model = "\RH_m4\RH_m249acog.p3d";

picture = "\RH_m4\inv\m249acog.paa";

modelOptics = "\RH_m4\fnc_acog_ta31rco";

class OpticsModes {

class ACOG {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.071945;

opticsZoomMax = 0.071945;

opticsZoomInit = 0.071945;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 189;

distanceZoomMax = 189;

cameraDir = "";

};

class Kolimator : ACOG {

opticsID = 2;

useModelOptics = 0;

opticsFlare = false;

opticsDisablePeripherialVision = false;

opticsZoomMin = 0.25;

opticsZoomMax = 1.1;

opticsZoomInit = 0.5;

memoryPointCamera = "eye";

visionMode[] = {};

};

};

ace_weight = 7.8;

modes[] = {"manual", "close", "short", "medium", "far"};

weaponInfoType = "RscWeaponEmpty";

};

class RH_M249elcan : RH_M249 {

displayName = "M249 M145";

model = "\RH_m4\RH_m249elcan.p3d";

picture = "\RH_m4\inv\m249elcan.paa";

modelOptics = "\RH_m4\fnc_m145_m249.p3d";

class OpticsModes {

class M145 {

opticsID = 1;

useModelOptics = 1;

opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};

opticsZoomMin = 0.085333;

opticsZoomMax = 0.085333;

opticsZoomInit = 0.085333;

memoryPointCamera = "opticView";

visionMode[] = {"Normal"};

opticsFlare = true;

opticsDisablePeripherialVision = true;

distanceZoomMin = 308;

distanceZoomMax = 308;

cameraDir = "";

};

Edited by Matsuda_sempai

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

×