Szczerze mowiąc próbowałbym raczej pogrzebać w configu amunicji
class BulletSingle : Default
{
hit=9;indirectHit=2;indirectHitRange=0.1;
model=shell;
simulation=shotBullet;
simulationStep=0.05;
//soundFly[]={objects\noise,db-80,4};
soundFly[]={objects\bulletnoise,db-12,0.7};
explosive=false;
visibleFire=16; // how much is visible when this weapon is fired
audibleFire=16;
visibleFireTime=3; // how long is it visible
minRange=10;minRangeProbab=0.10;
midRange=50;midRangeProbab=0.38;
maxRange=200;maxRangeProbab=0.04;
/**/
soundHit1[]={weapons\bulletricochet1,db-30,1};
soundHit2[]={weapons\bulletricochet2,db-30,1};
soundHit3[]={weapons\bulletricochet3,db-30,1};
soundHitMan1[]={weapons\bullethitman1,db-38,1};
soundHitMan2[]={weapons\bullethitman2,db-38,1};
soundHitArmor1[]={weapons\small_impact1,db-30,1};
soundHitArmor2[]={weapons\Big_Impact2,db-30,1};
soundHitBuilding1[]={weapons\bulletricochet4,db-30,1};
soundHitBuilding2[]={weapons\bulletricochet5,db-30,1};
hitGround[]={soundHit1,0.33,soundHit2,0.33,soundHit3,0.33};
hitMan[]={soundHitMan1,0.5,soundHitMan2,0.5};
hitArmor[]={soundHitArmor1,0.7, soundHitArmor2, 0.3};
hitBuilding[]={soundHitBuilding1,0.5,soundHitBuilding2,0.5};
/**/
cartridge="FxCartridge";
cost = 0.7;
};
class BulletBurst: BulletSingle
{
// changed
// parametes to make AI decide what mode should be used
minRange=0.5;minRangeProbab=0.25;
midRange=70;midRangeProbab=0.50;
maxRange=250;maxRangeProbab=0.08;
visibleFire=25; // how much is visible when this weapon is fired
audibleFire=25;
visibleFireTime=5; // how long is it visible
cost = 2.1;
};
class BulletFullAuto: BulletBurst
{
// for AI full auto is the same as burst, only more expensive
cost = 2.5;
};