class Mode_SemiAuto;
class Mode_FullAuto;
class Mode_Burst;
class CfgMovesBasic
{
class ManActions
{
GestureSwing = " ";
};
class StandBase;
class Actions
{
class NoActions: ManActions
{
GestureSwing[] = {"GestureSwing","Gesture"};
access = 3;
ladderOnDown = "LadderCivilOn_Top";
ladderOnUp = "LadderCivilOn_Top";
turnSpeed = 1;
upDegree = -1;
stance = "ManStanceUndefined";
limitFast = 5;
leanRRot = 0;
leanRShift = 0;
leanLRot = 0;
leanLShift = 0;
useFastMove = 0;
};
};
};
class CfgGesturesMale
{
skeletonName = "OFP2_ManSkeleton";
class ManActions{};
class Actions
{
class NoActions
{
turnSpeed = 0;
upDegree = 0;
limitFast = 1;
useFastMove = 0;
};
};
class Default
{
actions = "NoActions";
file = "";
looped = 1;
speed = 0.5;
relSpeedMin = 1;
relSpeedMax = 1;
soundEnabled = 0;
soundOverride = "";
soundEdge[] = {0.5,1};
terminal = 0;
equivalentTo = "";
connectAs = "";
connectFrom[] = {};
connectTo[] = {};
interpolateWith[] = {};
interpolateTo[] = {};
interpolateFrom[] = {};
mask = "empty";
interpolationSpeed = 6;
interpolationRestart = 0;
preload = 0;
disableWeapons = 1;
enableOptics = 1;
showWeaponAim = 1;
enableMissile = 1;
enableBinocular = 1;
showItemInHand = 0;
showItemInRightHand = 0;
showHandGun = 0;
canPullTrigger = 1;
walkcycles = 1;
headBobMode = 0;
headBobStrength = 0;
leftHandIKBeg = 0;
leftHandIKEnd = 0;
rightHandIKBeg = 0;
rightHandIKEnd = 0;
leftHandIKCurve[] = {1};
rightHandIKCurve[] = {1};
forceAim = 0;
};
class States
{
class GestureSwing: Default
{
file = "\dayz_weapons\melee\anim\melee_hatchet_swing.rtm";
looped = 0;
speed = 2.58205;
mask = "handsWeapon";
headBobStrength = 0.2;
headBobMode = 2;
disableWeapons = 0;
rightHandIKBeg = 1;
rightHandIKEnd = 1;
leftHandIKBeg = 1;
leftHandIKEnd = 1;
};
};
class BlendAnims
{
handsWeapon[] = {"head",1,"neck1",1,"neck",1,"launcher",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",1,"Spine1",1,"Spine2",1,"Spine3",1};
};
};
class CfgRecoils
{
DZ_Swing[] = {0,0.06,-0.1,0,0.1,-0.12,0.1,0,0};
};
class ItemActions
{
class Use
{
text = "";
script = "";
use[] = {};
};
};
class DZ_Melee: Mode_SemiAuto
{
multiplier = 1;
burst = 5;
displayName = "Hack";
dispersion = 0.1;
sound[] = {"",0,1};
soundContinuous = 1;
reloadTime = 1;
magazineReloadTime = 1;
ffCount = 1;
optics = 0;
recoil = "empty";
autoFire = 1;
CraterEffects = "NoCrater";
explosionEffects = "NoExplosion";
aiRateOfFire = 0.7;
aiRateOfFireDistance = 2.2;
useAction = 1;
useActionTitle = "GestureSwing";
recoilProne = "empty";
showToPlayer = 1;
minRange = 0;
minRangeProbab = 0.8;
midRange = 0.3;
midRangeProbab = 0.8;
maxRange = 3;
maxRangeProbab = 0;
soundBurst = 1;
};
class CfgWeapons
{
class SlotInfo;
class LinkedItems;
class Default;
class ItemCore;
class InventoryMuzzleItem_Base_F;
class InventoryOpticsItem_Base_F;
class InventoryFlashLightItem_Base_F;
class InventoryUnderItem_Base_F;
class Snip;
class GunParticles;
class muzzle_snds_L;
class muzzle_snds_H_MG;
class muzzle_snds_H;
class muzzle_snds_B;
class muzzle_snds_M;
class muzzle_snds_acp;
class acc_pointer_IR;
class acc_flashlight;
class PistolCore;
class Pistol;
class Rifle;
class RifleCore;
class Pistol_Base_F;
class Rifle_Base_F;
class Rifle_Long_Base_F;
class WeaponSlotsInfo;
class ItemInfo;
class CowsSlot;
class PointerSlot;
class UGL_F;
class MeleeWeapon: Rifle
{
scope = 2;
UiPicture = "dayz_weapons\Ico\i_regular_CA.paa";
distanceZoomMin = 50;
distanceZoomMax = 50;
canDrop = 0;
cursor = "EmptyCursor";
cursorAim = "throw";
cursorSize = 1;
weaponInfoType = "RscWeaponEmpty";
};
class MeleeHatchet: MeleeWeapon
{
autoreload = 1;
scope = 2;
type = 4;
primary = 0;
canShootInWater = 1;
weaponReloadtime = 0.25;
model = "\dayz_weapons\melee\axe.p3d";
picture = "\dayz_weapons\melee\data\equip_axe.paa";
displayName = "$STR_EQUIP_NAME_41";
descriptionUse = "$STR_EQUIP_DESC_41";
reloadAction = "ReloadRPG";
magazines[] = {"Hatchet_Swing"};
handAnim[] = {"OFP2_ManSkeleton","\dayz_weapons\melee\anim\melee_hatchet_holding.rtm"};
descriptionShort = "$STR_EQUIP_DESC_41";
swayDecaySpeed = 1.25;
cursor = "mg";
cursoraim = "EmptyCursor";
cursorSize = 1;
modes[] = {"Single"};
class Single: Mode_SemiAuto
{
sounds[] = {"StandardSound"};
class BaseSoundModeType
{
weaponSoundEffect = "DefaultRifle";
closure1[] = {"",6e-005,1,10};
closure2[] = {"",6e-005,1,10};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
class StandardSound: BaseSoundModeType
{
begin1[] = {"dayz_weapons\melee\sounds\swing_0.wss",1.994328,0.95,10};
begin2[] = {"dayz_weapons\melee\sounds\swing_1.wss",1.994328,0.7,10};
begin3[] = {"dayz_weapons\melee\sounds\swing_0.wss",1.994328,0.6,10};
begin4[] = {"dayz_weapons\melee\sounds\swing_1.wss",1.994328,0.8,10};
soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25,"begin4",0.25};
};
dispersion = 0.0092;
soundContinuous = 0;
reloadTime = 0.6;
recoil = "recoil_single_primary_prone_1outof10";
recoilProne = "";
};
class ItemActions
{
class Use
{
text = "$STR_ACTIONS_CHOPWOOD";
script = "spawn player_chopWood;";
};
};
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 35;
allowedSlots[] = {901,801,701};
class MuzzleSlot: SlotInfo
{
linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[] = {};
iconScale = 0.1;
};
class CowsSlot: SlotInfo
{
linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
compatibleItems[] = {};
iconScale = 0.1;
};
class PointerSlot: PointerSlot
{
linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
compatibleItems[] = {};
iconScale = 0.1;
};
};
};
};
class CfgMagazines
{
class Default;
class CA_Magazine;
class Hatchet_Swing: CA_Magazine
{
scope = 2;
type = 0;
autoReload = 0;
flash = "";
flashSize = 0;
initSpeed = 85;
maxLeadSpeed = 20;
optics = 0;
distanceZoomMin = 0;
distanceZoomMax = 0;
count = 100000;
reloadTime = 0.1;
magazineReloadTime = 0.1;
ammo = "Hatchet_Swing_Ammo";
mass = 0;
drySound[] = {"",0,1};
reloadMagazineSound[] = {"",0,1};
modes[] = {"Single"};
picture = "\dayz_weapons\melee\data\equip_shells_ca.paa";
displayName = "Hatchet Swing";
displayNameMagazine = "Hatchet Swing";
shortNameMagazine = "Hatchet Swing";
class ItemActions
{
class Use
{
text = "$STR_ACTIONS_CHOPWOOD";
script = "spawn player_chopWood;";
};
};
};
};
class CfgAmmo
{
class Default;
class BulletCore;
class BulletBase;
class Melee: BulletBase
{
simulationStep = 0.001;
timeToLive = 0.05;
typicalSpeed = 70;
airFriction = -1e-005;
proxyShape = "";
explosive = 0;
cartridge = "";
simulation = "shotRocket";
model = "\A3\Weapons_F\empty.p3d";
muzzleEffect = "";
soundFly[] = {"",0,1};
soundEngine[] = {"",0,1};
visibleFire = 0.1;
audibleFire = 0.01;
caliber = 0.22;
visibleFireTime = 0;
maxControlRange = 1;
soundDefault1[] = {};
soundDefault2[] = {};
soundDefault3[] = {};
soundDefault4[] = {};
soundDefault5[] = {};
soundHitBody1[] = {};
soundHitBody2[] = {};
soundConcrete1[] = {};
soundConcrete2[] = {};
soundConcrete3[] = {};
soundGlass1[] = {"A3\sounds_f\weapons\hits\glass_5",1.812538,1,100};
soundGlass2[] = {"A3\sounds_f\weapons\hits\glass_6",1.812538,1,100};
soundGlass3[] = {"A3\sounds_f\weapons\hits\glass_arm_6",1.858925,1,10};
soundGlass4[] = {"A3\sounds_f\weapons\hits\glass_arm_7",1.858925,1,10};
soundGroundHard1[] = {};
soundGroundHard2[] = {};
soundRubber1[] = {"A3\sounds_f\weapons\hits\tyre_4",0.891251,1,10};
soundRubber2[] = {"A3\sounds_f\weapons\hits\tyre_7",0.891251,1,10};
soundWater1[] = {"A3\sounds_f\weapons\hits\water_4",1,1,10};
bulletFly1[] = {"",8e-006,1,30};
bulletFly2[] = {"",0.794328,1,30};
bulletFly3[] = {"",0.794328,1,30};
bulletFly4[] = {"",0.794328,1,30};
bulletFly5[] = {"",0.794328,1,30};
bulletFly6[] = {"",0.794328,1,30};
bulletFly7[] = {"",0.794328,1,30};
bulletFly8[] = {"",0.794328,1,30};
bulletFly[] = {"bulletFly1",0.166,"bulletFly2",0.166,"bulletFly3",0.166,"bulletFly4",0.166,"bulletFly5",0.166,"bulletFly6",0.167,"bulletFly7",0.166,"bulletFly8",0.167};
hitDefault[] = {"soundDefault1",0.2,"soundDefault2",0.2,"soundDefault3",0.2,"soundDefault4",0.2,"soundDefault5",0.2};
hitGlass[] = {"soundGlass1",0.4,"soundGlass2",0.4,"soundGlass3",0.1,"soundGlass4",0.1};
hitGroundHard[] = {"soundGroundHard1",0.6,"soundGroundHard2",0.4};
hitConcrete[] = {"soundConcrete1",0.33,"soundConcrete2",0.33,"soundConcrete3",0.34};
hitRubber[] = {"soundRubber1",0.6,"soundRubber2",0.4};
hitWater[] = {"soundWater1",0.125};
hitMan[] = {"soundHitBody1",0.5,"soundHitBody2",0.5};
supersonicCrackNear[] = {"",0.354813,1,10};
supersonicCrackFar[] = {"",0.281838,1,10};
cost = 0.01;
deflecting = 0;
effectsMissileInit = "";
effectsMissile = "EmptyEffect";
effectsSmoke = "";
explosionEffects = "";
craterEffects = "";
class HitEffects
{
Hit_Foliage_green = "ImpactLeavesGreen";
Hit_Foliage_Dead = "ImpactLeavesDead";
Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
Hit_Foliage_Palm = "ImpactLeavesPalm";
Hit_Foliage_Pine = "ImpactLeavesPine";
hitFoliage = "";
hitGlass = "ImpactGlass";
hitGlassArmored = "ImpactGlassThin";
hitWood = "ImpactWood";
hitMetal = "ImpactMetal";
hitMetalPlate = "ImpactMetal";
hitBuilding = "ImpactPlaster";
hitPlastic = "ImpactPlastic";
hitRubber = "ImpactRubber";
hitConcrete = "ImpactConcrete";
hitMan = "ImpactEffectsBlood";
hitGroundSoft = "";
hitGroundHard = "";
hitWater = "ImpactEffectsWater";
default_mat = "";
};
};
class Hatchet_Swing_Ammo: Melee
{
hit = 12;
typicalSpeed = 85;
timeToLive = 0.02;
airFriction = -1e-006;
soundFly[] = {"",0,1};
soundEngine[] = {"",0,1};
visibleFire = 0.1;
audibleFire = 0.01;
caliber = 1;
deflecting = 0;
model = "\A3\Weapons_F\empty.p3d";
class Melee
{
damageHit = 0.55;
damageBlood = 3500;
anim = "GestureSwing";
radius = 2.5;
angle = 50;
};
class Medical
{
InstantBleeding = 1;
MedicalState = 3;
MedicalChance = 80;
BleedingLevel = 3;
BleedingChance = 50;
Infection = 0;
InfectionChance = 0;
Knockout = 0;
KnockoutChance = 0;
scale = 0;
};
};
};