// RPG-26 "Aglen" By Rus_Partizan & ORCS Development Studios. ORCS Development Studios' 2004 "Operation Flashpoint : Resistance" Addon Series. All rights reserved.
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot0 // dummy weapons
#define WeaponSlotPrimary1 // primary weapons
#define WeaponSlotSecondary16 // secondary weapons
#define WeaponSlotHandGun2 // HandGun
#define WeaponSlotHandGunItem32 // HandGun magazines
#define WeaponSlotItem256 // items
#define WeaponSlotBinocular4096 // binocular
#define WeaponHardMounted65536
class CfgPatches
{
class ICP_RPG26
{
units[]={""};
weapons[]={"RPG26","RPG26mag", "RPG26AI","RPG26AImag"};
requiredVersion=1.750000;
};
};
class CfgModels
{
class default {};
class Weapon: default {};
class rpg26: Weapon {};
class rpg26e: Weapon {};
};
class CfgAmmo
{
class default {};
class AT3: Default {};
class LAW : AT3 {};
class ICPrpg26ammo: LAW
{
thrustTime=0.10000000;
thrust=150;
maxSpeed=200;
initTime=0.05;
hit=800;
indirectHit=40;
indirectHitRange=0.500000;
minRange=20;minRangeProbab=0.50;
midRange=100;midRangeProbab=0.95;
maxRange=200;maxRangeProbab=0.05;
simulation=shotRocket;
simulationStep=0.05;
soundHit[]={"\rp_rpg26\sound\ground.wss",db+25,1.0};
SoundHitArmor1[]={"\rp_rpg26\sound\arm1.wss",db+25,1};
SoundHitArmor2[]={"\rp_rpg26\sound\arm2.wss",db+25,1};
SoundHitArmor3[]={"\rp_rpg26\sound\arm3.wss",db+25,1};
hitArmor[]={soundHitArmor1,0.33, soundHitArmor2,0.33, soundHitArmor3,0.33};
soundFly[]={"\rp_rpg26\sound\fly.ogg",db+0,1.0};
};
class ICPrpg26AIammo: LAW
{
thrustTime=0.10000000;
thrust=550;
maxSpeed=750;
initTime=0.1;
hit=800;
indirectHit=40;
indirectHitRange=0.500000;
minRange=20;minRangeProbab=0.50;
midRange=150;midRangeProbab=0.95;
maxRange=300;maxRangeProbab=0.05;
simulation=shotRocket;
simulationStep=0.05;
soundHit[]={"\rp_rpg26\sound\ground.wss",db+25,1.0};
SoundHitArmor1[]={"\rp_rpg26\sound\arm1.wss",db+25,1};
SoundHitArmor2[]={"\rp_rpg26\sound\arm2.wss",db+25,1};
SoundHitArmor3[]={"\rp_rpg26\sound\arm3.wss",db+25,1};
hitArmor[]={soundHitArmor1,0.33, soundHitArmor2,0.33, soundHitArmor3,0.33};
soundFly[]={"\rp_rpg26\sound\fly.ogg",db+0,1.0};
};
};
class CfgWeapons
{
class Default {};
class LAWLauncher: Default {};
class RPGLauncher: Default {};
class RPG26: LAWLauncher
{
model="\rp_rpg26\rpg26E";
modelOptics="\rp_rpg26\optics";
opticsZoomMin=0.55000;
opticsZoomMax=0.550000;
picture="\rp_rpg26\rpg26.paa";
sound[]={"\rp_rpg26\sound\fire.wss",db18,1.0};
displayName="RPG-26";
shortNameMagazine="RPG-26";
magazines[]={"RPG26mag"};
initSpeed=70;
canDrop = true;
};
class RPG26mag: RPG26
{
modelSpecial="\rp_rpg26\rpg26";
picture="\rp_rpg26\rpg26.paa";
ammo="icprpg26ammo";
displayName="RPG-26 'Aglen' ";
displayNameMagazine="RPG-26";
magazineType="4 * 256";
canLock=LockYes;
canDrop = false;
};
class RPG26AI: LAWLauncher
{
model="\rp_rpg26\rpg26E";
modelOptics="\rp_rpg26\optics";
opticsZoomMin=0.55000;
opticsZoomMax=0.550000;
picture="\rp_rpg26\rpg26.paa";
sound[]={"\rp_rpg26\sound\fire.wss",db18,1.0};
displayName="RPG-26";
shortNameMagazine="RPG-26 (AI)";
magazines[]={"RPG26AImag"};
initSpeed=150;
canDrop = false;
};
class RPG26AImag: RPG26AI
{
modelSpecial="\rp_rpg26\rpg26";
picture="\rp_rpg26\rpg26.paa";
ammo="icprpg26AIammo";
displayName="RPG-26 'Aglen' (AI) ";
displayNameMagazine="RPG-26 (AI)";
magazineType="4 * 256";
canLock=LockYes;
canDrop = false;
};
};
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierEB: Soldier{};
class SoldierESaboteur: SoldierEB{};
class rpg26_soldier: SoldierESaboteur
{
displayName="AT Soldier (RPG-26)";
moves="CfgMovesMC";
scope=public;
side=0;
nightVision=1;
accuracy=5.0;
sensitivity=3.5;
sensitivityEar=0.7;
weapons[]={"ak74","RPG26","binocular","Throw","Put"};
magazines[]={"AK74","AK74","AK74","AK74","RPG26mag","HandGrenade","HandGrenade"};
};
class rpg26_soldierAI: SoldierESaboteur
{
displayName="AT Soldier (RPG-26) - AI";
moves="CfgMovesMC";
scope=public;
side=0;
nightVision=1;
accuracy=5.0;
sensitivity=3.5;
sensitivityEar=0.7;
weapons[]={"ak74","RPG26AI","binocular","Throw","Put"};
magazines[]={"AK74","AK74","AK74","AK74","RPG26AImag","HandGrenade","HandGrenade"};
};
};