Update cfgVehicles.hpp

Added definition for class TANK.

This will make vehicles like the M113 much easier to correct in future roll outs as currently many of them have turret issues.
This commit is contained in:
McKeighan
2014-08-09 13:17:07 -04:00
parent 2bd68a04f6
commit 18d283428b

View File

@@ -204,6 +204,174 @@ class CfgVehicles {
}; };
}; };
}; };
class Tank: landvehicle {
class Sounds: Sounds {
class Engine;
class Movement;
};
driverOpticsModel = "\ca\Tracked\optika_tank_driver";
commanderCanSee = 31;
gunnerCanSee = 30;
getInAction = "GetInMedium";
getOutAction = "GetOutMedium";
cargoGetInAction[] = {"GetInLow"};
cargoGetOutAction[] = {"GetOutLow"};
audible = 18;
sensitivityEar = "0.0075 /3";
armorStructural = 2;
class AnimationSources;
class HitPoints {
class HitHull {
armor = 1;
material = -1;
name = "NEtelo";
visual = "telo";
passThrough = 1;
};
class HitLTrack {
armor = 0.15;
material = -1;
name = "pas_L";
visual = "pas_L";
passThrough = 0.3;
};
class HitRTrack {
armor = 0.15;
material = -1;
name = "pas_P";
visual = "pas_P";
passThrough = 0.3;
};
class HitEngine {
armor = 0.35;
material = -1;
name = "motor";
visual = "motor";
passThrough = 0.2;
minimalHit = 0.02;
};
};
weapons[] = {};
magazines[] = {};
class Turrets {
class MainTurret: NewTurret {
gunnerAction = "ManActTestDriverOut";
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";
gunnerGetInAction = "GetInHigh";
gunnerGetOutAction = "GetOutHigh";
viewGunnerInExternal = 0;
primaryGunner = 1;
gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
gunnerOutOpticsEffect[] = {};
class HitPoints {
class HitTurret {
armor = 1;
material = -1;
name = "vez";
visual = "vez";
passThrough = 1;
};
class HitGun {
armor = 0.3;
material = -1;
name = "zbran";
visual = "zbran";
passThrough = 0;
};
};
class Turrets {
class CommanderOptics: NewTurret {
proxyType = "CPCommander";
proxyIndex = 1;
gunnerName = "$STR_POSITION_COMMANDER";
primaryGunner = 0;
primaryObserver = 1;
stabilizedInAxes = "StabilizedInAxesNone";
body = "obsTurret";
gun = "obsGun";
animationSourceBody = "obsTurret";
animationSourceGun = "obsGun";
animationSourceHatch = "hatchCommander";
soundServo[] = {"\ca\sounds\vehicles\servos\turret-1",0.01,1,10};
gunBeg = "";
gunEnd = "";
minElev = -4;
maxElev = 20;
initElev = 0;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
commanding = 2;
outGunnerMayFire = 1;
inGunnerMayFire = 1;
viewGunnerInExternal = 0;
gunnerOpticsModel = "\ca\Tracked\optika_tank_driver";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOutOpticsColor[] = {0,0,0,1};
gunnerOutForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
gunnerOpticsEffect[] = {};
gunnerOutOpticsEffect[] = {};
memoryPointGunnerOutOptics = "commander_weapon_view";
memoryPointGunnerOptics = "commanderview";
memoryPointsGetInGunner = "pos commander";
memoryPointsGetInGunnerDir = "pos commander dir";
gunnerGetInAction = "GetInHigh";
gunnerGetOutAction = "GetOutHigh";
memoryPointGun = "gun_muzzle";
selectionFireAnim = "zasleh_1";
class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.155;
minFov = 0.0625;
maxFov = 0.466;
};
class ViewGunner {
initAngleX = 5;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
};
};
};
};
soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.000316228,1};
supplyRadius = 1.5;
class ViewOptics: ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.466;
minFov = 0.466;
maxFov = 0.466;
};
class DefaultEventhandlers;
class Eventhandlers: DefaultEventhandlers{};
smokeLauncherGrenadeCount = 6;
smokeLauncherVelocity = 15;
smokeLauncherOnTurret = 1;
smokeLauncherAngle = 120;
};
// AIR // AIR
#include "CfgVehicles\AIR\AN2.hpp" #include "CfgVehicles\AIR\AN2.hpp"