From 3241d4cce816efb97e74ac4727ce5ca90a11afa5 Mon Sep 17 00:00:00 2001 From: "[VB]AWOL" Date: Fri, 23 Aug 2013 11:22:48 -0500 Subject: [PATCH] more configs --- .../Configs/CfgVehicles/DZE/Doors.hpp | 409 ++++++++++++++++++ 1 file changed, 409 insertions(+) create mode 100644 SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp diff --git a/SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp b/SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp new file mode 100644 index 000000000..261db2ae3 --- /dev/null +++ b/SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp @@ -0,0 +1,409 @@ +/* Again your very own basic definition*/ +class DZE_Base_Object : All { + scope = 0; + side = 3; + icon = "\ca\data\data\Unknown_object.paa"; + nameSound = "object"; + simulation = "house"; + picture = "pictureStaticObject"; + model=""; + sound = "Building"; + placement = "vertical"; + ladders[] = {}; + vehicleClass = ""; + displayName = ""; + coefInside = 1; + coefInsideHeur = 0.25; + mapSize = 7.5; + animated = true; + armor = 200; + destrType = "DestructBuilding"; + damageResistance = 0.004; + + class DestructionEffects { + class Sound { + simulation = "sound"; + type = "DestrHouse"; + position = "destructionEffect1"; + intensity = 1; + interval = 1; + lifeTime = 0.05; + }; + + class DestroyPhase1 { + simulation = "destroy"; + type = "DelayedDestruction"; + lifeTime = 2.5; + position = ""; + intensity = 1; + interval = 1; + }; + + class DamageAround1 { + simulation = "damageAround"; + type = "DamageAroundHouse"; + position = ""; + intensity = 1; + interval = 1; + lifeTime = 1; + }; + }; +}; + +/* Your very own base class for buildings*/ +class DZE_Housebase : DZE_Base_Object { + scope = 1; + model = ""; + icon = ""; + displayName = ""; + animated = true; + vehicleClass = "Fortifications"; + nameSound = "house"; + accuracy = 0.2; + typicalCargo[] = {}; + transportAmmo = 0; + transportRepair = 0; + transportFuel = 0; + mapSize = 11; + cost = 0; + armor = 800; + reversed = 0; + /*extern*/ class DestructionEffects; +}; + +class Land_DZE_WoodDoor_Base: DZE_Housebase { + model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */ + displayName = "Wood Door Base"; /* entry in Stringtable.csv */ + nameSound = ""; + mapSize = 8; /* Size of the icon */ + icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ + accuracy = 1000; + armor = 150; /* "Lifepoints", if you like to call it that way.*/ + destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ + scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ + offset[] = {0,1.5,0}; + class DestructionEffects : DestructionEffects + { + class Ruin1 + { + simulation = "ruin"; + type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/ + /* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/ + position = ""; + intensity = 1; + interval = 1; + lifeTime = 1; + }; + }; + maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}}; +}; + +class Land_DZE_WoodDoorLocked_Base: DZE_Housebase { + model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */ + displayName = "Wood Door Base"; /* entry in Stringtable.csv */ + nameSound = ""; + mapSize = 8; /* Size of the icon */ + icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ + accuracy = 1000; + armor = 150; /* "Lifepoints", if you like to call it that way.*/ + destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ + scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ + offset[] = {0,1.5,0}; + class DestructionEffects : DestructionEffects + { + class Ruin1 + { + simulation = "ruin"; + type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/ + /* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/ + position = ""; + intensity = 1; + interval = 1; + lifeTime = 1; + }; + }; +}; + +/* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/ +class Land_rubble_wood_02 : ruins { + scope = 1; + model = "CA\Structures\Ruins\rubble_wood_02.p3d"; + displayName = "Wood Wall ruins"; +}; + +/* Your doorsegment is derivated from the normal wall.*/ +class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base { + model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; + displayName = "Wood Door"; + GhostPreview = "WoodDoor_Preview_DZ"; + upgradeBuilding[] = {"Land_DZE_WoodDoorLocked",{{"ItemComboLock",1}}}; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + condition="this animationPhase ""Open_door"" < 0.5"; + statement="this animate [""Open_door"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + condition="this animationPhase ""Open_door"" >= 0.5"; + statement="this animate [""Open_door"", 0];"; + }; + }; +}; + +class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base { + model = "\z\addons\dayz_epoch\models\small_wall_door_locked_anim.p3d"; + displayName = "Wood Door Locked"; + GhostPreview = "WoodDoor_Preview_DZ"; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + class Open_hinge { + source = "user"; + animPeriod = 1; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 1]"; + }; + class Lock_Door : Open_Door + { + displayName="Lock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_hinge"", 0]"; + }; + class Unlock_Door : Open_Door + { + displayName="Unlock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + statement="this animate [""Open_hinge"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 0]"; + }; + }; +}; + +class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base { + model = "\z\addons\dayz_epoch\models\large_wall_door_anim.p3d"; + displayName = "Large Wood Door"; + GhostPreview = "LargeWoodDoor_Preview_DZ"; + upgradeBuilding[] = {"Land_DZE_LargeWoodDoorLocked",{{"ItemComboLock",1}}}; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + condition="this animationPhase ""Open_door"" < 0.5"; + statement="this animate [""Open_door"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + condition="this animationPhase ""Open_door"" >= 0.5"; + statement="this animate [""Open_door"", 0]"; + }; + }; +}; + +class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base { + model = "\z\addons\dayz_epoch\models\large_wall_door_locked_anim.p3d"; + displayName = "Large Wood Door Locked"; + GhostPreview = "LargeWoodDoor_Preview_DZ"; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + class Open_hinge { + source = "user"; + animPeriod = 1; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 1]"; + }; + class Lock_Door : Open_Door + { + displayName="Lock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_hinge"", 0]"; + }; + class Unlock_Door : Open_Door + { + displayName="Unlock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + statement="this animate [""Open_hinge"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 0]"; + }; + }; +}; + +class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base { + model = "\z\addons\dayz_epoch\models\Garage_door_anim.p3d"; + displayName = "Garage Wood Door"; + GhostPreview = "GarageWoodDoor_Preview_DZ"; + upgradeBuilding[] = {"Land_DZE_GarageWoodDoorLocked",{{"ItemComboLock",1}}}; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + condition="this animationPhase ""Open_door"" < 0.5"; + statement="this animate [""Open_door"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + condition="this animationPhase ""Open_door"" >= 0.5"; + statement="this animate [""Open_door"", 0]"; + }; + }; +}; + +class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base { + model = "\z\addons\dayz_epoch\models\Garage_door_locked_anim.p3d"; + displayName = "Garage Wood Door Locked"; + GhostPreview = "GarageWoodDoor_Preview_DZ"; + /* Arma needs to know, how the animation trigger is triggered*/ + class AnimationSources { + /* name must be identical to the one given by the model.cfg ("Open_Door")" */ + class Open_door { + source = "user"; + animPeriod = 4; /* duration in seconds */ + initPhase = 0; + }; + class Open_hinge { + source = "user"; + animPeriod = 1; /* duration in seconds */ + initPhase = 0; + }; + }; + + /* The entry to the actionmenu */ + class UserActions + { + class Open_Door + { + displayName="Open Door"; + onlyforplayer = true; + position="Door_knopf"; + radius=3; /* visibility distance of the entry */ + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 1]"; + }; + class Lock_Door : Open_Door + { + displayName="Lock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_hinge"", 0]"; + }; + class Unlock_Door : Open_Door + { + displayName="Unlock Door"; + //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + condition="(DZE_Lock_Door == (this getvariable['characterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; + statement="this animate [""Open_hinge"", 1]"; + }; + class Close_Door : Open_Door + { + displayName="Close Door"; + //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; + statement="this animate [""Open_door"", 0]"; + }; + }; +};