mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Add DayZ Mod fences and gates
Epoch has its own DayZ Mod fence versions now. The old fences can still be used. The new fences have a full upgrade and snap support. all gates work with the door management too.
This commit is contained in:
263
SQF/dayz_code/Configs/CfgVehicles/Buildables/FencesGates.hpp
Normal file
263
SQF/dayz_code/Configs/CfgVehicles/Buildables/FencesGates.hpp
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@@ -0,0 +1,263 @@
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class WoodenGate_ghost_DZ: NonStrategic
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{
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_1_ghost;
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model = "z\addons\dayz_buildings\models\gates\gate_wood_ghost.p3d";
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armor = 1000;
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};
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class WoodenGate_foundation_DZ: DZE_Housebase
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{
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_Foundation;
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model = "z\addons\dayz_buildings\models\gates\gate0_dzam.p3d";
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armor = 1000;
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 8;
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GhostPreview = "WoodenGate_ghost_DZ";
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offset[] = {0,4,2};
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upgradeBuilding[] = {"WoodenGate_1_DZ",{"ItemToolbox","ItemHatchet"},{{"ItemPlank",8},{"equip_nails",1},{"ItemComboLock",1}}};
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};
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class WoodenGate_1_DZ: DZE_Housebase
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{
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_1;
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model = "z\addons\dayz_buildings\models\gates\gate1_dzam.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 8;
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offset[] = {0,4,0};
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armor = 2000;
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upgradeBuilding[] = {"WoodenGate_2_DZ",{"ItemToolbox","ItemHatchet"},{{"ItemPlank",10},{"equip_nails",1}}};
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class AnimationSources {
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class DoorR {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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class DoorL {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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};
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class UserActions {
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class Lock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_LOCKGATE;
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condition = "this animationPhase 'DoorR' >= 0.7";
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statement = "[this,'combo_locked',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 0];this animate ['DoorL', 0]";
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};
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class Unlock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "(!keypadCancel && DZE_Lock_Door == (this getvariable['CharacterID','0'])) && (this animationPhase 'DoorR' < 0.3)";
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statement = "[this,'combo_unlock',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,5,GateMethod];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 1];this animate ['DoorL', 1];GateMethod = nil;";
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};
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class Unlock_Door_Dialog
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "!keypadCancel && (DZE_Lock_Door != (this getvariable['CharacterID','0'])) && (this animationPhase ""DoorR"" == 0)";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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lockable = 3;
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};
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class WoodenGate_2_DZ: DZE_Housebase
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{
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_2;
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model = "z\addons\dayz_buildings\models\gates\gate2_dzam.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 8;
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offset[] = {0,4,0};
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armor = 2500;
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upgradeBuilding[] = {"WoodenGate_3_DZ",{"ItemToolbox","ItemHatchet"},{{"ItemPlank",10},{"equip_nails",1}}};
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class AnimationSources {
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class DoorR {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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class DoorL {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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};
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class UserActions {
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class Lock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_LOCKGATE;
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condition = "this animationPhase 'DoorR' >= 0.7";
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statement = "[this,'combo_locked',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 0];this animate ['DoorL', 0]";
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};
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class Unlock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "(!keypadCancel && DZE_Lock_Door == (this getvariable['CharacterID','0'])) && (this animationPhase 'DoorR' < 0.3)";
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statement = "[this,'combo_unlock',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,5,GateMethod];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 1];this animate ['DoorL', 1];GateMethod = nil;";
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};
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class Unlock_Door_Dialog
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "!keypadCancel && (DZE_Lock_Door != (this getvariable['CharacterID','0'])) && (this animationPhase ""DoorR"" == 0)";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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lockable = 3;
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};
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class WoodenGate_3_DZ: DZE_Housebase
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{
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_3;
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model = "z\addons\dayz_buildings\models\gates\gate3_dzam.p3d";
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armor = 3000;
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 8;
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offset[] = {0,4,0};
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upgradeBuilding[] = {"WoodenGate_4_DZ",{"ItemToolbox","ItemHatchet"},{{"ItemPlank",10},{"equip_nails",1}}};
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class AnimationSources {
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class DoorR {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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class DoorL {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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};
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class UserActions {
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class Lock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_LOCKGATE;
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condition = "this animationPhase 'DoorR' >= 0.7";
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statement = "[this,'combo_locked',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 0];this animate ['DoorL', 0]";
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};
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class Unlock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "(!keypadCancel && DZE_Lock_Door == (this getvariable['CharacterID','0'])) && (this animationPhase 'DoorR' < 0.3)";
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statement = "[this,'combo_unlock',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,5,GateMethod];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 1];this animate ['DoorL', 1];GateMethod = nil;";
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};
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class Unlock_Door_Dialog
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "!keypadCancel && (DZE_Lock_Door != (this getvariable['CharacterID','0'])) && (this animationPhase ""DoorR"" == 0)";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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lockable = 3;
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};
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class WoodenGate_4_DZ: DZE_Housebase
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{
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armor = 3500;
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scope = 2;
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displayName = $STR_BLD_name_WoodenGate_4;
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 8;
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offset[] = {0,4,0};
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model = "z\addons\dayz_buildings\models\gates\gate4_dzam.p3d";
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class AnimationSources {
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class DoorR {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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class DoorL {
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source = "User";
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animPeriod = 3;
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initPhase = 0;
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};
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};
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class UserActions {
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class Lock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_LOCKGATE;
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condition = "this animationPhase 'DoorR' >= 0.7";
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statement = "[this,'combo_locked',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 0];this animate ['DoorL', 0]";
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};
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class Unlock_Door
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "(!keypadCancel && DZE_Lock_Door == (this getvariable['CharacterID','0'])) && (this animationPhase 'DoorR' < 0.3)";
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statement = "[this,'combo_unlock',0,false] spawn dayz_zombieSpeak;PVDZE_handleSafeGear = [player,this,5,GateMethod];publicVariableServer ""PVDZE_handleSafeGear"";this animate ['DoorR', 1];this animate ['DoorL', 1];GateMethod = nil;";
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};
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class Unlock_Door_Dialog
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{
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radius = 3;
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position = "Door";
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onlyForPlayer = 1;
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priority = 6;
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displayName = $STR_BLD_ACTIONS_UNLOCKGATE;
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condition = "!keypadCancel && (DZE_Lock_Door != (this getvariable['CharacterID','0'])) && (this animationPhase ""DoorR"" == 0)";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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lockable = 3;
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};
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