CfgVehicles and Scope issues done

This commit is contained in:
icomrade
2016-02-19 10:52:34 -05:00
parent 1702b297bb
commit 4a1699865e
206 changed files with 5270 additions and 5703 deletions

View File

@@ -1,74 +1,363 @@
class WeaponFireGun; // External class reference
class WeaponCloudsGun; // External class reference
class WeaponFireMGun; // External class reference
class WeaponCloudsMGun;
class CfgVehicles {
class ALL;
class AllVehicles : ALL
{
class NewTurret;
};
class Air : AllVehicles
{
class Land; // External class reference
class LandVehicle : Land {
class NewTurret;
class Sounds;
class ViewOptics;
class ViewPilot;
class AnimationSources;
class EventHandlers;
class Reflectors {
class Left {
color[] = {0.9,0.8,0.8,1};
ambient[] = {0.1,0.1,0.1,1};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.5;
};
class Right {
color[] = {0.9,0.8,0.8,1};
ambient[] = {0.1,0.1,0.1,1};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.5;
};
};
};
class Helicopter : Air
{
class HitPoints;
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class car: landvehicle {
class Turrets {
class MainTurret: NewTurret {
class Turrets;
class ViewOptics;
};
};
};
class Land: AllVehicles
{
//class NewTurret;
};
class LandVehicle : Land
{
class HitPoints;
//class Turrets
//{
// class MainTurret: NewTurret
// {
// class Turrets;
// class ViewOptics;
// };
//};
};
class Car : LandVehicle {
class HitPoints
{
};
};
class HitPoints {
class HitEngine;
class HitRGlass;
class HitLGlass;
class HitBody;
class HitFuel;
class HitLFWheel;
class HitLBWheel;
class HitLMWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRBWheel;
class HitRMWheel;
class HitLF2Wheel;
class HitRF2Wheel;
class HitLMWheel;
class HitRMWheel;
class HitLBWheel;
class HitRBWheel;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class ViewOptics;
};
};
class Sounds : Sounds {
class Engine;
class Movement;
};
};
class Air : AllVehicles {
class NewTurret;
class ViewPilot;
class AnimationSources;
};
class Helicopter : Air {
class HitPoints {
class HitHull {
armor = 1;
material = 51;
name = "NEtrup";
visual = "trup";
passThrough = 1;
};
class HitEngine {
armor = 0.25;
material = 51;
name = "motor";
visual = "motor";
passThrough = 1;
};
class HitAvionics {
armor = 0.15;
material = 51;
name = "elektronika";
visual = "elektronika";
passThrough = 1;
};
class HitVRotor {
armor = 0.3;
material = 51;
name = "mala vrtule";
visual = "mala vrtule staticka";
passThrough = 0.3;
};
class HitHRotor {
armor = 0.2;
material = 51;
name = "velka vrtule";
visual = "velka vrtule staticka";
passThrough = 0.1;
};
class HitMissiles {
armor = 0.1;
material = 51;
name = "munice";
visual = "munice";
passThrough = 0.5;
};
class HitRGlass {
convexComponent = "sklo predni P";
armor = 0.1;
material = 51;
name = "sklo predni P";
visual = "sklo predni P";
passThrough = 0;
};
class HitLGlass {
convexComponent = "sklo predni L";
armor = 0.1;
material = 51;
name = "sklo predni L";
visual = "sklo predni L";
passThrough = 0;
};
class HitGlass1 {
armor = 2;
material = -1;
name = "glass1";
visual = "glass1";
passThrough = 0;
};
class HitGlass2 {
armor = 2;
material = -1;
name = "glass2";
visual = "glass2";
passThrough = 0;
};
class HitGlass3 {
armor = 2;
material = -1;
name = "glass3";
visual = "glass3";
passThrough = 0;
};
class HitGlass4 {
armor = 2;
material = -1;
name = "glass4";
visual = "glass4";
passThrough = 0;
};
class HitGlass5 {
armor = 2;
material = -1;
name = "glass5";
visual = "glass5";
passThrough = 0;
};
class HitGlass6 {
armor = 2;
material = -1;
name = "glass6";
visual = "glass6";
passThrough = 0;
};
};
class Turrets {
class MainTurret: NewTurret {
class Turrets;
class ViewOptics;
};
};
};
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;
};
//External Class
class SkodaBase;
//class SkodaBase;
class ATV_Base_EP1 : Car
{
class HitPoints : HitPoints
@@ -85,9 +374,9 @@ class CfgVehicles {
};
class Motorcycle;
class RubberBoat;
class UAZ_Unarmed_Base;
class HMMWV_Base;
class AH6_Base_EP1;
//class UAZ_Unarmed_Base;
//class HMMWV_Base;
//class AH6_Base_EP1;
class An2_Base_EP1;
class TT650_Base;
class V3S_Base;
@@ -111,10 +400,11 @@ class CfgVehicles {
};
};
class UralCivil;
class Ship;
//class Ship;
//class Bag_Base_EP1;
//class Bag_Base_BAF;
class HouseBase;
class Ruins: HouseBase {};
class House : HouseBase
{
class DestructionEffects;
@@ -125,6 +415,7 @@ class CfgVehicles {
// class Land_Fire;
class Animal;
class Pastor;
class Fin;
class BuiltItems;
class Building;
class ReammoBox;
@@ -135,6 +426,9 @@ class CfgVehicles {
#include "Zeds\ViralZeds.hpp" //Viral type zeds
#include "Zeds\WildZeds.hpp" //Viral type zeds
#include "Zeds\SwarmZeds.hpp" //Swarm
#include "Zeds\PlayerZeds.hpp"
//#include "Zeds\NewZeds.hpp"
#include "Females\females.hpp"
//Survivor Skins
#include "Skins.hpp"
//Bags
@@ -145,11 +439,26 @@ class CfgVehicles {
//Includes all DayZ Vehilces
//Car's
#include "Car\HMMWV.hpp"
#include "Car\CAR_HATCHBACK.hpp"
#include "Car\UAZ_CDF.hpp"
#include "Car\ArmoredSUV.hpp"
#include "Car\BTR90.hpp"
#include "Car\datsun.hpp"
#include "Car\Gaz_Vodnik.hpp"
#include "Car\hilux.hpp"
#include "Car\Kamaz.hpp"
#include "Car\Lada.hpp"
#include "Car\LandRover.hpp"
#include "Car\LAV25.hpp"
#include "Car\M113.hpp"
#include "Car\Mtvr.hpp"
//#include "Car\TT650.hpp" //BIKES FOLDER
#include "Car\UAZ_MG.hpp"
#include "Car\Volha.hpp"
#include "Car\VWGolf.hpp"
//#include "Car\CAR_HATCHBACK.hpp" //contained in CAR_SEDAN
#include "Car\UAZ.hpp"
#include "Car\CAR_SEDAN.hpp"
#include "Car\V3S_Civ.hpp"
#include "Car\SUV_DZ.hpp"
#include "Car\SUV.hpp"
#include "Car\Pickup_PK_INS.hpp"
#include "Car\Offroad_DSHKM_INS.hpp"
#include "Car\UralCivil_DZ.hpp"
@@ -157,8 +466,13 @@ class CfgVehicles {
#include "Helicopter\MI17.hpp"
#include "Helicopter\UH1H.hpp"
#include "Helicopter\UH1H2.hpp"
#include "Helicopter\AH6X.hpp"
#include "Helicopter\UH1Y.hpp"
#include "Helicopter\AH6.hpp"
#include "Helicopter\MH6J_DZ.hpp"
#include "Helicopter\CH53.hpp"
#include "Helicopter\UH60.hpp"
#include "Helicopter\CH47.hpp"
#include "Helicopter\BAF_Merlin.hpp"
//Wreck's
//#include "Helicopter\MI8Wreck.hpp"
//#include "Helicopter\UH1Wreck.hpp"
@@ -166,6 +480,8 @@ class CfgVehicles {
#include "CrashSite.hpp"
//Plane's
#include "Plane\AN2_DZ.hpp"
#include "Plane\MV22.hpp"
#include "Plane\C130.hpp"
//Bikes
#include "Bikes\ATV_US_EP1.hpp"
#include "Bikes\ATV_CZ_EP1.hpp"
@@ -173,6 +489,7 @@ class CfgVehicles {
#include "Bikes\TT650_Civ.hpp"
#include "Bikes\M1030.hpp"
//Boat
#include "Boat\RHIB.hpp"
#include "Boat\PBX.hpp"
#include "Boat\Fishing_Boat.hpp"
#include "Boat\smallboat.hpp"
@@ -225,6 +542,21 @@ class CfgVehicles {
#include "antihack_plants.hpp"
#include "antihack_weaponholders.hpp"
//EPOCH
#include "DZE\Wrecks.hpp"
#include "DZE\Doors.hpp"
#include "DZE\Prop_Defs.hpp"
#include "DZE\Veins.hpp"
#include "DZE\ModularBuilding.hpp"
#include "DZE\WeaponHolder.hpp"
class Land_A_tent; // External class reference
#include "DZE\Grave.hpp"
class WeaponHolder; // External class reference
#include "DZE\LockboxStorage.hpp"
#include "DZE\VaultStorage.hpp"
#include "DZE\TentStorage.hpp"
//Blood Trail
#include "Buildings\Blood_Trail_DZ.hpp"
@@ -235,7 +567,7 @@ class CfgVehicles {
//Camps
#include "InfectedCamps\IC_Fireplace1.hpp"
class WeaponHolder;
//class WeaponHolder;
class Plant_Base: WeaponHolder {
scope = 2;
icon = "";
@@ -259,11 +591,23 @@ class CfgVehicles {
};
class Generator_DZ: Generator_Base
{
scope = 1;
scope = 2;
destrType = "DestructNo";
cost = 100;
offset[] = {0,1.5,0};
model = "\dayz_equip\models\generator.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 400;
displayName = "Generator";
vehicleClass = "Fortifications";
constructioncount = 1;
removeoutput[] = {{"ItemGenerator",1}};
requireplot = 0;
nounderground = 0;
transportMaxWeapons=0;
transportmaxbackpacks = 0;
transportMaxMagazines=10;
displayName="Generator";
weapons[] = {};
magazines[] = {};
class TransportBackpacks{};
@@ -305,4 +649,8 @@ class CfgVehicles {
};
};
};
};
};
/*
class CfgNonAIVehicles { //IN CfgNonAIVehicles.hpp
#include "StreetLamps.hpp"
};*/