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https://github.com/EpochModTeam/DayZ-Epoch.git
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Re-arrange CfgVehicles config for buildings and buildables
- All buildables are grouped together now. - Buildables can be used and found under "DayZ Epoch Buildables" in the editor now. - Update scope of a few vehicles. Most base classes should be private or at least protected. - Epoch Loot Container can be found under "DayZ Epoch Crates" in the editor now.
This commit is contained in:
719
SQF/dayz_code/Configs/CfgVehicles/Buildables/Doors.hpp
Normal file
719
SQF/dayz_code/Configs/CfgVehicles/Buildables/Doors.hpp
Normal file
@@ -0,0 +1,719 @@
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/* Again your very own basic definition*/
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class DZE_Base_Object : All {
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scope = private;
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side = 3;
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icon = "\ca\data\data\Unknown_object.paa";
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nameSound = "object";
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simulation = "house";
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picture = "pictureStaticObject";
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model="";
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sound = "Building";
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placement = "vertical";
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ladders[] = {};
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vehicleClass = "";
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displayName = "";
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mapSize = 7.5;
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animated = true;
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armor = 2200;
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destrType = "DestructBuilding";
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damageResistance = 0.004;
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// static
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reversed = 0;
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hasDriver = 0;
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accuracy = 0.1;
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cost = 1000;
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weapons[] = {};
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magazines[] = {};
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irTarget = 0;
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type = 1;
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threat[] = {0,0,0};
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maxSpeed = 0;
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//coefInside = 4;
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//coefInsideHeur = 4;
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// test settings from h barrier to see if this prevents glitching though a door
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coefInside = 0.5;
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coefInsideHeur = 0.8;
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class DestructionEffects {
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class Sound {
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simulation = "sound";
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type = "DestrHouse";
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position = "destructionEffect1";
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intensity = 1;
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interval = 1;
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lifeTime = 0.05;
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};
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class DestroyPhase1 {
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simulation = "destroy";
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type = "DelayedDestruction";
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lifeTime = 2.5;
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position = "";
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intensity = 1;
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interval = 1;
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};
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class DamageAround1 {
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simulation = "damageAround";
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type = "DamageAroundHouse";
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Your very own base class for buildings*/
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class DZE_Housebase : DZE_Base_Object {
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scope = protected;
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model = "";
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icon = "";
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displayName = "";
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animated = true;
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vehicleClass = "DayZ Epoch Buildables";
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nameSound = "house";
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accuracy = 0.2;
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typicalCargo[] = {};
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transportAmmo = 0;
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transportRepair = 0;
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transportFuel = 0;
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mapSize = 11;
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cost = 0;
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armor = 2200;
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reversed = 0;
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/*extern*/ class DestructionEffects;
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};
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class Land_DZE_WoodDoor_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 2200; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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};
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class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 2500; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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lockable = 3;
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};
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class CinderWallDoor_DZ_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */
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displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 4000; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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maintainBuilding[] = {{"MortarBucket",1}};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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class CinderWallDoorLocked_DZ_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */
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displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 4000; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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maintainBuilding[] = {{"MortarBucket",1}};
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lockable = 3;
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Your doorsegment is derivated from the normal wall.*/
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class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d";
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displayName = $STR_EPOCH_WALLWITHDOOR;
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GhostPreview = "WoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_WoodDoorLocked",{},{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0];";
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};
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};
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};
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class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_locked_anim.p3d";
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displayName = $STR_EPOCH_WALLWITHDOORLOCKED;
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GhostPreview = "WoodDoor_Preview_DZ";
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downgradeBuilding[] = {"Land_DZE_WoodDoor",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_LOCK;
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','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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};
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class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_anim.p3d";
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displayName = $STR_EPOCH_LARGEWALLWITHDOOR;
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_LargeWoodDoorLocked",{},{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_locked_anim.p3d";
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displayName = $STR_EPOCH_LARGEWALLWITHDOORLOCKED;
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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downgradeBuilding[] = {"Land_DZE_LargeWoodDoor",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_LOCK;
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','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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};
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class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\Garage_door_anim.p3d";
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displayName = $STR_EPOCH_WOODGARAGEDOOR;
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GhostPreview = "GarageWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_GarageWoodDoorLocked",{},{{"ItemComboLock",1}}};
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||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_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 = $STR_EPOCH_WOODGARAGEDOORLOCKED;
|
||||
GhostPreview = "GarageWoodDoor_Preview_DZ";
|
||||
downgradeBuilding[] = {"Land_DZE_GarageWoodDoor",{{"ItemComboLock",1}}};
|
||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
class Open_hinge {
|
||||
source = "user";
|
||||
animPeriod = 1; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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 Close_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_C_DOOR;
|
||||
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
||||
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
||||
statement="this animate [""Open_door"", 0]";
|
||||
};
|
||||
class Lock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_LOCK;
|
||||
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
|
||||
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
|
||||
};
|
||||
class Unlock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
statement="this animate [""Open_hinge"", 1]";
|
||||
};
|
||||
class Unlock_Door_Dialog : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
||||
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
|
||||
model = "\z\addons\dayz_epoch\models\steel_garage_locked.p3d";
|
||||
displayName = $STR_EPOCH_BLOCKGARAGEDOORLOCKED;
|
||||
GhostPreview = "CinderWallDoorway_Preview_DZ";
|
||||
downgradeBuilding[] = {"CinderWallDoor_DZ",{{"ItemComboLock",1}}};
|
||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
class Open_latch {
|
||||
source = "user";
|
||||
animPeriod = 1; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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_latch"" == 1)";
|
||||
statement="this animate [""Open_door"", 1]";
|
||||
};
|
||||
class Close_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_C_DOOR;
|
||||
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
||||
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
|
||||
statement="this animate [""Open_door"", 0]";
|
||||
};
|
||||
class Lock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_LOCK;
|
||||
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
|
||||
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
|
||||
};
|
||||
class Unlock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
|
||||
statement="this animate [""Open_latch"", 1]";
|
||||
};
|
||||
class Unlock_Door_Dialog : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
||||
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
|
||||
model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d";
|
||||
displayName = $STR_EPOCH_BLOCKGARAGEDOOR;
|
||||
GhostPreview = "CinderWallDoorway_Preview_DZ";
|
||||
upgradeBuilding[] = {"CinderWallDoorLocked_DZ",{},{{"ItemComboLock",1}}};
|
||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
||||
condition="this animationPhase ""Open_door"" >= 0.5";
|
||||
statement="this animate [""Open_door"", 0]";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
|
||||
model = "\z\addons\dayz_epoch\models\Steel_door_locked.p3d";
|
||||
displayName = $STR_EPOCH_BLOCKDOORLOCKED;
|
||||
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
|
||||
downgradeBuilding[] = {"CinderWallDoorSmall_DZ",{{"ItemComboLock",1}}};
|
||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
class Open_latch {
|
||||
source = "user";
|
||||
animPeriod = 1; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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_latch"" == 1)";
|
||||
statement="this animate [""Open_door"", 1]";
|
||||
};
|
||||
class Close_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_C_DOOR;
|
||||
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
||||
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
|
||||
statement="this animate [""Open_door"", 0]";
|
||||
};
|
||||
class Lock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_LOCK;
|
||||
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
|
||||
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
|
||||
};
|
||||
class Unlock_Door : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
|
||||
statement="this animate [""Open_latch"", 1]";
|
||||
};
|
||||
class Unlock_Door_Dialog : Open_Door
|
||||
{
|
||||
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
||||
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
||||
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
||||
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
|
||||
model = "\z\addons\dayz_epoch\models\Steel_door.p3d";
|
||||
displayName = $STR_EPOCH_BLOCKDOOR;
|
||||
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
|
||||
upgradeBuilding[] = {"CinderWallDoorSmallLocked_DZ",{},{{"ItemComboLock",1}}};
|
||||
/* Arma needs to know, how the animation trigger is triggered*/
|
||||
class AnimationSources {
|
||||
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
||||
class Open_door {
|
||||
source = "user";
|
||||
animPeriod = 4; /* duration in seconds */
|
||||
initPhase = 0;
|
||||
};
|
||||
};
|
||||
|
||||
/* The entry to the actionmenu */
|
||||
class UserActions
|
||||
{
|
||||
class Open_Door
|
||||
{
|
||||
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
||||
condition="this animationPhase ""Open_door"" >= 0.5";
|
||||
statement="this animate [""Open_door"", 0]";
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/*
|
||||
Vanilla DayZ buildables are defined in \dayz_buildings\configs\
|
||||
Only included here to overwrite vanilla ItemPadlock with Epoch ItemComboLock
|
||||
*/
|
||||
class WoodenGate_Base;
|
||||
class WoodenGate_1: WoodenGate_Base
|
||||
{
|
||||
class Upgrade { //to next stage
|
||||
requiredTools[] = {"ItemEtool","ItemToolbox"};
|
||||
requiredParts[] = {"ItemLog","ItemComboLock"};
|
||||
create = "WoodenGate_2";
|
||||
};
|
||||
class Disassembly {
|
||||
requiredTools[] = {"ItemToolbox"};
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user