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:
A Man
2020-05-18 13:46:59 +02:00
parent fb47cc7453
commit 550a6218f7
39 changed files with 1157 additions and 1111 deletions

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@@ -1,27 +0,0 @@
class Blood_Trail : House {
displayName = "";
accuracy = 0.1; // accuracy needed to recognize type of this target
vehicleClass = "Survival";
model = "";
nameSound = "";
animated = false;
simulation = "house";
cost = 0;
armor = 300;
ladders[] = {};
placement = "slope";
};
class Blood_Trail_DZ : Blood_Trail {
scope = public;
animated = 0;
destrType = "DestructNo";
mapSize = 2;
accuracy = 0.2;
icon = "\ca\data\data\Unknown_object.paa";
armor = 50;
displayName = "Blood Trail";
vehicleClass = "Survival";
model = "\z\addons\dayz_communityassets\models\blood.p3d";
};

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@@ -0,0 +1,55 @@
class Land_A_FuelStation_Feed: Strategic
{
model = "\ca\structures\House\A_FuelStation\A_FuelStation_Feed";
transportFuel = 0; //50000;
nameSound = "fuelstation";
};
class Land_Ind_FuelStation_Feed_EP1: Strategic
{
model = "\ca\Structures_E\Ind\Ind_FuelStation\Ind_FuelStation_Feed_ep1.p3d";
transportFuel = 0;
nameSound = "fuelstation";
};
class FuelStation : Strategic {
icon = "\Ca\buildings\Icons\i_fuel_CA.paa";
scope = private;
animated = 0;
armor = 2000;
displayName = "Fuel station";
accuracy = 0.5;
transportFuel = 0;
};
class Land_FuelStation_Feed_PMC : Strategic {
model = "\ca\Structures_PMC\Ind\FuelStation\FuelStation_Feed_PMC.p3d";
transportFuel = 0;
nameSound = "fuelstation";
};
// lingor
class Land_ibr_FuelStation_Feed : Strategic {
model = "\ibr\lingor_fuel\ibr_FuelStation_Feed.p3d";
transportFuel = 0;
nameSound = "fuelstation";
};
// lingor
class Land_fuelstation_army : Strategic {
model = "\ibr\ibr_plants\fuelstation_army";
transportFuel = 0;
nameSound = "fuelstation";
};
// lingor
class Land_fuelstation : Strategic {
model = "\ibr\ibr_plants\fuelstation";
transportFuel = 0;
nameSound = "fuelstation";
};
// Panthera
class Land_benzina_schnell: Strategic
{
model = "\ibr\ibr_plants\benzina_schnell";
transportFuel = 0;
nameSound = "fuelstation";
};

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@@ -1,28 +0,0 @@
class HouseDZ: House {
class MarkerLights
{
class RedBlinking
{
name = "";
color[] = {0,0.0,0,0};
ambient[] = {0,0,0,0};
brightness = 0;
blinking = "false";
};
};
class Reflectors
{
class MainLight
{
color[] = {0,0.0,0,0};
ambient[] = {0,0,0,0};
brightness = 0;
position = "";
direction = "";
hitpoint = "";
selection = "";
size = 0;
period[] = {0,1};
};
};
};

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@@ -1,6 +0,0 @@
class Land_A_FuelStation_Feed: Strategic
{
model = "\ca\structures\House\A_FuelStation\A_FuelStation_Feed";
transportFuel = 0; //50000;
nameSound = "fuelstation";
};

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@@ -1,174 +0,0 @@
class flamable_DZ: House
{
model = "z\addons\dayz_communityassets\models\waterHoleProxy";
displayName = "";
icon = "\ca\misc3\data\Icons\icon_fireplace_ca.paa";
mapSize = 0;
scope = public;
armor=1000;
simulation="fire";
vehicleClass="Misc";
class effects
{
class Light1
{
simulation = "light";
type = "SmallFireLight";
};
class sound
{
simulation = "sound";
type = "Fire";
};
class Fire1
{
simulation = "particles";
type = "SmallFireF";
};
class Smoke1
{
simulation = "particles";
type = "SmallFireS";
};
};
};
class Land_Fire: House
{
model = "z\addons\dayz_communityassets\models\fire";
displayName = "$STR_MISC_FIRE";
icon = "\ca\misc3\data\Icons\icon_fireplace_ca.paa";
mapsize = 1.03;
scope = public;
accuracy=1;
armor = 150;
simulation="fire";
vehicleClass = "Misc";
destrtype = "DestructNo";
keephorizontalplacement = 0;
_generalmacro = "Land_FirePlace_F";
class UserActions {
class lightup {
displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,true] call dayz_inflame_showMenu";
statement = "[this,true] call dayz_inflame";
};
class putout {
displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,false] call dayz_inflame_showMenu";
statement = "[this,false] call dayz_inflame";
};
};
actionBegin1 = "lightup";
actionEnd1 = "lightup";
};
class Land_Fire_barrel : Land_Fire
{
model = "z\addons\dayz_communityassets\models\Barel7";
icon="\Ca\misc\data\icons\i_beczka_CA.paa";
displayName=$STR_MISC_FIRE_BARREL;
destrType=DestructEngine;
class UserActions {
class lightup {
displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,true] call dayz_inflame_showMenu_other";
statement = "[this,true] call dayz_inflame_other";
};
class putout {
displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,false] call dayz_inflame_showMenu_other";
statement = "[this,false] call dayz_inflame_other";
};
};
};
class Land_Fire_DZ : Land_Fire {
transportMaxMagazines = 1;
transportMaxWeapons = 0;
transportMaxBackpacks = 0;
offset[] = {0,1,0};
constructioncount = 1;
class UserActions {
class lightup {
displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,true] call dayz_inflame_showMenu";
statement = "[this,true] call dayz_inflame";
};
class putout {
displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,false] call dayz_inflame_showMenu";
statement = "[this,false] call dayz_inflame";
};
};
};
class Base_Fire_DZ : Land_Fire {
displayName = "Permanent fireplace";
transportMaxMagazines = 1;
transportMaxWeapons = 0;
transportMaxBackpacks = 0;
model = "\Ca\misc3\Campfire";
};
class Land_Camp_Fire_DZ : Land_Fire {
transportMaxMagazines = 3;
transportMaxWeapons = 0;
transportMaxBackpacks = 0;
model = "\Ca\misc3\Campfire";
};
class Misc_TyreHeap: Land_Fire
{
scope = public;
vehicleClass="Misc";
model = "\ca\misc\Misc_TyreHeap";
icon="\Ca\Misc3\Data\Icons\icomap_tyreHeap_CA.paa";
mapSize = 2;
displayName=$STR_DN_TYREHEAP;
class UserActions {
class lightup {
displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,true] call dayz_inflame_showMenu_other";
statement = "[this,true] call dayz_inflame_other";
};
class putout {
displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
condition = "[this,false] call dayz_inflame_showMenu_other";
statement = "[this,false] call dayz_inflame_other";
};
};
};

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@@ -2,7 +2,7 @@ class WarfareBBaseStructure;
class Base_WarfareBVehicleServicePoint: WarfareBBaseStructure
{
//Disable Arma's automatic vehicle rearm, refuel and repair. Also needed on Refuel, Repair and Reammo trucks
//Disable Arma's automatic vehicle rearm, refuel and repair.
transportAmmo = 0;
transportFuel = 0;
transportRepair = 0;

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@@ -1,35 +0,0 @@
#define ACTION_DRINK class Drink\
{\
displayName = $STR_ACTIONS_DRINK2;\
displayNameDefault = $STR_ACTIONS_DRINK2;\
priority = 3;\
radius = 3;\
position = "";\
showWindow = 1;\
onlyForPlayer = 1;\
shortcut = "";\
condition = "(['Drink',this] call userActionConditions)";\
statement = "['hands'] spawn player_fillWater;";\
};
class Land_pumpa: House
{
class UserActions {ACTION_DRINK};
};
class Land_Misc_Well_C_EP1: House_EP1
{
class UserActions {ACTION_DRINK};
};
class Land_Misc_Well_L_EP1: House_EP1
{
class UserActions {ACTION_DRINK};
};
class Land_Barrel_water: Thing
{
class UserActions {ACTION_DRINK};
};
#undef ACTION_DRINK

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@@ -0,0 +1,13 @@
// Lingor hangars
class land_ibr_hangar : House {
model = "\ibr\ibr_hangars\ibr_hangar";
scope = public;
vehicleClass = "ibr_hangars";
transportFuel = 0;
transportRepair = 0;
icon = "\ibr\ibr_hangars\icons\icon5.paa";
mapSize = 40;
displayName = "House";
destrType = "DestructBuilding";
armor = 1200;
};