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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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.
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@@ -333,19 +333,20 @@ class CfgVehicles
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class BuiltItems;
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class Building;
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class ReammoBox;
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class Land_A_tent;
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#include "RepairParts.hpp" //names for all reapir parts. Needs moving to hitpoints
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#include "RepairParts.hpp"
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//ZEDS
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#include "Zeds\Zeds.hpp" //old type zeds
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#include "Zeds\Zeds.hpp" //All type zeds
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#include "Zeds\ViralZeds.hpp" //Viral type zeds
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#include "Zeds\WildZeds.hpp" //Viral type zeds
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#include "Zeds\SwarmZeds.hpp" //Swarm
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#include "Zeds\PlayerZeds.hpp"
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#include "Zeds\WildZeds.hpp" //Wild type zeds
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#include "Zeds\SwarmZeds.hpp" //Swarm type zeds
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#include "Zeds\PlayerZeds.hpp" //Player type zeds
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//Skins
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#include "Skins\Female.hpp"
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#include "Skins\Male.hpp"
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//Bags
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#include "Bags.hpp"
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#include "Bags.hpp" // Backpacks
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//DZAnimal and DZ_Fin
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#include "Animal.hpp"
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@@ -421,13 +422,8 @@ class CfgVehicles
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#include "Boat\Seafox.hpp"
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//Includes all Building Stuff
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// This parent class is made to make referring to these objects easier later with allMissionObjects
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#include "Buildings\HouseDZ.hpp"
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//Fire
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#include "Buildings\Land_Fire.hpp"
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//Buildings
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//Houses
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#include "Buildings\Land_A_Crane_02b.hpp"
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#include "Buildings\Land_A_FuelStation_Feed.hpp"
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#include "Buildings\Land_A_TVTower_Mid.hpp"
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#include "Buildings\Land_A_TVTower_Top.hpp"
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#include "Buildings\Land_Farm_WTower.hpp"
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@@ -445,66 +441,56 @@ class CfgVehicles
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#include "Buildings\Land_telek1.hpp"
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#include "Buildings\Land_VASICore.hpp"
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#include "Buildings\Land_Vysilac_FM.hpp"
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#include "Buildings\WarfareBBaseStructure.hpp"
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#include "Buildings\WaterSources.hpp"
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#include "Buildings\WarfareBBaseStructure.hpp"
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#include "Buildings\Land_houseV_2T2.hpp"
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#include "Buildings\Land_Ind_Oil_Pump_EP1_DZE.hpp"
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//WeaponHolder
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#include "WeaponHolder.hpp"
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//itemBox's
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//#include "CardboardBox.hpp"
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#include "LootContainer.hpp"
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//Tents,storage
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//#include "Storage.hpp"
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#include "Buildings\Land_Ind_Oil_Pump_EP1_DZE.hpp" //Oil Pump without sound
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#include "Buildings\Fuelstations.hpp"
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#include "Buildings\land_ibr_hangar.hpp" //Works only if Lingor is loaded
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// Traps
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#include "Traps.hpp"
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//Antihack
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#include "antihack_logic.hpp"
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#include "antihack_plants.hpp"
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//#include "antihack_weaponholders.hpp"
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#include "Land_Fire.hpp"
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#include "WaterSources.hpp"
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#include "Blood_Trail_DZ.hpp"
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#include "DebugBox.hpp"
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#include "Graves.hpp" // GraveDZE and Massgrave
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#include "Veins.hpp" //Veins and Wrecks
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#include "SupplyCrate.hpp" //Supply Crate and Wreck
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#include "InfectedCamps.hpp"
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class Land_CncBlock_AntiHack: NonStrategic
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{
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scope=public;
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vehicleClass="Misc";
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//model = \Ca\misc3\CncBlock_D;
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model = "z\addons\dayz_communityassets\models\CncBlock_D.p3d";
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Icon = "\Ca\misc3\Data\Icons\icon_cnc_con_barrier_CA.paa";
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mapSize = 4;
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displayName=$STR_MISC_CNCBLOCK_D;
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armor=150;
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//Buildables
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class DZ_storage_base : Land_A_tent {
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scope = private;
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armor = 5;
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displayname = $STR_VEH_NAME_STASH;
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icon = "";
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mapsize = 3;
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transportMaxMagazines = 0;
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transportMaxWeapons = 0;
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transportMaxBackpacks = 0;
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constructioncount = 1;
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requireplot = 0;
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nounderground = 0;
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offset[] = {0,3,1};
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};
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//EPOCH
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#include "DZE\Wrecks.hpp"
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#include "DZE\Doors.hpp"
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#include "DZE\Prop_Defs.hpp"
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#include "DZE\Veins.hpp"
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#include "DZE\ModularBuilding.hpp"
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class Land_A_tent; // External class reference
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#include "DZE\Grave.hpp"
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#include "Buildables\Stashes.hpp"
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#include "Buildables\Tents.hpp"
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#include "Buildables\Storage.hpp"
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#include "Buildables\LockableStorage.hpp"
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#include "Buildables\Traps.hpp"
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#include "Buildables\Generator.hpp"
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#include "Buildables\Doors.hpp"
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#include "Buildables\ModularBuilding.hpp"
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#include "Buildables\ModularWrecks.hpp"
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#include "Buildables\Misc.hpp"
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//Loot Container
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#include "LootContainer\AmmoCrates.hpp"
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#include "LootContainer\CardboardBox.hpp"
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//WeaponHolder
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class WeaponHolder; // External class reference
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#include "DZE\LockboxStorage.hpp"
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#include "DZE\VaultStorage.hpp"
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#include "DZE\TentStorage.hpp"
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#include "WeaponHolder.hpp"
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//Blood Trail
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#include "Buildings\Blood_Trail_DZ.hpp"
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class waterHoleProxy: House {
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model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
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};
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//Camps
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#include "InfectedCamps\IC_Fireplace1.hpp"
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//class WeaponHolder;
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class Plant_Base: WeaponHolder {
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scope = public;
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icon = "";
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@@ -518,77 +504,29 @@ class CfgVehicles
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init="(_this select 0)setVariable['permaLoot',true];";
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};
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supplyRadius = 1;
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};
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};
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#include "gathered_plants.hpp"
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class Generator_Base: Land_A_tent //Vanilla generator uses SkodaBase but is currently not functional
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//Antihack
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#include "AntiHack\antihack_logic.hpp"
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#include "AntiHack\antihack_plants.hpp"
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class Land_CncBlock_AntiHack: NonStrategic
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{
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model = "\dayz_equip\models\generator_gear.p3d";
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picture = "\dayz_equip\textures\equip_generator_ca.paa";
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displayName="Generator";
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scope = public;
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vehicleClass = "Misc";
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model = "z\addons\dayz_communityassets\models\CncBlock_D.p3d";
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Icon = "\Ca\misc3\Data\Icons\icon_cnc_con_barrier_CA.paa";
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mapSize = 4;
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displayName = $STR_MISC_CNCBLOCK_D;
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armor = 150;
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};
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class Generator_DZ: Generator_Base
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{
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scope = public; // vanilla uses protected
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transportMaxWeapons=0;
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transportmaxbackpacks = 0;
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transportMaxMagazines=10;
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displayName = "Generator";
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weapons[] = {};
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magazines[] = {};
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class TransportBackpacks{};
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class TransportMagazines{};
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class TransportWeapons{};
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class TransportItems{};
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maximumLoad = 200;
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supplyRadius = -1;
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memoryPointSupply = "";
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soundengineoffext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-stop-1", 0.398107, 1, 250};
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soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
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// Epoch values
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destrType = "DestructNo";
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cost = 100;
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offset[] = {0,1.5,0};
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model = "\dayz_equip\models\generator.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 2;
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armor = 400;
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vehicleClass = "Fortifications";
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constructioncount = 1;
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removeoutput[] = {{"ItemGenerator",1}};
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requireplot = 0;
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nounderground = 0;
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class waterHoleProxy: House {
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model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
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};
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class Turrets {};
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/* // Vanilla generator actions below are currently not functional, Epoch has these in fn_selfActions
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class UserActions
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{
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class EngineOn
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{
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displayNameDefault = "Switch On";
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displayName = "Switch On";
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position = "";
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shortcut = "EngineOn";
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radius = 2.7;
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onlyForPlayer = 1;
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condition = "alive this and !isEngineOn this";
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statement = "[this,true] call dayz_engineSwitch";
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};
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class EngineOff: EngineOn
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{
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displayNameDefault = "Switch Off";
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displayName = "Switch Off";
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position = "";
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shortcut = "EngineOn";
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radius = 2.7;
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onlyForPlayer = 1;
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condition = "alive this and isEngineOn this";
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statement = "player action ['engineOff', this];";
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};
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};
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*/
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};
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class ThingEffect;
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class FxCartridge_Mp7: ThingEffect
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{
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@@ -600,8 +538,4 @@ class CfgVehicles
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disappearAtContact = 1;
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airRotation = 1.0;
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};
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};
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/*
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class CfgNonAIVehicles { //IN CfgNonAIVehicles.hpp
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#include "StreetLamps.hpp"
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};*/
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};
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