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

View File

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