mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Add extra animations to ArmoredSUV, MV22, UH1Y
This commit is contained in:
@@ -53,6 +53,8 @@
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[NEW] Rewrote death messages to a PVEH instead of the unreliable MPHit. Added localization, more causes of death, systemChat and dynamicText killfeed options. @ebaydayz
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[NEW] Rewrote death messages to a PVEH instead of the unreliable MPHit. Added localization, more causes of death, systemChat and dynamicText killfeed options. @ebaydayz
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[NEW] Group system ('F5' key) with database save. Settings available in configVariables.sqf. CommandBar and RadioProtocol spam are now disabled via config. @icomrade @ebaydayz
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[NEW] Group system ('F5' key) with database save. Settings available in configVariables.sqf. CommandBar and RadioProtocol spam are now disabled via config. @icomrade @ebaydayz
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[NEW] Parachute can now auto open at a set height during HALO jump. Altitude and speed meter can also be enabled. See configVariables.sqf. @ebaydayz
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[NEW] Parachute can now auto open at a set height during HALO jump. Altitude and speed meter can also be enabled. See configVariables.sqf. @ebaydayz
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[NEW] Added hatch, fold and ramp animation UserActions to ArmoredSUV, AH1Z, MV22 and UH1Y configs. @ebaydayz
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[NEW] VON in side and global is now blocked by default. See configVariables.sqf to change blocked VON channels. @icomrade
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[CHANGED] Combattimeout now uses diag_tickTime instead of time.
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[CHANGED] Combattimeout now uses diag_tickTime instead of time.
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[CHANGED] AmmoBoxSmall_556/762 is replaced with DZ_AmmoBoxUS/RU/EU/CZ and MedBox0 is replaced with DZ_MedBox (new model)
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[CHANGED] AmmoBoxSmall_556/762 is replaced with DZ_AmmoBoxUS/RU/EU/CZ and MedBox0 is replaced with DZ_MedBox (new model)
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@@ -252,6 +252,32 @@ class ArmoredSUV_Base_PMC: Car
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{
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{
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libTextDesc = "An SUV (Sport Utility Vehicle) is a generic marketing term for a vehicle similar to a station wagon, but built on a light-truck chassis. These particular SUVs are up-armored to protect the security operators inside from small-arms fire. This model has been outfitted with a M134 7.62mm Minigun, which can be retracted back into the vehicle.<br /><br /> ""Black Betty"" is a nickname often used for this vehicle by ION Inc. contractors.";
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libTextDesc = "An SUV (Sport Utility Vehicle) is a generic marketing term for a vehicle similar to a station wagon, but built on a light-truck chassis. These particular SUVs are up-armored to protect the security operators inside from small-arms fire. This model has been outfitted with a M134 7.62mm Minigun, which can be retracted back into the vehicle.<br /><br /> ""Black Betty"" is a nickname often used for this vehicle by ION Inc. contractors.";
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};
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};
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class UserActions {
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//class Repair {ACTION_REPAIR; radius = 4;};
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//class Salvage {ACTION_SALVAGE; radius = 4;};
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class OpenHatch {
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displayName = $STR_AM_OPENGUNNER;
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displayNameDefault = $STR_AM_OPENGUNNER;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "this animationPhase 'HideGun_01' == 1";
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statement = "this animate ['HideGun_01',0]; this animate ['CloseCover1',0]; this animate ['CloseCover2',0];";
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};
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class CloseHatch {
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displayName = $STR_AM_CLOSEGUNNER;
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displayNameDefault = $STR_AM_CLOSEGUNNER;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "isNull (this turretUnit [0]) && (this animationPhase 'HideGun_01' == 0)";
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statement = "this spawn {_this animate ['HideGun_01',1]; uiSleep 1; _this animate ['CloseCover1',1]; _this animate ['CloseCover2',1];};";
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};
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};
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};
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};
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class ArmoredSUV_PMC_DZ: ArmoredSUV_Base_PMC
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class ArmoredSUV_PMC_DZ: ArmoredSUV_Base_PMC
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@@ -526,6 +526,7 @@ class CfgVehicles {
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#include "Helicopter\UH60.hpp"
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#include "Helicopter\UH60.hpp"
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#include "Helicopter\CH47.hpp"
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#include "Helicopter\CH47.hpp"
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#include "Helicopter\BAF_Merlin.hpp"
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#include "Helicopter\BAF_Merlin.hpp"
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#include "Helicopter\AH1Z.hpp"
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//Wrecks
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//Wrecks
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//#include "Helicopter\MI8Wreck.hpp"
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//#include "Helicopter\MI8Wreck.hpp"
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//#include "Helicopter\UH1Wreck.hpp"
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//#include "Helicopter\UH1Wreck.hpp"
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@@ -299,7 +299,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -308,7 +308,7 @@ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0];";
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statement="this animate [""Open_door"", 0];";
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};
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};
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@@ -340,7 +340,7 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -350,7 +350,7 @@ class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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@@ -399,7 +399,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -408,7 +408,7 @@ class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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};
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};
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@@ -440,7 +440,7 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -450,7 +450,7 @@ class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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@@ -499,7 +499,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -508,7 +508,7 @@ class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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};
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};
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@@ -540,7 +540,7 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -550,7 +550,7 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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@@ -605,7 +605,7 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -615,7 +615,7 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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@@ -665,7 +665,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -674,7 +674,7 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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};
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};
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@@ -708,7 +708,7 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -718,7 +718,7 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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@@ -768,7 +768,7 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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{
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{
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class Open_Door
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class Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_OPEN;
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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onlyforplayer = true;
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position="Door_knopf";
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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radius=3; /* visibility distance of the entry */
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@@ -777,7 +777,7 @@ class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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};
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};
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class Close_Door : Open_Door
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class Close_Door : Open_Door
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{
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{
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displayName=$STR_EPOCH_DOORS_CLOSE;
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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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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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statement="this animate [""Open_door"", 0]";
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};
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};
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45
SQF/dayz_code/Configs/CfgVehicles/Helicopter/AH1Z.hpp
Normal file
45
SQF/dayz_code/Configs/CfgVehicles/Helicopter/AH1Z.hpp
Normal file
@@ -0,0 +1,45 @@
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class AH1Z;
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class AH1Z_DZ: AH1Z {
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scope = public;
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crew = "";
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typicalCargo[] = {};
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class TransportMagazines {};
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class TransportWeapons {};
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commanderCanSee = 2+16+32;
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gunnerCanSee = 2+16+32;
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driverCanSee = 2+16+32;
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fuelCapacity = 1333;
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|
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class DefaultEventhandlers;
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class EventHandlers: DefaultEventhandlers
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{
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killed = "_this call BIS_Effects_EH_Killed;";
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engine = "if (_this select 1) then {(_this select 0) animate ['mainrotor_folded',1]; (_this select 0) animate ['mainrotor_unfolded',0]; (_this select 0) animate ['rotorshaft_unfolded',0];} else {_this select 0 setVariable ['engineOffTime',diag_tickTime,false];};"; //Unfold
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};
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class UserActions {
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//class Repair {ACTION_REPAIR; radius = 8;};
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//class Salvage {ACTION_SALVAGE; radius = 8;};
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class Fold {
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displayName = $STR_AM_PACK;
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displayNameDefault = $STR_AM_PACK;
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||||||
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priority = 0;
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||||||
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position = "zamerny";
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||||||
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showWindow = 0;
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||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'mainrotor_unfolded' == 0} && {diag_tickTime - (this getVariable ['engineOffTime',0]) > 20}";
|
||||||
|
statement = "this animate ['mainrotor_folded',0]; this animate ['mainrotor_unfolded',1]; this animate ['rotorshaft_unfolded',1];";
|
||||||
|
};
|
||||||
|
class Unfold {
|
||||||
|
displayName = $STR_AM_UNPACK;
|
||||||
|
displayNameDefault = $STR_AM_UNPACK;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'mainrotor_unfolded' == 1}";
|
||||||
|
statement = "this animate ['mainrotor_folded',1]; this animate ['mainrotor_unfolded',0]; this animate ['rotorshaft_unfolded',0];";
|
||||||
|
};
|
||||||
|
};
|
||||||
|
};
|
||||||
@@ -37,7 +37,7 @@ class CH53_DZE : USEC_ch53_E {
|
|||||||
class Repair {ACTION_REPAIR; radius = 8;};
|
class Repair {ACTION_REPAIR; radius = 8;};
|
||||||
class Salvage {ACTION_SALVAGE; radius = 8;};
|
class Salvage {ACTION_SALVAGE; radius = 8;};
|
||||||
class RampOpen {
|
class RampOpen {
|
||||||
displayName = "Open Ramp";
|
displayName = $STR_EPOCH_OPEN_RAMP;
|
||||||
position = "ramp action";
|
position = "ramp action";
|
||||||
showWindow = 0;
|
showWindow = 0;
|
||||||
radius = 5;
|
radius = 5;
|
||||||
@@ -46,7 +46,7 @@ class CH53_DZE : USEC_ch53_E {
|
|||||||
onlyforplayer = 0;
|
onlyforplayer = 0;
|
||||||
};
|
};
|
||||||
class RampClose {
|
class RampClose {
|
||||||
displayName = "Close Ramp";
|
displayName = $STR_EPOCH_CLOSE_RAMP;
|
||||||
position = "ramp action";
|
position = "ramp action";
|
||||||
showWindow = 0;
|
showWindow = 0;
|
||||||
radius = 5;
|
radius = 5;
|
||||||
|
|||||||
@@ -300,7 +300,9 @@ class Mi171Sh_CZ_EP1_DZ: Mi17_base {
|
|||||||
class HUDoff {
|
class HUDoff {
|
||||||
displayName = $STR_AM_HUDON;
|
displayName = $STR_AM_HUDON;
|
||||||
displayNameDefault = $STR_AM_HUDON;
|
displayNameDefault = $STR_AM_HUDON;
|
||||||
|
priority = 0;
|
||||||
position = "zamerny";
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
radius = 1;
|
radius = 1;
|
||||||
onlyForPlayer = 1;
|
onlyForPlayer = 1;
|
||||||
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=0)";
|
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=0)";
|
||||||
@@ -309,7 +311,9 @@ class Mi171Sh_CZ_EP1_DZ: Mi17_base {
|
|||||||
class HUDon {
|
class HUDon {
|
||||||
displayName = $STR_AM_HUDOFF;
|
displayName = $STR_AM_HUDOFF;
|
||||||
displayNameDefault = $STR_AM_HUDOFF;
|
displayNameDefault = $STR_AM_HUDOFF;
|
||||||
|
priority = 0;
|
||||||
position = "zamerny";
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
radius = 1;
|
radius = 1;
|
||||||
onlyForPlayer = 1;
|
onlyForPlayer = 1;
|
||||||
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=1)";
|
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=1)";
|
||||||
|
|||||||
@@ -88,13 +88,21 @@ class UH1Y_DZ: UH1_Base {
|
|||||||
magazines[] = {"2000Rnd_762x51_M134"};
|
magazines[] = {"2000Rnd_762x51_M134"};
|
||||||
};
|
};
|
||||||
};*/
|
};*/
|
||||||
|
class DefaultEventhandlers;
|
||||||
|
class EventHandlers: DefaultEventhandlers
|
||||||
|
{
|
||||||
|
killed = "_this call BIS_Effects_EH_Killed;";
|
||||||
|
engine = "if (_this select 1) then {(_this select 0) animate ['mainrotor_folded',1]; (_this select 0) animate ['mainrotor_unfolded',0];} else {_this select 0 setVariable ['engineOffTime',diag_tickTime,false];};"; //Unfold
|
||||||
|
};
|
||||||
class UserActions {
|
class UserActions {
|
||||||
//class Repair {ACTION_REPAIR; radius = 8;};
|
//class Repair {ACTION_REPAIR; radius = 8;};
|
||||||
//class Salvage {ACTION_SALVAGE; radius = 8;};
|
//class Salvage {ACTION_SALVAGE; radius = 8;};
|
||||||
class HUDoff {
|
class HUDoff {
|
||||||
displayName = $STR_AM_HUDON;
|
displayName = $STR_AM_HUDON;
|
||||||
displayNameDefault = $STR_AM_HUDON;
|
displayNameDefault = $STR_AM_HUDON;
|
||||||
|
priority = 0;
|
||||||
position = "zamerny";
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
radius = 1;
|
radius = 1;
|
||||||
onlyForPlayer = 1;
|
onlyForPlayer = 1;
|
||||||
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=1)";
|
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=1)";
|
||||||
@@ -103,12 +111,36 @@ class UH1Y_DZ: UH1_Base {
|
|||||||
class HUDon {
|
class HUDon {
|
||||||
displayName = $STR_AM_HUDOFF;
|
displayName = $STR_AM_HUDOFF;
|
||||||
displayNameDefault = $STR_AM_HUDOFF;
|
displayNameDefault = $STR_AM_HUDOFF;
|
||||||
|
priority = 0;
|
||||||
position = "zamerny";
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
radius = 1;
|
radius = 1;
|
||||||
onlyForPlayer = 1;
|
onlyForPlayer = 1;
|
||||||
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=0)";
|
condition = "(player==driver this)and(this animationphase ""HUDAction"" !=0)";
|
||||||
statement = "this animate [""HUDAction"",0];this animate [""HUDAction_1"",0]";
|
statement = "this animate [""HUDAction"",0];this animate [""HUDAction_1"",0]";
|
||||||
};
|
};
|
||||||
|
class Fold {
|
||||||
|
displayName = $STR_AM_PACK;
|
||||||
|
displayNameDefault = $STR_AM_PACK;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'mainrotor_unfolded' == 0} && {diag_tickTime - (this getVariable ['engineOffTime',0]) > 20}";
|
||||||
|
statement = "this animate ['mainrotor_folded',0]; this animate ['mainrotor_unfolded',1];";
|
||||||
|
};
|
||||||
|
class Unfold {
|
||||||
|
displayName = $STR_AM_UNPACK;
|
||||||
|
displayNameDefault = $STR_AM_UNPACK;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'mainrotor_unfolded' == 1}";
|
||||||
|
statement = "this animate ['mainrotor_folded',1]; this animate ['mainrotor_unfolded',0];";
|
||||||
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
class UH1Y_DZE: UH1Y_DZ {
|
class UH1Y_DZE: UH1Y_DZ {
|
||||||
|
|||||||
@@ -14,10 +14,60 @@ class MV22_DZ : MV22 {
|
|||||||
transportMaxMagazines = 400;
|
transportMaxMagazines = 400;
|
||||||
transportmaxbackpacks = 10;
|
transportmaxbackpacks = 10;
|
||||||
fuelCapacity = 6513;
|
fuelCapacity = 6513;
|
||||||
|
class DefaultEventhandlers;
|
||||||
|
class EventHandlers: DefaultEventhandlers
|
||||||
|
{
|
||||||
|
killed = "_this call BIS_Effects_EH_Killed;";
|
||||||
|
engine = "if (_this select 1) then {{_this select 0 animate [_x,0]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];} else {_this select 0 setVariable ['engineOffTime',diag_tickTime,false];};"; //Unfold
|
||||||
|
};
|
||||||
class UserActions
|
class UserActions
|
||||||
{
|
{
|
||||||
//class Repair {ACTION_REPAIR; radius = 8;};
|
//class Repair {ACTION_REPAIR; radius = 8;};
|
||||||
//class Salvage {ACTION_SALVAGE; radius = 8;};
|
//class Salvage {ACTION_SALVAGE; radius = 8;};
|
||||||
class PushPlane {ACTION_PUSH;};
|
class PushPlane {ACTION_PUSH;};
|
||||||
|
class Fold {
|
||||||
|
displayName = $STR_AM_PACK;
|
||||||
|
displayNameDefault = $STR_AM_PACK;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 0} && {diag_tickTime - (this getVariable ['engineOffTime',0]) > 8}";
|
||||||
|
statement = "{this animate [_x,1]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];";
|
||||||
|
};
|
||||||
|
class Unfold {
|
||||||
|
displayName = $STR_AM_UNPACK;
|
||||||
|
displayNameDefault = $STR_AM_UNPACK;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 1}";
|
||||||
|
statement = "{this animate [_x,0]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];";
|
||||||
|
};
|
||||||
|
class OpenRamp {
|
||||||
|
displayName = $STR_EPOCH_OPEN_RAMP;
|
||||||
|
displayNameDefault = $STR_EPOCH_OPEN_RAMP;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "player == driver this && (this animationPhase 'ramp_bottom' == 0)";
|
||||||
|
statement = "this animate ['ramp_top',1]; this animate ['ramp_bottom',1];";
|
||||||
|
};
|
||||||
|
class CloseRamp {
|
||||||
|
displayName = $STR_EPOCH_CLOSE_RAMP;
|
||||||
|
displayNameDefault = $STR_EPOCH_CLOSE_RAMP;
|
||||||
|
priority = 0;
|
||||||
|
position = "zamerny";
|
||||||
|
showWindow = 0;
|
||||||
|
radius = 1;
|
||||||
|
onlyForPlayer = 1;
|
||||||
|
condition = "player == driver this && (this animationPhase 'ramp_bottom' == 1)";
|
||||||
|
statement = "this animate ['ramp_top',0]; this animate ['ramp_bottom',0];";
|
||||||
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -22,6 +22,12 @@ if (_inVehicle) then {
|
|||||||
_driver = driver (vehicle player);
|
_driver = driver (vehicle player);
|
||||||
if (str (_assignedRole) != str (r_player_lastSeat)) then {
|
if (str (_assignedRole) != str (r_player_lastSeat)) then {
|
||||||
call r_player_removeActions2;
|
call r_player_removeActions2;
|
||||||
|
if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" == 1} && {_vehicle emptyPositions "Gunner" == 0}) then {
|
||||||
|
(_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)];
|
||||||
|
_vehicle animate ["HideGun_01",0];
|
||||||
|
_vehicle animate ["CloseCover1",0];
|
||||||
|
_vehicle animate ["CloseCover2",0];
|
||||||
|
};
|
||||||
};
|
};
|
||||||
if (!r_player_unconscious && !r_action2) then {
|
if (!r_player_unconscious && !r_action2) then {
|
||||||
r_player_lastSeat = _assignedRole;
|
r_player_lastSeat = _assignedRole;
|
||||||
|
|||||||
@@ -547,7 +547,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
|
|||||||
// open Gate
|
// open Gate
|
||||||
if (_isGate && _isClosed && _isUnlocked) then {
|
if (_isGate && _isClosed && _isUnlocked) then {
|
||||||
if (s_player_openGate < 0) then {
|
if (s_player_openGate < 0) then {
|
||||||
s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Open"], 1, true, true];
|
s_player_openGate = player addAction [localize "STR_DN_OUT_O_GATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Open"], 1, true, true];
|
||||||
};
|
};
|
||||||
} else {
|
} else {
|
||||||
player removeAction s_player_openGate;
|
player removeAction s_player_openGate;
|
||||||
@@ -556,7 +556,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
|
|||||||
// Close Gate
|
// Close Gate
|
||||||
if (_isGate && _isOpen && _isUnlocked) then {
|
if (_isGate && _isOpen && _isUnlocked) then {
|
||||||
if (s_player_CloseGate < 0) then {
|
if (s_player_CloseGate < 0) then {
|
||||||
s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Close"], 1, true, true];
|
s_player_CloseGate = player addAction [localize "STR_DN_OUT_C_GATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Close"], 1, true, true];
|
||||||
};
|
};
|
||||||
} else {
|
} else {
|
||||||
player removeAction s_player_CloseGate;
|
player removeAction s_player_CloseGate;
|
||||||
|
|||||||
@@ -9618,16 +9618,6 @@
|
|||||||
<Russian>Ворота закрыты.</Russian>
|
<Russian>Ворота закрыты.</Russian>
|
||||||
<German>Tore geschlossen.</German>
|
<German>Tore geschlossen.</German>
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_BLD_ACTIONS_OPENGATE">
|
|
||||||
<English>Open Gate</English>
|
|
||||||
<German>Tor öffnen</German>
|
|
||||||
<Russian>Открыть ворота</Russian>
|
|
||||||
</Key>
|
|
||||||
<Key ID="STR_BLD_ACTIONS_CLOSEGATE">
|
|
||||||
<English>Close Gate</English>
|
|
||||||
<German>Tor schließen</German>
|
|
||||||
<Russian>Закрыть ворота</Russian>
|
|
||||||
</Key>
|
|
||||||
<Key ID="STR_BLD_ACTIONS_SETLOCKCODE">
|
<Key ID="STR_BLD_ACTIONS_SETLOCKCODE">
|
||||||
<English>Set Lock Code</English>
|
<English>Set Lock Code</English>
|
||||||
<German>Zugangscode setzen</German>
|
<German>Zugangscode setzen</German>
|
||||||
@@ -16520,29 +16510,11 @@
|
|||||||
<German>Du darfst diese Tür nicht verwalten.</German>
|
<German>Du darfst diese Tür nicht verwalten.</German>
|
||||||
</Key>
|
</Key>
|
||||||
|
|
||||||
<Key ID="STR_EPOCH_DOORS_OPEN">
|
<Key ID="STR_EPOCH_OPEN_RAMP">
|
||||||
<English>Open Door</English>
|
<English>Open Ramp</English>
|
||||||
<German>Tür öffnen</German>
|
|
||||||
<French>Ouvrir portes</French>
|
|
||||||
<Spanish>Abrir puertas</Spanish>
|
|
||||||
<Italian>Apri le porte</Italian>
|
|
||||||
<Hungarian>Ajtó kinyitása</Hungarian>
|
|
||||||
<Polish>Otwórz drzwi</Polish>
|
|
||||||
<Russian>Открыть двери</Russian>
|
|
||||||
<Czech>Otevřít dveře</Czech>
|
|
||||||
<Japanese>ドアを開ける</Japanese>
|
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_EPOCH_DOORS_CLOSE">
|
<Key ID="STR_EPOCH_CLOSE_RAMP">
|
||||||
<English>Close Door</English>
|
<English>Close Ramp</English>
|
||||||
<German>Tür schließen</German>
|
|
||||||
<French>Fermer portes</French>
|
|
||||||
<Spanish>Cerrar puertas</Spanish>
|
|
||||||
<Italian>Chiudi le porte</Italian>
|
|
||||||
<Hungarian>Ajtó bezárása</Hungarian>
|
|
||||||
<Polish>Zamknij drzwi</Polish>
|
|
||||||
<Russian>Закрыть двери</Russian>
|
|
||||||
<Czech>Zavřít dveře</Czech>
|
|
||||||
<Japanese>ドアを閉める</Japanese>
|
|
||||||
</Key>
|
</Key>
|
||||||
<Key ID="STR_EPOCH_DOORS_UNLOCK">
|
<Key ID="STR_EPOCH_DOORS_UNLOCK">
|
||||||
<English>Unlock Door</English>
|
<English>Unlock Door</English>
|
||||||
|
|||||||
Reference in New Issue
Block a user