Land Vehicle overhaul

This commit overhauls all land vehicles. I have found many problems and one exploit which was important for upgrading vehicles. The main problem was that epoch overwrites many arma 2 vehicle bases classes. Those base classes and vehicle classes with the same name in arma 2 and epoch got update by arma 2 corepatch. Epoch overwrites and reverts many of those corepatch changes. This should not happen at all. Also, updating an already in arma 2 existing vehicle leaded to a problem in upgrading vehicles. The only chance to resolve both problems is that we reference existing vehicles from arma 2 and creating a new one for epoch.

-	Add for every vehicle an epoch version, all arma 2 vehicles remains unchanged
-	Add BMP-2, BTR-60 versions
-	Set a vehicleClass for every vehicle so it can be accessed in the editor under "DayZ Epoch Vehicles"
-	Set supplyRadius for all vehicles
-	Deactivate radar, auto medic, auto ammo and auto repair option for all vehicles that used this
-	All armed vehicles have a DZE class now
-	Fix positioning and animation errors for certain vehicles
This commit is contained in:
A Man
2020-01-23 00:10:41 +01:00
parent e1e80e520f
commit 86f59b7de4
38 changed files with 1488 additions and 2472 deletions

View File

@@ -13,6 +13,7 @@ class Dingo_DZE_Base_ACR: Car
model = "\CA\Wheeled_ACR\Dingo\AMT_Dingo2a2_MG";
Picture = "\Ca\Wheeled_ACR\Data\UI\Picture_Dingo2MG_CA.paa";
Icon = "\Ca\Wheeled_ACR\Data\UI\Icon_Dingo2_CA.paa";
memoryPointSupply = "zamerny";
mapSize = 5;
damperSize = 0.2;
damperForce = 1;
@@ -34,7 +35,8 @@ class Dingo_DZE_Base_ACR: Car
predictTurnSimul = 0.5;
brakeDistance = 8.5;
terrainCoef = 2.0;
enableGPS = 1;
enableGPS = 0;
supplyRadius = 1.8;
type = 1;
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.01,1.0,10};
soundEnviron[] = {"",0.56234133,1};
@@ -49,7 +51,7 @@ class Dingo_DZE_Base_ACR: Car
castDriverShadow = 0;
radarType = 0;
unitInfoType = "UnitInfoShip";
vehicleClass = "Armored";
vehicleClass = "DayZ Epoch Vehicles";
threat[] = {1,0.1,0.4};
class Turrets: Turrets
{
@@ -157,7 +159,7 @@ class Dingo_DZE_Base_ACR: Car
HiddenSelectionsTextures[] = {"\ca\wheeled_acr\dingo\data\acr_karosse_wdl_co","\ca\wheeled_acr\dingo\data\a_teile_co","\ca\wheeled_acr\dingo\data\FLW100_co","\ca\wheeled_acr\dingo\data\FLW200_co"};
soundGear[] = {"",0.00017782794,1};
insideSoundCoef = 0.8;
SoundGetIn[] = {"ca\Sounds_ACR\wheeled\Dingo\door",0.56234133,1};
SoundGetIn[] = {"ca\Sounds_ACR\wheeled\Dingo\door",0.56234133,1,40};
SoundGetOut[] = {"ca\Sounds_ACR\wheeled\Dingo\door",0.56234133,1,40};
soundEngineOnInt[] = {"ca\Sounds_ACR\wheeled\Dingo\Dingo_int_start",0.56234133,1.0};
soundEngineOnExt[] = {"ca\Sounds_ACR\wheeled\Dingo\Dingo_ext_start",0.56234133,1.0,250};
@@ -411,6 +413,10 @@ class Dingo_GL_Wdl_ACR_DZ: Dingo_DZE_Base_ACR
visionMode[] = {"Normal"};
};
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.01,1.0,10};
class GunFire : WeaponCloudsMGun
{
interval = 0.0099999998;
};
};
};
class AnimationSources: AnimationSources