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

@@ -3,6 +3,7 @@ class BAF_Jackal2_L2A1_D_DZ : BAF_Jackal2_L2A1_D
{
scope = public;
displayname = $STR_VEH_NAME_JACKAL_L2A1_DESERT;
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
@@ -12,6 +13,7 @@ class BAF_Jackal2_L2A1_D_DZ : BAF_Jackal2_L2A1_D
transportmaxbackpacks = 5;
class Turrets;
class MainTurret;
supplyRadius = 1.5;
};
class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
@@ -23,6 +25,9 @@ class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
gunnerName = "$STR_POSITION_COMMANDER";
primaryGunner = 0;
primaryObserver = 1;
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800};
discreteDistanceInitIndex = 2;
turretInfoType = "RscWeaponZeroing";
commanding = 2;
body = "mainTurret_2";
gun = "mainGun_2";
@@ -67,7 +72,7 @@ class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
weapons[] = {"BAF_L2A1"};
minElev = -25;
maxElev = 40;
soundServo[] = {"\ca\wheeled\Data\Sound\servo3",1e-006,1.0};
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
magazines[] = {};
gunnerAction = "Jackal_gunner_L2A1_BAF";
ejectDeadGunner = 0;
@@ -80,9 +85,6 @@ class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
gunnerOpticsModel = "ca\Weapons_baf\ACOG_optic";
class ViewOptics
{
visionMode[] = {"Normal"};
minElev = -25;
maxElev = 40;
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
@@ -105,7 +107,7 @@ class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
class BAF_Jackal2_L2A1_W_DZ : BAF_Jackal2_L2A1_D_DZ
{
model = "ca\wheeled_w_baf\Jackal_L2A1_W_BAF";
model = "\CorePatch\CorePatch_Vehicles\models\Jackal_L2A1_W_BAF";
displayname = $STR_VEH_NAME_JACKAL_L2A1_WOODLAND;
class Turrets;
class MainTurret;
@@ -121,6 +123,9 @@ class BAF_Jackal2_L2A1_W_DZE : BAF_Jackal2_L2A1_W_DZ
gunnerName = "$STR_POSITION_COMMANDER";
primaryGunner = 0;
primaryObserver = 1;
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1500};
discreteDistanceInitIndex = 2;
commanding = 2;
body = "mainTurret_2";
gun = "mainGun_2";
@@ -165,7 +170,7 @@ class BAF_Jackal2_L2A1_W_DZE : BAF_Jackal2_L2A1_W_DZ
weapons[] = {"BAF_L2A1"};
minElev = -25;
maxElev = 40;
soundServo[] = {"\ca\wheeled\Data\Sound\servo3",1e-006,1.0};
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
magazines[] = {};
gunnerAction = "Jackal_gunner_L2A1_BAF";
ejectDeadGunner = 0;
@@ -178,9 +183,6 @@ class BAF_Jackal2_L2A1_W_DZE : BAF_Jackal2_L2A1_W_DZ
gunnerOpticsModel = "ca\Weapons_baf\ACOG_optic";
class ViewOptics
{
visionMode[] = {"Normal"};
minElev = -25;
maxElev = 40;
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
@@ -204,7 +206,8 @@ class BAF_Jackal2_L2A1_W_DZE : BAF_Jackal2_L2A1_W_DZ
class BAF_Jackal2_GMG_D;
class BAF_Jackal2_GMG_D_DZ : BAF_Jackal2_GMG_D
{
displayname = $STR_BAF_CFGVEHICLES_BAF_JACKAL2_L2A1_D0;
displayname = $STR_VEH_NAME_JACKAL_MK19_DESERT;
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
@@ -216,6 +219,7 @@ class BAF_Jackal2_GMG_D_DZ : BAF_Jackal2_GMG_D
class MainTurret;
class M420_Turret;
class GMG_Turret;
supplyRadius = 1.5;
};
class BAF_Jackal2_GMG_D_DZE : BAF_Jackal2_GMG_D_DZ
@@ -239,7 +243,7 @@ class BAF_Jackal2_GMG_D_DZE : BAF_Jackal2_GMG_D_DZ
gunnerOutOpticsShowCursor = 0;
minElev = -25;
maxElev = 40;
soundServo[] = {"\ca\wheeled\Data\Sound\servo3",1e-006,1.0};
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
weapons[] = {"BAF_GMG"};
magazines[] = {};
gunnerAction = "Jackal_gunner_GMG_BAF";
@@ -257,10 +261,8 @@ class BAF_Jackal2_GMG_D_DZE : BAF_Jackal2_GMG_D_DZ
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "\ca\Weapons_baf\nlaw_optic";
displayName = "";
class ViewOptics
{
visionMode[] = {"Normal"};
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
@@ -277,7 +279,7 @@ class BAF_Jackal2_GMG_D_DZE : BAF_Jackal2_GMG_D_DZ
class BAF_Jackal2_GMG_W_DZ : BAF_Jackal2_GMG_D_DZ
{
model = "ca\wheeled_w_baf\Jackal_GMG_W_BAF";
model = "\CorePatch\CorePatch_Vehicles\models\Jackal_GMG_W_BAF";
displayname = $STR_VEH_NAME_JACKAL_MK19_WOODLAND;
class Turrets;
class MainTurret;
@@ -305,7 +307,7 @@ class BAF_Jackal2_GMG_W_DZE : BAF_Jackal2_GMG_W_DZ
gunnerOutOpticsShowCursor = 0;
minElev = -25;
maxElev = 40;
soundServo[] = {"\ca\wheeled\Data\Sound\servo3",1e-006,1.0};
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
weapons[] = {"BAF_GMG"};
magazines[] = {};
gunnerAction = "Jackal_gunner_GMG_BAF";
@@ -323,10 +325,8 @@ class BAF_Jackal2_GMG_W_DZE : BAF_Jackal2_GMG_W_DZ
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "\ca\Weapons_baf\nlaw_optic";
displayName = "";
class ViewOptics
{
visionMode[] = {"Normal"};
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;