mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-06-28 20:51:54 +03:00
1.0.2.12 developer build
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -78,7 +78,7 @@ class Land_DZE_WoodDoor_Base: DZE_Housebase {
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 150; /* "Lifepoints", if you like to call it that way.*/
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armor = 200; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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@@ -98,6 +98,9 @@ class Land_DZE_WoodDoor_Base: DZE_Housebase {
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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};
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class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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@@ -105,7 +108,7 @@ class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 150; /* "Lifepoints", if you like to call it that way.*/
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armor = 200; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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@@ -561,3 +564,104 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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};
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};
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class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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model = "\z\addons\dayz_epoch\models\Steel_door_locked.p3d";
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displayName = "Block Door Locked";
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GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_latch {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close 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_latch"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName="Lock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement="this animate [""Open_latch"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName="Unlock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
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statement="this animate [""Open_latch"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName="Unlock Door";
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
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};
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};
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};
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class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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model = "\z\addons\dayz_epoch\models\Steel_door.p3d";
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displayName = "Block Door";
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GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
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upgradeBuilding[] = {"CinderWallDoorSmallLocked_DZ",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName="Open Door";
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName="Close Door";
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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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};
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};
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};
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@@ -49,6 +49,7 @@ class CfgWeapons {
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#include "CfgWeapons\Melee\Crossbow.hpp"
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#include "CfgWeapons\Melee\MeleeBaseBallBat.hpp"
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#include "CfgWeapons\Melee\MeleeFishingPole.hpp"
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#include "CfgWeapons\Melee\MeleeSledgehammer.hpp"
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// #include "CfgWeapons\Melee\MeleeBaseBallBatBarbed.hpp"
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// #include "CfgWeapons\Melee\MeleeBaseBallBatNails.hpp"
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@@ -61,6 +62,7 @@ class CfgWeapons {
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#include "CfgWeapons\Item\ItemEtool.hpp"
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#include "CfgWeapons\Item\ItemShovel.hpp"
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#include "CfgWeapons\Item\ItemFishingPole.hpp"
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#include "CfgWeapons\Item\ItemSledge.hpp"
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#include "CfgWeapons\Item\ItemKeyKit.hpp"
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#include "CfgWeapons\Item\ItemKeys.hpp"
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@@ -0,0 +1,24 @@
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class ItemSledge: ItemCore
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{
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scope=2;
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displayName="Sledgehammer";
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model="\z\addons\dayz_epoch\models\sledge_mag.p3d";
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picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa";
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descriptionShort="A tool with a large, flat head attached to a handle. The head is typically made of metal. The sledgehammer can apply more force than other hammers.";
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class ItemActions
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{
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class Toolbelt
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{
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text="Remove from Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"ItemSledge"
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};
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output[]=
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{
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"MeleeSledge"
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};
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};
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};
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};
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@@ -0,0 +1,41 @@
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class MeleeSledge: MeleeWeapon
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{
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scope=2;
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melee= "true";
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autoreload=1;
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magazineReloadTime=0;
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model="\z\addons\dayz_epoch\models\sledge_weaponized";
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picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa"; // todo icon
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displayName="Sledgehammer";
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droppeditem= "ItemSledge";
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magazines[]=
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{
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"sledge_swing"
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};
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handAnim[]=
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{
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"OFP2_ManSkeleton",
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"\dayz_weapons\anim\melee_hatchet_holding.rtm"
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};
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class ItemActions
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{
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class Toolbelt
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{
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"MeleeSledge"
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};
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output[]=
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{
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"ItemSledge"
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};
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};
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};
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class Library
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{
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libTextDesc="A tool with a large, flat head attached to a handle. The head is typically made of metal. The sledgehammer can apply more force than other hammers.";
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};
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descriptionShort="A tool with a large, flat head attached to a handle. The head is typically made of metal. The sledgehammer can apply more force than other hammers.";
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};
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@@ -14,6 +14,10 @@ class CfgAmmo {
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hit = 7;
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simulation = "shotBullet";
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};
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class Sledge_Swing_Ammo : Melee {
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hit = 11;
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simulation = "shotBullet";
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};
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class Dummy_Swing_Ammo : Melee {
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hit = 0;
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simulation = "shotBullet";
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@@ -174,7 +174,7 @@ class CfgLoot {
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0.01,
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0.01,
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0.01,
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0.11,
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0.08,
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0.03,
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0.01,
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0.04,
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@@ -190,7 +190,7 @@ class CfgLoot {
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0.03,
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0.03,
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0.03,
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0.01
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0.04
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}
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};
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generic[] = {
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@@ -441,11 +441,12 @@ class CfgLoot {
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"ItemPainkiller",
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"ItemWire",
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"ItemTankTrap",
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"ItemComboLock"
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"ItemComboLock",
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"ItemSledgeHead"
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},
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{
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0.1,
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0.1,
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0.09,
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0.09,
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0.09,
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0.11,
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0.09,
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@@ -457,7 +458,8 @@ class CfgLoot {
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0.06,
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0.01,
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0.03,
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0.07
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0.05,
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0.04
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}
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};
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@@ -1603,6 +1603,20 @@ class CfgVehicles {
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};
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// modular
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class MetalFloor_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,4,0};
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model="\z\addons\dayz_epoch\models\metal_floor.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 2;
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armor = 1600;
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displayName = "Metal Floor";
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vehicleClass = "Fortifications";
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GhostPreview = "MetalFloor_Preview_DZ";
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};
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class CinderWallHalf_DZ: ModularItems
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{
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scope = 2;
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@@ -1645,46 +1659,29 @@ class CfgVehicles {
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 2;
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armor = 1600;
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displayName = "Block Doorway";
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displayName = "Block Garage Doorway";
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vehicleClass = "Fortifications";
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maintainBuilding[] = {{"MortarBucket",1}};
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upgradeBuilding[] = {"CinderWallDoor_DZ",{{"ItemPole",3},{"ItemTankTrap",3}}};
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GhostPreview = "CinderWallDoorway_Preview_DZ";
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};
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/*
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class CinderWallDoor_DZ: ModularItems
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class CinderWallSmallDoorway_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,1.5,0};
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model="\z\addons\dayz_epoch\models\steel_garage_door.p3d";
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offset[] = {0,2,0};
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model="\z\addons\dayz_epoch\models\Steel_door_frame.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 2;
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armor = 1600;
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displayName = "Block Door";
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displayName = "Block Doorway";
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vehicleClass = "Fortifications";
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maintainBuilding[] = {{"MortarBucket",1}};
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upgradeBuilding[] = {"CinderWallDoorLocked_DZ",{{"ItemComboLock",1}}};
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GhostPreview = "CinderWallDoor_Preview_DZ";
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upgradeBuilding[] = {"CinderWallDoorSmall_DZ",{{"ItemPole",1},{"ItemTankTrap",1}}};
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GhostPreview = "CinderWallSmallDoorway_Preview_DZ"; // todo change this
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};
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class CinderWallDoorLocked_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,1.5,0};
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model="\z\addons\dayz_epoch\models\steel_garage_locked.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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mapSize = 2;
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armor = 1600;
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displayName = "Block Door Locked";
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vehicleClass = "Fortifications";
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maintainBuilding[] = {{"MortarBucket",1}};
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GhostPreview = "CinderWallDoorLocked_Preview_DZ";
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};
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*/
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class WoodFloor_DZ: ModularItems
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{
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@@ -1737,7 +1734,7 @@ class CfgVehicles {
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class WoodLargeWall_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructTree";
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,1.5,0};
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model="\z\addons\dayz_epoch\models\large_wall.p3d";
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@@ -1754,7 +1751,7 @@ class CfgVehicles {
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class WoodLargeWallDoor_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructTree";
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,1.5,0};
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model="\z\addons\dayz_epoch\models\large_wall_door.p3d";
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@@ -1770,7 +1767,7 @@ class CfgVehicles {
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class WoodLargeWallWin_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructTree";
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destrType = "DestructBuilding";
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cost = 100;
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offset[] = {0,1.5,0};
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model="\z\addons\dayz_epoch\models\large_wall_win.p3d";
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@@ -1786,7 +1783,7 @@ class CfgVehicles {
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class WoodSmallWall_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructTree";
|
||||
destrType = "DestructBuilding";
|
||||
cost = 100;
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||||
offset[] = {0,1.5,0};
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||||
model="\z\addons\dayz_epoch\models\small_wall.p3d";
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@@ -1802,7 +1799,7 @@ class CfgVehicles {
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class WoodSmallWallThird_DZ: ModularItems
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{
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scope = 2;
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destrType = "DestructTree";
|
||||
destrType = "DestructBuilding";
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||||
cost = 100;
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||||
offset[] = {0,1.5,0};
|
||||
model="\z\addons\dayz_epoch\models\third_wall.p3d";
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||||
@@ -1819,7 +1816,7 @@ class CfgVehicles {
|
||||
class WoodSmallWallWin_DZ: ModularItems
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||||
{
|
||||
scope = 2;
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||||
destrType = "DestructTree";
|
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destrType = "DestructBuilding";
|
||||
cost = 100;
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||||
offset[] = {0,1.5,0};
|
||||
model="\z\addons\dayz_epoch\models\small_wall_win.p3d";
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||||
@@ -1834,7 +1831,7 @@ class CfgVehicles {
|
||||
class WoodSmallWallDoor_DZ: ModularItems
|
||||
{
|
||||
scope = 2;
|
||||
destrType = "DestructTree";
|
||||
destrType = "DestructBuilding";
|
||||
cost = 100;
|
||||
offset[] = {0,1.5,0};
|
||||
model="\z\addons\dayz_epoch\models\small_wall_door.p3d";
|
||||
@@ -1897,6 +1894,19 @@ class CfgVehicles {
|
||||
};
|
||||
|
||||
// ghost models
|
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class CinderWallSmallDoorway_Preview_DZ: NonStrategic
|
||||
{
|
||||
scope = 2;
|
||||
destrType = "DestructNo";
|
||||
cost = 100;
|
||||
offset[] = {0,1.5,0};
|
||||
model="\z\addons\dayz_epoch\models\steel_garage_frame_ghost.p3d"; // todo change this
|
||||
icon = "\ca\data\data\Unknown_object.paa";
|
||||
mapSize = 2;
|
||||
armor = 1000;
|
||||
displayName = "Block Garage Doorway";
|
||||
vehicleClass = "Fortifications";
|
||||
};
|
||||
class CinderWallDoorway_Preview_DZ: NonStrategic
|
||||
{
|
||||
scope = 2;
|
||||
@@ -1910,6 +1920,19 @@ class CfgVehicles {
|
||||
displayName = "Block Garage Doorway";
|
||||
vehicleClass = "Fortifications";
|
||||
};
|
||||
class MetalFloor_Preview_DZ: NonStrategic
|
||||
{
|
||||
scope = 2;
|
||||
destrType = "DestructNo";
|
||||
cost = 100;
|
||||
offset[] = {0,1.5,0};
|
||||
model="\z\addons\dayz_epoch\models\metal_floor_ghost.p3d";
|
||||
icon = "\ca\data\data\Unknown_object.paa";
|
||||
mapSize = 2;
|
||||
armor = 1000;
|
||||
displayName = "Metal Floor Preview";
|
||||
vehicleClass = "Fortifications";
|
||||
};
|
||||
class CinderWallHalf_Preview_DZ: NonStrategic
|
||||
{
|
||||
scope = 2;
|
||||
|
||||
@@ -81,7 +81,6 @@ if (_finished) then {
|
||||
|
||||
_vehicle setVariable ["GeneratorSound", _soundSource,true];
|
||||
|
||||
// TODO: Add running sounds to generator
|
||||
cutText ["Generator has been started.", "PLAIN DOWN"];
|
||||
|
||||
};
|
||||
|
||||
@@ -50,14 +50,14 @@ _qty = count _obj;
|
||||
if(_qty >= 1) then {
|
||||
|
||||
//Remove melee magazines (BIS_fnc_invAdd fix) (add new melee ammo to array if needed)
|
||||
{player removeMagazines _x} forEach ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Fishing_Swing"];
|
||||
{player removeMagazines _x} forEach ["Hatchet_Swing","Crowbar_Swing","Machete_Swing","Fishing_Swing","sledge_swing"];
|
||||
|
||||
_config = (configFile >> _type >> _classname);
|
||||
_isOk = [player,_config] call BIS_fnc_invAdd;
|
||||
if (_isOk) then {
|
||||
|
||||
deleteVehicle _holder;
|
||||
if (_classname in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole"]) then {
|
||||
if (_classname in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole","MeleeSledge"]) then {
|
||||
|
||||
if (_type == "cfgWeapons") then {
|
||||
_muzzles = getArray(configFile >> "cfgWeapons" >> _classname >> "muzzles");
|
||||
@@ -77,6 +77,7 @@ if(_qty >= 1) then {
|
||||
case "MeleeCrowbar": {player addMagazine 'Crowbar_Swing';};
|
||||
case "MeleeMachete": {player addMagazine 'Machete_Swing';};
|
||||
case "MeleeFishingPole": {player addMagazine 'Fishing_Swing';};
|
||||
case "MeleeSledge": {player addMagazine 'sledge_swing';};
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
@@ -20,7 +20,7 @@ _create = getArray (_config >> "ItemActions" >> "Toolbelt" >> "output") select
|
||||
_config2 = configFile >> "cfgWeapons" >> _create;
|
||||
|
||||
//Remove magazines if needed
|
||||
if (_item in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole"]) then {
|
||||
if (_item in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole","MeleeSledge"]) then {
|
||||
_magType = ([] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines")) select 0;
|
||||
_meleeNum = ({_x == _magType} count magazines player);
|
||||
for "_i" from 1 to _meleeNum do {
|
||||
@@ -28,12 +28,14 @@ if (_item in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole"])
|
||||
};
|
||||
};
|
||||
|
||||
if (_item in ["ItemHatchet","ItemCrowbar","ItemMachete"]) then {
|
||||
if (_item in ["ItemHatchet","ItemCrowbar","ItemMachete","ItemFishingPole","ItemSledge"]) then {
|
||||
switch (primaryWeapon player) do
|
||||
{
|
||||
case "MeleeHatchet": { "MeleeHatchet" call player_addToolbelt };
|
||||
case "MeleeCrowbar": { "MeleeCrowbar" call player_addToolbelt };
|
||||
case "MeleeMachete": { "MeleeMachete" call player_addToolbelt };
|
||||
case "MeleeFishingPole": { "MeleeFishingPole" call player_addToolbelt };
|
||||
case "MeleeSledge": { "MeleeSledge" call player_addToolbelt };
|
||||
};
|
||||
};
|
||||
|
||||
@@ -44,10 +46,13 @@ if (_isOk) then {
|
||||
player removeWeapon _item;
|
||||
|
||||
//Add magazines if needed
|
||||
if (_create in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole"]) then {
|
||||
if (_create in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole","MeleeSledge"]) then {
|
||||
if (_create == "MeleeCrowbar") then {
|
||||
player addMagazine 'crowbar_swing';
|
||||
};
|
||||
if (_create == "MeleeSledge") then {
|
||||
player addMagazine 'sledge_swing';
|
||||
};
|
||||
if (_create == "MeleeHatchet") then {
|
||||
player addMagazine 'hatchet_swing';
|
||||
};
|
||||
@@ -71,10 +76,13 @@ if (_isOk) then {
|
||||
cutText [localize "STR_DAYZ_CODE_2", "PLAIN DOWN"];
|
||||
|
||||
//Add magazines back
|
||||
if (_item in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole"]) then {
|
||||
if (_item in ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole","MeleeSledge"]) then {
|
||||
if (_item == "MeleeCrowbar") then {
|
||||
player addMagazine 'crowbar_swing';
|
||||
};
|
||||
if (_item == "MeleeSledge") then {
|
||||
player addMagazine 'sledge_swing';
|
||||
};
|
||||
if (_item == "MeleeHatchet") then {
|
||||
player addMagazine 'hatchet_swing';
|
||||
};
|
||||
|
||||
@@ -1,14 +1,36 @@
|
||||
/*
|
||||
DayZ Crafting
|
||||
Usage: spawn player_goFishing;
|
||||
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
|
||||
DayZ Epoch Crafting 0.3
|
||||
Made for DayZ Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
|
||||
Thanks to thevisad for help with the spawn call fixes.
|
||||
|
||||
USAGE EXAMPLE:
|
||||
class ItemActions
|
||||
{
|
||||
class Crafting
|
||||
{
|
||||
text = "Craft Tent";
|
||||
script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;"; // [Class of itemaction,CfgMagazines or CfgWeapons, item]
|
||||
neednearby[] = {"workshop","fire"};
|
||||
requiretools[] = {"ItemToolbox","ItemKnife"}; // (cfgweapons only)
|
||||
output[] = {{"ItemTent",1}}; // (CfgMagazines, qty)
|
||||
input[] = {{"ItemCanvas",2},{"ItemPole",2}}; // (CfgMagazines, qty)
|
||||
inputweapons[] = {"ItemToolbox"}; // consume toolbox (cfgweapons only)
|
||||
outputweapons[] = {"ItemToolbox"}; // return toolbox (cfgweapons only)
|
||||
};
|
||||
};
|
||||
*/
|
||||
private ["_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_num_removed","_removed_total","_temp_removed_array","_abort","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_consumeweapons","_item","_craft_doLoop"];
|
||||
private ["_onLadder","_canDo","_selectedRecipeOutput","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_itemOut","_countOut","_started","_finished","_animState","_isMedic","_removed","_tobe_removed_total","_textCreate","_textMissing","_selectedRecipeInput","_num_removed","_removed_total","_temp_removed_array","_abort","_reason","_isNear","_missingTools","_hastoolweapon","_selectedRecipeTools","_distance","_crafting","_needNear","_item","_baseClass","_num_removed_weapons","_outputWeapons","_inputWeapons"];
|
||||
|
||||
if(TradeInprogress) exitWith { cutText ["\n\nCrafting already in progress." , "PLAIN DOWN"]; };
|
||||
TradeInprogress = true;
|
||||
|
||||
// temp array of removed parts
|
||||
// This is used to find correct recipe based what itemaction was click allows multiple recipes per item.
|
||||
_crafting = _this select 0;
|
||||
|
||||
// This tells the script what type of item we are clicking on
|
||||
_baseClass = _this select 1;
|
||||
|
||||
_item = _this select 2;
|
||||
|
||||
_abort = false;
|
||||
_distance = 3;
|
||||
@@ -17,12 +39,8 @@ _reason = "";
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
|
||||
|
||||
_item = _this;
|
||||
_crafting = "Crafting";
|
||||
|
||||
// check if fire is reqired
|
||||
_needNear = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "neednearby");
|
||||
|
||||
// Need Near Requirements
|
||||
_needNear = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "neednearby");
|
||||
if("fire" in _needNear) then {
|
||||
_isNear = {inflamed _x} count (position player nearObjects _distance);
|
||||
if(_isNear == 0) then {
|
||||
@@ -30,15 +48,13 @@ if("fire" in _needNear) then {
|
||||
_reason = "fire";
|
||||
};
|
||||
};
|
||||
|
||||
if("workshop" in _needNear) then {
|
||||
_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], 5]);
|
||||
_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]); // Needs changed to your workbench class
|
||||
if(_isNear == 0) then {
|
||||
_abort = true;
|
||||
_reason = "workshop";
|
||||
};
|
||||
};
|
||||
|
||||
if(_abort) exitWith {
|
||||
cutText [format["\n\nCrafting needs a %1 within %2 meters",_reason,_distance], "PLAIN DOWN"];
|
||||
TradeInprogress = false;
|
||||
@@ -48,65 +64,56 @@ if(_abort) exitWith {
|
||||
|
||||
if (_canDo) then {
|
||||
|
||||
// Moved all recipes input and outputs to configs
|
||||
|
||||
_selectedRecipeOutput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "output");
|
||||
_selectedRecipeInput = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "input");
|
||||
_selectedRecipeTools = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "requiretools");
|
||||
_consumeweapons = getArray (configFile >> "cfgMagazines" >> _item >> "ItemActions" >> _crafting >> "consumeweapons");
|
||||
_selectedRecipeTools = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "requiretools");
|
||||
_selectedRecipeOutput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "output");
|
||||
_selectedRecipeInput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "input");
|
||||
_outputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "outputweapons");
|
||||
_inputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputweapons");
|
||||
|
||||
_craft_doLoop = true;
|
||||
|
||||
while {_craft_doLoop} do {
|
||||
|
||||
_temp_removed_array = [];
|
||||
|
||||
|
||||
_missing = "";
|
||||
_missingTools = false;
|
||||
{
|
||||
_hastoolweapon = _x in weapons player;
|
||||
if(!_hastoolweapon) exitWith { _craft_doLoop = false; _missingTools = true; _missing = _x; };
|
||||
} forEach _selectedRecipeTools;
|
||||
|
||||
|
||||
if(!_missingTools) then {
|
||||
|
||||
//diag_log format["Selected Recipe Input: %1", _selectedRecipeInput];
|
||||
//diag_log format["Selected Recipe Output: %1", _selectedRecipeOutput];
|
||||
|
||||
|
||||
|
||||
// Dry run to see if all parts are available.
|
||||
_proceed = true;
|
||||
{
|
||||
_itemIn = _x select 0;
|
||||
_countIn = _x select 1;
|
||||
|
||||
//diag_log format["Recipe Check: %1 %2", _itemIn,_countIn];
|
||||
|
||||
// not neccessary
|
||||
//if (!(_itemIn in magazines player)) exitWith { _missing = _itemIn; _missingQty = _countIn; _proceed = false; };
|
||||
|
||||
// match against class and parentClass
|
||||
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
|
||||
|
||||
|
||||
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
|
||||
|
||||
if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
|
||||
|
||||
} forEach _selectedRecipeInput;
|
||||
|
||||
|
||||
// If all parts proceed
|
||||
if (_proceed) then {
|
||||
|
||||
|
||||
cutText ["\n\nCrafting started", "PLAIN DOWN"];
|
||||
|
||||
|
||||
player playActionNow "Medic";
|
||||
|
||||
|
||||
[player,"repair",0,false] call dayz_zombieSpeak;
|
||||
[player,50,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
|
||||
r_interrupt = false;
|
||||
_animState = animationState player;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
_finished = false;
|
||||
|
||||
|
||||
while {r_doLoop} do {
|
||||
_animState = animationState player;
|
||||
_isMedic = ["medic",_animState] call fnc_inString;
|
||||
@@ -123,9 +130,9 @@ if (_canDo) then {
|
||||
sleep 0.1;
|
||||
};
|
||||
r_doLoop = false;
|
||||
|
||||
|
||||
if (_finished) then {
|
||||
|
||||
|
||||
_removed_total = 0; // count total of removed items
|
||||
_tobe_removed_total = 0; // count total of all to be removed items
|
||||
// Take items
|
||||
@@ -135,7 +142,7 @@ if (_canDo) then {
|
||||
_countIn = _x select 1;
|
||||
// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
|
||||
_tobe_removed_total = _tobe_removed_total + _countIn;
|
||||
|
||||
|
||||
{
|
||||
if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
|
||||
_num_removed = ([player,_x] call BIS_fnc_invRemove);
|
||||
@@ -145,48 +152,47 @@ if (_canDo) then {
|
||||
_temp_removed_array set [count _temp_removed_array,_x];
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
} forEach magazines player;
|
||||
|
||||
|
||||
} forEach _selectedRecipeInput;
|
||||
|
||||
|
||||
//diag_log format["removed: %1 of: %2", _removed, _tobe_removed_total];
|
||||
|
||||
|
||||
// Only proceed if all parts were removed successfully
|
||||
if(_removed_total == _tobe_removed_total) then {
|
||||
|
||||
// Put items
|
||||
_num_removed_weapons = 0;
|
||||
{
|
||||
// consumeweapons
|
||||
_num_removed_weapons = _num_removed_weapons + ([player,_x] call BIS_fnc_invRemove);
|
||||
} forEach _inputWeapons;
|
||||
if (_num_removed_weapons == (count _inputWeapons)) then {
|
||||
{
|
||||
player removeWeapon _x;
|
||||
} forEach _consumeweapons;
|
||||
|
||||
_itemOut = _x select 0;
|
||||
_countOut = _x select 1;
|
||||
//diag_log format["Recipe Output: %1 %2", _itemOut,_countOut];
|
||||
player addWeapon _x;
|
||||
} forEach _outputWeapons;
|
||||
{
|
||||
|
||||
_itemOut = _x select 0;
|
||||
_countOut = _x select 1;
|
||||
|
||||
for "_x" from 1 to _countOut do {
|
||||
player addMagazine _itemOut;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// get display name
|
||||
_textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
|
||||
for "_x" from 1 to _countOut do {
|
||||
player addMagazine _itemOut;
|
||||
};
|
||||
|
||||
_textCreate = getText(configFile >> "CfgMagazines" >> _itemOut >> "displayName");
|
||||
|
||||
// Add crafted item
|
||||
cutText [format["\n\nCrafted Item: %1 x %2",_textCreate,_countOut], "PLAIN DOWN"];
|
||||
|
||||
} forEach _selectedRecipeOutput;
|
||||
|
||||
|
||||
} forEach _selectedRecipeOutput;
|
||||
};
|
||||
|
||||
} else {
|
||||
// Refund parts since we failed
|
||||
{player addMagazine _x;} forEach _temp_removed_array;
|
||||
|
||||
|
||||
cutText [format["\n\nMissing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
|
||||
} else {
|
||||
r_interrupt = false;
|
||||
if (vehicle player == player) then {
|
||||
@@ -196,7 +202,7 @@ if (_canDo) then {
|
||||
cutText ["\n\nCanceled crafting.", "PLAIN DOWN"];
|
||||
_craft_doLoop = false;
|
||||
};
|
||||
|
||||
|
||||
} else {
|
||||
_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
|
||||
cutText [format["\n\nMissing %1 more of %2",_missingQty, _textMissing], "PLAIN DOWN"];
|
||||
@@ -209,7 +215,6 @@ if (_canDo) then {
|
||||
};
|
||||
};
|
||||
} else {
|
||||
cutText ["\n\nCrafting needs a fire within 3 meters.", "PLAIN DOWN"];
|
||||
cutText ["\n\nCanceled crafting.", "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
TradeInprogress = false;
|
||||
@@ -18,7 +18,9 @@ player removeWeapon _item;
|
||||
if (_item == "MeleeHatchet") then {_item = "ItemHatchet";};
|
||||
if (_item == "MeleeCrowbar") then {_item = "MeleeCrowbar";};
|
||||
if (_item == "MeleeMachete") then {_item = "ItemMachete";};
|
||||
if (_item == "MeleeFishingPole") then {_item = "MeleeFishingPole";};
|
||||
|
||||
//if (_item == "MeleeFishingPole") then {_item = "MeleeFishingPole";};
|
||||
//if (_item == "MeleeSledge") then {_item = "MeleeSledge";};
|
||||
|
||||
_bag = createVehicle [format["WeaponHolder_%1",_item],getPosATL player,[], 0, "CAN_COLLIDE"];
|
||||
_bag setdir (getDir player);
|
||||
|
||||
@@ -127,7 +127,6 @@ for "_x" from 1 to _total_trades do {
|
||||
} else {
|
||||
|
||||
// Return items from botched trade.
|
||||
// TODO: this may never happen if so remove
|
||||
for "_x" from 1 to _removed do {
|
||||
player addMagazine _part_in;
|
||||
};
|
||||
|
||||
@@ -124,6 +124,9 @@ diag_log (str(_backpackMag));
|
||||
if (_primweapon == "MeleeCrowbar") then {
|
||||
_newUnit addMagazine 'crowbar_swing';
|
||||
};
|
||||
if (_primweapon == "MeleeSledge") then {
|
||||
_newUnit addMagazine 'sledge_swing';
|
||||
};
|
||||
if (_primweapon == "MeleeHatchet") then {
|
||||
_newUnit addMagazine 'hatchet_swing';
|
||||
};
|
||||
|
||||
@@ -786,7 +786,9 @@ class CfgBuildingLoot {
|
||||
{ "ItemFuelBarrel","magazine"},
|
||||
{ "WeaponHolder_ItemMachete", "object"},
|
||||
{ "ItemFishingPole","weapon" },
|
||||
{ "ItemLightBulb","magazine"}
|
||||
{ "ItemLightBulb","magazine"},
|
||||
{ "ItemSledgeHandle","magazine"}
|
||||
|
||||
};
|
||||
itemChance[] = {
|
||||
0.05,
|
||||
@@ -794,7 +796,7 @@ class CfgBuildingLoot {
|
||||
0.02,
|
||||
0.04,
|
||||
0.03,
|
||||
0.27,
|
||||
0.26,
|
||||
0.03,
|
||||
0.08,
|
||||
0.05,
|
||||
@@ -802,7 +804,8 @@ class CfgBuildingLoot {
|
||||
0.01,
|
||||
0.03,
|
||||
0.01,
|
||||
0.02
|
||||
0.02,
|
||||
0.01
|
||||
};
|
||||
};
|
||||
class Supermarket: Default {
|
||||
|
||||
@@ -82,10 +82,6 @@ if (!isDedicated) then {
|
||||
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
|
||||
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
|
||||
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
|
||||
player_craftItem1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem1.sqf";
|
||||
player_craftItem2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem2.sqf";
|
||||
player_craftItem3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem3.sqf";
|
||||
player_craftItem4 = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem4.sqf";
|
||||
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
|
||||
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
|
||||
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
|
||||
@@ -269,14 +265,6 @@ if (!isDedicated) then {
|
||||
if (player isKindOf "PZombie_VB") exitWith {
|
||||
player switchAction "walkf";
|
||||
};
|
||||
if (!r_fracture_legs and (time - dayz_lastCheckBit > 4)) then {
|
||||
_inBuilding = [player] call fnc_isInsideBuilding;
|
||||
_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
|
||||
if (!_inBuilding and (count _nearbyObjects == 0)) then {
|
||||
dayz_lastCheckBit = time;
|
||||
call player_CombatRoll;
|
||||
};
|
||||
};
|
||||
};
|
||||
//if (_dikCode == 57) then {_handled = true}; // space
|
||||
//if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
|
||||
|
||||
@@ -450,7 +450,7 @@ if(isNil "dayz_zedsAttackVehicles") then {
|
||||
dayz_updateObjects = ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage","LockboxStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ"];
|
||||
dayz_disallowedVault = ["TentStorage", "BuiltItems"];
|
||||
dayz_reveal = ["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems"];
|
||||
dayz_allowedObjects = ["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ"];
|
||||
dayz_allowedObjects = ["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ"];
|
||||
|
||||
DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
|
||||
DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"];
|
||||
|
||||
@@ -1084,6 +1084,9 @@ class FSM
|
||||
"" \n
|
||||
"if (player hasWeapon ""MeleeCrowbar"") then {" \n
|
||||
" player addMagazine 'crowbar_swing';" \n
|
||||
"};" \n
|
||||
"if (player hasWeapon ""MeleeSledge"") then {" \n
|
||||
" player addMagazine 'sledge_swing';" \n
|
||||
"};" \n
|
||||
"if (player hasWeapon ""MeleeHatchet"") then {" \n
|
||||
" player addMagazine 'hatchet_swing';" \n
|
||||
|
||||
Binary file not shown.
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Binary file not shown.
Binary file not shown.
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Binary file not shown.
@@ -100,6 +100,37 @@ class CfgSkeletons {
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
class steel_door_skeleton : Default {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door","",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
class locked_steel_door_skeleton : Default {
|
||||
isDiscrete=1;
|
||||
skeletonInherit="";
|
||||
|
||||
// The moving objects are here defined
|
||||
// If two selections are linked together
|
||||
// they can be written next to each seperated by only a comma
|
||||
// if they are not linked, they need to be
|
||||
// seperated by ,"",
|
||||
skeletonBones[]= {
|
||||
"door","","latch",""
|
||||
};
|
||||
// The last entry gets no comma
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -428,4 +459,93 @@ class CfgModels {
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class unlocked_steel_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="steel_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_door.p3d
|
||||
class steel_door : unlocked_steel_door {
|
||||
sectionsInherit="unlocked_steel_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.4; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class locked_steel_door {
|
||||
sectionsInherit="";
|
||||
sections[]= {};
|
||||
skeletonName="locked_steel_door_skeleton"; // same as in cfgskeletons
|
||||
};
|
||||
|
||||
//New Anim for steel_door_locked.p3d
|
||||
class steel_door_locked : locked_steel_door {
|
||||
sectionsInherit="locked_steel_door";
|
||||
sections[]={};
|
||||
|
||||
// the translation(slide) animation
|
||||
class Animations {
|
||||
class Open_door : Rotation { // name of the animation
|
||||
|
||||
type="rotation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="door"; // the thing that moves
|
||||
|
||||
axis="door_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
angle0=0; // initial angle of the door in radians
|
||||
|
||||
angle1=-2.4; // final position after playing the animation
|
||||
};
|
||||
class Open_latch : Translation { // name of the animation
|
||||
|
||||
type="translation"; // Type of movement
|
||||
|
||||
source="user"; // Trigger of the animation
|
||||
|
||||
selection="latch"; // the thing that moves
|
||||
|
||||
axis="latch_axis"; // take a guess what this does...
|
||||
|
||||
memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
|
||||
|
||||
offset0=0; // initial angle of the door in radians
|
||||
|
||||
offset1=-1.42; // final position after playing the animation
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
Binary file not shown.
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Binary file not shown.
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Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,92 @@
|
||||
ambient[]={0.8392157,0.8392157,0.8392157,0.93000001};
|
||||
diffuse[]={0.8392157,0.8392157,0.8392157,0.92500001};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.26666668,0.26666668,0.26666668,1};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\hemp_nohq.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\hemp_smdi.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,32,128,1)fresnel(0.3,0.3)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="ca\data\env_land_co.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
Binary file not shown.
@@ -0,0 +1,80 @@
|
||||
ambient[]={0.67843139,0.67843139,0.67843139,0.76999998};
|
||||
diffuse[]={0.67843139,0.67843139,0.67843139,0.76899999};
|
||||
forcedDiffuse[]={0,0,0,1};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.74509805,0.74509805,0.74509805,0.77999997};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="CA\Structures\Data\Metal\metal_plates3_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="CA\Structures\Data\Metal\metal_plates3_dtsmdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(1.3,7)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
@@ -0,0 +1,85 @@
|
||||
ambient[]={0.67843139,0.67843139,0.67843139,0.15000001};
|
||||
diffuse[]={0.67843139,0.67843139,0.67843139,0.15000001};
|
||||
forcedDiffuse[]={0,0,0,1};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.29019609,0.29019609,0.29019609,0.77999997};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="CA\Structures\Data\Metal\metal_rollup_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="CA\Structures\Data\Metal\metal_rollup_dtsmdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(1.3,7)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="CA\data\env_land_co.paa";
|
||||
uvSource="none";
|
||||
};
|
||||
@@ -0,0 +1,85 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,1};
|
||||
forcedDiffuse[]={0,0,0,1};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.29019609,0.29019609,0.29019609,0.77999997};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\sledge_nohq.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\sledge_nohq.tga";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,64,64,1)fresnel(0.3,0.3)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,1};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="CA\data\env_land_co.paa";
|
||||
uvSource="none";
|
||||
};
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,92 @@
|
||||
ambient[]={1,1,1,1};
|
||||
diffuse[]={1,1,1,0.99999994};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.43921569,0.31764707,0.18039216,0.16};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\steel_door_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\steel_door_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,32,128,1)fresnel(1.3,0.3)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="ca\data\env_land_co.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,92 @@
|
||||
ambient[]={0.45882353,0.45882353,0.45882353,1};
|
||||
diffuse[]={0.45882353,0.45882353,0.45882353,1};
|
||||
forcedDiffuse[]={0,0,0,0};
|
||||
emmisive[]={0,0,0,1};
|
||||
specular[]={0.89411765,0.89411765,0.89411765,1};
|
||||
specularPower=100;
|
||||
PixelShaderID="Super";
|
||||
VertexShaderID="Super";
|
||||
class Stage1
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\steel_door_plate_nohq.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage3
|
||||
{
|
||||
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage4
|
||||
{
|
||||
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage5
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\steel_door_plate_smdi.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage6
|
||||
{
|
||||
texture="#(ai,32,128,1)fresnel(1.3,0.3)";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
class Stage7
|
||||
{
|
||||
texture="ca\data\env_land_co.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
aside[]={1,0,0};
|
||||
up[]={0,1,0};
|
||||
dir[]={0,0,0};
|
||||
pos[]={0,0,0};
|
||||
};
|
||||
};
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -8,7 +8,7 @@ PixelShaderID="NormalMapSpecularDIMap";
|
||||
VertexShaderID="NormalMap";
|
||||
class Stage1
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\trout_norm.paa";
|
||||
texture="dayz_equip\textures\tuna_norm.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
@@ -20,7 +20,7 @@ class Stage1
|
||||
};
|
||||
class Stage2
|
||||
{
|
||||
texture="z\addons\dayz_epoch\textures\trout_spec.paa";
|
||||
texture="dayz_equip\textures\tuna_spec.paa";
|
||||
uvSource="tex";
|
||||
class uvTransform
|
||||
{
|
||||
|
||||
@@ -1212,6 +1212,10 @@ class CfgWeight
|
||||
{
|
||||
weight = 1;
|
||||
};
|
||||
class MeleeSledge
|
||||
{
|
||||
weight = 9.1;
|
||||
};
|
||||
class MeleeMachete
|
||||
{
|
||||
weight = 1;
|
||||
@@ -1228,6 +1232,10 @@ class CfgWeight
|
||||
{
|
||||
weight = 1;
|
||||
};
|
||||
class ItemSledge
|
||||
{
|
||||
weight = 9.1;
|
||||
};
|
||||
class ItemMatchbox
|
||||
{
|
||||
weight = 0.005;
|
||||
@@ -1450,6 +1458,10 @@ class CfgWeight
|
||||
{
|
||||
weight = 0;
|
||||
};
|
||||
class sledge_swing
|
||||
{
|
||||
weight = 0;
|
||||
};
|
||||
class ItemVault
|
||||
{
|
||||
weight = 100;
|
||||
|
||||
Reference in New Issue
Block a user