1.0.2.12 developer build

This commit is contained in:
[VB]AWOL
2013-09-08 20:30:32 -05:00
parent c1a2e9efff
commit a0d5574dfe
63 changed files with 1239 additions and 256 deletions

File diff suppressed because it is too large Load Diff

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@@ -78,7 +78,7 @@ class Land_DZE_WoodDoor_Base: DZE_Housebase {
mapSize = 8; /* Size of the icon */
icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
accuracy = 1000;
armor = 150; /* "Lifepoints", if you like to call it that way.*/
armor = 200; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
@@ -98,6 +98,9 @@ class Land_DZE_WoodDoor_Base: DZE_Housebase {
maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
};
class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
displayName = "Wood Door Base"; /* entry in Stringtable.csv */
@@ -105,7 +108,7 @@ class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
mapSize = 8; /* Size of the icon */
icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
accuracy = 1000;
armor = 150; /* "Lifepoints", if you like to call it that way.*/
armor = 200; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
@@ -561,3 +564,104 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
};
};
class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
model = "\z\addons\dayz_epoch\models\Steel_door_locked.p3d";
displayName = "Block Door Locked";
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
/* Arma needs to know, how the animation trigger is triggered*/
class AnimationSources {
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
class Open_door {
source = "user";
animPeriod = 4; /* duration in seconds */
initPhase = 0;
};
class Open_latch {
source = "user";
animPeriod = 1; /* duration in seconds */
initPhase = 0;
};
};
/* The entry to the actionmenu */
class UserActions
{
class Open_Door
{
displayName="Open Door";
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_door"", 1]";
};
class Close_Door : Open_Door
{
displayName="Close Door";
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_door"", 0]";
};
class Lock_Door : Open_Door
{
displayName="Lock Door";
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
statement="this animate [""Open_latch"", 0]";
};
class Unlock_Door : Open_Door
{
displayName="Unlock Door";
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
statement="this animate [""Open_latch"", 1]";
};
class Unlock_Door_Dialog : Open_Door
{
displayName="Unlock Door";
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])";
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI""";
};
};
};
class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
model = "\z\addons\dayz_epoch\models\Steel_door.p3d";
displayName = "Block Door";
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
upgradeBuilding[] = {"CinderWallDoorSmallLocked_DZ",{{"ItemComboLock",1}}};
/* Arma needs to know, how the animation trigger is triggered*/
class AnimationSources {
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
class Open_door {
source = "user";
animPeriod = 4; /* duration in seconds */
initPhase = 0;
};
};
/* The entry to the actionmenu */
class UserActions
{
class Open_Door
{
displayName="Open Door";
onlyforplayer = true;
position="Door_knopf";
radius=3; /* visibility distance of the entry */
condition="this animationPhase ""Open_door"" < 0.5";
statement="this animate [""Open_door"", 1]";
};
class Close_Door : Open_Door
{
displayName="Close Door";
condition="this animationPhase ""Open_door"" >= 0.5";
statement="this animate [""Open_door"", 0]";
};
};
};

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@@ -49,6 +49,7 @@ class CfgWeapons {
#include "CfgWeapons\Melee\Crossbow.hpp"
#include "CfgWeapons\Melee\MeleeBaseBallBat.hpp"
#include "CfgWeapons\Melee\MeleeFishingPole.hpp"
#include "CfgWeapons\Melee\MeleeSledgehammer.hpp"
// #include "CfgWeapons\Melee\MeleeBaseBallBatBarbed.hpp"
// #include "CfgWeapons\Melee\MeleeBaseBallBatNails.hpp"
@@ -61,6 +62,7 @@ class CfgWeapons {
#include "CfgWeapons\Item\ItemEtool.hpp"
#include "CfgWeapons\Item\ItemShovel.hpp"
#include "CfgWeapons\Item\ItemFishingPole.hpp"
#include "CfgWeapons\Item\ItemSledge.hpp"
#include "CfgWeapons\Item\ItemKeyKit.hpp"
#include "CfgWeapons\Item\ItemKeys.hpp"

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@@ -0,0 +1,24 @@
class ItemSledge: ItemCore
{
scope=2;
displayName="Sledgehammer";
model="\z\addons\dayz_epoch\models\sledge_mag.p3d";
picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa";
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.";
class ItemActions
{
class Toolbelt
{
text="Remove from Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"ItemSledge"
};
output[]=
{
"MeleeSledge"
};
};
};
};

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@@ -0,0 +1,41 @@
class MeleeSledge: MeleeWeapon
{
scope=2;
melee= "true";
autoreload=1;
magazineReloadTime=0;
model="\z\addons\dayz_epoch\models\sledge_weaponized";
picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa"; // todo icon
displayName="Sledgehammer";
droppeditem= "ItemSledge";
magazines[]=
{
"sledge_swing"
};
handAnim[]=
{
"OFP2_ManSkeleton",
"\dayz_weapons\anim\melee_hatchet_holding.rtm"
};
class ItemActions
{
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeSledge"
};
output[]=
{
"ItemSledge"
};
};
};
class Library
{
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.";
};
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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@@ -14,6 +14,10 @@ class CfgAmmo {
hit = 7;
simulation = "shotBullet";
};
class Sledge_Swing_Ammo : Melee {
hit = 11;
simulation = "shotBullet";
};
class Dummy_Swing_Ammo : Melee {
hit = 0;
simulation = "shotBullet";

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@@ -174,7 +174,7 @@ class CfgLoot {
0.01,
0.01,
0.01,
0.11,
0.08,
0.03,
0.01,
0.04,
@@ -190,7 +190,7 @@ class CfgLoot {
0.03,
0.03,
0.03,
0.01
0.04
}
};
generic[] = {
@@ -441,11 +441,12 @@ class CfgLoot {
"ItemPainkiller",
"ItemWire",
"ItemTankTrap",
"ItemComboLock"
"ItemComboLock",
"ItemSledgeHead"
},
{
0.1,
0.1,
0.09,
0.09,
0.09,
0.11,
0.09,
@@ -457,7 +458,8 @@ class CfgLoot {
0.06,
0.01,
0.03,
0.07
0.05,
0.04
}
};

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@@ -1603,6 +1603,20 @@ class CfgVehicles {
};
// modular
class MetalFloor_DZ: ModularItems
{
scope = 2;
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,4,0};
model="\z\addons\dayz_epoch\models\metal_floor.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 1600;
displayName = "Metal Floor";
vehicleClass = "Fortifications";
GhostPreview = "MetalFloor_Preview_DZ";
};
class CinderWallHalf_DZ: ModularItems
{
scope = 2;
@@ -1645,46 +1659,29 @@ class CfgVehicles {
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 1600;
displayName = "Block Doorway";
displayName = "Block Garage Doorway";
vehicleClass = "Fortifications";
maintainBuilding[] = {{"MortarBucket",1}};
upgradeBuilding[] = {"CinderWallDoor_DZ",{{"ItemPole",3},{"ItemTankTrap",3}}};
GhostPreview = "CinderWallDoorway_Preview_DZ";
};
/*
class CinderWallDoor_DZ: ModularItems
class CinderWallSmallDoorway_DZ: ModularItems
{
scope = 2;
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\steel_garage_door.p3d";
offset[] = {0,2,0};
model="\z\addons\dayz_epoch\models\Steel_door_frame.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 1600;
displayName = "Block Door";
displayName = "Block Doorway";
vehicleClass = "Fortifications";
maintainBuilding[] = {{"MortarBucket",1}};
upgradeBuilding[] = {"CinderWallDoorLocked_DZ",{{"ItemComboLock",1}}};
GhostPreview = "CinderWallDoor_Preview_DZ";
upgradeBuilding[] = {"CinderWallDoorSmall_DZ",{{"ItemPole",1},{"ItemTankTrap",1}}};
GhostPreview = "CinderWallSmallDoorway_Preview_DZ"; // todo change this
};
class CinderWallDoorLocked_DZ: ModularItems
{
scope = 2;
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\steel_garage_locked.p3d";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 1600;
displayName = "Block Door Locked";
vehicleClass = "Fortifications";
maintainBuilding[] = {{"MortarBucket",1}};
GhostPreview = "CinderWallDoorLocked_Preview_DZ";
};
*/
class WoodFloor_DZ: ModularItems
{
@@ -1737,7 +1734,7 @@ class CfgVehicles {
class WoodLargeWall_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\large_wall.p3d";
@@ -1754,7 +1751,7 @@ class CfgVehicles {
class WoodLargeWallDoor_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\large_wall_door.p3d";
@@ -1770,7 +1767,7 @@ class CfgVehicles {
class WoodLargeWallWin_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\large_wall_win.p3d";
@@ -1786,7 +1783,7 @@ class CfgVehicles {
class WoodSmallWall_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\small_wall.p3d";
@@ -1802,7 +1799,7 @@ class CfgVehicles {
class WoodSmallWallThird_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\third_wall.p3d";
@@ -1819,7 +1816,7 @@ class CfgVehicles {
class WoodSmallWallWin_DZ: ModularItems
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
offset[] = {0,1.5,0};
model="\z\addons\dayz_epoch\models\small_wall_win.p3d";
@@ -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
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;