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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
added cinder garage doorway, door locked and unlocked
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@@ -126,6 +126,22 @@ class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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lockable = 3;
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};
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class CinderWallDoor_DZ_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */
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displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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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 = 1600; /* "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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maintainBuilding[] = {{"MortarBucket",1}};
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lockable = 3;
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};
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/* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/
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class Land_rubble_wood_02 : ruins {
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scope = 1;
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@@ -430,3 +446,105 @@ class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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};
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};
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};
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class CinderWallDoorLocked_DZ: CinderWallDoor_DZ_Base {
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model = "\z\addons\dayz_epoch\models\steel_garage_locked.p3d";
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displayName = "Block Garage Door Locked";
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GhostPreview = "CinderWallDoorway_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 CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d";
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displayName = "Block Garage Door";
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GhostPreview = "CinderWallDoorway_Preview_DZ";
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upgradeBuilding[] = {"CinderWallDoorLocked_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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