Fix Generator

Not sure what differences BuiltItems will have as opposed to using the
SkodaBase class.

Switch Off/On are removed because they do nothing anyway (the start/stop
options are in fn_selfAction anyway)
This commit is contained in:
icomrade
2016-04-30 19:04:52 -04:00
parent deee47b703
commit ba751dad4a

View File

@@ -595,7 +595,7 @@ class CfgVehicles {
supplyRadius = 1; supplyRadius = 1;
}; };
#include "gathered_plants.hpp" #include "gathered_plants.hpp"
class Generator_Base: SkodaBase class Generator_Base: BuiltItems //SkodaBase
{ {
model = "\dayz_equip\models\generator_gear.p3d"; model = "\dayz_equip\models\generator_gear.p3d";
picture = "\dayz_equip\textures\equip_generator_ca.paa"; picture = "\dayz_equip\textures\equip_generator_ca.paa";
@@ -634,7 +634,8 @@ class CfgVehicles {
soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250}; soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
class Turrets {}; class Turrets {};
/* //Let's remove this because it apparently doesn't do anything
class UserActions class UserActions
{ {
class EngineOn class EngineOn
@@ -660,6 +661,7 @@ class CfgVehicles {
statement = "player action ['engineOff', this];"; statement = "player action ['engineOff', this];";
}; };
}; };
*/
}; };
}; };
/* /*