mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
Add many new buildable fortifications
Mady by @Victor-the-Cleaner Also change some base building baseclasses to work better with the new upcoming modular_build changes and snapping.
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@@ -28,7 +28,7 @@ class MetalFloor_Half_DZ: ModularItems {
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class MetalFloor_Quarter_DZ: ModularItems {
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scope = 2;
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offset[] = {0,4,0};
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offset[] = {0,2.5,0}; // {0,4,0};
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model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_quarter.p3d";
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armor = 1000;
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displayName = $STR_EPOCH_METALFLOORQUARTER;
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@@ -37,7 +37,7 @@ class MetalFloor_Quarter_DZ: ModularItems {
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class MetalFloor4x_DZ: ModularItems {
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scope = 2;
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offset[] = {0,6,0};
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offset[] = {0,7,0}; // {0,6,0};
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model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2.p3d";
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armor = 6000;
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displayName = $STR_EPOCH_METALFLOOR4x;
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@@ -97,10 +97,97 @@ class GlassFloor_Half_DZ: ModularItems {
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class GlassFloor_Quarter_DZ: ModularItems {
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scope = 2;
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offset[] = {0,4,0};
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offset[] = {0,2.5,0}; // {0,4,0};
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model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_quarter.p3d";
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armor = 2000;
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displayName = $STR_EPOCH_GLASSFLOORQUARTER;
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maintainBuilding[] = {{"PartGlass",1}};
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GhostPreview = "GlassFloor_Quarter_Preview_DZ";
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};
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class MetalContainer1A_DZ: ModularItems {
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scope = 2;
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offset[] = {0,5,0};
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model = "ca\buildings2\Misc_Cargo\Misc_Cargo1A.p3d"; // red
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armor = 20000;
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displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1A;
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destrType = "DestructBuilding";
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maintainBuilding[] = {{"equip_metal_sheet",2}};
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constructioncount = 3;
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};
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class MetalContainer1B_DZ: ModularItems {
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scope = 2;
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offset[] = {0,5,0};
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model = "ca\buildings2\Misc_Cargo\Misc_Cargo1B.p3d"; // green
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armor = 20000;
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displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1B;
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destrType = "DestructBuilding";
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maintainBuilding[] = {{"equip_metal_sheet",2}};
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constructioncount = 3;
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};
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class MetalContainer1G_DZ: ModularItems {
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scope = 2;
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offset[] = {0,5,0};
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model = "ca\buildings2\Misc_Cargo\Misc_Cargo1G.p3d"; // white
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armor = 20000;
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displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1G;
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destrType = "DestructBuilding";
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maintainBuilding[] = {{"equip_metal_sheet",2}};
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constructioncount = 3;
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};
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class MetalContainer2D_DZ: ModularItems {
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scope = 2;
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offset[] = {0,5,0};
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model = "ca\buildings2\Misc_Cargo\Misc_Cargo2D.p3d"; // 2x red
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armor = 40000;
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displayName = $STR_EQUIP_NAME_METAL_CONTAINER_2D;
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destrType = "DestructBuilding";
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maintainBuilding[] = {{"equip_metal_sheet",4}};
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constructioncount = 5;
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};
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class BarbedGate_DZ: ModularItems {
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scope = 2;
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offset[] = {0,4,0};
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model = "ca\misc2\BarbGate.p3d";
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armor = 3000;
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displayName = $STR_EQUIP_NAME_BARBED_GATE;
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destrType = "DestructBuilding";
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maintainBuilding[] = {{"ItemWire",1}};
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constructioncount = 2;
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class AnimationSources
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{
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class Door01 {
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source = "User";
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animPeriod = 1;
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initPhase = 0;
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};
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};
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class UserActions
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{
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class CloseDoor
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{
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position = "";
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displayName = "Close Door";
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radius = 1.5;
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onlyForPlayer = 0;
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condition = "this animationPhase 'Door01' == 1";
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statement = "this animate ['Door01', 0];";
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};
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class OpenDoor
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{
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position = "";
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displayName = "Open Door";
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radius = 1.5;
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onlyForPlayer = 0;
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condition = "this animationPhase 'Door01' == 0";
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statement = "this animate ['Door01', 1];";
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};
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};
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};
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