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.
This commit is contained in:
A Man
2021-12-23 16:42:04 +01:00
parent abbedc7ddf
commit d744d995ef
13 changed files with 1755 additions and 493 deletions

View File

@@ -28,7 +28,7 @@ class MetalFloor_Half_DZ: ModularItems {
class MetalFloor_Quarter_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
offset[] = {0,2.5,0}; // {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_quarter.p3d";
armor = 1000;
displayName = $STR_EPOCH_METALFLOORQUARTER;
@@ -37,7 +37,7 @@ class MetalFloor_Quarter_DZ: ModularItems {
class MetalFloor4x_DZ: ModularItems {
scope = 2;
offset[] = {0,6,0};
offset[] = {0,7,0}; // {0,6,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2.p3d";
armor = 6000;
displayName = $STR_EPOCH_METALFLOOR4x;
@@ -97,10 +97,97 @@ class GlassFloor_Half_DZ: ModularItems {
class GlassFloor_Quarter_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
offset[] = {0,2.5,0}; // {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_quarter.p3d";
armor = 2000;
displayName = $STR_EPOCH_GLASSFLOORQUARTER;
maintainBuilding[] = {{"PartGlass",1}};
GhostPreview = "GlassFloor_Quarter_Preview_DZ";
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
class MetalContainer1A_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1A.p3d"; // red
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1A;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer1B_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1B.p3d"; // green
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1B;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer1G_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1G.p3d"; // white
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1G;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer2D_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo2D.p3d"; // 2x red
armor = 40000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_2D;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",4}};
constructioncount = 5;
};
class BarbedGate_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "ca\misc2\BarbGate.p3d";
armor = 3000;
displayName = $STR_EQUIP_NAME_BARBED_GATE;
destrType = "DestructBuilding";
maintainBuilding[] = {{"ItemWire",1}};
constructioncount = 2;
class AnimationSources
{
class Door01 {
source = "User";
animPeriod = 1;
initPhase = 0;
};
};
class UserActions
{
class CloseDoor
{
position = "";
displayName = "Close Door";
radius = 1.5;
onlyForPlayer = 0;
condition = "this animationPhase 'Door01' == 1";
statement = "this animate ['Door01', 0];";
};
class OpenDoor
{
position = "";
displayName = "Open Door";
radius = 1.5;
onlyForPlayer = 0;
condition = "this animationPhase 'Door01' == 0";
statement = "this animate ['Door01', 1];";
};
};
};