Change scope and type of configs from name to numbers

This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs.  A proper config should use numbers for those entries. This is the same how arma configs are written.  The basicDefines.hpp has all the needed information stored.

Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
This commit is contained in:
A Man
2020-05-29 02:04:06 +02:00
parent 4040b784b5
commit d9b9874532
291 changed files with 3439 additions and 3069 deletions

View File

@@ -1,6 +1,6 @@
/* Again your very own basic definition*/
class DZE_Base_Object : All {
scope = private;
scope = 0;
side = 3;
icon = "\ca\data\data\Unknown_object.paa";
nameSound = "object";
@@ -68,7 +68,7 @@ class DZE_Base_Object : All {
/* Your very own base class for buildings*/
class DZE_Housebase : DZE_Base_Object {
scope = protected;
scope = 1;
model = "";
icon = "";
displayName = "";
@@ -96,7 +96,7 @@ class Land_DZE_WoodDoor_Base: DZE_Housebase {
accuracy = 1000;
armor = 2200; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
class DestructionEffects : DestructionEffects
{
@@ -126,7 +126,7 @@ class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
accuracy = 1000;
armor = 2500; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
class DestructionEffects : DestructionEffects
{
@@ -154,7 +154,7 @@ class CinderWallDoor_DZ_Base: DZE_Housebase {
accuracy = 1000;
armor = 4000; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
maintainBuilding[] = {{"MortarBucket",1}};
class DestructionEffects : DestructionEffects
@@ -181,7 +181,7 @@ class CinderWallDoorLocked_DZ_Base: DZE_Housebase {
accuracy = 1000;
armor = 4000; /* "Lifepoints", if you like to call it that way.*/
destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
scope = public; /* Display it in the editor? 1 = No, 2 = Yes */
scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
offset[] = {0,1.5,0};
maintainBuilding[] = {{"MortarBucket",1}};
lockable = 3;