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

@@ -13,7 +13,7 @@ class Land_Ind_FuelStation_Feed_EP1: Strategic
};
class FuelStation : Strategic {
icon = "\Ca\buildings\Icons\i_fuel_CA.paa";
scope = private;
scope = 0;
animated = 0;
armor = 2000;
displayName = "Fuel station";

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@@ -1,6 +1,6 @@
class Land_A_Crane_02b: House
{
scope = protected;
scope = 1;
armor = 110;
featureSize = 30;
model = "\ca\buildings2\A_Crane_02\A_Crane_02b";

View File

@@ -1,6 +1,6 @@
class Land_A_TVTower_Mid: House
{
scope = protected;
scope = 1;
destrType = "DestructNo";
model = "\ca\Structures\A_TVTower\A_TVTower_Mid";
featureSize = 150;

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@@ -1,6 +1,6 @@
class Land_A_TVTower_Top: House
{
scope = protected;
scope = 1;
destrType = "DestructNo";
model = "\ca\Structures\A_TVTower\A_TVTower_Top";
featureSize = 150;

View File

@@ -1,6 +1,6 @@
class Land_Farm_WTower: House
{
scope = protected;
scope = 1;
armor = 100;
model = "\CA\buildings2\Farm_WTower\Farm_WTower";
class MarkerLights

View File

@@ -2,7 +2,7 @@ class Land_HouseB_Tenement: House
{
armor = 180;
model = "\Ca\Structures\House\HouseBT\HouseB_Tenement";
scope = protected;
scope = 1;
featureSize = 50;
class HitPoints
{

View File

@@ -1,6 +1,6 @@
class Land_Ind_MalyKomin: House
{
scope = protected;
scope = 1;
armor = 100;
featureSize = 40;
model = "\Ca\buildings2\Ind_CementWorks\Ind_MalyKomin\Ind_MalyKomin";

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@@ -1,6 +1,6 @@
class Land_Mil_ControlTower: House
{
scope = protected;
scope = 1;
armor = 400;
class DestructionEffects: DestructionEffects
{

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@@ -1,6 +1,6 @@
class Land_NAV_Lighthouse: House
{
scope = protected;
scope = 1;
armor = 500;
featureSize = 15;
model = "\Ca\Structures\NAV\NAV_Lighthouse";

View File

@@ -1,6 +1,6 @@
class Land_NavigLight: House
{
scope = protected;
scope = 1;
displayName = "";
model = "\ca\buildings\Misc\NavigLight";
armor = 50;

View File

@@ -1,6 +1,6 @@
class Land_Rail_Semafor: House
{
scope = protected;
scope = 1;
model = "\CA\Structures\Rail\Rail_Misc\rail_Semafor";
destrType = "DestructTree";
class MarkerLights

View File

@@ -1,6 +1,6 @@
class Land_Rail_Zavora: House
{
scope = protected;
scope = 1;
model = "\CA\Structures\Rail\Rail_Misc\rail_Zavora";
destrType = "DestructTree";
class MarkerLights

View File

@@ -1,6 +1,6 @@
class Land_Stoplight01: House
{
scope = protected;
scope = 1;
model = "\ca\buildings\Misc\stoplight01";
armor = 50;
class MarkerLights

View File

@@ -1,6 +1,6 @@
class Land_VASICore: NonStrategic
{
scope = protected;
scope = 1;
animated = 0;
reversed = 0;
vehicleClass = "Objects";

View File

@@ -1,6 +1,6 @@
class Land_Vysilac_FM: House
{
scope = protected;
scope = 1;
armor = 150;
destrType = "DestructBuilding";
ladders[] = {{"start","end"}};

View File

@@ -1,6 +1,6 @@
class Land_majak: House
{
scope = protected;
scope = 1;
model = "\ca\buildings\majak";
displayName = "Lighthouse";
animated = 1;

View File

@@ -1,6 +1,6 @@
class Land_runway_edgelight: House
{
scope = protected;
scope = 1;
displayName = "";
model = "\ca\buildings\Misc\runway_edgelight";
armor = 20;

View File

@@ -1,6 +1,6 @@
class Land_telek1: House
{
scope = protected;
scope = 1;
armor = 600;
destrType = "DestructBuilding";
model = "\ca\buildings\telek1";

View File

@@ -1,7 +1,7 @@
// Lingor hangars
class land_ibr_hangar : House {
model = "\ibr\ibr_hangars\ibr_hangar";
scope = public;
scope = 2;
vehicleClass = "ibr_hangars";
transportFuel = 0;
transportRepair = 0;