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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Add special localization for cinder windows and bunker shutter
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@@ -16,7 +16,6 @@ class DZE_Base_Object : All {
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armor = 2200;
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destrType = "DestructBuilding";
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damageResistance = 0.004;
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// static
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reversed = 0;
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hasDriver = 0;
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accuracy = 0.1;
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@@ -506,6 +505,7 @@ class Land_DZE_WoodGate: Land_DZE_WoodDoor_Base {
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};
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};
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};
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class Land_DZE_WoodGateLocked: Land_DZE_WoodDoorLocked_Base {
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scope = 2;
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armor = 3200;
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@@ -612,6 +612,7 @@ class Land_DZE_WoodOpenTopGarageDoor: Land_DZE_WoodDoor_Base {
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};
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};
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};
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class Land_DZE_WoodOpenTopGarageLocked: Land_DZE_WoodDoorLocked_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch_v\base_building\wood\garage_notop\locked_wood_garage_notop.p3d";
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@@ -735,7 +736,6 @@ class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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};
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class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d";
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@@ -771,8 +771,6 @@ class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
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};
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};
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class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch\models\Steel_door_locked.p3d";
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@@ -831,7 +829,6 @@ class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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};
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class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch\models\Steel_door.p3d";
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@@ -908,6 +905,7 @@ class CinderGate_DZ: CinderWallDoor_DZ_Base {
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};
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};
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};
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class CinderGateLocked_DZ: CinderWallDoorLocked_DZ_Base {
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scope = 2;
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armor = 4600;
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@@ -1014,6 +1012,7 @@ class CinderGarageOpenTop_DZ: CinderWallDoor_DZ_Base {
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};
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};
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};
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class CinderGarageOpenTopLocked_DZ: CinderWallDoorLocked_DZ_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch_v\base_building\cinder\CinderGaragenotop\locked_cindergarage_notop.p3d";
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@@ -1119,6 +1118,7 @@ class CinderDoorHatch_DZ: CinderWallDoor_DZ_Base {
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};
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};
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};
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class CinderDoorHatchLocked_DZ: CinderWallDoorLocked_DZ_Base {
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scope = 2;
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model = "\z\addons\dayz_epoch_v\base_building\cinder\cinder_door_window\cinder_door_hatch_locked.p3d";
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@@ -1281,9 +1281,6 @@ class DoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
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class DestructionEffects {};
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};
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/*
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Vanilla DayZ buildables are defined in \dayz_buildings\configs\
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Only included here to overwrite vanilla ItemPadlock with Epoch ItemComboLock
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@@ -88,7 +88,7 @@ class CinderWallWindow_DZ: ModularItems {
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{
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class Open_Door
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{
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displayName = $STR_DN_OUT_O_DOOR;
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displayName = $STR_BLD_ACTIONS_OPEN_WINDOW;
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onlyforplayer = true;
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position = "Door_knopf";
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radius = 3;
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@@ -97,7 +97,7 @@ class CinderWallWindow_DZ: ModularItems {
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};
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class Close_Door : Open_Door
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{
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displayName = $STR_DN_OUT_C_DOOR;
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displayName = $STR_BLD_ACTIONS_CLOSE_WINDOW;
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condition = "this animationPhase ""Open_door"" >= 0.5";
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statement = "this animate [""Open_door"", 0];this animate [""Open_doorR"", 0];";
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};
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@@ -148,7 +148,7 @@ class CinderWallWindowLocked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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class Open_Door
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{
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displayName = $STR_DN_OUT_O_DOOR;
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displayName = $STR_BLD_ACTIONS_OPEN_WINDOW;
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onlyforplayer = true;
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position = "Door_knopf";
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radius = 3;
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@@ -157,25 +157,25 @@ class CinderWallWindowLocked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName = $STR_DN_OUT_C_DOOR;
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displayName = $STR_BLD_ACTIONS_CLOSE_WINDOW;
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condition = "(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement = "this animate [""Open_door"", 0];this animate [""Open_doorR"", 0];";
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};
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class Lock_Door : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_LOCK;
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displayName = $STR_BLD_ACTIONS_LOCK_WINDOW;
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condition = "(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement = "PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_UNLOCK;
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displayName = $STR_BLD_ACTIONS_UNLOCK_WINDOW;
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condition = "(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
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statement = "this animate [""Open_latch"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_UNLOCK;
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displayName = $STR_BLD_ACTIONS_UNLOCK_WINDOW;
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condition = "!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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@@ -294,7 +294,7 @@ class Concrete_Bunker_DZ: CinderWallDoor_DZ_Base {
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{
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class Open_Door
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{
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displayName = $STR_DN_OUT_O_DOOR;
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displayName = $STR_BLD_ACTIONS_OPEN_BUNKER;
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onlyforplayer = true;
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position = "Door_knopf";
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radius = 3;
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@@ -303,7 +303,7 @@ class Concrete_Bunker_DZ: CinderWallDoor_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName = $STR_DN_OUT_C_DOOR;
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displayName = $STR_BLD_ACTIONS_CLOSE_BUNKER;
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condition = "(this animationPhase ""raise_all"" >= 0.5)";
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statement = "this animate [""raise_all"", 0];this animate [""rollers"", 0];";
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};
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@@ -341,7 +341,7 @@ class Concrete_Bunker_Locked_DZ: CinderWallDoorLocked_DZ_Base {
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{
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class Open_Door
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{
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displayName = $STR_DN_OUT_O_DOOR;
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displayName = $STR_BLD_ACTIONS_OPEN_BUNKER;
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onlyforplayer = true;
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position = "Door_knopf";
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radius = 3;
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@@ -350,77 +350,27 @@ class Concrete_Bunker_Locked_DZ: CinderWallDoorLocked_DZ_Base {
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};
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class Close_Door : Open_Door
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{
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displayName = $STR_DN_OUT_C_DOOR;
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displayName = $STR_BLD_ACTIONS_CLOSE_BUNKER;
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condition = "(this animationPhase ""raise_all"" == 1) and (this animationPhase ""Open_latch"" == 1)";
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statement = "this animate [""raise_all"", 0];";
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};
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class Lock_Door : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_LOCK;
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displayName = $STR_BLD_ACTIONS_LOCK_BUNKER;
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condition = "(this animationPhase ""raise_all"" == 0) and (this animationPhase ""Open_latch"" == 1)";
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statement = "PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_UNLOCK;
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displayName = $STR_BLD_ACTIONS_UNLOCK_BUNKER;
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condition = "(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""raise_all"" == 0) and (this animationPhase ""Open_latch"" == 0)";
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statement = "this animate [""Open_latch"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName = $STR_EPOCH_DOORS_UNLOCK;
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displayName = $STR_BLD_ACTIONS_UNLOCK_BUNKER;
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condition = "!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement = "dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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/* Model not finshed
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class HeliNest_DZ: ModularItems {
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scope = 2;
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armor = 7000;
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model = "\z\addons\dayz_epoch_v\base_building\floors\helinest\all_heli_shop.p3d";
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displayName = "Helinest";
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GhostPreview = "Helinest_Preview_DZ";
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class AnimationSources
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{
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class door1
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{
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source = "user";
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animPeriod = 2;
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initPhase = 0;
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};
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class door2: door1{};
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class door3: door1{};
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class door4: door1{};
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class door5: door1{};
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class door6: door1{};
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class door7: door1{};
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class door8: door1{};
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class door9: door1{};
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class door10: door1{};
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};
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class UserActions
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{
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class Open_Door
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{
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displayName = $STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position = "Door_knopf";
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radius = 3;
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condition = "(this animationPhase ""door1"" == 0)";
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statement = "this animate [""door1"", 1];this animate [""door2"", 1];this animate [""door3"", 1];this animate [""door4"", 1];this animate [""door5"", 1];this animate [""door6"", 1];this animate [""door7"", 1];this animate [""door8"", 1];this animate [""door9"", 1]; this animate [""door10"", 1];";
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};
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class Close_Door : Open_Door
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{
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displayName = $STR_DN_OUT_C_DOOR;
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condition = "(this animationPhase ""door1"" == 1)";
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// statement = "this animate [""door1"", 0];this animate [""Open_doorR"", 0];";
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statement = "this animate [""door1"", 0];this animate [""door2"", 0];this animate [""door3"", 0];this animate [""door4"", 0];this animate [""door5"", 0];this animate [""door6"", 0];this animate [""door7"", 0];this animate [""door8"", 0];this animate [""door9"", 0]; this animate [""door10"", 0];";
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};
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};
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};
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*/
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@@ -31766,6 +31766,38 @@
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<German>Tor schließen</German>
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<Russian>Закрыть ворота</Russian>
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</Key>
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<Key ID="STR_BLD_ACTIONS_OPEN_WINDOW">
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<English>Open Window</English>
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<German>Fenster öffnen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_CLOSE_WINDOW">
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<English>Close Window</English>
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<German>Fenster schließen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_UNLOCK_WINDOW">
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<English>Unlock Window</English>
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<German>Fenster aufschließen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_LOCK_WINDOW">
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<English>Lock Window</English>
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<German>Fenster abschließen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_OPEN_BUNKER">
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<English>Open Shutter</English>
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<German>Schießscharten öffnen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_CLOSE_BUNKER">
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<English>Close Shutter</English>
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<German>Schießscharten schließen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_UNLOCK_BUNKER">
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<English>Unlock Shutter</English>
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<German>Schießscharten aufschließen</German>
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</Key>
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<Key ID="STR_BLD_ACTIONS_LOCK_BUNKER">
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<English>Lock Shutter</English>
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<German>Schießscharten abschließen</German>
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</Key>
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<Key ID="STR_EPOCH_STONEOVEN">
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<English>Stone Oven</English>
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<German>Steinofen</German>
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