/* Again your very own basic definition*/ class DZE_Base_Object : All { scope = 0; side = 3; icon = "\ca\data\data\Unknown_object.paa"; nameSound = "object"; simulation = "house"; picture = "pictureStaticObject"; model=""; sound = "Building"; placement = "vertical"; ladders[] = {}; vehicleClass = ""; displayName = ""; coefInside = 1; coefInsideHeur = 0.25; mapSize = 7.5; animated = true; armor = 200; destrType = "DestructBuilding"; damageResistance = 0.004; class DestructionEffects { class Sound { simulation = "sound"; type = "DestrHouse"; position = "destructionEffect1"; intensity = 1; interval = 1; lifeTime = 0.05; }; class DestroyPhase1 { simulation = "destroy"; type = "DelayedDestruction"; lifeTime = 2.5; position = ""; intensity = 1; interval = 1; }; class DamageAround1 { simulation = "damageAround"; type = "DamageAroundHouse"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; /* Your very own base class for buildings*/ class DZE_Housebase : DZE_Base_Object { scope = 1; model = ""; icon = ""; displayName = ""; animated = true; vehicleClass = "Fortifications"; nameSound = "house"; accuracy = 0.2; typicalCargo[] = {}; transportAmmo = 0; transportRepair = 0; transportFuel = 0; mapSize = 11; cost = 0; armor = 800; reversed = 0; /*extern*/ class DestructionEffects; }; class Land_DZE_WoodDoor_Base: DZE_Housebase { model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */ displayName = "Wood Door Base"; /* entry in Stringtable.csv */ nameSound = ""; mapSize = 8; /* Size of the icon */ icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ accuracy = 1000; armor = 150; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/ /* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/ position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}}; }; class Land_DZE_WoodDoorLocked_Base: DZE_Housebase { model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */ displayName = "Wood Door Base"; /* entry in Stringtable.csv */ nameSound = ""; mapSize = 8; /* Size of the icon */ icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ accuracy = 1000; armor = 150; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "CA\Structures\Ruins\rubble_wood_02"; /* path to the object*/ /* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/ position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}}; lockable = 3; }; class CinderWallDoor_DZ_Base: DZE_Housebase { model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */ displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */ nameSound = ""; mapSize = 8; /* Size of the icon */ icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ accuracy = 1000; armor = 1600; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; maintainBuilding[] = {{"MortarBucket",1}}; }; class CinderWallDoorLocked_DZ_Base: DZE_Housebase { model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */ displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */ nameSound = ""; mapSize = 8; /* Size of the icon */ icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */ accuracy = 1000; armor = 1600; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; maintainBuilding[] = {{"MortarBucket",1}}; lockable = 3; }; /* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/ class Land_rubble_wood_02 : ruins { scope = 1; model = "CA\Structures\Ruins\rubble_wood_02.p3d"; displayName = "Wood Wall ruins"; }; /* Your doorsegment is derivated from the normal wall.*/ class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base { model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; displayName = "Wood Door"; GhostPreview = "WoodDoor_Preview_DZ"; upgradeBuilding[] = {"Land_DZE_WoodDoorLocked",{{"ItemComboLock",1}}}; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ condition="this animationPhase ""Open_door"" < 0.5"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; condition="this animationPhase ""Open_door"" >= 0.5"; statement="this animate [""Open_door"", 0];"; }; }; }; class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base { model = "\z\addons\dayz_epoch\models\small_wall_door_locked_anim.p3d"; displayName = "Wood Door Locked"; GhostPreview = "WoodDoor_Preview_DZ"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; class Open_hinge { source = "user"; animPeriod = 1; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 0]"; }; class Lock_Door : Open_Door { displayName="Lock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_hinge"", 0]"; }; class Unlock_Door : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; statement="this animate [""Open_hinge"", 1]"; }; class Unlock_Door_Dialog : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])"; statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI"""; }; }; }; class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base { model = "\z\addons\dayz_epoch\models\large_wall_door_anim.p3d"; displayName = "Large Wood Door"; GhostPreview = "LargeWoodDoor_Preview_DZ"; upgradeBuilding[] = {"Land_DZE_LargeWoodDoorLocked",{{"ItemComboLock",1}}}; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ condition="this animationPhase ""Open_door"" < 0.5"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; condition="this animationPhase ""Open_door"" >= 0.5"; statement="this animate [""Open_door"", 0]"; }; }; }; class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base { model = "\z\addons\dayz_epoch\models\large_wall_door_locked_anim.p3d"; displayName = "Large Wood Door Locked"; GhostPreview = "LargeWoodDoor_Preview_DZ"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; class Open_hinge { source = "user"; animPeriod = 1; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 0]"; }; class Lock_Door : Open_Door { displayName="Lock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_hinge"", 0]"; }; class Unlock_Door : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; statement="this animate [""Open_hinge"", 1]"; }; class Unlock_Door_Dialog : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])"; statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI"""; }; }; }; class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base { model = "\z\addons\dayz_epoch\models\Garage_door_anim.p3d"; displayName = "Garage Wood Door"; GhostPreview = "GarageWoodDoor_Preview_DZ"; upgradeBuilding[] = {"Land_DZE_GarageWoodDoorLocked",{{"ItemComboLock",1}}}; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ condition="this animationPhase ""Open_door"" < 0.5"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; condition="this animationPhase ""Open_door"" >= 0.5"; statement="this animate [""Open_door"", 0]"; }; }; }; class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base { model = "\z\addons\dayz_epoch\models\Garage_door_locked_anim.p3d"; displayName = "Garage Wood Door Locked"; GhostPreview = "GarageWoodDoor_Preview_DZ"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; class Open_hinge { source = "user"; animPeriod = 1; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_door"", 0]"; }; class Lock_Door : Open_Door { displayName="Lock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; statement="this animate [""Open_hinge"", 0]"; }; class Unlock_Door : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; statement="this animate [""Open_hinge"", 1]"; }; class Unlock_Door_Dialog : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])"; statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI"""; }; }; }; class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base { model = "\z\addons\dayz_epoch\models\steel_garage_locked.p3d"; displayName = "Block Garage Door Locked"; GhostPreview = "CinderWallDoorway_Preview_DZ"; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; class Open_latch { source = "user"; animPeriod = 1; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; //condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)"; condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)"; statement="this animate [""Open_door"", 0]"; }; class Lock_Door : Open_Door { displayName="Lock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)"; statement="this animate [""Open_latch"", 0]"; }; class Unlock_Door : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="(DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)"; statement="this animate [""Open_latch"", 1]"; }; class Unlock_Door_Dialog : Open_Door { displayName="Unlock Door"; //condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)"; condition="DZE_Lock_Door != (this getvariable['CharacterID','0'])"; statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;createdialog ""ComboLockUI"""; }; }; }; class CinderWallDoor_DZ: CinderWallDoor_DZ_Base { model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; displayName = "Block Garage Door"; GhostPreview = "CinderWallDoorway_Preview_DZ"; upgradeBuilding[] = {"CinderWallDoorLocked_DZ",{{"ItemComboLock",1}}}; /* Arma needs to know, how the animation trigger is triggered*/ class AnimationSources { /* name must be identical to the one given by the model.cfg ("Open_Door")" */ class Open_door { source = "user"; animPeriod = 4; /* duration in seconds */ initPhase = 0; }; }; /* The entry to the actionmenu */ class UserActions { class Open_Door { displayName="Open Door"; onlyforplayer = true; position="Door_knopf"; radius=3; /* visibility distance of the entry */ condition="this animationPhase ""Open_door"" < 0.5"; statement="this animate [""Open_door"", 1]"; }; class Close_Door : Open_Door { displayName="Close Door"; condition="this animationPhase ""Open_door"" >= 0.5"; statement="this animate [""Open_door"", 0]"; }; }; };