class WeaponFireGun; // External class reference class WeaponCloudsGun; // External class reference class WeaponFireMGun; // External class reference class WeaponCloudsMGun; class CfgVehicles { class ALL; class AllVehicles : ALL { class NewTurret; class ViewPilot; class ViewOptics; class Sounds { class Engine; class Movement;}; class DefaultEventhandlers; }; class Air : AllVehicles { class NewTurret; class ViewPilot; class AnimationSources; }; class Helicopter : Air { class HitPoints { class HitHull { armor = 1; material = 51; name = "NEtrup"; visual = "trup"; passThrough = 1; }; class HitEngine { armor = 0.25; material = 51; name = "motor"; visual = "motor"; passThrough = 1; }; class HitAvionics { armor = 0.15; material = 51; name = "elektronika"; visual = "elektronika"; passThrough = 1; }; class HitVRotor { armor = 0.3; material = 51; name = "mala vrtule"; visual = "mala vrtule staticka"; passThrough = 0.3; }; class HitHRotor { armor = 0.2; material = 51; name = "velka vrtule"; visual = "velka vrtule staticka"; passThrough = 0.1; }; class HitMissiles { armor = 0.1; material = 51; name = "munice"; visual = "munice"; passThrough = 0.5; }; class HitRGlass { convexComponent = "sklo predni P"; armor = 0.1; material = 51; name = "sklo predni P"; visual = "sklo predni P"; passThrough = 0; }; class HitLGlass { convexComponent = "sklo predni L"; armor = 0.1; material = 51; name = "sklo predni L"; visual = "sklo predni L"; passThrough = 0; }; class HitGlass1 { armor = 2; material = -1; name = "glass1"; visual = "glass1"; passThrough = 0; }; class HitGlass2 { armor = 2; material = -1; name = "glass2"; visual = "glass2"; passThrough = 0; }; class HitGlass3 { armor = 2; material = -1; name = "glass3"; visual = "glass3"; passThrough = 0; }; class HitGlass4 { armor = 2; material = -1; name = "glass4"; visual = "glass4"; passThrough = 0; }; class HitGlass5 { armor = 2; material = -1; name = "glass5"; visual = "glass5"; passThrough = 0; }; class HitGlass6 { armor = 2; material = -1; name = "glass6"; visual = "glass6"; passThrough = 0; }; }; class Turrets { class MainTurret: NewTurret { class Turrets; class ViewOptics; }; }; }; class Land; // External class reference class LandVehicle : Land { class NewTurret; class Sounds; class ViewOptics; class ViewPilot; class AnimationSources; class EventHandlers; class Reflectors { class Left { color[] = {0.9,0.8,0.8,1}; ambient[] = {0.1,0.1,0.1,1}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.5; }; class Right { color[] = {0.9,0.8,0.8,1}; ambient[] = {0.1,0.1,0.1,1}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 0.5; brightness = 0.5; }; }; }; class Car: LandVehicle { class HitPoints { class HitEngine; class HitRGlass; class HitLGlass; class HitBody; class HitFuel; class HitLFWheel; class HitRFWheel; class HitLF2Wheel; class HitRF2Wheel; class HitLMWheel; class HitRMWheel; class HitLBWheel; class HitRBWheel; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; class Turrets { class MainTurret: NewTurret { class Turrets; class ViewOptics; }; }; class Sounds : Sounds { class Engine; class Movement; }; }; class Tank: LandVehicle { class Sounds: Sounds { class Engine; class Movement; }; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; commanderCanSee = 31; gunnerCanSee = 30; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; cargoGetInAction[] = {"GetInLow"}; cargoGetOutAction[] = {"GetOutLow"}; audible = 18; sensitivityEar = "0.0075 /3"; armorStructural = 2; class AnimationSources; class HitPoints { class HitHull { armor = 1; material = -1; name = "NEtelo"; visual = "telo"; passThrough = 1; }; class HitLTrack { armor = 0.15; material = -1; name = "pas_L"; visual = "pas_L"; passThrough = 0.3; }; class HitRTrack { armor = 0.15; material = -1; name = "pas_P"; visual = "pas_P"; passThrough = 0.3; }; class HitEngine { armor = 0.35; material = -1; name = "motor"; visual = "motor"; passThrough = 0.2; minimalHit = 0.02; }; }; weapons[] = {}; magazines[] = {}; class Turrets { class MainTurret: NewTurret { gunnerAction = "ManActTestDriverOut"; gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerGetInAction = "GetInHigh"; gunnerGetOutAction = "GetOutHigh"; viewGunnerInExternal = 0; primaryGunner = 1; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; gunnerOutOpticsEffect[] = {}; class HitPoints { class HitTurret { armor = 1; material = -1; name = "vez"; visual = "vez"; passThrough = 1; }; class HitGun { armor = 0.3; material = -1; name = "zbran"; visual = "zbran"; passThrough = 0; }; }; class Turrets { class CommanderOptics: NewTurret { proxyType = "CPCommander"; proxyIndex = 1; gunnerName = "$STR_POSITION_COMMANDER"; primaryGunner = 0; primaryObserver = 1; stabilizedInAxes = "StabilizedInAxesNone"; body = "obsTurret"; gun = "obsGun"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; animationSourceHatch = "hatchCommander"; soundServo[] = {"\ca\sounds\vehicles\servos\turret-1",0.01,1,10}; gunBeg = ""; gunEnd = ""; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; outGunnerMayFire = 1; inGunnerMayFire = 1; viewGunnerInExternal = 0; gunnerOpticsModel = "\ca\Tracked\optika_tank_driver"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos commander"; memoryPointsGetInGunnerDir = "pos commander dir"; gunnerGetInAction = "GetInHigh"; gunnerGetOutAction = "GetOutHigh"; memoryPointGun = "gun_muzzle"; selectionFireAnim = "zasleh_1"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.155; minFov = 0.0625; maxFov = 0.466; }; class ViewGunner { initAngleX = 5; minAngleX = -65; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.25; maxFov = 1.1; }; }; }; }; }; soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.000316228,1}; supplyRadius = 1.5; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; }; class DefaultEventhandlers; class Eventhandlers: DefaultEventhandlers{}; smokeLauncherGrenadeCount = 6; smokeLauncherVelocity = 15; smokeLauncherOnTurret = 1; smokeLauncherAngle = 120; }; //External Class //class SkodaBase; //in Car\Skoda.hpp class ATV_Base_EP1 : Car { class HitPoints : HitPoints { class HitEngine {armor=2;material=-1;name="motor";visual="motor";passThrough=0;}; class HitFuel {armor=1;material=-1;name="palivo";passThrough=0;}; class HitLFWheel:HitLFWheel{armor=1;}; class HitLBWheel:HitLBWheel{armor=1;}; class HitRFWheel:HitRFWheel{armor=1;}; class HitRBWheel:HitRBWheel{armor=1;}; }; }; class Motorcycle; class RubberBoat; //class UAZ_Unarmed_Base; //class HMMWV_Base; class AH6_Base_EP1; class An2_Base_EP1; class TT650_Base; class V3S_Base; class SUV_Base_EP1 : Car { class HitPoints : HitPoints { class HitLFWheel; class HitLBWheel; class HitRFWheel; class HitRBWheel; class HitFuel; class HitEngine; //armored glass - hight armor value class HitGlass1:HitGlass1 {armor=1;}; class HitGlass2:HitGlass2 {armor=1;}; class HitGlass3:HitGlass3 {armor=1;}; class HitGlass4:HitGlass4 {armor=1;}; }; }; class UralCivil; //class Ship; //class Bag_Base_EP1; //class Bag_Base_BAF; class HouseBase; class Ruins: HouseBase {}; class House : HouseBase { class DestructionEffects; }; class SpawnableWreck : House {}; class Strategic; class NonStrategic; // class Land_Fire; class Animal; class Pastor; class Fin; class BuiltItems; class Building; class ReammoBox; #include "RepairParts.hpp" //names for all reapir parts. Needs moving to hitpoints //ZEDS #include "Zeds\Zeds.hpp" //old type zeds #include "Zeds\ViralZeds.hpp" //Viral type zeds #include "Zeds\WildZeds.hpp" //Viral type zeds #include "Zeds\SwarmZeds.hpp" //Swarm #include "Zeds\PlayerZeds.hpp" #include "DZE\Females.hpp" //Survivor Skins #include "Skins.hpp" //Bags #include "Bags.hpp" //DZAnimal and DZ_Fin #include "Animal.hpp" //Includes all DayZ Vehilces //Car's #include "Car\HMMWV.hpp" #include "Car\ArmoredSUV.hpp" #include "Car\BTR90.hpp" #include "Car\datsun.hpp" #include "Car\Gaz_Vodnik.hpp" #include "Car\hilux.hpp" #include "Car\Kamaz.hpp" #include "Car\Lada.hpp" #include "Car\LandRover.hpp" #include "Car\LAV25.hpp" #include "Car\M113.hpp" #include "Car\Mtvr.hpp" #include "Car\UAZ_MG.hpp" #include "Car\Volha.hpp" #include "Car\VWGolf.hpp" #include "Car\Skoda.hpp" #include "Car\CAR_HATCHBACK.hpp" #include "Car\UAZ.hpp" #include "Car\CAR_SEDAN.hpp" #include "Car\V3S_Civ.hpp" #include "Car\SUV_DZ.hpp" #include "Car\Pickup_PK_INS.hpp" #include "Car\Offroad_DSHKM_INS.hpp" #include "Car\UralCivil_DZ.hpp" //Helicopter's #include "Helicopter\MI17.hpp" #include "Helicopter\UH1H.hpp" #include "Helicopter\UH1H2.hpp" #include "Helicopter\UH1Y.hpp" #include "Helicopter\AH6.hpp" #include "Helicopter\MH6J_DZ.hpp" #include "Helicopter\CH53.hpp" #include "Helicopter\UH60.hpp" #include "Helicopter\CH47.hpp" #include "Helicopter\BAF_Merlin.hpp" //Wreck's //#include "Helicopter\MI8Wreck.hpp" //#include "Helicopter\UH1Wreck.hpp" //#include "Helicopter\UH60Wreck.hpp" #include "CrashSite.hpp" //Plane's #include "Plane\AN2_DZ.hpp" #include "Plane\MV22.hpp" #include "Plane\C130.hpp" //Bikes #include "Bikes\ATV_US_EP1.hpp" #include "Bikes\ATV_CZ_EP1.hpp" #include "Bikes\TT650_Ins.hpp" #include "Bikes\TT650_Civ.hpp" #include "Bikes\M1030.hpp" //Boat #include "Boat\RHIB.hpp" #include "Boat\PBX.hpp" #include "Boat\Fishing_Boat.hpp" #include "Boat\smallboat.hpp" //Includes all Building Stuff // This parent class is made to make referring to these objects easier later with allMissionObjects #include "Buildings\HouseDZ.hpp" //Fire #include "Buildings\Land_Fire.hpp" //Buildings #include "Buildings\Land_A_Crane_02b.hpp" #include "Buildings\Land_A_FuelStation_Feed.hpp" #include "Buildings\Land_A_TVTower_Mid.hpp" #include "Buildings\Land_A_TVTower_Top.hpp" #include "Buildings\Land_Farm_WTower.hpp" #include "Buildings\Land_HouseB_Tenement.hpp" #include "Buildings\Land_Ind_MalyKomin.hpp" #include "Buildings\Land_komin.hpp" #include "Buildings\Land_majak.hpp" #include "Buildings\Land_Mil_ControlTower.hpp" #include "Buildings\Land_NAV_Lighthouse.hpp" #include "Buildings\Land_NavigLight.hpp" #include "Buildings\Land_Rail_Semafor.hpp" #include "Buildings\Land_Rail_Zavora.hpp" #include "Buildings\Land_runway_edgelight.hpp" #include "Buildings\Land_Stoplight.hpp" #include "Buildings\Land_telek1.hpp" #include "Buildings\Land_VASICore.hpp" #include "Buildings\Land_Vysilac_FM.hpp" //camo #include "CamoNetting.hpp" //WeaponHolder #include "WeaponHolder.hpp" //itemBox's //#include "CardboardBox.hpp" #include "LootContainer.hpp" //Tents,storage //#include "Storage.hpp" // Traps #include "Traps.hpp" //Antihack #include "antihack_logic.hpp" #include "antihack_plants.hpp" #include "antihack_weaponholders.hpp" //EPOCH #include "DZE\Wrecks.hpp" #include "DZE\Doors.hpp" #include "DZE\Prop_Defs.hpp" #include "DZE\Veins.hpp" #include "DZE\ModularBuilding.hpp" class Land_A_tent; // External class reference #include "DZE\Grave.hpp" class WeaponHolder; // External class reference #include "DZE\LockboxStorage.hpp" #include "DZE\VaultStorage.hpp" #include "DZE\TentStorage.hpp" //Blood Trail #include "Buildings\Blood_Trail_DZ.hpp" class waterHoleProxy: House { model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d"; }; //Camps #include "InfectedCamps\IC_Fireplace1.hpp" //class WeaponHolder; class Plant_Base: WeaponHolder { scope = public; icon = ""; mapSize = 0; transportMaxWeapons = 0; accuracy = 1000; class DestructionEffects{}; favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)"; displayName = "$STR_ITEM_NAME_comfrey"; class eventHandlers { init="(_this select 0)setVariable['permaLoot',true];"; }; supplyRadius = 1; }; #include "gathered_plants.hpp" class Generator_Base: SkodaBase { model = "\dayz_equip\models\generator_gear.p3d"; picture = "\dayz_equip\textures\equip_generator_ca.paa"; displayName="Generator"; }; class Generator_DZ: Generator_Base { scope = public; destrType = "DestructNo"; cost = 100; offset[] = {0,1.5,0}; model = "\dayz_equip\models\generator.p3d"; icon = "\ca\data\data\Unknown_object.paa"; mapSize = 2; armor = 400; displayName = "Generator"; vehicleClass = "Fortifications"; constructioncount = 1; removeoutput[] = {{"ItemGenerator",1}}; requireplot = 0; nounderground = 0; transportMaxWeapons=0; transportmaxbackpacks = 0; transportMaxMagazines=10; weapons[] = {}; magazines[] = {}; class TransportBackpacks{}; class TransportMagazines{}; class TransportWeapons{}; class TransportItems{}; maximumLoad = 200; supplyRadius = -1; memoryPointSupply = ""; soundengineoffext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-stop-1", 0.398107, 1, 250}; soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250}; class Turrets {}; class UserActions { class EngineOn { displayNameDefault = "Switch On"; displayName = "Switch On"; position = ""; shortcut = "EngineOn"; radius = 2.7; onlyForPlayer = 1; condition = "alive this and !isEngineOn this"; statement = "[this,true] call dayz_engineSwitch"; }; class EngineOff: EngineOn { displayNameDefault = "Switch Off"; displayName = "Switch Off"; position = ""; shortcut = "EngineOn"; radius = 2.7; onlyForPlayer = 1; condition = "alive this and isEngineOn this"; statement = "player action ['engineOff', this];"; }; }; }; }; /* class CfgNonAIVehicles { //IN CfgNonAIVehicles.hpp #include "StreetLamps.hpp" };*/