#include "CommonActions.hpp" 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 EventHandlers: DefaultEventhandlers { killed = "_this call BIS_Effects_EH_Killed;"; }; }; 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 Plane: Air { class ViewPilot; class ViewOptics; class AirplaneHUD; class HitPoints { class HitHull; }; class AnimationSources; class UserActions { class PushPlane {ACTION_PUSH;}; }; }; class Land; // External class reference class LandVehicle : Land { class NewTurret; class Sounds; class ViewOptics; class ViewPilot; class AnimationSources; class EventHandlers; class Reflectors { class Left { angle = 120; 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 { angle = 120; 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 epoch_car: Car { vehicleClass = "DayZ Epoch Vehicles"; selectionBackLights = "brzdove svetlo"; selectionBrakeLights = "zadni svetlo"; crew = ""; typicalCargo[] = {}; class TransportMagazines {}; class TransportWeapons {}; class Turrets {}; class AnimationSources { class HitLFWheel { source="Hit"; hitpoint="HitLFWheel"; // name of hitpoints class raw = 1; }; class HitRFWheel:HitLFWheel { hitpoint="HitRFWheel"; }; class HitLBWheel:HitLFWheel { hitpoint="HitLBWheel"; }; class HitRBWheel:HitLFWheel { hitpoint="HitRBWheel"; }; class HitLF2Wheel:HitLFWheel { hitpoint="HitLF2Wheel"; }; class HitRF2Wheel:HitLFWheel { hitpoint="HitRF2Wheel"; }; class HitLMWheel:HitLFWheel { hitpoint="HitLMWheel"; }; class HitRMWheel:HitLFWheel { hitpoint="HitRMWheel"; }; class HitGlass1 { source="Hit"; hitpoint="HitGlass1"; // name of hitpoints class raw = 1; }; class HitGlass2: HitGlass1 { hitpoint="HitGlass2"; }; class HitGlass3: HitGlass1 { hitpoint="HitGlass3"; }; class HitGlass4: HitGlass1 { hitpoint="HitGlass4"; }; }; class HitPoints : HitPoints { class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;}; class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;}; class HitGlass1 {armor=0.1;material=-1;name="glass1";visual="glass1";passThrough=0;}; class HitGlass2 {armor=0.1;material=-1;name="glass2";visual="glass2";passThrough=0;}; class HitGlass3 {armor=0.1;material=-1;name="glass3";visual="glass3";passThrough=0;}; class HitGlass4 {armor=0.1;material=-1;name="glass4";visual="glass4";passThrough=0;}; class HitBody {armor=1;material=-1;name="karoserie";visual="";passThrough=1;}; //disabled points from model class HitFuel {armor=0.3;material=-1;name="palivo";visual="";passThrough=0.5;}; class HitLFWheel {armor=0.15;material=-1;name="wheel_1_1_steering";visual="";passThrough=0.3;}; class HitLBWheel {armor=0.15;material=-1;name="wheel_1_2_steering";visual="";passThrough=0.3;}; class HitLMWheel {armor=0.15;material=-1;name="wheel_1_3_steering";visual="";passThrough=0.3;}; class HitLF2Wheel {armor=0.15;material=-1;name="wheel_1_4_steering";visual="";passThrough=0.3;}; class HitRFWheel {armor=0.15;material=-1;name="wheel_2_1_steering";visual="";passThrough=0.3;}; class HitRBWheel {armor=0.15;material=-1;name="wheel_2_2_steering";visual="";passThrough=0.3;}; class HitRMWheel {armor=0.15;material=-1;name="wheel_2_3_steering";visual="";passThrough=0.3;}; class HitRF2Wheel {armor=0.15;material=-1;name="wheel_2_4_steering";visual="";passThrough=0.3;}; class HitEngine {armor=0.4;material=-1;name="motor";visual="";passThrough=0.2;}; }; class damage { tex[]={}; mat[]={}; }; class nvgmarkers { class nvgmarker01 { name = "nvg_marker"; color[] = {0.03, 0.003, 0.003, 1}; ambient[] = {0.003, 0.0003, 0.0003, 1}; brightness = 0.001; blinking = 1; }; }; outsidesoundfilter=true; insidesoundcoef = 0.8; soundgear[]={,db-85,1}; soundgetin[]={"ca\sounds_e\wheeled_e\suv\suv_ext_door",db-5, 1}; soundgetout[]={"ca\sounds_e\wheeled_e\suv\suv_ext_door",db-5, 1, 20}; soundengineonint[] = {"ca\sounds_e\wheeled_e\suv\suv_int_start", db-15, 1.0}; soundengineonext[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_start", db-15, 1.0, 100}; soundengineoffint[] ={"ca\sounds_e\wheeled_e\suv\suv_int_stop", db-15, 1.0}; soundengineoffext[] ={"ca\sounds_e\wheeled_e\suv\suv_ext_stop", db-15, 1.0, 100}; buildcrash0[]={"ca\sounds\vehicles\crash\crash_building_01", db-3, 1,200}; buildcrash1[]={"ca\sounds\vehicles\crash\crash_building_02", db-3, 1,200}; buildcrash2[]={"ca\sounds\vehicles\crash\crash_building_03", db-3, 1,200}; buildcrash3[]={"ca\sounds\vehicles\crash\crash_building_04", db-3, 1,200}; soundbuildingcrash[]={buildcrash0, 0.25, buildcrash1, 0.25, buildcrash2, 0.25, buildcrash3, 0.25}; woodcrash0[]={"ca\sounds\vehicles\crash\crash_mix_wood_01", db-3, 1,200}; woodcrash1[]={"ca\sounds\vehicles\crash\crash_mix_wood_02", db-3, 1,200}; woodcrash2[]={"ca\sounds\vehicles\crash\crash_mix_wood_03", db-3, 1,200}; woodcrash3[]={"ca\sounds\vehicles\crash\crash_mix_wood_04", db-3, 1,200}; woodcrash4[]={"ca\sounds\vehicles\crash\crash_mix_wood_05", db-3, 1,200}; woodcrash5[]={"ca\sounds\vehicles\crash\crash_mix_wood_06", db-3, 1,200}; soundwoodcrash[]={woodcrash0, 0.166, woodcrash1, 0.166, woodcrash2, 0.166, woodcrash3, 0.166,woodcrash4, 0.166,woodcrash5, 0.166}; armorcrash0[]={"ca\sounds\vehicles\crash\crash_vehicle_01", db-3, 1,200}; armorcrash1[]={"ca\sounds\vehicles\crash\crash_vehicle_02", db-3, 1,200}; armorcrash2[]={"ca\sounds\vehicles\crash\crash_vehicle_03", db-3, 1,200}; armorcrash3[]={"ca\sounds\vehicles\crash\crash_vehicle_04", db-3, 1,200}; soundarmorcrash[]={armorcrash0, 0.25, armorcrash1, 0.25, armorcrash2, 0.25, armorcrash3, 0.25}; class soundevents { class accelerationin { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_accelerate_3_x", db-5, 1.0}; limit = "0.4"; expression = "(engineon*(1-campos))*gmeterz"; }; class accelerationout { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_accelerate_3", db-5, 1.0, 200}; limit = "0.4"; expression = "(engineon*campos)*gmeterz"; }; }; class sounds { class engine { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_low", db-15, 1.4, 100}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "campos*engineon*((rpm factor[0.3, 0.4]) min (rpm factor[0.7, 0.5]))"; }; class enginehighout { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_high", db0, 0.8, 300}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "campos*engineon*(rpm factor[0.5, 0.8])"; }; class idleout { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_idle", db-5, 1.0, 100}; frequency = "1"; volume = "engineon*campos*(rpm factor[0.4, 0])"; }; class tiresrockout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-rock2", db-10, 1.0, 30}; frequency = "1"; volume = "campos*rock*(speed factor[2, 20])"; }; class tiressandout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-sand2", db-10, 1.0, 30}; frequency = "1"; volume = "campos*sand*(speed factor[2, 20])"; }; class tiresgrassout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-grass2", db-10, 1.0, 30}; frequency = "1"; volume = "campos*grass*(speed factor[2, 20])"; }; class tiresmudout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-mud2", db-10, 1.0, 30}; frequency = "1"; volume = "campos*mud*(speed factor[2, 20])"; }; class tiresgravelout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-gravel2", db-10, 1.0, 30}; frequency = "1"; volume = "campos*gravel*(speed factor[2, 20])"; }; class tiresasphaltout { sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-asphalt3", db-10, 1.0, 30}; frequency = "1"; volume = "campos*asphalt*(speed factor[2, 20])"; }; class noiseout { sound[] = {"\ca\sounds\vehicles\wheeled\noises\ext\noise2", db-20, 1.0, 30}; frequency = "1"; volume = "campos*(damper0 max 0.03)*(speed factor[0, 8])"; }; class enginelowin { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_low_x", db-10, 1.4}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "(1-campos)*engineon*((rpm factor[0.3, 0.4]) min (rpm factor[0.7, 0.45]))"; }; class enginehighin { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_high_x", db0, 0.8}; frequency = "(randomizer*0.05+0.95)*rpm"; volume = "(1-campos)*engineon*(rpm factor[0.5, 0.8])"; }; class idlein { sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_idle_x", db-10, 1.0}; frequency = "1"; volume = "engineon*(rpm factor[0.4, 0])*(1-campos)"; }; class tiresrockin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-rock2", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*rock*(speed factor[2, 20])"; }; class tiressandin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-sand2", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*sand*(speed factor[2, 20])"; }; class tiresgrassin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-grass2", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*grass*(speed factor[2, 20])"; }; class tiresmudin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-mud2", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*mud*(speed factor[2, 20])"; }; class tiresgravelin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-gravel2", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*gravel*(speed factor[2, 20])"; }; class tiresasphaltin { sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-asphalt3", db-10, 1.0}; frequency = "1"; volume = "(1-campos)*asphalt*(speed factor[2, 20])"; }; class noisein { sound[] = {"\ca\sounds\vehicles\wheeled\noises\int\noise2", db-15, 1.0}; frequency = "1"; volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-campos)"; //definice inside zvuku }; }; }; class Tank: LandVehicle { class HitPoints { class HitEngine; class HitHull; class HitLTrack; class HitRTrack; }; class ViewPilot; class ViewOptics; class Turrets { class MainTurret: NewTurret { class Turrets; class HitPoints { class HitTurret; class HitGun; }; }; }; class CargoLight; class Sounds: Sounds { class Engine; class Movement; }; class SpeechVariants { class Default; class EN; class CZ; class CZ_Akuzativ; class RU; }; class Eventhandlers; }; //External Class class Motorcycle : LandVehicle { class Reflectors { class Right { angle = 90; }; }; }; class Truck: Car { class HitPoints: HitPoints { class HitLFWheel; class HitLBWheel; class HitLMWheel; class HitRFWheel; class HitRBWheel; class HitRMWheel; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; class DestructionEffects; class Turrets; }; class SUV_Base_EP1 : Car { class HitPoints : HitPoints { class HitLFWheel; class HitLBWheel; class HitRFWheel; class HitRBWheel; class HitFuel; class HitEngine; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; }; class BRDM2_Base; class HouseBase; class Ruins: HouseBase {}; class House : HouseBase { class DestructionEffects; }; class House_EP1; class Land_HouseV_1I2; class SpawnableWreck : House {}; class Strategic; class NonStrategic; class Thing; class BuiltItems; class Building; class ReammoBox; class Land_A_tent; #include "RepairParts.hpp" //ZEDS #include "Zeds\Zeds.hpp" //All type zeds #include "Zeds\ViralZeds.hpp" //Viral type zeds #include "Zeds\WildZeds.hpp" //Wild type zeds #include "Zeds\SwarmZeds.hpp" //Swarm type zeds #include "Zeds\PlayerZeds.hpp" //Player type zeds //Skins #include "Skins\Male.hpp" #include "Skins\Female.hpp" //Bags #include "Bags.hpp" // Backpacks //DZAnimal and DZ_Fin #include "Animal.hpp" //Includes all DayZ Vehilces //Cars #include "Car\HMMWV.hpp" #include "Car\ArmoredSUV.hpp" #include "Car\BTR40.hpp" #include "Car\BTR60.hpp" #include "Car\BTR90.hpp" #include "Car\datsun.hpp" #include "Car\Gaz_Vodnik.hpp" #include "Car\hilux.hpp" #include "Car\Ikarus.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\S1203.hpp" #include "Car\Tractor.hpp" #include "Car\UAZ_MG.hpp" #include "Car\UAZ_AGS.hpp" #include "Car\UAZ_SPG.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\Offroad_SPG9.hpp" #include "Car\UralCivil_DZ.hpp" #include "Car\BRDM2_DZ.hpp" #include "Car\Jackal.hpp" #include "Car\Dingo.hpp" #include "Car\Octavia.hpp" #include "Car\Tatra_T810.hpp" #include "Car\BMP2.hpp" #include "Car\T72.hpp" #include "Car\Jeep.hpp" #include "Car\MiniCooper.hpp" #include "Car\Nissan.hpp" #include "Car\ScrapAPC.hpp" //Helicopters #include "Helicopter\MI17.hpp" #include "Helicopter\UH1H.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" #include "Helicopter\AH1Z.hpp" #include "Helicopter\Pook.hpp" #include "Helicopter\CSJ_GyroAC.hpp" #include "Helicopter\KA60.hpp" #include "Helicopter\AW159.hpp" #include "Helicopter\MTVRBird.hpp" #include "CrashSite.hpp" //Planes #include "Plane\AN2_DZ.hpp" #include "Plane\MV22.hpp" #include "Plane\C130.hpp" #include "Plane\Cessna_DZ.hpp" //Bikes #include "Bikes\ATVs.hpp" #include "Bikes\Bikes.hpp" #include "Bikes\Motorbikes.hpp" //Boat #include "Boat\RHIB.hpp" #include "Boat\PBX.hpp" #include "Boat\Fishing_Boat.hpp" #include "Boat\smallboat.hpp" #include "Boat\JetSkiYanahui.hpp" #include "Boat\Seafox.hpp" #include "Boat\Submarine.hpp" //Epoch Parachute #include "Parachute.hpp" //Includes all Building Stuff //Houses #include "Buildings\Land_A_Crane_02b.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" #include "Buildings\WarfareBBaseStructure.hpp" #include "Buildings\Land_houseV_2T2.hpp" #include "Buildings\Land_Ind_Oil_Pump_EP1_DZE.hpp" //Oil Pump without sound #include "Buildings\Fuelstations.hpp" #include "Buildings\land_ibr_hangar.hpp" //Works only if Lingor is loaded #include "Buildings\Land_Shed_M01.hpp" // Animated door and interior, made by Helion4 #include "Land_Fire.hpp" #include "WaterSources.hpp" #include "Blood_Trail_DZ.hpp" #include "DebugBox.hpp" #include "Graves.hpp" // GraveDZE, Massgrave, dead bodies #include "Veins.hpp" //Veins and Wrecks #include "SupplyCrate.hpp" //Supply Crate and Wreck #include "InfectedCamps.hpp" #include "Rubbish.hpp" //Buildables class DZ_storage_base : Land_A_tent { scope = 0; armor = 5; displayname = $STR_VEH_NAME_STASH; icon = ""; mapsize = 3; transportMaxMagazines = 0; transportMaxWeapons = 0; transportMaxBackpacks = 0; constructioncount = 1; requireplot = 0; nounderground = 0; offset[] = {0,3,1}; }; #include "Buildables\Stashes.hpp" #include "Buildables\Tents.hpp" #include "Buildables\Storage.hpp" #include "Buildables\LockableStorage.hpp" #include "Buildables\Traps.hpp" #include "Buildables\Generator.hpp" #include "Buildables\Doors.hpp" #include "Buildables\Bridges.hpp" #include "Buildables\ModularBuild.hpp" #include "Buildables\FencesWood.hpp" #include "Buildables\FencesMetal.hpp" #include "Buildables\FencesGates.hpp" #include "Buildables\CamoNets.hpp" #include "Buildables\Sandbags.hpp" #include "Buildables\Billboards.hpp" #include "Buildables\Misc.hpp" //Loot Container #include "LootContainer\AmmoCrates.hpp" #include "LootContainer\CardboardBox.hpp" //WeaponHolder class WeaponHolder; // External class reference #include "WeaponHolder.hpp" #include "Plants.hpp" //Antihack #include "AntiHack\antihack_logic.hpp" #include "AntiHack\antihack_plants.hpp" class Land_CncBlock_AntiHack: NonStrategic { scope = 2; vehicleClass = "DayZ Epoch Buildings"; model = "z\addons\dayz_communityassets\models\CncBlock_D.p3d"; Icon = "\Ca\misc3\Data\Icons\icon_cnc_con_barrier_CA.paa"; mapSize = 4; displayName = $STR_MISC_CNCBLOCK_D; armor = 150; }; class waterHoleProxy: House { model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d"; }; class ThingEffect; class FxCartridge_Mp7: ThingEffect { model = "\C1987_Mp7\cartridge\46_30.p3d"; displayName = "4.6x30mm Cartridge"; submerged = 0; submergeSpeed = 0; timeToLive = 5; disappearAtContact = 1; airRotation = 1.0; }; };