class MetalFloor_DZ: ModularItems { scope = 2; offset[] = {0,4,0}; model = "\z\addons\dayz_epoch\models\metal_floor.p3d"; armor = 3000; displayName = $STR_EPOCH_METALFLOOR; GhostPreview = "MetalFloor_Preview_DZ"; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wreck_metal_floor.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class MetalFloor_Half_DZ: ModularItems { scope = 2; offset[] = {0,4,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_half.p3d"; armor = 2000; displayName = $STR_EPOCH_METALFLOORHALF; GhostPreview = "MetalFloor_Half_Preview_DZ"; }; class MetalFloor_Quarter_DZ: ModularItems { scope = 2; offset[] = {0,2.5,0}; // {0,4,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_quarter.p3d"; armor = 1000; displayName = $STR_EPOCH_METALFLOORQUARTER; GhostPreview = "MetalFloor_Quarter_Preview_DZ"; }; class MetalFloor4x_DZ: ModularItems { scope = 2; offset[] = {0,7,0}; // {0,6,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2.p3d"; armor = 6000; displayName = $STR_EPOCH_METALFLOOR4x; GhostPreview = "MetalFloor4x_Preview_DZ"; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2_wreck.p3d"; position = ""; intensity = 1; interval = 1; lifeTime = 1; }; }; }; class DoorFrame_DZ: ModularItems { scope = 2; offset[] = {0,1.5,0}; armor = 1200; model = "\z\addons\dayz_epoch\models\Steel_door_frame_single.p3d"; displayName = $STR_EPOCH_DOORWAY; GhostPreview = "DoorFrame_Preview_DZ"; maintainBuilding[] = {{"PartGeneric",1}}; upgradeBuilding[] = {"Door_DZ",{"ItemToolbox"},{{"ItemPole",1},{"ItemTankTrap",1}}}; }; class MetalPillar_DZ: ModularItems { scope = 2; offset[] = {0,2,0}; model = "\z\addons\dayz_epoch_v\base_building\cinder\pillar\metal_cornerpillar.p3d"; armor = 3400; displayName = $STR_EPOCH_METALPILLAR; maintainBuilding[] = {{"PartGeneric",1}}; GhostPreview = "MetalPillar_Preview_DZ"; }; class GlassFloor_DZ: ModularItems { scope = 2; offset[] = {0,4,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor.p3d"; armor = 2000; displayName = $STR_EPOCH_GLASSFLOOR; maintainBuilding[] = {{"PartGlass",1}}; GhostPreview = "GlassFloor_Preview_DZ"; }; class GlassFloor_Half_DZ: ModularItems { scope = 2; offset[] = {0,4,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_half.p3d"; armor = 2000; displayName = $STR_EPOCH_GLASSFLOORHALF; maintainBuilding[] = {{"PartGlass",1}}; GhostPreview = "GlassFloor_Half_Preview_DZ"; }; class GlassFloor_Quarter_DZ: ModularItems { scope = 2; offset[] = {0,2.5,0}; // {0,4,0}; model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_quarter.p3d"; armor = 2000; displayName = $STR_EPOCH_GLASSFLOORQUARTER; maintainBuilding[] = {{"PartGlass",1}}; GhostPreview = "GlassFloor_Quarter_Preview_DZ"; }; /////////////////////////////////////////////////////////////////////////////////////////////////// class MetalContainer1A_DZ: ModularItems { scope = 2; offset[] = {0,5,0}; model = "ca\buildings2\Misc_Cargo\Misc_Cargo1A.p3d"; // red armor = 20000; displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1A; destrType = "DestructBuilding"; maintainBuilding[] = {{"equip_metal_sheet",2}}; constructioncount = 3; }; class MetalContainer1B_DZ: ModularItems { scope = 2; offset[] = {0,5,0}; model = "ca\buildings2\Misc_Cargo\Misc_Cargo1B.p3d"; // green armor = 20000; displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1B; destrType = "DestructBuilding"; maintainBuilding[] = {{"equip_metal_sheet",2}}; constructioncount = 3; }; class MetalContainer1G_DZ: ModularItems { scope = 2; offset[] = {0,5,0}; model = "ca\buildings2\Misc_Cargo\Misc_Cargo1G.p3d"; // white armor = 20000; displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1G; destrType = "DestructBuilding"; maintainBuilding[] = {{"equip_metal_sheet",2}}; constructioncount = 3; }; class MetalContainer2D_DZ: ModularItems { scope = 2; offset[] = {0,5,0}; model = "ca\buildings2\Misc_Cargo\Misc_Cargo2D.p3d"; // 2x red armor = 40000; displayName = $STR_EQUIP_NAME_METAL_CONTAINER_2D; destrType = "DestructBuilding"; maintainBuilding[] = {{"equip_metal_sheet",4}}; constructioncount = 5; }; class BarbedGate_DZ: ModularItems { scope = 2; offset[] = {0,4,0}; model = "ca\misc2\BarbGate.p3d"; armor = 3000; displayName = $STR_EQUIP_NAME_BARBED_GATE; destrType = "DestructBuilding"; maintainBuilding[] = {{"ItemWire",1}}; constructioncount = 2; class AnimationSources { class Door01 { source = "User"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class CloseDoor { position = ""; displayName = "Close Door"; radius = 1.5; onlyForPlayer = 0; condition = "this animationPhase 'Door01' == 1"; statement = "this animate ['Door01', 0];"; }; class OpenDoor { position = ""; displayName = "Open Door"; radius = 1.5; onlyForPlayer = 0; condition = "this animationPhase 'Door01' == 0"; statement = "this animate ['Door01', 1];"; }; }; };