/* Again your very own basic definition*/ class DZE_Base_Object : All { scope = private; side = 3; icon = "\ca\data\data\Unknown_object.paa"; nameSound = "object"; simulation = "house"; picture = "pictureStaticObject"; model=""; sound = "Building"; placement = "vertical"; ladders[] = {}; vehicleClass = ""; displayName = ""; mapSize = 7.5; animated = true; armor = 2200; destrType = "DestructBuilding"; damageResistance = 0.004; // static reversed = 0; hasDriver = 0; accuracy = 0.1; cost = 1000; weapons[] = {}; magazines[] = {}; irTarget = 0; type = 1; threat[] = {0,0,0}; maxSpeed = 0; //coefInside = 4; //coefInsideHeur = 4; // test settings from h barrier to see if this prevents glitching though a door coefInside = 0.5; coefInsideHeur = 0.8; 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 = protected; model = ""; icon = ""; displayName = ""; animated = true; vehicleClass = "Fortifications"; nameSound = "house"; accuracy = 0.2; typicalCargo[] = {}; transportAmmo = 0; transportRepair = 0; transportFuel = 0; mapSize = 11; cost = 0; armor = 2200; 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 = 2200; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = public; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* 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 = 2500; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = public; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* 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 = 4000; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = public; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; maintainBuilding[] = {{"MortarBucket",1}}; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* 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; }; }; }; 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 = 4000; /* "Lifepoints", if you like to call it that way.*/ destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */ scope = public; /* Display it in the editor? 1 = No, 2 = Yes */ offset[] = {0,1.5,0}; maintainBuilding[] = {{"MortarBucket",1}}; lockable = 3; class DestructionEffects : DestructionEffects { class Ruin1 { simulation = "ruin"; type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* 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; }; }; }; /* Same name as stated in the Class DestructionEffects, but an "Land_" added infront*/ class Land_wood_wreck_frame : ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; displayName = "Wood Wall ruins"; removeoutput[] = {{"PartWoodPlywood",{0,3}},{"PartWoodLumber",{0,3}}}; }; class Land_wood_wreck_third : ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wood_wreck_third.p3d"; displayName = "Wood Wall 1/3 ruins"; removeoutput[] = {{"PartWoodPlywood",{0,1}},{"PartWoodLumber",{0,1}}}; }; class Land_wood_wreck_half : ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wood_wreck_half.p3d"; displayName = "Wood Floor 1/2 ruins"; removeoutput[] = {{"PartWoodPlywood",{0,1}},{"PartWoodLumber",{0,1}}}; }; class Land_wood_wreck_floor : ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wood_wreck_floor.p3d"; displayName = "Wood Floor ruins"; removeoutput[] = {{"PartWoodPlywood",{0,3}},{"PartWoodLumber",{0,3}}}; }; class Land_wood_wreck_quarter : ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wood_wreck_quarter.p3d"; displayName = "Wood Floor 1/4 ruins"; removeoutput[] = {{"PartWoodPlywood",{0,1}},{"PartWoodLumber",{0,1}}}; }; class Land_wreck_cinder: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; displayName = "Cinder wall ruins"; removeoutput[] = {{"CinderBlocks",{0,1}}}; }; class Land_wreck_metal_floor: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\wreck_metal_floor.p3d"; displayName = "Metal Floor ruins"; removeoutput[] = {{"ItemPole",{0,2}},{"ItemTankTrap",{0,2}}}; }; class Land_iron_vein_wreck: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\iron_vein_wreck.p3d"; displayName = "iron vein ruins"; removeoutput[] = {{"PartOre",{10,10}},{"PartOreSilver",{0,10}},{"PartOreGold",{0,5}}}; }; class Land_silver_vein_wreck: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\silver_vein_wreck.p3d"; displayName = "silver vein ruins"; removeoutput[] = {{"PartOreSilver",{10,10}},{"PartOre",{0,1}},{"PartOreGold",{6,4}}}; }; class Land_gold_vein_wreck: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\gold_vein_wreck.p3d"; displayName = "gold vein ruins"; removeoutput[] = {{"PartOreGold",{10,10}},{"PartOre",{0,1}},{"PartOreSilver",{6,4}}}; }; class Land_ammo_supply_wreck: ruins { scope = protected; model = "\z\addons\dayz_epoch\models\ammo_supply_wreck.p3d"; displayName = "Supply Crate"; removeoutput[] = {{"100Rnd_762x54_PK",{0,1}},{"29Rnd_30mm_AGS30",{0,1}},{"50Rnd_127x107_DSHKM",{0,1}},{"100Rnd_127x99_M2",{0,1}},{"2000Rnd_762x51_M134",{0,1}},{"48Rnd_40mm_MK19",{0,1}},{"100Rnd_762x51_M240",{0,1}}}; }; /* 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"; downgradeBuilding[] = {"Land_DZE_WoodDoor",{{"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; }; 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"; downgradeBuilding[] = {"Land_DZE_LargeWoodDoor",{{"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; }; 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"; downgradeBuilding[] = {"Land_DZE_GarageWoodDoor",{{"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; }; 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"; downgradeBuilding[] = {"CinderWallDoor_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; }; 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]"; }; }; }; class CinderWallDoorSmallLocked_DZ: CinderWallDoorLocked_DZ_Base { model = "\z\addons\dayz_epoch\models\Steel_door_locked.p3d"; displayName = "Block Door Locked"; GhostPreview = "CinderWallSmallDoorway_Preview_DZ"; downgradeBuilding[] = {"CinderWallDoorSmall_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; }; 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 CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base { model = "\z\addons\dayz_epoch\models\Steel_door.p3d"; displayName = "Block Door"; GhostPreview = "CinderWallSmallDoorway_Preview_DZ"; upgradeBuilding[] = {"CinderWallDoorSmallLocked_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]"; }; }; };