class CfgVehicles { class ALL; class AllVehicles : ALL { class NewTurret; }; class Air : AllVehicles { class NewTurret; class ViewPilot; class AnimationSources; }; class Helicopter : Air { class HitPoints; class Turrets { class MainTurret: NewTurret { class Turrets; class ViewOptics; }; }; }; class Land: AllVehicles { //class NewTurret; }; class LandVehicle : Land { class HitPoints; //class Turrets //{ // class MainTurret: NewTurret // { // class Turrets; // class ViewOptics; // }; //}; }; class Car : LandVehicle { class HitPoints { class HitLFWheel; class HitLBWheel; class HitLMWheel; class HitLF2Wheel; class HitRFWheel; class HitRBWheel; class HitRMWheel; class HitRF2Wheel; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; }; class Turrets { class MainTurret: NewTurret { class Turrets; class ViewOptics; }; }; }; //External Class class SkodaBase; 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 House : HouseBase { class DestructionEffects; }; class SpawnableWreck : House {}; class Strategic; class NonStrategic; // class Land_Fire; class Animal; class Pastor; 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 //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\CAR_HATCHBACK.hpp" #include "Car\UAZ_CDF.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\AH6X.hpp" #include "Helicopter\MH6J_DZ.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" //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\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" //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 = 2; 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 = 1; transportMaxWeapons=0; transportmaxbackpacks = 0; transportMaxMagazines=10; displayName="Generator"; 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];"; }; }; }; };