mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Fixes wrecks bouncing 500m into the sky, players not dying when crashing these vehicles, and sound falloff (someone verify in a multiplayer game, I teleported away from a flying mozzie and it appeared fixed). I made a new startup and stop sound for the mozzie which is acceptable I think, but I'm using the MV22 Osprey noise startup and stop noises for the gyrocopter. The osprey startup is fairly well fitting, but the stop noice is out of place, if anyone can come up with a better noise please change it otherwise if it's out of place enough I'll just remove it altogether.
689 lines
17 KiB
C++
689 lines
17 KiB
C++
class WeaponFireGun; // External class reference
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class WeaponCloudsGun; // External class reference
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class WeaponFireMGun; // External class reference
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class WeaponCloudsMGun;
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class CfgVehicles {
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class ALL;
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class AllVehicles : ALL
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{
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class NewTurret;
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class ViewPilot;
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class ViewOptics;
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class Sounds { class Engine; class Movement;};
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class DefaultEventhandlers;
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class EventHandlers: DefaultEventhandlers
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{
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killed = "_this call BIS_Effects_EH_Killed;";
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};
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};
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class Air : AllVehicles
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{
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class NewTurret;
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class ViewPilot;
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class AnimationSources;
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};
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class Helicopter : Air
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{
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class HitPoints
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{
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class HitHull {
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armor = 1;
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material = 51;
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name = "NEtrup";
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visual = "trup";
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passThrough = 1;
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};
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class HitEngine {
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armor = 0.25;
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material = 51;
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name = "motor";
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visual = "motor";
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passThrough = 1;
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};
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class HitAvionics {
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armor = 0.15;
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material = 51;
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name = "elektronika";
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visual = "elektronika";
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passThrough = 1;
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};
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class HitVRotor {
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armor = 0.3;
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material = 51;
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name = "mala vrtule";
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visual = "mala vrtule staticka";
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passThrough = 0.3;
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};
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class HitHRotor {
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armor = 0.2;
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material = 51;
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name = "velka vrtule";
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visual = "velka vrtule staticka";
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passThrough = 0.1;
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};
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class HitMissiles {
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armor = 0.1;
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material = 51;
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name = "munice";
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visual = "munice";
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passThrough = 0.5;
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};
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class HitRGlass {
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convexComponent = "sklo predni P";
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armor = 0.1;
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material = 51;
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name = "sklo predni P";
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visual = "sklo predni P";
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passThrough = 0;
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};
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class HitLGlass {
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convexComponent = "sklo predni L";
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armor = 0.1;
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material = 51;
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name = "sklo predni L";
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visual = "sklo predni L";
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passThrough = 0;
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};
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class HitGlass1 {
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armor = 2;
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material = -1;
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name = "glass1";
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visual = "glass1";
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passThrough = 0;
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};
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class HitGlass2 {
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armor = 2;
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material = -1;
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name = "glass2";
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visual = "glass2";
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passThrough = 0;
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};
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class HitGlass3 {
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armor = 2;
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material = -1;
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name = "glass3";
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visual = "glass3";
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passThrough = 0;
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};
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class HitGlass4 {
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armor = 2;
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material = -1;
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name = "glass4";
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visual = "glass4";
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passThrough = 0;
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};
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class HitGlass5 {
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armor = 2;
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material = -1;
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name = "glass5";
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visual = "glass5";
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passThrough = 0;
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};
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class HitGlass6 {
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armor = 2;
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material = -1;
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name = "glass6";
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visual = "glass6";
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passThrough = 0;
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};
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};
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class Turrets
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{
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class MainTurret: NewTurret
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{
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class Turrets;
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class ViewOptics;
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};
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};
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};
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class Plane: Air
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{
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class ViewPilot;
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class ViewOptics;
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class AirplaneHUD;
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class HitPoints
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{
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class HitHull;
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};
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class AnimationSources;
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};
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class Land; // External class reference
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class LandVehicle : Land
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{
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class NewTurret;
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class Sounds;
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class ViewOptics;
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class ViewPilot;
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class AnimationSources;
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class EventHandlers;
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class Reflectors {
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class Left {
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color[] = {0.9,0.8,0.8,1};
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ambient[] = {0.1,0.1,0.1,1};
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position = "L svetlo";
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direction = "konec L svetla";
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hitpoint = "L svetlo";
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selection = "L svetlo";
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size = 0.5;
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brightness = 0.5;
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};
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class Right {
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color[] = {0.9,0.8,0.8,1};
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ambient[] = {0.1,0.1,0.1,1};
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position = "P svetlo";
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direction = "konec P svetla";
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hitpoint = "P svetlo";
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selection = "P svetlo";
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size = 0.5;
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brightness = 0.5;
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};
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};
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};
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class Car: LandVehicle {
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class HitPoints
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{
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class HitEngine;
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class HitRGlass;
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class HitLGlass;
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class HitBody;
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class HitFuel;
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class HitLFWheel;
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class HitRFWheel;
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class HitLF2Wheel;
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class HitRF2Wheel;
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class HitLMWheel;
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class HitRMWheel;
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class HitLBWheel;
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class HitRBWheel;
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class HitGlass1;
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class HitGlass2;
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class HitGlass3;
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class HitGlass4;
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};
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class Turrets
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{
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class MainTurret: NewTurret
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{
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class Turrets;
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class ViewOptics;
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};
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};
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class Sounds : Sounds
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{
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class Engine;
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class Movement;
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};
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};
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class Tank: LandVehicle {
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class Sounds: Sounds {
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class Engine;
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class Movement;
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};
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driverOpticsModel = "\ca\Tracked\optika_tank_driver";
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commanderCanSee = 31;
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gunnerCanSee = 30;
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getInAction = "GetInMedium";
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getOutAction = "GetOutMedium";
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cargoGetInAction[] = {"GetInLow"};
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cargoGetOutAction[] = {"GetOutLow"};
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audible = 18;
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sensitivityEar = "0.0075 /3";
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armorStructural = 2;
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class AnimationSources;
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class HitPoints {
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class HitHull {
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armor = 1;
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material = -1;
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name = "NEtelo";
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visual = "telo";
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passThrough = 1;
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};
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class HitLTrack {
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armor = 0.15;
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material = -1;
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name = "pas_L";
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visual = "pas_L";
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passThrough = 0.3;
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};
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class HitRTrack {
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armor = 0.15;
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material = -1;
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name = "pas_P";
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visual = "pas_P";
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passThrough = 0.3;
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};
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class HitEngine {
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armor = 0.35;
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material = -1;
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name = "motor";
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visual = "motor";
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passThrough = 0.2;
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minimalHit = 0.02;
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};
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};
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weapons[] = {};
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magazines[] = {};
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class Turrets {
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class MainTurret: NewTurret {
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gunnerAction = "ManActTestDriverOut";
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gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
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gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
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gunBeg = "usti hlavne";
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gunEnd = "konec hlavne";
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memoryPointsGetInGunner = "pos gunner";
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memoryPointsGetInGunnerDir = "pos gunner dir";
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gunnerGetInAction = "GetInHigh";
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gunnerGetOutAction = "GetOutHigh";
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viewGunnerInExternal = 0;
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primaryGunner = 1;
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gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"};
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gunnerOutOpticsEffect[] = {};
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class HitPoints {
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class HitTurret {
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armor = 1;
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material = -1;
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name = "vez";
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visual = "vez";
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passThrough = 1;
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};
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class HitGun {
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armor = 0.3;
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material = -1;
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name = "zbran";
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visual = "zbran";
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passThrough = 0;
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};
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};
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class Turrets {
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class CommanderOptics: NewTurret {
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proxyType = "CPCommander";
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proxyIndex = 1;
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gunnerName = "$STR_POSITION_COMMANDER";
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primaryGunner = 0;
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primaryObserver = 1;
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stabilizedInAxes = "StabilizedInAxesNone";
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body = "obsTurret";
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gun = "obsGun";
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animationSourceBody = "obsTurret";
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animationSourceGun = "obsGun";
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animationSourceHatch = "hatchCommander";
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soundServo[] = {"\ca\sounds\vehicles\servos\turret-1",0.01,1,10};
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gunBeg = "";
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gunEnd = "";
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minElev = -4;
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maxElev = 20;
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initElev = 0;
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minTurn = -360;
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maxTurn = 360;
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initTurn = 0;
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commanding = 2;
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outGunnerMayFire = 1;
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inGunnerMayFire = 1;
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viewGunnerInExternal = 0;
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gunnerOpticsModel = "\ca\Tracked\optika_tank_driver";
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gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
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gunnerOutOpticsColor[] = {0,0,0,1};
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gunnerOutForceOptics = 0;
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gunnerOutOpticsShowCursor = 0;
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gunnerOpticsEffect[] = {};
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gunnerOutOpticsEffect[] = {};
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memoryPointGunnerOutOptics = "commander_weapon_view";
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memoryPointGunnerOptics = "commanderview";
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memoryPointsGetInGunner = "pos commander";
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memoryPointsGetInGunnerDir = "pos commander dir";
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gunnerGetInAction = "GetInHigh";
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gunnerGetOutAction = "GetOutHigh";
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memoryPointGun = "gun_muzzle";
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selectionFireAnim = "zasleh_1";
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class ViewOptics {
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initAngleX = 0;
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minAngleX = -30;
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maxAngleX = 30;
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initAngleY = 0;
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minAngleY = -100;
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maxAngleY = 100;
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initFov = 0.155;
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minFov = 0.0625;
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maxFov = 0.466;
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};
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class ViewGunner {
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initAngleX = 5;
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minAngleX = -65;
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maxAngleX = 85;
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initAngleY = 0;
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minAngleY = -150;
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maxAngleY = 150;
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initFov = 0.7;
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minFov = 0.25;
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maxFov = 1.1;
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};
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};
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};
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};
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};
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soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1",0.000316228,1};
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supplyRadius = 1.5;
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class ViewOptics: ViewOptics {
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initAngleX = 0;
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minAngleX = -30;
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maxAngleX = 30;
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initAngleY = 0;
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minAngleY = -100;
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maxAngleY = 100;
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initFov = 0.466;
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minFov = 0.466;
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maxFov = 0.466;
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};
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smokeLauncherGrenadeCount = 6;
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smokeLauncherVelocity = 15;
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smokeLauncherOnTurret = 1;
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smokeLauncherAngle = 120;
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};
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//External Class
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//class SkodaBase; //in Car\Skoda.hpp
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class ATV_Base_EP1 : Car
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{
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class HitPoints : HitPoints
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{
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class HitEngine {armor=2;material=-1;name="motor";visual="motor";passThrough=0;};
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class HitFuel {armor=1;material=-1;name="palivo";passThrough=0;};
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class HitLFWheel:HitLFWheel{armor=1;};
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class HitLBWheel:HitLBWheel{armor=1;};
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class HitRFWheel:HitRFWheel{armor=1;};
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class HitRBWheel:HitRBWheel{armor=1;};
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};
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};
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class Motorcycle;
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class RubberBoat;
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//class UAZ_Unarmed_Base;
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//class HMMWV_Base;
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class AH6_Base_EP1;
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class AH6X_EP1;
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class An2_Base_EP1;
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class TT650_Base;
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class V3S_Base;
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class SUV_Base_EP1 : Car
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{
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class HitPoints : HitPoints
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{
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class HitLFWheel;
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class HitLBWheel;
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class HitRFWheel;
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class HitRBWheel;
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class HitFuel;
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class HitEngine;
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//armored glass - hight armor value
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class HitGlass1:HitGlass1 {armor=1;};
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class HitGlass2:HitGlass2 {armor=1;};
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class HitGlass3:HitGlass3 {armor=1;};
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class HitGlass4:HitGlass4 {armor=1;};
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};
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};
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class UralCivil;
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//class Ship;
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//class Bag_Base_EP1;
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//class Bag_Base_BAF;
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class HouseBase;
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class Ruins: HouseBase {};
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class House : HouseBase
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{
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class DestructionEffects;
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};
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class SpawnableWreck : House {};
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class Strategic;
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class NonStrategic;
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// class Land_Fire;
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class Animal;
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class Pastor;
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class Fin;
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class BuiltItems;
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class Building;
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class ReammoBox;
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#include "RepairParts.hpp" //names for all reapir parts. Needs moving to hitpoints
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//ZEDS
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#include "Zeds\Zeds.hpp" //old type zeds
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#include "Zeds\ViralZeds.hpp" //Viral type zeds
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#include "Zeds\WildZeds.hpp" //Viral type zeds
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#include "Zeds\SwarmZeds.hpp" //Swarm
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#include "Zeds\PlayerZeds.hpp"
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#include "DZE\Females.hpp"
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//Survivor Skins
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#include "Skins.hpp"
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//Bags
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#include "Bags.hpp"
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//DZAnimal and DZ_Fin
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#include "Animal.hpp"
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//Includes all DayZ Vehilces
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//Cars
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#include "Car\HMMWV.hpp"
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#include "Car\ArmoredSUV.hpp"
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#include "Car\BTR90.hpp"
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#include "Car\datsun.hpp"
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#include "Car\Gaz_Vodnik.hpp"
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#include "Car\hilux.hpp"
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#include "Car\Kamaz.hpp"
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#include "Car\Lada.hpp"
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#include "Car\LandRover.hpp"
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#include "Car\LAV25.hpp"
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#include "Car\M113.hpp"
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#include "Car\Mtvr.hpp"
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#include "Car\UAZ_MG.hpp"
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#include "Car\Volha.hpp"
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#include "Car\VWGolf.hpp"
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#include "Car\Skoda.hpp"
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#include "Car\CAR_HATCHBACK.hpp"
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#include "Car\UAZ.hpp"
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#include "Car\CAR_SEDAN.hpp"
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#include "Car\V3S_Civ.hpp"
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#include "Car\SUV_DZ.hpp"
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#include "Car\Pickup_PK_INS.hpp"
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#include "Car\Offroad_DSHKM_INS.hpp"
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#include "Car\UralCivil_DZ.hpp"
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#include "Car\BRDM2_DZ.hpp"
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//Helicopters
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#include "Helicopter\MI17.hpp"
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#include "Helicopter\UH1H.hpp"
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#include "Helicopter\UH1H2.hpp"
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#include "Helicopter\UH1Y.hpp"
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#include "Helicopter\AH6.hpp"
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#include "Helicopter\MH6J_DZ.hpp"
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#include "Helicopter\CH53.hpp"
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#include "Helicopter\UH60.hpp"
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#include "Helicopter\CH47.hpp"
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#include "Helicopter\BAF_Merlin.hpp"
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//Wrecks
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//#include "Helicopter\MI8Wreck.hpp"
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//#include "Helicopter\UH1Wreck.hpp"
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//#include "Helicopter\UH60Wreck.hpp"
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#include "CrashSite.hpp"
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//Planes
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#include "Plane\AN2_DZ.hpp"
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#include "Plane\MV22.hpp"
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#include "Plane\C130.hpp"
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#include "Plane\Cessna_DZ.hpp"
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//Bikes
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#include "Bikes\ATV_US_EP1.hpp"
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#include "Bikes\ATV_CZ_EP1.hpp"
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#include "Bikes\TT650_Ins.hpp"
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#include "Bikes\TT650_Civ.hpp"
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#include "Bikes\M1030.hpp"
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//Boat
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#include "Boat\RHIB.hpp"
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#include "Boat\PBX.hpp"
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#include "Boat\Fishing_Boat.hpp"
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#include "Boat\smallboat.hpp"
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//Includes all Building Stuff
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// This parent class is made to make referring to these objects easier later with allMissionObjects
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#include "Buildings\HouseDZ.hpp"
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//Fire
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#include "Buildings\Land_Fire.hpp"
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//Buildings
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#include "Buildings\Land_A_Crane_02b.hpp"
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#include "Buildings\Land_A_FuelStation_Feed.hpp"
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#include "Buildings\Land_A_TVTower_Mid.hpp"
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#include "Buildings\Land_A_TVTower_Top.hpp"
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#include "Buildings\Land_Farm_WTower.hpp"
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#include "Buildings\Land_HouseB_Tenement.hpp"
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#include "Buildings\Land_Ind_MalyKomin.hpp"
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#include "Buildings\Land_komin.hpp"
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#include "Buildings\Land_majak.hpp"
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#include "Buildings\Land_Mil_ControlTower.hpp"
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#include "Buildings\Land_NAV_Lighthouse.hpp"
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#include "Buildings\Land_NavigLight.hpp"
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#include "Buildings\Land_Rail_Semafor.hpp"
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#include "Buildings\Land_Rail_Zavora.hpp"
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#include "Buildings\Land_runway_edgelight.hpp"
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#include "Buildings\Land_Stoplight.hpp"
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#include "Buildings\Land_telek1.hpp"
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#include "Buildings\Land_VASICore.hpp"
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#include "Buildings\Land_Vysilac_FM.hpp"
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//camo
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#include "CamoNetting.hpp"
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//WeaponHolder
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#include "WeaponHolder.hpp"
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//itemBox's
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//#include "CardboardBox.hpp"
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#include "LootContainer.hpp"
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//Tents,storage
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//#include "Storage.hpp"
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// Traps
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#include "Traps.hpp"
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//Antihack
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#include "antihack_logic.hpp"
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#include "antihack_plants.hpp"
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#include "antihack_weaponholders.hpp"
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//EPOCH
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#include "DZE\Wrecks.hpp"
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#include "DZE\Doors.hpp"
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#include "DZE\Prop_Defs.hpp"
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#include "DZE\Veins.hpp"
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#include "DZE\ModularBuilding.hpp"
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#include "DZE\CSJ_GyroAC.hpp"
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class Land_A_tent; // External class reference
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#include "DZE\Grave.hpp"
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class WeaponHolder; // External class reference
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#include "DZE\LockboxStorage.hpp"
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#include "DZE\VaultStorage.hpp"
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#include "DZE\TentStorage.hpp"
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//Blood Trail
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#include "Buildings\Blood_Trail_DZ.hpp"
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class waterHoleProxy: House {
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model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
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};
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//Camps
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#include "InfectedCamps\IC_Fireplace1.hpp"
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//class WeaponHolder;
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class Plant_Base: WeaponHolder {
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scope = public;
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icon = "";
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mapSize = 0;
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transportMaxWeapons = 0;
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accuracy = 1000;
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class DestructionEffects{};
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favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)";
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displayName = "$STR_ITEM_NAME_comfrey";
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class eventHandlers {
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init="(_this select 0)setVariable['permaLoot',true];";
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};
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supplyRadius = 1;
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};
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#include "gathered_plants.hpp"
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class Generator_Base: BuiltItems //Vanilla generator uses SkodaBase but is currently not functional
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{
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model = "\dayz_equip\models\generator_gear.p3d";
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picture = "\dayz_equip\textures\equip_generator_ca.paa";
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displayName="Generator";
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};
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class Generator_DZ: Generator_Base
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{
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scope = public; // vanilla uses protected
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transportMaxWeapons=0;
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transportmaxbackpacks = 0;
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transportMaxMagazines=10;
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displayName = "Generator";
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weapons[] = {};
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magazines[] = {};
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class TransportBackpacks{};
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class TransportMagazines{};
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class TransportWeapons{};
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class TransportItems{};
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maximumLoad = 200;
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supplyRadius = -1;
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memoryPointSupply = "";
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|
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soundengineoffext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-stop-1", 0.398107, 1, 250};
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soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
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// Epoch values
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destrType = "DestructNo";
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cost = 100;
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offset[] = {0,1.5,0};
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model = "\dayz_equip\models\generator.p3d";
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icon = "\ca\data\data\Unknown_object.paa";
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|
mapSize = 2;
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|
armor = 400;
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|
vehicleClass = "Fortifications";
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|
constructioncount = 1;
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|
removeoutput[] = {{"ItemGenerator",1}};
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|
requireplot = 0;
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|
nounderground = 0;
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|
|
|
class Turrets {};
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|
|
|
/* // Vanilla generator actions below are currently not functional, Epoch has these in fn_selfActions
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|
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"
|
|
};*/
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