Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Boat/RHIB.hpp
ebaydayz 3aad4b61e9 Move some addActions to config UserActions
Should improve client FPS while still allowing conditions and scripts to
be customized.

Some special vehicles like MV22, UH1Y, etc. have UserActions overwritten
in their configs, so please let me know if you find any others that do
not get the option to repair or salvage because UserActions is
overwritten in their config. I think I got them all.

Vanilla commits:

a8c4238c0c

350d73abe1
2016-11-20 19:47:21 -05:00

557 lines
10 KiB
C++

//class NewTurret;
//class ViewPilot;
//class ViewOptics;
//class Sounds { class Engine; class Movement;};
//class DefaultEventhandlers;
class Ship : AllVehicles
{
class UserActions
{
class Repair {ACTION_REPAIR; radius = 8;};
class Salvage {ACTION_SALVAGE; radius = 8;};
};
transportMaxMagazines = 2000;
transportMaxWeapons = 200;
transportMaxBackpacks = 40;
vehicleClass = "Ship";
icon = "iconShip";
cost = 1e+007;
armor = 1000;
displayName = "Ship";
accuracy = 0.005;
maxSpeed = 30;
simulation = "ship";
audible = 6;
fuelCapacity = 250;
formationX = 50;
formationZ = 100;
brakeDistance = 50;
formationTime = 20;
steerAheadSimul = 2;
steerAheadPlan = 2.4;
predictTurnSimul = 2;
predictTurnPlan = 2.4;
type = 1;
threat[] = {
0.2,
0.2,
0.1
};
getInRadius = 10;
driverAction = "";
cargoAction[] = {
""
};
pointPilot = "pilot";
pointCommander = "velitel";
selectionFireAnim = "zasleh";
selectionBrakeLights = "brzdove svetlo";
memoryPointMissile[] = {
"spice rakety",
"usti hlavne"
};
memoryPointMissileDir[] = {
"konec rakety",
"konec hlavne"
};
canFloat = 1;
soundGear[] = {
"",
0.000177828,
1
};
occludeSoundsWhenIn = 0.562341;
obstructSoundsWhenIn = 0.316228;
class Exhausts
{
class Exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffect";
};
};
leftDustEffect = "LDustEffects";
rightDustEffect = "RDustEffects";
leftWaterEffect = "LWaterEffects";
rightWaterEffect = "RWaterEffects";
leftEngineEffect = "LEngEffects";
rightEngineEffect = "REngEffects";
memoryPointsLeftEngineEffect = "EngineEffectL";
memoryPointsRightEngineEffect = "EngineEffectR";
class HitPoints
{
class HitEngine
{
armor = 1.2;
material = 60;
name = "motor";
visual = "motor";
passThrough = 1;
};
};
class Turrets
{
class MainTurret : NewTurret
{
commanding = -1;
startEngine = 0;
};
};
class ViewPilot : ViewPilot
{
initFov = 0.7;
minFov = 0.25;
maxFov = 1.4;
initAngleX = 0;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
};
class ViewOptics : ViewOptics
{
initFov = 0.7;
minFov = 0.07;
maxFov = 0.35;
};
class MarkerLights
{
class RedStill
{
color[] = {
1,
0.1,
0.1,
1
};
ambient[] = {
0.1,
0.01,
0.01,
1
};
name = "cerveny pozicni";
brightness = 0.01;
blinking = 0;
};
class GreenStill
{
color[] = {
0.1,
1,
0.1,
1
};
ambient[] = {
0.01,
0.1,
0.01,
1
};
name = "zeleny pozicni";
brightness = 0.01;
blinking = 0;
};
class WhiteStill
{
color[] = {
1,
1,
1,
1
};
ambient[] = {
0.1,
0.1,
0.1,
1
};
name = "bily pozicni";
brightness = 0.01;
blinking = 0;
};
};
class Sounds : Sounds
{
class Engine : Engine
{
sound = "soundEngine";
frequency = "(1-randomizer*0.05)*1.2*(thrust*0.7+0.5)";
volume = "(thrust*0.5)+0.5";
};
class Movement : Movement
{
sound = "soundEnviron";
frequency = "(speed*0.03334)*1.3+(1-(speed*0.03334))*0.7";
volume = "(speed*0.03334)+(1-(speed*0.03334))*0.1";
};
};
class SpeechVariants
{
class Default
{
speechSingular[] = {
"veh_Ship"
};
speechPlural[] = {
"veh_Ships"
};
};
class EN : Default
{
};
class CZ
{
speechSingular[] = {
"veh_Ship_CZ"
};
speechPlural[] = {
"veh_Ships_CZ"
};
};
class CZ_Akuzativ
{
speechSingular[] = {
"veh_Ship_CZ4P"
};
speechPlural[] = {
"veh_Ships_CZ4P"
};
};
class RU
{
speechSingular[] = {
"veh_Ship_RU"
};
speechPlural[] = {
"veh_Ships_RU"
};
};
};
TextPlural = "Ships";
TextSingular = "Ship";
nameSound = "veh_Ship";
unitInfoType = "UnitInfoCar";
enableGPS = 0;
getInAction = "GetInLow";
getOutAction = "GetOutLow";
cargoGetInAction[] = {
"GetInLow"
};
cargoGetOutAction[] = {
"GetOutLow"
};
precision = 10;
};
class SmallShip: Ship
{
displayName = "Small Ship";
transportMaxMagazines = 100;
transportMaxWeapons = 20;
};
class BigShip: Ship
{
displayName = "Big Ship";
transportMaxMagazines = 500;
transportMaxWeapons = 200;
};
class Boat : Ship
{
precision = 6;
brakeDistance = 20;
transportMaxMagazines = 100;
transportMaxWeapons = 10;
transportMaxBackpacks = 2;
};
class RHIB: Boat
{
displayName = "RHIB";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
};
class RHIB2Turret: RHIB
{
displayName = "RHIB (Mk19)";
};
class RHIB_DZ : Boat
{
scope = public;
displayName = "RHIB";
vehicleClass = "Ship";
accuracy = 0.5;
crew = "";
faction = "USMC";
side = 1;
model = "\ca\water\rhib";
picture = "\ca\water\data\ico\rhib_CA.paa";
Icon = "\Ca\water\Data\map_ico\icomap_RHIB_CA.paa";
mapSize = 8;
unitInfoType = "UnitInfoShip";
soundEnviron[] = {
"",
0.0562341,
0.9
};
class SoundEvents
{
};
insideSoundCoef = 1;
soundEngineOnInt[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-start-01",
0.1,
1
};
soundEngineOnExt[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-start-01",
1,
1,
150
};
soundEngineOffInt[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",
0.1,
1
};
soundEngineOffExt[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-stop-01",
1,
1,
150
};
class Sounds
{
class Engine
{
sound[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-engine-low-01",
1,
0.9,
300
};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "engineOn*(rpm factor[0.5, 0.1])";
};
class EngineHighOut
{
sound[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-engine-high-01",
1,
0.8,
300
};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "engineOn*(rpm factor[0.4, 1.3])";
};
class IdleOut
{
sound[] = {
"ca\sounds\vehicles\water\rhib\ext-boat-engine-idle-03",
0.562341,
1,
150
};
frequency = "1";
volume = "engineOn*(rpm factor[0.3, 0])";
};
class WaternoiseOutW0
{
sound[] = {
"ca\sounds\vehicles\water\water_sfx\ext-water-noise-nospeed",
0.398107,
1,
100
};
frequency = "1";
volume = "(speed factor[7, 0])";
};
class WaternoiseOutW1
{
sound[] = {
"ca\sounds\vehicles\water\water_sfx\ext-boat-lospd-noise-02",
0.398107,
1,
100
};
frequency = "1";
volume = "((speed factor[2, 12]) min (speed factor[12, 2]))";
};
class WaternoiseOutW2
{
sound[] = {
"ca\sounds\vehicles\water\water_sfx\ext-boat-hispd-noise-02",
0.398107,
1,
100
};
frequency = "1";
volume = "(speed factor[9, 18.7])";
};
};
driverAction = "RHIB_Driver";
cargoAction[] = {
"RHIB_Cargo"
};
getInAction = "GetInMedium";
getOutAction = "GetOutMedium";
cargoGetInAction[] = {
"GetInMedium"
};
cargoGetOutAction[] = {
"GetOutMedium"
};
castDriverShadow = 1;
castCargoShadow = 1;
gunnerHasFlares = 0;
maxSpeed = 60;
enableGPS = 1;
transportSoldier = 10;
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
supplyRadius = 3;
class Exhausts
{
class Exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect = "";
};
};
cost = 10000;
armor = 30;
class AnimationSources
{
class ReloadAnim
{
source = "reload";
weapon = "M2";
};
class ReloadMagazine
{
source = "reloadmagazine";
weapon = "M2";
};
class Revolving
{
source = "revolving";
weapon = "M2";
};
};
class Turrets : Turrets
{
class MainTurret : NewTurret
{
class HitPoints
{
class HitTurret
{
armor = 0.8;
material = 60;
name = "vez";
visual = "vez";
passThrough = 1;
};
class HitGun
{
armor = 0.6;
material = 60;
name = "zbran";
visual = "zbran";
passThrough = 1;
};
};
stabilizedInAxes = 0;
body = "MainTurret";
gun = "MainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
gunnerAction = "RHIB_Gunner";
gunnerGetInAction = "GetInMedium";
gunnerGetOutAction = "GetOutMedium";
ejectDeadGunner = 1;
outGunnerMayFire = 1;
inGunnerMayFire = 0;
minElev = -25;
maxElev = 60;
initElev = 5;
minTurn = -135;
maxTurn = 135;
initTurn = 0;
soundServo[] = {
"\ca\sounds\vehicles\servos\turret-1",
0.00562341,
1
};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
weapons[] = {
"M2"
};
magazines[] = {
"100Rnd_127x99_M2",
"100Rnd_127x99_M2",
"100Rnd_127x99_M2"
};
gunnerName = "front gunner";
gunnerOpticsModel = "\ca\weapons\optika_empty";
gunnerForceOptics = 0;
startEngine = 0;
commanding = 2;
primaryGunner = 0;
primaryObserver = 1;
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
class ViewGunner
{
initAngleX = 5;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
};
};
class Library
{
libTextDesc = "The Naval Special Warfare Rigid Hull Inflatable Boat is a fast, high-buoyancy all weather boat designed to transport a fully equipped team of eight-men and three crew members. It is also fully transportable by C-130 Hercules.";
};
extCameraPosition[] = {
0,
4,
-14
};
class Damage
{
tex[] = {
};
mat[] = {
"ca\water\data\rhib.rvmat",
"ca\water\data\rhib.rvmat",
"ca\water\data\rhib_destruct.rvmat",
"ca\water\data\rhib_dash.rvmat",
"ca\water\data\rhib_dash.rvmat",
"ca\water\data\rhib_dash_destruct.rvmat"
};
};
};