Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/DZE/Doors.hpp
[VB]AWOL 7634fd38b6 drastically increased armor levels
trying to find a balance between build times and destruction time
2014-01-24 12:39:57 -06:00

785 lines
26 KiB
C++

/* Again your very own basic definition*/
class DZE_Base_Object : All {
scope = 0;
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 = 1;
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 = 2; /* 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 = 2; /* 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 = 2; /* 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 = 2; /* 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 = 1;
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 = 1;
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 = 1;
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 = 1;
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 = 1;
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 = 1;
model = "\z\addons\dayz_epoch\models\wreck_cinder.p3d";
displayName = "Cinder wall ruins";
removeoutput[] = {{"CinderBlocks",{0,1}}};
};
class Land_wreck_metal_floor: ruins {
scope = 1;
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 = 1;
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 = 1;
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 = 1;
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 = 1;
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]";
};
};
};