Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/CfgVehicles.hpp
A Man 8bc484cb58 Add Arma 2 Static Weapon as Epoch Classes
This adds for every type of arma 2 static weapon an epoch version for it. This also adds to every epoch static weapon a magazine class so it can be build easily. The new weapons can found under: DayZ Epoch Static Weapons in the editor. Server admins have to add Battleye Filters for most of the static weapons. Since adding it to all server would weaken also servers which do not use those new static weapons.
2021-08-20 18:25:01 +02:00

825 lines
21 KiB
C++

#include "CommonActions.hpp"
class WeaponFireGun; // External class reference
class WeaponCloudsGun; // External class reference
class WeaponFireMGun; // External class reference
class WeaponCloudsMGun;
class CfgVehicles
{
class ALL;
class AllVehicles : ALL
{
class NewTurret;
class ViewPilot;
class ViewOptics;
class Sounds { class Engine; class Movement;};
class DefaultEventhandlers;
class EventHandlers: DefaultEventhandlers
{
killed = "_this call BIS_Effects_EH_Killed;";
};
};
class Air : AllVehicles
{
class NewTurret;
class ViewPilot;
class AnimationSources;
};
class Helicopter : Air
{
class HitPoints
{
class HitHull {
armor = 1;
material = 51;
name = "NEtrup";
visual = "trup";
passThrough = 1;
};
class HitEngine {
armor = 0.25;
material = 51;
name = "motor";
visual = "motor";
passThrough = 1;
};
class HitAvionics {
armor = 0.15;
material = 51;
name = "elektronika";
visual = "elektronika";
passThrough = 1;
};
class HitVRotor {
armor = 0.3;
material = 51;
name = "mala vrtule";
visual = "mala vrtule staticka";
passThrough = 0.3;
};
class HitHRotor {
armor = 0.2;
material = 51;
name = "velka vrtule";
visual = "velka vrtule staticka";
passThrough = 0.1;
};
class HitMissiles {
armor = 0.1;
material = 51;
name = "munice";
visual = "munice";
passThrough = 0.5;
};
class HitRGlass {
convexComponent = "sklo predni P";
armor = 0.1;
material = 51;
name = "sklo predni P";
visual = "sklo predni P";
passThrough = 0;
};
class HitLGlass {
convexComponent = "sklo predni L";
armor = 0.1;
material = 51;
name = "sklo predni L";
visual = "sklo predni L";
passThrough = 0;
};
class HitGlass1 {
armor = 2;
material = -1;
name = "glass1";
visual = "glass1";
passThrough = 0;
};
class HitGlass2 {
armor = 2;
material = -1;
name = "glass2";
visual = "glass2";
passThrough = 0;
};
class HitGlass3 {
armor = 2;
material = -1;
name = "glass3";
visual = "glass3";
passThrough = 0;
};
class HitGlass4 {
armor = 2;
material = -1;
name = "glass4";
visual = "glass4";
passThrough = 0;
};
class HitGlass5 {
armor = 2;
material = -1;
name = "glass5";
visual = "glass5";
passThrough = 0;
};
class HitGlass6 {
armor = 2;
material = -1;
name = "glass6";
visual = "glass6";
passThrough = 0;
};
};
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class ViewOptics;
};
};
};
class Plane: Air
{
class ViewPilot;
class ViewOptics;
class AirplaneHUD;
class HitPoints
{
class HitHull;
};
class AnimationSources;
class UserActions
{
class PushPlane {ACTION_PUSH;};
};
};
class Land; // External class reference
class LandVehicle : Land
{
class NewTurret;
class Sounds;
class ViewOptics;
class ViewPilot;
class AnimationSources;
class EventHandlers;
class Reflectors
{
class Left
{
angle = 120;
color[] = {0.9,0.8,0.8,1};
ambient[] = {0.1,0.1,0.1,1};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.5;
};
class Right
{
angle = 120;
color[] = {0.9,0.8,0.8,1};
ambient[] = {0.1,0.1,0.1,1};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.5;
};
};
};
class Car : LandVehicle {
class HitPoints
{
class HitEngine;
class HitRGlass;
class HitLGlass;
class HitBody;
class HitFuel;
class HitLFWheel;
class HitRFWheel;
class HitLF2Wheel;
class HitRF2Wheel;
class HitLMWheel;
class HitRMWheel;
class HitLBWheel;
class HitRBWheel;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class ViewOptics;
};
};
class Sounds : Sounds
{
class Engine;
class Movement;
};
};
class epoch_car: Car
{
vehicleClass = "DayZ Epoch Vehicles";
side = 1;
faction = "USMC";
selectionBackLights = "brzdove svetlo";
selectionBrakeLights = "zadni svetlo";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
class Turrets {};
class AnimationSources
{
class HitLFWheel
{
source="Hit";
hitpoint="HitLFWheel"; // name of hitpoints class
raw = 1;
};
class HitRFWheel:HitLFWheel
{
hitpoint="HitRFWheel";
};
class HitLBWheel:HitLFWheel
{
hitpoint="HitLBWheel";
};
class HitRBWheel:HitLFWheel
{
hitpoint="HitRBWheel";
};
class HitLF2Wheel:HitLFWheel
{
hitpoint="HitLF2Wheel";
};
class HitRF2Wheel:HitLFWheel
{
hitpoint="HitRF2Wheel";
};
class HitLMWheel:HitLFWheel
{
hitpoint="HitLMWheel";
};
class HitRMWheel:HitLFWheel
{
hitpoint="HitRMWheel";
};
class HitGlass1
{
source="Hit";
hitpoint="HitGlass1"; // name of hitpoints class
raw = 1;
};
class HitGlass2: HitGlass1
{
hitpoint="HitGlass2";
};
class HitGlass3: HitGlass1
{
hitpoint="HitGlass3";
};
class HitGlass4: HitGlass1
{
hitpoint="HitGlass4";
};
};
class HitPoints : HitPoints
{
class HitRGlass {armor=0.3;material=-1;name="sklo predni P";passThrough=0;};
class HitLGlass {armor=0.3;material=-1;name="sklo predni L";passThrough=0;};
class HitGlass1 {armor=0.1;material=-1;name="glass1";visual="glass1";passThrough=0;};
class HitGlass2 {armor=0.1;material=-1;name="glass2";visual="glass2";passThrough=0;};
class HitGlass3 {armor=0.1;material=-1;name="glass3";visual="glass3";passThrough=0;};
class HitGlass4 {armor=0.1;material=-1;name="glass4";visual="glass4";passThrough=0;};
class HitBody {armor=1;material=-1;name="karoserie";visual="";passThrough=1;}; //disabled points from model
class HitFuel {armor=0.3;material=-1;name="palivo";visual="";passThrough=0.5;};
class HitLFWheel {armor=0.15;material=-1;name="wheel_1_1_steering";visual="";passThrough=0.3;};
class HitLBWheel {armor=0.15;material=-1;name="wheel_1_2_steering";visual="";passThrough=0.3;};
class HitLMWheel {armor=0.15;material=-1;name="wheel_1_3_steering";visual="";passThrough=0.3;};
class HitLF2Wheel {armor=0.15;material=-1;name="wheel_1_4_steering";visual="";passThrough=0.3;};
class HitRFWheel {armor=0.15;material=-1;name="wheel_2_1_steering";visual="";passThrough=0.3;};
class HitRBWheel {armor=0.15;material=-1;name="wheel_2_2_steering";visual="";passThrough=0.3;};
class HitRMWheel {armor=0.15;material=-1;name="wheel_2_3_steering";visual="";passThrough=0.3;};
class HitRF2Wheel {armor=0.15;material=-1;name="wheel_2_4_steering";visual="";passThrough=0.3;};
class HitEngine {armor=0.4;material=-1;name="motor";visual="";passThrough=0.2;};
};
class damage
{
tex[]={};
mat[]={};
};
class nvgmarkers
{
class nvgmarker01
{
name = "nvg_marker";
color[] = {0.03, 0.003, 0.003, 1};
ambient[] = {0.003, 0.0003, 0.0003, 1};
brightness = 0.001;
blinking = 1;
};
};
outsidesoundfilter=true;
insidesoundcoef = 0.8;
soundgear[]={,db-85,1};
soundgetin[]={"ca\sounds_e\wheeled_e\suv\suv_ext_door",db-5, 1};
soundgetout[]={"ca\sounds_e\wheeled_e\suv\suv_ext_door",db-5, 1, 20};
soundengineonint[] = {"ca\sounds_e\wheeled_e\suv\suv_int_start", db-15, 1.0};
soundengineonext[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_start", db-15, 1.0, 100};
soundengineoffint[] ={"ca\sounds_e\wheeled_e\suv\suv_int_stop", db-15, 1.0};
soundengineoffext[] ={"ca\sounds_e\wheeled_e\suv\suv_ext_stop", db-15, 1.0, 100};
buildcrash0[]={"ca\sounds\vehicles\crash\crash_building_01", db-3, 1,200};
buildcrash1[]={"ca\sounds\vehicles\crash\crash_building_02", db-3, 1,200};
buildcrash2[]={"ca\sounds\vehicles\crash\crash_building_03", db-3, 1,200};
buildcrash3[]={"ca\sounds\vehicles\crash\crash_building_04", db-3, 1,200};
soundbuildingcrash[]={buildcrash0, 0.25, buildcrash1, 0.25, buildcrash2, 0.25, buildcrash3, 0.25};
woodcrash0[]={"ca\sounds\vehicles\crash\crash_mix_wood_01", db-3, 1,200};
woodcrash1[]={"ca\sounds\vehicles\crash\crash_mix_wood_02", db-3, 1,200};
woodcrash2[]={"ca\sounds\vehicles\crash\crash_mix_wood_03", db-3, 1,200};
woodcrash3[]={"ca\sounds\vehicles\crash\crash_mix_wood_04", db-3, 1,200};
woodcrash4[]={"ca\sounds\vehicles\crash\crash_mix_wood_05", db-3, 1,200};
woodcrash5[]={"ca\sounds\vehicles\crash\crash_mix_wood_06", db-3, 1,200};
soundwoodcrash[]={woodcrash0, 0.166, woodcrash1, 0.166, woodcrash2, 0.166, woodcrash3, 0.166,woodcrash4, 0.166,woodcrash5, 0.166};
armorcrash0[]={"ca\sounds\vehicles\crash\crash_vehicle_01", db-3, 1,200};
armorcrash1[]={"ca\sounds\vehicles\crash\crash_vehicle_02", db-3, 1,200};
armorcrash2[]={"ca\sounds\vehicles\crash\crash_vehicle_03", db-3, 1,200};
armorcrash3[]={"ca\sounds\vehicles\crash\crash_vehicle_04", db-3, 1,200};
soundarmorcrash[]={armorcrash0, 0.25, armorcrash1, 0.25, armorcrash2, 0.25, armorcrash3, 0.25};
class soundevents
{
class accelerationin
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_accelerate_3_x", db-5, 1.0};
limit = "0.4";
expression = "(engineon*(1-campos))*gmeterz";
};
class accelerationout
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_accelerate_3", db-5, 1.0, 200};
limit = "0.4";
expression = "(engineon*campos)*gmeterz";
};
};
class sounds
{
class engine
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_low", db-15, 1.4, 100};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "campos*engineon*((rpm factor[0.3, 0.4]) min (rpm factor[0.7, 0.5]))";
};
class enginehighout
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_high", db0, 0.8, 300};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "campos*engineon*(rpm factor[0.5, 0.8])";
};
class idleout
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_ext_idle", db-5, 1.0, 100};
frequency = "1";
volume = "engineon*campos*(rpm factor[0.4, 0])";
};
class tiresrockout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-rock2", db-10, 1.0, 30};
frequency = "1";
volume = "campos*rock*(speed factor[2, 20])";
};
class tiressandout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-sand2", db-10, 1.0, 30};
frequency = "1";
volume = "campos*sand*(speed factor[2, 20])";
};
class tiresgrassout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-grass2", db-10, 1.0, 30};
frequency = "1";
volume = "campos*grass*(speed factor[2, 20])";
};
class tiresmudout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-mud2", db-10, 1.0, 30};
frequency = "1";
volume = "campos*mud*(speed factor[2, 20])";
};
class tiresgravelout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-gravel2", db-10, 1.0, 30};
frequency = "1";
volume = "campos*gravel*(speed factor[2, 20])";
};
class tiresasphaltout
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\ext\ext-tires-asphalt3", db-10, 1.0, 30};
frequency = "1";
volume = "campos*asphalt*(speed factor[2, 20])";
};
class noiseout
{
sound[] = {"\ca\sounds\vehicles\wheeled\noises\ext\noise2", db-20, 1.0, 30};
frequency = "1";
volume = "campos*(damper0 max 0.03)*(speed factor[0, 8])";
};
class enginelowin
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_low_x", db-10, 1.4};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "(1-campos)*engineon*((rpm factor[0.3, 0.4]) min (rpm factor[0.7, 0.45]))";
};
class enginehighin
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_high_x", db0, 0.8};
frequency = "(randomizer*0.05+0.95)*rpm";
volume = "(1-campos)*engineon*(rpm factor[0.5, 0.8])";
};
class idlein
{
sound[] = {"ca\sounds_e\wheeled_e\suv\suv_int_idle_x", db-10, 1.0};
frequency = "1";
volume = "engineon*(rpm factor[0.4, 0])*(1-campos)";
};
class tiresrockin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-rock2", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*rock*(speed factor[2, 20])";
};
class tiressandin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-sand2", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*sand*(speed factor[2, 20])";
};
class tiresgrassin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-grass2", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*grass*(speed factor[2, 20])";
};
class tiresmudin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-mud2", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*mud*(speed factor[2, 20])";
};
class tiresgravelin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-gravel2", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*gravel*(speed factor[2, 20])";
};
class tiresasphaltin
{
sound[] = {"\ca\sounds\vehicles\wheeled\tires\int\int-tires-asphalt3", db-10, 1.0};
frequency = "1";
volume = "(1-campos)*asphalt*(speed factor[2, 20])";
};
class noisein
{
sound[] = {"\ca\sounds\vehicles\wheeled\noises\int\noise2", db-15, 1.0};
frequency = "1";
volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-campos)"; //definice inside zvuku
};
};
};
class Tank: LandVehicle {
class HitPoints
{
class HitEngine;
class HitHull;
class HitLTrack;
class HitRTrack;
};
class ViewPilot;
class ViewOptics;
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class HitPoints
{
class HitTurret;
class HitGun;
};
};
};
class CargoLight;
class Sounds: Sounds
{
class Engine;
class Movement;
};
class SpeechVariants
{
class Default;
class EN;
class CZ;
class CZ_Akuzativ;
class RU;
};
class Eventhandlers;
};
//External Class
class Motorcycle : LandVehicle
{
class Reflectors
{
class Right
{
angle = 90;
};
};
};
class Truck: Car
{
class HitPoints: HitPoints
{
class HitLFWheel;
class HitLBWheel;
class HitLMWheel;
class HitRFWheel;
class HitRBWheel;
class HitRMWheel;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class DestructionEffects;
class Turrets;
};
class SUV_Base_EP1 : Car
{
class HitPoints : HitPoints
{
class HitLFWheel;
class HitLBWheel;
class HitRFWheel;
class HitRBWheel;
class HitFuel;
class HitEngine;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
};
class BRDM2_Base;
class HouseBase;
class Ruins: HouseBase {};
class House : HouseBase
{
class DestructionEffects;
};
class House_EP1;
class Land_HouseV_1I2;
class SpawnableWreck : House {};
class Strategic;
class NonStrategic;
class Thing;
class BuiltItems;
class Building;
class ReammoBox;
class Land_A_tent;
#include "RepairParts.hpp"
//ZEDS
#include "Zeds\Zeds.hpp" //All type zeds
#include "Zeds\ViralZeds.hpp" //Viral type zeds
#include "Zeds\WildZeds.hpp" //Wild type zeds
#include "Zeds\SwarmZeds.hpp" //Swarm type zeds
#include "Zeds\PlayerZeds.hpp" //Player type zeds
#include "Zeds\Bloodsuckers.hpp" //NS Bloodsuckers
//Skins
#include "Skins\Male.hpp"
#include "Skins\Female.hpp"
//Bags
#include "Bags.hpp" // Backpacks
//DZAnimal and DZ_Fin
#include "Animal.hpp"
//Includes all DayZ Vehilces
//Cars
#include "Car\HMMWV.hpp"
#include "Car\ArmoredSUV.hpp"
#include "Car\BTR40.hpp"
#include "Car\BTR60.hpp"
#include "Car\BTR90.hpp"
#include "Car\datsun.hpp"
#include "Car\Gaz_Vodnik.hpp"
#include "Car\hilux.hpp"
#include "Car\Ikarus.hpp"
#include "Car\Kamaz.hpp"
#include "Car\Lada.hpp"
#include "Car\LandRover.hpp"
#include "Car\LAV25.hpp"
#include "Car\M113.hpp"
#include "Car\Mtvr.hpp"
#include "Car\S1203.hpp"
#include "Car\Tractor.hpp"
#include "Car\UAZ_MG.hpp"
#include "Car\UAZ_AGS.hpp"
#include "Car\UAZ_SPG.hpp"
#include "Car\Volha.hpp"
#include "Car\VWGolf.hpp"
#include "Car\Skoda.hpp"
#include "Car\CAR_HATCHBACK.hpp"
#include "Car\UAZ.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\Offroad_SPG9.hpp"
#include "Car\UralCivil_DZ.hpp"
#include "Car\BRDM2_DZ.hpp"
#include "Car\Jackal.hpp"
#include "Car\Dingo.hpp"
#include "Car\Octavia.hpp"
#include "Car\Tatra_T810.hpp"
#include "Car\BMP2.hpp"
#include "Car\T72.hpp"
#include "Car\Jeep.hpp"
#include "Car\MiniCooper.hpp"
#include "Car\Nissan.hpp"
#include "Car\ScrapAPC.hpp"
//Helicopters
#include "Helicopter\MI17.hpp"
#include "Helicopter\UH1H.hpp"
#include "Helicopter\UH1Y.hpp"
#include "Helicopter\AH6.hpp"
#include "Helicopter\MH6J_DZ.hpp"
#include "Helicopter\CH53.hpp"
#include "Helicopter\UH60.hpp"
#include "Helicopter\CH47.hpp"
#include "Helicopter\BAF_Merlin.hpp"
#include "Helicopter\AH1Z.hpp"
#include "Helicopter\Pook.hpp"
#include "Helicopter\CSJ_GyroAC.hpp"
#include "Helicopter\KA60.hpp"
#include "Helicopter\AW159.hpp"
#include "Helicopter\MTVRBird.hpp"
#include "CrashSite.hpp"
//Planes
#include "Plane\AN2_DZ.hpp"
#include "Plane\MV22.hpp"
#include "Plane\C130.hpp"
#include "Plane\Cessna_DZ.hpp"
//Bikes
#include "Bikes\ATVs.hpp"
#include "Bikes\Bikes.hpp"
#include "Bikes\Motorbikes.hpp"
//Boat
#include "Boat\RHIB.hpp"
#include "Boat\PBX.hpp"
#include "Boat\Fishing_Boat.hpp"
#include "Boat\smallboat.hpp"
#include "Boat\JetSkiYanahui.hpp"
#include "Boat\Seafox.hpp"
#include "Boat\Submarine.hpp"
//Includes all Building Stuff
//Houses
#include "Buildings\Land_A_Crane_02b.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"
#include "Buildings\WarfareBBaseStructure.hpp"
#include "Buildings\Land_houseV_2T2.hpp"
#include "Buildings\Land_Ind_Oil_Pump_EP1_DZE.hpp" //Oil Pump without sound
#include "Buildings\Fuelstations.hpp"
#include "Buildings\land_ibr_hangar.hpp" //Works only if Lingor is loaded
#include "Buildings\Land_Shed_M01.hpp" // Animated door and interior, made by Helion4
#include "Land_Fire.hpp"
#include "WaterSources.hpp"
#include "Blood_Trail_DZ.hpp"
#include "DebugBox.hpp"
#include "Graves.hpp" // GraveDZE, Massgrave, dead bodies
#include "Veins.hpp" //Veins and Wrecks
#include "SupplyCrate.hpp" //Supply Crate and Wreck
#include "InfectedCamps.hpp"
#include "Rubbish.hpp"
//Buildables
class DZ_storage_base : Land_A_tent {
scope = 0;
armor = 5;
displayname = $STR_VEH_NAME_STASH;
icon = "";
mapsize = 3;
transportMaxMagazines = 0;
transportMaxWeapons = 0;
transportMaxBackpacks = 0;
constructioncount = 1;
requireplot = 0;
nounderground = 0;
offset[] = {0,3,1};
};
#include "Buildables\Stashes.hpp"
#include "Buildables\Tents.hpp"
#include "Buildables\Storage.hpp"
#include "Buildables\LockableStorage.hpp"
#include "Buildables\Traps.hpp"
#include "Buildables\Generator.hpp"
#include "Buildables\Doors.hpp"
#include "Buildables\Bridges.hpp"
#include "Buildables\ModularBuild.hpp"
#include "Buildables\FencesWood.hpp"
#include "Buildables\FencesMetal.hpp"
#include "Buildables\FencesGates.hpp"
#include "Buildables\CamoNets.hpp"
#include "Buildables\Sandbags.hpp"
#include "Buildables\Billboards.hpp"
#include "Buildables\Misc.hpp"
#include "Buildables\StaticWeapons.hpp"
//Loot Container
#include "LootContainer\AmmoCrates.hpp"
#include "LootContainer\CardboardBox.hpp"
//WeaponHolder
class WeaponHolder; // External class reference
#include "WeaponHolder.hpp"
#include "Plants.hpp"
//Antihack
#include "AntiHack\antihack_logic.hpp"
#include "AntiHack\antihack_plants.hpp"
class Land_CncBlock_AntiHack: NonStrategic
{
scope = 2;
vehicleClass = "DayZ Epoch Buildings";
model = "z\addons\dayz_communityassets\models\CncBlock_D.p3d";
Icon = "\Ca\misc3\Data\Icons\icon_cnc_con_barrier_CA.paa";
mapSize = 4;
displayName = $STR_MISC_CNCBLOCK_D;
armor = 150;
};
class waterHoleProxy: House {
model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
};
class ThingEffect;
class FxCartridge_Mp7: ThingEffect
{
model = "\C1987_Mp7\cartridge\46_30.p3d";
displayName = "4.6x30mm Cartridge";
submerged = 0;
submergeSpeed = 0;
timeToLive = 5;
disappearAtContact = 1;
airRotation = 1.0;
};
};