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DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/CfgVehicles.hpp
A Man 550a6218f7 Re-arrange CfgVehicles config for buildings and buildables
- All buildables are grouped together now.
- Buildables can be used and found under "DayZ Epoch Buildables" in the editor now.
- Update scope of a few vehicles. Most base classes should be private or at least protected.
- Epoch Loot Container can be found under "DayZ Epoch Crates" in the editor now.
2020-05-18 13:46:59 +02:00

541 lines
11 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 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
//Skins
#include "Skins\Female.hpp"
#include "Skins\Male.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\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\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"
//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 "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"
//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 "Land_Fire.hpp"
#include "WaterSources.hpp"
#include "Blood_Trail_DZ.hpp"
#include "DebugBox.hpp"
#include "Graves.hpp" // GraveDZE and Massgrave
#include "Veins.hpp" //Veins and Wrecks
#include "SupplyCrate.hpp" //Supply Crate and Wreck
#include "InfectedCamps.hpp"
//Buildables
class DZ_storage_base : Land_A_tent {
scope = private;
armor = 5;
displayname = $STR_VEH_NAME_STASH;
icon = "";
mapsize = 3;
transportMaxMagazines = 0;
transportMaxWeapons = 0;
transportMaxBackpacks = 0;
constructioncount = 1;
requireplot = 0;
nounderground = 0;
offset[] = {0,3,1};
};
#include "Buildables\Stashes.hpp"
#include "Buildables\Tents.hpp"
#include "Buildables\Storage.hpp"
#include "Buildables\LockableStorage.hpp"
#include "Buildables\Traps.hpp"
#include "Buildables\Generator.hpp"
#include "Buildables\Doors.hpp"
#include "Buildables\ModularBuilding.hpp"
#include "Buildables\ModularWrecks.hpp"
#include "Buildables\Misc.hpp"
//Loot Container
#include "LootContainer\AmmoCrates.hpp"
#include "LootContainer\CardboardBox.hpp"
//WeaponHolder
class WeaponHolder; // External class reference
#include "WeaponHolder.hpp"
class Plant_Base: WeaponHolder {
scope = public;
icon = "";
mapSize = 0;
transportMaxWeapons = 0;
accuracy = 1000;
class DestructionEffects{};
favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)";
displayName = "$STR_ITEM_NAME_comfrey";
class eventHandlers {
init="(_this select 0)setVariable['permaLoot',true];";
};
supplyRadius = 1;
};
#include "gathered_plants.hpp"
//Antihack
#include "AntiHack\antihack_logic.hpp"
#include "AntiHack\antihack_plants.hpp"
class Land_CncBlock_AntiHack: NonStrategic
{
scope = public;
vehicleClass = "Misc";
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;
};
};