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DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Plane/MV22.hpp
A Man d9b9874532 Change scope and type of configs from name to numbers
This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs.  A proper config should use numbers for those entries. This is the same how arma configs are written.  The basicDefines.hpp has all the needed information stored.

Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
2020-05-29 02:04:06 +02:00

75 lines
3.1 KiB
C++

class MV22;
class MV22_DZ : MV22 {
accuracy = 1000;
scope = 2;
displayName = $STR_VEH_NAME_MV22;
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
commanderCanSee = 2+16+32;
gunnerCanSee = 2+16+32;
driverCanSee = 2+16+32;
transportMaxWeapons = 20;
transportMaxMagazines = 400;
transportmaxbackpacks = 10;
fuelCapacity = 6513;
class DefaultEventhandlers;
class EventHandlers: DefaultEventhandlers
{
killed = "_this call BIS_Effects_EH_Killed;";
engine = "if (_this select 1) then {{_this select 0 animate [_x,0]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];} else {_this select 0 setVariable ['engineOffTime',diag_tickTime,false];};"; //Unfold
};
class UserActions
{
//class Repair {ACTION_REPAIR; radius = 8;};
//class Salvage {ACTION_SALVAGE; radius = 8;};
class PushPlane {ACTION_PUSH;};
class Fold {
displayName = $STR_AM_PACK;
displayNameDefault = $STR_AM_PACK;
priority = 0;
position = "zamerny";
showWindow = 0;
radius = 1;
onlyForPlayer = 1;
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 0} && {diag_tickTime - (this getVariable ['engineOffTime',0]) > 8}";
statement = "{this animate [_x,1]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];";
};
class Unfold {
displayName = $STR_AM_UNPACK;
displayNameDefault = $STR_AM_UNPACK;
priority = 0;
position = "zamerny";
showWindow = 0;
radius = 1;
onlyForPlayer = 1;
condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 1}";
statement = "{this animate [_x,0]} count ['engine_prop_1_1_turn','engine_prop_1_2_turn','engine_prop_1_3_turn','engine_prop_2_1_turn','engine_prop_2_2_turn','engine_prop_2_3_turn','engine_prop_1_1_close','engine_prop_1_3_close','engine_prop_2_1_close','engine_prop_2_2_close','pack_engine_1','pack_engine_2','turn_wing'];";
};
class OpenRamp {
displayName = $STR_EPOCH_OPEN_RAMP;
displayNameDefault = $STR_EPOCH_OPEN_RAMP;
priority = 0;
position = "zamerny";
showWindow = 0;
radius = 1;
onlyForPlayer = 1;
condition = "player == driver this && (this animationPhase 'ramp_bottom' == 0)";
statement = "this animate ['ramp_top',1]; this animate ['ramp_bottom',1];";
};
class CloseRamp {
displayName = $STR_EPOCH_CLOSE_RAMP;
displayNameDefault = $STR_EPOCH_CLOSE_RAMP;
priority = 0;
position = "zamerny";
showWindow = 0;
radius = 1;
onlyForPlayer = 1;
condition = "player == driver this && (this animationPhase 'ramp_bottom' == 1)";
statement = "this animate ['ramp_top',0]; this animate ['ramp_bottom',0];";
};
};
};