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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
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.
720 lines
25 KiB
C++
720 lines
25 KiB
C++
/* Again your very own basic definition*/
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class DZE_Base_Object : All {
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scope = 0;
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side = 3;
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icon = "\ca\data\data\Unknown_object.paa";
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nameSound = "object";
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simulation = "house";
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picture = "pictureStaticObject";
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model="";
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sound = "Building";
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placement = "vertical";
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ladders[] = {};
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vehicleClass = "";
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displayName = "";
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mapSize = 7.5;
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animated = true;
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armor = 2200;
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destrType = "DestructBuilding";
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damageResistance = 0.004;
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// static
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reversed = 0;
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hasDriver = 0;
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accuracy = 0.1;
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cost = 1000;
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weapons[] = {};
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magazines[] = {};
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irTarget = 0;
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type = 1;
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threat[] = {0,0,0};
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maxSpeed = 0;
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//coefInside = 4;
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//coefInsideHeur = 4;
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// test settings from h barrier to see if this prevents glitching though a door
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coefInside = 0.5;
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coefInsideHeur = 0.8;
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class DestructionEffects {
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class Sound {
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simulation = "sound";
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type = "DestrHouse";
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position = "destructionEffect1";
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intensity = 1;
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interval = 1;
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lifeTime = 0.05;
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};
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class DestroyPhase1 {
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simulation = "destroy";
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type = "DelayedDestruction";
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lifeTime = 2.5;
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position = "";
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intensity = 1;
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interval = 1;
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};
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class DamageAround1 {
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simulation = "damageAround";
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type = "DamageAroundHouse";
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Your very own base class for buildings*/
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class DZE_Housebase : DZE_Base_Object {
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scope = 1;
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model = "";
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icon = "";
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displayName = "";
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animated = true;
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vehicleClass = "DayZ Epoch Buildables";
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nameSound = "house";
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accuracy = 0.2;
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typicalCargo[] = {};
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transportAmmo = 0;
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transportRepair = 0;
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transportFuel = 0;
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mapSize = 11;
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cost = 0;
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armor = 2200;
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reversed = 0;
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/*extern*/ class DestructionEffects;
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};
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class Land_DZE_WoodDoor_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 2200; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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};
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class Land_DZE_WoodDoorLocked_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d"; /* path to the object */
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displayName = "Wood Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 2500; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wood_wreck_frame.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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maintainBuilding[] = {{"PartWoodPlywood",1},{"PartWoodLumber",1}};
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lockable = 3;
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};
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class CinderWallDoor_DZ_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */
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displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 4000; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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maintainBuilding[] = {{"MortarBucket",1}};
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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class CinderWallDoorLocked_DZ_Base: DZE_Housebase {
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model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d"; /* path to the object */
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displayName = "Block Garage Door Base"; /* entry in Stringtable.csv */
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nameSound = "";
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mapSize = 8; /* Size of the icon */
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icon = "\ca\data\data\Unknown_object.paa"; /* Path to the picture shown in the editor. */
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accuracy = 1000;
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armor = 4000; /* "Lifepoints", if you like to call it that way.*/
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destrType = "DestructBuilding"; /* type of destruction, when armor = 0 */
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scope = 2; /* Display it in the editor? 1 = No, 2 = Yes */
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offset[] = {0,1.5,0};
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maintainBuilding[] = {{"MortarBucket",1}};
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lockable = 3;
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class DestructionEffects : DestructionEffects
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{
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class Ruin1
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{
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simulation = "ruin";
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type = "\z\addons\dayz_epoch\models\wreck_cinder.p3d"; /* path to the object*/
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/* Warning, if you use a custom rubble model, it has to be defined in the cfgvehicles (see below)*/
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position = "";
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intensity = 1;
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interval = 1;
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lifeTime = 1;
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};
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};
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};
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/* Your doorsegment is derivated from the normal wall.*/
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class Land_DZE_WoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_anim.p3d";
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displayName = $STR_EPOCH_WALLWITHDOOR;
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GhostPreview = "WoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_WoodDoorLocked",{},{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0];";
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};
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};
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};
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class Land_DZE_WoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\small_wall_door_locked_anim.p3d";
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displayName = $STR_EPOCH_WALLWITHDOORLOCKED;
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GhostPreview = "WoodDoor_Preview_DZ";
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downgradeBuilding[] = {"Land_DZE_WoodDoor",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_LOCK;
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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class Land_DZE_LargeWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_anim.p3d";
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displayName = $STR_EPOCH_LARGEWALLWITHDOOR;
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_LargeWoodDoorLocked",{},{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_LargeWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\large_wall_door_locked_anim.p3d";
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displayName = $STR_EPOCH_LARGEWALLWITHDOORLOCKED;
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GhostPreview = "LargeWoodDoor_Preview_DZ";
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downgradeBuilding[] = {"Land_DZE_LargeWoodDoor",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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class Open_hinge {
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source = "user";
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animPeriod = 1; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
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statement="this animate [""Open_door"", 0]";
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};
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class Lock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_LOCK;
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condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
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statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
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};
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class Unlock_Door : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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statement="this animate [""Open_hinge"", 1]";
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};
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class Unlock_Door_Dialog : Open_Door
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{
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displayName=$STR_EPOCH_DOORS_UNLOCK;
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//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
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condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
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statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
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};
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};
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};
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class Land_DZE_GarageWoodDoor: Land_DZE_WoodDoor_Base {
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model = "\z\addons\dayz_epoch\models\Garage_door_anim.p3d";
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displayName = $STR_EPOCH_WOODGARAGEDOOR;
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GhostPreview = "GarageWoodDoor_Preview_DZ";
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upgradeBuilding[] = {"Land_DZE_GarageWoodDoorLocked",{},{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
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animPeriod = 4; /* duration in seconds */
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initPhase = 0;
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};
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};
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/* The entry to the actionmenu */
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class UserActions
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{
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class Open_Door
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{
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displayName=$STR_DN_OUT_O_DOOR;
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onlyforplayer = true;
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position="Door_knopf";
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radius=3; /* visibility distance of the entry */
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condition="this animationPhase ""Open_door"" < 0.5";
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statement="this animate [""Open_door"", 1]";
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};
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class Close_Door : Open_Door
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{
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displayName=$STR_DN_OUT_C_DOOR;
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condition="this animationPhase ""Open_door"" >= 0.5";
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statement="this animate [""Open_door"", 0]";
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};
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};
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};
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class Land_DZE_GarageWoodDoorLocked: Land_DZE_WoodDoorLocked_Base {
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model = "\z\addons\dayz_epoch\models\Garage_door_locked_anim.p3d";
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displayName = $STR_EPOCH_WOODGARAGEDOORLOCKED;
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GhostPreview = "GarageWoodDoor_Preview_DZ";
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downgradeBuilding[] = {"Land_DZE_GarageWoodDoor",{{"ItemComboLock",1}}};
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/* Arma needs to know, how the animation trigger is triggered*/
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class AnimationSources {
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/* name must be identical to the one given by the model.cfg ("Open_Door")" */
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class Open_door {
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source = "user";
|
|
animPeriod = 4; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
class Open_hinge {
|
|
source = "user";
|
|
animPeriod = 1; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
};
|
|
|
|
/* The entry to the actionmenu */
|
|
class UserActions
|
|
{
|
|
class Open_Door
|
|
{
|
|
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
|
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
|
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
|
statement="this animate [""Open_door"", 0]";
|
|
};
|
|
class Lock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_LOCK;
|
|
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 1)";
|
|
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_hinge"", 0]";
|
|
};
|
|
class Unlock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
statement="this animate [""Open_hinge"", 1]";
|
|
};
|
|
class Unlock_Door_Dialog : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
|
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
|
};
|
|
};
|
|
};
|
|
|
|
|
|
class CinderWallDoorLocked_DZ: CinderWallDoorLocked_DZ_Base {
|
|
model = "\z\addons\dayz_epoch\models\steel_garage_locked.p3d";
|
|
displayName = $STR_EPOCH_BLOCKGARAGEDOORLOCKED;
|
|
GhostPreview = "CinderWallDoorway_Preview_DZ";
|
|
downgradeBuilding[] = {"CinderWallDoor_DZ",{{"ItemComboLock",1}}};
|
|
/* Arma needs to know, how the animation trigger is triggered*/
|
|
class AnimationSources {
|
|
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
|
class Open_door {
|
|
source = "user";
|
|
animPeriod = 4; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
class Open_latch {
|
|
source = "user";
|
|
animPeriod = 1; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
};
|
|
|
|
/* The entry to the actionmenu */
|
|
class UserActions
|
|
{
|
|
class Open_Door
|
|
{
|
|
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
|
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
|
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
|
|
statement="this animate [""Open_door"", 0]";
|
|
};
|
|
class Lock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_LOCK;
|
|
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
|
|
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
|
|
};
|
|
class Unlock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
|
|
statement="this animate [""Open_latch"", 1]";
|
|
};
|
|
class Unlock_Door_Dialog : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
|
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
|
};
|
|
};
|
|
};
|
|
|
|
|
|
class CinderWallDoor_DZ: CinderWallDoor_DZ_Base {
|
|
model = "\z\addons\dayz_epoch\models\steel_garage_door.p3d";
|
|
displayName = $STR_EPOCH_BLOCKGARAGEDOOR;
|
|
GhostPreview = "CinderWallDoorway_Preview_DZ";
|
|
upgradeBuilding[] = {"CinderWallDoorLocked_DZ",{},{{"ItemComboLock",1}}};
|
|
/* Arma needs to know, how the animation trigger is triggered*/
|
|
class AnimationSources {
|
|
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
|
class Open_door {
|
|
source = "user";
|
|
animPeriod = 4; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
};
|
|
|
|
/* The entry to the actionmenu */
|
|
class UserActions
|
|
{
|
|
class Open_Door
|
|
{
|
|
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_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 = $STR_EPOCH_BLOCKDOORLOCKED;
|
|
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
|
|
downgradeBuilding[] = {"CinderWallDoorSmall_DZ",{{"ItemComboLock",1}}};
|
|
/* Arma needs to know, how the animation trigger is triggered*/
|
|
class AnimationSources {
|
|
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
|
class Open_door {
|
|
source = "user";
|
|
animPeriod = 4; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
class Open_latch {
|
|
source = "user";
|
|
animPeriod = 1; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
};
|
|
|
|
/* The entry to the actionmenu */
|
|
class UserActions
|
|
{
|
|
class Open_Door
|
|
{
|
|
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
|
//condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_hinge"" == 1)";
|
|
condition="(this animationPhase ""Open_door"" == 1) and (this animationPhase ""Open_latch"" == 1)";
|
|
statement="this animate [""Open_door"", 0]";
|
|
};
|
|
class Lock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_LOCK;
|
|
condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 1)";
|
|
statement="PVDZE_handleSafeGear = [player,this,4];publicVariableServer ""PVDZE_handleSafeGear"";this animate [""Open_latch"", 0]";
|
|
};
|
|
class Unlock_Door : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="(!keypadCancel and DZE_Lock_Door == (this getvariable['CharacterID','0'])) and (this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_latch"" == 0)";
|
|
statement="this animate [""Open_latch"", 1]";
|
|
};
|
|
class Unlock_Door_Dialog : Open_Door
|
|
{
|
|
displayName=$STR_EPOCH_DOORS_UNLOCK;
|
|
//condition="(this animationPhase ""Open_door"" == 0) and (this animationPhase ""Open_hinge"" == 0)";
|
|
condition="!keypadCancel and DZE_Lock_Door != (this getvariable['CharacterID','0'])";
|
|
statement="dayz_selectedDoor = this;DZE_topCombo = 0;DZE_midCombo = 0;DZE_botCombo = 0;if(DZE_doorManagement) then {createdialog ""DoorAccess"";} else {createdialog ""ComboLockUI"";};";
|
|
};
|
|
};
|
|
};
|
|
|
|
|
|
class CinderWallDoorSmall_DZ: CinderWallDoor_DZ_Base {
|
|
model = "\z\addons\dayz_epoch\models\Steel_door.p3d";
|
|
displayName = $STR_EPOCH_BLOCKDOOR;
|
|
GhostPreview = "CinderWallSmallDoorway_Preview_DZ";
|
|
upgradeBuilding[] = {"CinderWallDoorSmallLocked_DZ",{},{{"ItemComboLock",1}}};
|
|
/* Arma needs to know, how the animation trigger is triggered*/
|
|
class AnimationSources {
|
|
/* name must be identical to the one given by the model.cfg ("Open_Door")" */
|
|
class Open_door {
|
|
source = "user";
|
|
animPeriod = 4; /* duration in seconds */
|
|
initPhase = 0;
|
|
};
|
|
};
|
|
|
|
/* The entry to the actionmenu */
|
|
class UserActions
|
|
{
|
|
class Open_Door
|
|
{
|
|
displayName=$STR_DN_OUT_O_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=$STR_DN_OUT_C_DOOR;
|
|
condition="this animationPhase ""Open_door"" >= 0.5";
|
|
statement="this animate [""Open_door"", 0]";
|
|
};
|
|
};
|
|
};
|
|
|
|
/*
|
|
Vanilla DayZ buildables are defined in \dayz_buildings\configs\
|
|
Only included here to overwrite vanilla ItemPadlock with Epoch ItemComboLock
|
|
*/
|
|
class WoodenGate_Base;
|
|
class WoodenGate_1: WoodenGate_Base
|
|
{
|
|
class Upgrade { //to next stage
|
|
requiredTools[] = {"ItemEtool","ItemToolbox"};
|
|
requiredParts[] = {"ItemLog","ItemComboLock"};
|
|
create = "WoodenGate_2";
|
|
};
|
|
class Disassembly {
|
|
requiredTools[] = {"ItemToolbox"};
|
|
};
|
|
};
|