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This sets the missing side and faction to every vehicle. Thx to iben for explaining. Also set every epoch vehicle to side west and faction USMC to avoid AI problems. As far as Ive tested there are no problems with these settings. This needs some more testing with AI helicopters. Non militarized servers are not affected by this change at all.
76 lines
3.2 KiB
C++
76 lines
3.2 KiB
C++
class MV22;
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class MV22_DZ : MV22 {
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accuracy = 1000;
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side = 1;
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faction = "USMC";
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displayName = $STR_VEH_NAME_MV22;
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vehicleClass = "DayZ Epoch Vehicles";
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crew = "";
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typicalCargo[] = {};
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class TransportMagazines {};
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class TransportWeapons {};
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commanderCanSee = 2+16+32;
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gunnerCanSee = 2+16+32;
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driverCanSee = 2+16+32;
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transportMaxWeapons = 20;
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transportMaxMagazines = 400;
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transportmaxbackpacks = 10;
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fuelCapacity = 6513;
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class EventHandlers: DefaultEventhandlers
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{
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fired = "_this call BIS_Effects_EH_Fired;";
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killed = "_this call BIS_Effects_EH_Killed;";
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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
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};
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class UserActions
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{
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//class Repair {ACTION_REPAIR; radius = 8;};
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//class Salvage {ACTION_SALVAGE; radius = 8;};
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class PushPlane {ACTION_PUSH;};
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class Fold {
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displayName = $STR_AM_PACK;
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displayNameDefault = $STR_AM_PACK;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 0} && {diag_tickTime - (this getVariable ['engineOffTime',0]) > 8}";
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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'];";
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};
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class Unfold {
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displayName = $STR_AM_UNPACK;
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displayNameDefault = $STR_AM_UNPACK;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "!isEngineOn this && {player == driver this} && {this animationPhase 'turn_wing' == 1}";
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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'];";
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};
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class OpenRamp {
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displayName = $STR_EPOCH_OPEN_RAMP;
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displayNameDefault = $STR_EPOCH_OPEN_RAMP;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "player == driver this && (this animationPhase 'ramp_bottom' == 0)";
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statement = "this animate ['ramp_top',1]; this animate ['ramp_bottom',1];";
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};
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class CloseRamp {
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displayName = $STR_EPOCH_CLOSE_RAMP;
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displayNameDefault = $STR_EPOCH_CLOSE_RAMP;
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priority = 0;
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position = "zamerny";
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showWindow = 0;
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radius = 1;
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onlyForPlayer = 1;
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condition = "player == driver this && (this animationPhase 'ramp_bottom' == 1)";
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statement = "this animate ['ramp_top',0]; this animate ['ramp_bottom',0];";
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};
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};
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};
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