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DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Car/Gaz_Vodnik.hpp
A Man 86f59b7de4 Land Vehicle overhaul
This commit overhauls all land vehicles. I have found many problems and one exploit which was important for upgrading vehicles. The main problem was that epoch overwrites many arma 2 vehicle bases classes. Those base classes and vehicle classes with the same name in arma 2 and epoch got update by arma 2 corepatch. Epoch overwrites and reverts many of those corepatch changes. This should not happen at all. Also, updating an already in arma 2 existing vehicle leaded to a problem in upgrading vehicles. The only chance to resolve both problems is that we reference existing vehicles from arma 2 and creating a new one for epoch.

-	Add for every vehicle an epoch version, all arma 2 vehicles remains unchanged
-	Add BMP-2, BTR-60 versions
-	Set a vehicleClass for every vehicle so it can be accessed in the editor under "DayZ Epoch Vehicles"
-	Set supplyRadius for all vehicles
-	Deactivate radar, auto medic, auto ammo and auto repair option for all vehicles that used this
-	All armed vehicles have a DZE class now
-	Fix positioning and animation errors for certain vehicles
2020-01-23 00:10:41 +01:00

199 lines
4.6 KiB
C++

class GAZ_Vodnik_HMG;
class GAZ_Vodnik_HMG_DZ : GAZ_Vodnik_HMG {
scope = public;
displayname = $STR_VEH_NAME_VODNIK_BPPU;
vehicleClass = "DayZ Epoch Vehicles";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
class Turrets;
class NewTurret;
commanderCanSee = 2+16+32;
gunnerCanSee = 2+16+32;
driverCanSee = 2+16+32;
transportMaxWeapons = 15;
transportMaxMagazines = 70;
transportmaxbackpacks = 4;
enableGPS = 0;
supplyRadius = 1.8;
};
class GAZ_Vodnik_HMG_DZE : GAZ_Vodnik_HMG_DZ {
class Turrets: Turrets {
class MainTurret: NewTurret
{
outGunnerMayFire = 1;
minElev = -8;
maxElev = 40;
minTurn = -180;
maxTurn = 180;
initTurn = 0;
gunBeg = "muzzle_1";
gunEnd = "chamber_1";
memoryPointGun = "machinegun";
weapons[] = {"2A42","PKTBC","SmokeLauncher"};
magazines[] = {};
gunnerOutOpticsShowCursor = 0;
gunnerOpticsShowCursor = 0;
gunnerAction = "GAZ_Gunner";
gunnerInAction = "GAZ_Gunner";
primaryGunner = 1;
forceHideGunner = 1;
gunnerOpticsModel = "\ca\weapons\2Dscope_BMPgun";
gunnerForceOptics = 1;
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800};
discreteDistanceInitIndex = 5;
gunnerGetInAction = "GetInLow";
gunnerGetOutAction = "GetOutLow";
turretInfoType = "RscWeaponRangeZeroing";
class ViewOptics
{
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.2;
maxFov = 0.2;
minFov = 0.057999998;
};
soundServo[] = {"\ca\wheeled\Data\Sound\servo4",0.0056234132,1.0,15};
startEngine = 1;
class HitPoints
{
class HitTurret
{
armor = 0.8;
material = -1;
name = "vez";
visual = "vez";
passThrough = 0.5;
};
class HitGun
{
armor = 0.4;
material = -1;
name = "zbran";
visual = "zbran";
passThrough = 0.1;
};
};
};
};
};
class GAZ_Vodnik;
class GAZ_Vodnik_DZ : GAZ_Vodnik {
scope = public;
displayname = $STR_VEH_NAME_VODNIK_PKT;
vehicleClass = "DayZ Epoch Vehicles";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
class Turrets;
class MainTurret;
class BackTurret;
transportMaxWeapons = 15;
transportMaxMagazines = 70;
transportmaxbackpacks = 4;
enableGPS = 0;
supplyRadius = 1.8;
};
class GAZ_Vodnik_DZE : GAZ_Vodnik_DZ
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
minElev = -25;
maxElev = 60;
minTurn = -90;
maxTurn = 90;
gunnerName = "$STR_POSITION_FRONTGUNNER";
weapons[] = {"PKTBC"};
magazines[] = {};
soundServo[] = {};
viewGunnerInExternal = 1;
castGunnerShadow = 1;
gunnerForceOptics = 0;
gunnerOpticsModel = "\ca\weapons\optika_empty";
LODTurnedOut = 1000;
LODTurnedIn = 1000;
forceHideGunner = 0;
primaryGunner = 0;
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500};
discreteDistanceInitIndex = 2;
initElev = 0;
stabilizedInAxes = "StabilizedInAxesNone";
primaryObserver = 1;
turretInfoType = "RscWeaponZeroing";
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
class ViewGunner
{
initAngleX = 5;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -150;
maxAngleY = 150;
initFov = 0.7;
minFov = 0.25;
maxFov = 1.1;
};
startEngine = 0;
};
class BackTurret: MainTurret
{
body = "turret_2";
gun = "gun_2";
weapons[] = {"PKTBC_2"};
animationSourceBody = "turret_2";
animationSourceGun = "gun_2";
selectionFireAnim = "zasleh2";
proxyIndex = 2;
gunnerName = "$STR_POSITION_REARGUNNER";
forceHideGunner = 0;
commanding = 2;
primaryGunner = 1;
primaryObserver = 0;
minTurn = 90;
maxTurn = 270;
initTurn = 180;
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "muzzle_2";
gunEnd = "chamber_2";
memoryPointGun = "machinegun2";
memoryPointGunnerOptics = "gunnerview2";
startEngine = 0;
};
};
};
class GAZ_Vodnik_MedEvac;
class GAZ_Vodnik_MedEvac_DZE : GAZ_Vodnik_MedEvac {
displayname = "$STR_DN_GAZ_VODNIK_MEDEVAC";
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
transportMaxWeapons = 15;
transportMaxMagazines = 70;
transportmaxbackpacks = 4;
attendant = 0;
enableGPS = 0;
supplyRadius = 1.8;
};