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DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Car/Jackal.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

342 lines
8.9 KiB
C++

class BAF_Jackal2_L2A1_D;
class BAF_Jackal2_L2A1_D_DZ : BAF_Jackal2_L2A1_D
{
scope = public;
displayname = $STR_VEH_NAME_JACKAL_L2A1_DESERT;
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
transportMaxMagazines = 100;
transportMaxWeapons = 10;
transportmaxbackpacks = 5;
class Turrets;
class MainTurret;
supplyRadius = 1.5;
};
class BAF_Jackal2_L2A1_D_DZE : BAF_Jackal2_L2A1_D_DZ
{
class Turrets: Turrets
{
class M420_Turret: MainTurret
{
gunnerName = "$STR_POSITION_COMMANDER";
primaryGunner = 0;
primaryObserver = 1;
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800};
discreteDistanceInitIndex = 2;
turretInfoType = "RscWeaponZeroing";
commanding = 2;
body = "mainTurret_2";
gun = "mainGun_2";
animationSourceBody = "mainTurret_2";
animationSourceGun = "mainGun_2";
proxyIndex = 2;
gunBeg = "usti hlavne_2";
gunEnd = "konec hlavne_2";
memoryPointGun = "gun_muzzle";
selectionFireAnim = "zasleh_2";
memoryPointGunnerOptics = "gunnerview_2";
LODTurnedOut = 1100;
LODTurnedIn = 1100;
minElev = -18;
maxElev = 40;
minTurn = -35;
maxTurn = 45;
initTurn = 0;
gunnerOpticsModel = "\ca\Weapons\optika_empty";
gunnerForceOptics = 0;
weapons[] = {"BAF_M240_veh","SmokeLauncher"};
magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
soundServo[] = {};
gunnerAction = "Jackal_commander_BAF";
gunnerInAction = "Jackal_commander_BAF";
ejectDeadGunner = 0;
stabilizedInAxes = "StabilizedInAxesNone";
memoryPointsGetInGunner = "pos codriver";
memoryPointsGetInGunnerDir = "pos codriver dir";
};
class M2_Turret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1500};
discreteDistanceInitIndex = 2;
gunnerForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
weapons[] = {"BAF_L2A1"};
minElev = -25;
maxElev = 40;
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
magazines[] = {};
gunnerAction = "Jackal_gunner_L2A1_BAF";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "ca\Weapons_baf\ACOG_optic";
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.0623;
minFov = 0.0623;
maxFov = 0.0623;
};
class GunFire: WeaponCloudsMGun
{
interval = 0.01;
};
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";
};
};
};
class BAF_Jackal2_L2A1_W_DZ : BAF_Jackal2_L2A1_D_DZ
{
model = "\CorePatch\CorePatch_Vehicles\models\Jackal_L2A1_W_BAF";
displayname = $STR_VEH_NAME_JACKAL_L2A1_WOODLAND;
class Turrets;
class MainTurret;
class M420_Turret;
};
class BAF_Jackal2_L2A1_W_DZE : BAF_Jackal2_L2A1_W_DZ
{
class Turrets: Turrets
{
class M420_Turret: MainTurret
{
gunnerName = "$STR_POSITION_COMMANDER";
primaryGunner = 0;
primaryObserver = 1;
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1500};
discreteDistanceInitIndex = 2;
commanding = 2;
body = "mainTurret_2";
gun = "mainGun_2";
animationSourceBody = "mainTurret_2";
animationSourceGun = "mainGun_2";
proxyIndex = 2;
gunBeg = "usti hlavne_2";
gunEnd = "konec hlavne_2";
memoryPointGun = "gun_muzzle";
selectionFireAnim = "zasleh_2";
memoryPointGunnerOptics = "gunnerview_2";
LODTurnedOut = 1100;
LODTurnedIn = 1100;
minElev = -18;
maxElev = 40;
minTurn = -35;
maxTurn = 45;
initTurn = 0;
gunnerOpticsModel = "\ca\Weapons\optika_empty";
gunnerForceOptics = 0;
weapons[] = {"BAF_M240_veh","SmokeLauncher"};
magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
soundServo[] = {};
gunnerAction = "Jackal_commander_BAF";
gunnerInAction = "Jackal_commander_BAF";
ejectDeadGunner = 0;
stabilizedInAxes = "StabilizedInAxesNone";
memoryPointsGetInGunner = "pos codriver";
memoryPointsGetInGunnerDir = "pos codriver dir";
};
class M2_Turret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,500,600,800,1000,1200,1500};
discreteDistanceInitIndex = 2;
gunnerForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
weapons[] = {"BAF_L2A1"};
minElev = -25;
maxElev = 40;
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
magazines[] = {};
gunnerAction = "Jackal_gunner_L2A1_BAF";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "ca\Weapons_baf\ACOG_optic";
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.0623;
minFov = 0.0623;
maxFov = 0.0623;
};
class GunFire: WeaponCloudsMGun
{
interval = 0.01;
};
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";
};
};
};
class BAF_Jackal2_GMG_D;
class BAF_Jackal2_GMG_D_DZ : BAF_Jackal2_GMG_D
{
displayname = $STR_VEH_NAME_JACKAL_MK19_DESERT;
vehicleClass = "DayZ Epoch Vehicles";
crew = "";
typicalCargo[] = {};
class TransportMagazines {};
class TransportWeapons {};
transportMaxMagazines = 100;
transportMaxWeapons = 10;
transportmaxbackpacks = 5;
class Turrets;
class MainTurret;
class M420_Turret;
class GMG_Turret;
supplyRadius = 1.5;
};
class BAF_Jackal2_GMG_D_DZE : BAF_Jackal2_GMG_D_DZ
{
displayname = $STR_VEH_NAME_JACKAL_MK19_DESERT;
class Turrets: Turrets
{
class M420_Turret: M420_Turret{
magazines[] = {};
};
class GMG_Turret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,600,800,1000,1200,1500,1800};
discreteDistanceInitIndex = 3;
gunnerForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
minElev = -25;
maxElev = 40;
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
weapons[] = {"BAF_GMG"};
magazines[] = {};
gunnerAction = "Jackal_gunner_GMG_BAF";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
class GunFire: WeaponCloudsMGun
{
interval = 0.01;
};
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "\ca\Weapons_baf\nlaw_optic";
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.0623;
minFov = 0.0623;
maxFov = 0.0623;
};
};
};
};
class BAF_Jackal2_GMG_W_DZ : BAF_Jackal2_GMG_D_DZ
{
model = "\CorePatch\CorePatch_Vehicles\models\Jackal_GMG_W_BAF";
displayname = $STR_VEH_NAME_JACKAL_MK19_WOODLAND;
class Turrets;
class MainTurret;
class M420_Turret;
class GMG_Turret;
};
class BAF_Jackal2_GMG_W_DZE : BAF_Jackal2_GMG_W_DZ
{
class Turrets: Turrets
{
class M420_Turret: M420_Turret{
magazines[] = {};
};
class GMG_Turret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
turretInfoType = "RscWeaponZeroing";
discreteDistance[] = {100,200,300,400,600,800,1000,1200,1500,1800};
discreteDistanceInitIndex = 3;
gunnerForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
minElev = -25;
maxElev = 40;
soundServo[] = {"\Ca\sounds\Vehicles\Servos\turret-1",0.0099999998,1,10};
weapons[] = {"BAF_GMG"};
magazines[] = {};
gunnerAction = "Jackal_gunner_GMG_BAF";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = "StabilizedInAxesNone";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
class GunFire: WeaponCloudsMGun
{
interval = 0.01;
};
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";
memoryPointGunnerOptics = "gunnerview";
optics = 1;
gunnerOpticsModel = "\ca\Weapons_baf\nlaw_optic";
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.0623;
minFov = 0.0623;
maxFov = 0.0623;
};
};
};
};