Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Buildables/ModularBuildMetal.hpp
A Man d744d995ef Add many new buildable fortifications
Mady by @Victor-the-Cleaner

Also change some base building baseclasses to work better with the new upcoming modular_build changes and snapping.
2021-12-23 16:42:04 +01:00

194 lines
5.1 KiB
C++

class MetalFloor_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "\z\addons\dayz_epoch\models\metal_floor.p3d";
armor = 3000;
displayName = $STR_EPOCH_METALFLOOR;
GhostPreview = "MetalFloor_Preview_DZ";
class DestructionEffects : DestructionEffects {
class Ruin1 {
simulation = "ruin";
type = "\z\addons\dayz_epoch\models\wreck_metal_floor.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};
class MetalFloor_Half_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_half.p3d";
armor = 2000;
displayName = $STR_EPOCH_METALFLOORHALF;
GhostPreview = "MetalFloor_Half_Preview_DZ";
};
class MetalFloor_Quarter_DZ: ModularItems {
scope = 2;
offset[] = {0,2.5,0}; // {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_quarter.p3d";
armor = 1000;
displayName = $STR_EPOCH_METALFLOORQUARTER;
GhostPreview = "MetalFloor_Quarter_Preview_DZ";
};
class MetalFloor4x_DZ: ModularItems {
scope = 2;
offset[] = {0,7,0}; // {0,6,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2.p3d";
armor = 6000;
displayName = $STR_EPOCH_METALFLOOR4x;
GhostPreview = "MetalFloor4x_Preview_DZ";
class DestructionEffects : DestructionEffects {
class Ruin1 {
simulation = "ruin";
type = "\z\addons\dayz_epoch_v\base_building\floors\metal_floor_2x2_wreck.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};
class DoorFrame_DZ: ModularItems {
scope = 2;
offset[] = {0,1.5,0};
armor = 1200;
model = "\z\addons\dayz_epoch\models\Steel_door_frame_single.p3d";
displayName = $STR_EPOCH_DOORWAY;
GhostPreview = "DoorFrame_Preview_DZ";
maintainBuilding[] = {{"PartGeneric",1}};
upgradeBuilding[] = {"Door_DZ",{"ItemToolbox"},{{"ItemPole",1},{"ItemTankTrap",1}}};
};
class MetalPillar_DZ: ModularItems {
scope = 2;
offset[] = {0,2,0};
model = "\z\addons\dayz_epoch_v\base_building\cinder\pillar\metal_cornerpillar.p3d";
armor = 3400;
displayName = $STR_EPOCH_METALPILLAR;
maintainBuilding[] = {{"PartGeneric",1}};
GhostPreview = "MetalPillar_Preview_DZ";
};
class GlassFloor_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor.p3d";
armor = 2000;
displayName = $STR_EPOCH_GLASSFLOOR;
maintainBuilding[] = {{"PartGlass",1}};
GhostPreview = "GlassFloor_Preview_DZ";
};
class GlassFloor_Half_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_half.p3d";
armor = 2000;
displayName = $STR_EPOCH_GLASSFLOORHALF;
maintainBuilding[] = {{"PartGlass",1}};
GhostPreview = "GlassFloor_Half_Preview_DZ";
};
class GlassFloor_Quarter_DZ: ModularItems {
scope = 2;
offset[] = {0,2.5,0}; // {0,4,0};
model = "\z\addons\dayz_epoch_v\base_building\floors\glass_floor_quarter.p3d";
armor = 2000;
displayName = $STR_EPOCH_GLASSFLOORQUARTER;
maintainBuilding[] = {{"PartGlass",1}};
GhostPreview = "GlassFloor_Quarter_Preview_DZ";
};
///////////////////////////////////////////////////////////////////////////////////////////////////
class MetalContainer1A_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1A.p3d"; // red
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1A;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer1B_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1B.p3d"; // green
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1B;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer1G_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo1G.p3d"; // white
armor = 20000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_1G;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",2}};
constructioncount = 3;
};
class MetalContainer2D_DZ: ModularItems {
scope = 2;
offset[] = {0,5,0};
model = "ca\buildings2\Misc_Cargo\Misc_Cargo2D.p3d"; // 2x red
armor = 40000;
displayName = $STR_EQUIP_NAME_METAL_CONTAINER_2D;
destrType = "DestructBuilding";
maintainBuilding[] = {{"equip_metal_sheet",4}};
constructioncount = 5;
};
class BarbedGate_DZ: ModularItems {
scope = 2;
offset[] = {0,4,0};
model = "ca\misc2\BarbGate.p3d";
armor = 3000;
displayName = $STR_EQUIP_NAME_BARBED_GATE;
destrType = "DestructBuilding";
maintainBuilding[] = {{"ItemWire",1}};
constructioncount = 2;
class AnimationSources
{
class Door01 {
source = "User";
animPeriod = 1;
initPhase = 0;
};
};
class UserActions
{
class CloseDoor
{
position = "";
displayName = "Close Door";
radius = 1.5;
onlyForPlayer = 0;
condition = "this animationPhase 'Door01' == 1";
statement = "this animate ['Door01', 0];";
};
class OpenDoor
{
position = "";
displayName = "Open Door";
radius = 1.5;
onlyForPlayer = 0;
condition = "this animationPhase 'Door01' == 0";
statement = "this animate ['Door01', 1];";
};
};
};