Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgMagazines/Magazines/Arrows.hpp
A Man d9b9874532 Change scope and type of configs from name to numbers
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.
2020-05-29 02:04:06 +02:00

67 lines
1.5 KiB
C++

class 1Rnd_Arrow_Wood : CA_Magazine
{
scope = 2;
type = 256;
model = "\dayz_weapons\models\bolt_gear";
picture = "\z\addons\dayz_communityassets\pictures\equip_warrow_ca.paa";
displayName = $STR_ITEMWOODENARROW_CODE_NAME;
descriptionShort = $STR_ITEMWOODENARROW_CODE_DESC;
count = 1;
initSpeed = 150;
ammo = "WoodenArrow";
class ItemActions
{
class CreateQuiver
{
text = $STR_ACTION_CREATEQUIVER;
script = "spawn player_createquiver";
};
};
};
class 12Rnd_Quiver_Wood : 1Rnd_Arrow_Wood
{
type = 256;
model = "\z\addons\dayz_communityassets\models\quiver";
picture = "\z\addons\dayz_communityassets\pictures\equip_quiver_ca.paa";
descriptionShort = $STR_ITEMQUIVER_CODE_DESC;
displayName = $STR_ITEMQUIVER_CODE_NAME;
count = 12;
class ItemActions
{
COMBINE_MAG
class FillQuiver
{
text = $STR_ACTION_FILLQUIVER;
script = "spawn player_fillquiver;";
};
};
};
class 1Rnd_Bolt_Tranquilizer : CA_Magazine
{
scope = 2;
type = 256;
count = 1;
model = "z\addons\community_crossbow\models\ammo.p3d";
picture = "\z\addons\community_crossbow\textures\bolt_tranq.paa";
displayName = $STR_DZ_MAG_BOLT_TRQ_NAME;
descriptionShort = $STR_DZ_MAG_BOLT_TRQ_DESC;
ammo = "tranquiliser_bolt";
};
class 1Rnd_Bolt_Explosive : CA_Magazine
{
scope = 2;
type = 256;
count = 1;
picture = "\z\addons\community_crossbow\textures\bolt_expl.paa";
model = "z\addons\community_crossbow\models\ammo.p3d";
displayName = $STR_DZ_MAG_BOLT_EXP_NAME;
descriptionShort = $STR_DZ_MAG_BOLT_EXP_DESC;
ammo = "explosive_bolt";
};