mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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.
541 lines
11 KiB
C++
541 lines
11 KiB
C++
#include "CommonActions.hpp"
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class WeaponFireGun; // External class reference
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class WeaponCloudsGun; // External class reference
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class WeaponFireMGun; // External class reference
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class WeaponCloudsMGun;
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class CfgVehicles
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{
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class ALL;
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class AllVehicles : ALL
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{
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class NewTurret;
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class ViewPilot;
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class ViewOptics;
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class Sounds { class Engine; class Movement;};
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class DefaultEventhandlers;
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class EventHandlers: DefaultEventhandlers
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{
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killed = "_this call BIS_Effects_EH_Killed;";
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};
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};
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class Air : AllVehicles
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{
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class NewTurret;
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class ViewPilot;
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class AnimationSources;
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};
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class Helicopter : Air
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{
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class HitPoints
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{
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class HitHull {
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armor = 1;
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material = 51;
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name = "NEtrup";
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visual = "trup";
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passThrough = 1;
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};
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class HitEngine {
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armor = 0.25;
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material = 51;
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name = "motor";
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visual = "motor";
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passThrough = 1;
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};
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class HitAvionics {
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armor = 0.15;
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material = 51;
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name = "elektronika";
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visual = "elektronika";
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passThrough = 1;
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};
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class HitVRotor {
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armor = 0.3;
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material = 51;
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name = "mala vrtule";
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visual = "mala vrtule staticka";
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passThrough = 0.3;
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};
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class HitHRotor {
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armor = 0.2;
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material = 51;
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name = "velka vrtule";
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visual = "velka vrtule staticka";
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passThrough = 0.1;
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};
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class HitMissiles {
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armor = 0.1;
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material = 51;
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name = "munice";
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visual = "munice";
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passThrough = 0.5;
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};
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class HitRGlass {
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convexComponent = "sklo predni P";
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armor = 0.1;
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material = 51;
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name = "sklo predni P";
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visual = "sklo predni P";
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passThrough = 0;
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};
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class HitLGlass {
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convexComponent = "sklo predni L";
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armor = 0.1;
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material = 51;
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name = "sklo predni L";
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visual = "sklo predni L";
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passThrough = 0;
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};
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class HitGlass1 {
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armor = 2;
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material = -1;
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name = "glass1";
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visual = "glass1";
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passThrough = 0;
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};
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class HitGlass2 {
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armor = 2;
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material = -1;
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name = "glass2";
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visual = "glass2";
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passThrough = 0;
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};
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class HitGlass3 {
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armor = 2;
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material = -1;
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name = "glass3";
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visual = "glass3";
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passThrough = 0;
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};
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class HitGlass4 {
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armor = 2;
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material = -1;
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name = "glass4";
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visual = "glass4";
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passThrough = 0;
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};
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class HitGlass5 {
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armor = 2;
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material = -1;
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name = "glass5";
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visual = "glass5";
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passThrough = 0;
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};
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class HitGlass6 {
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armor = 2;
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material = -1;
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name = "glass6";
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visual = "glass6";
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passThrough = 0;
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};
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};
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class Turrets
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{
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class MainTurret: NewTurret
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{
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class Turrets;
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class ViewOptics;
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};
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};
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};
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class Plane: Air
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{
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class ViewPilot;
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class ViewOptics;
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class AirplaneHUD;
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class HitPoints
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{
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class HitHull;
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};
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class AnimationSources;
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class UserActions
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{
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class PushPlane {ACTION_PUSH;};
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};
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};
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class Land; // External class reference
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class LandVehicle : Land
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{
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class NewTurret;
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class Sounds;
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class ViewOptics;
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class ViewPilot;
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class AnimationSources;
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class EventHandlers;
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class Reflectors
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{
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class Left
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{
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angle = 120;
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color[] = {0.9,0.8,0.8,1};
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ambient[] = {0.1,0.1,0.1,1};
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position = "L svetlo";
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direction = "konec L svetla";
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hitpoint = "L svetlo";
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selection = "L svetlo";
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size = 0.5;
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brightness = 0.5;
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};
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class Right
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{
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angle = 120;
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color[] = {0.9,0.8,0.8,1};
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ambient[] = {0.1,0.1,0.1,1};
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position = "P svetlo";
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direction = "konec P svetla";
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hitpoint = "P svetlo";
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selection = "P svetlo";
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size = 0.5;
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brightness = 0.5;
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};
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};
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};
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class Car : LandVehicle {
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class HitPoints
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{
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class HitEngine;
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class HitRGlass;
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class HitLGlass;
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class HitBody;
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class HitFuel;
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class HitLFWheel;
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class HitRFWheel;
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class HitLF2Wheel;
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class HitRF2Wheel;
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class HitLMWheel;
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class HitRMWheel;
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class HitLBWheel;
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class HitRBWheel;
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class HitGlass1;
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class HitGlass2;
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class HitGlass3;
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class HitGlass4;
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};
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class Turrets
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{
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class MainTurret: NewTurret
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{
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class Turrets;
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class ViewOptics;
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};
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};
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class Sounds : Sounds
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{
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class Engine;
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class Movement;
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};
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};
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class Tank: LandVehicle {
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class HitPoints
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{
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class HitEngine;
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class HitHull;
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class HitLTrack;
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class HitRTrack;
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};
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class ViewPilot;
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class ViewOptics;
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class Turrets
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{
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class MainTurret: NewTurret
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{
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class Turrets;
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class HitPoints
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{
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class HitTurret;
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class HitGun;
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};
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};
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};
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class CargoLight;
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class Sounds: Sounds
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{
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class Engine;
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class Movement;
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};
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class SpeechVariants
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{
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class Default;
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class EN;
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class CZ;
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class CZ_Akuzativ;
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class RU;
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};
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class Eventhandlers;
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};
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//External Class
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class Motorcycle : LandVehicle
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{
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class Reflectors
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{
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class Right
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{
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angle = 90;
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};
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};
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};
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class Truck: Car
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{
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class HitPoints: HitPoints
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{
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class HitLFWheel;
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class HitLBWheel;
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class HitLMWheel;
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class HitRFWheel;
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class HitRBWheel;
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class HitRMWheel;
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class HitGlass1;
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class HitGlass2;
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class HitGlass3;
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class HitGlass4;
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};
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class DestructionEffects;
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class Turrets;
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};
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class SUV_Base_EP1 : Car
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{
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class HitPoints : HitPoints
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{
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class HitLFWheel;
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class HitLBWheel;
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class HitRFWheel;
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class HitRBWheel;
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class HitFuel;
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class HitEngine;
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class HitGlass1;
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class HitGlass2;
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class HitGlass3;
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class HitGlass4;
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};
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};
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class BRDM2_Base;
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class HouseBase;
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class Ruins: HouseBase {};
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class House : HouseBase
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{
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class DestructionEffects;
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};
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class House_EP1;
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class Land_HouseV_1I2;
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class SpawnableWreck : House {};
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class Strategic;
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class NonStrategic;
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class Thing;
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class BuiltItems;
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class Building;
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class ReammoBox;
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class Land_A_tent;
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#include "RepairParts.hpp"
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//ZEDS
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#include "Zeds\Zeds.hpp" //All type zeds
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#include "Zeds\ViralZeds.hpp" //Viral type zeds
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#include "Zeds\WildZeds.hpp" //Wild type zeds
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#include "Zeds\SwarmZeds.hpp" //Swarm type zeds
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#include "Zeds\PlayerZeds.hpp" //Player type zeds
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//Skins
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#include "Skins\Female.hpp"
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#include "Skins\Male.hpp"
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//Bags
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#include "Bags.hpp" // Backpacks
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//DZAnimal and DZ_Fin
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#include "Animal.hpp"
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//Includes all DayZ Vehilces
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//Cars
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#include "Car\HMMWV.hpp"
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#include "Car\ArmoredSUV.hpp"
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#include "Car\BTR40.hpp"
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#include "Car\BTR60.hpp"
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#include "Car\BTR90.hpp"
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#include "Car\datsun.hpp"
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#include "Car\Gaz_Vodnik.hpp"
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#include "Car\hilux.hpp"
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#include "Car\Ikarus.hpp"
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#include "Car\Kamaz.hpp"
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#include "Car\Lada.hpp"
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#include "Car\LandRover.hpp"
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#include "Car\LAV25.hpp"
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#include "Car\M113.hpp"
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#include "Car\Mtvr.hpp"
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#include "Car\S1203.hpp"
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#include "Car\Tractor.hpp"
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#include "Car\UAZ_MG.hpp"
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#include "Car\Volha.hpp"
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#include "Car\VWGolf.hpp"
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#include "Car\Skoda.hpp"
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#include "Car\CAR_HATCHBACK.hpp"
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#include "Car\UAZ.hpp"
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#include "Car\CAR_SEDAN.hpp"
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#include "Car\V3S_Civ.hpp"
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#include "Car\SUV_DZ.hpp"
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#include "Car\Pickup_PK_INS.hpp"
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#include "Car\Offroad_DSHKM_INS.hpp"
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#include "Car\UralCivil_DZ.hpp"
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#include "Car\BRDM2_DZ.hpp"
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#include "Car\Jackal.hpp"
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#include "Car\Dingo.hpp"
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#include "Car\Octavia.hpp"
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#include "Car\Tatra_T810.hpp"
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#include "Car\BMP2.hpp"
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//Helicopters
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#include "Helicopter\MI17.hpp"
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#include "Helicopter\UH1H.hpp"
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#include "Helicopter\UH1Y.hpp"
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#include "Helicopter\AH6.hpp"
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#include "Helicopter\MH6J_DZ.hpp"
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#include "Helicopter\CH53.hpp"
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#include "Helicopter\UH60.hpp"
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#include "Helicopter\CH47.hpp"
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#include "Helicopter\BAF_Merlin.hpp"
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#include "Helicopter\AH1Z.hpp"
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#include "Helicopter\Pook.hpp"
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#include "Helicopter\CSJ_GyroAC.hpp"
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#include "Helicopter\KA60.hpp"
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#include "Helicopter\AW159.hpp"
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#include "CrashSite.hpp"
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//Planes
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#include "Plane\AN2_DZ.hpp"
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#include "Plane\MV22.hpp"
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#include "Plane\C130.hpp"
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#include "Plane\Cessna_DZ.hpp"
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//Bikes
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#include "Bikes\ATVs.hpp"
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#include "Bikes\Bikes.hpp"
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#include "Bikes\Motorbikes.hpp"
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//Boat
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#include "Boat\RHIB.hpp"
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#include "Boat\PBX.hpp"
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#include "Boat\Fishing_Boat.hpp"
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#include "Boat\smallboat.hpp"
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#include "Boat\JetSkiYanahui.hpp"
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#include "Boat\Seafox.hpp"
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//Includes all Building Stuff
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//Houses
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#include "Buildings\Land_A_Crane_02b.hpp"
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#include "Buildings\Land_A_TVTower_Mid.hpp"
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#include "Buildings\Land_A_TVTower_Top.hpp"
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#include "Buildings\Land_Farm_WTower.hpp"
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#include "Buildings\Land_HouseB_Tenement.hpp"
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#include "Buildings\Land_Ind_MalyKomin.hpp"
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#include "Buildings\Land_komin.hpp"
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#include "Buildings\Land_majak.hpp"
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#include "Buildings\Land_Mil_ControlTower.hpp"
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#include "Buildings\Land_NAV_Lighthouse.hpp"
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#include "Buildings\Land_NavigLight.hpp"
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#include "Buildings\Land_Rail_Semafor.hpp"
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#include "Buildings\Land_Rail_Zavora.hpp"
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#include "Buildings\Land_runway_edgelight.hpp"
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#include "Buildings\Land_Stoplight.hpp"
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#include "Buildings\Land_telek1.hpp"
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#include "Buildings\Land_VASICore.hpp"
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#include "Buildings\Land_Vysilac_FM.hpp"
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#include "Buildings\WarfareBBaseStructure.hpp"
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#include "Buildings\Land_houseV_2T2.hpp"
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#include "Buildings\Land_Ind_Oil_Pump_EP1_DZE.hpp" //Oil Pump without sound
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#include "Buildings\Fuelstations.hpp"
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#include "Buildings\land_ibr_hangar.hpp" //Works only if Lingor is loaded
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#include "Land_Fire.hpp"
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#include "WaterSources.hpp"
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#include "Blood_Trail_DZ.hpp"
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#include "DebugBox.hpp"
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#include "Graves.hpp" // GraveDZE and Massgrave
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#include "Veins.hpp" //Veins and Wrecks
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#include "SupplyCrate.hpp" //Supply Crate and Wreck
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#include "InfectedCamps.hpp"
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//Buildables
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class DZ_storage_base : Land_A_tent {
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scope = 0;
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armor = 5;
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displayname = $STR_VEH_NAME_STASH;
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icon = "";
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mapsize = 3;
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transportMaxMagazines = 0;
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transportMaxWeapons = 0;
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transportMaxBackpacks = 0;
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constructioncount = 1;
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requireplot = 0;
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nounderground = 0;
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offset[] = {0,3,1};
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};
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#include "Buildables\Stashes.hpp"
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#include "Buildables\Tents.hpp"
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#include "Buildables\Storage.hpp"
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#include "Buildables\LockableStorage.hpp"
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#include "Buildables\Traps.hpp"
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#include "Buildables\Generator.hpp"
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#include "Buildables\Doors.hpp"
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#include "Buildables\ModularBuilding.hpp"
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#include "Buildables\ModularWrecks.hpp"
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#include "Buildables\Misc.hpp"
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//Loot Container
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#include "LootContainer\AmmoCrates.hpp"
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#include "LootContainer\CardboardBox.hpp"
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//WeaponHolder
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class WeaponHolder; // External class reference
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#include "WeaponHolder.hpp"
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class Plant_Base: WeaponHolder {
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scope = 2;
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icon = "";
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mapSize = 0;
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transportMaxWeapons = 0;
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accuracy = 1000;
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class DestructionEffects{};
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favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)";
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displayName = "$STR_ITEM_NAME_comfrey";
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class eventHandlers {
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init="(_this select 0)setVariable['permaLoot',true];";
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};
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supplyRadius = 1;
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};
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#include "gathered_plants.hpp"
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//Antihack
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#include "AntiHack\antihack_logic.hpp"
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#include "AntiHack\antihack_plants.hpp"
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class Land_CncBlock_AntiHack: NonStrategic
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{
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scope = 2;
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vehicleClass = "DayZ Epoch Buildings";
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model = "z\addons\dayz_communityassets\models\CncBlock_D.p3d";
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Icon = "\Ca\misc3\Data\Icons\icon_cnc_con_barrier_CA.paa";
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mapSize = 4;
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displayName = $STR_MISC_CNCBLOCK_D;
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armor = 150;
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};
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class waterHoleProxy: House {
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model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
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};
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class ThingEffect;
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class FxCartridge_Mp7: ThingEffect
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{
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model = "\C1987_Mp7\cartridge\46_30.p3d";
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displayName = "4.6x30mm Cartridge";
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submerged = 0;
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submergeSpeed = 0;
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timeToLive = 5;
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disappearAtContact = 1;
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airRotation = 1.0;
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};
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}; |