Files
DayZ-Epoch/dayz_code/CfgWeapons.hpp
vbawol 3cbb79051e 1.0.0.7 Developer Build
+ [CHANGED] Build-ables now get deleted from database when killed.
+ [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole.
TODO: add model
+ [ADDED] New way of chopping down trees that actually takes into
account the size of the tree for number of chops/output. For example
medium sized tree will typically require 3 animations and will yield 3
wood piles.
+ [ADDED] Airplane dealer to Namalsk and updated trader config.
+ [CHANGED] Can now remove park bench with refund.
+ [FIXED] dayz_maxGlobalZombies was not incrementing when other players
are within 400m. Also, variable was overwritten in player_spawncheck
code so a init variable was added dayz_maxGlobalZombiesInit (default=40)
as well as dayz_maxGlobalZombiesIncrease (default=10) to control the
amount of increase for each additional player within range.
+ [CHANGED] Any backpack placed on the ground will with gear will now
disappear to all other players.
+ [FIXED] Added 5 second sleep to swimming in ground fix, now it should
actually work without glitching. fixes #326
+ [CHANGED] To prevent lost primary weapons in backpacks, all backpacks
have been Upgraded. This requires that backpacks the weapon to magazines
ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks
+ [CLEANUP] disable debug of player zombie vision.
+ [ADDED] ASC EU Lights Mod FROM
http://www.armaholic.com/page.php?id=12076
+ [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for
night lighting. RECIPE 4 lumber + 1 scrap + 1 Light Bulb
+ [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM
http://www.armaholic.com/page.php?id=6194
+ [CHANGED] Picking up crowbar now gives toolbelt item instead of melee
weapon.
2013-05-04 15:21:57 -05:00

273 lines
5.7 KiB
C++

class CfgWeapons {
class ItemCore;
class ItemMap_Debug: ItemCore {
descriptionshort = "Debug Map - Admin use only";
displayname = "Map";
picture = "\ca\ui\data\gear_picture_map_ca.paa";
scope = 2;
simulation = "ItemMap";
class Library {
libtextdesc = "Debug Map - Admin use only";
};
};
class ItemSmeltingKit: ItemCore {
displayname = "Smelting Kit";
};
class ItemAnvil: ItemCore {
displayname = "Anvil";
};
class ItemCompass: ItemCore {
model="z\addons\dayz_communityassets\models\compass.p3d";
};
class Crossbow;
class Crossbow_DZ : Crossbow {
magazines[] =
{
"Quiver",
"WoodenArrow"
};
};
class MeleeWeapon;
class MeleeHatchet: MeleeWeapon
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\dayz_weapons\models\Hatchet_weaponized";
picture="\dayz_equip\textures\equip_hatchet_CA.paa";
displayName="$STR_EQUIP_NAME_41";
magazines[]=
{
"Hatchet_Swing"
};
handAnim[]=
{
"OFP2_ManSkeleton",
"\dayz_weapons\anim\melee_hatchet_holding.rtm"
};
class ItemActions
{
class Use
{
text="$STR_ACTIONS_CHOPWOOD";
script="spawn player_chopWood;";
};
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeHatchet"
};
output[]=
{
"ItemHatchet"
};
};
class Drop
{
text="Drop Hatchet";
script="spawn player_dropWeapon;";
use[]=
{
"Hatchet_Swing"
};
};
};
class Library
{
libTextDesc="$STR_EQUIP_DESC_41";
};
descriptionShort="$STR_EQUIP_DESC_41";
};
class MeleeCrowbar: MeleeHatchet
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\dayz_weapons\models\crowbar_weaponized";
picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
displayName="Crowbar";
magazines[]=
{
"Crowbar_Swing"
};
class ItemActions
{
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeCrowbar"
};
output[]=
{
"ItemCrowbar"
};
};
class Drop
{
text="Drop Crowbar";
script="spawn player_dropWeapon;";
use[]=
{
"Crowbar_Swing"
};
};
};
class Library
{
libTextDesc="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
};
descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
};
class ItemCrowbar: ItemCore
{
scope=2;
displayName="Crowbar";
model="\dayz_equip\models\crowbar.p3d";
picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
class ItemActions
{
class Toolbelt
{
text="Remove from Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"ItemCrowbar"
};
output[]=
{
"MeleeCrowbar"
};
};
};
};
class ItemFishingPole: ItemCore
{
scope=2;
displayName="Fishing Pole";
// TODO MODEL AND ICON
model="\dayz_equip\models\crowbar.p3d";
picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
descriptionShort="Fishing Pole and with lure.";
class ItemActions
{
class Use
{
text="Cast Fishing Pole";
script="spawn player_goFishing;";
};
};
};
class MeleeMachete: MeleeHatchet
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\z\addons\dayz_communityassets\models\machete_weaponized.p3d";
picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
displayName="Machete";
magazines[]=
{
"Machete_Swing"
};
class ItemActions
{
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeMachete"
};
output[]=
{
"ItemMachete"
};
};
class Drop
{
text="Drop Machete";
script="spawn player_dropWeapon;";
use[]=
{
"Machete_Swing"
};
};
};
class Library
{
libTextDesc="";
};
descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
};
class ItemMachete: ItemCore
{
scope=2;
displayName="Machete";
model="\z\addons\dayz_communityassets\models\machete.p3d";
picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
class ItemActions
{
class Toolbelt
{
text="Remove from Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"ItemMachete"
};
output[]=
{
"MeleeMachete"
};
};
};
};
class GrenadeLauncher; // External class reference
class Flare : GrenadeLauncher {
class ThrowMuzzle;
class MolotovCocktailMuzzle : ThrowMuzzle {
displayName = "$STR_ACTION_THROW";
magazines[] = {
"TrashJackDaniels",
"ItemSodaEmpty",
"TrashTinCan",
"FoodCanGriffEmpty",
"FoodCanBadguyEmpty",
"FoodCanBoneboyEmpty",
"FoodCanCornEmpty",
"FoodCanCurgonEmpty",
"FoodCanDemonEmpty",
"FoodCanFraggleosEmpty",
"FoodCanHerpyEmpty",
"FoodCanOrlokEmpty",
"FoodCanPowellEmpty",
"FoodCanTylersEmpty",
"FoodCanUnlabeledEmpty",
"ItemSodaCokeEmpty",
"ItemSodaPepsiEmpty",
"ItemSodaMdewEmpty",
"ItemSodaMtngreenEmpty",
"ItemSodaR4z0rEmpty",
"ItemSodaClaysEmpty",
"ItemSodaSmashtEmpty",
"ItemSodaDrwasteEmpty",
"ItemSodaLemonadeEmpty",
"ItemSodaLvgEmpty",
"ItemSodaMzlyEmpty",
"ItemSodaRabbitEmpty"
};
};
};
};