Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/Buildings/Land_Mil_ControlTower.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

300 lines
6.2 KiB
C++

class Land_Mil_ControlTower: House
{
scope = 1;
armor = 400;
class DestructionEffects: DestructionEffects
{
class Ruin1
{
simulation = "ruin";
type = "\Ca\Structures\Mil\Mil_ControlTower_ruins.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
class HitPoints
{
class Hit1
{
armor = 0.25;
material = -1;
name = "dam 1";
visual = "damT1";
passThrough = 1;
convexComponent = "dam 1";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hit2
{
armor = 0.25;
material = -1;
name = "dam 2";
visual = "damT2";
passThrough = 1;
convexComponent = "dam 2";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hit3
{
armor = 0.25;
material = -1;
name = "dam 3";
visual = "damT3";
passThrough = 1;
convexComponent = "dam 3";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hit4
{
armor = 0.25;
material = -1;
name = "dam 4";
visual = "damT4";
passThrough = 1;
convexComponent = "dam 4";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hit5
{
armor = 0.25;
material = -1;
name = "dam 5";
visual = "damT5";
passThrough = 1;
convexComponent = "dam 5";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hit6
{
armor = 0.25;
material = -1;
name = "dam 6";
visual = "damT6";
passThrough = 1;
convexComponent = "dam 6";
class DestructionEffects
{
class Dust
{
simulation = "particles";
type = "HousePartDust";
position = "";
intensity = 1;
interval = 1;
lifeTime = 0.01;
};
class Dust2: Dust
{
type = "HousePartDustLong";
};
class Walls: Dust
{
type = "HousePartWall";
};
};
};
class Hitglass
{
armor = 0.0005;
material = -1;
name = "dam glass";
visual = "damTglass";
passThrough = 0;
convexComponent = "dam glass";
};
class Hittower
{
armor = 0.0005;
material = -1;
name = "dam tower";
visual = "damTtower";
passThrough = 0;
convexComponent = "dam tower";
};
};
replaceDamagedHitpoints[] = {"Hit1","Hit2","Hit3","Hit4","Hit5","Hit6"};
class Damage
{
tex[] = {};
mat[] = {"CA\Structures\Mil\Data\Mil_ControlTower_windows1.rvmat","CA\Structures\Mil\Data\destruct_half_Mil_ControlTower_windows1.rvmat","CA\Structures\Mil\Data\destruct_full_Mil_ControlTower_windows1.rvmat"};
};
model = "\CA\Structures\Mil\Mil_ControlTower";
ladders[] = {{"start1","end1"},{"start2","end2"}};
class AnimationSources
{
class dvere_spodni_R
{
animPeriod = 1;
initPhase = 0;
source = "user";
};
class dvere_spodni_L
{
animPeriod = 1;
initPhase = 1;
source = "user";
};
class dvere_vrchni
{
animPeriod = 1;
initPhase = 1;
source = "user";
};
class HitTower
{
source = "Hit";
hitpoint = "HitTower";
raw = 1;
};
};
class UserActions
{
class OpenDoors1
{
displayNameDefault = "<img image='\ca\ui\data\ui_action_open_ca.paa' size='4' />";
displayName = $STR_DN_OUT_O_DOOR;
position = "Dvere_spodni_R_osa";
radius = 3;
onlyForPlayer = 0;
condition = "this animationPhase ""Dvere_spodni_R"" < 0.5";
statement = "this animate [""Dvere_spodni_R"", 1];this animate [""Dvere_spodni_L"", 1]";
};
class CloseDoors1: OpenDoors1
{
displayNameDefault = "<img image='\ca\ui\data\ui_action_close_ca.paa' size='4' />";
displayName = $STR_DN_OUT_C_DOOR;
condition = "this animationPhase ""Dvere_spodni_R"" >= 0.5";
statement = "this animate [""Dvere_spodni_R"", 0];this animate [""Dvere_spodni_L"", 0]";
};
class OpenDoors3
{
displayNameDefault = "<img image='\ca\ui\data\ui_action_open_ca.paa' size='4' />";
displayName = $STR_DN_OUT_O_DOOR;
position = "Dvere_Vrchni_osa";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase ""dvere_vrchni"" < 0.5";
statement = "this animate [""dvere_vrchni"", 1]";
};
class CloseDoors3: OpenDoors3
{
displayNameDefault = "<img image='\ca\ui\data\ui_action_close_ca.paa' size='4' />";
displayName = $STR_DN_OUT_C_DOOR;
condition = "this animationPhase ""dvere_vrchni"" >= 0.5";
statement = "this animate [""dvere_vrchni"", 0]";
};
};
actionBegin1 = "OpenDoors1";
actionEnd1 = "OpenDoors1";
actionBegin2 = "OpenDoors3";
actionEnd2 = "OpenDoors3";
class MarkerLights
{
class RedBlinking
{
name = "";
color[] = {0,0,0,0};
ambient[] = {0,0,0,0};
brightness = 0;
blinking = 0;
};
};
replaceDamaged = "Land_Mil_ControlTower_dam";
};