Files
DayZ-Epoch/SQF/dayz_code/Configs/CfgVehicles/CfgVehicles.hpp
2016-02-21 13:13:00 -05:00

308 lines
7.1 KiB
C++

class CfgVehicles {
class ALL;
class AllVehicles : ALL
{
class NewTurret;
};
class Air : AllVehicles
{
class NewTurret;
class ViewPilot;
class AnimationSources;
};
class Helicopter : Air
{
class HitPoints;
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class ViewOptics;
};
};
};
class Land: AllVehicles
{
//class NewTurret;
};
class LandVehicle : Land
{
class HitPoints;
//class Turrets
//{
// class MainTurret: NewTurret
// {
// class Turrets;
// class ViewOptics;
// };
//};
};
class Car : LandVehicle {
class HitPoints
{
class HitLFWheel;
class HitLBWheel;
class HitLMWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRBWheel;
class HitRMWheel;
class HitRF2Wheel;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
class ViewOptics;
};
};
};
//External Class
class SkodaBase;
class ATV_Base_EP1 : Car
{
class HitPoints : HitPoints
{
class HitEngine {armor=2;material=-1;name="motor";visual="motor";passThrough=0;};
class HitFuel {armor=1;material=-1;name="palivo";passThrough=0;};
class HitLFWheel:HitLFWheel{armor=1;};
class HitLBWheel:HitLBWheel{armor=1;};
class HitRFWheel:HitRFWheel{armor=1;};
class HitRBWheel:HitRBWheel{armor=1;};
};
};
class Motorcycle;
class RubberBoat;
class UAZ_Unarmed_Base;
class HMMWV_Base;
class AH6_Base_EP1;
class An2_Base_EP1;
class TT650_Base;
class V3S_Base;
class SUV_Base_EP1 : Car
{
class HitPoints : HitPoints
{
class HitLFWheel;
class HitLBWheel;
class HitRFWheel;
class HitRBWheel;
class HitFuel;
class HitEngine;
//armored glass - hight armor value
class HitGlass1:HitGlass1 {armor=1;};
class HitGlass2:HitGlass2 {armor=1;};
class HitGlass3:HitGlass3 {armor=1;};
class HitGlass4:HitGlass4 {armor=1;};
};
};
class UralCivil;
class Ship;
//class Bag_Base_EP1;
//class Bag_Base_BAF;
class HouseBase;
class House : HouseBase
{
class DestructionEffects;
};
class SpawnableWreck : House {};
class Strategic;
class NonStrategic;
// class Land_Fire;
class Animal;
class Pastor;
class BuiltItems;
class Building;
class ReammoBox;
#include "RepairParts.hpp" //names for all reapir parts. Needs moving to hitpoints
//ZEDS
#include "Zeds\Zeds.hpp" //old type zeds
#include "Zeds\ViralZeds.hpp" //Viral type zeds
#include "Zeds\WildZeds.hpp" //Viral type zeds
#include "Zeds\SwarmZeds.hpp" //Swarm
//Survivor Skins
#include "Skins.hpp"
//Bags
#include "Bags.hpp"
//DZAnimal and DZ_Fin
#include "Animal.hpp"
//Includes all DayZ Vehilces
//Car's
#include "Car\HMMWV.hpp"
#include "Car\CAR_HATCHBACK.hpp"
#include "Car\UAZ_CDF.hpp"
#include "Car\CAR_SEDAN.hpp"
#include "Car\V3S_Civ.hpp"
#include "Car\SUV_DZ.hpp"
#include "Car\Pickup_PK_INS.hpp"
#include "Car\Offroad_DSHKM_INS.hpp"
#include "Car\UralCivil_DZ.hpp"
//Helicopter's
#include "Helicopter\MI17.hpp"
#include "Helicopter\UH1H.hpp"
#include "Helicopter\UH1H2.hpp"
#include "Helicopter\AH6X.hpp"
#include "Helicopter\MH6J_DZ.hpp"
//Wreck's
//#include "Helicopter\MI8Wreck.hpp"
//#include "Helicopter\UH1Wreck.hpp"
//#include "Helicopter\UH60Wreck.hpp"
#include "CrashSite.hpp"
//Plane's
#include "Plane\AN2_DZ.hpp"
//Bikes
#include "Bikes\ATV_US_EP1.hpp"
#include "Bikes\ATV_CZ_EP1.hpp"
#include "Bikes\TT650_Ins.hpp"
#include "Bikes\TT650_Civ.hpp"
#include "Bikes\M1030.hpp"
//Boat
#include "Boat\PBX.hpp"
#include "Boat\Fishing_Boat.hpp"
#include "Boat\smallboat.hpp"
//Includes all Building Stuff
// This parent class is made to make referring to these objects easier later with allMissionObjects
#include "Buildings\HouseDZ.hpp"
//Fire
#include "Buildings\Land_Fire.hpp"
//Buildings
#include "Buildings\Land_A_Crane_02b.hpp"
#include "Buildings\Land_A_FuelStation_Feed.hpp"
#include "Buildings\Land_A_TVTower_Mid.hpp"
#include "Buildings\Land_A_TVTower_Top.hpp"
#include "Buildings\Land_Farm_WTower.hpp"
#include "Buildings\Land_HouseB_Tenement.hpp"
#include "Buildings\Land_Ind_MalyKomin.hpp"
#include "Buildings\Land_komin.hpp"
#include "Buildings\Land_majak.hpp"
#include "Buildings\Land_Mil_ControlTower.hpp"
#include "Buildings\Land_NAV_Lighthouse.hpp"
#include "Buildings\Land_NavigLight.hpp"
#include "Buildings\Land_Rail_Semafor.hpp"
#include "Buildings\Land_Rail_Zavora.hpp"
#include "Buildings\Land_runway_edgelight.hpp"
#include "Buildings\Land_Stoplight.hpp"
#include "Buildings\Land_telek1.hpp"
#include "Buildings\Land_VASICore.hpp"
#include "Buildings\Land_Vysilac_FM.hpp"
//camo
#include "CamoNetting.hpp"
//WeaponHolder
#include "WeaponHolder.hpp"
//itemBox's
//#include "CardboardBox.hpp"
#include "LootContainer.hpp"
//Tents,storage
//#include "Storage.hpp"
// Traps
#include "Traps.hpp"
//Antihack
#include "antihack_logic.hpp"
#include "antihack_plants.hpp"
#include "antihack_weaponholders.hpp"
//Blood Trail
#include "Buildings\Blood_Trail_DZ.hpp"
class waterHoleProxy: House {
model = "z\addons\dayz_communityassets\models\waterHoleProxy.p3d";
};
//Camps
#include "InfectedCamps\IC_Fireplace1.hpp"
class WeaponHolder;
class Plant_Base: WeaponHolder {
scope = 2;
icon = "";
mapSize = 0;
transportMaxWeapons = 0;
accuracy = 1000;
class DestructionEffects{};
favouritezones = "(meadow) * (forest) * (1 - houses) * (1 - sea)";
displayName = "$STR_ITEM_NAME_comfrey";
class eventHandlers {
init="(_this select 0)setVariable['permaLoot',true];";
};
supplyRadius = 1;
};
#include "gathered_plants.hpp"
class Generator_Base: SkodaBase
{
model = "\dayz_equip\models\generator_gear.p3d";
picture = "\dayz_equip\textures\equip_generator_ca.paa";
displayName="Generator";
};
class Generator_DZ: Generator_Base
{
scope = 1;
transportMaxWeapons=0;
transportmaxbackpacks = 0;
transportMaxMagazines=10;
displayName="Generator";
weapons[] = {};
magazines[] = {};
class TransportBackpacks{};
class TransportMagazines{};
class TransportWeapons{};
class TransportItems{};
maximumLoad = 200;
supplyRadius = -1;
memoryPointSupply = "";
soundengineoffext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-stop-1", 0.398107, 1, 250};
soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
class Turrets {};
class UserActions
{
class EngineOn
{
displayNameDefault = "Switch On";
displayName = "Switch On";
position = "";
shortcut = "EngineOn";
radius = 2.7;
onlyForPlayer = 1;
condition = "alive this and !isEngineOn this";
statement = "[this,true] call dayz_engineSwitch";
};
class EngineOff: EngineOn
{
displayNameDefault = "Switch Off";
displayName = "Switch Off";
position = "";
shortcut = "EngineOn";
radius = 2.7;
onlyForPlayer = 1;
condition = "alive this and isEngineOn this";
statement = "player action ['engineOff', this];";
};
};
};
};