This commit is the equivalent of a atomic bomb
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752
source/braf_soft/braf_land_rover/config.cpp
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752
source/braf_soft/braf_land_rover/config.cpp
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#include "BIS_AddonInfo.hpp"
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#include "basicdefines_A3.hpp"
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class DefaultEventhandlers;
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#include "CfgPatches.hpp"
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class WeaponFireGun;
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class WeaponCloudsGun;
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class WeaponFireMGun;
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class WeaponCloudsMGun;
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class CfgVehicles
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{
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class LandVehicle;
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class Car: LandVehicle
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{
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class HitPoints;
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class NewTurret;
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};
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class Car_F: Car
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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 ViewOptics;
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class ViewGunner;
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};
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};
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class HitPoints /// we want to use hitpoints predefined for all cars
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{
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class HitLFWheel;
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class HitLF2Wheel;
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class HitRFWheel;
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class HitRF2Wheel;
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class HitBody;
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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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class EventHandlers;
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class AnimationSources;
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};
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class Offroad_01_base_F: car_f {};
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class BRAF_LR_01_Base: Offroad_01_base_F
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{
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selectionBackLights = "zadni svetlo";
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selectionBrakeLights = "brzdove svetlo";
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model = "braf\braf_soft\braf_land_rover\braf_LR.p3d"; /// simple path to model
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picture = "braf\braf_soft\braf_land_rover\DATA\UI\Picture_lr_CA.paa"; /// just some icon in command bar
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icon = "braf\braf_soft\braf_land_rover\data\UI\icon_lr_transport_ca.paa"; /// icon in map // imcompleto precisa ser feito
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vehicleClass = "BRAF_Car";
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displayName = "Defender 110 SW"; /// displayed in Editor
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hiddenSelections[] =
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{
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"camo1",
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"camo2"
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};
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hiddenSelectionsTextures[] =
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{
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"braf\braf_soft\braf_land_rover\data\braf_landrover_out_co.paa",
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"braf\braf_soft\braf_land_rover\data\braf_landrover_in_co.paa"
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};
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terrainCoef = 2.5; /// different surface affects this car more, stick to tarmac
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turnCoef = 2.5; /// should match the wheel turn radius
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precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way
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brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance
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acceleration = 15; /// how fast acceleration does the AI think the car has
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fireResistance = 5; /// lesser protection against fire than tanks
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armor = 32; /// just some protection against missiles, collisions and explosions
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cost = 50000; /// how likely is the enemy going to target this vehicle
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afmax = 100;
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transportMaxBackpacks = 8; /// just some backpacks fit the trunk by default
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transportSoldier = 4; /// number of cargo except driver
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cargoProxyIndexes[] = {4,5,6,7};
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getInProxyOrder[] = {1,2,3,4,5,6,7};
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class CargoTurret;
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class Turrets: Turrets
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{
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class CargoTurret_01: CargoTurret
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{
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gunnerAction = "passenger_inside_7";
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memoryPointsGetInGunner = "pos cargo RF";
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memoryPointsGetInGunnerDir = "pos cargo RF dir";
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gunnerName = "$STR_A3_TURRETS_CARGOTURRET_R1";
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gunnerCompartments = "Compartment2";
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proxyIndex = 1;
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isPersonTurret = 3;
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canHideGunner = 0;
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allowLauncherIn = 0;
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allowLauncherOut = 0;
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class TurnIn
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{
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limitsArrayTop[] = {{23.9621,-61.2561},{14.3315,-18.7728}};
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limitsArrayBottom[] = {{-19.6203,-79.3331},{-16.2632,-23.6018}};
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};
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class dynamicViewLimits
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{
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CargoTurret_02[] = {-65,75};
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};
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};
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class CargoTurret_02: CargoTurret_01
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{
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gunnerAction = "passenger_inside_7";
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gunnerName = "$STR_A3_TURRETS_CARGOTURRET_L2";
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memoryPointsGetInGunner = "pos cargo LR";
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memoryPointsGetInGunnerDir = "pos cargo LR dir";
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proxyIndex = 2;
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class TurnIn
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{
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limitsArrayTop[] = {{37.1488,-71.9003},{36.4967,92.2757}};
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limitsArrayBottom[] = {{-22.1832,-70.0989},{-13.9068,-22.8107},{-7.1236,75.6849},{-7.8564,102.5826}};
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};
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class dynamicViewLimits
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{
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CargoTurret_01[] = {-75,65};
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};
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};
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class CargoTurret_03: CargoTurret_01
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{
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gunnerAction = "passenger_inside_7";
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gunnerName = "$STR_A3_TURRETS_CARGOTURRET_R2";
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memoryPointsGetInGunner = "pos cargo RR";
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memoryPointsGetInGunnerDir = "pos cargo RR dir";
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proxyIndex = 3;
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class TurnIn
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{
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limitsArrayTop[] = {{23.9621,-61.2561},{14.3315,-18.7728}};
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limitsArrayBottom[] = {{-19.6203,-79.3331},{-16.2632,-23.6018}};
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};
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class dynamicViewLimits
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{
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CargoTurret_01[] = {5,75};
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CargoTurret_02[] = {-15,75};
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CargoTurret_04[] = {-75,75};
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};
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};
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};
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/// some values from parent class to show how to set them up
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wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size
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wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground
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maxFordingDepth = 0.5; /// how high water would damage the engine of the car
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waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
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crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection
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driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move
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driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play)
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class TransportItems /// some first aid kits in trunk according to safety regulations
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{
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item_xx(FirstAidKit,4);
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};
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#include "cfg_TextureSources.hpp"
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driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible
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cargoAction[] = { passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands, passenger_generic01_foldhands}; /// the same of all the crew
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getInAction = GetInLow; /// how does driver look while getting in
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getOutAction = GetOutLow; /// and out
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cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest
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cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case
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#include "sounds.hpp" /// sounds are in a separate file to make this one simple
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#include "pip.hpp" /// PiPs are in a separate file to make this one simple
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#include "physx.hpp" /// PhysX settings are in a separate file to make this one simple
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class PlayerSteeringCoefficients /// steering sensitivity configuration
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{
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turnIncreaseConst = 0.3; // basic sensitivity value, higher value = faster steering
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turnIncreaseLinear = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds
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turnIncreaseTime = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle
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turnDecreaseConst = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel
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turnDecreaseLinear = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds
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turnDecreaseTime = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position
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maxTurnHundred = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h
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};
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/// memory points where do tracks of the wheel appear *****(complete by OdyseusBR)******
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// front left track, left offset
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memoryPointTrackFLL = "TrackFLL";
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// front left track, right offset
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memoryPointTrackFLR = "TrackFLR";
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// back left track, left offset
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memoryPointTrackBLL = "TrackBLL";
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// back left track, right offset
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memoryPointTrackBLR = "TrackBLR";
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// front right track, left offset
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memoryPointTrackFRL = "TrackFRL";
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// front right track, right offset
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memoryPointTrackFRR = "TrackFRR";
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// back right track, left offset
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memoryPointTrackBRL = "TrackBRL";
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// back right track, right offset
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memoryPointTrackBRR = "TrackBRR";
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class Damage /// damage changes material in specific places (visual in hitPoint)
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{
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tex[]={};
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mat[]=
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{
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"braf\braf_soft\braf_land_rover\data\braf_landrover_out.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_base_damage.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_base_destruct.rvmat",
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"braf\braf_soft\braf_land_rover\data\braf_landrover_glass.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_glass_damage.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_glass_destruct.rvmat",
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/*"braf\braf_soft\braf_land_rover\data\LR_Special.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_Special_damage.rvmat",
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"braf\braf_soft\braf_land_rover\data\LR_Special_destruct.rvmat",*/
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"a3\data_f\default.rvmat", "a3\data_f\default.rvmat",
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"a3\data_f\default_destruct.rvmat"
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};
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};
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/// class exhaust is complete ****(Complete by Bento)*****
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class Exhausts /// specific exhaust effects for the car
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{
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class Exhaust1 /// the car has two exhausts - each on one side
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{
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position = "vyfuk start"; /// name of initial memory point
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direction = "vyfuk konec"; /// name of memory point for exhaust direction
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effect = "ExhaustsEffect"; /// what particle effect is it going to use
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};
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};
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class Reflectors /// only front lights are considered to be reflectors to save CPU
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{
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class LightCarHeadL01 /// lights on each side consist of two bulbs with different flares
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{
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color[] = {1900, 1800, 1700}; /// approximate colour of standard lights
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ambient[] = {5, 5, 5}; /// nearly a white one
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position = "LightCarHeadL01"; /// memory point for start of the light and flare
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direction = "LightCarHeadL01_end"; /// memory point for the light direction
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hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine)
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selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more
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size = 1; /// size of the light point seen from distance
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innerAngle = 100; /// angle of full light
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outerAngle = 179; /// angle of some light
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coneFadeCoef = 10; /// attenuation of light between the above angles
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intensity = 1; /// strength of the light
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useFlare = true; /// does the light use flare?
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dayLight = false; /// switching light off during day saves CPU a lot
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flareSize = 1.0; /// how big is the flare
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class Attenuation
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{
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start = 1.0;
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constant = 0;
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linear = 0;
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quadratic = 0.25;
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hardLimitStart = 30; /// it is good to have some limit otherwise the light would shine to infinite distance
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hardLimitEnd = 60; /// this allows adding more lights into scene
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};
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};
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class LightCarHeadR01: LightCarHeadL01
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{
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position = "LightCarHeadR01";
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direction = "LightCarHeadR01_end";
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hitpoint = "Light_R";
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selection = "Light_R";
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};
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};
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aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}}; /// aggregating reflectors helps the engine a lot
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/// it might be even good to aggregate all lights into one source as it is done for most of the cars
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class EventHandlers: EventHandlers
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{
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postInit = "if (local (_this select 0)) then { [(_this select 0), """", [], false] call BIS_fnc_initVehicle; };";
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};
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/*
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// Must be kept as fail-safe in case of issue with the function
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hiddenSelectionsTextures[]={"\A3\Weapons_F\Data\placeholder_co.paa"}; /// we could use any texture to cover the car
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// Definition of texture sources (skins), used for the VhC (Vehicle customization)
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// Also, because the Garage uses the VhC, it will make them available from the garage
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class textureSources
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{
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class red // Source class
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{
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displayName="Red"; // name displayed, among other, from the garage
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author=$STR_A3_Bohemia_Interactive; // Author of the skin
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textures[]=// List of textures, in the same order as the hiddenSelections definition
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{
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"braf\braf_soft\braf_land_rover\data\BRAF_LANDROVER_BASE_co.paa",
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"braf\braf_soft\braf_land_rover\data\BRAF_EB_landrover_co.paa",
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};
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};
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};
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// [_textureSourceClass1, _probability1, _textureSourceClass2, _probability2, ...]
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// Default behavior of the VhC is to select one of these sources, with a weighted random
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textureList[]=
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{
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"red", 1
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// You can noticed that the white source is missing, therefore, it won't be part of the random
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};*/
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class AnimationSources: AnimationSources
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{
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class HideDoor1
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{
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scope = 0;
|
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};
|
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class HideDoor2: HideDoor1
|
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{
|
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scope = 0;
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};
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class HideGlass2
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{
|
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scope = 0;
|
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};
|
||||
class HideDoor3: HideDoor1
|
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{
|
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scope = 0;
|
||||
};
|
||||
class HideBackpacks
|
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{
|
||||
scope = 0;
|
||||
};
|
||||
|
||||
class HideBumper1
|
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{
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displayName = "Hide Bumper Brazilian Army";
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source = "user";
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initPhase = 1;
|
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animPeriod = 0.001;
|
||||
forceAnimatePhase = 0;
|
||||
forceAnimate[] = {"HideBumper2", 1};
|
||||
forceAnimate2[] = {"HideBumper2", 0};
|
||||
mass = -50;
|
||||
};
|
||||
class HideBumper2
|
||||
{
|
||||
displayName = "Hide Bumper Gendarmerie";
|
||||
source = "user";
|
||||
initPhase = 1;
|
||||
animPeriod = 0.001;
|
||||
forceAnimatePhase = 0;
|
||||
forceAnimate[] = {"HideBumper1", 1};
|
||||
forceAnimate2[] = {"HideBumper1", 0};
|
||||
mass = -90;
|
||||
};
|
||||
|
||||
class hidePolicelights
|
||||
{
|
||||
displayName = "Hide Policy Light";
|
||||
source = "Proxy";
|
||||
initPhase = 1;
|
||||
mass = -12;
|
||||
};
|
||||
|
||||
class HideConstruction
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class hidePolice
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class HideServices
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class BeaconsStart
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class BeaconsServicesStart
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Hide_Dashboard
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Doors
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
/*
|
||||
class Proxy
|
||||
{
|
||||
source = "user";
|
||||
animPeriod = 0.001;
|
||||
initPhase = 1;
|
||||
};
|
||||
*/
|
||||
class Beacons
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
class Destruct
|
||||
{
|
||||
scope = 0;
|
||||
};
|
||||
};
|
||||
|
||||
class HitPoints: HitPoints
|
||||
{
|
||||
class HitLFWheel: HitLFWheel {armor=0.125; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle
|
||||
class HitLF2Wheel: HitLF2Wheel {armor=0.125; passThrough=0;};
|
||||
|
||||
class HitRFWheel: HitRFWheel {armor=0.125; passThrough=0;};
|
||||
class HitRF2Wheel: HitRF2Wheel {armor=0.125; passThrough=0;};
|
||||
|
||||
class HitFuel {armor=0.50; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole
|
||||
class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;};
|
||||
class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is aFRLied to total damage
|
||||
|
||||
class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it
|
||||
class HitGlass2: HitGlass2 {armor=0.25;};
|
||||
class HitGlass3: HitGlass3 {armor=0.25;};
|
||||
class HitGlass4: HitGlass4 {armor=0.25;};
|
||||
};
|
||||
|
||||
class MFD /// Clocks on the car board
|
||||
{
|
||||
class ClockHUD
|
||||
{
|
||||
#include "cfgHUD.hpp"
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/*class BRAF_LR_110_SW: BRAF_LR_Base {
|
||||
|
||||
forceInGarage=1; // This will force the garage to display this vehicle, otherwise it won't because it shares the same p3d as the previous
|
||||
scopeCurator=2;
|
||||
faction = "BRAF_ARMY";
|
||||
side = 2;
|
||||
scope = 2;
|
||||
typicalcargo[] = {};
|
||||
displayname = "Land Rover 110 SW";
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_LANDROVER_BASE_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\BRAF_EB_landrover_co.paa",
|
||||
|
||||
};
|
||||
class Turrets {
|
||||
};
|
||||
class HitPoints: HitPoints {
|
||||
class HitGlass1 {
|
||||
armor = 0.15;
|
||||
};
|
||||
class HitGlass2 {
|
||||
armor = 0.1;
|
||||
};
|
||||
class HitGlass3 {
|
||||
armor = 0.1;
|
||||
};
|
||||
};
|
||||
|
||||
class TransportMagazines {
|
||||
};
|
||||
class TransportWeapons {
|
||||
};
|
||||
class NVGMarkers {
|
||||
class NVGMarker01 {
|
||||
ambient[] = {0.003, 0.0003, 0.0003, 1};
|
||||
blinking = 1;
|
||||
brightness = 0.001;
|
||||
color[] = {0.03, 0.003, 0.003, 1};
|
||||
name = "nvg_marker";
|
||||
};
|
||||
};*/
|
||||
|
||||
|
||||
|
||||
// Derivate from the base class
|
||||
|
||||
class BRAF_LR110_Hardtop: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 2; /// civilian car should be on civilian side
|
||||
faction = "BRAF_ARMY"; /// and with civilian faction
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR110_CIV: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 3; /// civilian car should be on civilian side
|
||||
faction = "BRAF_CIV"; /// and with civilian faction
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 1
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
class BRAF_LR110_gendarmerie: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 1;
|
||||
faction = "BLU_GEN_F";
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_landrover_GENout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_landrover_GENin_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_GEN_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\GEN\braf_GEN_landrover_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 0,
|
||||
"hidePolicelights", 1,
|
||||
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 1,
|
||||
"C_BRAF_LR_110_white", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR110_UN: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
scope = 2; /// makes the car visible in editor
|
||||
scopeCurator = 2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_soldier_light"; /// we need someone to fit into the car
|
||||
side = 1;
|
||||
faction = "UN";
|
||||
displayName = "Land Rover 110 SW (Hard Top)";
|
||||
|
||||
hiddenSelections[] =
|
||||
{
|
||||
"camo1",
|
||||
"camo2"
|
||||
};
|
||||
hiddenSelectionsTextures[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_UN_out_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_UN_in_co.paa"
|
||||
};
|
||||
hiddenSelectionsMaterials[] =
|
||||
{
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_un_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\UN\braf_landrover_un_in.rvmat"
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 1,
|
||||
"HideBumper2", 0
|
||||
};
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 0,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 1,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
};
|
||||
|
||||
class BRAF_LR_softtop_4d: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\bRAF_LR_softtop_4d"; /// simple path to model
|
||||
scope = 2; /// makes the car visible in editor
|
||||
displayname = "Land Rover 110 SW (Soft Top)" ; /// displayed in Editor
|
||||
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side = 2;
|
||||
faction = "BRAF_ARMY";
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
|
||||
};
|
||||
hiddenSelectionsMaterials[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
class BRAF_LR_softtop_4d_armed: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\BRAF_LR_softtop_4d_armed"; /// simple path to model
|
||||
scope = 2; /// makes the car visible in editor
|
||||
displayname = "Land Rover 110 (ARMED)" ; /// displayed in Editor
|
||||
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side = 2;
|
||||
faction = "BRAF_ARMY";
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverout_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landroverin_co.paa",
|
||||
|
||||
};
|
||||
hiddenSelectionsMaterials[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_out.rvmat",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\EB\braf_EB_landrover_in.rvmat",
|
||||
|
||||
};
|
||||
|
||||
animationList[] =
|
||||
{
|
||||
"HideBumper1", 0,
|
||||
"HideBumper2", 1
|
||||
};
|
||||
|
||||
textureList[] =
|
||||
{
|
||||
"C_BRAF_LR110_SW", 1,
|
||||
"C_BRAF_LR_110_GEN", 0,
|
||||
"C_BRAF_LR_110_white", 0
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
/*
|
||||
class BRAF_LR110_SW_01_Special_F: BRAF_LR_01_Base /// some class that is going to be visible in editor
|
||||
{
|
||||
model = "braf\braf_soft\braf_land_rover\bRAF_LR_navy.p3d"; /// simple path to model
|
||||
forceInGarage=1; // This will force the garage to display this vehicle, otherwise it won't because it shares the same p3d as the previous
|
||||
displayName="Defender 110 SW (Open)";
|
||||
scope=2; /// makes the car visible in editor
|
||||
crew = "braf_Soldier_light_naval"; /// we need someone to fit into the car
|
||||
side=2; /// civilian car should be on civilian side
|
||||
faction = "braf_fn"; /// and with civilian faction
|
||||
// the texture source used will be the green one, whatever it probability because it's the only one defined here
|
||||
hiddenSelections[] = {"camo1","camo2"}; ///we want to allow changing the color of this selection
|
||||
hiddenSelectionsTextures[] = {
|
||||
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\BRAF_FN_landrover_co.paa",
|
||||
"braf\braf_soft\braf_land_rover\data\Skins\lr_special_FN_co.paa"
|
||||
|
||||
};
|
||||
};*/
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user