//Get this addons macro //get the macro for the air subaddon //get generlized macros #include "../../../RD501_main/config_macros.hpp" class CfgPatches { class macro_patch_name(shields) { addonRootClass=macro_patch_name(vehicles) requiredAddons[]= { macro_patch_name(vehicles) }; requiredVersion=0.1; units[]= { "RD501_Squad_Shield", "RD501_Squad_Shield_trench", "RD501_Droideka_Shield", "RD501_Personal_Shield", "RD501_Shield_Wall", "RD501_Shield_Gate_L", "RD501_Shield_Gate_S", "RD501_Shield_Door" }; weapons[]= { }; }; }; class CfgVehicles { class Land_House_Small_03_V1_ruins_F; class Car_F; class RD501_Squad_Shield: Car_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; armor=200000; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; side=3; simulation="house"; displayName="Squad Shield"; model="\RD501_Vehicles\static\shields\bubble\bubble.p3d"; icon="iconObject_1x1"; rd501_fired_deployable_loopSound = "rd501_squad_shield_loop"; rd501_fired_deployable_loopDuration = 14; rd501_fired_deployable_endSound = "rd501_squad_shield_end"; rd501_fired_deployable_endDuration = 1; rd501_fired_deployable_soundDistance = 300; rd501_fired_deployable_ignoreDamage = 1; rd501_shield_isShield=1; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\bubble\shield.paa" }; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Shield_Wall: Car_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; armor=200000; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; side=3; simulation="house"; displayName="Shield wall"; model="\RD501_Vehicles\static\shields\wall\shield_wall.p3d"; icon="iconObject_1x1"; rd501_fired_deployable_loopSound = "rd501_squad_shield_loop"; rd501_fired_deployable_loopDuration = 14; rd501_fired_deployable_endSound = "rd501_squad_shield_end"; rd501_fired_deployable_endDuration = 1; rd501_fired_deployable_soundDistance = 300; rd501_fired_deployable_ignoreDamage = 1; rd501_shield_isShield=1; rd501_shield_type="CIS"; rd501_shield_health=100000; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" }; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Shield_Gate_L: Car_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; armor=200000; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; side=3; simulation="house"; displayName="Shield Gate(Large)"; model="\RD501_Vehicles\static\shields\wall\shield_gate_l.p3d"; icon="iconObject_1x1"; rd501_fired_deployable_loopSound = "rd501_squad_shield_loop"; rd501_fired_deployable_loopDuration = 14; rd501_fired_deployable_endSound = "rd501_squad_shield_end"; rd501_fired_deployable_endDuration = 1; rd501_fired_deployable_soundDistance = 300; rd501_fired_deployable_ignoreDamage = 1; rd501_shield_isShield=1; rd501_shield_type="CIS"; rd501_shield_health=20000; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" }; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Shield_Gate_S: Car_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; armor=200000; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; side=3; simulation="house"; displayName="Shield Gate(Small)"; model="\RD501_Vehicles\static\shields\wall\shield_gate_s.p3d"; icon="iconObject_1x1"; rd501_fired_deployable_loopSound = "rd501_squad_shield_loop"; rd501_fired_deployable_loopDuration = 14; rd501_fired_deployable_endSound = "rd501_squad_shield_end"; rd501_fired_deployable_endDuration = 1; rd501_fired_deployable_soundDistance = 300; rd501_fired_deployable_ignoreDamage = 1; rd501_shield_isShield=1; rd501_shield_type="CIS"; rd501_shield_health=10000; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" }; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Shield_Door: Car_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; armor=200000; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; side=3; simulation="house"; displayName="Shield Door"; model="\RD501_Vehicles\static\shields\wall\shield_door.p3d"; icon="iconObject_1x1"; rd501_fired_deployable_loopSound = "rd501_squad_shield_loop"; rd501_fired_deployable_loopDuration = 14; rd501_fired_deployable_endSound = "rd501_squad_shield_end"; rd501_fired_deployable_endDuration = 1; rd501_fired_deployable_soundDistance = 300; rd501_fired_deployable_ignoreDamage = 1; rd501_shield_isShield=1; rd501_shield_type="CIS"; rd501_shield_health=1000; hiddenSelections[] = { "camo1" }; hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" }; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; displayName="Trench Shield"; model="\RD501_Vehicles\static\shields\trench\trench.p3d"; icon="iconObject_1x1"; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; displayName="Trench Shield"; model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d"; icon="iconObject_1x1"; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; class RD501_Personal_Shield: Land_House_Small_03_V1_ruins_F { author="$STR_A3_Bohemia_Interactive"; mapSize=21.1; class SimpleObject { eden=0; animate[]={}; hide[]={}; verticalOffset=-0.023; verticalOffsetWorld=0; init="''"; }; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg"; scope=2; scopeCurator=2; displayName="Trench Shield"; model="\RD501_Vehicles\static\shields\personal\personal_shield.p3d"; icon="iconObject_1x1"; vehicleClass = macro_editor_vehicle_type(statics) editorCategory = macro_editor_cat(statics) editorSubcategory = macro_editor_cat(static_msc) }; }; class CfgSounds { class rd501_squad_shield_loop { // how the sound is referred to in the editor (e.g. trigger effects) name = "shield_loop"; // filename, volume, pitch, distance (optional) sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 }; // subtitle delay in seconds, subtitle text titles[] = { 1, "*Electric Shield Hum*" }; }; class rd501_squad_shield_end { // how the sound is referred to in the editor (e.g. trigger effects) name = "shield_loop"; // filename, volume, pitch, distance (optional) sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 }; // subtitle delay in seconds, subtitle text titles[] = { 1, "*Shield Retracting Hiss*" }; }; }; class Extended_Init_EventHandlers { class RD501_Shield_Wall { class rd501_init_shield { init = "[_this select 0] call rd501_fnc_shield_init"; }; } class RD501_Shield_Door { class rd501_init_shield { init = "[_this select 0] call rd501_fnc_shield_init"; }; } class RD501_Shield_Gate_L { class rd501_init_shield { init = "[_this select 0] call rd501_fnc_shield_init"; }; } class RD501_Shield_Gate_S { class rd501_init_shield { init = "[_this select 0] call rd501_fnc_shield_init"; }; } };