config.cpp 3.9 KB

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  1. //Get this addons macro
  2. //get the macro for the air subaddon
  3. //get generlized macros
  4. #include "../../../RD501_main/config_macros.hpp"
  5. class CfgPatches
  6. {
  7. class macro_patch_name(shields)
  8. {
  9. addonRootClass=macro_patch_name(vehicles)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(vehicles)
  13. };
  14. requiredVersion=0.1;
  15. units[]=
  16. {
  17. "RD501_Squad_Shield",
  18. "RD501_Squad_Shield_trench",
  19. "RD501_Droideka_Shield"
  20. };
  21. weapons[]=
  22. {
  23. };
  24. };
  25. };
  26. class CfgVehicles
  27. {
  28. class Land_House_Small_03_V1_ruins_F;
  29. class RD501_Squad_Shield: Land_House_Small_03_V1_ruins_F
  30. {
  31. author="$STR_A3_Bohemia_Interactive";
  32. mapSize=21.1;
  33. class SimpleObject
  34. {
  35. eden=0;
  36. animate[]={};
  37. hide[]={};
  38. verticalOffset=-0.023;
  39. verticalOffsetWorld=0;
  40. init="''";
  41. };
  42. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  43. scope=2;
  44. scopeCurator=2;
  45. displayName="Squad Shield";
  46. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  47. icon="iconObject_1x1";
  48. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  49. rd501_fired_deployable_loopDuration = 14;
  50. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  51. rd501_fired_deployable_endDuration = 1;
  52. rd501_fired_deployable_soundDistance = 300;
  53. vehicleClass = macro_editor_vehicle_type(statics)
  54. editorCategory = macro_editor_cat(statics)
  55. editorSubcategory = macro_editor_cat(static_msc)
  56. };
  57. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  58. {
  59. author="$STR_A3_Bohemia_Interactive";
  60. mapSize=21.1;
  61. class SimpleObject
  62. {
  63. eden=0;
  64. animate[]={};
  65. hide[]={};
  66. verticalOffset=-0.023;
  67. verticalOffsetWorld=0;
  68. init="''";
  69. };
  70. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  71. scope=2;
  72. scopeCurator=2;
  73. displayName="Trench Shield";
  74. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  75. icon="iconObject_1x1";
  76. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  77. rd501_fired_deployable_loopDuration = 14;
  78. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  79. rd501_fired_deployable_endDuration = 1;
  80. rd501_fired_deployable_soundDistance = 150;
  81. vehicleClass = macro_editor_vehicle_type(statics)
  82. editorCategory = macro_editor_cat(statics)
  83. editorSubcategory = macro_editor_cat(static_msc)
  84. };
  85. class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F
  86. {
  87. author="$STR_A3_Bohemia_Interactive";
  88. mapSize=21.1;
  89. class SimpleObject
  90. {
  91. eden=0;
  92. animate[]={};
  93. hide[]={};
  94. verticalOffset=-0.023;
  95. verticalOffsetWorld=0;
  96. init="''";
  97. };
  98. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  99. scope=2;
  100. scopeCurator=2;
  101. displayName="Trench Shield";
  102. model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d";
  103. icon="iconObject_1x1";
  104. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  105. rd501_fired_deployable_loopDuration = 14;
  106. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  107. rd501_fired_deployable_endDuration = 1;
  108. rd501_fired_deployable_soundDistance = 200;
  109. vehicleClass = macro_editor_vehicle_type(statics)
  110. editorCategory = macro_editor_cat(statics)
  111. editorSubcategory = macro_editor_cat(static_msc)
  112. };
  113. };
  114. class CfgSounds
  115. {
  116. class rd501_squad_shield_loop
  117. {
  118. // how the sound is referred to in the editor (e.g. trigger effects)
  119. name = "shield_loop";
  120. // filename, volume, pitch, distance (optional)
  121. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  122. // subtitle delay in seconds, subtitle text
  123. titles[] = { 1, "*Electric Shield Hum*" };
  124. };
  125. class rd501_squad_shield_end
  126. {
  127. // how the sound is referred to in the editor (e.g. trigger effects)
  128. name = "shield_loop";
  129. // filename, volume, pitch, distance (optional)
  130. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  131. // subtitle delay in seconds, subtitle text
  132. titles[] = { 1, "*Shield Retracting Hiss*" };
  133. };
  134. };