config.cpp 11 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 RD501_patch_shields
  8. {
  9. addonRootClass=MACRO_QUOTE(RD501_patch_vehicles);
  10. requiredAddons[]=
  11. {
  12. MACRO_QUOTE(RD501_patch_vehicles)
  13. };
  14. requiredVersion=0.1;
  15. units[]=
  16. {
  17. "RD501_Squad_Shield",
  18. "RD501_Squad_Shield_trench",
  19. "RD501_Droideka_Shield",
  20. "RD501_Personal_Shield",
  21. "RD501_Shield_Wall",
  22. "RD501_Shield_Gate_L",
  23. "RD501_Shield_Gate_S",
  24. "RD501_Shield_Door"
  25. };
  26. weapons[]=
  27. {
  28. };
  29. };
  30. };
  31. class CfgVehicles
  32. {
  33. class Land_House_Small_03_V1_ruins_F;
  34. class Car_F;
  35. class RD501_Squad_Shield: Car_F
  36. {
  37. author="$STR_A3_Bohemia_Interactive";
  38. mapSize=21.1;
  39. armor=200000;
  40. class SimpleObject
  41. {
  42. eden=0;
  43. animate[]={};
  44. hide[]={};
  45. verticalOffset=-0.023;
  46. verticalOffsetWorld=0;
  47. init="''";
  48. };
  49. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  50. scope=2;
  51. scopeCurator=2;
  52. side=3;
  53. simulation="house";
  54. displayName="Squad Shield";
  55. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  56. icon="iconObject_1x1";
  57. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  58. rd501_fired_deployable_loopDuration = 14;
  59. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  60. rd501_fired_deployable_endDuration = 1;
  61. rd501_fired_deployable_soundDistance = 300;
  62. rd501_shield_isShield=1;
  63. hiddenSelections[] = { "camo1" };
  64. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\bubble\shield.paa" };
  65. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  66. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  67. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  68. };
  69. class RD501_Shield_Wall: Car_F
  70. {
  71. author="$STR_A3_Bohemia_Interactive";
  72. mapSize=21.1;
  73. armor=200000;
  74. class SimpleObject
  75. {
  76. eden=0;
  77. animate[]={};
  78. hide[]={};
  79. verticalOffset=-0.023;
  80. verticalOffsetWorld=0;
  81. init="''";
  82. };
  83. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  84. scope=2;
  85. scopeCurator=2;
  86. side=3;
  87. simulation="house";
  88. displayName="Shield wall";
  89. model="\RD501_Vehicles\static\shields\wall\shield_wall.p3d";
  90. icon="iconObject_1x1";
  91. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  92. rd501_fired_deployable_loopDuration = 14;
  93. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  94. rd501_fired_deployable_endDuration = 1;
  95. rd501_fired_deployable_soundDistance = 300;
  96. rd501_shield_isShield=1;
  97. rd501_shield_type="CIS";
  98. rd501_shield_health=100000;
  99. hiddenSelections[] = { "camo1" };
  100. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  101. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  102. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  103. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  104. };
  105. class RD501_Shield_Gate_L: Car_F
  106. {
  107. author="$STR_A3_Bohemia_Interactive";
  108. mapSize=21.1;
  109. armor=200000;
  110. class SimpleObject
  111. {
  112. eden=0;
  113. animate[]={};
  114. hide[]={};
  115. verticalOffset=-0.023;
  116. verticalOffsetWorld=0;
  117. init="''";
  118. };
  119. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  120. scope=2;
  121. scopeCurator=2;
  122. side=3;
  123. simulation="house";
  124. displayName="Shield Gate(Large)";
  125. model="\RD501_Vehicles\static\shields\wall\shield_gate_l.p3d";
  126. icon="iconObject_1x1";
  127. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  128. rd501_fired_deployable_loopDuration = 14;
  129. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  130. rd501_fired_deployable_endDuration = 1;
  131. rd501_fired_deployable_soundDistance = 300;
  132. rd501_shield_isShield=1;
  133. rd501_shield_type="CIS";
  134. rd501_shield_health=20000;
  135. hiddenSelections[] = { "camo1" };
  136. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  137. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  138. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  139. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  140. };
  141. class RD501_Shield_Gate_S: Car_F
  142. {
  143. author="$STR_A3_Bohemia_Interactive";
  144. mapSize=21.1;
  145. armor=200000;
  146. class SimpleObject
  147. {
  148. eden=0;
  149. animate[]={};
  150. hide[]={};
  151. verticalOffset=-0.023;
  152. verticalOffsetWorld=0;
  153. init="''";
  154. };
  155. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  156. scope=2;
  157. scopeCurator=2;
  158. side=3;
  159. simulation="house";
  160. displayName="Shield Gate(Small)";
  161. model="\RD501_Vehicles\static\shields\wall\shield_gate_s.p3d";
  162. icon="iconObject_1x1";
  163. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  164. rd501_fired_deployable_loopDuration = 14;
  165. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  166. rd501_fired_deployable_endDuration = 1;
  167. rd501_fired_deployable_soundDistance = 300;
  168. rd501_shield_isShield=1;
  169. rd501_shield_type="CIS";
  170. rd501_shield_health=10000;
  171. hiddenSelections[] = { "camo1" };
  172. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  173. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  174. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  175. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  176. };
  177. class RD501_Shield_Door: Car_F
  178. {
  179. author="$STR_A3_Bohemia_Interactive";
  180. mapSize=21.1;
  181. armor=200000;
  182. class SimpleObject
  183. {
  184. eden=0;
  185. animate[]={};
  186. hide[]={};
  187. verticalOffset=-0.023;
  188. verticalOffsetWorld=0;
  189. init="''";
  190. };
  191. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  192. scope=2;
  193. scopeCurator=2;
  194. side=3;
  195. simulation="house";
  196. displayName="Shield Door";
  197. model="\RD501_Vehicles\static\shields\wall\shield_door.p3d";
  198. icon="iconObject_1x1";
  199. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  200. rd501_fired_deployable_loopDuration = 14;
  201. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  202. rd501_fired_deployable_endDuration = 1;
  203. rd501_fired_deployable_soundDistance = 300;
  204. rd501_shield_isShield=1;
  205. rd501_shield_type="CIS";
  206. rd501_shield_health=1000;
  207. hiddenSelections[] = { "camo1" };
  208. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  209. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  210. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  211. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  212. };
  213. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  214. {
  215. author="$STR_A3_Bohemia_Interactive";
  216. mapSize=21.1;
  217. class SimpleObject
  218. {
  219. eden=0;
  220. animate[]={};
  221. hide[]={};
  222. verticalOffset=-0.023;
  223. verticalOffsetWorld=0;
  224. init="''";
  225. };
  226. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  227. scope=2;
  228. scopeCurator=2;
  229. displayName="Trench Shield";
  230. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  231. icon="iconObject_1x1";
  232. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  233. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  234. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  235. };
  236. class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F
  237. {
  238. author="$STR_A3_Bohemia_Interactive";
  239. mapSize=21.1;
  240. class SimpleObject
  241. {
  242. eden=0;
  243. animate[]={};
  244. hide[]={};
  245. verticalOffset=-0.023;
  246. verticalOffsetWorld=0;
  247. init="''";
  248. };
  249. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  250. scope=2;
  251. scopeCurator=2;
  252. displayName="Trench Shield";
  253. model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d";
  254. icon="iconObject_1x1";
  255. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  256. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  257. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  258. };
  259. class RD501_Personal_Shield: Land_House_Small_03_V1_ruins_F
  260. {
  261. author="$STR_A3_Bohemia_Interactive";
  262. mapSize=21.1;
  263. class SimpleObject
  264. {
  265. eden=0;
  266. animate[]={};
  267. hide[]={};
  268. verticalOffset=-0.023;
  269. verticalOffsetWorld=0;
  270. init="''";
  271. };
  272. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  273. scope=2;
  274. scopeCurator=2;
  275. displayName="Trench Shield";
  276. model="\RD501_Vehicles\static\shields\personal\personal_shield.p3d";
  277. icon="iconObject_1x1";
  278. vehicleClass = MACRO_QUOTE(macro_editor_vehicle_type(statics));
  279. editorCategory = MACRO_QUOTE(macro_editor_cat(statics));
  280. editorSubcategory = MACRO_QUOTE(macro_editor_cat(static_msc));
  281. };
  282. };
  283. class CfgSounds
  284. {
  285. class rd501_squad_shield_loop
  286. {
  287. // how the sound is referred to in the editor (e.g. trigger effects)
  288. name = "shield_loop";
  289. // filename, volume, pitch, distance (optional)
  290. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  291. // subtitle delay in seconds, subtitle text
  292. titles[] = { 1, "*Electric Shield Hum*" };
  293. };
  294. class rd501_squad_shield_end
  295. {
  296. // how the sound is referred to in the editor (e.g. trigger effects)
  297. name = "shield_loop";
  298. // filename, volume, pitch, distance (optional)
  299. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  300. // subtitle delay in seconds, subtitle text
  301. titles[] = { 1, "*Shield Retracting Hiss*" };
  302. };
  303. };
  304. class Extended_Init_EventHandlers
  305. {
  306. class RD501_Shield_Wall
  307. {
  308. class rd501_init_shield {
  309. init = "[_this select 0] call rd501_fnc_shield_init";
  310. };
  311. };
  312. class RD501_Shield_Door
  313. {
  314. class rd501_init_shield {
  315. init = "[_this select 0] call rd501_fnc_shield_init";
  316. };
  317. };
  318. class RD501_Shield_Gate_L
  319. {
  320. class rd501_init_shield {
  321. init = "[_this select 0] call rd501_fnc_shield_init";
  322. };
  323. };
  324. class RD501_Shield_Gate_S
  325. {
  326. class rd501_init_shield {
  327. init = "[_this select 0] call rd501_fnc_shield_init";
  328. };
  329. };
  330. };