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 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. "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="$STR_A3_Bohemia_Interactive";
  38. mapSize=21.1;
  39. armor=200000;
  40. class SimpleObject
  41. {
  42. eden=0;
  43. animate[]={};
  44. hide[]={};
  45. verticalOffset=-0.023;
  46. verticalOffsetWorld=0;
  47. init="''";
  48. };
  49. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  50. scope=2;
  51. scopeCurator=2;
  52. side=3;
  53. simulation="house";
  54. displayName="Squad Shield";
  55. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  56. icon="iconObject_1x1";
  57. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  58. rd501_fired_deployable_loopDuration = 14;
  59. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  60. rd501_fired_deployable_endDuration = 1;
  61. rd501_fired_deployable_soundDistance = 300;
  62. rd501_fired_deployable_ignoreDamage = 1;
  63. rd501_shield_isShield=1;
  64. hiddenSelections[] = { "camo1" };
  65. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\bubble\shield.paa" };
  66. vehicleClass = macro_editor_vehicle_type(statics)
  67. editorCategory = macro_editor_cat(statics)
  68. editorSubcategory = macro_editor_cat(static_msc)
  69. };
  70. class RD501_Shield_Wall: Car_F
  71. {
  72. author="$STR_A3_Bohemia_Interactive";
  73. mapSize=21.1;
  74. armor=200000;
  75. class SimpleObject
  76. {
  77. eden=0;
  78. animate[]={};
  79. hide[]={};
  80. verticalOffset=-0.023;
  81. verticalOffsetWorld=0;
  82. init="''";
  83. };
  84. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  85. scope=2;
  86. scopeCurator=2;
  87. side=3;
  88. simulation="house";
  89. displayName="Shield wall";
  90. model="\RD501_Vehicles\static\shields\wall\shield_wall.p3d";
  91. icon="iconObject_1x1";
  92. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  93. rd501_fired_deployable_loopDuration = 14;
  94. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  95. rd501_fired_deployable_endDuration = 1;
  96. rd501_fired_deployable_soundDistance = 300;
  97. rd501_fired_deployable_ignoreDamage = 1;
  98. rd501_shield_isShield=1;
  99. rd501_shield_type="CIS";
  100. rd501_shield_health=100000;
  101. hiddenSelections[] = { "camo1" };
  102. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  103. vehicleClass = macro_editor_vehicle_type(statics)
  104. editorCategory = macro_editor_cat(statics)
  105. editorSubcategory = macro_editor_cat(static_msc)
  106. };
  107. class RD501_Shield_Gate_L: Car_F
  108. {
  109. author="$STR_A3_Bohemia_Interactive";
  110. mapSize=21.1;
  111. armor=200000;
  112. class SimpleObject
  113. {
  114. eden=0;
  115. animate[]={};
  116. hide[]={};
  117. verticalOffset=-0.023;
  118. verticalOffsetWorld=0;
  119. init="''";
  120. };
  121. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  122. scope=2;
  123. scopeCurator=2;
  124. side=3;
  125. simulation="house";
  126. displayName="Shield Gate(Large)";
  127. model="\RD501_Vehicles\static\shields\wall\shield_gate_l.p3d";
  128. icon="iconObject_1x1";
  129. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  130. rd501_fired_deployable_loopDuration = 14;
  131. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  132. rd501_fired_deployable_endDuration = 1;
  133. rd501_fired_deployable_soundDistance = 300;
  134. rd501_fired_deployable_ignoreDamage = 1;
  135. rd501_shield_isShield=1;
  136. rd501_shield_type="CIS";
  137. rd501_shield_health=20000;
  138. hiddenSelections[] = { "camo1" };
  139. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  140. vehicleClass = macro_editor_vehicle_type(statics)
  141. editorCategory = macro_editor_cat(statics)
  142. editorSubcategory = macro_editor_cat(static_msc)
  143. };
  144. class RD501_Shield_Gate_S: Car_F
  145. {
  146. author="$STR_A3_Bohemia_Interactive";
  147. mapSize=21.1;
  148. armor=200000;
  149. class SimpleObject
  150. {
  151. eden=0;
  152. animate[]={};
  153. hide[]={};
  154. verticalOffset=-0.023;
  155. verticalOffsetWorld=0;
  156. init="''";
  157. };
  158. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  159. scope=2;
  160. scopeCurator=2;
  161. side=3;
  162. simulation="house";
  163. displayName="Shield Gate(Small)";
  164. model="\RD501_Vehicles\static\shields\wall\shield_gate_s.p3d";
  165. icon="iconObject_1x1";
  166. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  167. rd501_fired_deployable_loopDuration = 14;
  168. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  169. rd501_fired_deployable_endDuration = 1;
  170. rd501_fired_deployable_soundDistance = 300;
  171. rd501_fired_deployable_ignoreDamage = 1;
  172. rd501_shield_isShield=1;
  173. rd501_shield_type="CIS";
  174. rd501_shield_health=10000;
  175. hiddenSelections[] = { "camo1" };
  176. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  177. vehicleClass = macro_editor_vehicle_type(statics)
  178. editorCategory = macro_editor_cat(statics)
  179. editorSubcategory = macro_editor_cat(static_msc)
  180. };
  181. class RD501_Shield_Door: Car_F
  182. {
  183. author="$STR_A3_Bohemia_Interactive";
  184. mapSize=21.1;
  185. armor=200000;
  186. class SimpleObject
  187. {
  188. eden=0;
  189. animate[]={};
  190. hide[]={};
  191. verticalOffset=-0.023;
  192. verticalOffsetWorld=0;
  193. init="''";
  194. };
  195. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  196. scope=2;
  197. scopeCurator=2;
  198. side=3;
  199. simulation="house";
  200. displayName="Shield Door";
  201. model="\RD501_Vehicles\static\shields\wall\shield_door.p3d";
  202. icon="iconObject_1x1";
  203. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  204. rd501_fired_deployable_loopDuration = 14;
  205. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  206. rd501_fired_deployable_endDuration = 1;
  207. rd501_fired_deployable_soundDistance = 300;
  208. rd501_fired_deployable_ignoreDamage = 1;
  209. rd501_shield_isShield=1;
  210. rd501_shield_type="CIS";
  211. rd501_shield_health=1000;
  212. hiddenSelections[] = { "camo1" };
  213. hiddenSelectionsTextures[] = { "\RD501_Vehicles\static\shields\shared\rd501_shield_cis_normal.paa" };
  214. vehicleClass = macro_editor_vehicle_type(statics)
  215. editorCategory = macro_editor_cat(statics)
  216. editorSubcategory = macro_editor_cat(static_msc)
  217. };
  218. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  219. {
  220. author="$STR_A3_Bohemia_Interactive";
  221. mapSize=21.1;
  222. class SimpleObject
  223. {
  224. eden=0;
  225. animate[]={};
  226. hide[]={};
  227. verticalOffset=-0.023;
  228. verticalOffsetWorld=0;
  229. init="''";
  230. };
  231. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  232. scope=2;
  233. scopeCurator=2;
  234. displayName="Trench Shield";
  235. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  236. icon="iconObject_1x1";
  237. vehicleClass = macro_editor_vehicle_type(statics)
  238. editorCategory = macro_editor_cat(statics)
  239. editorSubcategory = macro_editor_cat(static_msc)
  240. };
  241. class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F
  242. {
  243. author="$STR_A3_Bohemia_Interactive";
  244. mapSize=21.1;
  245. class SimpleObject
  246. {
  247. eden=0;
  248. animate[]={};
  249. hide[]={};
  250. verticalOffset=-0.023;
  251. verticalOffsetWorld=0;
  252. init="''";
  253. };
  254. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  255. scope=2;
  256. scopeCurator=2;
  257. displayName="Trench Shield";
  258. model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d";
  259. icon="iconObject_1x1";
  260. vehicleClass = macro_editor_vehicle_type(statics)
  261. editorCategory = macro_editor_cat(statics)
  262. editorSubcategory = macro_editor_cat(static_msc)
  263. };
  264. class RD501_Personal_Shield: Land_House_Small_03_V1_ruins_F
  265. {
  266. author="$STR_A3_Bohemia_Interactive";
  267. mapSize=21.1;
  268. class SimpleObject
  269. {
  270. eden=0;
  271. animate[]={};
  272. hide[]={};
  273. verticalOffset=-0.023;
  274. verticalOffsetWorld=0;
  275. init="''";
  276. };
  277. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  278. scope=2;
  279. scopeCurator=2;
  280. displayName="Trench Shield";
  281. model="\RD501_Vehicles\static\shields\personal\personal_shield.p3d";
  282. icon="iconObject_1x1";
  283. vehicleClass = macro_editor_vehicle_type(statics)
  284. editorCategory = macro_editor_cat(statics)
  285. editorSubcategory = macro_editor_cat(static_msc)
  286. };
  287. };
  288. class CfgSounds
  289. {
  290. class rd501_squad_shield_loop
  291. {
  292. // how the sound is referred to in the editor (e.g. trigger effects)
  293. name = "shield_loop";
  294. // filename, volume, pitch, distance (optional)
  295. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  296. // subtitle delay in seconds, subtitle text
  297. titles[] = { 1, "*Electric Shield Hum*" };
  298. };
  299. class rd501_squad_shield_end
  300. {
  301. // how the sound is referred to in the editor (e.g. trigger effects)
  302. name = "shield_loop";
  303. // filename, volume, pitch, distance (optional)
  304. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  305. // subtitle delay in seconds, subtitle text
  306. titles[] = { 1, "*Shield Retracting Hiss*" };
  307. };
  308. };
  309. class Extended_Init_EventHandlers
  310. {
  311. class RD501_Shield_Wall
  312. {
  313. class rd501_init_shield {
  314. init = "[_this select 0] call rd501_fnc_shield_init";
  315. };
  316. }
  317. class RD501_Shield_Door
  318. {
  319. class rd501_init_shield {
  320. init = "[_this select 0] call rd501_fnc_shield_init";
  321. };
  322. }
  323. class RD501_Shield_Gate_L
  324. {
  325. class rd501_init_shield {
  326. init = "[_this select 0] call rd501_fnc_shield_init";
  327. };
  328. }
  329. class RD501_Shield_Gate_S
  330. {
  331. class rd501_init_shield {
  332. init = "[_this select 0] call rd501_fnc_shield_init";
  333. };
  334. }
  335. };