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Explosive barrels, vultures, Bacta tank interact point

Erliens 3 years ago
parent
commit
e3e6da9bad

+ 1 - 1
addons - Copy/RD501_Main/config.cpp

@@ -415,7 +415,7 @@ class CfgEditorSubcategories
 
 	class macro_editor_cat(static_msc)
 	{
-		displayName = "Bacta Tanks";
+		displayName = "Static Objects";
 	};
 	class macro_editor_cat(turrets)
 	{

+ 2 - 0
addons - Copy/RD501_Vehicles/air/Vulture/config.cpp

@@ -102,6 +102,7 @@ class CfgVehicles
 		faction = macro_cis_faction
 		editorSubcategory = macro_editor_cat_air(CIS)
 		vehicleClass = macro_editor_vehicle_type_air(CIS)
+		radarTargetSize = 0.7;
 		class HitPoints: HitPoints
 		{
 			class HitHull: HitHull
@@ -136,6 +137,7 @@ class CfgVehicles
 		faction = macro_cis_faction
 		editorSubcategory = macro_editor_cat_air(CIS)
 		vehicleClass = macro_editor_vehicle_type_air(CIS)
+		radarTargetSize = 0.7;
 		class Components: Components
 		{
 			class TransportPylonsComponent

+ 2 - 1
addons - Copy/RD501_Vehicles/land/droideka/config.cpp

@@ -37,7 +37,8 @@ class CfgVehicles
 		faction = macro_cis_faction;
 		editorSubcategory = macro_editor_cat(heavy_armored_infantry);
 		vehicleClass = macro_editor_vehicle_type(heavy_armored_infantry);
-
+		ace_dragging_canCarry = 0;
+		ace_dragging_canDrag = 0;
 		armor = 225;
 		armorStructural = 1.0;
 		explosionShielding	= 0.1;

+ 92 - 0
addons - Copy/RD501_Vehicles/static/Explosives/config.cpp

@@ -0,0 +1,92 @@
+#include "../../../RD501_main/config_macros.hpp"
+
+class CfgPatches
+{
+	class macro_patch_name(explosives)
+	{
+		addonRootClass=macro_patch_name(vehicles)
+
+		requiredAddons[]=
+		{
+			macro_patch_name(vehicles)
+		};
+		requiredVersion=0.1;
+		units[]=
+		{
+			"Rd501_Explosive_Barrel"
+		};
+		weapons[]=
+		{
+			
+		};
+	};
+};
+
+class CfgVehicles
+{
+	class Land_3as_ExplodeBarrel_1;
+	class 442_box4;
+	class Rd501_Explosive_Barrel: 442_box4
+	{
+		scope=2;
+		scopeCurator=2;
+		displayName="Explosive Barrel";
+		model="\RD501_Vehicles\static\Explosives\data\barrel_0.p3d";
+		vehicleClass = macro_editor_vehicle_type(statics)
+		editorCategory =  macro_editor_cat(statics)
+		editorSubcategory = macro_editor_cat(static_msc)
+		ace_dragging_canCarry = 1;
+		ace_dragging_canDrag = 1;
+		armor=25;
+		destrType = "DestructBuilding";
+		explosionEffect="FuelExplosionBig";
+		class ACE_Actions {
+            class ACE_MainActions {
+                displayName = "Interact";
+                selection = "mem01";
+                distance = 10;
+                condition = "true";
+            };
+		};
+		transportFuel=1000;
+		class DestructionEffects
+		{
+			class Smoke1
+			{
+				intensity=1;
+				interval=1;
+				lifeTime=1;
+				position="";
+				simulation="particles";
+				type="ObjectDestructionSmokeSmall";
+			};
+			class Smoke2
+			{
+				intensity=1;
+				interval=1;
+				lifeTime=1;
+				position="";
+				simulation="particles";
+				type="ObjectDestructionSmoke2";
+			};
+			class Fire1
+			{
+				intensity=0.5;
+				interval=1;
+				lifeTime=2;
+				position="";
+				simulation="particles";
+				type="ObjectDestructionFire1Small";
+			};
+			class HouseDestr
+			{
+				intensity=1;
+				interval=1;
+				lifeTime=5;
+				position="";
+				simulation="destroy";
+				type="DelayedDestruction";
+			};
+		};
+	};
+};

BIN
addons - Copy/RD501_Vehicles/static/Explosives/data/barrel_0.p3d


BIN
addons - Copy/RD501_Vehicles/static/Explosives/data/barrel_co.paa


+ 1 - 0
addons - Copy/RD501_Vehicles/static/bacta/config.cpp

@@ -64,6 +64,7 @@ class CfgVehicles
                 selection = "";
                 distance = 4;
                 condition = "true";
+				position = "[0,0,1.5]"
                 class RD501_Heal_All_Nearby
                 {
                     displayName = "Heal Nearby";