#include "../../config_macros.hpp" #include "../../../RD501_main/config_macros.hpp" #define unit_addon droid #define patch_name MODNAME##unit_addon##_Patches #define unit_classname MODNAME##_##unit_addon #define macro_b1_armor_standard\ armor = 60;\ armorStructural = 10;\ explosionShielding = 0.001;\ impactDamageMultiplier = 0.1; class CfgPatches { class macro_patch_name(b1_units) { addonRootClass=macro_patch_name(units); requiredAddons[]= { macro_patch_name(units) }; requiredVersion=0.1; units[]={ macro_new_unit_class(opfor,B1_Aqua), macro_new_unit_class(opfor,B1_Heavy_Aqua) }; weapons[]= { macro_new_uniform_class(opfor,B1_Aqua) }; }; }; class cfgWeapons { class ItemCore; class Uniform_Base: ItemCore { class ItemInfo; }; class VestItem; class SWOP_B1_droid_pilot_F_standart:Uniform_Base { class ItemInfo:ItemInfo{}; }; class macro_new_uniform_class(opfor,B1_Aqua): SWOP_B1_droid_pilot_F_standart { scope=2; displayname = "B1 Aqua Droid"; class ItemInfo: ItemInfo { Armor = 20; uniformType = "Neopren"; uniformClass = macro_new_uniform_skin_class(opfor,B1_Aqua); containerClass = "Supply100"; mass = 20; }; }; }; class DefaultEventhandlers; class CfgVehicles { class SWOP_CIS_Base; class SWOP_501; class macro_new_uniform_skin_class(opfor,B1_Aqua): SWOP_CIS_Base { author = "SWOP"; scope = 1; model = "\SWOP_Droids\B1.p3d"; modelSides[] = {6}; nakedUniform = "U_BasicBody"; hiddenSelections[] = {"Camo1", "Camo2", "Camo3"}; hiddenSelectionsTextures[] = { TEXTUREPATH\CIS\B1\aqua\ReskinB1_chest_camo.paa, TEXTUREPATH\CIS\B1\aqua\ReskinB1_waist_camo.paa, TEXTUREPATH\CIS\B1\aqua\ReskinB1_legs_camo.paa }; }; class macro_new_unit_class(opfor,B1_Aqua): SWOP_501 { displayname = "Underwater B1"; side=0; scope=2; faction = macro_cis_faction editorSubcategory = macro_editor_cat(aqua) respawnWeapons[] = {macro_new_weapon(e5,aqua),"Throw","Put"}; uniformClass = macro_new_uniform_class(opfor,B1_Aqua) magazines[] = { macro_new_mag(E5_aqua,60), macro_new_mag(E5_aqua,60), macro_new_mag(E5_aqua,60), macro_new_mag(E5_aqua,60), macro_new_mag(E5_aqua,60) }; weapons[] = {macro_new_weapon(e5,aqua),"Throw","Put"}; linkedItems[] = {"g_diving","ItemMap","ItemCompass","ItemWatch","ItemRadio",macro_new_weapon(equipment,Water_Filtration),"NVGoggles"}; backpack = macro_new_backpack_class(opfor,b1_aqua_bag) }; class macro_new_unit_class(opfor,B1_Heavy_Aqua): macro_new_unit_class(opfor,B1_Aqua) { faction = macro_cis_faction editorSubcategory = macro_editor_cat(aqua) displayname = "Underwater Heavy B1"; respawnWeapons[] = {macro_new_weapon(e5,C_aqua),"Throw","Put"}; magazines[] = { macro_new_mag(E5c_aqua,90), macro_new_mag(E5c_aqua,90), macro_new_mag(E5c_aqua,90), macro_new_mag(E5c_aqua,90), macro_new_mag(E5c_aqua,90) }; weapons[] = {macro_new_weapon(e5,C_aqua),"Throw","Put"}; linkedItems[] = {"g_diving","ItemMap","ItemCompass","ItemWatch","ItemRadio",macro_new_weapon(equipment,Water_Filtration),"NVGoggles"}; }; };