config.cpp 3.1 KB

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  1. #include "../../config_macros.hpp"
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #define unit_addon droid
  4. #define patch_name MODNAME##unit_addon##_Patches
  5. #define unit_classname MODNAME##_##unit_addon
  6. #define macro_b1_armor_standard\
  7. armor = 60;\
  8. armorStructural = 10;\
  9. explosionShielding = 0.001;\
  10. impactDamageMultiplier = 0.1;
  11. class CfgPatches
  12. {
  13. class macro_patch_name(b1_units)
  14. {
  15. addonRootClass=macro_patch_name(units);
  16. requiredAddons[]=
  17. {
  18. macro_patch_name(units)
  19. };
  20. requiredVersion=0.1;
  21. units[]={
  22. macro_new_unit_class(opfor,B1_Aqua),
  23. macro_new_unit_class(opfor,B1_Heavy_Aqua)
  24. };
  25. weapons[]=
  26. {
  27. macro_new_uniform_class(opfor,B1_Aqua)
  28. };
  29. };
  30. };
  31. class cfgWeapons
  32. {
  33. class ItemCore;
  34. class Uniform_Base: ItemCore
  35. {
  36. class ItemInfo;
  37. };
  38. class VestItem;
  39. class SWOP_B1_droid_pilot_F_standart:Uniform_Base
  40. {
  41. class ItemInfo:ItemInfo{};
  42. };
  43. class macro_new_uniform_class(opfor,B1_Aqua): SWOP_B1_droid_pilot_F_standart
  44. {
  45. scope=2;
  46. displayname = "B1 Aqua Droid";
  47. class ItemInfo: ItemInfo
  48. {
  49. Armor = 20;
  50. uniformType = "Neopren";
  51. uniformClass = macro_new_uniform_skin_class(opfor,B1_Aqua);
  52. containerClass = "Supply100";
  53. mass = 20;
  54. };
  55. };
  56. };
  57. class DefaultEventhandlers;
  58. class CfgVehicles
  59. {
  60. class SWOP_CIS_Base;
  61. class SWOP_501;
  62. class macro_new_uniform_skin_class(opfor,B1_Aqua): SWOP_CIS_Base
  63. {
  64. author = "SWOP";
  65. scope = 1;
  66. model = "\SWOP_Droids\B1.p3d";
  67. modelSides[] = {6};
  68. nakedUniform = "U_BasicBody";
  69. hiddenSelections[] = {"Camo1", "Camo2", "Camo3"};
  70. hiddenSelectionsTextures[] = {
  71. TEXTUREPATH\CIS\B1\aqua\ReskinB1_chest_camo.paa,
  72. TEXTUREPATH\CIS\B1\aqua\ReskinB1_waist_camo.paa,
  73. TEXTUREPATH\CIS\B1\aqua\ReskinB1_legs_camo.paa
  74. };
  75. };
  76. class macro_new_unit_class(opfor,B1_Aqua): SWOP_501
  77. {
  78. displayname = "Underwater B1";
  79. side=0;
  80. scope=2;
  81. faction = macro_cis_faction
  82. editorSubcategory = macro_editor_cat(aqua)
  83. respawnWeapons[] = {macro_new_weapon(e5,aqua),"Throw","Put"};
  84. uniformClass = macro_new_uniform_class(opfor,B1_Aqua)
  85. magazines[] = {
  86. macro_new_mag(E5_aqua,60),
  87. macro_new_mag(E5_aqua,60),
  88. macro_new_mag(E5_aqua,60),
  89. macro_new_mag(E5_aqua,60),
  90. macro_new_mag(E5_aqua,60)
  91. };
  92. weapons[] = {macro_new_weapon(e5,aqua),"Throw","Put"};
  93. linkedItems[] = {"g_diving","ItemMap","ItemCompass","ItemWatch","ItemRadio",macro_new_weapon(equipment,Water_Filtration),"NVGoggles"};
  94. backpack = macro_new_backpack_class(opfor,b1_aqua_bag)
  95. };
  96. class macro_new_unit_class(opfor,B1_Heavy_Aqua): macro_new_unit_class(opfor,B1_Aqua)
  97. {
  98. faction = macro_cis_faction
  99. editorSubcategory = macro_editor_cat(aqua)
  100. displayname = "Underwater Heavy B1";
  101. respawnWeapons[] = {macro_new_weapon(e5,C_aqua),"Throw","Put"};
  102. magazines[] = {
  103. macro_new_mag(E5c_aqua,90),
  104. macro_new_mag(E5c_aqua,90),
  105. macro_new_mag(E5c_aqua,90),
  106. macro_new_mag(E5c_aqua,90),
  107. macro_new_mag(E5c_aqua,90)
  108. };
  109. weapons[] = {macro_new_weapon(e5,C_aqua),"Throw","Put"};
  110. linkedItems[] = {"g_diving","ItemMap","ItemCompass","ItemWatch","ItemRadio",macro_new_weapon(equipment,Water_Filtration),"NVGoggles"};
  111. };
  112. };