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- #include "basicdefines_A3.hpp"
- class DefaultEventhandlers;
- class CfgPatches //This configures the identification of the pbo to the game
- {
- class ARP_Safety
- {
- units[] = {""};
- weapons[] = {""};
- requiredVersion = 0.1;
- requiredAddons[] = {""};
- author[] = {"TheDog88"};
- fileName = "ARP_Safety.pbo";
- };
- };
- class UniformSlotInfo;
- class CfgVehicles
- {
- class Man;
- class CAManBase: Man
- {
- class HitPoints
- {
- class HitHead;
- class HitBody;
- class HitHands;
- class HitLegs;
- };
- };
- class SoldierWB: CAManBase
- {
- threat[] = {1, 0.1, 0.1};
- };
- };
- class cfgWeapons
- {
- class InventoryItem_Base_F;
- class ItemCore;
- class VestItem: InventoryItem_Base_F
- {
- type = VEST_SLOT; /// vests fit into vest slot
- hiddenSelections[] = {}; /// no changeable selections by default
- armor = 5*0; /// what protection does the vest provide
- passThrough = 1; /// coef of damage passed to total damage
- hitpointName = "HitBody"; /// name of hitpoint shielded by the vest
- };
- class Vest_Camo_Base: ItemCore /// base class for vests with changeable textures
- {
- scope = 0; /// base classes should not be visible in editor
- allowedSlots[] = {BACKPACK_SLOT}; /// you should be able to put a vest into backpack
- hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
- class ItemInfo: VestItem
- {
- hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
- LOAD(0,0) /// macro from basicdefines_A3.hpp
- };
- };
- class PT_Belt_1: Vest_Camo_Base
- {
- scope = 2; /// scope needs to be 2 to have a visible class
- displayName = "PT Belt 1"; /// how would the stuff be displayed in inventory and on ground
- picture = "\A3\characters_f\Data\UI\icon_V_TacVest_blk_CA.paa"; /// this icon fits the vest surprisingly well
- model = "ARP_Safety\pt_belt_1.p3d"; /// what model does the vest use
- hiddenSelectionsTextures[] = ARP_Safety\data\belt1_yellow_CO.paa"}; /// what texture is going to be used
- class ItemInfo: ItemInfo
- {
- uniformModel = "ARP_Safety\pt_belt_1.p3d"; /// what model does the vest use
- LOAD(0,0) /// macro from basicdefines_A3.hpp
- overlaySelectionsInfo[] = {"ghillie_hide"}; /// name of selections to be hidden while wearing certain uniforms
- class HitpointsProtectionInfo
- {
- class Neck
- {
- hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class
- armor = 8; // addition to armor of referenced hitpoint
- passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
- };
- class Arms
- {
- hitpointName = "HitArms";
- armor = 8;
- passThrough = 0.5;
- };
- class Chest
- {
- hitpointName = "HitChest";
- armor = 24;
- passThrough = 0.1;
- };
- class Diaphragm
- {
- hitpointName = "HitDiaphragm";
- armor = 24;
- passThrough = 0.1;
- };
- class Abdomen
- {
- hitpointName = "HitAbdomen";
- armor = 24;
- passThrough = 0.1;
- };
- class Body
- {
- hitpointName = "HitBody";
- passThrough = 0.1;
- };
- };
- };
- };
- class PT_Belt_2: Vest_Camo_Base
- {
- scope = 2; /// scope needs to be 2 to have a visible class
- displayName = "PT Belt 2"; /// how would the stuff be displayed in inventory and on ground
- picture = "\A3\characters_f\Data\UI\icon_V_TacVest_blk_CA.paa"; /// this icon fits the vest surprisingly well
- model = "ARP_Safety\pt_belt_2.p3d"; /// what model does the vest use
- hiddenSelectionsTextures[] = ARP_Safety\data\belt2_yellow_CO.paa"}; /// what texture is going to be used
- class ItemInfo: ItemInfo
- {
- uniformModel = "ARP_Safety\pt_belt_2.p3d"; /// what model does the vest use
- LOAD(0,0) /// macro from basicdefines_A3.hpp
- overlaySelectionsInfo[] = {"ghillie_hide"}; /// name of selections to be hidden while wearing certain uniforms
- };
- };
- };
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