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- #include "basicdefines_A3.hpp"
- class DefaultEventhandlers;
- class WeaponFireGun;
- class WeaponCloudsGun;
- class WeaponFireMGun;
- class WeaponCloudsMGun;
- class CfgPatches
- {
- class KawasakiKX_heisenberg_civ_AddOn_Cars
- {
- units[]= {"KawasakiKX_heisenberg_civ"};
- weapons[]={};
- requiredVersion=0.1;
- requiredAddons[]={};
- };
- };
- class cfgWeapons
- {
- };
- class CfgVehicles
- {
- class Car;
- class Car_F: Car
- {
- class HitPoints /// we want to use hitpoints predefined for all cars
- {
- class HitLFWheel;
- class HitLF2Wheel;
- class HitRFWheel;
- class HitRF2Wheel;
- class HitBody;
- class HitGlass1;
- class HitGlass2;
- class HitGlass3;
- class HitGlass4;
- };
- class EventHandlers;
- class AnimationSources;
- };
- class Kxheis_base_F: Car_F
- {
- model = "\KawasakiKX_heisenberg\KawasakiKX_heisenberg"; /// simple path to model
- picture = "\A3\soft_f_gamma\Hatchback_01\Data\UI\portrait_car_CA.paa";
- Icon = "\A3\soft_f_gamma\Hatchback_01\Data\UI\map_car_CA.paa";
- selectionBrakeLights = "brzdove svetlo";
- selectionBackLights = "zadni svetlo";
- displayName = "Kxheis_base_F"; /// displayed in Editor
- hiddenSelections[] = {"camo1","lb-left-front-corner","lb-left-takedown","lb-front-blue-1","lb-front-blue-2","lb-front-red-2","lb-front-red-1","lb-right-takedown","lb-right-front-corner","lb-right-back-corner","lb-back-red-1","lb-back-red-2","lb-back-red-3","lb-back-blue-3","lb-back-blue-2","lb-back-blue-1","lb-left-back-corner","lb-back-yellow-1","lb-back-yellow-2","lb-back-yellow-3","lb-back-yellow-4","lb-back-yellow-5","lb-back-yellow-6","lb-left-alley","lb-right-alley","lb-ion-blue","lb-ion-red","radar_patrol_c","radar_patrol_d","radar_patrol_u","radar_fast_c","radar_fast_d","radar_fast_u","radar_target_c","radar_target_d","radar_target_u"};
- terrainCoef = 2.0; /// different surface affects this car more, stick to tarmac
- turnCoef = 0.7; /// should match the wheel turn radius
- precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way
- brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance
- acceleration = 15; /// how fast acceleration does the AI think the car has
- fireResistance = 5; /// lesser protection against fire than tanks
- armor = 120; /// just some protection against missiles, collisions and explosions
- cost = 50000; /// how likely is the enemy going to target this vehicle
- transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default
- transportSoldier = 0; /// number of cargo except driver
- /// some values from parent class to show how to set them up
- wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size
- wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground
- maxFordingDepth = 0.5; /// how high water would damage the engine of the car
- waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
- crewCrashProtection = 0.25; /// multiplier of damage to crew of the vehicle => low number means better protection
- driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move
- driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play)
- weapons[]= {};
- class AnimationSources: AnimationSources
- {
- class Doors {
- source = "user";
- animPeriod = 2;
- initPhase = 0;
- };
- class HitLFWheel
- {
- source = "Hit";
- hitpoint = "HitLFWheel";
- raw = 1;
- };
- class HitLBWheel
- {
- source = "Hit";
- hitpoint = "HitLBWheel";
- raw = 1;
- };
- class HitRFWheel
- {
- source = "Hit";
- hitpoint = "HitRFWheel";
- raw = 1;
- };
- class HitRBWheel
- {
- source = "Hit";
- hitpoint = "HitRBWheel";
- raw = 1;
- };
- class rouarrier {
- source = "user";
- animPeriod = 1;
- initPhase = 0;
- };
- };
- class TransportItems /// some first aid kits in trunk according to safety regulations
- {
- item_xx(FirstAidKit,4);
- };
- class Turrets{}; /// doesn't have any gunner nor commander
- class HitPoints: HitPoints
- {
- class HitLFWheel: HitLFWheel {armor=0.125; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle
- class HitLF2Wheel: HitLF2Wheel {armor=0.125; passThrough=0;};
- class HitRFWheel: HitRFWheel {armor=0.125; passThrough=0;};
- class HitRF2Wheel: HitRF2Wheel {armor=0.125; passThrough=0;};
- class HitFuel {armor=0.50; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole
- class HitEngine {armor=0.50; material=-1; name="engine"; visual=""; passThrough=0.2;};
- class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is aFRLied to total damage
- class HitGlass1: HitGlass1 {armor=0.25;}; /// it is pretty easy to puncture the glass but not so easy to remove it
- class HitGlass2: HitGlass2 {armor=0.25;};
- class HitGlass3: HitGlass3 {armor=0.25;};
- class HitGlass4: HitGlass4 {armor=0.25;};
- };
- driverAction = ConducteurKX; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible
- cargoAction[]=
- {
- ""
- };
- getInAction = GetInLow; /// how does driver look while getting in
- getOutAction = GetOutLow; /// and out
- cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest
- cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case
- #include "sounds.hpp" /// sounds are in a separate file to make this one simple
- #include "pip.hpp" /// PiPs are in a separate file to make this one simple
- #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple
- class PlayerSteeringCoefficients /// steering sensitivity configuration
- {
- turnIncreaseConst = 0.3; // basic sensitivity value, higher value = faster steering
- turnIncreaseLinear = 1.0; // higher value means less sensitive steering in higher speed, more sensitive in lower speeds
- turnIncreaseTime = 1.0; // higher value means smoother steering around the center and more sensitive when the actual steering angle gets closer to the max. steering angle
- turnDecreaseConst = 5.0; // basic caster effect value, higher value = the faster the wheels align in the direction of travel
- turnDecreaseLinear = 3.0; // higher value means faster wheel re-centering in higher speed, slower in lower speeds
- turnDecreaseTime = 0.0; // higher value means stronger caster effect at the max. steering angle and weaker once the wheels are closer to centered position
- maxTurnHundred = 0.7; // coefficient of the maximum turning angle @ 100km/h; limit goes linearly to the default max. turn. angle @ 0km/h
- };
- /// memory points where do tracks of the wheel appear
- // front left track, left offset
- memoryPointTrackFLL = "TrackFLL";
- // front left track, right offset
- memoryPointTrackFLR = "TrackFLR";
- // back left track, left offset
- memoryPointTrackBLL = "TrackBLL";
- // back left track, right offset
- memoryPointTrackBLR = "TrackBLR";
- // front right track, left offset
- memoryPointTrackFRL = "TrackFRL";
- // front right track, right offset
- memoryPointTrackFRR = "TrackFRR";
- // back right track, left offset
- memoryPointTrackBRL = "TrackBRL";
- // back right track, right offset
- memoryPointTrackBRR = "TrackBRR";
- class Damage /// damage changes material in specific places (visual in hitPoint)
- {
- tex[]={};
- mat[]=
- {
- "A3\data_f\glass_veh_int.rvmat", /// material mapped in model
- "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 0.5
- "A3\data_f\Glass_veh_damage.rvmat", /// changes to this one once damage of the part reaches 1
- "A3\data_f\glass_veh.rvmat", /// another material
- "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones
- "A3\data_f\Glass_veh_damage.rvmat"
- };
- };
- class Exhausts /// specific exhaust effects for the car
- {
- class Exhaust1 /// the car has two exhausts - each on one side
- {
- position = "exhaust"; /// name of initial memory point
- direction = "exhaust_dir"; /// name of memory point for exhaust direction
- effect = "ExhaustsEffect"; /// what particle effect is it going to use
- };
- };
- class Reflectors /// only front lights are considered to be reflectors to save CPU
- {
- };
- aggregateReflectors[] = {}; /// aggregating reflectors helps the engine a lot
- /// it might be even good to aggregate all lights into one source as it is done for most of the cars
- // Must be kept as fail-safe in case of issue with the function
- // Definition of texture sources (skins), used for the VhC (Vehicle customization)
- // Also, because the Garage uses the VhC, it will make them available from the garage
- // [_textureSourceClass1, _probability1, _textureSourceClass2, _probability2, ...]
- // Default behavior of the VhC is to select one of these sources, with a weighted random
- class MFD /// Clocks on the car board
- {
- class ClockHUD
- {
- #include "cfgHUD.hpp"
- };
- };
- class UserActions
- {
- class wheelief
- {
- displayName = "Wheeling (G)";
- position = "drivewheel";
- radius = 2;
- onlyForPlayer = 0;
- condition = "player IN this && ((this animationSourcePhase 'rouarrier') < 0.5) && speed this > 20";
- shortcut="landGear";
- showWindow=0;
- statement="this animateSource [""rouarrier"",1]";
- };
- class wheelie
- {
- displayName = "";
- position = "drivewheel";
- radius = 2;
- onlyForPlayer = 0;
- condition = "player IN this && ((this animationSourcePhase 'rouarrier') >= 0.5)";
- shortcut="commandBack";
- showWindow=0;
- statement="this animateSource [""rouarrier"",0]";
- };
- };
- };
- class KawasakiKX_heisenberg_civ: Kxheis_base_F
- {
- model = "\KawasakiKX_heisenberg\KawasakiKX_heisenberg";
- scope = 2;
- side = 3;
- crew = "C_man_1";
- displayName = "KAWASAKI KX";
- author = "HeisenbergHzo";
- hiddenSelectionsTextures[] = {"KawasakiKX_heisenberg\cars\data\textures\Body.paa"};
- };
- class SuzukiRM_heisenberg_civ: Kxheis_base_F
- {
- model = "\KawasakiKX_heisenberg\KawasakiKX_heisenberg";
- scope = 2;
- side = 3;
- crew = "C_man_1";
- displayName = "Suzuki RM";
- author = "HeisenbergHzo";
- hiddenSelectionsTextures[] = {"KawasakiKX_heisenberg\cars\data\textures\RM.paa"};
- };
- class YamahaYZ_heisenberg_civ: Kxheis_base_F
- {
- model = "\KawasakiKX_heisenberg\KawasakiKX_heisenberg";
- scope = 2;
- side = 3;
- crew = "C_man_1";
- displayName = "Yamaha YZ";
- author = "HeisenbergHzo";
- hiddenSelectionsTextures[] = {"KawasakiKX_heisenberg\cars\data\textures\YamahaYz.paa"};
- };
- };
- class CfgMovesBasic
- {
- class DefaultDie; // External class reference
- class ManActions
- {
- ConducteurKX = "ConducteurKX";
- };
- };
- class CfgMovesMaleSdr : CfgMovesBasic
- {
- skeletonName = "OFP2_ManSkeleton";
- gestures = "CfgGesturesMale";
- class States
- {
- class Crew; // External class reference
- class ConducteurKX : Crew
- {
- file = "KawasakiKX_heisenberg\ConducteurKX.rtm";
- };
- };
- };
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