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  1. class CfgPatches {
  2.  
  3. class M_Entreprise {
  4. requiredAddons = {"A3_Structures_F"};
  5. requiredVersion = 0.100000;
  6. units = {"M_Entreprise"};
  7. weapons = {};
  8. };
  9. };
  10.  
  11. class CfgVehicles {
  12. /*extern*/ class House;
  13.  
  14. class House_F: House {
  15. /*extern*/ class DestructionEffects;
  16. };
  17. /*extern*/ class Ruins_F;
  18.  
  19. class M_Entreprise: House_F {
  20. scope = 2;
  21. displayName = "Entreprise";
  22. model = "\M_bat_entreprise\M_bat_entreprise.p3d";
  23. mapSize = 20.270000;
  24. cost = 40000;
  25. selectionDamage = "DamT_1";
  26. replaceDamagedHitpoints = {"Hitzone_1_hitpoint", "Hitzone_2_hitpoint"};
  27. replaceDamaged = "M_bat_entreprise";
  28.  
  29. class DestructionEffects: DestructionEffects {
  30.  
  31. class Ruin {
  32. simulation = "ruin";
  33. type = "\M_bat_entreprise\M_bat_entreprise";
  34. position = "";
  35. intensity = 1;
  36. interval = 1;
  37. lifeTime = 1;
  38. };
  39. };
  40.  
  41. class HitPoints {
  42.  
  43. class Hitzone_1_hitpoint {
  44. armor = 20;
  45. material = -1;
  46. name = "Dam_1";
  47. visual = "DamT_1";
  48. passThrough = 1;
  49. radius = 0.375000;
  50. convexComponent = "Dam_2";
  51. explosionShielding = 50;
  52. minimalHit = 0.001000;
  53.  
  54. class DestructionEffects {
  55.  
  56. class Dust {
  57. simulation = "particles";
  58. type = "HousePartDust";
  59. position = "Dam_1_effects";
  60. intensity = 1;
  61. interval = 1;
  62. lifeTime = 0.010000;
  63. };
  64.  
  65. class Dust2: Dust {
  66. type = "HousePartDustLong";
  67. };
  68.  
  69. class Walls: Dust {
  70. type = "HousePartWall";
  71. };
  72.  
  73. class DamageAround {
  74. simulation = "damageAround";
  75. type = "DamageAroundHousePart";
  76. position = "Dam_1_effects";
  77. intensity = 1;
  78. interval = 1;
  79. lifeTime = 1;
  80. };
  81. };
  82. };
  83.  
  84. class Hitzone_2_hitpoint: Hitzone_1_hitpoint {
  85. name = "Dam_2";
  86. convexComponent = "Dam_2";
  87.  
  88. class DestructionEffects: DestructionEffects {
  89.  
  90. class Dust: Dust {
  91. position = "Dam_2_effects";
  92. };
  93.  
  94. class Dust2: Dust2 {
  95. position = "Dam_2_effects";
  96. };
  97.  
  98. class Walls: Walls {
  99. position = "Dam_2_effects";
  100. };
  101.  
  102. class DamageAround: DamageAround {
  103. position = "Dam_2_effects";
  104. };
  105. };
  106. };
  107.  
  108. class Glass_1_hitpoint {
  109. armor = 0.010000;
  110. material = -1;
  111. name = "Glass_1";
  112. visual = "Glass_1_hide";
  113. passThrough = 0;
  114. radius = 0.175000;
  115. convexComponent = "Glass_1_hide";
  116.  
  117. class DestructionEffects {
  118.  
  119. class BrokenGlass1 {
  120. simulation = "particles";
  121. type = "BrokenGlass1NB";
  122. position = "Glass_1_effects";
  123. intensity = 0.150000;
  124. interval = 1;
  125. lifeTime = 0.050000;
  126. };
  127.  
  128. class BrokenGlass2: BrokenGlass1 {
  129. type = "BrokenGlass2NB";
  130. };
  131.  
  132. class BrokenGlass3: BrokenGlass1 {
  133. type = "BrokenGlass3NB";
  134. };
  135.  
  136. class BrokenGlass4: BrokenGlass1 {
  137. type = "BrokenGlass4NB";
  138. };
  139.  
  140. class BrokenGlass5: BrokenGlass1 {
  141. type = "BrokenGlass5NB";
  142. };
  143.  
  144. class BrokenGlass6: BrokenGlass1 {
  145. type = "BrokenGlass6NB";
  146. };
  147.  
  148. class BrokenGlass7: BrokenGlass1 {
  149. type = "BrokenGlass7NB";
  150. };
  151.  
  152. class BrokenGlass1S: BrokenGlass1 {
  153. type = "BrokenGlass1SB";
  154. };
  155.  
  156. class BrokenGlass2S: BrokenGlass1 {
  157. type = "BrokenGlass2SB";
  158. };
  159.  
  160. class BrokenGlass3S: BrokenGlass1 {
  161. type = "BrokenGlass3SB";
  162. };
  163.  
  164. class BrokenGlass4S: BrokenGlass1 {
  165. type = "BrokenGlass4SB";
  166. };
  167.  
  168. class BrokenGlass5S: BrokenGlass1 {
  169. type = "BrokenGlass5SB";
  170. };
  171.  
  172. class BrokenGlass6S: BrokenGlass1 {
  173. type = "BrokenGlass6SB";
  174. };
  175.  
  176. class BrokenGlass7S: BrokenGlass1 {
  177. type = "BrokenGlass7SB";
  178. };
  179. };
  180. };
  181.  
  182. class Glass_2_hitpoint {
  183. armor = 0.010000;
  184. material = -1;
  185. name = "Glass_2";
  186. visual = "Glass_2_hide";
  187. passThrough = 0;
  188. radius = 0.175000;
  189. convexComponent = "Glass_2_hide";
  190.  
  191. class DestructionEffects {
  192.  
  193. class BrokenGlass1 {
  194. simulation = "particles";
  195. type = "BrokenGlass1NB";
  196. position = "Glass_2_effects";
  197. intensity = 0.150000;
  198. interval = 1;
  199. lifeTime = 0.050000;
  200. };
  201.  
  202. class BrokenGlass2: BrokenGlass1 {
  203. type = "BrokenGlass2NB";
  204. };
  205.  
  206. class BrokenGlass3: BrokenGlass1 {
  207. type = "BrokenGlass3NB";
  208. };
  209.  
  210. class BrokenGlass4: BrokenGlass1 {
  211. type = "BrokenGlass4NB";
  212. };
  213.  
  214. class BrokenGlass5: BrokenGlass1 {
  215. type = "BrokenGlass5NB";
  216. };
  217.  
  218. class BrokenGlass6: BrokenGlass1 {
  219. type = "BrokenGlass6NB";
  220. };
  221.  
  222. class BrokenGlass7: BrokenGlass1 {
  223. type = "BrokenGlass7NB";
  224. };
  225.  
  226. class BrokenGlass1S: BrokenGlass1 {
  227. type = "BrokenGlass1SB";
  228. };
  229.  
  230. class BrokenGlass2S: BrokenGlass1 {
  231. type = "BrokenGlass2SB";
  232. };
  233.  
  234. class BrokenGlass3S: BrokenGlass1 {
  235. type = "BrokenGlass3SB";
  236. };
  237.  
  238. class BrokenGlass4S: BrokenGlass1 {
  239. type = "BrokenGlass4SB";
  240. };
  241.  
  242. class BrokenGlass5S: BrokenGlass1 {
  243. type = "BrokenGlass5SB";
  244. };
  245.  
  246. class BrokenGlass6S: BrokenGlass1 {
  247. type = "BrokenGlass6SB";
  248. };
  249.  
  250. class BrokenGlass7S: BrokenGlass1 {
  251. type = "BrokenGlass7SB";
  252. };
  253. };
  254. };
  255.  
  256. class Glass_3_hitpoint {
  257. armor = 0.010000;
  258. material = -1;
  259. name = "Glass_3";
  260. visual = "Glass_3_hide";
  261. passThrough = 0;
  262. radius = 0.175000;
  263. convexComponent = "Glass_3_hide";
  264.  
  265. class DestructionEffects {
  266.  
  267. class BrokenGlass1 {
  268. simulation = "particles";
  269. type = "BrokenGlass1ND";
  270. position = "Glass_3_effects";
  271. intensity = 0.150000;
  272. interval = 1;
  273. lifeTime = 0.050000;
  274. };
  275.  
  276. class BrokenGlass2: BrokenGlass1 {
  277. type = "BrokenGlass2ND";
  278. };
  279.  
  280. class BrokenGlass3: BrokenGlass1 {
  281. type = "BrokenGlass3ND";
  282. };
  283.  
  284. class BrokenGlass4: BrokenGlass1 {
  285. type = "BrokenGlass4ND";
  286. };
  287.  
  288. class BrokenGlass5: BrokenGlass1 {
  289. type = "BrokenGlass5ND";
  290. };
  291.  
  292. class BrokenGlass6: BrokenGlass1 {
  293. type = "BrokenGlass6ND";
  294. };
  295.  
  296. class BrokenGlass7: BrokenGlass1 {
  297. type = "BrokenGlass7ND";
  298. };
  299.  
  300. class BrokenGlass1S: BrokenGlass1 {
  301. type = "BrokenGlass1SD";
  302. };
  303.  
  304. class BrokenGlass2S: BrokenGlass1 {
  305. type = "BrokenGlass2SD";
  306. };
  307.  
  308. class BrokenGlass3S: BrokenGlass1 {
  309. type = "BrokenGlass3SD";
  310. };
  311.  
  312. class BrokenGlass4S: BrokenGlass1 {
  313. type = "BrokenGlass4SD";
  314. };
  315.  
  316. class BrokenGlass5S: BrokenGlass1 {
  317. type = "BrokenGlass5SD";
  318. };
  319.  
  320. class BrokenGlass6S: BrokenGlass1 {
  321. type = "BrokenGlass6SD";
  322. };
  323.  
  324. class BrokenGlass7S: BrokenGlass1 {
  325. type = "BrokenGlass7SD";
  326. };
  327. };
  328. };
  329.  
  330. class Glass_4_hitpoint {
  331. armor = 0.010000;
  332. material = -1;
  333. name = "Glass_4";
  334. visual = "Glass_4_hide";
  335. passThrough = 0;
  336. radius = 0.175000;
  337. convexComponent = "Glass_4_hide";
  338.  
  339. class DestructionEffects {
  340.  
  341. class BrokenGlass1 {
  342. simulation = "particles";
  343. type = "BrokenGlass1ND";
  344. position = "Glass_4_effects";
  345. intensity = 0.150000;
  346. interval = 1;
  347. lifeTime = 0.050000;
  348. };
  349.  
  350. class BrokenGlass2: BrokenGlass1 {
  351. type = "BrokenGlass2ND";
  352. };
  353.  
  354. class BrokenGlass3: BrokenGlass1 {
  355. type = "BrokenGlass3ND";
  356. };
  357.  
  358. class BrokenGlass4: BrokenGlass1 {
  359. type = "BrokenGlass4ND";
  360. };
  361.  
  362. class BrokenGlass5: BrokenGlass1 {
  363. type = "BrokenGlass5ND";
  364. };
  365.  
  366. class BrokenGlass6: BrokenGlass1 {
  367. type = "BrokenGlass6ND";
  368. };
  369.  
  370. class BrokenGlass7: BrokenGlass1 {
  371. type = "BrokenGlass7ND";
  372. };
  373.  
  374. class BrokenGlass1S: BrokenGlass1 {
  375. type = "BrokenGlass1SD";
  376. };
  377.  
  378. class BrokenGlass2S: BrokenGlass1 {
  379. type = "BrokenGlass2SD";
  380. };
  381.  
  382. class BrokenGlass3S: BrokenGlass1 {
  383. type = "BrokenGlass3SD";
  384. };
  385.  
  386. class BrokenGlass4S: BrokenGlass1 {
  387. type = "BrokenGlass4SD";
  388. };
  389.  
  390. class BrokenGlass5S: BrokenGlass1 {
  391. type = "BrokenGlass5SD";
  392. };
  393.  
  394. class BrokenGlass6S: BrokenGlass1 {
  395. type = "BrokenGlass6SD";
  396. };
  397.  
  398. class BrokenGlass7S: BrokenGlass1 {
  399. type = "BrokenGlass7SD";
  400. };
  401. };
  402. };
  403.  
  404. class Glass_5_hitpoint {
  405. armor = 0.010000;
  406. material = -1;
  407. name = "Glass_5";
  408. visual = "Glass_5_hide";
  409. passThrough = 0;
  410. radius = 0.175000;
  411. convexComponent = "Glass_5_hide";
  412.  
  413. class DestructionEffects {
  414.  
  415. class BrokenGlass1 {
  416. simulation = "particles";
  417. type = "BrokenGlass1ND";
  418. position = "Glass_5_effects";
  419. intensity = 0.150000;
  420. interval = 1;
  421. lifeTime = 0.050000;
  422. };
  423.  
  424. class BrokenGlass2: BrokenGlass1 {
  425. type = "BrokenGlass2ND";
  426. };
  427.  
  428. class BrokenGlass3: BrokenGlass1 {
  429. type = "BrokenGlass3ND";
  430. };
  431.  
  432. class BrokenGlass4: BrokenGlass1 {
  433. type = "BrokenGlass4ND";
  434. };
  435.  
  436. class BrokenGlass5: BrokenGlass1 {
  437. type = "BrokenGlass5ND";
  438. };
  439.  
  440. class BrokenGlass6: BrokenGlass1 {
  441. type = "BrokenGlass6ND";
  442. };
  443.  
  444. class BrokenGlass7: BrokenGlass1 {
  445. type = "BrokenGlass7ND";
  446. };
  447.  
  448. class BrokenGlass1S: BrokenGlass1 {
  449. type = "BrokenGlass1SD";
  450. };
  451.  
  452. class BrokenGlass2S: BrokenGlass1 {
  453. type = "BrokenGlass2SD";
  454. };
  455.  
  456. class BrokenGlass3S: BrokenGlass1 {
  457. type = "BrokenGlass3SD";
  458. };
  459.  
  460. class BrokenGlass4S: BrokenGlass1 {
  461. type = "BrokenGlass4SD";
  462. };
  463.  
  464. class BrokenGlass5S: BrokenGlass1 {
  465. type = "BrokenGlass5SD";
  466. };
  467.  
  468. class BrokenGlass6S: BrokenGlass1 {
  469. type = "BrokenGlass6SD";
  470. };
  471.  
  472. class BrokenGlass7S: BrokenGlass1 {
  473. type = "BrokenGlass7SD";
  474. };
  475. };
  476. };
  477.  
  478. class Glass_6_hitpoint {
  479. armor = 0.010000;
  480. material = -1;
  481. name = "Glass_6";
  482. visual = "Glass_6_hide";
  483. passThrough = 0;
  484. radius = 0.175000;
  485. convexComponent = "Glass_6_hide";
  486.  
  487. class DestructionEffects {
  488.  
  489. class BrokenGlass1 {
  490. simulation = "particles";
  491. type = "BrokenGlass1NN";
  492. position = "Glass_6_effects";
  493. intensity = 0.150000;
  494. interval = 1;
  495. lifeTime = 0.050000;
  496. };
  497.  
  498. class BrokenGlass2: BrokenGlass1 {
  499. type = "BrokenGlass2NN";
  500. };
  501.  
  502. class BrokenGlass3: BrokenGlass1 {
  503. type = "BrokenGlass3NN";
  504. };
  505.  
  506. class BrokenGlass4: BrokenGlass1 {
  507. type = "BrokenGlass4NN";
  508. };
  509.  
  510. class BrokenGlass5: BrokenGlass1 {
  511. type = "BrokenGlass5NN";
  512. };
  513.  
  514. class BrokenGlass6: BrokenGlass1 {
  515. type = "BrokenGlass6NN";
  516. };
  517.  
  518. class BrokenGlass7: BrokenGlass1 {
  519. type = "BrokenGlass7NN";
  520. };
  521.  
  522. class BrokenGlass1S: BrokenGlass1 {
  523. type = "BrokenGlass1SN";
  524. };
  525.  
  526. class BrokenGlass2S: BrokenGlass1 {
  527. type = "BrokenGlass2SN";
  528. };
  529.  
  530. class BrokenGlass3S: BrokenGlass1 {
  531. type = "BrokenGlass3SN";
  532. };
  533.  
  534. class BrokenGlass4S: BrokenGlass1 {
  535. type = "BrokenGlass4SN";
  536. };
  537.  
  538. class BrokenGlass5S: BrokenGlass1 {
  539. type = "BrokenGlass5SN";
  540. };
  541.  
  542. class BrokenGlass6S: BrokenGlass1 {
  543. type = "BrokenGlass6SN";
  544. };
  545.  
  546. class BrokenGlass7S: BrokenGlass1 {
  547. type = "BrokenGlass7SN";
  548. };
  549. };
  550. };
  551.  
  552. class Glass_7_hitpoint {
  553. armor = 0.010000;
  554. material = -1;
  555. name = "Glass_7";
  556. visual = "Glass_7_hide";
  557. passThrough = 0;
  558. radius = 0.175000;
  559. convexComponent = "Glass_7_hide";
  560.  
  561. class DestructionEffects {
  562.  
  563. class BrokenGlass1 {
  564. simulation = "particles";
  565. type = "BrokenGlass1NN";
  566. position = "Glass_7_effects";
  567. intensity = 0.150000;
  568. interval = 1;
  569. lifeTime = 0.050000;
  570. };
  571.  
  572. class BrokenGlass2: BrokenGlass1 {
  573. type = "BrokenGlass2NN";
  574. };
  575.  
  576. class BrokenGlass3: BrokenGlass1 {
  577. type = "BrokenGlass3NN";
  578. };
  579.  
  580. class BrokenGlass4: BrokenGlass1 {
  581. type = "BrokenGlass4NN";
  582. };
  583.  
  584. class BrokenGlass5: BrokenGlass1 {
  585. type = "BrokenGlass5NN";
  586. };
  587.  
  588. class BrokenGlass6: BrokenGlass1 {
  589. type = "BrokenGlass6NN";
  590. };
  591.  
  592. class BrokenGlass7: BrokenGlass1 {
  593. type = "BrokenGlass7NN";
  594. };
  595.  
  596. class BrokenGlass1S: BrokenGlass1 {
  597. type = "BrokenGlass1SN";
  598. };
  599.  
  600. class BrokenGlass2S: BrokenGlass1 {
  601. type = "BrokenGlass2SN";
  602. };
  603.  
  604. class BrokenGlass3S: BrokenGlass1 {
  605. type = "BrokenGlass3SN";
  606. };
  607.  
  608. class BrokenGlass4S: BrokenGlass1 {
  609. type = "BrokenGlass4SN";
  610. };
  611.  
  612. class BrokenGlass5S: BrokenGlass1 {
  613. type = "BrokenGlass5SN";
  614. };
  615.  
  616. class BrokenGlass6S: BrokenGlass1 {
  617. type = "BrokenGlass6SN";
  618. };
  619.  
  620. class BrokenGlass7S: BrokenGlass1 {
  621. type = "BrokenGlass7SN";
  622. };
  623. };
  624. };
  625.  
  626. class Glass_8_hitpoint {
  627. armor = 0.010000;
  628. material = -1;
  629. name = "Glass_8";
  630. visual = "Glass_8_hide";
  631. passThrough = 0;
  632. radius = 0.175000;
  633. convexComponent = "Glass_8_hide";
  634.  
  635. class DestructionEffects {
  636.  
  637. class BrokenGlass1 {
  638. simulation = "particles";
  639. type = "BrokenGlass1NN";
  640. position = "Glass_8_effects";
  641. intensity = 0.150000;
  642. interval = 1;
  643. lifeTime = 0.050000;
  644. };
  645.  
  646. class BrokenGlass2: BrokenGlass1 {
  647. type = "BrokenGlass2NN";
  648. };
  649.  
  650. class BrokenGlass3: BrokenGlass1 {
  651. type = "BrokenGlass3NN";
  652. };
  653.  
  654. class BrokenGlass4: BrokenGlass1 {
  655. type = "BrokenGlass4NN";
  656. };
  657.  
  658. class BrokenGlass5: BrokenGlass1 {
  659. type = "BrokenGlass5NN";
  660. };
  661.  
  662. class BrokenGlass6: BrokenGlass1 {
  663. type = "BrokenGlass6NN";
  664. };
  665.  
  666. class BrokenGlass7: BrokenGlass1 {
  667. type = "BrokenGlass7NN";
  668. };
  669.  
  670. class BrokenGlass1S: BrokenGlass1 {
  671. type = "BrokenGlass1SN";
  672. };
  673.  
  674. class BrokenGlass2S: BrokenGlass1 {
  675. type = "BrokenGlass2SN";
  676. };
  677.  
  678. class BrokenGlass3S: BrokenGlass1 {
  679. type = "BrokenGlass3SN";
  680. };
  681.  
  682. class BrokenGlass4S: BrokenGlass1 {
  683. type = "BrokenGlass4SN";
  684. };
  685.  
  686. class BrokenGlass5S: BrokenGlass1 {
  687. type = "BrokenGlass5SN";
  688. };
  689.  
  690. class BrokenGlass6S: BrokenGlass1 {
  691. type = "BrokenGlass6SN";
  692. };
  693.  
  694. class BrokenGlass7S: BrokenGlass1 {
  695. type = "BrokenGlass7SN";
  696. };
  697. };
  698. };
  699. };
  700.  
  701. class Damage {
  702. tex = {"A3\Structures_F\Data\Windows\window_set_CA.paa", "A3\Structures_F\Data\Windows\destruct_half_window_set_CA.paa", "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,co)", "#(argb,8,8,3)color(0.294118,0.294118,0.294118,1.0,co)", "#(argb,8,8,3)color(0.501961,0.25098,0,1.0,co)", "#(argb,8,8,3)color(0.392157,0.196078,0,1.0,co)", "#(argb,8,8,3)color(1,1,0.501961,1.0,co)", "#(argb,8,8,3)color(0.513725,0.513725,0.203922,1.0,co)", "#(argb,8,8,3)color(0.752941,0.752941,0.752941,1.0,co)", "#(argb,8,8,3)color(0.478431,0.478431,0.478431,1.0,co)", "#(argb,8,8,3)color(1,0,0,1.0,co)", "#(argb,8,8,3)color(0.701961,0,0,1.0,co)"};
  703. mat = {"A3\Structures_F\Data\Windows\window_set.rvmat", "A3\Structures_F\Data\Windows\destruct_half_window_set.rvmat", "A3\Structures_F\Data\Windows\destruct_full_window_set.rvmat"};
  704. };
  705.  
  706. class AnimationSources {
  707.  
  708. class Door_1_source {
  709. source = "user";
  710. animPeriod = 1;
  711. initPhase = 0;
  712. sound = "GenericDoorsSound";
  713. };
  714.  
  715. class Door_2_source: Door_1_source {
  716. };
  717. };
  718.  
  719. class UserActions {
  720.  
  721. class OpenDoors {
  722. displayName = "Ouvrir Porte";
  723. position = "Door_1_trigger";
  724. radius = 2.500000;
  725. onlyForPlayer = 0;
  726. condition = "this animationPhase "Door_1_rot" < 0.5";
  727. statement = "this animate ["Door_1_rot", 1]";
  728. };
  729.  
  730. class CloseDoors {
  731. displayName = "Fermer Porte";
  732. position = "Door_1_trigger";
  733. radius = 2.500000;
  734. onlyForPlayer = 0;
  735. condition = "this animationPhase "Door_1_rot" >= 0.5";
  736. statement = "this animate ["Door_1_rot", 0]";
  737. };
  738.  
  739. class OpenDoors2 {
  740. displayName = "Ouvrir Porte";
  741. position = "Door_2_trigger";
  742. radius = 2.500000;
  743. onlyForPlayer = 0;
  744. condition = "this animationPhase "Door_2_rot" < 0.5";
  745. statement = "this animate ["Door_2_rot", 1]";
  746. };
  747.  
  748. class CloseDoors2 {
  749. displayName = "Fermer Porte";
  750. position = "Door_2_trigger";
  751. radius = 2.500000;
  752. onlyForPlayer = 0;
  753. condition = "this animationPhase "Door_2_rot" >= 0.5";
  754. statement = "this animate ["Door_2_rot", 0]";
  755. };
  756. };
  757. numberOfDoors = 2;
  758. };
  759. };
  760.  
  761. class cfgMods {
  762. author = "FW";
  763. timepacked = "1430407324";
  764. };
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