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  1. #define TEast 0
  2. #define TWest 1
  3. #define TGuerrila 2
  4. #define TCivilian 3
  5. #define TSideUnknown 4
  6. #define TEnemy 5
  7. #define TFriendly 6
  8. #define TLogic 7
  9.  
  10. #define true 1
  11. #define false 0
  12.  
  13. // type scope
  14. #define private 0
  15. #define protected 1
  16. #define public 2
  17.  
  18. class CfgPatches
  19. {
  20.     class achzrit
  21.         {
  22.             units[] = {};
  23.         requiredVersion = 1.0;
  24.     };
  25.  
  26. };
  27.     #include <CfgSkeletons.h>
  28.  
  29.  
  30. class CfgFactionClasses {
  31.     class UO_IDF {
  32.         displayName = "Israeli Defence Force";
  33.         priority = 5;
  34.         side = "TWest";
  35.     };
  36. };
  37.  
  38.  
  39. class CfgVehicleClasses
  40. {
  41.     class idf_armor_corp
  42.     {
  43.         displayName = "IDF Armor Corp";
  44.     };
  45. };
  46.  
  47.  
  48.  
  49. class CfgVehicles {
  50.  
  51.     class Land; // External class reference
  52.    
  53.     class LandVehicle : Land {
  54.         class NewTurret;    // External class reference
  55.         class ViewOptics;   // External class reference
  56.     };
  57.  
  58.     class Tank : LandVehicle
  59.     {
  60.        
  61.         weapons[] = {};
  62.         magazines[] = {};
  63.        
  64.         class Turrets {
  65.         class MainTurret : NewTurret {
  66.             class Turrets {
  67.             class CommanderOptics : NewTurret {};
  68.                 };
  69.             };
  70.         };     
  71.         class ViewOptics : ViewOptics {};
  72.     };
  73.     class m1a1 : tank{};
  74.     class achzrit : m1a1
  75.     {
  76. ace_armor_hull[] = {{590, 770}, {155, 347}, {155, 347}, {40, 40}, {40, 40}, {300, 300}};
  77. ace_armor_turret[] = {{850, 1300}, {478, 540}, {478, 540}, {100, 120}, {40, 40}};
  78. ace_camshake_enabled = 0;
  79. ace_era = 0;
  80. ace_minimalhit[] = {40, 100};
  81. ace_nbc_protection = 1;
  82. ace_p_detonation_engine = 0;
  83. ace_p_detonation_hull = 0;
  84. ace_p_detonation_turret = 0;
  85. ace_p_fire_engine = 0.5;
  86. ace_p_fire_hull = 0;
  87. ace_p_fire_turret = 0;
  88. ace_p_firedetonation = 0;
  89. ace_tankfcs_battlesight = 1200;
  90. ace_tankfcs_digitscolor[] = {0.396, 0.886, 0.396, 1};
  91. ace_tankfcs_digitsstyle = 0;
  92. ace_tankfcs_enabled = 1;
  93. ace_tankfcs_lrfaccuracy = 10;
  94. ace_tankfcs_lrfcooldowntime = 3;
  95. ace_tankfcs_maxlead = 2;
  96. ace_tankfcs_maxlrfrange = 9995;
  97. ace_tankfcs_minlrfrange = 200;
  98. ace_tankfcs_rdystyle = 0;
  99.  
  100.         displayName = "achzrit";
  101.  
  102.         model = "\achzrit\achzrit.p3d";
  103.         selectionLeftOffset = "pasanimL";
  104.         selectionRightOffset = "pasanimP";
  105.         scope=2;
  106.         faction = "UO_IDF";
  107.         vehicleClass = "idf_armor_corp";
  108.         side = 1;
  109.         accuracy = 0.8;    
  110.         picture = "\ca\tracked\Data\ico\M1_abrams_CA.paa";
  111.         Icon = "\Ca\tracked\Data\map_ico\icomap_m1a1_CA.paa";
  112.         mapSize = 7;
  113.         armor = 300;
  114.         maxSpeed = 50;
  115.         hiddenSelections[] = {""};
  116.         hiddenSelectionsTextures[] = {""};
  117.         transportSoldier = 7;
  118.         hasCommander = true;
  119.         crew = "UO_Givati_RM";
  120.         canFloat = 0;
  121.         driverInAction = "BMP2_Driver";
  122.         soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1};
  123.         soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1};
  124.         soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1};
  125.         soundEngine[] = {"\achzrit\Sound\mk3engine.wav",10,1};
  126.         memoryPointTrack1L = "Stopa ll";
  127.  
  128.         memoryPointTrack1R = "Stopa lr";
  129.         memoryPointTrack2L = "Stopa rl";
  130.         memoryPointTrack2R = "Stopa rr";
  131.         cargoIsCoDriver[] = {0};
  132.         cargoAction[] ={"Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","BMP2_Commander"};
  133.         driverForceOptics = 0;
  134.        
  135.         class HitHull
  136.         {
  137.             armor = 0.920000;
  138.             material = 55;
  139.             name = "hull";
  140.             visual = "telo";
  141.             passThrough = 1;
  142.         };
  143.  
  144.         class HitLTrack
  145.         {
  146.             armor = 0.450000;
  147.             material = 55;
  148.             name = "pasL";
  149.             visual = "pasL";
  150.             passThrough = 0;
  151.         };
  152.  
  153.         class HitRTrack
  154.         {
  155.             armor = 0.450000;
  156.             material = 55;
  157.             name = "pasP";
  158.             visual = "pasP";
  159.             passThrough = 0;
  160.         };
  161.  
  162.         class HitEngine
  163.         {
  164.             armor = 0.850000;
  165.             material = 60;
  166.             name = "engine";
  167.             visual = "engine";
  168.             passThrough = 1;
  169.         };
  170.  
  171.         class HitVez
  172.         {
  173.             armor = 0.920000;
  174.             material = 55;
  175.             name = "vez";
  176.             visual = "vez";
  177.             passThrough = 1;
  178.         };
  179.        
  180.        
  181.        
  182.        
  183.      class AnimationSources
  184.     {
  185.         class Ramp // Should be the same as your selection name.
  186.         {
  187.          source = "user"; //The controller is defined as a user animation.
  188.          animPeriod = 4;  //The animation period used for this controller.
  189.          initPhase=0;     //Initial phase when object is created. 0 = CLOSED
  190.         };
  191.         class Ramp1 // Should be the same as your selection name.
  192.         {
  193.          source = "user"; //The controller is defined as a user animation.
  194.          animPeriod = 4;  //The animation period used for this controller.
  195.          initPhase=0;     //Initial phase when object is created. 0 = CLOSED
  196.         };
  197.     };
  198.  
  199.         class Turrets : Turrets {
  200.             class MainTurret : MainTurret {
  201.                 gunnerAction = "Abrams_Gunner";
  202.                 gunnerInAction = "Abrams_Gunner";
  203.                 animationSourceHatch = "hatchGunner";
  204.                 weapons[] = {"M240_veh","SmokeLauncher"};
  205.                 body = "otocvez";
  206.                 gun = "otochlaven";
  207.                 hasGunner = 1;
  208.                 soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1.0};
  209.                 magazines[] = {"1200Rnd_762x51_M240", "1200Rnd_762x51_M240","SmokeLauncherMag","SmokeLauncherMag"};
  210.                 forceHideGunner = 0;
  211.                 GunnerForceOptics = 0;
  212.                 gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
  213.                 minElev = -33;
  214.                 maxElev = 33;
  215.                 initElev = 0;
  216.                
  217.                 class ViewOptics {
  218.                     initAngleX = 0;
  219.                     minAngleX = -30;
  220.                     maxAngleX = 30;
  221.                     initAngleY = 0;
  222.                     minAngleY = -100;
  223.                     maxAngleY = 100;
  224.                     initFov = 0.166;
  225.                     minFov = 0.025;
  226.                     maxFov = 0.333;
  227.                 };
  228.                
  229.                 class Turrets : Turrets {
  230.                     class CommanderOptics : CommanderOptics {
  231.                         gunBeg = "gun_muzzle";
  232.                         gunEnd = "gun_chamber";
  233.                         body = "otocvelitele";
  234.                         gun = "otochlavenvelitele";
  235.                         GunnerForceOptics = 1;
  236.                         minElev = -30;
  237.                         maxElev = 30;
  238.                         initElev = 0;
  239.                         minTurn = -200;
  240.                         maxTurn = 200;
  241.                         initTurn = 0;
  242.                         outGunnerMayFire = 1;
  243.                         inGunnerMayFire = 1;
  244.                         gunnerAction = "T72_CommanderOUT";
  245.                         gunnerInAction = "T72_CommanderOUT";
  246.                         gunnerOpticsModel = "\ca\weapons\optika_empty";
  247.                     };
  248.                 };
  249.             };
  250.         };
  251.  
  252.  
  253.  
  254.  
  255.         class EventHandlers
  256.         {
  257.             GetIn = "_this exec ""\achzrit\rampin.sqs""";
  258.             GetOut = "_this exec ""\achzrit\rampin.sqs""";
  259.         }; // class EventHandlers
  260.         class UserActions
  261.         {
  262.             class Openramp
  263.             {
  264.                 displayName="lower ramp";
  265.                 position="pos_action";
  266.                 radius=7.500000;
  267.                 onlyForPlayer= false;
  268.                 condition="this animationPhase ""ramp1"" < 0.5 AND (PLAYER == driver this)";
  269.                 statement="this animate [""ramp"", 1];this animate [""ramp1"", 1]";
  270.             };
  271.             class CloseDoors
  272.             {
  273.                 displayName="raise ramp";
  274.                 position="pos_action";
  275.                 radius=7.500000;
  276.                 onlyForPlayer= false;
  277.                 condition="this animationPhase ""ramp1"" >= 0.5 AND (PLAYER == driver this)";
  278.                 statement="this animate [""ramp"", 0];this animate [""ramp1"", 0]";
  279.             };
  280.         };
  281.     };
  282.        
  283.     };
  284. };
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