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  1.  
  2. class CfgPatches
  3. {
  4. class RAEF_Hawkei
  5. {
  6. units[] = {"RAEF_Hawkei"};
  7. weapons[] = {};
  8. requiredVersion = 0.01;
  9. requiredAddons[] = {"A3_Soft_F"};
  10. };
  11.  
  12. };
  13.  
  14. class DefaultEventhandlers;
  15.  
  16. class CfgVehicles
  17. {
  18. class Car;
  19. class Car_F: Car
  20. {
  21. class HitPoints /// we want to use hitpoints predefined for all cars
  22. {
  23. class HitLFWheel;
  24. class HitLF2Wheel;
  25.  
  26. class HitRFWheel;
  27. class HitRF2Wheel;
  28. class HitBody;
  29.  
  30. class HitGlass1;
  31. class HitGlass2;
  32. class HitGlass3;
  33. class HitGlass4;
  34. };
  35. };
  36.  
  37. class RAEF_Hawkei: Car_F
  38. {
  39. model = "HAWKEI-RAEF-MOD-FILES\Hawkei.p3d"; /// simple path to model
  40. picture = ""; /// just some icon in command bar
  41. Icon = ""; /// icon in map
  42.  
  43. displayName = "HAWKEI"; /// displayed in Editor
  44.  
  45. hiddenSelections[] = {"camo1"}; ///we want to allow changing of colours
  46.  
  47. terrainCoef = 1.0; /// different surface affects this car more, stick to tarmac
  48. turnCoef = 2.5; /// should match the wheel turn radius
  49. precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way
  50. brakeDistance = 3.0; /// how many internal waypoints should the AI plan braking in advance
  51. acceleration = 15; /// how fast acceleration does the AI think the car has
  52.  
  53. fireResistance = 5; /// lesser protection against fire than tanks
  54. armor = 100; /// just some protection against missiles, collisions and explosions
  55. cost = 50000; /// how likely is the enemy going to target this vehicle
  56.  
  57. transportMaxBackpacks = 5; /// just some backpacks fit the trunk by default
  58. transportSoldier = 4; /// number of cargo except driver
  59.  
  60. /// some values from parent class to show how to set them up
  61. wheelDamageRadiusCoef = 0.9; /// for precision tweaking of damaged wheel size
  62. wheelDestroyRadiusCoef = 0.4; /// for tweaking of rims size to fit ground
  63. maxFordingDepth = 0.5; /// how high water would damage the engine of the car
  64. waterResistance = 1; /// if the depth of water is bigger than maxFordingDepth it starts to damage the engine after this time
  65. crewCrashProtection = 0.1; /// multiplier of damage to crew of the vehicle => low number means better protection
  66. driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move
  67. driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play)
  68.  
  69.  
  70.  
  71. class Turrets{}; /// doesn't have any gunner nor commander
  72. class HitPoints : HitPoints
  73. {
  74. class HitLFWheel:HitLFWheel {armor=0.3; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle
  75. class HitLF2Wheel:HitLF2Wheel{armor=0.3; passThrough=0;};
  76.  
  77. class HitRFWheel:HitRFWheel {armor=0.3; passThrough=0;};
  78. class HitRF2Wheel:HitRF2Wheel{armor=0.3; passThrough=0;};
  79.  
  80. class HitFuel {armor=0.95; material=-1; name="fueltank"; visual=""; passThrough=0.2;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole
  81. class HitEngine {armor=0.90; material=-1; name="engine"; visual=""; passThrough=0.2;};
  82. class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is applied to total damage
  83.  
  84. class HitGlass1:HitGlass1 {armor=0.80;}; /// it is pretty easy to puncture the glass but not so easy to remove it
  85. class HitGlass2:HitGlass2 {armor=0.80;};
  86. class HitGlass3:HitGlass3 {armor=0.80;};
  87. class HitGlass4:HitGlass4 {armor=0.80;};
  88. };
  89.  
  90. driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible
  91. cargoAction[] = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands}; /// the same of all the crew
  92. getInAction = GetInLow; /// how does driver look while getting in
  93. getOutAction = GetOutLow; /// and out
  94. 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
  95. cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case
  96.  
  97. #include "sounds.hpp" /// sounds are in a separate file
  98. #include "pip.hpp"
  99. #include "physX.hpp" /// PhysX settings are in a separate file
  100.  
  101. class Exhausts
  102. {
  103. class Exhaust1
  104. {
  105. position = "exhaust1";
  106. direction = "exhaust1_dir";
  107. effect = "exhaustEffectOffroad";
  108. };
  109. };
  110.  
  111. class Reflectors
  112. {
  113. class LightCarHeadL01
  114. {
  115. color[] = {1900, 1800, 1700};
  116. ambient[] = {5, 5, 5};
  117. position = "LightCarHeadL01";
  118. direction = "LightCarHeadL01_end";
  119. Hitpoint = "Light_L";
  120. selection = "Light_L";
  121. size = 1;
  122. InnerAngle = 100;
  123. OuterAngle = 179;
  124. coneFadeCoef = 10;
  125. intensity = 1;
  126. useFlare = true;
  127. dayLight = false;
  128. flareSize = 1.0;
  129.  
  130. class attenuation
  131. {
  132. start = 1.0;
  133. constant = 0;
  134. linear = 0;
  135. quadratic = 0.25;
  136. hardlimitstart = 30;
  137. hardlimitend = 60;
  138. };
  139. };
  140.  
  141. class LightCarHeadL02: LightCarHeadL01
  142. {
  143. position = "LightCarHeadL02";
  144. direction = "LightCarHeadL02_end";
  145. FlareSize = 0.5;
  146. };
  147.  
  148. class LightCarHeadR01: LightCarHeadL01
  149. {
  150. position = "LightCarHeadR01";
  151. Direction = "LightCarHeadR01_end";
  152. hitpoints = "Light_R";
  153. selection = "Light_R";
  154. };
  155.  
  156. class LightCarHeadR02: LightCarHeadL01
  157. {
  158. position = "LightCarHeadR02";
  159. direction = "LightCarHeadR02_end";
  160. FlareSize = 0.5;
  161. };
  162. };
  163. aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}};
  164. };
  165.  
  166. class Hawkei_Tan: RAEF_Hawkei /// some class that is going to be visible in editor
  167. {
  168. scope = 2; /// makes the car visible in editor
  169. scopeCurator = 2;
  170. crew = "B_Soldier_F"; /// we need someone to fit into the car
  171. side = 1; /// civilian car should be on civilian side
  172. faction = BLU_F; /// and with civilian faction
  173. Displayname = "Hawkei (Tan)";
  174.  
  175. hiddenSelectionsTextures[] = {"HAWKEI-RAEF-MOD-FILES\exterior\exterior_CO.paa"}; /// we could use any texture to cover the car
  176. };
  177.  
  178. class Hawkei_Green: RAEF_Hawkei /// some class that is going to be visible in editor
  179. {
  180. scope = 2; /// makes the car visible in editor
  181. scopeCurator = 2;
  182. crew = "B_Soldier_F"; /// we need someone to fit into the car
  183. side = 1; /// civilian car should be on civilian side
  184. faction = BLU_F; /// and with civilian faction
  185. displayname = "Hawkei (AusCam)";
  186.  
  187. hiddenSelectionsTextures[] = {"HAWKEI-RAEF-MOD-FILES\exterior_camo\exterior_camo_CO.paa"}; /// we could use any texture to cover the car
  188. };
  189. };
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