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- class CfgPatches
- {
- class RAEF_Hawkei
- {
- units[] = {"RAEF_Hawkei"};
- weapons[] = {};
- requiredVersion = 0.01;
- requiredAddons[] = {"A3_Soft_F"};
- };
- };
- class DefaultEventhandlers;
- 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 RAEF_Hawkei: Car_F
- {
- model = "HAWKEI-RAEF-MOD-FILES\Hawkei.p3d"; /// simple path to model
- picture = ""; /// just some icon in command bar
- Icon = ""; /// icon in map
- displayName = "HAWKEI"; /// displayed in Editor
- hiddenSelections[] = {"camo1"}; ///we want to allow changing of colours
- terrainCoef = 1.0; /// different surface affects this car more, stick to tarmac
- turnCoef = 2.5; /// 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 = 100; /// just some protection against missiles, collisions and explosions
- cost = 50000; /// how likely is the enemy going to target this vehicle
- transportMaxBackpacks = 5; /// just some backpacks fit the trunk by default
- transportSoldier = 4; /// 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 = 0.1; /// 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)
- class Turrets{}; /// doesn't have any gunner nor commander
- class HitPoints : HitPoints
- {
- class HitLFWheel:HitLFWheel {armor=0.3; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle
- class HitLF2Wheel:HitLF2Wheel{armor=0.3; passThrough=0;};
- class HitRFWheel:HitRFWheel {armor=0.3; passThrough=0;};
- class HitRF2Wheel:HitRF2Wheel{armor=0.3; passThrough=0;};
- 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
- class HitEngine {armor=0.90; material=-1; name="engine"; visual=""; passThrough=0.2;};
- class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=1;}; /// all damage to the hull is applied to total damage
- class HitGlass1:HitGlass1 {armor=0.80;}; /// it is pretty easy to puncture the glass but not so easy to remove it
- class HitGlass2:HitGlass2 {armor=0.80;};
- class HitGlass3:HitGlass3 {armor=0.80;};
- class HitGlass4:HitGlass4 {armor=0.80;};
- };
- driverAction = driver_offroad01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible
- cargoAction[] = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands}; /// the same of all the crew
- 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
- #include "pip.hpp"
- #include "physX.hpp" /// PhysX settings are in a separate file
- class Exhausts
- {
- class Exhaust1
- {
- position = "exhaust1";
- direction = "exhaust1_dir";
- effect = "exhaustEffectOffroad";
- };
- };
- class Reflectors
- {
- class LightCarHeadL01
- {
- color[] = {1900, 1800, 1700};
- ambient[] = {5, 5, 5};
- position = "LightCarHeadL01";
- direction = "LightCarHeadL01_end";
- Hitpoint = "Light_L";
- selection = "Light_L";
- size = 1;
- InnerAngle = 100;
- OuterAngle = 179;
- coneFadeCoef = 10;
- intensity = 1;
- useFlare = true;
- dayLight = false;
- flareSize = 1.0;
- class attenuation
- {
- start = 1.0;
- constant = 0;
- linear = 0;
- quadratic = 0.25;
- hardlimitstart = 30;
- hardlimitend = 60;
- };
- };
- class LightCarHeadL02: LightCarHeadL01
- {
- position = "LightCarHeadL02";
- direction = "LightCarHeadL02_end";
- FlareSize = 0.5;
- };
- class LightCarHeadR01: LightCarHeadL01
- {
- position = "LightCarHeadR01";
- Direction = "LightCarHeadR01_end";
- hitpoints = "Light_R";
- selection = "Light_R";
- };
- class LightCarHeadR02: LightCarHeadL01
- {
- position = "LightCarHeadR02";
- direction = "LightCarHeadR02_end";
- FlareSize = 0.5;
- };
- };
- aggregateReflectors[] = {{"LightCarHeadL01", "LightCarHeadL02"}, {"LightCarHeadR01", "LightCarHeadR02"}};
- };
- class Hawkei_Tan: RAEF_Hawkei /// some class that is going to be visible in editor
- {
- scope = 2; /// makes the car visible in editor
- scopeCurator = 2;
- crew = "B_Soldier_F"; /// we need someone to fit into the car
- side = 1; /// civilian car should be on civilian side
- faction = BLU_F; /// and with civilian faction
- Displayname = "Hawkei (Tan)";
- hiddenSelectionsTextures[] = {"HAWKEI-RAEF-MOD-FILES\exterior\exterior_CO.paa"}; /// we could use any texture to cover the car
- };
- class Hawkei_Green: RAEF_Hawkei /// some class that is going to be visible in editor
- {
- scope = 2; /// makes the car visible in editor
- scopeCurator = 2;
- crew = "B_Soldier_F"; /// we need someone to fit into the car
- side = 1; /// civilian car should be on civilian side
- faction = BLU_F; /// and with civilian faction
- displayname = "Hawkei (AusCam)";
- hiddenSelectionsTextures[] = {"HAWKEI-RAEF-MOD-FILES\exterior_camo\exterior_camo_CO.paa"}; /// we could use any texture to cover the car
- };
- };
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