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leiumsanchez

config.cpp

Apr 19th, 2020
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  1. class CfgPatches
  2. {
  3. class LS_Uniforms
  4. {
  5. units[] = {};
  6. weapons[] = {};
  7. requiredVersion = 0.1;
  8. requiredAddons[] = {"A3_Characters_F_BLUFOR"};
  9. };
  10. };
  11.  
  12. class CfgFactionClasses
  13. {
  14. class bailbonds_f
  15. {
  16. displayName = "Custom Uniforms";
  17. icon = "\LS_Uniforms\data\icon.paa"
  18. priority = 2;
  19. side = 1; // Blufor
  20. };
  21. };
  22. class CfgVehicleClasses
  23. {
  24. class bail_unarmed
  25. {
  26. displayName = "Bail Bonds"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. Makes it work with zeus
  27. };
  28. };
  29.  
  30. class CfgVehicles
  31. {
  32. class b_survivor_F;
  33. class b_Competitor_F;
  34.  
  35. class bailbonds_agent : b_survivor_F
  36.  
  37. {
  38. _generalMacro = "b_survivor_F"; //unsure what this does
  39. scope = 2;
  40. displayName = "Bail Bonds Agent";
  41. faction = bailbonds_f;
  42. nakedUniform = "U_BasicBody"; //class for "naked" body
  43. uniformClass = "bailbonds"; //the uniform item
  44. hiddenSelections[] = {"Camo"};
  45. hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds.paa"};
  46. Items[] = {FirstAidKit}; /// one First aid kit is good to start with
  47. RespawnItems[] = {FirstAidKit};
  48. linkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
  49. respawnLinkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
  50. };
  51.  
  52. class LS_Police_Officer : B_Competitor_F {
  53.  
  54. _generalMacro = "b_Competitor_F"; //unsure what this does
  55. scope = 2;
  56. displayName = "Police Officer";
  57. faction = bailbonds_f;
  58. nakedUniform = "U_BasicBody"; //class for "naked" body
  59. uniformClass = "LS_Police"; //the uniform item
  60. hiddenSelections[] = {"Camo"};
  61. hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_uniform.paa"};
  62. Items[] = {FirstAidKit}; /// one First aid kit is good to start with
  63. RespawnItems[] = {FirstAidKit};
  64. linkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
  65. respawnLinkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
  66. };
  67. };
  68.  
  69. class cfgWeapons
  70. {
  71. class Uniform_Base;
  72. class UniformItem;
  73. class V_TacVest_khk;
  74. class VestItem;
  75.  
  76. ////////////////////////////////////////////
  77. // Bailbonds Uniform //
  78. ////////////////////////////////////////////
  79.  
  80. class bailbonds : Uniform_Base
  81. {
  82. scope = 2;
  83. displayName = "Bail Bonds Uniform";
  84. picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
  85. model = "\A3\characters_f\BLUFOR\b_soldier_01";
  86.  
  87. class ItemInfo : UniformItem
  88. {
  89. uniformModel = "-";
  90. uniformClass = "bailbonds_agent"; //would be same as our made soldier class
  91. containerClass = "Supply20"; //how much it can carry
  92. mass = 80; //how much it weights
  93. };
  94.  
  95. ////////////////////////////////////////////
  96. // Police Uniforms //
  97. ////////////////////////////////////////////
  98.  
  99. class LS_Police : Uniform_Base
  100. {
  101. scope = 2;
  102. displayName = "Police Uniform";
  103. picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
  104. model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
  105.  
  106. class ItemInfo : UniformItem
  107. {
  108. uniformModel = "-";
  109. uniformClass = "LS_Police_Officer";
  110. containerClass = "Supply20";
  111. mass = 80;
  112. };
  113. };
  114.  
  115. ////////////////////////////////////////////
  116. // Bailbonds Vest //
  117. ////////////////////////////////////////////
  118.  
  119. class bailbonds_vest : V_TacVest_khk
  120. {
  121. scope = 2;
  122. displayName = "Bail Bonds Vest";
  123. picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
  124. model = "\A3\characters_f\BLUFOR\equip_b_vest01";
  125. hiddenSelections[] = {"camo"};
  126. hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds_vest.paa"};
  127.  
  128. class ItemInfo : VestItem
  129. {
  130. uniformModel = "\A3\characters_f\BLUFOR\equip_b_vest02";
  131. containerClass = "Supply100";
  132. mass = 50;
  133. armor = 5*0.5;
  134. passThrough = 0.7;
  135. hiddenSelections[] = {"camo"};
  136. };
  137. };
  138.  
  139. ////////////////////////////////////////////
  140. // Police Vests //
  141. ////////////////////////////////////////////
  142.  
  143. class police_vest : V_TacVest_khk
  144. {
  145. scope = 2;
  146. displayName = "Police Vest";
  147. picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
  148. model = "\A3\characters_f\BLUFOR\equip_b_vest01";
  149. hiddenSelections[] = {"camo"};
  150. hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_vest.paa"};
  151.  
  152. class ItemInfo : VestItem
  153. {
  154. uniformModel = "\A3\characters_f\BLUFOR\equip_b_vest02";
  155. containerClass = "Supply100";
  156. mass = 50;
  157. armor = 5*0.5;
  158. passThrough = 0.7;
  159. hiddenSelections[] = {"camo"};
  160. };
  161. };
  162. }
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