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- class CfgPatches
- {
- class DED_Simple_01
- {
- units[]=
- {
- "Land_Dumpster_DED_Dumpster_01_F",
- "Land_Fancysidewalk_DED_Fancysidewalk_01_F",
- "Land_Fancysidewalk_DED_Fancysidewalk_02_F",
- "Land_Fancysidewalk_DED_Fancysidewalk_03_F",
- "Land_Home1g_DED_Home1g_01_F",
- "Land_Home2b_DED_Home2b_01_F",
- "Land_Home3r_DED_Home3r_01_F",
- "Land_Home4w_DED_Home4w_01_F",
- "Land_Home5y_DED_Home5y_01_F",
- "Land_Home6b_DED_Home6b_01_F",
- "Land_Mailbox_DED_Mailbox_01_F",
- "Land_Market_DED_Market_01_F",
- "Land_Market_DED_Market_02_F",
- "Land_Market_DED_Market_03_F",
- "Land_Market_DED_Market_04_F",
- "Land_Market_DED_Market_05_F",
- "Land_Market_DED_Market_06_F",
- "Land_Planter_DED_Planter_01_F",
- "Land_sidewalk_DED_sidewalk_01_F",
- "Land_sidewalk_DED_sidewalk_02_F",
- "Land_sidewalk_DED_sidewalk_03_F",
- "Land_Smallshop_DED_Smallshop_01_F",
- "Land_Smallshop_DED_Smallshop_02_F"
- };
- weapons[]={};
- requiredVersion=2;
- requiredAddons[]={};
- };
- };
- class CfgVehicleClasses
- {
- class Suburb
- {
- displayName="Suburb";
- };
- };
- class CfgVehicles
- {
- class House;
- class Land_Dumpster_DED_Dumpster_01_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\dumpster_ded_dumpster_01_f.p3d";
- scope=2;
- displayName="Dumpster";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Fancysidewalk_DED_Fancysidewalk_01_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_01_f.p3d";
- scope=2;
- displayName="FancySideWalk1";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Fancysidewalk_DED_Fancysidewalk_02_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_02_f.p3d";
- scope=2;
- displayName="FancySideWalk2";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Fancysidewalk_DED_Fancysidewalk_03_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_03_f.p3d";
- scope=2;
- displayName="FancySideWalk3";
- armor=999999;
- destrType="DestructNo";
- };
- class land_home1g_ded_home1g_01_f: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home1g_ded_home1g_01_f.p3d";
- scope=2;
- displayName="Home1g";
- armor=999999;
- destrType="DestructNo";
- class animationSources
- {
- class door
- {
- source="user";
- animPeriod=10;
- initPhase=0;
- };
- class door1
- {
- source="user";
- animPeriod=1;
- initPhase=0;
- sound="GenericDoorsSound";
- };
- class door2: door1
- {
- };
- class door3: door1
- {
- };
- class door4: door1
- {
- };
- class door5: door1
- {
- };
- class door6: door1
- {
- };
- };
- };
- class UserActions {
- class OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door1; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door1') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_1: OpenDoor_1
- {
- displayName = "Close Door";
- priority = 0.2;
- position = door1;
- condition = ((this animationPhase 'door1') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_2: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door2; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door2') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_2: OpenDoor_1
- {
- displayName = "Close Door";
- priority = 0.2;
- position = door2;
- condition = ((this animationPhase 'door2') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_3: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door3; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door3') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door3'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_3: OpenDoor_1
- {
- displayName = "Close Door";
- position = door3;
- priority = 0.2;
- condition = ((this animationPhase 'door3') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door3'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_4: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door4; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door4') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door4'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_4: OpenDoor_1
- {
- displayName = "Close Door";
- position = door4;
- priority = 0.2;
- condition = ((this animationPhase 'door4') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door4'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_5: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door5; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door5') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door5'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_5: OpenDoor_1
- {
- displayName = "Close Door";
- priority = 0.2;
- position = door5;
- condition = ((this animationPhase 'door5') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door5'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_6: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door6; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door6') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door6'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_6: OpenDoor_1
- {
- displayName = "Close Door";
- position = door6;
- priority = 0.2;
- condition = ((this animationPhase 'door6') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door6'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_7: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door7; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door7') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door7'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_7: OpenDoor_1
- {
- displayName = "Close Door";
- position = door7;
- priority = 0.2;
- condition = ((this animationPhase 'door7') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door7'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenGarage_1: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Garage"; // Label of the action used in the action menu itself.
- position = garagebutton; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'garagebutton') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = (this animateSource["garagebutton", 1];); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseGarage_1: OpenDoor_1
- {
- displayName = "Close Garage";
- priority = 0.2;
- condition = ((this animationPhase 'garagebutton') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = (this animateSource["garagebutton", 0];);
- };
- }:
- };
- class Land_Home2b_DED_Home2b_01_F: Land_Home1g_DED_Home1g_01_F
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home2b_ded_home2b_01_f.p3d";
- scope=2;
- displayName="Home2b";
- armor=999999;
- };
- class Land_Home3r_DED_Home3r_01_F: Land_Home1g_DED_Home1g_01_F
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home3r_ded_home3r_01_f.p3d";
- scope=2;
- displayName="Home3r";
- armor=999999;
- class animationSources
- {
- class door
- {
- source="user";
- animPeriod=10;
- initPhase=0;
- };
- class door1
- {
- source="user";
- animPeriod=1;
- initPhase=0;
- sound="GenericDoorsSound";
- };
- class door2: door1
- {
- };
- class door3: door1
- {
- };
- class door4: door1
- {
- };
- class door5: door1
- {
- };
- class door6: door1
- {
- };
- class door7: door1
- {
- };
- };
- };
- class Land_Home4w_DED_Home4w_01_F: Land_Home1g_DED_Home1g_01_F
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home4w_ded_home4w_01_f.p3d";
- scope=2;
- displayName="Home4w";
- armor=999999;
- };
- class Land_Home5y_DED_Home5y_01_F: Land_Home1g_DED_Home1g_01_F
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home5y_ded_home5y_01_f.p3d";
- scope=2;
- displayName="Home5y";
- armor=999999;
- };
- class Land_Home6b_DED_Home6b_01_F: Land_Home3r_DED_Home3r_01_F
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\home6b_ded_home6b_01_f.p3d";
- scope=2;
- displayName="Home6b";
- armor=999999;
- };
- class Land_Mailbox_DED_Mailbox_01_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\mailbox_ded_mailbox_01_f.p3d";
- scope=2;
- displayName="MailBox";
- armor=999999;
- destrType="DestructNo";
- };
- class land_market_ded_market_01_f: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_01_f.p3d";
- scope=2;
- displayName="A3PL mcFishers";
- armor=999999;
- destrType="DestructNo";
- class animationSources
- {
- class door1
- {
- source="user";
- animPeriod=1;
- initPhase=0;
- sound="GenericDoorsSound";
- };
- class door2: door1
- {
- };
- };
- class UserActions {
- class OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door1; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door1') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_1: OpenDoor_1
- {
- displayName = "Close Door";
- priority = 0.2;
- condition = ((this animationPhase 'door1') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleClose);
- };
- class OpenDoor_2: OpenDoor_1
- {
- displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
- displayName = "Open Door"; // Label of the action used in the action menu itself.
- position = door2; // Point in Memory lod in p3d around which the action is available.
- priority = 0.4; // Priority coefficient used for sorting action in the action menu.
- radius = 1.5; // Range around the above defined point in which you need to be to access the action.
- onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
- condition = ((this animationPhase 'door2') < 0.5); // Condition for showing the action in action menu. In this case it checks if the door is closed and if the part of the house in which the door is located hasn't been destroyed yet).
- statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleOpen); // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
- };
- class CloseDoor_2: OpenDoor_1
- {
- displayName = "Close Door";
- priority = 0.2;
- position = door2;
- condition = ((this animationPhase 'door2') >= 0.5); // Checks if the door is currently open and not destroyed.
- statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleClose);
- };
- };
- };
- class Land_Market_DED_Market_02_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_02_f.p3d";
- scope=2;
- displayName="Market2";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Market_DED_Market_03_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_03_f.p3d";
- scope=2;
- displayName="Market3";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Market_DED_Market_04_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_04_f.p3d";
- scope=2;
- displayName="Market4";
- armor=999999;
- destrType="DestructNo";
- };
- class land_market_ded_market_05_f: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_05_f.p3d";
- scope=2;
- displayName="Market5";
- armor=999999;
- destrType="DestructNo";
- class animationSources
- {
- class door1
- {
- source="user";
- animPeriod=1;
- initPhase=0;
- };
- class door2: door1
- {
- };
- class door3: door1
- {
- };
- class door4: door1
- {
- };
- class door5: door1
- {
- };
- class door6: door1
- {
- };
- };
- };
- class Land_Market_DED_Market_06_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\market_ded_market_06_f.p3d";
- scope=2;
- displayName="Market6";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_Planter_DED_Planter_01_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\planter_ded_planter_01_f.p3d";
- scope=2;
- displayName="Planter";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_sidewalk_DED_sidewalk_01_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\sidewalk_ded_sidewalk_01_f.p3d";
- scope=2;
- displayName="Sidewalk1";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_sidewalk_DED_sidewalk_02_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\sidewalk_ded_sidewalk_02_f.p3d";
- scope=2;
- displayName="Sidewalk2";
- armor=999999;
- destrType="DestructNo";
- };
- class Land_sidewalk_DED_sidewalk_03_F: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\sidewalk_ded_sidewalk_03_f.p3d";
- scope=2;
- displayName="Sidewalk3";
- armor=999999;
- destrType="DestructNo";
- };
- class land_smallshop_ded_smallshop_01_f: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\smallshop_ded_smallshop_01_f.p3d";
- scope=2;
- displayName="SmallShop1";
- armor=999999;
- destrType="DestructNo";
- class animationSources
- {
- class door1
- {
- source="user";
- animPeriod=1;
- initPhase=0;
- sound="GenericDoorsSound";
- };
- };
- };
- class land_smallshop_ded_smallshop_02_f: House
- {
- vehicleClass="Suburb";
- model="\Michael\Michael\debin\smallshop_ded_smallshop_02_f.p3d";
- scope=2;
- displayName="SmallShop2";
- armor=999999;
- destrType="DestructNo";
- class animationSources
- };
- };
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