Advertisement
Guest User

Untitled

a guest
Aug 17th, 2017
78
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 22.05 KB | None | 0 0
  1. class CfgPatches
  2. {
  3. class DED_Simple_01
  4. {
  5. units[]=
  6. {
  7. "Land_Dumpster_DED_Dumpster_01_F",
  8. "Land_Fancysidewalk_DED_Fancysidewalk_01_F",
  9. "Land_Fancysidewalk_DED_Fancysidewalk_02_F",
  10. "Land_Fancysidewalk_DED_Fancysidewalk_03_F",
  11. "Land_Home1g_DED_Home1g_01_F",
  12. "Land_Home2b_DED_Home2b_01_F",
  13. "Land_Home3r_DED_Home3r_01_F",
  14. "Land_Home4w_DED_Home4w_01_F",
  15. "Land_Home5y_DED_Home5y_01_F",
  16. "Land_Home6b_DED_Home6b_01_F",
  17. "Land_Mailbox_DED_Mailbox_01_F",
  18. "Land_Market_DED_Market_01_F",
  19. "Land_Market_DED_Market_02_F",
  20. "Land_Market_DED_Market_03_F",
  21. "Land_Market_DED_Market_04_F",
  22. "Land_Market_DED_Market_05_F",
  23. "Land_Market_DED_Market_06_F",
  24. "Land_Planter_DED_Planter_01_F",
  25. "Land_sidewalk_DED_sidewalk_01_F",
  26. "Land_sidewalk_DED_sidewalk_02_F",
  27. "Land_sidewalk_DED_sidewalk_03_F",
  28. "Land_Smallshop_DED_Smallshop_01_F",
  29. "Land_Smallshop_DED_Smallshop_02_F"
  30. };
  31. weapons[]={};
  32. requiredVersion=2;
  33. requiredAddons[]={};
  34. };
  35. };
  36. class CfgVehicleClasses
  37. {
  38. class Suburb
  39. {
  40. displayName="Suburb";
  41. };
  42. };
  43. class CfgVehicles
  44. {
  45. class House;
  46. class Land_Dumpster_DED_Dumpster_01_F: House
  47. {
  48. vehicleClass="Suburb";
  49. model="\Michael\Michael\debin\dumpster_ded_dumpster_01_f.p3d";
  50. scope=2;
  51. displayName="Dumpster";
  52. armor=999999;
  53. destrType="DestructNo";
  54. };
  55. class Land_Fancysidewalk_DED_Fancysidewalk_01_F: House
  56. {
  57. vehicleClass="Suburb";
  58. model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_01_f.p3d";
  59. scope=2;
  60. displayName="FancySideWalk1";
  61. armor=999999;
  62. destrType="DestructNo";
  63. };
  64. class Land_Fancysidewalk_DED_Fancysidewalk_02_F: House
  65. {
  66. vehicleClass="Suburb";
  67. model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_02_f.p3d";
  68. scope=2;
  69. displayName="FancySideWalk2";
  70. armor=999999;
  71. destrType="DestructNo";
  72. };
  73. class Land_Fancysidewalk_DED_Fancysidewalk_03_F: House
  74. {
  75. vehicleClass="Suburb";
  76. model="\Michael\Michael\debin\fancysidewalk_ded_fancysidewalk_03_f.p3d";
  77. scope=2;
  78. displayName="FancySideWalk3";
  79. armor=999999;
  80. destrType="DestructNo";
  81. };
  82. class land_home1g_ded_home1g_01_f: House
  83. {
  84. vehicleClass="Suburb";
  85. model="\Michael\Michael\debin\home1g_ded_home1g_01_f.p3d";
  86. scope=2;
  87. displayName="Home1g";
  88. armor=999999;
  89. destrType="DestructNo";
  90. class animationSources
  91. {
  92. class door
  93. {
  94. source="user";
  95. animPeriod=10;
  96. initPhase=0;
  97. };
  98. class door1
  99. {
  100. source="user";
  101. animPeriod=1;
  102. initPhase=0;
  103. sound="GenericDoorsSound";
  104. };
  105. class door2: door1
  106. {
  107. };
  108. class door3: door1
  109. {
  110. };
  111. class door4: door1
  112. {
  113. };
  114. class door5: door1
  115. {
  116. };
  117. class door6: door1
  118. {
  119. };
  120. };
  121. };
  122.  
  123. class UserActions {
  124. class OpenDoor_1
  125. {
  126. 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.
  127. displayName = "Open Door"; // Label of the action used in the action menu itself.
  128. position = door1; // Point in Memory lod in p3d around which the action is available.
  129. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  130. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  131. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  132. 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).
  133. 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.
  134. };
  135. class CloseDoor_1: OpenDoor_1
  136. {
  137. displayName = "Close Door";
  138. priority = 0.2;
  139. position = door1;
  140. condition = ((this animationPhase 'door1') >= 0.5); // Checks if the door is currently open and not destroyed.
  141. statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleClose);
  142. };
  143. class OpenDoor_2: OpenDoor_1
  144. {
  145. 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.
  146. displayName = "Open Door"; // Label of the action used in the action menu itself.
  147. position = door2; // Point in Memory lod in p3d around which the action is available.
  148. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  149. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  150. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  151. 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).
  152. 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.
  153. };
  154. class CloseDoor_2: OpenDoor_1
  155. {
  156. displayName = "Close Door";
  157. priority = 0.2;
  158. position = door2;
  159. condition = ((this animationPhase 'door2') >= 0.5); // Checks if the door is currently open and not destroyed.
  160. statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleClose);
  161. };
  162. class OpenDoor_3: OpenDoor_1
  163. {
  164. 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.
  165. displayName = "Open Door"; // Label of the action used in the action menu itself.
  166. position = door3; // Point in Memory lod in p3d around which the action is available.
  167. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  168. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  169. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  170. 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).
  171. 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.
  172. };
  173. class CloseDoor_3: OpenDoor_1
  174. {
  175. displayName = "Close Door";
  176. position = door3;
  177. priority = 0.2;
  178. condition = ((this animationPhase 'door3') >= 0.5); // Checks if the door is currently open and not destroyed.
  179. statement = ([this, 'door3'] call BIS_fnc_DoorNoHandleClose);
  180. };
  181. class OpenDoor_4: OpenDoor_1
  182. {
  183. 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.
  184. displayName = "Open Door"; // Label of the action used in the action menu itself.
  185. position = door4; // Point in Memory lod in p3d around which the action is available.
  186. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  187. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  188. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  189. 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).
  190. 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.
  191. };
  192. class CloseDoor_4: OpenDoor_1
  193. {
  194. displayName = "Close Door";
  195. position = door4;
  196. priority = 0.2;
  197. condition = ((this animationPhase 'door4') >= 0.5); // Checks if the door is currently open and not destroyed.
  198. statement = ([this, 'door4'] call BIS_fnc_DoorNoHandleClose);
  199. };
  200. class OpenDoor_5: OpenDoor_1
  201. {
  202. 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.
  203. displayName = "Open Door"; // Label of the action used in the action menu itself.
  204. position = door5; // Point in Memory lod in p3d around which the action is available.
  205. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  206. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  207. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  208. 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).
  209. 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.
  210. };
  211. class CloseDoor_5: OpenDoor_1
  212. {
  213. displayName = "Close Door";
  214. priority = 0.2;
  215. position = door5;
  216. condition = ((this animationPhase 'door5') >= 0.5); // Checks if the door is currently open and not destroyed.
  217. statement = ([this, 'door5'] call BIS_fnc_DoorNoHandleClose);
  218. };
  219. class OpenDoor_6: OpenDoor_1
  220. {
  221. 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.
  222. displayName = "Open Door"; // Label of the action used in the action menu itself.
  223. position = door6; // Point in Memory lod in p3d around which the action is available.
  224. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  225. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  226. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  227. 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).
  228. 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.
  229. };
  230. class CloseDoor_6: OpenDoor_1
  231. {
  232. displayName = "Close Door";
  233. position = door6;
  234. priority = 0.2;
  235. condition = ((this animationPhase 'door6') >= 0.5); // Checks if the door is currently open and not destroyed.
  236. statement = ([this, 'door6'] call BIS_fnc_DoorNoHandleClose);
  237. };
  238. class OpenDoor_7: OpenDoor_1
  239. {
  240. 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.
  241. displayName = "Open Door"; // Label of the action used in the action menu itself.
  242. position = door7; // Point in Memory lod in p3d around which the action is available.
  243. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  244. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  245. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  246. 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).
  247. 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.
  248. };
  249. class CloseDoor_7: OpenDoor_1
  250. {
  251. displayName = "Close Door";
  252. position = door7;
  253. priority = 0.2;
  254. condition = ((this animationPhase 'door7') >= 0.5); // Checks if the door is currently open and not destroyed.
  255. statement = ([this, 'door7'] call BIS_fnc_DoorNoHandleClose);
  256. };
  257. class OpenGarage_1: OpenDoor_1
  258. {
  259. 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.
  260. displayName = "Open Garage"; // Label of the action used in the action menu itself.
  261. position = garagebutton; // Point in Memory lod in p3d around which the action is available.
  262. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  263. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  264. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  265. 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).
  266. 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.
  267. };
  268. class CloseGarage_1: OpenDoor_1
  269. {
  270. displayName = "Close Garage";
  271. priority = 0.2;
  272. condition = ((this animationPhase 'garagebutton') >= 0.5); // Checks if the door is currently open and not destroyed.
  273. statement = (this animateSource["garagebutton", 0];);
  274. };
  275. }:
  276. };
  277. class Land_Home2b_DED_Home2b_01_F: Land_Home1g_DED_Home1g_01_F
  278. {
  279. vehicleClass="Suburb";
  280. model="\Michael\Michael\debin\home2b_ded_home2b_01_f.p3d";
  281. scope=2;
  282. displayName="Home2b";
  283. armor=999999;
  284. };
  285. class Land_Home3r_DED_Home3r_01_F: Land_Home1g_DED_Home1g_01_F
  286. {
  287. vehicleClass="Suburb";
  288. model="\Michael\Michael\debin\home3r_ded_home3r_01_f.p3d";
  289. scope=2;
  290. displayName="Home3r";
  291. armor=999999;
  292. class animationSources
  293. {
  294. class door
  295. {
  296. source="user";
  297. animPeriod=10;
  298. initPhase=0;
  299. };
  300. class door1
  301. {
  302. source="user";
  303. animPeriod=1;
  304. initPhase=0;
  305. sound="GenericDoorsSound";
  306. };
  307. class door2: door1
  308. {
  309. };
  310. class door3: door1
  311. {
  312. };
  313. class door4: door1
  314. {
  315. };
  316. class door5: door1
  317. {
  318. };
  319. class door6: door1
  320. {
  321. };
  322. class door7: door1
  323. {
  324. };
  325. };
  326. };
  327. class Land_Home4w_DED_Home4w_01_F: Land_Home1g_DED_Home1g_01_F
  328. {
  329. vehicleClass="Suburb";
  330. model="\Michael\Michael\debin\home4w_ded_home4w_01_f.p3d";
  331. scope=2;
  332. displayName="Home4w";
  333. armor=999999;
  334. };
  335. class Land_Home5y_DED_Home5y_01_F: Land_Home1g_DED_Home1g_01_F
  336. {
  337. vehicleClass="Suburb";
  338. model="\Michael\Michael\debin\home5y_ded_home5y_01_f.p3d";
  339. scope=2;
  340. displayName="Home5y";
  341. armor=999999;
  342. };
  343. class Land_Home6b_DED_Home6b_01_F: Land_Home3r_DED_Home3r_01_F
  344. {
  345. vehicleClass="Suburb";
  346. model="\Michael\Michael\debin\home6b_ded_home6b_01_f.p3d";
  347. scope=2;
  348. displayName="Home6b";
  349. armor=999999;
  350. };
  351. class Land_Mailbox_DED_Mailbox_01_F: House
  352. {
  353. vehicleClass="Suburb";
  354. model="\Michael\Michael\debin\mailbox_ded_mailbox_01_f.p3d";
  355. scope=2;
  356. displayName="MailBox";
  357. armor=999999;
  358. destrType="DestructNo";
  359. };
  360. class land_market_ded_market_01_f: House
  361. {
  362. vehicleClass="Suburb";
  363. model="\Michael\Michael\debin\market_ded_market_01_f.p3d";
  364. scope=2;
  365. displayName="A3PL mcFishers";
  366. armor=999999;
  367. destrType="DestructNo";
  368. class animationSources
  369. {
  370. class door1
  371. {
  372. source="user";
  373. animPeriod=1;
  374. initPhase=0;
  375. sound="GenericDoorsSound";
  376. };
  377. class door2: door1
  378. {
  379. };
  380. };
  381.  
  382. class UserActions {
  383. class OpenDoor_1
  384. {
  385. 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.
  386. displayName = "Open Door"; // Label of the action used in the action menu itself.
  387. position = door1; // Point in Memory lod in p3d around which the action is available.
  388. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  389. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  390. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  391. 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).
  392. 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.
  393. };
  394. class CloseDoor_1: OpenDoor_1
  395. {
  396. displayName = "Close Door";
  397. priority = 0.2;
  398. condition = ((this animationPhase 'door1') >= 0.5); // Checks if the door is currently open and not destroyed.
  399. statement = ([this, 'door1'] call BIS_fnc_DoorNoHandleClose);
  400. };
  401. class OpenDoor_2: OpenDoor_1
  402. {
  403. 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.
  404. displayName = "Open Door"; // Label of the action used in the action menu itself.
  405. position = door2; // Point in Memory lod in p3d around which the action is available.
  406. priority = 0.4; // Priority coefficient used for sorting action in the action menu.
  407. radius = 1.5; // Range around the above defined point in which you need to be to access the action.
  408. onlyForPlayer = false; // Defines if the action is available only to players or AI as well.
  409. 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).
  410. 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.
  411. };
  412. class CloseDoor_2: OpenDoor_1
  413. {
  414. displayName = "Close Door";
  415. priority = 0.2;
  416. position = door2;
  417. condition = ((this animationPhase 'door2') >= 0.5); // Checks if the door is currently open and not destroyed.
  418. statement = ([this, 'door2'] call BIS_fnc_DoorNoHandleClose);
  419. };
  420. };
  421. };
  422. class Land_Market_DED_Market_02_F: House
  423. {
  424. vehicleClass="Suburb";
  425. model="\Michael\Michael\debin\market_ded_market_02_f.p3d";
  426. scope=2;
  427. displayName="Market2";
  428. armor=999999;
  429. destrType="DestructNo";
  430. };
  431. class Land_Market_DED_Market_03_F: House
  432. {
  433. vehicleClass="Suburb";
  434. model="\Michael\Michael\debin\market_ded_market_03_f.p3d";
  435. scope=2;
  436. displayName="Market3";
  437. armor=999999;
  438. destrType="DestructNo";
  439. };
  440. class Land_Market_DED_Market_04_F: House
  441. {
  442. vehicleClass="Suburb";
  443. model="\Michael\Michael\debin\market_ded_market_04_f.p3d";
  444. scope=2;
  445. displayName="Market4";
  446. armor=999999;
  447. destrType="DestructNo";
  448. };
  449. class land_market_ded_market_05_f: House
  450. {
  451. vehicleClass="Suburb";
  452. model="\Michael\Michael\debin\market_ded_market_05_f.p3d";
  453. scope=2;
  454. displayName="Market5";
  455. armor=999999;
  456. destrType="DestructNo";
  457. class animationSources
  458. {
  459. class door1
  460. {
  461. source="user";
  462. animPeriod=1;
  463. initPhase=0;
  464. };
  465. class door2: door1
  466. {
  467. };
  468. class door3: door1
  469. {
  470. };
  471. class door4: door1
  472. {
  473. };
  474. class door5: door1
  475. {
  476. };
  477. class door6: door1
  478. {
  479. };
  480. };
  481. };
  482. class Land_Market_DED_Market_06_F: House
  483. {
  484. vehicleClass="Suburb";
  485. model="\Michael\Michael\debin\market_ded_market_06_f.p3d";
  486. scope=2;
  487. displayName="Market6";
  488. armor=999999;
  489. destrType="DestructNo";
  490. };
  491. class Land_Planter_DED_Planter_01_F: House
  492. {
  493. vehicleClass="Suburb";
  494. model="\Michael\Michael\debin\planter_ded_planter_01_f.p3d";
  495. scope=2;
  496. displayName="Planter";
  497. armor=999999;
  498. destrType="DestructNo";
  499. };
  500. class Land_sidewalk_DED_sidewalk_01_F: House
  501. {
  502. vehicleClass="Suburb";
  503. model="\Michael\Michael\debin\sidewalk_ded_sidewalk_01_f.p3d";
  504. scope=2;
  505. displayName="Sidewalk1";
  506. armor=999999;
  507. destrType="DestructNo";
  508. };
  509. class Land_sidewalk_DED_sidewalk_02_F: House
  510. {
  511. vehicleClass="Suburb";
  512. model="\Michael\Michael\debin\sidewalk_ded_sidewalk_02_f.p3d";
  513. scope=2;
  514. displayName="Sidewalk2";
  515. armor=999999;
  516. destrType="DestructNo";
  517. };
  518. class Land_sidewalk_DED_sidewalk_03_F: House
  519. {
  520. vehicleClass="Suburb";
  521. model="\Michael\Michael\debin\sidewalk_ded_sidewalk_03_f.p3d";
  522. scope=2;
  523. displayName="Sidewalk3";
  524. armor=999999;
  525. destrType="DestructNo";
  526. };
  527. class land_smallshop_ded_smallshop_01_f: House
  528. {
  529. vehicleClass="Suburb";
  530. model="\Michael\Michael\debin\smallshop_ded_smallshop_01_f.p3d";
  531. scope=2;
  532. displayName="SmallShop1";
  533. armor=999999;
  534. destrType="DestructNo";
  535. class animationSources
  536. {
  537. class door1
  538. {
  539. source="user";
  540. animPeriod=1;
  541. initPhase=0;
  542. sound="GenericDoorsSound";
  543. };
  544. };
  545. };
  546. class land_smallshop_ded_smallshop_02_f: House
  547. {
  548. vehicleClass="Suburb";
  549. model="\Michael\Michael\debin\smallshop_ded_smallshop_02_f.p3d";
  550. scope=2;
  551. displayName="SmallShop2";
  552. armor=999999;
  553. destrType="DestructNo";
  554. class animationSources
  555. };
  556. };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement