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  1.  
  2. class CfgPatches {
  3.  
  4. class ALF_Entreprise {
  5. requiredAddons = {"A3_Structures_F"};
  6. requiredVersion = 0.100000;
  7. units = {"ALF_Entreprise"};
  8. weapons = {};
  9. };
  10. };
  11.  
  12. class CfgVehicles {
  13. /*extern*/ class House;
  14.  
  15. class House_F: House {
  16. /*extern*/ class DestructionEffects;
  17. };
  18. /*extern*/ class Ruins_F;
  19.  
  20. class ALF_Entreprise: House_F {
  21. scope = 2;
  22. displayName = "Entreprise";
  23. model = "\alf_bat_entreprise\alf_bat_entreprise.p3d";
  24. mapSize = 20.270000;
  25. cost = 40000;
  26. selectionDamage = "DamT_1";
  27. replaceDamagedHitpoints = {"Hitzone_1_hitpoint", "Hitzone_2_hitpoint"};
  28. replaceDamaged = "alf_bat_entreprise";
  29.  
  30. class DestructionEffects: DestructionEffects {
  31.  
  32. class Ruin {
  33. simulation = "ruin";
  34. type = "\alf_bat_entreprise\alf_bat_entreprise.p3d";
  35. position = "";
  36. intensity = 1;
  37. interval = 1;
  38. lifeTime = 1;
  39. };
  40. };
  41.  
  42. class HitPoints {
  43.  
  44. class Hitzone_1_hitpoint {
  45. armor = 20;
  46. material = -1;
  47. name = "Dam_1";
  48. visual = "DamT_1";
  49. passThrough = 1;
  50. radius = 0.375000;
  51. convexComponent = "Dam_2";
  52. explosionShielding = 50;
  53. minimalHit = 0.001000;
  54.  
  55. class DestructionEffects {
  56.  
  57. class Dust {
  58. simulation = "particles";
  59. type = "HousePartDust";
  60. position = "Dam_1_effects";
  61. intensity = 1;
  62. interval = 1;
  63. lifeTime = 0.010000;
  64. };
  65.  
  66. class Dust2: Dust {
  67. type = "HousePartDustLong";
  68. };
  69.  
  70. class Walls: Dust {
  71. type = "HousePartWall";
  72. };
  73.  
  74. class DamageAround {
  75. simulation = "damageAround";
  76. type = "DamageAroundHousePart";
  77. position = "Dam_1_effects";
  78. intensity = 1;
  79. interval = 1;
  80. lifeTime = 1;
  81. };
  82. };
  83. };
  84.  
  85. class Hitzone_2_hitpoint: Hitzone_1_hitpoint {
  86. name = "Dam_2";
  87. convexComponent = "Dam_2";
  88.  
  89. class DestructionEffects: DestructionEffects {
  90.  
  91. class Dust: Dust {
  92. position = "Dam_2_effects";
  93. };
  94.  
  95. class Dust2: Dust2 {
  96. position = "Dam_2_effects";
  97. };
  98.  
  99. class Walls: Walls {
  100. position = "Dam_2_effects";
  101. };
  102.  
  103. class DamageAround: DamageAround {
  104. position = "Dam_2_effects";
  105. };
  106. };
  107. };
  108.  
  109. class Glass_1_hitpoint {
  110. armor = 0.010000;
  111. material = -1;
  112. name = "Glass_1";
  113. visual = "Glass_1_hide";
  114. passThrough = 0;
  115. radius = 0.175000;
  116. convexComponent = "Glass_1_hide";
  117.  
  118. class DestructionEffects {
  119.  
  120. class BrokenGlass1 {
  121. simulation = "particles";
  122. type = "BrokenGlass1NB";
  123. position = "Glass_1_effects";
  124. intensity = 0.150000;
  125. interval = 1;
  126. lifeTime = 0.050000;
  127. };
  128.  
  129. class BrokenGlass2: BrokenGlass1 {
  130. type = "BrokenGlass2NB";
  131. };
  132.  
  133. class BrokenGlass3: BrokenGlass1 {
  134. type = "BrokenGlass3NB";
  135. };
  136.  
  137. class BrokenGlass4: BrokenGlass1 {
  138. type = "BrokenGlass4NB";
  139. };
  140.  
  141. class BrokenGlass5: BrokenGlass1 {
  142. type = "BrokenGlass5NB";
  143. };
  144.  
  145. class BrokenGlass6: BrokenGlass1 {
  146. type = "BrokenGlass6NB";
  147. };
  148.  
  149. class BrokenGlass7: BrokenGlass1 {
  150. type = "BrokenGlass7NB";
  151. };
  152.  
  153. class BrokenGlass1S: BrokenGlass1 {
  154. type = "BrokenGlass1SB";
  155. };
  156.  
  157. class BrokenGlass2S: BrokenGlass1 {
  158. type = "BrokenGlass2SB";
  159. };
  160.  
  161. class BrokenGlass3S: BrokenGlass1 {
  162. type = "BrokenGlass3SB";
  163. };
  164.  
  165. class BrokenGlass4S: BrokenGlass1 {
  166. type = "BrokenGlass4SB";
  167. };
  168.  
  169. class BrokenGlass5S: BrokenGlass1 {
  170. type = "BrokenGlass5SB";
  171. };
  172.  
  173. class BrokenGlass6S: BrokenGlass1 {
  174. type = "BrokenGlass6SB";
  175. };
  176.  
  177. class BrokenGlass7S: BrokenGlass1 {
  178. type = "BrokenGlass7SB";
  179. };
  180. };
  181. };
  182.  
  183. class Glass_2_hitpoint {
  184. armor = 0.010000;
  185. material = -1;
  186. name = "Glass_2";
  187. visual = "Glass_2_hide";
  188. passThrough = 0;
  189. radius = 0.175000;
  190. convexComponent = "Glass_2_hide";
  191.  
  192. class DestructionEffects {
  193.  
  194. class BrokenGlass1 {
  195. simulation = "particles";
  196. type = "BrokenGlass1NB";
  197. position = "Glass_2_effects";
  198. intensity = 0.150000;
  199. interval = 1;
  200. lifeTime = 0.050000;
  201. };
  202.  
  203. class BrokenGlass2: BrokenGlass1 {
  204. type = "BrokenGlass2NB";
  205. };
  206.  
  207. class BrokenGlass3: BrokenGlass1 {
  208. type = "BrokenGlass3NB";
  209. };
  210.  
  211. class BrokenGlass4: BrokenGlass1 {
  212. type = "BrokenGlass4NB";
  213. };
  214.  
  215. class BrokenGlass5: BrokenGlass1 {
  216. type = "BrokenGlass5NB";
  217. };
  218.  
  219. class BrokenGlass6: BrokenGlass1 {
  220. type = "BrokenGlass6NB";
  221. };
  222.  
  223. class BrokenGlass7: BrokenGlass1 {
  224. type = "BrokenGlass7NB";
  225. };
  226.  
  227. class BrokenGlass1S: BrokenGlass1 {
  228. type = "BrokenGlass1SB";
  229. };
  230.  
  231. class BrokenGlass2S: BrokenGlass1 {
  232. type = "BrokenGlass2SB";
  233. };
  234.  
  235. class BrokenGlass3S: BrokenGlass1 {
  236. type = "BrokenGlass3SB";
  237. };
  238.  
  239. class BrokenGlass4S: BrokenGlass1 {
  240. type = "BrokenGlass4SB";
  241. };
  242.  
  243. class BrokenGlass5S: BrokenGlass1 {
  244. type = "BrokenGlass5SB";
  245. };
  246.  
  247. class BrokenGlass6S: BrokenGlass1 {
  248. type = "BrokenGlass6SB";
  249. };
  250.  
  251. class BrokenGlass7S: BrokenGlass1 {
  252. type = "BrokenGlass7SB";
  253. };
  254. };
  255. };
  256.  
  257. class Glass_3_hitpoint {
  258. armor = 0.010000;
  259. material = -1;
  260. name = "Glass_3";
  261. visual = "Glass_3_hide";
  262. passThrough = 0;
  263. radius = 0.175000;
  264. convexComponent = "Glass_3_hide";
  265.  
  266. class DestructionEffects {
  267.  
  268. class BrokenGlass1 {
  269. simulation = "particles";
  270. type = "BrokenGlass1ND";
  271. position = "Glass_3_effects";
  272. intensity = 0.150000;
  273. interval = 1;
  274. lifeTime = 0.050000;
  275. };
  276.  
  277. class BrokenGlass2: BrokenGlass1 {
  278. type = "BrokenGlass2ND";
  279. };
  280.  
  281. class BrokenGlass3: BrokenGlass1 {
  282. type = "BrokenGlass3ND";
  283. };
  284.  
  285. class BrokenGlass4: BrokenGlass1 {
  286. type = "BrokenGlass4ND";
  287. };
  288.  
  289. class BrokenGlass5: BrokenGlass1 {
  290. type = "BrokenGlass5ND";
  291. };
  292.  
  293. class BrokenGlass6: BrokenGlass1 {
  294. type = "BrokenGlass6ND";
  295. };
  296.  
  297. class BrokenGlass7: BrokenGlass1 {
  298. type = "BrokenGlass7ND";
  299. };
  300.  
  301. class BrokenGlass1S: BrokenGlass1 {
  302. type = "BrokenGlass1SD";
  303. };
  304.  
  305. class BrokenGlass2S: BrokenGlass1 {
  306. type = "BrokenGlass2SD";
  307. };
  308.  
  309. class BrokenGlass3S: BrokenGlass1 {
  310. type = "BrokenGlass3SD";
  311. };
  312.  
  313. class BrokenGlass4S: BrokenGlass1 {
  314. type = "BrokenGlass4SD";
  315. };
  316.  
  317. class BrokenGlass5S: BrokenGlass1 {
  318. type = "BrokenGlass5SD";
  319. };
  320.  
  321. class BrokenGlass6S: BrokenGlass1 {
  322. type = "BrokenGlass6SD";
  323. };
  324.  
  325. class BrokenGlass7S: BrokenGlass1 {
  326. type = "BrokenGlass7SD";
  327. };
  328. };
  329. };
  330.  
  331. class Glass_4_hitpoint {
  332. armor = 0.010000;
  333. material = -1;
  334. name = "Glass_4";
  335. visual = "Glass_4_hide";
  336. passThrough = 0;
  337. radius = 0.175000;
  338. convexComponent = "Glass_4_hide";
  339.  
  340. class DestructionEffects {
  341.  
  342. class BrokenGlass1 {
  343. simulation = "particles";
  344. type = "BrokenGlass1ND";
  345. position = "Glass_4_effects";
  346. intensity = 0.150000;
  347. interval = 1;
  348. lifeTime = 0.050000;
  349. };
  350.  
  351. class BrokenGlass2: BrokenGlass1 {
  352. type = "BrokenGlass2ND";
  353. };
  354.  
  355. class BrokenGlass3: BrokenGlass1 {
  356. type = "BrokenGlass3ND";
  357. };
  358.  
  359. class BrokenGlass4: BrokenGlass1 {
  360. type = "BrokenGlass4ND";
  361. };
  362.  
  363. class BrokenGlass5: BrokenGlass1 {
  364. type = "BrokenGlass5ND";
  365. };
  366.  
  367. class BrokenGlass6: BrokenGlass1 {
  368. type = "BrokenGlass6ND";
  369. };
  370.  
  371. class BrokenGlass7: BrokenGlass1 {
  372. type = "BrokenGlass7ND";
  373. };
  374.  
  375. class BrokenGlass1S: BrokenGlass1 {
  376. type = "BrokenGlass1SD";
  377. };
  378.  
  379. class BrokenGlass2S: BrokenGlass1 {
  380. type = "BrokenGlass2SD";
  381. };
  382.  
  383. class BrokenGlass3S: BrokenGlass1 {
  384. type = "BrokenGlass3SD";
  385. };
  386.  
  387. class BrokenGlass4S: BrokenGlass1 {
  388. type = "BrokenGlass4SD";
  389. };
  390.  
  391. class BrokenGlass5S: BrokenGlass1 {
  392. type = "BrokenGlass5SD";
  393. };
  394.  
  395. class BrokenGlass6S: BrokenGlass1 {
  396. type = "BrokenGlass6SD";
  397. };
  398.  
  399. class BrokenGlass7S: BrokenGlass1 {
  400. type = "BrokenGlass7SD";
  401. };
  402. };
  403. };
  404.  
  405. class Glass_5_hitpoint {
  406. armor = 0.010000;
  407. material = -1;
  408. name = "Glass_5";
  409. visual = "Glass_5_hide";
  410. passThrough = 0;
  411. radius = 0.175000;
  412. convexComponent = "Glass_5_hide";
  413.  
  414. class DestructionEffects {
  415.  
  416. class BrokenGlass1 {
  417. simulation = "particles";
  418. type = "BrokenGlass1ND";
  419. position = "Glass_5_effects";
  420. intensity = 0.150000;
  421. interval = 1;
  422. lifeTime = 0.050000;
  423. };
  424.  
  425. class BrokenGlass2: BrokenGlass1 {
  426. type = "BrokenGlass2ND";
  427. };
  428.  
  429. class BrokenGlass3: BrokenGlass1 {
  430. type = "BrokenGlass3ND";
  431. };
  432.  
  433. class BrokenGlass4: BrokenGlass1 {
  434. type = "BrokenGlass4ND";
  435. };
  436.  
  437. class BrokenGlass5: BrokenGlass1 {
  438. type = "BrokenGlass5ND";
  439. };
  440.  
  441. class BrokenGlass6: BrokenGlass1 {
  442. type = "BrokenGlass6ND";
  443. };
  444.  
  445. class BrokenGlass7: BrokenGlass1 {
  446. type = "BrokenGlass7ND";
  447. };
  448.  
  449. class BrokenGlass1S: BrokenGlass1 {
  450. type = "BrokenGlass1SD";
  451. };
  452.  
  453. class BrokenGlass2S: BrokenGlass1 {
  454. type = "BrokenGlass2SD";
  455. };
  456.  
  457. class BrokenGlass3S: BrokenGlass1 {
  458. type = "BrokenGlass3SD";
  459. };
  460.  
  461. class BrokenGlass4S: BrokenGlass1 {
  462. type = "BrokenGlass4SD";
  463. };
  464.  
  465. class BrokenGlass5S: BrokenGlass1 {
  466. type = "BrokenGlass5SD";
  467. };
  468.  
  469. class BrokenGlass6S: BrokenGlass1 {
  470. type = "BrokenGlass6SD";
  471. };
  472.  
  473. class BrokenGlass7S: BrokenGlass1 {
  474. type = "BrokenGlass7SD";
  475. };
  476. };
  477. };
  478.  
  479. class Glass_6_hitpoint {
  480. armor = 0.010000;
  481. material = -1;
  482. name = "Glass_6";
  483. visual = "Glass_6_hide";
  484. passThrough = 0;
  485. radius = 0.175000;
  486. convexComponent = "Glass_6_hide";
  487.  
  488. class DestructionEffects {
  489.  
  490. class BrokenGlass1 {
  491. simulation = "particles";
  492. type = "BrokenGlass1NN";
  493. position = "Glass_6_effects";
  494. intensity = 0.150000;
  495. interval = 1;
  496. lifeTime = 0.050000;
  497. };
  498.  
  499. class BrokenGlass2: BrokenGlass1 {
  500. type = "BrokenGlass2NN";
  501. };
  502.  
  503. class BrokenGlass3: BrokenGlass1 {
  504. type = "BrokenGlass3NN";
  505. };
  506.  
  507. class BrokenGlass4: BrokenGlass1 {
  508. type = "BrokenGlass4NN";
  509. };
  510.  
  511. class BrokenGlass5: BrokenGlass1 {
  512. type = "BrokenGlass5NN";
  513. };
  514.  
  515. class BrokenGlass6: BrokenGlass1 {
  516. type = "BrokenGlass6NN";
  517. };
  518.  
  519. class BrokenGlass7: BrokenGlass1 {
  520. type = "BrokenGlass7NN";
  521. };
  522.  
  523. class BrokenGlass1S: BrokenGlass1 {
  524. type = "BrokenGlass1SN";
  525. };
  526.  
  527. class BrokenGlass2S: BrokenGlass1 {
  528. type = "BrokenGlass2SN";
  529. };
  530.  
  531. class BrokenGlass3S: BrokenGlass1 {
  532. type = "BrokenGlass3SN";
  533. };
  534.  
  535. class BrokenGlass4S: BrokenGlass1 {
  536. type = "BrokenGlass4SN";
  537. };
  538.  
  539. class BrokenGlass5S: BrokenGlass1 {
  540. type = "BrokenGlass5SN";
  541. };
  542.  
  543. class BrokenGlass6S: BrokenGlass1 {
  544. type = "BrokenGlass6SN";
  545. };
  546.  
  547. class BrokenGlass7S: BrokenGlass1 {
  548. type = "BrokenGlass7SN";
  549. };
  550. };
  551. };
  552.  
  553. class Glass_7_hitpoint {
  554. armor = 0.010000;
  555. material = -1;
  556. name = "Glass_7";
  557. visual = "Glass_7_hide";
  558. passThrough = 0;
  559. radius = 0.175000;
  560. convexComponent = "Glass_7_hide";
  561.  
  562. class DestructionEffects {
  563.  
  564. class BrokenGlass1 {
  565. simulation = "particles";
  566. type = "BrokenGlass1NN";
  567. position = "Glass_7_effects";
  568. intensity = 0.150000;
  569. interval = 1;
  570. lifeTime = 0.050000;
  571. };
  572.  
  573. class BrokenGlass2: BrokenGlass1 {
  574. type = "BrokenGlass2NN";
  575. };
  576.  
  577. class BrokenGlass3: BrokenGlass1 {
  578. type = "BrokenGlass3NN";
  579. };
  580.  
  581. class BrokenGlass4: BrokenGlass1 {
  582. type = "BrokenGlass4NN";
  583. };
  584.  
  585. class BrokenGlass5: BrokenGlass1 {
  586. type = "BrokenGlass5NN";
  587. };
  588.  
  589. class BrokenGlass6: BrokenGlass1 {
  590. type = "BrokenGlass6NN";
  591. };
  592.  
  593. class BrokenGlass7: BrokenGlass1 {
  594. type = "BrokenGlass7NN";
  595. };
  596.  
  597. class BrokenGlass1S: BrokenGlass1 {
  598. type = "BrokenGlass1SN";
  599. };
  600.  
  601. class BrokenGlass2S: BrokenGlass1 {
  602. type = "BrokenGlass2SN";
  603. };
  604.  
  605. class BrokenGlass3S: BrokenGlass1 {
  606. type = "BrokenGlass3SN";
  607. };
  608.  
  609. class BrokenGlass4S: BrokenGlass1 {
  610. type = "BrokenGlass4SN";
  611. };
  612.  
  613. class BrokenGlass5S: BrokenGlass1 {
  614. type = "BrokenGlass5SN";
  615. };
  616.  
  617. class BrokenGlass6S: BrokenGlass1 {
  618. type = "BrokenGlass6SN";
  619. };
  620.  
  621. class BrokenGlass7S: BrokenGlass1 {
  622. type = "BrokenGlass7SN";
  623. };
  624. };
  625. };
  626.  
  627. class Glass_8_hitpoint {
  628. armor = 0.010000;
  629. material = -1;
  630. name = "Glass_8";
  631. visual = "Glass_8_hide";
  632. passThrough = 0;
  633. radius = 0.175000;
  634. convexComponent = "Glass_8_hide";
  635.  
  636. class DestructionEffects {
  637.  
  638. class BrokenGlass1 {
  639. simulation = "particles";
  640. type = "BrokenGlass1NN";
  641. position = "Glass_8_effects";
  642. intensity = 0.150000;
  643. interval = 1;
  644. lifeTime = 0.050000;
  645. };
  646.  
  647. class BrokenGlass2: BrokenGlass1 {
  648. type = "BrokenGlass2NN";
  649. };
  650.  
  651. class BrokenGlass3: BrokenGlass1 {
  652. type = "BrokenGlass3NN";
  653. };
  654.  
  655. class BrokenGlass4: BrokenGlass1 {
  656. type = "BrokenGlass4NN";
  657. };
  658.  
  659. class BrokenGlass5: BrokenGlass1 {
  660. type = "BrokenGlass5NN";
  661. };
  662.  
  663. class BrokenGlass6: BrokenGlass1 {
  664. type = "BrokenGlass6NN";
  665. };
  666.  
  667. class BrokenGlass7: BrokenGlass1 {
  668. type = "BrokenGlass7NN";
  669. };
  670.  
  671. class BrokenGlass1S: BrokenGlass1 {
  672. type = "BrokenGlass1SN";
  673. };
  674.  
  675. class BrokenGlass2S: BrokenGlass1 {
  676. type = "BrokenGlass2SN";
  677. };
  678.  
  679. class BrokenGlass3S: BrokenGlass1 {
  680. type = "BrokenGlass3SN";
  681. };
  682.  
  683. class BrokenGlass4S: BrokenGlass1 {
  684. type = "BrokenGlass4SN";
  685. };
  686.  
  687. class BrokenGlass5S: BrokenGlass1 {
  688. type = "BrokenGlass5SN";
  689. };
  690.  
  691. class BrokenGlass6S: BrokenGlass1 {
  692. type = "BrokenGlass6SN";
  693. };
  694.  
  695. class BrokenGlass7S: BrokenGlass1 {
  696. type = "BrokenGlass7SN";
  697. };
  698. };
  699. };
  700. };
  701.  
  702. class Damage {
  703. tex = {"A3\Structures_F\Data\Windows\window_set_CA.paa", "A3\Structures_F\Data\Windows\destruct_half_window_set_CA.paa", "#(argb,8,8,3)color(0.501961,0.501961,0.501961,1.0,co)", "#(argb,8,8,3)color(0.294118,0.294118,0.294118,1.0,co)", "#(argb,8,8,3)color(0.501961,0.25098,0,1.0,co)", "#(argb,8,8,3)color(0.392157,0.196078,0,1.0,co)", "#(argb,8,8,3)color(1,1,0.501961,1.0,co)", "#(argb,8,8,3)color(0.513725,0.513725,0.203922,1.0,co)", "#(argb,8,8,3)color(0.752941,0.752941,0.752941,1.0,co)", "#(argb,8,8,3)color(0.478431,0.478431,0.478431,1.0,co)", "#(argb,8,8,3)color(1,0,0,1.0,co)", "#(argb,8,8,3)color(0.701961,0,0,1.0,co)"};
  704. mat = {"A3\Structures_F\Data\Windows\window_set.rvmat", "A3\Structures_F\Data\Windows\destruct_half_window_set.rvmat", "A3\Structures_F\Data\Windows\destruct_full_window_set.rvmat"};
  705. };
  706.  
  707. class AnimationSources {
  708.  
  709. class Door_1_source {
  710. source = "user";
  711. animPeriod = 1;
  712. initPhase = 0;
  713. sound = "GenericDoorsSound";
  714. };
  715.  
  716. class Door_2_source: Door_1_source {
  717. };
  718. };
  719.  
  720. class UserActions {
  721.  
  722. class OpenDoors {
  723. displayName = "Ouvrir Porte";
  724. position = "Door_1_trigger";
  725. radius = 2.500000;
  726. onlyForPlayer = 0;
  727. condition = "this animationPhase "Door_1_rot" < 0.5";
  728. statement = "this animate ["Door_1_rot", 1]";
  729. };
  730.  
  731. class CloseDoors {
  732. displayName = "Fermer Porte";
  733. position = "Door_1_trigger";
  734. radius = 2.500000;
  735. onlyForPlayer = 0;
  736. condition = "this animationPhase "Door_1_rot" >= 0.5";
  737. statement = "this animate ["Door_1_rot", 0]";
  738. };
  739.  
  740. class OpenDoors2 {
  741. displayName = "Ouvrir Porte";
  742. position = "Door_2_trigger";
  743. radius = 2.500000;
  744. onlyForPlayer = 0;
  745. condition = "this animationPhase "Door_2_rot" < 0.5";
  746. statement = "this animate ["Door_2_rot", 1]";
  747. };
  748.  
  749. class CloseDoors2 {
  750. displayName = "Fermer Porte";
  751. position = "Door_2_trigger";
  752. radius = 2.500000;
  753. onlyForPlayer = 0;
  754. condition = "this animationPhase "Door_2_rot" >= 0.5";
  755. statement = "this animate ["Door_2_rot", 0]";
  756. };
  757. };
  758. numberOfDoors = 2;
  759. };
  760. };
  761.  
  762. class cfgMods {
  763. author = "FW";
  764. timepacked = "1430407324";
  765. };
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