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  1. class CfgPatches {
  2. class A3F_Shop_leer {
  3. requiredaddons[] = {"A3_Structures_F" };
  4. requiredversion = 1.5;
  5. units[] = {};
  6. weapons[] = {};
  7. magazines[] = {};
  8. };
  9. };
  10.  
  11. class CfgVehicleClasses {
  12. class A3F_class {
  13. displayName = "A3F Buildings";
  14. };
  15. };
  16.  
  17. class CfgVehicles {
  18. class NonStrategic; // External class reference
  19. class House; // External class reference
  20.  
  21. class House_F : House {
  22. class DestructionEffects; // External class reference
  23. class AnimationSources; // External class reference
  24. };
  25. class Ruins_F; // External class reference
  26.  
  27. class Land_A3F_Shop_leer : House_F {
  28. scope = 2;
  29. displayName = "A3F_Shop_leer";
  30. model = "\A3F_Shops\Leer\A3F_Shop_leer.p3d";
  31. vehicleClass = "A3F_class";
  32. mapSize = 20.27;
  33. author = "[A3F] Kelvin Calamari";
  34. cost = 40000;
  35. //icon = "\A3F_Courthouse\textures\icon.paa";
  36.  
  37.  
  38. class HitPoints {
  39. class Glass_1_hitpoint {
  40. armor = 0.001;
  41. material = -1;
  42. name = "Glass_1";
  43. visual = "Glass_1_hide";
  44. passThrough = 0;
  45. radius = 0.175;
  46. convexComponent = "Glass_1_hide";
  47.  
  48. class DestructionEffects {
  49. class BrokenGlass1 {
  50. simulation = "particles";
  51. type = "BrokenGlass1NN";
  52. position = "Glass_1_effects";
  53. intensity = 0.15;
  54. interval = 1;
  55. lifeTime = 0.05;
  56. };
  57.  
  58. class BrokenGlass2 : BrokenGlass1 {
  59. type = "BrokenGlass2NN";
  60. };
  61.  
  62. class BrokenGlass3 : BrokenGlass1 {
  63. type = "BrokenGlass3NN";
  64. };
  65.  
  66. class BrokenGlass4 : BrokenGlass1 {
  67. type = "BrokenGlass4NN";
  68. };
  69.  
  70. class BrokenGlass5 : BrokenGlass1 {
  71. type = "BrokenGlass5NN";
  72. };
  73.  
  74. class BrokenGlass6 : BrokenGlass1 {
  75. type = "BrokenGlass6NN";
  76. };
  77.  
  78. class BrokenGlass7 : BrokenGlass1 {
  79. type = "BrokenGlass7NN";
  80. };
  81.  
  82. };
  83. };
  84.  
  85. class Glass_2_hitpoint {
  86. armor = 0.001;
  87. material = -1;
  88. name = "Glass_2";
  89. visual = "Glass_2_hide";
  90. passThrough = 0;
  91. radius = 0.175;
  92. convexComponent = "Glass_2_hide";
  93.  
  94. class DestructionEffects {
  95. class BrokenGlass1 {
  96. simulation = "particles";
  97. type = "BrokenGlass1NN";
  98. position = "Glass_2_effects";
  99. intensity = 0.15;
  100. interval = 1;
  101. lifeTime = 0.05;
  102. };
  103.  
  104. class BrokenGlass2 : BrokenGlass1 {
  105. type = "BrokenGlass2NN";
  106. };
  107.  
  108. class BrokenGlass3 : BrokenGlass1 {
  109. type = "BrokenGlass3NN";
  110. };
  111.  
  112. class BrokenGlass4 : BrokenGlass1 {
  113. type = "BrokenGlass4NN";
  114. };
  115.  
  116. class BrokenGlass5 : BrokenGlass1 {
  117. type = "BrokenGlass5NN";
  118. };
  119.  
  120. class BrokenGlass6 : BrokenGlass1 {
  121. type = "BrokenGlass6NN";
  122. };
  123.  
  124. class BrokenGlass7 : BrokenGlass1 {
  125. type = "BrokenGlass7NN";
  126. };
  127.  
  128. class BrokenGlass1S : BrokenGlass1 {
  129. type = "BrokenGlass1SN";
  130. };
  131.  
  132. class BrokenGlass2S : BrokenGlass1 {
  133. type = "BrokenGlass2SN";
  134. };
  135.  
  136. class BrokenGlass3S : BrokenGlass1 {
  137. type = "BrokenGlass3SN";
  138. };
  139.  
  140. class BrokenGlass4S : BrokenGlass1 {
  141. type = "BrokenGlass4SN";
  142. };
  143.  
  144. class BrokenGlass5S : BrokenGlass1 {
  145. type = "BrokenGlass5SN";
  146. };
  147.  
  148. class BrokenGlass6S : BrokenGlass1 {
  149. type = "BrokenGlass6SN";
  150. };
  151.  
  152. class BrokenGlass7S : BrokenGlass1 {
  153. type = "BrokenGlass7SN";
  154. };
  155.  
  156. };
  157. };
  158.  
  159. class Glass_3_hitpoint {
  160. armor = 0.001;
  161. material = -1;
  162. name = "Glass_3";
  163. visual = "Glass_3_hide";
  164. passThrough = 0;
  165. radius = 0.175;
  166. convexComponent = "Glass_3_hide";
  167.  
  168. class DestructionEffects {
  169. class BrokenGlass1 {
  170. simulation = "particles";
  171. type = "BrokenGlass1NN";
  172. position = "Glass_3_effects";
  173. intensity = 0.15;
  174. interval = 1;
  175. lifeTime = 0.05;
  176. };
  177.  
  178. class BrokenGlass2 : BrokenGlass1 {
  179. type = "BrokenGlass2NN";
  180. };
  181.  
  182. class BrokenGlass3 : BrokenGlass1 {
  183. type = "BrokenGlass3NN";
  184. };
  185.  
  186. class BrokenGlass4 : BrokenGlass1 {
  187. type = "BrokenGlass4NN";
  188. };
  189.  
  190. class BrokenGlass5 : BrokenGlass1 {
  191. type = "BrokenGlass5NN";
  192. };
  193.  
  194. class BrokenGlass6 : BrokenGlass1 {
  195. type = "BrokenGlass6NN";
  196. };
  197.  
  198. class BrokenGlass7 : BrokenGlass1 {
  199. type = "BrokenGlass7NN";
  200. };
  201.  
  202. class BrokenGlass1S : BrokenGlass1 {
  203. type = "BrokenGlass1SN";
  204. };
  205.  
  206. class BrokenGlass2S : BrokenGlass1 {
  207. type = "BrokenGlass2SN";
  208. };
  209.  
  210. class BrokenGlass3S : BrokenGlass1 {
  211. type = "BrokenGlass3SN";
  212. };
  213.  
  214. class BrokenGlass4S : BrokenGlass1 {
  215. type = "BrokenGlass4SN";
  216. };
  217.  
  218. class BrokenGlass5S : BrokenGlass1 {
  219. type = "BrokenGlass5SN";
  220. };
  221.  
  222. class BrokenGlass6S : BrokenGlass1 {
  223. type = "BrokenGlass6SN";
  224. };
  225.  
  226. class BrokenGlass7S : BrokenGlass1 {
  227. type = "BrokenGlass7SN";
  228. };
  229.  
  230. };
  231. };
  232.  
  233. class Glass_4_hitpoint {
  234. armor = 0.001;
  235. material = -1;
  236. name = "Glass_4";
  237. visual = "Glass_4_hide";
  238. passThrough = 0;
  239. radius = 0.175;
  240. convexComponent = "Glass_4_hide";
  241.  
  242. class DestructionEffects {
  243. class BrokenGlass1 {
  244. simulation = "particles";
  245. type = "BrokenGlass1NN";
  246. position = "Glass_4_effects";
  247. intensity = 0.15;
  248. interval = 1;
  249. lifeTime = 0.05;
  250. };
  251.  
  252. class BrokenGlass2 : BrokenGlass1 {
  253. type = "BrokenGlass2NN";
  254. };
  255.  
  256. class BrokenGlass3 : BrokenGlass1 {
  257. type = "BrokenGlass3NN";
  258. };
  259.  
  260. class BrokenGlass4 : BrokenGlass1 {
  261. type = "BrokenGlass4NN";
  262. };
  263.  
  264. class BrokenGlass5 : BrokenGlass1 {
  265. type = "BrokenGlass5NN";
  266. };
  267.  
  268. class BrokenGlass6 : BrokenGlass1 {
  269. type = "BrokenGlass6NN";
  270. };
  271.  
  272. class BrokenGlass7 : BrokenGlass1 {
  273. type = "BrokenGlass7NN";
  274. };
  275.  
  276. class BrokenGlass1S : BrokenGlass1 {
  277. type = "BrokenGlass1SN";
  278. };
  279.  
  280. class BrokenGlass2S : BrokenGlass1 {
  281. type = "BrokenGlass2SN";
  282. };
  283.  
  284. class BrokenGlass3S : BrokenGlass1 {
  285. type = "BrokenGlass3SN";
  286. };
  287.  
  288. class BrokenGlass4S : BrokenGlass1 {
  289. type = "BrokenGlass4SN";
  290. };
  291.  
  292. class BrokenGlass5S : BrokenGlass1 {
  293. type = "BrokenGlass5SN";
  294. };
  295.  
  296. class BrokenGlass6S : BrokenGlass1 {
  297. type = "BrokenGlass6SN";
  298. };
  299.  
  300. class BrokenGlass7S : BrokenGlass1 {
  301. type = "BrokenGlass7SN";
  302. };
  303.  
  304. };
  305. };
  306.  
  307. class Glass_5_hitpoint {
  308. armor = 0.001;
  309. material = -1;
  310. name = "Glass_5";
  311. visual = "Glass_5_hide";
  312. passThrough = 0;
  313. radius = 0.175;
  314. convexComponent = "Glass_5_hide";
  315.  
  316. class DestructionEffects {
  317. class BrokenGlass1 {
  318. simulation = "particles";
  319. type = "BrokenGlass1NN";
  320. position = "Glass_5_effects";
  321. intensity = 0.15;
  322. interval = 1;
  323. lifeTime = 0.05;
  324. };
  325.  
  326. class BrokenGlass2 : BrokenGlass1 {
  327. type = "BrokenGlass2NN";
  328. };
  329.  
  330. class BrokenGlass3 : BrokenGlass1 {
  331. type = "BrokenGlass3NN";
  332. };
  333.  
  334. class BrokenGlass4 : BrokenGlass1 {
  335. type = "BrokenGlass4NN";
  336. };
  337.  
  338. class BrokenGlass5 : BrokenGlass1 {
  339. type = "BrokenGlass5NN";
  340. };
  341.  
  342. class BrokenGlass6 : BrokenGlass1 {
  343. type = "BrokenGlass6NN";
  344. };
  345.  
  346. class BrokenGlass7 : BrokenGlass1 {
  347. type = "BrokenGlass7NN";
  348. };
  349.  
  350. class BrokenGlass1S : BrokenGlass1 {
  351. type = "BrokenGlass1SN";
  352. };
  353.  
  354. class BrokenGlass2S : BrokenGlass1 {
  355. type = "BrokenGlass2SN";
  356. };
  357.  
  358. class BrokenGlass3S : BrokenGlass1 {
  359. type = "BrokenGlass3SN";
  360. };
  361.  
  362. class BrokenGlass4S : BrokenGlass1 {
  363. type = "BrokenGlass4SN";
  364. };
  365.  
  366. class BrokenGlass5S : BrokenGlass1 {
  367. type = "BrokenGlass5SN";
  368. };
  369.  
  370. class BrokenGlass6S : BrokenGlass1 {
  371. type = "BrokenGlass6SN";
  372. };
  373.  
  374. class BrokenGlass7S : BrokenGlass1 {
  375. type = "BrokenGlass7SN";
  376. };
  377.  
  378.  
  379. };
  380. };
  381.  
  382. class Glass_6_hitpoint {
  383. armor = 0.001;
  384. material = -1;
  385. name = "Glass_6";
  386. visual = "Glass_6_hide";
  387. passThrough = 0;
  388. radius = 0.175;
  389. convexComponent = "Glass_6_hide";
  390.  
  391. class DestructionEffects {
  392. class BrokenGlass1 {
  393. simulation = "particles";
  394. type = "BrokenGlass1NN";
  395. position = "Glass_6_effects";
  396. intensity = 0.15;
  397. interval = 1;
  398. lifeTime = 0.05;
  399. };
  400.  
  401. class BrokenGlass2 : BrokenGlass1 {
  402. type = "BrokenGlass2NN";
  403. };
  404.  
  405. class BrokenGlass3 : BrokenGlass1 {
  406. type = "BrokenGlass3NN";
  407. };
  408.  
  409. class BrokenGlass4 : BrokenGlass1 {
  410. type = "BrokenGlass4NN";
  411. };
  412.  
  413. class BrokenGlass5 : BrokenGlass1 {
  414. type = "BrokenGlass5NN";
  415. };
  416.  
  417. class BrokenGlass6 : BrokenGlass1 {
  418. type = "BrokenGlass6NN";
  419. };
  420.  
  421. class BrokenGlass7 : BrokenGlass1 {
  422. type = "BrokenGlass7NN";
  423. };
  424.  
  425. class BrokenGlass1S : BrokenGlass1 {
  426. type = "BrokenGlass1SN";
  427. };
  428.  
  429. class BrokenGlass2S : BrokenGlass1 {
  430. type = "BrokenGlass2SN";
  431. };
  432.  
  433. class BrokenGlass3S : BrokenGlass1 {
  434. type = "BrokenGlass3SN";
  435. };
  436.  
  437. class BrokenGlass4S : BrokenGlass1 {
  438. type = "BrokenGlass4SN";
  439. };
  440.  
  441. class BrokenGlass5S : BrokenGlass1 {
  442. type = "BrokenGlass5SN";
  443. };
  444.  
  445. class BrokenGlass6S : BrokenGlass1 {
  446. type = "BrokenGlass6SN";
  447. };
  448.  
  449. class BrokenGlass7S : BrokenGlass1 {
  450. type = "BrokenGlass7SN";
  451. };
  452.  
  453. };
  454. };
  455.  
  456. class Glass_7_hitpoint {
  457. armor = 0.001;
  458. material = -1;
  459. name = "Glass_7";
  460. visual = "Glass_7_hide";
  461. passThrough = 0;
  462. radius = 0.175;
  463. convexComponent = "Glass_7_hide";
  464.  
  465. class DestructionEffects {
  466. class BrokenGlass1 {
  467. simulation = "particles";
  468. type = "BrokenGlass1NN";
  469. position = "Glass_7_effects";
  470. intensity = 0.15;
  471. interval = 1;
  472. lifeTime = 0.05;
  473. };
  474.  
  475. class BrokenGlass2 : BrokenGlass1 {
  476. type = "BrokenGlass2NN";
  477. };
  478.  
  479. class BrokenGlass3 : BrokenGlass1 {
  480. type = "BrokenGlass3NN";
  481. };
  482.  
  483. class BrokenGlass4 : BrokenGlass1 {
  484. type = "BrokenGlass4NN";
  485. };
  486.  
  487. class BrokenGlass5 : BrokenGlass1 {
  488. type = "BrokenGlass5NN";
  489. };
  490.  
  491. class BrokenGlass6 : BrokenGlass1 {
  492. type = "BrokenGlass6NN";
  493. };
  494.  
  495. class BrokenGlass7 : BrokenGlass1 {
  496. type = "BrokenGlass7NN";
  497. };
  498.  
  499. class BrokenGlass1S : BrokenGlass1 {
  500. type = "BrokenGlass1SN";
  501. };
  502.  
  503. class BrokenGlass2S : BrokenGlass1 {
  504. type = "BrokenGlass2SN";
  505. };
  506.  
  507. class BrokenGlass3S : BrokenGlass1 {
  508. type = "BrokenGlass3SN";
  509. };
  510.  
  511. class BrokenGlass4S : BrokenGlass1 {
  512. type = "BrokenGlass4SN";
  513. };
  514.  
  515. class BrokenGlass5S : BrokenGlass1 {
  516. type = "BrokenGlass5SN";
  517. };
  518.  
  519. class BrokenGlass6S : BrokenGlass1 {
  520. type = "BrokenGlass6SN";
  521. };
  522.  
  523. class BrokenGlass7S : BrokenGlass1 {
  524. type = "BrokenGlass7SN";
  525. };
  526.  
  527.  
  528.  
  529.  
  530. };
  531. };
  532. };
  533.  
  534. class AnimationSources
  535. {
  536.  
  537. class Glass_1_source {
  538. source = "Hit";
  539. hitpoint = "Glass_1_hitpoint";
  540. raw = 1;
  541. };
  542.  
  543. class Glass_2_source : Glass_1_source {
  544. hitpoint = "Glass_2_hitpoint";
  545. };
  546.  
  547. class Glass_3_source : Glass_1_source {
  548. hitpoint = "Glass_3_hitpoint";
  549. };
  550.  
  551. class Glass_4_source : Glass_1_source {
  552. hitpoint = "Glass_4_hitpoint";
  553. };
  554.  
  555. class Glass_5_source : Glass_1_source {
  556. hitpoint = "Glass_5_hitpoint";
  557. };
  558.  
  559. class Glass_6_source : Glass_1_source {
  560. hitpoint = "Glass_6_hitpoint";
  561. };
  562.  
  563. class Glass_7_source : Glass_1_source {
  564. hitpoint = "Glass_7_hitpoint";
  565. };
  566.  
  567. class Zeroanimation
  568. {
  569. source = "user";
  570. animPeriod = 0;
  571. initPhase = 0;
  572. sound = "GenericDoorsSound";
  573. };
  574.  
  575. };
  576.  
  577. class UserActions
  578. {
  579.  
  580. class open_door_1
  581. {
  582. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  583. displayName = "Open Door";
  584. position = "Interact1";
  585. radius = 3;
  586. onlyForplayer = "false";
  587. condition = "((this animationPhase 'Door_1') < 0.5) ";
  588. statement = "this animate [""Door_1"",1]";
  589.  
  590. };
  591. class close_door_1
  592. {
  593. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  594. displayName = "Close Door";
  595. position = "Interact1";
  596. radius = 3;
  597. onlyForplayer = "false";
  598. condition = "((this animationPhase 'Door_1') == 1)";
  599. statement = "this animate [""Door_1"",0]";
  600. };
  601. class open_door_2
  602. {
  603. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  604. displayName = "Open Door";
  605. position = "Interact2";
  606. radius = 3;
  607. onlyForplayer = "false";
  608. condition = "((this animationPhase 'Door_2') < 0.5) ";
  609. statement = "this animate [""Door_2"",1]";
  610. };
  611. class close_door_2
  612. {
  613. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  614. displayName = "Close Door";
  615. position = "Interact2";
  616. radius = 3;
  617. onlyForplayer = "false";
  618. condition = "((this animationPhase 'Door_2') == 1)";
  619. statement = "this animate [""Door_2"",0]";
  620. };
  621.  
  622.  
  623. class open_door_3
  624. {
  625. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  626. displayName = "Open Door";
  627. position = "Interact3";
  628. radius = 3;
  629. onlyForplayer = "false";
  630. condition = "((this animationPhase 'Door_3') < 0.5) ";
  631. statement = "this animate [""Door_3"",1]";
  632. };
  633. class close_door_3
  634. {
  635. displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
  636. displayName = "Close Door";
  637. position = "Interact3";
  638. radius = 3;
  639. onlyForplayer = "false";
  640. condition = "((this animationPhase 'Door_3') == 1)";
  641. statement = "this animate [""Door_3"",0]";
  642. };
  643.  
  644. };
  645. };
  646. };
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