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Apr 24th, 2019
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  1. class CfgPatches {
  2. class avicii_vests {
  3. units[] = {};
  4. weapons[] = {};
  5. requiredVersion = 0.1;
  6. requiredAddons[] = {"A3_Characters_F_BLUFOR"};
  7. };
  8. };
  9. class cfgWeapons {
  10. class ItemInfo; // External class reference
  11.  
  12. class VestItem: InventoryItem_Base_F
  13. {
  14. type = V_PlateCarrier1_blk; /// vests fit into vest slot
  15. hiddenSelections[] = {}; /// no changeable selections by default
  16. armor = 5*0; /// what protection does the vest provide
  17. passThrough = 1; /// coef of damage passed to total damage
  18. hitpointName = "HitBody"; /// name of hitpoint shielded by the vest
  19. };
  20.  
  21. class Vest_Camo_Base: ItemCore /// base class for vests with changeable textures
  22. {
  23. scope = 0; /// base classes should not be visible in editor
  24. allowedSlots[] = {B_Kitbag_rgr}; /// you should be able to put a vest into backpack
  25. hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
  26.  
  27. class ItemInfo: VestItem
  28. {
  29. hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
  30. LOAD(0,0) /// macro from basicdefines_A3.hpp
  31. };
  32. };
  33. class V_PlateCarrier1_blk; // External class reference
  34.  
  35. class TRG_Staff_Vest: Vest_Camo_Base
  36. {
  37. scope = 2; /// scope needs to be 2 to have a visible class
  38. displayName = "TRG Staff Vest"; /// how would the stuff be displayed in inventory and on ground
  39. picture = "-"; /// this icon fits the vest surprisingly well
  40. model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; /// what model does the vest use
  41. hiddenSelectionsTextures[] = {"\avicii_vests\images\trgstaffvest_co.paa"}; /// what texture is going to be used
  42.  
  43. class ItemInfo: ItemInfo
  44. {
  45. uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; /// what model does the vest use
  46. LOAD(40,100) /// macro from basicdefines_A3.hpp
  47. overlaySelectionsInfo[] = {"ghillie_hide"}; /// name of selections to be hidden while wearing certain uniforms
  48.  
  49. class HitpointsProtectionInfo
  50. {
  51. class Neck
  52. {
  53. hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class
  54. armor = 8; // addition to armor of referenced hitpoint
  55. passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
  56. };
  57. class Arms
  58. {
  59. hitpointName = "HitArms";
  60. armor = 8;
  61. passThrough = 0.5;
  62. };
  63. class Chest
  64. {
  65. hitpointName = "HitChest";
  66. armor = 24;
  67. passThrough = 0.1;
  68. };
  69. class Diaphragm
  70. {
  71. hitpointName = "HitDiaphragm";
  72. armor = 24;
  73. passThrough = 0.1;
  74. };
  75. class Abdomen
  76. {
  77. hitpointName = "HitAbdomen";
  78. armor = 24;
  79. passThrough = 0.1;
  80. };
  81. class Body
  82. {
  83. hitpointName = "HitBody";
  84. passThrough = 0.1;
  85. };
  86. };
  87. };
  88. };
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