Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- class CfgPatches {
- class avicii_vests {
- units[] = {};
- weapons[] = {};
- requiredVersion = 0.1;
- requiredAddons[] = {"A3_Characters_F_BLUFOR"};
- };
- };
- class cfgWeapons {
- class ItemInfo; // External class reference
- class VestItem: InventoryItem_Base_F
- {
- type = V_PlateCarrier1_blk; /// vests fit into vest slot
- hiddenSelections[] = {}; /// no changeable selections by default
- armor = 5*0; /// what protection does the vest provide
- passThrough = 1; /// coef of damage passed to total damage
- hitpointName = "HitBody"; /// name of hitpoint shielded by the vest
- };
- class Vest_Camo_Base: ItemCore /// base class for vests with changeable textures
- {
- scope = 0; /// base classes should not be visible in editor
- allowedSlots[] = {B_Kitbag_rgr}; /// you should be able to put a vest into backpack
- hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
- class ItemInfo: VestItem
- {
- hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
- LOAD(0,0) /// macro from basicdefines_A3.hpp
- };
- };
- class V_PlateCarrier1_blk; // External class reference
- class TRG_Staff_Vest: Vest_Camo_Base
- {
- scope = 2; /// scope needs to be 2 to have a visible class
- displayName = "TRG Staff Vest"; /// how would the stuff be displayed in inventory and on ground
- picture = "-"; /// this icon fits the vest surprisingly well
- model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; /// what model does the vest use
- hiddenSelectionsTextures[] = {"\avicii_vests\images\trgstaffvest_co.paa"}; /// what texture is going to be used
- class ItemInfo: ItemInfo
- {
- uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; /// what model does the vest use
- LOAD(40,100) /// macro from basicdefines_A3.hpp
- overlaySelectionsInfo[] = {"ghillie_hide"}; /// name of selections to be hidden while wearing certain uniforms
- class HitpointsProtectionInfo
- {
- class Neck
- {
- hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class
- armor = 8; // addition to armor of referenced hitpoint
- passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
- };
- class Arms
- {
- hitpointName = "HitArms";
- armor = 8;
- passThrough = 0.5;
- };
- class Chest
- {
- hitpointName = "HitChest";
- armor = 24;
- passThrough = 0.1;
- };
- class Diaphragm
- {
- hitpointName = "HitDiaphragm";
- armor = 24;
- passThrough = 0.1;
- };
- class Abdomen
- {
- hitpointName = "HitAbdomen";
- armor = 24;
- passThrough = 0.1;
- };
- class Body
- {
- hitpointName = "HitBody";
- passThrough = 0.1;
- };
- };
- };
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement