config.cpp 2.7 KB

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  1. //Get this addons macro
  2. //get the macro for the air subaddon
  3. //get generlized macros
  4. #include "../../../RD501_main/config_macros.hpp"
  5. class CfgPatches
  6. {
  7. class macro_patch_name(shields)
  8. {
  9. addonRootClass=macro_patch_name(vehicles)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(vehicles)
  13. };
  14. requiredVersion=0.1;
  15. units[]=
  16. {
  17. "RD501_Squad_Shield",
  18. "RD501_Squad_Shield_trench"
  19. };
  20. weapons[]=
  21. {
  22. };
  23. };
  24. };
  25. class CfgVehicles
  26. {
  27. class Land_House_Small_03_V1_ruins_F;
  28. class RD501_Squad_Shield: Land_House_Small_03_V1_ruins_F
  29. {
  30. author="$STR_A3_Bohemia_Interactive";
  31. mapSize=21.1;
  32. class SimpleObject
  33. {
  34. eden=0;
  35. animate[]={};
  36. hide[]={};
  37. verticalOffset=-0.023;
  38. verticalOffsetWorld=0;
  39. init="''";
  40. };
  41. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  42. scope=2;
  43. scopeCurator=2;
  44. displayName="Squad Shield";
  45. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  46. icon="iconObject_1x1";
  47. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  48. rd501_fired_deployable_loopDuration = 14;
  49. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  50. rd501_fired_deployable_endDuration = 1;
  51. rd501_fired_deployable_soundDistance = 300;
  52. vehicleClass = macro_editor_vehicle_type(statics)
  53. editorCategory = macro_editor_cat(statics)
  54. editorSubcategory = macro_editor_cat(static_msc)
  55. };
  56. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  57. {
  58. author="$STR_A3_Bohemia_Interactive";
  59. mapSize=21.1;
  60. class SimpleObject
  61. {
  62. eden=0;
  63. animate[]={};
  64. hide[]={};
  65. verticalOffset=-0.023;
  66. verticalOffsetWorld=0;
  67. init="''";
  68. };
  69. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  70. scope=2;
  71. scopeCurator=2;
  72. displayName="Trench Shield";
  73. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  74. icon="iconObject_1x1";
  75. vehicleClass = macro_editor_vehicle_type(statics)
  76. editorCategory = macro_editor_cat(statics)
  77. editorSubcategory = macro_editor_cat(static_msc)
  78. };
  79. };
  80. class CfgSounds
  81. {
  82. class rd501_squad_shield_loop
  83. {
  84. // how the sound is referred to in the editor (e.g. trigger effects)
  85. name = "shield_loop";
  86. // filename, volume, pitch, distance (optional)
  87. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  88. // subtitle delay in seconds, subtitle text
  89. titles[] = { 1, "*Electric Shield Hum*" };
  90. };
  91. class rd501_squad_shield_end
  92. {
  93. // how the sound is referred to in the editor (e.g. trigger effects)
  94. name = "shield_loop";
  95. // filename, volume, pitch, distance (optional)
  96. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  97. // subtitle delay in seconds, subtitle text
  98. titles[] = { 1, "*Shield Retracting Hiss*" };
  99. };
  100. };