config.cpp 4.1 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. "RD501_Droideka_Shield",
  20. "RD501_Personal_Shield"
  21. };
  22. weapons[]=
  23. {
  24. };
  25. };
  26. };
  27. class CfgVehicles
  28. {
  29. class Land_House_Small_03_V1_ruins_F;
  30. class RD501_Squad_Shield: Land_House_Small_03_V1_ruins_F
  31. {
  32. author="$STR_A3_Bohemia_Interactive";
  33. mapSize=21.1;
  34. class SimpleObject
  35. {
  36. eden=0;
  37. animate[]={};
  38. hide[]={};
  39. verticalOffset=-0.023;
  40. verticalOffsetWorld=0;
  41. init="''";
  42. };
  43. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  44. scope=2;
  45. scopeCurator=2;
  46. displayName="Squad Shield";
  47. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  48. icon="iconObject_1x1";
  49. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  50. rd501_fired_deployable_loopDuration = 14;
  51. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  52. rd501_fired_deployable_endDuration = 1;
  53. rd501_fired_deployable_soundDistance = 300;
  54. rd501_shield_isShield=1;
  55. vehicleClass = macro_editor_vehicle_type(statics)
  56. editorCategory = macro_editor_cat(statics)
  57. editorSubcategory = macro_editor_cat(static_msc)
  58. };
  59. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  60. {
  61. author="$STR_A3_Bohemia_Interactive";
  62. mapSize=21.1;
  63. class SimpleObject
  64. {
  65. eden=0;
  66. animate[]={};
  67. hide[]={};
  68. verticalOffset=-0.023;
  69. verticalOffsetWorld=0;
  70. init="''";
  71. };
  72. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  73. scope=2;
  74. scopeCurator=2;
  75. displayName="Trench Shield";
  76. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  77. icon="iconObject_1x1";
  78. vehicleClass = macro_editor_vehicle_type(statics)
  79. editorCategory = macro_editor_cat(statics)
  80. editorSubcategory = macro_editor_cat(static_msc)
  81. };
  82. class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F
  83. {
  84. author="$STR_A3_Bohemia_Interactive";
  85. mapSize=21.1;
  86. class SimpleObject
  87. {
  88. eden=0;
  89. animate[]={};
  90. hide[]={};
  91. verticalOffset=-0.023;
  92. verticalOffsetWorld=0;
  93. init="''";
  94. };
  95. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  96. scope=2;
  97. scopeCurator=2;
  98. displayName="Trench Shield";
  99. model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d";
  100. icon="iconObject_1x1";
  101. vehicleClass = macro_editor_vehicle_type(statics)
  102. editorCategory = macro_editor_cat(statics)
  103. editorSubcategory = macro_editor_cat(static_msc)
  104. };
  105. class RD501_Personal_Shield: Land_House_Small_03_V1_ruins_F
  106. {
  107. author="$STR_A3_Bohemia_Interactive";
  108. mapSize=21.1;
  109. class SimpleObject
  110. {
  111. eden=0;
  112. animate[]={};
  113. hide[]={};
  114. verticalOffset=-0.023;
  115. verticalOffsetWorld=0;
  116. init="''";
  117. };
  118. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  119. scope=2;
  120. scopeCurator=2;
  121. displayName="Trench Shield";
  122. model="\RD501_Vehicles\static\shields\personal\personal_shield.p3d";
  123. icon="iconObject_1x1";
  124. vehicleClass = macro_editor_vehicle_type(statics)
  125. editorCategory = macro_editor_cat(statics)
  126. editorSubcategory = macro_editor_cat(static_msc)
  127. };
  128. };
  129. class CfgSounds
  130. {
  131. class rd501_squad_shield_loop
  132. {
  133. // how the sound is referred to in the editor (e.g. trigger effects)
  134. name = "shield_loop";
  135. // filename, volume, pitch, distance (optional)
  136. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  137. // subtitle delay in seconds, subtitle text
  138. titles[] = { 1, "*Electric Shield Hum*" };
  139. };
  140. class rd501_squad_shield_end
  141. {
  142. // how the sound is referred to in the editor (e.g. trigger effects)
  143. name = "shield_loop";
  144. // filename, volume, pitch, distance (optional)
  145. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  146. // subtitle delay in seconds, subtitle text
  147. titles[] = { 1, "*Shield Retracting Hiss*" };
  148. };
  149. };