config.cpp 4.0 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="$STR_A3_Bohemia_Interactive";
  33. mapSize=21.1;
  34. class SimpleObject
  35. {
  36. eden=0;
  37. animate[]={};
  38. hide[]={};
  39. verticalOffset=-0.023;
  40. verticalOffsetWorld=0;
  41. init="''";
  42. };
  43. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  44. scope=2;
  45. scopeCurator=2;
  46. displayName="Squad Shield";
  47. model="\RD501_Vehicles\static\shields\bubble\bubble.p3d";
  48. icon="iconObject_1x1";
  49. rd501_fired_deployable_loopSound = "rd501_squad_shield_loop";
  50. rd501_fired_deployable_loopDuration = 14;
  51. rd501_fired_deployable_endSound = "rd501_squad_shield_end";
  52. rd501_fired_deployable_endDuration = 1;
  53. rd501_fired_deployable_soundDistance = 300;
  54. vehicleClass = macro_editor_vehicle_type(statics)
  55. editorCategory = macro_editor_cat(statics)
  56. editorSubcategory = macro_editor_cat(static_msc)
  57. };
  58. class RD501_Squad_Shield_trench: Land_House_Small_03_V1_ruins_F
  59. {
  60. author="$STR_A3_Bohemia_Interactive";
  61. mapSize=21.1;
  62. class SimpleObject
  63. {
  64. eden=0;
  65. animate[]={};
  66. hide[]={};
  67. verticalOffset=-0.023;
  68. verticalOffsetWorld=0;
  69. init="''";
  70. };
  71. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  72. scope=2;
  73. scopeCurator=2;
  74. displayName="Trench Shield";
  75. model="\RD501_Vehicles\static\shields\trench\trench.p3d";
  76. icon="iconObject_1x1";
  77. vehicleClass = macro_editor_vehicle_type(statics)
  78. editorCategory = macro_editor_cat(statics)
  79. editorSubcategory = macro_editor_cat(static_msc)
  80. };
  81. class RD501_Droideka_Shield: Land_House_Small_03_V1_ruins_F
  82. {
  83. author="$STR_A3_Bohemia_Interactive";
  84. mapSize=21.1;
  85. class SimpleObject
  86. {
  87. eden=0;
  88. animate[]={};
  89. hide[]={};
  90. verticalOffset=-0.023;
  91. verticalOffsetWorld=0;
  92. init="''";
  93. };
  94. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  95. scope=2;
  96. scopeCurator=2;
  97. displayName="Trench Shield";
  98. model="\RD501_Vehicles\static\shields\bubble\deka_shield.p3d";
  99. icon="iconObject_1x1";
  100. vehicleClass = macro_editor_vehicle_type(statics)
  101. editorCategory = macro_editor_cat(statics)
  102. editorSubcategory = macro_editor_cat(static_msc)
  103. };
  104. class RD501_Personal_Shield: Land_House_Small_03_V1_ruins_F
  105. {
  106. author="$STR_A3_Bohemia_Interactive";
  107. mapSize=21.1;
  108. class SimpleObject
  109. {
  110. eden=0;
  111. animate[]={};
  112. hide[]={};
  113. verticalOffset=-0.023;
  114. verticalOffsetWorld=0;
  115. init="''";
  116. };
  117. editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Land_House_Small_03_V1_ruins_F.jpg";
  118. scope=2;
  119. scopeCurator=2;
  120. displayName="Trench Shield";
  121. model="\RD501_Vehicles\static\shields\personal\personal_shield.p3d";
  122. icon="iconObject_1x1";
  123. vehicleClass = macro_editor_vehicle_type(statics)
  124. editorCategory = macro_editor_cat(statics)
  125. editorSubcategory = macro_editor_cat(static_msc)
  126. };
  127. };
  128. class CfgSounds
  129. {
  130. class rd501_squad_shield_loop
  131. {
  132. // how the sound is referred to in the editor (e.g. trigger effects)
  133. name = "shield_loop";
  134. // filename, volume, pitch, distance (optional)
  135. sound[] = { "\RD501_Vehicles\static\shields\shield_loop.wss", 4, 1, 300 };
  136. // subtitle delay in seconds, subtitle text
  137. titles[] = { 1, "*Electric Shield Hum*" };
  138. };
  139. class rd501_squad_shield_end
  140. {
  141. // how the sound is referred to in the editor (e.g. trigger effects)
  142. name = "shield_loop";
  143. // filename, volume, pitch, distance (optional)
  144. sound[] = { "\RD501_Vehicles\static\shields\shield_end.wss", 4, 1, 300 };
  145. // subtitle delay in seconds, subtitle text
  146. titles[] = { 1, "*Shield Retracting Hiss*" };
  147. };
  148. };