ACE3/addons/thermals/config.cpp

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#include "script_component.hpp"
class CfgPatches {
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class ADDON {
units[] = {};
weapons[] = {};
requiredVersion = 0.60;
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requiredAddons[] = {ace_core};
version = "0.95";
versionStr = "0.95";
versionAr[] = {0,95,0};
author[] = {"[TF]Nkey"};
authorUrl = "https://github.com/michail-nikolaev/";
};
};
class CfgVehicles {
class Land;
class Man: Land {
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered))
tBody = 32; // Metabolism temperature of the model (in celsius)
};
class All;
// Up to this point, the thermal properties apply to the entire model,
// so if a vehicle's engine starts, the entire model will begin to warm up at the rate of htMax up to a temperature of afMax,
// likewise if it begins driving, the entire model will heat up at the rate specified by htMax to a maximum temperature of mfMax.
class AllVehicles: All {
htMin=60; // Minimum half-cooling time (in seconds)
htMax=1800; // Maximum half-cooling time (in seconds)
afMax=70; // Maximum temperature in case the model is alive (in celsius)
mfMax=50; // Maximum temperature when the model is moving (in celsius)
mFact=0.0; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered))
tBody=0; // Metabolism temperature of the model (in celsius)
};
class Animal;
class Animal_Base_F: Animal {
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered))
tBody = 32; // Metabolism temperature of the model (in celsius)
};
};