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90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
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class CfgVehicles {
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// TODO: add more cases ?
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class All;
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class Land;
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class Man: Land { ACE_NOCARGOLOAD; };
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class LandVehicle: Land { ACE_LOAD_ONLY; };
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class Tank: LandVehicle { ACE_GEAR_ONLY; }; // Tank must be also ACE_LOAD_ONLY, because some obvious APCs like Bradley are inherited from class Tank instead of Tracked_APC
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// TODO: Add exceptions for real class Tank !!
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//class T72_Base: Tank
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//class ZSU_Base: Tank
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//class M1A1: Tank
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//class T34: Tank
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//class MLRS: Tank
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//class 2S6M_Tunguska: Tank
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//class M113_Base: Tank { ACE_LOAD_ONLY; };
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//class M2A2_Base: Tank { ACE_LOAD_ONLY; };
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//class T55_Base: Tank
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//class BAF_FV510_D: Tank { ACE_LOAD_ONLY; };
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class Tracked_APC: Tank { ACE_LOAD_ONLY; };
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class Car: LandVehicle { ACE_LOAD_ONLY; };
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//class BIS_alice_emptydoor: Car { ACE_NOCARGOLOAD; }; // FU DOOR
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class PaperCar: Car { ACE_NOCARGOLOAD; };
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class Wheeled_APC: Car { ACE_LOAD_ONLY; };
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class Motorcycle: Landvehicle { ACE_CARGO_ONLY; };
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class StaticWeapon: LandVehicle { ACE_CARGO_ONLY; };
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//class StaticCanon: StaticWeapon { ACE_NOCARGOLOAD; };
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class Air;
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class Helicopter: Air { ACE_LOAD_ONLY; };
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class ParachuteBase: Helicopter { ACE_NOCARGOLOAD; };
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class Plane: Air { ACE_LOAD_ONLY; };
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class Ship;
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class SmallShip: Ship { ACE_LOAD_ONLY; };
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class BigShip: Ship { ACE_LOAD_ONLY; };
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class Ship_F;
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class Boat_F: Ship_F { ACE_LOAD_ONLY; };
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class Rubber_duck_base_F: Boat_F {
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ACE_CARGO_ONLY;
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ACE_Weight = 260;
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};
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class Boat_Armed_01_base_F: Boat_F { ACE_LOAD_ONLY; };
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class Static: All { ACE_NOCARGOLOAD; };
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class Strategic;
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class ReammoBox: Strategic { ACE_CARGO_ONLY; };
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class Library_WeaponHolder: Strategic { ACE_NOCARGOLOAD; };
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class WeaponHolder: ReammoBox { ACE_NOCARGOLOAD; };
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class Thing: All { ACE_NOCARGOLOAD; };
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class Wreck: Thing { ACE_NOCARGOLOAD; };
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class ACE_Object: Thing { ACE_NOCARGOLOAD; };
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// TODO: Move to another hpp file
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class thingX: Thing { ACE_NOCARGOLOAD; };
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class RoadCone_F: thingX { ACE_CARGO_ONLY; ACE_Weight = 1; };
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class FloatingStructure_F;
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class RoadCone_L_F: FloatingStructure_F { ACE_CARGO_ONLY; ACE_Weight = 1; };
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class ReammoBox_F: thingX { ACE_CARGO_ONLY; };
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/*class FoldChair: Thing {
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ACE_CARGO_ONLY;
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ACE_Weight = 1;
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class Useractions {
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class Sit {
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displayname = "Sit";
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radius = 2;
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position = "Component1";
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onlyforPlayer = 1;
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condition = "alive this";
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statement= "player setPosASL getPosASL this; player setDir ((getDir this)+90); player switchMove 'ACE_CoolSit'; player call ace_sys_cargo_fnc_standup";
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};
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};
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};*/
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// TODO: Add more stuff, like RoadCones, BarbedWire, Other small items to be carried
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// Stuff that is to be CARRIED:
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/*
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- Arty Shells - done
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- Fuel Can - done
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- RoadCone -done
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- Signs (TODO: Need to specify which ones)
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- Barbed wire (TODO: Need rolled model to be unrolles for sys_razorwire or so)
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- Sparewheel for small cars
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- Suitcase
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-
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- Anything that comes to mind then
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*/
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};
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