ACE3/TO_MERGE/ace/sys_cargo/CfgVehicles.hpp

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2015-01-29 23:18:45 +00:00
class CfgVehicles {
// TODO: add more cases ?
class All;
class Land;
class Man: Land { ACE_NOCARGOLOAD; };
class LandVehicle: Land { ACE_LOAD_ONLY; };
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
// TODO: Add exceptions for real class Tank !!
//class T72_Base: Tank
//class ZSU_Base: Tank
//class M1A1: Tank
//class T34: Tank
//class MLRS: Tank
//class 2S6M_Tunguska: Tank
//class M113_Base: Tank { ACE_LOAD_ONLY; };
//class M2A2_Base: Tank { ACE_LOAD_ONLY; };
//class T55_Base: Tank
//class BAF_FV510_D: Tank { ACE_LOAD_ONLY; };
class Tracked_APC: Tank { ACE_LOAD_ONLY; };
class Car: LandVehicle { ACE_LOAD_ONLY; };
//class BIS_alice_emptydoor: Car { ACE_NOCARGOLOAD; }; // FU DOOR
class PaperCar: Car { ACE_NOCARGOLOAD; };
class Wheeled_APC: Car { ACE_LOAD_ONLY; };
class Motorcycle: Landvehicle { ACE_CARGO_ONLY; };
class StaticWeapon: LandVehicle { ACE_CARGO_ONLY; };
//class StaticCanon: StaticWeapon { ACE_NOCARGOLOAD; };
class Air;
class Helicopter: Air { ACE_LOAD_ONLY; };
class ParachuteBase: Helicopter { ACE_NOCARGOLOAD; };
class Plane: Air { ACE_LOAD_ONLY; };
class Ship;
class SmallShip: Ship { ACE_LOAD_ONLY; };
class BigShip: Ship { ACE_LOAD_ONLY; };
class Ship_F;
class Boat_F: Ship_F { ACE_LOAD_ONLY; };
class Rubber_duck_base_F: Boat_F {
ACE_CARGO_ONLY;
ACE_Weight = 260;
};
class Boat_Armed_01_base_F: Boat_F { ACE_LOAD_ONLY; };
class Static: All { ACE_NOCARGOLOAD; };
class Strategic;
class ReammoBox: Strategic { ACE_CARGO_ONLY; };
class Library_WeaponHolder: Strategic { ACE_NOCARGOLOAD; };
class WeaponHolder: ReammoBox { ACE_NOCARGOLOAD; };
class Thing: All { ACE_NOCARGOLOAD; };
class Wreck: Thing { ACE_NOCARGOLOAD; };
class ACE_Object: Thing { ACE_NOCARGOLOAD; };
// TODO: Move to another hpp file
class thingX: Thing { ACE_NOCARGOLOAD; };
class RoadCone_F: thingX { ACE_CARGO_ONLY; ACE_Weight = 1; };
class FloatingStructure_F;
class RoadCone_L_F: FloatingStructure_F { ACE_CARGO_ONLY; ACE_Weight = 1; };
class ReammoBox_F: thingX { ACE_CARGO_ONLY; };
/*class FoldChair: Thing {
ACE_CARGO_ONLY;
ACE_Weight = 1;
class Useractions {
class Sit {
displayname = "Sit";
radius = 2;
position = "Component1";
onlyforPlayer = 1;
condition = "alive this";
statement= "player setPosASL getPosASL this; player setDir ((getDir this)+90); player switchMove 'ACE_CoolSit'; player call ace_sys_cargo_fnc_standup";
};
};
};*/
// TODO: Add more stuff, like RoadCones, BarbedWire, Other small items to be carried
// Stuff that is to be CARRIED:
/*
- Arty Shells - done
- Fuel Can - done
- RoadCone -done
- Signs (TODO: Need to specify which ones)
- Barbed wire (TODO: Need rolled model to be unrolles for sys_razorwire or so)
- Sparewheel for small cars
- Suitcase
-
- Anything that comes to mind then
*/
};