fix repair item damage, hide spare item module

This commit is contained in:
commy2 2017-12-07 18:01:31 +01:00
parent bb05037a4d
commit cec440c3b1
3 changed files with 8 additions and 9 deletions

View File

@ -69,7 +69,7 @@ class Cfg3DEN {
property = QGVAR(editorLoadedTracks);
control = "Edit";
expression = "_this setVariable ['%s',_value];";
defaultValue = "[ARR_2(0,1)] select (_this isKindOf 'Tank')"; // must match pre init script
defaultValue = "[0,1] select (_this isKindOf 'Tank')"; // must match pre init script
validate = "number";
condition = "objectHasInventoryCargo";
typeName = "NUMBER";
@ -80,7 +80,7 @@ class Cfg3DEN {
property = QGVAR(editorLoadedWheels);
control = "Edit";
expression = "_this setVariable ['%s',_value];";
defaultValue = "[ARR_2(0,1)] select (_this isKindOf 'Car')"; // must match pre init script
defaultValue = "[0,1] select (_this isKindOf 'Car')"; // must match pre init script
validate = "number";
condition = "objectHasInventoryCargo";
typeName = "NUMBER";

View File

@ -234,7 +234,7 @@ class CfgVehicles {
};
};
class ACE_moduleAddSpareParts: Module_F {
scope = 2;
scope = 1;
displayName = CSTRING(AddSpareParts_Module_DisplayName);
icon = QPATHTOF(ui\Icon_Module_Repair_ca.paa);
category = "ACE_Logistics";
@ -321,7 +321,6 @@ class CfgVehicles {
accuracy = 0.2;
vehicleClass = "ACE_Logistics_Items";
destrType = "DesturctNo"; // scripted delayed destruction
editorCategory = "EdCat_Supplies";
editorSubcategory = QGVAR(subcategory);
};
@ -337,9 +336,9 @@ class CfgVehicles {
mapSize = 0.5;
// damage handling
armor = 0.06;
armor = 1000;
armorStructural = 1;
minTotalDamageThreshold = 0;//0.01;
minTotalDamageThreshold = 0.01;
explosionShielding = 1;
replaceDamagedLimit = 0.9;
selectionDamage = "mat_track";
@ -368,9 +367,9 @@ class CfgVehicles {
mapSize = 0.7;
// damage handling
armor = 0.05;
armor = 120;
armorStructural = 1;
minTotalDamageThreshold = 0;//0.01;
minTotalDamageThreshold = 0.01;
explosionShielding = 1;
replaceDamagedLimit = 0.9;
selectionDamage = "mat_tyre"; //"mat_rim"
@ -379,7 +378,7 @@ class CfgVehicles {
// can not take damage individually though, because of limitations of the thingX simulation type
class HitPoints {
class HitBody {
armor = 0.06;
armor = 0.6;
material = -1;
name = "mat_rim";
visual = "mat_rim";

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