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fix repair item damage, hide spare item module
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@ -69,7 +69,7 @@ class Cfg3DEN {
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property = QGVAR(editorLoadedTracks);
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control = "Edit";
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expression = "_this setVariable ['%s',_value];";
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defaultValue = "[ARR_2(0,1)] select (_this isKindOf 'Tank')"; // must match pre init script
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defaultValue = "[0,1] select (_this isKindOf 'Tank')"; // must match pre init script
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validate = "number";
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condition = "objectHasInventoryCargo";
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typeName = "NUMBER";
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@ -80,7 +80,7 @@ class Cfg3DEN {
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property = QGVAR(editorLoadedWheels);
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control = "Edit";
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expression = "_this setVariable ['%s',_value];";
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defaultValue = "[ARR_2(0,1)] select (_this isKindOf 'Car')"; // must match pre init script
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defaultValue = "[0,1] select (_this isKindOf 'Car')"; // must match pre init script
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validate = "number";
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condition = "objectHasInventoryCargo";
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typeName = "NUMBER";
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@ -234,7 +234,7 @@ class CfgVehicles {
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};
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};
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class ACE_moduleAddSpareParts: Module_F {
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scope = 2;
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scope = 1;
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displayName = CSTRING(AddSpareParts_Module_DisplayName);
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icon = QPATHTOF(ui\Icon_Module_Repair_ca.paa);
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category = "ACE_Logistics";
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@ -321,7 +321,6 @@ class CfgVehicles {
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accuracy = 0.2;
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vehicleClass = "ACE_Logistics_Items";
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destrType = "DesturctNo"; // scripted delayed destruction
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editorCategory = "EdCat_Supplies";
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editorSubcategory = QGVAR(subcategory);
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};
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@ -337,9 +336,9 @@ class CfgVehicles {
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mapSize = 0.5;
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// damage handling
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armor = 0.06;
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armor = 1000;
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armorStructural = 1;
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minTotalDamageThreshold = 0;//0.01;
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minTotalDamageThreshold = 0.01;
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explosionShielding = 1;
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replaceDamagedLimit = 0.9;
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selectionDamage = "mat_track";
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@ -368,9 +367,9 @@ class CfgVehicles {
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mapSize = 0.7;
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// damage handling
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armor = 0.05;
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armor = 120;
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armorStructural = 1;
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minTotalDamageThreshold = 0;//0.01;
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minTotalDamageThreshold = 0.01;
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explosionShielding = 1;
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replaceDamagedLimit = 0.9;
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selectionDamage = "mat_tyre"; //"mat_rim"
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@ -379,7 +378,7 @@ class CfgVehicles {
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// can not take damage individually though, because of limitations of the thingX simulation type
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class HitPoints {
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class HitBody {
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armor = 0.06;
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armor = 0.6;
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material = -1;
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name = "mat_rim";
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visual = "mat_rim";
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