class CfgVehicles { class Land_HelipadEmpty_F; class cse_LogicDummy: Land_HelipadEmpty_F { scope = 1; slx_xeh_disabled = 1; class EventHandlers { init = "(_this select 0) enableSimulation false"; }; }; class Logic; class Module_F: Logic { class ArgumentsBaseUnits { }; }; class cse_sys_equipment: Module_F { scope = 2; displayName = "Equipment Options [CSE]"; icon = "\cse\cse_main\data\cse_basic_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { class magazineRepack { displayName = "Magazine Repack"; description = "Lets players repack their magazines in the field"; typeName = "BOOL"; defaultValue = true; }; class attachableItems { displayName = "Attachable Items"; description = "Allows for attaching chemlights, IR strobes and the like"; typeName = "BOOL"; defaultValue = true; }; class weaponResting { displayName = "Weapon Resting"; description = "Allow players to rest their weapons and deploy bipods."; typeName = "BOOL"; defaultValue = true; }; class weaponSafety { displayName = "Weapon Safety"; description = "Allow players to put their weapons on safe."; typeName = "BOOL"; defaultValue = true; }; class adjustableNVG { displayName = "NVG Adjustments"; description = "Allow players to adjust their NVG brightness"; typeName = "BOOL"; defaultValue = true; }; class allowWeaponSelect { displayName = "Weapon selection"; description = "Allow players to select weapons through keybindings"; typeName = "BOOL"; defaultValue = true; }; class allowAmmoChecking { displayName = "Ammo Checking"; description = "Allow players to check their Ammunition"; typeName = "BOOL"; defaultValue = true; }; class hideAmmoValues { displayName = "Hide Ammo"; description = "Hide the Ammunition counter for players"; typeName = "NUMBER"; defaultValue = 0; class values { class enable { name = "Yes"; value = 1; }; class disable { name = "No"; value = 0; default = 1; }; }; }; }; class ModuleDescription { description = "Various actions/equipment settings."; sync[] = {}; }; }; // BACKWARDS COMPATABILITY MODULES PRESSENCE class cse_sys_magazineRepack: Module_F { scope = 1; // hidden for backwards compatability displayName = "Magazine Repack [CSE]"; icon = "\cse\cse_main\data\cse_basic_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { }; class ModuleDescription { description = "Lets players repack their magazines in the field"; sync[] = {}; }; }; class cse_sys_attachableItems: Module_F { scope = 1; // hidden for backwards compatability displayName = "Attachable Items [CSE]"; icon = "\cse\cse_main\data\cse_basic_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { }; class ModuleDescription { description = "Allows for attaching chemlights, IR strobes and the like"; sync[] = {}; }; }; class cse_sys_weaponrest: Module_F { scope = 1; // hidden for backwards compatability displayName = "Weapon Resting [CSE]"; icon = "\cse\cse_main\data\cse_rifle_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { }; }; class cse_sys_weaponsafety: Module_F { scope = 1; // hidden for backwards compatability displayName = "Weapon Safety [CSE]"; icon = "\cse\cse_main\data\cse_rifle_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { }; }; class cse_sys_nightvision: Module_F { scope = 1; // hidden for backwards compatability displayName = "Night Vision [CSE]"; icon = "\cse\cse_main\data\cse_nvg_module.paa"; category = "cse_equipment"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; class Arguments { }; }; // END BACKWARDS COMPATABILITY // curator modules class cse_moduleGroundFlare_White: Module_F { scope = 1; scopeCurator = 2; displayName = "White Flare (Ground)"; icon = "\a3\Modules_F_Curator\Data\iconFlare_ca.paa"; category = "Effects"; function = "cse_fnc_moduleFlare_EQ"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Combat Space Enhancement"; ammo = "CSE_FlareWhite"; class Arguments { }; class ModuleDescription { description = "Places a white flare on the ground"; sync[] = {}; }; }; class cse_moduleGroundFlare_Red: cse_moduleGroundFlare_White { displayName = "Red Flare (Ground)"; ammo = "CSE_FlareRed"; class Arguments { }; class ModuleDescription { description = "Places a red flare on the ground"; sync[] = {}; }; }; class cse_moduleGroundFlare_Yellow: cse_moduleGroundFlare_White { displayName = "Yellow Flare (Ground)"; ammo = "CSE_FlareYellow"; class Arguments { }; class ModuleDescription { description = "Places a yellow flare on the ground"; sync[] = {}; }; }; class cse_moduleGroundFlare_Green: cse_moduleGroundFlare_White { displayName = "Green Flare (Ground)"; ammo = "CSE_FlareGreen"; class Arguments { }; class ModuleDescription { description = "Places a green flare on the ground"; sync[] = {}; }; }; };