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 */ };