ACE3/TO_MERGE/cse/sys_misc/CfgVehicles.h
2015-01-12 23:30:33 +01:00

152 lines
4.1 KiB
C++

class CfgVehicles
{
class Logic;
class Module_F: Logic {
class ArgumentsBaseUnits {
};
};
class cse_adjust_stamina: Module_F {
scope = 2;
displayName = "Adjust Stamina [CSE]";
icon = "\cse\cse_main\data\cse_medical_module.paa";
category = "cseMisc";
function = "cse_fnc_initalizeModule_F";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = "Combat Space Enhancement";
class Arguments {
class adjustment {
displayName = "Adjustment";
description = "How fast should the stamina be adjusted?";
typeName = "NUMBER";
defaultValue = 1;
};
};
class ModuleDescription {
description = "Custom stamina adjustment module";
sync[] = {};
};
};
class cse_damage_ai: Module_F {
scope = 1; // hidden, for backwards compatability
displayName = "Damage Thredshold AI [CSE]";
icon = "\cse\cse_main\data\cse_medical_module.paa";
category = "cse_medical";
function = "cse_fnc_initalizeModule_F";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = "Combat Space Enhancement";
class Arguments {
class damageThresholdAI {
displayName = "Damage Threshold AI";
description = "How much damage does it take for an AI to be killed?";
typeName = "NUMBER";
defaultValue = 1;
};
class damageThresholdPlayers {
displayName = "Damage Threshold Players";
description = "How much damage does it take for a player to be killed?";
typeName = "NUMBER";
defaultValue = 1;
};
};
class ModuleDescription {
description = "Custom damage threshold module"; // Short description, will be formatted as structured text
sync[] = {};
};
};
class cse_moduleDamageSettings: Module_F {
scope = 2;
displayName = "Damage Settings [CSE]";
icon = "\cse\cse_main\data\cse_medical_module.paa";
category = "cse_medical";
function = "cse_fnc_initalizeModule_F";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = "Combat Space Enhancement";
class Arguments {
class damageThresholdAI {
displayName = "Damage Threshold AI";
description = "How much damage does it take for an AI to be killed?";
typeName = "NUMBER";
defaultValue = 1;
};
class damageThresholdPlayers {
displayName = "Damage Threshold Players";
description = "How much damage does it take for a player to be killed?";
typeName = "NUMBER";
defaultValue = 1;
};
};
class ModuleDescription {
description = "Custom damage threshold module";
sync[] = {};
};
};
class cse_moduleAmbianceSound: Module_F {
scope = 2;
displayName = "Ambiance Sounds [CSE]";
icon = "\cse\cse_main\data\cse_basic_module.paa";
category = "cseMisc";
function = "cse_fnc_moduleAmbianceSoundLoop";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
author = "Combat Space Enhancement";
class Arguments {
class soundFiles {
displayName = "Sounds";
description = "Classnames of the ambiance sounds played. Seperated by ','. ";
typeName = "STRING";
defaultValue = "";
};
class minimalDistance {
displayName = "Minimal Distance";
description = "Minimal Distance";
typeName = "NUMBER";
defaultValue = 400;
};
class maximalDistance {
displayName = "Maximal Distance";
description = "Maximal Distance";
typeName = "NUMBER";
defaultValue = 900;
};
class minimalDelay {
displayName = "Minimal Delay";
description = "Minimal Delay between sounds played";
typeName = "NUMBER";
defaultValue = 10;
};
class maximalDelay {
displayName = "Maximal Delay";
description = "Maximal Delay between sounds played";
typeName = "NUMBER";
defaultValue = 170;
};
class followPlayers {
displayName = "Follow Players";
description = "Follow players. If set to false, loop will play sounds only nearby logic position.";
typeName = "BOOL";
defaultValue = 0;
};
class soundVolume {
displayName = "Volume";
description = "The volume of the sounds played";
typeName = "NUMBER";
defaultValue = 0;
};
};
class ModuleDescription {
description = "Ambiance sounds loop (synced across MP)";
sync[] = {};
};
};
};