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https://github.com/acemod/ACE3.git
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152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
class CfgVehicles
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{
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class Logic;
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class Module_F: Logic {
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class ArgumentsBaseUnits {
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};
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};
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class cse_adjust_stamina: Module_F {
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scope = 2;
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displayName = "Adjust Stamina [CSE]";
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icon = "\cse\cse_main\data\cse_medical_module.paa";
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category = "cseMisc";
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function = "cse_fnc_initalizeModule_F";
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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author = "Combat Space Enhancement";
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class Arguments {
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class adjustment {
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displayName = "Adjustment";
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description = "How fast should the stamina be adjusted?";
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typeName = "NUMBER";
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = "Custom stamina adjustment module";
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sync[] = {};
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};
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};
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class cse_damage_ai: Module_F {
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scope = 1; // hidden, for backwards compatability
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displayName = "Damage Thredshold AI [CSE]";
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icon = "\cse\cse_main\data\cse_medical_module.paa";
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category = "cse_medical";
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function = "cse_fnc_initalizeModule_F";
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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author = "Combat Space Enhancement";
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class Arguments {
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class damageThresholdAI {
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displayName = "Damage Threshold AI";
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description = "How much damage does it take for an AI to be killed?";
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typeName = "NUMBER";
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defaultValue = 1;
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};
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class damageThresholdPlayers {
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displayName = "Damage Threshold Players";
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description = "How much damage does it take for a player to be killed?";
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typeName = "NUMBER";
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = "Custom damage threshold module"; // Short description, will be formatted as structured text
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sync[] = {};
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};
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};
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class cse_moduleDamageSettings: Module_F {
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scope = 2;
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displayName = "Damage Settings [CSE]";
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icon = "\cse\cse_main\data\cse_medical_module.paa";
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category = "cse_medical";
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function = "cse_fnc_initalizeModule_F";
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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author = "Combat Space Enhancement";
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class Arguments {
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class damageThresholdAI {
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displayName = "Damage Threshold AI";
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description = "How much damage does it take for an AI to be killed?";
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typeName = "NUMBER";
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defaultValue = 1;
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};
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class damageThresholdPlayers {
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displayName = "Damage Threshold Players";
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description = "How much damage does it take for a player to be killed?";
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typeName = "NUMBER";
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defaultValue = 1;
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};
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};
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class ModuleDescription {
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description = "Custom damage threshold module";
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sync[] = {};
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};
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};
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class cse_moduleAmbianceSound: Module_F {
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scope = 2;
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displayName = "Ambiance Sounds [CSE]";
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icon = "\cse\cse_main\data\cse_basic_module.paa";
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category = "cseMisc";
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function = "cse_fnc_moduleAmbianceSoundLoop";
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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author = "Combat Space Enhancement";
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class Arguments {
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class soundFiles {
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displayName = "Sounds";
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description = "Classnames of the ambiance sounds played. Seperated by ','. ";
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typeName = "STRING";
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defaultValue = "";
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};
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class minimalDistance {
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displayName = "Minimal Distance";
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description = "Minimal Distance";
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typeName = "NUMBER";
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defaultValue = 400;
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};
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class maximalDistance {
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displayName = "Maximal Distance";
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description = "Maximal Distance";
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typeName = "NUMBER";
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defaultValue = 900;
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};
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class minimalDelay {
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displayName = "Minimal Delay";
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description = "Minimal Delay between sounds played";
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typeName = "NUMBER";
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defaultValue = 10;
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};
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class maximalDelay {
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displayName = "Maximal Delay";
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description = "Maximal Delay between sounds played";
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typeName = "NUMBER";
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defaultValue = 170;
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};
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class followPlayers {
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displayName = "Follow Players";
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description = "Follow players. If set to false, loop will play sounds only nearby logic position.";
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typeName = "BOOL";
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defaultValue = 0;
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};
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class soundVolume {
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displayName = "Volume";
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description = "The volume of the sounds played";
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typeName = "NUMBER";
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defaultValue = 0;
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};
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};
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class ModuleDescription {
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description = "Ambiance sounds loop (synced across MP)";
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sync[] = {};
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};
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};
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};
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