ACE3/TO_MERGE/cse/main/CfgVehicles.h
2015-01-12 23:35:40 +01:00

115 lines
3.8 KiB
C++

#include "CfgFactionClasses.h"
class CfgVehicles {
class Logic;
class Module_F: Logic {
class ArgumentsBaseUnits {
};
};
class cse_enableLogging: Module_F {
scope = 2;
displayName = "Logging [CSE]";
icon = "\cse\cse_main\data\cse_logging_icon.paa";
category = "cseDebug";
function = "cse_fnc_debugModule";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
class Arguments {
class logLevel {
displayName = "Enable Logging at";
description = "The maximum level of logging";
typeName = "STRING";
class values {
class NONE {name="None"; value=4; default=1; };
class INFO {name="Information"; value=3; };
class DEBUG {name="Debug"; value=2; };
class WARN {name="Warnings"; value=1; };
class ERROR {name="Errors"; value=0; };
};
};
class logDisplayLevel {
displayName = "Show in chat";
description = "The maximum level of log messages to be shown in chat";
typeName = "STRING";
class values {
class NONE {name="None"; value=4; default=1; };
class INFO {name="Information"; value=3; };
class DEBUG {name="Debug"; value=2; };
class WARN {name="Warnings"; value=1; };
class ERROR {name="Errors"; value=0; };
};
};
};
class ModuleDescription {
description = "Lets you modify the logging settings within CSE."; // Short description, will be formatted as structured text
sync[] = {};
};
};
class cse_traceValuesObject: Module_F {
scope = 2;
displayName = "Trace variables [CSE]";
icon = "\cse\cse_main\data\cse_debug_icon.paa";
category = "cseDebug";
function = "cse_fnc_traceModule";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 1;
class Arguments {
class enableFor {
displayName = "Trace player variables";
description = "Whatever or not a debug message will be printed when a value for a player changes";
typeName = "STRING";
class values {
class DISABLED {name="Disable"; value=0; default=1; };
class ENABLE {name="Enable"; value=1; };
};
};
};
class ModuleDescription {
description = "Trace variables of given object"; // Short description, will be formatted as structured text
sync[] = {};
};
};
class cse_basicRevive: Module_F {
scope = 2;
displayName = "Basic Revive [CSE]";
icon = "\cse\cse_main\data\cse_medical_module.paa";
category = "cse_medical";
function = "cse_fnc_initalizeModule_F";
functionPriority = 1;
isGlobal = 1;
isTriggerActivated = 0;
class Arguments {
class enableFor {
displayName = "Enable for";
description = "Should the basic revive be enabled for players, AI or both?";
typeName = "NUMBER";
class values {
class disable {name="Disable"; value=0; default=1; };
class playersOnly {name="Players only"; value=1; };
class playersAndAI { name="Players and AI"; value = 2; };
};
};
class timer {
displayName = "Timer";
description = "How long can a unit spend in unconscious mode (In seconds)";
typeName = "NUMBER";
defaultValue = 600;
};
class amountOf {
displayName = "Hits while unconscious";
description = "number of times a unit can be hit/killed before being force killed. -1 is disabled.";
typeName = "NUMBER";
defaultValue = -1;
};
};
class ModuleDescription {
description = "Enables the basic revive script for all damage done through CSE. <br />Any unit that is killed, will be put in an unconscious state until their timer runs out.";
sync[] = {};
};
};
};