ACE3/TO_MERGE/cse/sys_equipment/CfgVehicles.h
2015-01-12 23:25:47 +01:00

224 lines
5.6 KiB
C++

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[] = {};
};
};
};