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add tents #829
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@ -110,7 +110,7 @@ if !(_jammer isEqualTo []) then {
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_buildingCountLimit = _buildingCountLeader + (_buildingCountPerMember * _membercount);
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};
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if (_useSplitCountLimits) then {
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if(_objType in ["WorkBench_EPOCH","StorageShelf_EPOCH","Tipi_EPOCH","LockBox_EPOCH","Safe_EPOCH","StorageShelf_SIM_EPOCH","LockBox_SIM_EPOCH","Safe_SIM_EPOCH","Workbench_SIM_EPOCH","Tipi_SIM_EPOCH"]) then {
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if(_objType in ["WorkBench_EPOCH","StorageShelf_EPOCH","Tipi_EPOCH","TentA_EPOCH","TentDome_EPOCH","LockBox_EPOCH","Safe_EPOCH","StorageShelf_SIM_EPOCH","LockBox_SIM_EPOCH","Safe_SIM_EPOCH","Workbench_SIM_EPOCH","Tipi_SIM_EPOCH"]) then {
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if ((count (nearestObjects[_nearestJammer,["Buildable_Storage","Constructions_lockedstatic_F","LockBox_SIM_EPOCH","Safe_SIM_EPOCH","StorageShelf_SIM_EPOCH","WorkBench_SIM_EPOCH"],_buildingJammerRange]-[_obj])) >= _storageCountLimit) exitwith {
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_buildingAllowed = false;
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[format["Building Disallowed: Max. %1 Storage Objects",_storageCountLimit],5] call Epoch_message
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@ -550,6 +550,42 @@ class CfgBaseBuilding
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removeParts[] = {};
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};
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class Tipi_Ghost_EPOCH : Tipi_SIM_EPOCH {};
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class TentA_EPOCH : Default
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{
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removeParts[] = {{"Pelt_EPOCH",2},{"PartPlankPack",1}};
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GhostPreview = "TentA_Ghost_EPOCH";
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staticClass = "TentA_EPOCH";
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simulClass = "TentA_SIM_EPOCH";
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limitNearby = 2;
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bypassJammer = 1;
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};
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class TentA_SIM_EPOCH : TentA_EPOCH
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{
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simulClass = "TentA_SIM_EPOCH";
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staticClass = "TentA_EPOCH";
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limitNearby = 2;
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bypassJammer = 1;
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removeParts[] = {};
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};
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class TentA_Ghost_EPOCH : TentA_SIM_EPOCH {};
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class TentDome_EPOCH : Default
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{
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removeParts[] = {{"Pelt_EPOCH",2},{"PartPlankPack",1}};
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GhostPreview = "TentDome_Ghost_EPOCH";
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staticClass = "TentDome_EPOCH";
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simulClass = "TentDome_SIM_EPOCH";
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limitNearby = 2;
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bypassJammer = 1;
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};
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class TentDome_SIM_EPOCH : TentA_EPOCH
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{
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simulClass = "TentDome_SIM_EPOCH";
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staticClass = "TentDome_EPOCH";
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limitNearby = 2;
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bypassJammer = 1;
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removeParts[] = {};
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};
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class TentDome_Ghost_EPOCH : TentDome_SIM_EPOCH {};
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class StorageShelf_EPOCH : Default
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{
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removeParts[] = {{"ItemCorrugated",2}};
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@ -41,6 +41,22 @@ class CfgObjectInteractions
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{
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interactMode = 1;
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};
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class TentA_EPOCH : Default
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{
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interactMode = 4;
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};
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class TentA_SIM_EPOCH : Default
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{
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interactMode = 1;
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};
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class TentDome_EPOCH : Default
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{
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interactMode = 4;
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};
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class TentDome_SIM_EPOCH : Default
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{
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interactMode = 1;
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};
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class StorageShelf_EPOCH : Default
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{
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interactMode = 4;
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@ -11,7 +11,7 @@ All changes for [Arma 3](https://arma3.com/) [Epoch Mod](https://epochmod.com) a
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- Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. @DirtySanchez
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- Vector Base Building (uses Arrow keys by default and with SHIFT / ALT you can control the steps). @DirtySanchez & @Ignatz-Heman
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- New Base Building Objects: Quarter and Half wood floors @DirtySanchez, Cinder block full floor @Helion.
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- New Base Building Objects: Quarter and Half wood floors @DirtySanchez, Cinder block floor, Cinder wall with window. @Helion.
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- Medical items: Adrenaline Shot (adrenaline_epoch), Caffeine Pills (caffeinepills_epoch). Orlistat Pills (orlistat_epoch) by @Helion and configs by @DirtySanchez
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- Food items: ItemCereals, ItemPowderMilk_F, ItemRiceBox, ItemVitamins. @DirtySanchez
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