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sqvrl

Отключение урона по заборам

Доброго времени суток.
Подскажите, как можно отключить получение урона по заборам, но при этом оставить возможность их разборки с внутренней стороны?
Нигде не могу найти информацию по этому поводу.
Заранее спасибо!

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cfggameplay.json в твоей mpmission

 

"disableBaseDamage": 1

В server.cfg вписать: 

enableCfgGameplayFile = 1;

 

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1 час назад, akklin сказал:

cfggameplay.json в твоей mpmission

 

"disableBaseDamage": 1


"disableBaseDamage": 1

В server.cfg вписать: 

enableCfgGameplayFile = 1;


enableCfgGameplayFile = 1;

 

Это же отключит урон по всем постройкам, нет разве?

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Не совсем корректно задал вопрос, нужно отключить урон по заборам, но при этом чтобы можно было рейдить ворота с замком.

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1 час назад, sqvrl сказал:

Не совсем корректно задал вопрос, нужно отключить урон по заборам, но при этом чтобы можно было рейдить ворота с замком.

мб как-то вот так

class CfgVehicles
{
	class Inventory_Base;
	class BaseBuildingBase: Inventory_Base{};

	class Fence: BaseBuildingBase
	{
		class DamageSystem
		{
			class GlobalHealth
			{
				class Health
				{
					hitpoints=10000;
				};
			};
			class DamageZones
			{
				class Wall_Base_Down
				{
					class Health
					{
						hitpoints = 10000;
					};
					class ArmorType
					{
						class Projectile
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class Melee
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class FragGrenade
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
					};
				};
				class Wall_Base_Up: Wall_Base_Down
                {
				};
				class Wall_Wood_Down
				{
					class Health
					{
						hitpoints = 10000;
					};
					class ArmorType
					{
						class Projectile
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class Melee
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class FragGrenade
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
					};
				}
				class Wall_Wood_Up: Wall_Wood_Down
				{
				};
				class Wall_Metal_Down
				{
					class Health
					{
						hitpoints = 10000;
					};
					class ArmorType
					{
						class Projectile
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class Melee
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class FragGrenade
						{
							class Health
							{
								damage=0;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
					};
				};
				class Wall_Metal_Up: Wall_Metal_Down
                {
				};
				class Wall_Gate
				{
					class Health
					{
						hitpoints = 10000;
					};
					class ArmorType
					{
						class Projectile
						{
							class Health
							{
								damage=1;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class Melee
						{
							class Health
							{
								damage=1;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
						class FragGrenade
						{
							class Health
							{
								damage=5;
							};
							class Blood
							{
								damage=0;
							};
							class Shock
							{
								damage=0;
							};
						};
					};
				};
	        };
		};
	};
};

 

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