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Всех приветствую, решил значит увеличить слоты у деревянного ящика , но данная затея не увенчалась успехом.
Где я мог ошибиться при вырезке из gear_camping.pbo?
#define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, DESTRUCTNO = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgVehicles { class Inventory_Base; // External class reference class Container_Base; // External class reference class WorldContainer_Base; // External class reference class HouseNoDestruct; // External class reference class Static; // External class reference class BaseBuildingBase : Inventory_Base {}; class WoodenCrate : Container_Base { scope = public; displayName = "$STR_CfgVehicles_Wooden_Case0"; descriptionShort = "$STR_CfgVehicles_Wooden_Case1"; model = "\DZ\gear\camping\wooden_case.p3d"; hologramMaterial = "wooden_case"; hologramMaterialPath = "dz\gear\camping\data"; slopeTolerance = 0.4; yawPitchRollLimit[] = {45, 45, 45}; inventorySlot[] = {"Truck_01_WoodenCrate1", "Truck_01_WoodenCrate2", "Truck_01_WoodenCrate3", "Truck_01_WoodenCrate4"}; weight = 10000; itemSize[] = {10, 10}; itemBehaviour = 0; carveNavmesh = 1; canBeDigged = 1; rotationFlags = 2; hiddenSelections[] = {"camoGround"}; hiddenSelectionsTextures[] = {"\dz\gear\camping\data\wooden_case_co.paa"}; class DamageSystem { class GlobalHealth { class Health { hitpoints = 400; transferToAttachmentsCoef = 0.06; healthLevels[] = {{1.0, {"DZ\gear\camping\data\wooden_case.rvmat"}}, {0.7, {"DZ\gear\camping\data\wooden_case.rvmat"}}, {0.5, {"DZ\gear\camping\data\wooden_case_damage.rvmat"}}, {0.3, {"DZ\gear\camping\data\wooden_case_damage.rvmat"}}, {0.0, {"DZ\gear\camping\data\wooden_case_destruct.rvmat"}}}; }; }; class GlobalArmor { class FragGrenade { class Health { damage = 8.0; }; class Blood { damage = 8.0; }; class Shock { damage = 8.0; }; }; }; }; class Cargo { itemsCargoSize[] = {10, 10}; openable = 0; allowOwnedCargoManipulation = 1; }; soundImpactType = "wood"; class AnimEvents { class SoundWeapon { class movement { soundSet = "seachest_movement_SoundSet"; id = 1; }; class pickUpItem_Light { soundSet = "pickUpSeaChest_SoundSet"; id = 796; }; class pickUpItem { soundSet = "pickUpSeaChest_SoundSet"; id = 797; }; class drop { soundset = "seachest_drop_SoundSet"; id = 898; }; }; }; }; };
Содержимое перед упаковкой:
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