Take On Helicopters CfgBase

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Revision as of 21:23, 13 March 2023 by Lou Montana (talk | contribs) (Some wiki formatting)
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Every world is allowed to have one heliport. All settings are placed in CfgBase under classname matching those of CfgWorlds class (and returned value worldName).

class CfgBase
{
	//--- World name (matches CfgWorlds class)
	class United_States_H
	{
		//--- Heliport name (visible in menus)
		displayName = "$STR_HSIM_CfgBase_United_States_H";
		//--- Script executed every time heliport is loaded
		init = "\hsim\Modules_H\base\United_States_H\init.sqf";
		//--- Starting date of heliport. Every completed mission adds one day
		initDate[] = { 2013, 8, 5, 10, 0 };
		//--- Starting money
		initMoney = 1985;

		//--- Subclasses (see below)
		class Mission
		{
			// ...
		};
		class Helicopters
		{
			// ...
		};

		// etc
	};
};

Following params are shared for Missions, Helicopters (including components), Staff and Upgrades.

  • scope
  • show
  • hide
  • enable
  • enableText
  • displayName
  • libTextDesc
  • price
  • forced

Mission

Includes mission.sqm of heliport mission. Used mainly dor debugging object positions in case the mission was not loaded previously.

class Mission
{
	#include "\hsim\Missions_H\campaign\missions\United_States_H.United_States_H\mission.sqm"
};

Missions

Procedural missions (Contracts).

class Missions
{
	class Visit
	{
		//--- Name visible in mission list on heliport
		displayName = "$STR_HSIM_CfgBase_United_States_H_Missions_Visit";
		//--- List of helicopter classes used as default. One of them is selected randomly.
		helicoptersDefault[] = {MISSION_HELICOPTERS_LM};
		//--- When 1, replaying the mission will still earn player money
		repeat = 1;
		//--- Faction ID
		faction = 2;
		//--- Mission reward
		price = 15000;
		//--- Classes of missions required before mission is displayed in menu
		requiredMissions[] = {
			"US_C_01"
		};
		//--- Helicopter tags required for mission to be enabled in menu
		requiredHelicopters[] = {
			{ "light", "medium" }
		};
		//--- Helicopter component required for mission to be enabled in menu
		requiredHelicopterUpgrades[] = {
			"doors"
		};
		//--- Company logo displayed in heliport menu
		overviewLogo = "hsim\ui_h\data\logos\logo_larkin_ca.paa";
	};
};

Helicopters

class HeliLight
{
	//--- Helicopter vehicle class (from CfgVehicles)
	vehicle = "Heli_Light01_H";
	//--- Name displayed in heliportmenu
	displayName = "$STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_H0";
	//--- Description displayed in heliport menu
	libTextDesc = "$STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_ARMORY";
	//--- Purchase price (negative value means amount is removed)
	price = -320000;
	//--- Condition for showing the helicopter in menu (default is "true")
	show = "random 1 > 0.5";
	//--- Condition for enabling the helicopter in menu (it can be visible, but not purchasable) (default is "true")
	enable = "daytime > 12";
	//--- Text displayed in case enable returns false
	enableText = "Helicopters before noon are so ungentlemanlike.";
	//--- When 1, helicopter is added automatically once show and enable conditions are met
	forced = 1;
	//--- Tags
	types[] = { "light" };

	//--- Component category class
	class Exterior
	{
		//--- Category name displayed in menu
		displayName = "$STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior";
		//--- Component class
		class Doors
		{
			//--- Component name displayed in menu
			displayName = "$STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors";
			//--- Component description displayed in menu
			libTextDesc = "$STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors_desc";
			//--- Model selections which component enables
			components[] = { "AddDoors" };
			//--- Component purchase price
			price = -1000;
			//--- Tags which component enables
			types[] = { "doors" };
			//--- Weight added to total helicopter weight
			weight = 10;
		};
	};

	class Init 
	{
		displayName = "Init";
		//--- Private scope - category is not displayed in menu
		scope = 1;
				
		class CargoHook
		{
			displayName = "$STR_HSIM_CfgBase_United_States_H_Helicopters_HeliHeavy_Exterior_CargoHook";
			libTextDesc = "$STR_HSIM_CfgBase_United_States_H_Helicopters_HeliHeavy_Exterior_CargoHook";
			components[] = {};
			//--- Component is added automatically
			forced = 1;
			//--- Condition for removing the component from owned ones
			hide = "myCounter > 42";
			types[] = { "cargoHook" };
		};
	};
};

Component tags are unique, only on of the can be enabled at the same time. That means that if two component has for example tag "camera", enabling one of them will disable the other one. Only tags defined in class Tags are displayed in requirements, which mean you can use virtual tags to handle correct technical exclusion.

Example:

class Benches
{
	types[] = { "benches", "posSide" };
};
class Camera
{
	types[] = { "camera", "posSide", "posFrame" };
};

benches and camera are defined in class Tags and are displayed in mission requirements. However, posSide is virtual tag and makes sure that camera cannot be enabled at the same time as benches (as both occupy similar position).

Tags

Every helicopter or component is marked with tags, and missions can require helicopters or components with such tags to be owned by player before they can be played. Otherwise "Show Requirements" button is active instead of "Play" in heliport mission selection. Clicking on the button will display tag descriptions defined in this class.

class Tags
{
	class Light
	{
		//--- Name visible in 'Show Requirements' message box
		displayName = "$STR_HSIM_CfgBase_United_States_H_tags_Light";
	};
};

Factions

Factions serves as mission categories (e.g. Story, Government, Tutorials, ...).

class Factions
{
	class CORE
	{
		//--- Name visible in Contracts menu
		displayName = "$STR_HSIM_CfgBase_United_States_H_Factions_CORE";
		//--- Unique faction id, used for mission categoriting (see Missions paragraph above)
		id = 0;
		//--- Listbox icon
		image = "hsim\ui_h\data\igui_sidebriefing_civil_ca.paa";
	};
};

Staff

TBA

Upgrades

Heliport upgrades are compositions placed on heliport itself, like hangar, tools, tables etc. However, it can also include environment objects further away from heliport, like cargo ship wreck.

class Hangars
{
	displayName = "Hangars";
	class Hangar_default
 	{
		displayName = "Default Hangar";
		libTextDesc = "Larkin Aviation offices";
		//--- Composition class from CfgObjectCompositions
		composition = "heliport_hangarDefault";
		//--- Composition position
		positions[] = { "hangar00" };
		forced = 1;
	};
};

NoFlyZones

No-fly zones created automatically by BIS_fnc_noFlyZonesCreate.

class Factions
{
	class P51
	{
		//--- Zone position
		position[] = { 2018.7, 45494.7, 0 };
		//--- Zone area (matches triggerArea format))
		area[] = { 4500, 3000, 90, 1 };
		//--- Zone type (see below)
		type = 2;
	};
};

Zone types (simplified representation of airspace classes):

  • 0 - Airport (Class D Airspace)
  • 1 - International Airport (Class B Airspace)
  • 2 - Restricted zone