Take On Helicopters CfgBase: Difference between revisions

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[[Category:Take On Helicopters: Editing]]
{{TOC|side}}
 
== World ==
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]]).
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]]).


<code>class CfgBase
<syntaxhighlight lang="cpp">
class CfgBase
{
{
{{cc|--- World name (matches CfgWorlds class)}} class United_States_H
//--- World name (matches CfgWorlds class)
class United_States_H
{
{
{{cc|--- Heliport name (visible in menus)}} displayName = $STR_HSIM_CfgBase_United_States_H;
//--- Heliport name (visible in menus)
{{cc|--- Script executed every time heliport is loaded}} init = "\hsim\Modules_H\base\United_States_H\init.sqf";
displayName = $STR_HSIM_CfgBase_United_States_H;
{{cc|--- Starting date of heliport. Every completed mission adds one day}} initDate[] = {2013,8,5,10,0};
//--- Script executed every time heliport is loaded
{{cc|--- Starting money}} initMoney = 1985;
init = "\hsim\Modules_H\base\United_States_H\init.sqf";
<br>
//--- Starting date of heliport. Every completed mission adds one day
{{cc|--- Subclasses (see below)}} class Mission
initDate[] = {2013,8,5,10,0};
//--- Starting money
initMoney = 1985;
 
//--- Subclasses (see below)
class Mission
{
{
{{codecomment|...}}
...
};
};
class Helicopters
class Helicopters
{
{
{{codecomment|...}}
...
};
};
{{codecomment|...etc...}}
...etc...
};
};
};</code>
};
</syntaxhighlight>


Following params are shared for Missions, Helicopters (including components), Staff and Upgrades.
Following params are shared for Missions, Helicopters (including components), Staff and Upgrades.
Line 38: Line 44:


=== Mission ===
=== Mission ===
Includes mission.sqm of heliport mission. Used mainly dor debugging object positions in case the mission was not loaded previously.
Includes mission.sqm of heliport mission. Used mainly dor debugging object positions in case the mission was not loaded previously.
class Mission
<syntaxhighlight lang="cpp">
{
class Mission
#include "\hsim\Missions_H\campaign\missions\United_States_H.United_States_H\mission.sqm"
{
};
#include "\hsim\Missions_H\campaign\missions\United_States_H.United_States_H\mission.sqm"
};
</syntaxhighlight>


=== Missions ===
=== Missions ===
Procedural missions (Contracts).
Procedural missions (Contracts).


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


=== Helicopters ===
=== Helicopters ===
class HeliLight
 
{
<syntaxhighlight lang="cpp">
{{cc|--- Helicopter vehicle class (from CfgVehicles)}} vehicle = "Heli_Light01_H";
class HeliLight
{{cc|--- Name displayed in heliportmenu}} displayName = $STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_H0;
{
{{cc|--- Description displayed in heliport menu}} libTextDesc = $STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_ARMORY;
//--- Helicopter vehicle class (from CfgVehicles)
{{cc|--- Purchase price (negative value means amount is removed)}} price = -320000;
vehicle = "Heli_Light01_H";
{{cc|--- Condition for showing the helicopter in menu (default is "true")}} show = "[[random]] 1 > 0.5";
//--- Name displayed in heliportmenu
{{cc|--- Condition for enabling the helicopter in menu (it can be visible, but not purchasable) (default is "true")}} enable = "[[daytime]] > 12";
displayName = $STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_H0;
{{cc|--- Text displayed in case enable returns false}} enableText = "Helicopters before noon are so ungentlemanlike.";
//--- Description displayed in heliport menu
{{cc|--- When 1, helicopter is added automatically once show and enable conditions are met}} forced = 1;
libTextDesc = $STR_HSIM_CFGVEHICLES_HELI_LIGHT01_BASE_ARMORY;
{{cc|--- Tags}} types[] = {"light"};
//--- Purchase price (negative value means amount is removed)
price = -320000;
{{cc|--- Component category class}} class Exterior
//--- Condition for showing the helicopter in menu (default is "true")
{
show = "random 1 > 0.5";
{{cc|--- Category name displayed in menu}} displayName = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior;
//--- Condition for enabling the helicopter in menu (it can be visible, but not purchasable) (default is "true")
{{cc|--- Component class}} class Doors
enable = "daytime > 12";
{
//--- Text displayed in case enable returns false
{{cc|--- Component name displayed in menu}} displayName = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors;
enableText = "Helicopters before noon are so ungentlemanlike.";
{{cc|--- Component description displayed in menu}} libTextDesc = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors_desc;
//--- When 1, helicopter is added automatically once show and enable conditions are met
{{cc|--- Model selections which component enables}} components[] = {"AddDoors"};
forced = 1;
{{cc|--- Component purchase price}} price = -1000;
//--- Tags
{{cc|--- Tags which component enables}} types[] = {"doors"};
types[] = {"light"};
{{cc|--- Weight added to total helicopter weight}} weight = 10;
 
};
//--- Component category class
};
class Exterior
{
class Init  
//--- Category name displayed in menu
{
displayName = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior;
displayName = "Init";
//--- Component class
{{cc|--- Private scope - category is not displayed in menu}} scope = 1;
class Doors
{
class CargoHook
//--- Component name displayed in menu
{
displayName = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors;
displayName = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliHeavy_Exterior_CargoHook;
//--- Component description displayed in menu
libTextDesc = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliHeavy_Exterior_CargoHook;
libTextDesc = $STR_HSIM_CfgBase_United_States_H_Helicopters_HeliLight_Exterior_Doors_desc;
components[] = {};
//--- Model selections which component enables
{{cc|--- Component is added automatically}} forced = 1;
components[] = {"AddDoors"};
{{cc|--- Condition for removing the component from owned ones}} hide = "myCounter > 42";
//--- Component purchase price
types[] = {"cargoHook"};
price = -1000;
};
//--- Tags which component enables
};
types[] = {"doors"};
};
//--- Weight added to total helicopter weight
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|Tags]]'' are displayed in requirements, which mean you can use virtual tags to handle correct technical exclusion
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"};
};
};
};
</syntaxhighlight>
 
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|Tags]]'' are displayed in requirements, which mean you can use virtual tags to handle correct technical exclusion.


'''Example:'''
'''Example:'''
<code>class Benches
<syntaxhighlight lang="cpp">
class Benches
{
{
types[] = {"benches","posSide"};
types[] = {"benches","posSide"};
Line 122: Line 170:
{
{
types[] = {"camera","posSide","posFrame"};
types[] = {"camera","posSide","posFrame"};
};</code>
};
''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).
</syntaxhighlight>
''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 ===
=== 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.
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.


<code>class Tags
<syntaxhighlight lang="cpp">
class Tags
{
{
class Light
class Light
{
{
{{cc|--- Name visible in 'Show Requirements' message box}} displayName = $STR_HSIM_CfgBase_United_States_H_tags_Light;
//--- Name visible in 'Show Requirements' message box
displayName = $STR_HSIM_CfgBase_United_States_H_tags_Light;
};
};
};</code>
};
</syntaxhighlight>




=== Factions ===
=== Factions ===
Factions serves as mission categories (e.g. Story, Government, Tutorials, ...).
Factions serves as mission categories (e.g. Story, Government, Tutorials, ...).
<code>class Factions
<syntaxhighlight lang="cpp">
class Factions
{
{
class CORE
class CORE
{
{
{{cc|--- Name visible in Contracts menu}} displayName = $STR_HSIM_CfgBase_United_States_H_Factions_CORE;
//--- Name visible in Contracts menu
{{cc|--- Unique faction id, used for mission categoriting (see [[#Missions|Missions]])}} id = 0;
displayName = $STR_HSIM_CfgBase_United_States_H_Factions_CORE;
{{cc|--- Listbox icon}} image = "hsim\ui_h\data\igui_sidebriefing_civil_ca.paa";
//--- 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";
};
};
};</code>
};</syntaxhighlight>




Line 157: Line 216:
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.
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
<syntaxhighlight lang="cpp">
{
class Hangars
displayName = "Hangars";
{
class Hangar_default
displayName = "Hangars";
  {
class Hangar_default
displayName = "Default Hangar";
{
libTextDesc = "Larkin Aviation offices";
displayName = "Default Hangar";
{{cc|--- Composition class from CfgObjectCompositions}} composition = "heliport_hangarDefault";
libTextDesc = "Larkin Aviation offices";
{{cc|--- Composition position}} positions[] = {"hangar00"};
//--- Composition class from CfgObjectCompositions
forced = 1;
composition = "heliport_hangarDefault";
};
//--- Composition position
};
positions[] = {"hangar00"};
forced = 1;
};
};
</syntaxhighlight>


=== NoFlyZones ===
=== NoFlyZones ===
No-fly zones created automatically by [[BIS_fnc_noFlyZonesCreate]].
No-fly zones created automatically by [[BIS_fnc_noFlyZonesCreate]].
<code>class Factions
<syntaxhighlight lang="cpp">
class Factions
{
{
class P51
class P51
{
{
{{cc|--- Zone position}} position[] = {2018.7,45494.7,0};
//--- Zone position
{{cc|--- Zone area (matches [[triggerArea]] format))}} area[] = {4500,3000,90,1};
position[] = {2018.7,45494.7,0};
{{cc|--- Zone type (see below)}} type = 2;
//--- Zone area (matches triggerArea format))
area[] = {4500,3000,90,1};
//--- Zone type (see below)
type = 2;
};
};
};</code>
};
</syntaxhighlight>


Zone types (simplified representation of [http://en.wikipedia.org/wiki/Airspace_class airspace classes]):
Zone types (simplified representation of [http://en.wikipedia.org/wiki/Airspace_class airspace classes]):
Line 186: Line 255:
* 1 - International Airport (Class B Airspace)
* 1 - International Airport (Class B Airspace)
* 2 - Restricted zone
* 2 - Restricted zone
[[Category:Take On Helicopters: Editing]]

Revision as of 20:17, 29 January 2021

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