rendered paste bodyclass CfgVehicles {
class Land; // External class reference
class LandVehicle : Land {
class NewTurret; // External class reference
class ViewOptics; // External class reference
};
class Tank : LandVehicle {
driverOpticsModel = "\ca\Tracked\optika_tank_driver";
commanderCanSee = 30;
gunnerCanSee = 30;
class HitHull {
armor = 1;
material = 55;
name = "telo";
visual = "telo";
passThrough = 1;
};
class HitLTrack {
armor = 0.15;
material = 55;
name = "pas_L";
visual = "pas_L";
passThrough = 1;
};
class HitRTrack {
armor = 0.15;
material = 55;
name = "pas_P";
visual = "pas_P";
passThrough = 1;
};
class HitEngine {
armor = 0.4;
material = 60;
name = "motor";
visual = "motor";
passThrough = 1;
};
weapons[] = {};
magazines[] = {};
class Turrets {
class MainTurret : NewTurret {
gunnerAction = "ManActTestDriverOut";
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
memoryPointsGetInGunner = "pos driver";
memoryPointsGetInGunnerDir = "pos driver dir";
class HitTurret {
armor = 0.8;
material = 55;
name = "vez";
visual = "vez";
passThrough = 1;
};
class HitGun {
armor = 0.4;
material = 55;
name = "zbran";
visual = "zbran";
passThrough = 1;
};
class Turrets {
class CommanderOptics : NewTurret {
proxyType = "CPCommander";
proxyIndex = 1;
gunnerName = $STR_POSITION_COMMANDER;
primaryGunner = 0;
primaryObserver = 1;
body = "obsTurret";
gun = "obsGun";
animationSourceBody = "obsTurret";
animationSourceGun = "obsGun";
animationSourceHatch = "hatchGunner";
soundServo[] = {"", 0.00316228, 1.0};
gunBeg = "";
gunEnd = "";
minElev = -4;
maxElev = 20;
initElev = 0;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
commanding = 2;
outGunnerMayFire = 1;
inGunnerMayFire = 1;
gunnerOpticsModel = "\ca\Tracked\optika_tank_driver";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOutOpticsColor[] = {0, 0, 0, 1};
gunnerOutForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
memoryPointGunnerOutOptics = "commander_weapon_view";
memoryPointGunnerOptics = "commanderview";
memoryPointsGetInGunner = "pos driver";
memoryPointsGetInGunnerDir = "pos driver dir";
memoryPointGun = "gun_muzzle";
selectionFireAnim = "zasleh_1";
class ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.6;
minFov = 0.6;
maxFov = 0.6;
};
class ViewGunner {
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.7;
minFov = 0.6;
maxFov = 0.7;
};
};
};
};
};
soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 7.94328, 0.8};
soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 10.0, 1};
soundCrash[] = {"\ca\Tracked\Data\Sound\crash2", 31.6228, 1};
soundGear[] = {"\ca\Tracked\Data\Sound\Gear_Trans1", 0.01, 1};
soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1", 1.0, 1};
getInAction = "GetInmedium";
getOutAction = "GetOutmediun";
supplyRadius = 1.5;
simulation = "tank";
class ViewOptics : ViewOptics {
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.9;
minFov = 0.9;
maxFov = 0.9;
};
};
class Mech_BMD : Tank {
displayName = "BMD-1";
model = "\Mech_BMD\Mech_BMD.p3d";
selectionLeftOffset = "pasanimL";
selectionRightOffset = "pasanimP";
scope= 2;
crew = "SoldierECrew";
side = 0;
accuracy = 0.3;
picture = "\ca\tracked\Data\ico\bmp2_CA.paa";
Icon="\Mech_BMD\i_bmd.paa";
mapSize= 7;
armor= 125;
nameSound="APC";
maxSpeed= 70;
hiddenSelections[] = {""};
hiddenSelectionsTextures[] = {""};
transportSoldier = 4;
hasCommander = false;
class TransportMagazines {};
transportAmmo = 0;
supplyRadius = 1.7;
cost = 150000;
canFloat = 1;
typicalCargo[] = {"SoldierECrew", "SoldierECrew"};
viewCargoShadow = 1;
threat[] = {0.7, 1.0, 0.3};
soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1};
soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1};
soundEnviron[] = {"\ca\Tracked\Data\Sound\OldRolling_Treads1", 5.01187, 1};
soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9};
driverAction = "BMP2_DriverOut";
driverInAction = "BRDM2_Driver";
memoryPointTrack1L = "Stopa ll";
memoryPointTrack1R = "Stopa lr";
memoryPointTrack2L = "Stopa rl";
memoryPointTrack2R = "Stopa rr";
cargoIsCoDriver[] = {0};
cargoAction[] ={"Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01"};
driverForceOptics = 1;
dammageFull[] = {"/Mech_BMD/t/turret_g.pac", "/Mech_BMD/t/turretD.pac", "/Mech_BMD/t/side.pac","/Mech_BMD/t/sided.pac","/Mech_BMD/t/turret_c.pac", "/Mech_BMD/t/turretd.pac"};
class Library
{
libTextDesc = "As the result of the Cuban Missile Crisis there was a major effort to develop the VDV (Soviet airborne forces) as a mechanised rapid deployment force. BMD-1 was first seen by the West in 1970. BMD stands for Boyevaya Mashina Desanta - literally Combat Vehicle of the Airborne. The air-droppable BMD-1 is considerably smaller and lighter than the BMP-1, but has roughly the same capabilities. It is used in airborne divisions as an infantry fighting vehicle."
};
class Turrets
{
class MainTurret : NewTurret
{
body = "OtocVez";
gun = "OtocHlaven";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
animationSourceHatch = "hatchGunner";
class HitTurret
{
armor = 0.8;
material = 55;
name = "vez";
visual = "vez";
passThrough = true;
};
class HitGun
{
armor = 0.4;
material = 55;
name = "zbran";
visual = "zbran";
passThrough = true;
};
weapons[] = {"Mech_73mm", "PKT", "Mech_AT3Launcher"};
magazines[] = {"Mech_73mm_HE", "1500Rnd_762x54_PKT", "Mech_73mm_HEAT", "Mech_4Rnd_AT3_BMD1"};
soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.001, 1.0};
minElev = -4;
maxElev = 33;
minTurn = -360;
maxTurn = 360;
gunnerAction = "BMP2_GunnerOut";
gunnerInAction = "BMP2_Gunner";
forceHideGunner = 0;
gunnerOpticsModel = "\ca\tracked\optika_T72_gunner.p3d";
gunnerForceOptics = 1;
gunnerOutOpticsModel = "\ca\weapons\optika_empty";
};
};
class EventHandlers
{
Init = "_this exec ""\Mech_BMD\script\init.sqs""";
};
class UserActions
{
class NightVision
{
displayName="Nightvision ON";
position="gunnerview";
radius=3.500000;
onlyForPlayer= true;
condition="NOT(SD_HaveNvg) AND (PLAYER == gunner this)";
statement="this exec ""\Mech_BMD\script\nightvision.sqs""";
};
class NightVisionOff
{
displayName="Nightvision Off";
position="gunnerview";
radius=3.500000;
onlyForPlayer= true;
condition="SD_HaveNvg AND (PLAYER == gunner this)";
statement="SD_HaveNvg = false";
};
};
class Exhausts
{
class Exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffect";
};
class Exhaust2 : Exhaust1
{
position = "vyfuk start 2";
direction = "vyfuk konec 2";
};
};
};
};