class 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"; }; }; }; };