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421 lines (345 loc) · 9.79 KB
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class CfgIdentities
{
class HW_Ident_Dispatch
{
name = "Central Dispatch";
face = "Face20";
glasses = "None";
speaker = "Dan";
pitch = 1.0;
};
};
class CfgRadio
{
sounds[] = {};
class HW_Radio_ReceivedStby
{
name = "";
sound[] = {"\sound\received.ogg", db-100, 1.0};
title = "Received, Standby...";
};
class HW_Radio_RogerStby
{
name = "";
sound[] = {"\sound\roger.ogg", db-100, 1.0};
title = "Roger That, Standby...";
};
class HW_Radio_CopyStby
{
name = "";
sound[] = {"\sound\copy.ogg", db-100, 1.0};
title = "Copy That, Stay on just a sec...";
};
class HW_Radio_Update
{
name = "";
sound[] = {"\sound\update.ogg", db-100, 1.0};
title = "Able Units, Update!";
};
class HW_Radio_CheckReport
{
name = "";
sound[] = {"\sound\check report.ogg", db-100, 1.0};
title = "Able Units, Map Check, Acknowledge!";
};
class HW_Radio_MapCheck
{
name = "";
sound[] = {"\sound\map check.ogg", db-100, 1.0};
title = "Able Units, Map Check!";
};
class HW_Radio_UpdateReport
{
name = "";
sound[] = {"\sound\update report.ogg", db-100, 1.0};
title = "Able Units, Update, Check and Acknowledge!";
};
class HW_Radio_CheckIn
{
name = "";
sound[] = {"\sound\check in.ogg", db-100, 1.0};
title = "Able Units, Check In!";
};
class HW_Radio_Report
{
name = "";
sound[] = {"\sound\report.ogg", db-100, 1.0};
title = "Able Units, Acknowledge!";
};
class HW_Radio_Dispatch
{
name = "";
sound[] = {"\sound\dispatch update.ogg", db-100, 1.0};
title = "Able units, Dispatch, Update!";
};
class HW_Radio_Update_Info
{
name = "";
sound[] = {"\sound\update info.ogg", db-100, 1.0};
title = "Able Units, Update, Call back for more info...";
};
class HW_Radio_Unable
{
name = "";
sound[] = {"\sound\copy unable.ogg", db-100, 1.0};
title = "We copy you unable. Please Confirm!";
};
class HW_Radio_Taxi_Commit
{
name = "";
sound[] = {"\sound\copy enroute.ogg", db-100, 1.0};
title = "Confirmed! Passengers should be out at departure by the time you get there...";
};
class HW_Radio_Taxi_Enroute_Abort
{
name = "";
sound[] = {"\sound\abort with pax.ogg", db-100, 1.0};
title = "Understand aborting enroute and dropping passengers! Copy that! Advise when landed!";
};
class HW_Radio_Taxi_Abort_Landed
{
name = "";
sound[] = {"\sound\abort pax landed.ogg", db-100, 1.0};
title = "Copy landed! - We got a fix on your location and will dispatch another bird, can you confirm?";
};
class HW_Radio_Taxi_Little_Late
{
name = "";
sound[] = {"\sound\a little late.ogg", db-100, 1.0};
title = "Dispatch to Larkin - What's taking you so long?? Good thing you're almost there, or we'd have sent someone else by now!";
};
class HW_Radio_Taxi_Too_Late
{
name = "";
sound[] = {"\sound\a whole lot late.ogg", db-100, 1.0};
title = "Dispatch to Larkin - Where the hell are you?! ... You are dismissed from this assignment! ... We've sent out another chopper!";
};
class HW_Radio_Taxi_Epic_Fail
{
name = "";
sound[] = {"\sound\epic fail.ogg", db-100, 1.0};
title = " ** RANT ** ";
};
class HW_Radio_See_You_Later
{
name = "";
sound[] = {"\sound\later.ogg", db-100, 1.0};
title = "Copy that! See you later!";
};
};
class CfgSounds
{
sounds[] = {};
class FX_Dispatch_Chime
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_dispatch_chime";
// filename, volume, pitch
sound[] = {"\sound\chime2.ogg", 1, 1};
titles[] = {};
};
class FX_Dispatch_Beep
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_dispatch_beep";
// filename, volume, pitch
sound[] = {"\sound\beepbeep.ogg", 1, 1};
titles[] = {};
};
class FX_Dispatch_Error
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_dispatch_error";
// filename, volume, pitch
sound[] = {"\sound\error.ogg", 1, 1};
titles[] = {};
};
class FX_Pump_Fuel
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_pump_fuel";
// filename, volume, pitch
sound[] = {"\sound\fx_pump_fuel.ogg", 1, 1};
titles[] = {};
};
class FX_Draw_Fuel_Line
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_draw_fuel_line";
// filename, volume, pitch
sound[] = {"\sound\fx_draw_fuel_line.ogg", 1, 1};
titles[] = {};
};
class FX_Rope_Release
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_rope_release";
// filename, volume, pitch
sound[] = {"\sound\fx_rope_release.ogg", 1, 1};
titles[] = {};
};
class FX_Rope_Connect
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_rope_connect";
// filename, volume, pitch
sound[] = {"\sound\fx_rope_connect.ogg", 1, 1};
titles[] = {};
};
class FX_Rope_Unlatch
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_rope_unlatch";
// filename, volume, pitch
sound[] = {"\sound\fx_rope_unlatch.ogg", 1, 1};
titles[] = {};
};
class FX_Fail_Engine_Bad
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_fail_engine_bad";
// filename, volume, pitch
sound[] = {"\sound\fx_fail_engine_bad.ogg", 1, 1};
titles[] = {};
};
class FX_Fail_Surge
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_fail_surge";
// filename, volume, pitch
sound[] = {"\sound\fx_fail_surge.ogg", 1, 1};
titles[] = {};
};
class FX_Fail_Clunk
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_fail_clunk";
// filename, volume, pitch
sound[] = {"\sound\fx_fail_clunk.ogg", 1, 1};
titles[] = {};
};
class FX_Fail_Crackling
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_fail_crackling";
// filename, volume, pitch
sound[] = {"\sound\fx_fail_crackling.ogg", 1, 1};
titles[] = {};
};
class FX_Fail_Rough
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "hw_fx_fail_rough";
// filename, volume, pitch
sound[] = {"\sound\fx_fail_rough.ogg", 1, 1};
titles[] = {};
};
};
class CfgLoadingTexts
{
//--- Delay between texts are swapped (by default same as delay for images)
refreshDelay = 2
//--- Loading text container
class Heli4Hire_1
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Inspecting ground resonance damper"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_2
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Cleaning elastomeric bearings"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_3
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Balancing swashplate"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_4
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Calibrating lag-lead hinges"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_5
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Adjusting density altitude"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_6
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Lubricating freewheel unit"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_7
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Tuning rotor tracking"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
class Heli4Hire_8
{
//--- Hint title
title = "SimCopter Take On Revival";
//--- Lines of text (<br /> will be placed inbetween them)
text[] = {
"Reticulating Splines"
};
//--- Enable diary record (e.g. text is atimatically added to 'Hints' category in notes)
isDiary = 0;
};
};
///////////////////////////////////////////////////////////////////////////
/// Fleet and Hardware Class Definitions
///////////////////////////////////////////////////////////////////////////
#include <cfgClassDefs.h>
///////////////////////////////////////////////////////////////////////////
/// Animation Viewer
///////////////////////////////////////////////////////////////////////////
#include <AnimationViewer\include.h>
///////////////////////////////////////////////////////////////////////////
/// Controls & Dialogs
///////////////////////////////////////////////////////////////////////////
#include <ctrlDefs.h>
#include <Hangar\office_dialog.h>
#include <Hangar\hangar_dialog.h>