fix(braf_air2) Naming clonvention for all classes and paths to use lowercase letters.
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@@ -52,8 +52,8 @@ class CfgVehicles
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side = 1; // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas
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faction = BLU_F; // defines the faction inside of the side
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displayName = "AMF PLANE TRANSPORT 01 (Base)"; // how is the plane displayed (named) in editor
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author = "Haxxerd & AMF TEAM";
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model = "\AMF_PLANE_TRANSPORT_01\AMF_PLANE_TRANSPORT_01_F.p3d"; // path to model of the plane
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author = "BRAF TEAM";
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model = "\amf_plane_transport_01\amf_plane_transport_01_f.p3d"; // path to model of the plane
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accuracy = 0.2; // how hard it is to distinguish the type of the vehicle (bigger number means harder)
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editorSubcategory = EdSubcat_Planes; // category in which we want to see this plane in editor
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memoryPointTaskMarker = "TaskMarker_1_pos"; // The memory point defines the position where the task marked will be displayed if the task is attached to the particular object
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@@ -80,8 +80,8 @@ class CfgVehicles
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driverLeftHandAnimName = ""; // conecting throttle animation to left hand of pilot
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icon = "AMF_PLANE_TRANSPORT_01\Data\ui\AMF_CASA_CN_235_Icon_ca.paa"; // icon in map/editor
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picture = "AMF_PLANE_TRANSPORT_01\Data\ui\AMF_CASA_CN_235_ca.paa"; // small picture in command menu
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icon = "amf_plane_transport_01\data\ui\amf_casa_cn_235_icon_ca.paa"; // icon in map/editor
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picture = "amf_plane_transport_01\data\ui\amf_casa_cn_235_ca.paa"; // small picture in command menu
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transportSoldier = 30;
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transportAmmo = 0;
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transportRepair = 0;
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@@ -308,7 +308,7 @@ class CfgVehicles
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};
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class TransportPylonsComponent
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{
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uiPicture = "\A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_A143_3DEN_CA.paa";
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uiPicture = "\a3\air_f_gamma\plane_fighter_03\data\ui\plane_a143_3den_ca.paa";
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class Pylons
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{};
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class Presets
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@@ -360,21 +360,21 @@ class CfgVehicles
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tex[] = {};
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mat[] =
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{
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1.rvmat", // material mapped in model
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_damage.rvmat", // changes to this one once damage of the part reaches 0.5
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_destruct.rvmat", // changes to this one once damage of the part reaches 1
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_1.rvmat", // material mapped in model
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_1_damage.rvmat", // changes to this one once damage of the part reaches 0.5
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_1_destruct.rvmat", // changes to this one once damage of the part reaches 1
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_damage.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_destruct.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_2.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_2_damage.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_2_destruct.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass_damage.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass_destruct.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_in.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
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"A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat"
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass_in.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass_damage.rvmat",
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"a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_glass_destruct.rvmat"
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};
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};
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@@ -415,7 +415,7 @@ class CfgVehicles
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directionStabilized = 1; // Allows stabilization of the turret
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visionMode[] = {"Normal","Ti"}; // Available spectrum modes - in this case visible and thermal
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thermalMode[] = {0,1}; // TI modes - in this case WHOT and BHOT
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gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; // model used for the reticle
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gunnerOpticsModel = "\a3\drones_f\weapons_f_gamma\reticle\uav_optics_gunner_wide_f.p3d"; // model used for the reticle
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opticsPPEffects[] = {}; // post-process effects used in the optics
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};
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class Medium : Wide
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@@ -424,14 +424,14 @@ class CfgVehicles
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initFov = A3_FOV_DEG(6);
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minFov = A3_FOV_DEG(6);
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maxFov = A3_FOV_DEG(6);
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gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
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gunnerOpticsModel = "\a3\drones_f\weapons_f_gamma\reticle\uav_optics_gunner_medium_f.p3d";
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};
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class Narrow : Wide
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{
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initFov = 0.125;
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minFov = 0.125;
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maxFov = 0.125;
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gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
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gunnerOpticsModel = "\a3\drones_f\weapons_f_gamma\reticle\uav_optics_gunner_narrow_f.p3d";
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};
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showMiniMapInOptics = true;
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showUAVViewInOptics = false;
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@@ -501,7 +501,7 @@ class CfgVehicles
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shortcut = "Eject";
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displayName = "$STR_A3_action_eject";
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condition = "player in this && {speed this > 1} AND (this animationPhase ""ramp_bottom"" == 1)";
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statement = "[this,0] execvm ""\AMF_PLANE_TRANSPORT_01\Data\scripts\eject.sqf""";
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statement = "[this,0] execvm ""\amf_plane_transport_01\data\scripts\eject.sqf""";
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position = "";
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radius = 10;
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onlyforplayer = 1;
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@@ -562,7 +562,7 @@ class CfgVehicles
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class B_AMF_PLANE_TRANSPORT_01_F: AMF_PLANE_TRANSPORT_01_base_F // CAS version of the plane
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{
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displayName = "CASA CN-235"; // how does the vehicle show itself in editor
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author = "Haxxerd & AMF TEAM";
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author = "BRAF TEAM";
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side = 1; /// BLUFOR side
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faction = "France_Faction"; /// and with France faction // defines the faction inside of the side
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crew = "B_Fighter_Pilot_F"; // we are using "Fighter Pilot" for now, but we can use the sample soldier we have as captain of the boat, too - "Test_Soldier_F"
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@@ -583,7 +583,7 @@ class CfgVehicles
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class AMF_PLANE_TRANSPORT_01_wreck_F: PlaneWreck
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{
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scope = 1; // we don't want to see wreck model in editor (you can use scope=2 if you want to see it)
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model = "\AMF_PLANE_TRANSPORT_01\AMF_PLANE_TRANSPORT_01_Wreck_F.p3d";
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model = "\amf_plane_transport_01\amf_plane_transport_01_wreck_f.p3d";
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typicalCargo[] = {}; //no one should be sitting inside when spawned
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irTarget = 0;
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transportAmmo = 0;
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