b1_common.hpp 3.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193
  1. author = "RD501";
  2. scope = 2;
  3. faction = macro_faction(CIS);
  4. linkeditems[]=
  5. {
  6. "ItemGPS",
  7. "ItemMap",
  8. "ItemCompass",
  9. "ItemWatch",
  10. "JLTS_droid_comlink",
  11. "JLTS_NVG_droid_chip_1"
  12. };
  13. respawnlinkeditems[]=
  14. {
  15. "ItemGPS",
  16. "ItemMap",
  17. "ItemCompass",
  18. "ItemWatch",
  19. "JLTS_droid_comlink",
  20. "JLTS_NVG_droid_chip_1"
  21. };
  22. class HitPoints
  23. {
  24. class HitFace
  25. {
  26. armor=1;
  27. material=-1;
  28. name="face_hub";
  29. passThrough=0.80000001;
  30. radius=0.079999998;
  31. explosionShielding=0.1;
  32. minimalHit=0.0099999998;
  33. };
  34. class HitNeck: HitFace
  35. {
  36. armor=1;
  37. material=-1;
  38. name="neck";
  39. passThrough=0.80000001;
  40. radius=0.1;
  41. explosionShielding=0.5;
  42. minimalHit=0.0099999998;
  43. };
  44. class HitHead: HitNeck
  45. {
  46. armor=1;
  47. material=-1;
  48. name="head";
  49. passThrough=0.80000001;
  50. radius=0.2;
  51. explosionShielding=0.5;
  52. minimalHit=0.0099999998;
  53. depends="HitFace max HitNeck";
  54. };
  55. class HitPelvis: HitHead
  56. {
  57. armor=8;
  58. material=-1;
  59. name="pelvis";
  60. passThrough=0.80000001;
  61. radius=0.23999999;
  62. explosionShielding=3;
  63. visual="injury_body";
  64. minimalHit=0.0099999998;
  65. depends="";
  66. };
  67. class HitAbdomen: HitPelvis
  68. {
  69. armor=6;
  70. material=-1;
  71. name="spine1";
  72. passThrough=0.80000001;
  73. radius=0.16;
  74. explosionShielding=3;
  75. visual="injury_body";
  76. minimalHit=0.0099999998;
  77. };
  78. class HitDiaphragm: HitAbdomen
  79. {
  80. armor=6;
  81. material=-1;
  82. name="spine2";
  83. passThrough=0.33000001;
  84. radius=0.18000001;
  85. explosionShielding=6;
  86. visual="injury_body";
  87. minimalHit=0.0099999998;
  88. };
  89. class HitChest: HitDiaphragm
  90. {
  91. armor=8;
  92. material=-1;
  93. name="spine3";
  94. passThrough=0.33000001;
  95. radius=0.18000001;
  96. explosionShielding=6;
  97. visual="injury_body";
  98. minimalHit=0.0099999998;
  99. };
  100. class HitBody: HitChest
  101. {
  102. armor=1000;
  103. material=-1;
  104. name="body";
  105. passThrough=1;
  106. radius=0;
  107. explosionShielding=6;
  108. visual="injury_body";
  109. minimalHit=0.0099999998;
  110. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  111. };
  112. class HitArms: HitBody
  113. {
  114. armor=6;
  115. material=-1;
  116. name="arms";
  117. passThrough=1;
  118. radius=0.1;
  119. explosionShielding=3;
  120. visual="injury_hands";
  121. minimalHit=0.0099999998;
  122. depends="0";
  123. };
  124. class HitHands: HitArms
  125. {
  126. armor=6;
  127. material=-1;
  128. name="hands";
  129. passThrough=1;
  130. radius=0.1;
  131. explosionShielding=1;
  132. visual="injury_hands";
  133. minimalHit=0.0099999998;
  134. depends="HitArms";
  135. };
  136. class HitLegs: HitHands
  137. {
  138. armor=6;
  139. material=-1;
  140. name="legs";
  141. passThrough=1;
  142. radius=0.14;
  143. explosionShielding=3;
  144. visual="injury_legs";
  145. minimalHit=0.0099999998;
  146. depends="0";
  147. };
  148. class Incapacitated: HitLegs
  149. {
  150. armor=1000;
  151. material=-1;
  152. name="body";
  153. passThrough=1;
  154. radius=0;
  155. explosionShielding=3;
  156. visual="";
  157. minimalHit=0;
  158. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  159. };
  160. class HitLeftArm
  161. {
  162. armor=6;
  163. material=-1;
  164. name="hand_l";
  165. passThrough=1;
  166. radius=0.079999998;
  167. explosionShielding=3;
  168. visual="injury_hands";
  169. minimalHit=0.0099999998;
  170. };
  171. class HitRightArm: HitLeftArm
  172. {
  173. name="hand_r";
  174. };
  175. class HitLeftLeg
  176. {
  177. armor=6;
  178. material=-1;
  179. name="leg_l";
  180. passThrough=1;
  181. radius=0.1;
  182. explosionShielding=3;
  183. visual="injury_legs";
  184. minimalHit=0.0099999998;
  185. };
  186. class HitRightLeg: HitLeftLeg
  187. {
  188. name="leg_r";
  189. };
  190. };