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- armor = 1; // unit health
- armorStructural = 1.0; // damage to total divided by this
- explosionShielding = 1.0; // explosion damage to total multiplied by this
- minTotalDamageThreshold = 0.001; // minimal registered damage
- impactDamageMultiplier = 1.0; // fall damage multiplier
- class HitPoints
- {
- class HitFace
- {
- armor = 1; // multiplier to unit health
- material = -1;
- name = "face_hub";
- passThrough = 1.0;
- radius = 0.08;
- explosionShielding = 0.1;
- minimalHit = 0.01;
- };
- class HitNeck: HitFace
- {
- armor = 1;
- material = -1;
- name = "neck";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.1;
- minimalHit = 0.01;
- };
- class HitHead: HitNeck
- {
- armor = 350; // unused
- material = -1;
- name = "head";
- passThrough = 1.0;
- radius = 0.2;
- explosionShielding = 0.5;
- minimalHit = 0.01;
- depends = "HitFace max HitNeck";
- }
- class HitPelvis
- {
- armor = 1;
- material = -1;
- name = "pelvis";
- passThrough = 1.0;
- radius = 0.2;
- explosionShielding = 0.25;
- visual = "injury_body";
- minimalHit = 0.01;
- };
- class HitAbdomen: HitPelvis
- {
- armor = 1;
- material = -1;
- name = "spine1";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.25;
- visual = "injury_body";
- minimalHit = 0.01;
- };
- class HitDiaphragm: HitAbdomen
- {
- armor = 1;
- material = -1;
- name = "spine2";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 2;
- visual = "injury_body";
- minimalHit = 0.01;
- };
- class HitChest: HitDiaphragm
- {
- armor = 1;
- material = -1;
- name = "spine3";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 2;
- visual = "injury_body";
- minimalHit = 0.01;
- };
- class HitBody: HitChest
- {
- armor = 20;
- material = -1;
- name = "body";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 6;
- visual = "injury_body";
- minimalHit = 0.01;
- depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
- };
- class HitArms
- {
- armor = 1;
- material = -1;
- name = "arms";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.25;
- visual = "injury_hands";
- minimalHit = 0.01;
- };
- class HitHands: HitArms
- {
- armor = 1;
- material = -1;
- name = "hands";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.25;
- visual = "injury_hands";
- minimalHit = 0.01;
- depends = "HitArms";
- };
- class HitLegs
- {
- armor = 1;
- material = -1;
- name = "legs";
- passThrough = 1.0;
- radius = 0.12;
- explosionShielding = 0.25;
- visual = "injury_legs";
- minimalHit = 0.01;
- };
- class HitLeftArm
- {
- armor = 1;
- material = -1;
- name = "hand_l";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.25;
- visual = "injury_hands";
- minimalHit = 0.01;
- };
- class HitRightArm: HitLeftArm
- {
- name = "hand_r";
- };
- class HitLeftLeg
- {
- armor = 1;
- material = -1;
- name = "leg_l";
- passThrough = 1.0;
- radius = 0.1;
- explosionShielding = 0.25;
- visual = "injury_hands";
- minimalHit = 0.01;
- };
- class HitRightLeg: HitLeftLeg
- {
- name = "leg_r";
- };
- };
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