b1_common.hpp 3.2 KB

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  1. author = "RD501";
  2. scope = 2;
  3. faction = macro_cis_faction
  4. editorSubcategory = macro_editor_cat(B1)
  5. linkeditems[]=
  6. {
  7. "ItemGPS",
  8. "ItemMap",
  9. "ItemCompass",
  10. "ItemWatch",
  11. "JLTS_droid_comlink",
  12. "JLTS_NVG_droid_chip_1"
  13. };
  14. respawnlinkeditems[]=
  15. {
  16. "ItemGPS",
  17. "ItemMap",
  18. "ItemCompass",
  19. "ItemWatch",
  20. "JLTS_droid_comlink",
  21. "JLTS_NVG_droid_chip_1"
  22. };
  23. class HitPoints
  24. {
  25. class HitFace
  26. {
  27. armor=1;
  28. material=-1;
  29. name="face_hub";
  30. passThrough=0.80000001;
  31. radius=0.079999998;
  32. explosionShielding=0.1;
  33. minimalHit=0.0099999998;
  34. };
  35. class HitNeck: HitFace
  36. {
  37. armor=1;
  38. material=-1;
  39. name="neck";
  40. passThrough=0.80000001;
  41. radius=0.1;
  42. explosionShielding=0.5;
  43. minimalHit=0.0099999998;
  44. };
  45. class HitHead: HitNeck
  46. {
  47. armor=1;
  48. material=-1;
  49. name="head";
  50. passThrough=0.80000001;
  51. radius=0.2;
  52. explosionShielding=0.5;
  53. minimalHit=0.0099999998;
  54. depends="HitFace max HitNeck";
  55. };
  56. class HitPelvis: HitHead
  57. {
  58. armor=8;
  59. material=-1;
  60. name="pelvis";
  61. passThrough=0.80000001;
  62. radius=0.23999999;
  63. explosionShielding=3;
  64. visual="injury_body";
  65. minimalHit=0.0099999998;
  66. depends="";
  67. };
  68. class HitAbdomen: HitPelvis
  69. {
  70. armor=6;
  71. material=-1;
  72. name="spine1";
  73. passThrough=0.80000001;
  74. radius=0.16;
  75. explosionShielding=3;
  76. visual="injury_body";
  77. minimalHit=0.0099999998;
  78. };
  79. class HitDiaphragm: HitAbdomen
  80. {
  81. armor=6;
  82. material=-1;
  83. name="spine2";
  84. passThrough=0.33000001;
  85. radius=0.18000001;
  86. explosionShielding=6;
  87. visual="injury_body";
  88. minimalHit=0.0099999998;
  89. };
  90. class HitChest: HitDiaphragm
  91. {
  92. armor=8;
  93. material=-1;
  94. name="spine3";
  95. passThrough=0.33000001;
  96. radius=0.18000001;
  97. explosionShielding=6;
  98. visual="injury_body";
  99. minimalHit=0.0099999998;
  100. };
  101. class HitBody: HitChest
  102. {
  103. armor=1000;
  104. material=-1;
  105. name="body";
  106. passThrough=1;
  107. radius=0;
  108. explosionShielding=6;
  109. visual="injury_body";
  110. minimalHit=0.0099999998;
  111. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  112. };
  113. class HitArms: HitBody
  114. {
  115. armor=6;
  116. material=-1;
  117. name="arms";
  118. passThrough=1;
  119. radius=0.1;
  120. explosionShielding=3;
  121. visual="injury_hands";
  122. minimalHit=0.0099999998;
  123. depends="0";
  124. };
  125. class HitHands: HitArms
  126. {
  127. armor=6;
  128. material=-1;
  129. name="hands";
  130. passThrough=1;
  131. radius=0.1;
  132. explosionShielding=1;
  133. visual="injury_hands";
  134. minimalHit=0.0099999998;
  135. depends="HitArms";
  136. };
  137. class HitLegs: HitHands
  138. {
  139. armor=6;
  140. material=-1;
  141. name="legs";
  142. passThrough=1;
  143. radius=0.14;
  144. explosionShielding=3;
  145. visual="injury_legs";
  146. minimalHit=0.0099999998;
  147. depends="0";
  148. };
  149. class Incapacitated: HitLegs
  150. {
  151. armor=1000;
  152. material=-1;
  153. name="body";
  154. passThrough=1;
  155. radius=0;
  156. explosionShielding=3;
  157. visual="";
  158. minimalHit=0;
  159. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  160. };
  161. class HitLeftArm
  162. {
  163. armor=6;
  164. material=-1;
  165. name="hand_l";
  166. passThrough=1;
  167. radius=0.079999998;
  168. explosionShielding=3;
  169. visual="injury_hands";
  170. minimalHit=0.0099999998;
  171. };
  172. class HitRightArm: HitLeftArm
  173. {
  174. name="hand_r";
  175. };
  176. class HitLeftLeg
  177. {
  178. armor=6;
  179. material=-1;
  180. name="leg_l";
  181. passThrough=1;
  182. radius=0.1;
  183. explosionShielding=3;
  184. visual="injury_legs";
  185. minimalHit=0.0099999998;
  186. };
  187. class HitRightLeg: HitLeftLeg
  188. {
  189. name="leg_r";
  190. };
  191. };