config.cpp 4.6 KB

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  1. #include "../../config_macros.hpp"
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "../../../RD501_main/config_macros.hpp"
  4. #define unit_addon B2
  5. #define patch_name MODNAME##unit_addon##_Patches
  6. #define unit_classname MODNAME##_##unit_addon
  7. class CfgPatches
  8. {
  9. class macro_patch_name(b2_units)
  10. {
  11. addonRootClass=macro_patch_name(units);
  12. requiredAddons[]=
  13. {
  14. macro_patch_name(units)
  15. };
  16. requiredVersion=0.1;
  17. units[]={
  18. "RD501_B2_droid",
  19. "SWOP_B2_superdroid_F_Spec"
  20. };
  21. weapons[]=
  22. {
  23. };
  24. };
  25. };
  26. class CfgVehicles
  27. {
  28. class SWOP_B2_superdroid;
  29. class RD501_B2_droid: SWOP_B2_superdroid
  30. {
  31. faction=macro_cis_faction
  32. editorSubcategory=macro_editor_cat(B2)
  33. displayname = "B2 (Blaster)";
  34. scope=2;
  35. class HitPoints
  36. {
  37. class HitFace
  38. {
  39. armor=6;
  40. material=-1;
  41. name="face_hub";
  42. passThrough=0.013;
  43. radius=0.079999998;
  44. explosionShielding=1;
  45. minimalHit=0.0099999998;
  46. };
  47. class HitNeck: HitFace
  48. {
  49. armor=6;
  50. material=-1;
  51. name="neck";
  52. passThrough=0.013;
  53. radius=0.1;
  54. explosionShielding=1;
  55. minimalHit=0.0099999998;
  56. };
  57. class HitHead: HitNeck
  58. {
  59. armor=6;
  60. material=-1;
  61. name="head";
  62. passThrough=0.13;
  63. radius=0.2;
  64. explosionShielding=1;
  65. minimalHit=0.0099999998;
  66. depends="HitFace max HitNeck";
  67. };
  68. class HitPelvis: HitHead
  69. {
  70. armor=8;
  71. material=-1;
  72. name="pelvis";
  73. passThrough=0.44;
  74. radius=0.23999999;
  75. explosionShielding=1;
  76. visual="injury_body";
  77. minimalHit=0.0099999998;
  78. depends="0";
  79. };
  80. class HitAbdomen: HitPelvis
  81. {
  82. armor=8;
  83. material=-1;
  84. name="spine1";
  85. passThrough=0.44;
  86. radius=0.16;
  87. explosionShielding=1;
  88. visual="injury_body";
  89. minimalHit=0.0099999998;
  90. };
  91. class HitDiaphragm: HitAbdomen
  92. {
  93. armor=8;
  94. material=-1;
  95. name="spine2";
  96. passThrough=0.44;
  97. radius=0.18000001;
  98. explosionShielding=1.5;
  99. visual="injury_body";
  100. minimalHit=0.0099999998;
  101. };
  102. class HitChest: HitDiaphragm
  103. {
  104. armor=8;
  105. material=-1;
  106. name="spine3";
  107. passThrough=0.44;
  108. radius=0.18000001;
  109. explosionShielding=1.5;
  110. visual="injury_body";
  111. minimalHit=0.0099999998;
  112. };
  113. class HitBody: HitChest
  114. {
  115. armor=1000;
  116. material=-1;
  117. name="body";
  118. passThrough=1;
  119. radius=0;
  120. explosionShielding=1.5;
  121. visual="injury_body";
  122. minimalHit=0.0099999998;
  123. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  124. };
  125. class HitArms: HitBody
  126. {
  127. armor=2;
  128. material=-1;
  129. name="arms";
  130. passThrough=0.89999998;
  131. radius=0.1;
  132. explosionShielding=0.4;
  133. visual="injury_hands";
  134. minimalHit=0.0099999998;
  135. depends="0";
  136. };
  137. class HitHands: HitArms
  138. {
  139. armor=2;
  140. material=-1;
  141. name="hands";
  142. passThrough=0.89999998;
  143. radius=0.1;
  144. explosionShielding=0.30000001;
  145. visual="injury_hands";
  146. minimalHit=0.0099999998;
  147. depends="HitArms";
  148. };
  149. class HitLegs: HitHands
  150. {
  151. armor=2;
  152. material=-1;
  153. name="legs";
  154. passThrough=0.89999998;
  155. radius=0.14;
  156. explosionShielding=0.30000001;
  157. visual="injury_legs";
  158. minimalHit=0.0099999998;
  159. depends="0";
  160. };
  161. class Incapacitated: HitLegs
  162. {
  163. armor=1000;
  164. material=-1;
  165. name="body";
  166. passThrough=1;
  167. radius=0;
  168. explosionShielding=1;
  169. visual="";
  170. minimalHit=0;
  171. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  172. };
  173. };
  174. armor=30;
  175. armorStructural=1;
  176. explosionShielding=0.40000001;
  177. uniformClass="RD501_B2_Droid_Uniform";
  178. class EventHandlers;
  179. hiddenSelections[]=
  180. {
  181. "Camo1","Camo2","Camo3"
  182. };
  183. hiddenSelectionsTextures[]=
  184. {
  185. "RD501_Units\textures\CIS\B2\rocket\Reskinb2_chest.paa",
  186. "RD501_Units\textures\CIS\B2\rocket\ReskinB2_waist.paa",
  187. "RD501_Units\textures\CIS\B2\rocket\ReskinB2_legs.paa"
  188. };
  189. respawnWeapons[] = {"SWOP_B2gun","Throw","Put"};
  190. magazines[] = {"SWOP_b2gun_Mag","SWOP_b2gun_Mag","SWOP_b2gun_Mag","SWOP_b2gun_Mag"};
  191. weapons[] = {"SWOP_B2gun","Throw","Put"};
  192. linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
  193. };
  194. };
  195. class CfgWeapons
  196. {
  197. class Uniform_Base;
  198. class SWOP_B2_superdroid_F_Spec:Uniform_Base
  199. {
  200. class UniformItem;
  201. }
  202. class RD501_B2_Droid_Uniform: SWOP_B2_superdroid_F_Spec
  203. {
  204. scope=2;
  205. displayName="RD501 B2";
  206. picture = "\SWOP_droids\data\ico\B2ico.paa"
  207. model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
  208. class ItemInfo: UniformItem
  209. {
  210. uniformModel="-";
  211. uniformClass="RD501_B2_droid";
  212. containerClass="Supply40";
  213. mass=80;
  214. };
  215. JLTS_isDroid = 1;
  216. JLTS_hasEMPProtection = 0;
  217. JLTS_deathSounds = "DeathDroid";
  218. };
  219. };