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. };
  13. respawnlinkeditems[]=
  14. {
  15. "ItemGPS",
  16. "ItemMap",
  17. "ItemCompass",
  18. "ItemWatch",
  19. "JLTS_droid_comlink"
  20. };
  21. class HitPoints
  22. {
  23. class HitAbdomen
  24. {
  25. armor=15;
  26. explosionShielding=0.25;
  27. material=-1;
  28. minimalHit=0.0099999998;
  29. name="spine1";
  30. passThrough=0.5;
  31. radius=0.15000001;
  32. visual="injury_body";
  33. };
  34. class HitArms
  35. {
  36. armor=15;
  37. explosionShielding=0.25;
  38. material=-1;
  39. minimalHit=0.0099999998;
  40. name="arms";
  41. passThrough=1;
  42. radius=0.1;
  43. visual="injury_hands";
  44. };
  45. class HitBody
  46. {
  47. armor=1000;
  48. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  49. explosionShielding=2;
  50. material=-1;
  51. minimalHit=0.0099999998;
  52. name="body";
  53. passThrough=0.5;
  54. radius=0.16;
  55. visual="injury_body";
  56. };
  57. class HitChest
  58. {
  59. armor=15;
  60. explosionShielding=2;
  61. material=-1;
  62. minimalHit=0.0099999998;
  63. name="spine3";
  64. passThrough=0.5;
  65. radius=0.15000001;
  66. visual="injury_body";
  67. };
  68. class HitDiaphragm
  69. {
  70. armor=15;
  71. explosionShielding=2;
  72. material=-1;
  73. minimalHit=0.0099999998;
  74. name="spine2";
  75. passThrough=0.5;
  76. radius=0.15000001;
  77. visual="injury_body";
  78. };
  79. class HitFace
  80. {
  81. armor=2;
  82. explosionShielding=0.1;
  83. material=-1;
  84. minimalHit=0.0099999998;
  85. name="face_hub";
  86. passThrough=0.5;
  87. radius=0.079999998;
  88. };
  89. class HitHands
  90. {
  91. armor=15;
  92. depends="HitArms";
  93. explosionShielding=0.25;
  94. material=-1;
  95. minimalHit=0.0099999998;
  96. name="hands";
  97. passThrough=1;
  98. radius=0.1;
  99. visual="injury_hands";
  100. };
  101. class HitHead
  102. {
  103. armor=2;
  104. depends="HitFace max HitNeck";
  105. explosionShielding=0.1;
  106. material=-1;
  107. minimalHit=0.0099999998;
  108. name="head";
  109. passThrough=0.5;
  110. radius=0.2;
  111. };
  112. class HitLeftArm
  113. {
  114. armor=1;
  115. explosionShielding=0.25;
  116. material=-1;
  117. minimalHit=0.0099999998;
  118. name="hand_l";
  119. passThrough=0.1;
  120. radius=0.1;
  121. visual="injury_hands";
  122. };
  123. class HitLeftLeg
  124. {
  125. armor=1;
  126. explosionShielding=0.25;
  127. material=-1;
  128. minimalHit=0.0099999998;
  129. name="leg_l";
  130. passThrough=0.1;
  131. radius=0.1;
  132. visual="injury_hands";
  133. };
  134. class HitLegs
  135. {
  136. armor=15;
  137. explosionShielding=0.25;
  138. material=-1;
  139. minimalHit=0.0099999998;
  140. name="legs";
  141. passThrough=1;
  142. radius=0.12;
  143. visual="injury_legs";
  144. };
  145. class HitNeck
  146. {
  147. armor=5;
  148. explosionShielding=0.1;
  149. material=-1;
  150. minimalHit=0.0099999998;
  151. name="neck";
  152. passThrough=0.5;
  153. radius=0.1;
  154. };
  155. class HitPelvis
  156. {
  157. armor=15;
  158. explosionShielding=0.25;
  159. material=-1;
  160. minimalHit=0.0099999998;
  161. name="pelvis";
  162. passThrough=0.25;
  163. radius=0.2;
  164. visual="injury_body";
  165. };
  166. class HitRightArm
  167. {
  168. armor=1;
  169. explosionShielding=0.25;
  170. material=-1;
  171. minimalHit=0.0099999998;
  172. name="hand_r";
  173. passThrough=0.1;
  174. radius=0.1;
  175. visual="injury_hands";
  176. };
  177. class HitRightLeg
  178. {
  179. armor=1;
  180. explosionShielding=0.25;
  181. material=-1;
  182. minimalHit=0.0099999998;
  183. name="leg_r";
  184. passThrough=0.1;
  185. radius=0.1;
  186. visual="injury_hands";
  187. };
  188. class Incapacitated
  189. {
  190. armor=1000;
  191. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  192. explosionShielding=1;
  193. material=-1;
  194. minimalHit=0;
  195. name="body";
  196. passThrough=1;
  197. radius=0;
  198. visual="";
  199. };
  200. };