author = "RD501"; scope = 2; faction = macro_cis_faction editorSubcategory = macro_editor_cat(B1) linkeditems[]= { "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "JLTS_droid_comlink" }; respawnlinkeditems[]= { "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "JLTS_droid_comlink" }; class HitPoints { class HitAbdomen { armor=15; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="spine1"; passThrough=0.5; radius=0.15000001; visual="injury_body"; }; class HitArms { armor=15; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="arms"; passThrough=1; radius=0.1; visual="injury_hands"; }; class HitBody { armor=1000; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; explosionShielding=2; material=-1; minimalHit=0.0099999998; name="body"; passThrough=0.5; radius=0.16; visual="injury_body"; }; class HitChest { armor=15; explosionShielding=2; material=-1; minimalHit=0.0099999998; name="spine3"; passThrough=0.5; radius=0.15000001; visual="injury_body"; }; class HitDiaphragm { armor=15; explosionShielding=2; material=-1; minimalHit=0.0099999998; name="spine2"; passThrough=0.5; radius=0.15000001; visual="injury_body"; }; class HitFace { armor=2; explosionShielding=0.1; material=-1; minimalHit=0.0099999998; name="face_hub"; passThrough=0.5; radius=0.079999998; }; class HitHands { armor=15; depends="HitArms"; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="hands"; passThrough=1; radius=0.1; visual="injury_hands"; }; class HitHead { armor=2; depends="HitFace max HitNeck"; explosionShielding=0.1; material=-1; minimalHit=0.0099999998; name="head"; passThrough=0.5; radius=0.2; }; class HitLeftArm { armor=1; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="hand_l"; passThrough=0.1; radius=0.1; visual="injury_hands"; }; class HitLeftLeg { armor=1; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="leg_l"; passThrough=0.1; radius=0.1; visual="injury_hands"; }; class HitLegs { armor=15; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="legs"; passThrough=1; radius=0.12; visual="injury_legs"; }; class HitNeck { armor=5; explosionShielding=0.1; material=-1; minimalHit=0.0099999998; name="neck"; passThrough=0.5; radius=0.1; }; class HitPelvis { armor=15; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="pelvis"; passThrough=0.25; radius=0.2; visual="injury_body"; }; class HitRightArm { armor=1; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="hand_r"; passThrough=0.1; radius=0.1; visual="injury_hands"; }; class HitRightLeg { armor=1; explosionShielding=0.25; material=-1; minimalHit=0.0099999998; name="leg_r"; passThrough=0.1; radius=0.1; visual="injury_hands"; }; class Incapacitated { armor=1000; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; explosionShielding=1; material=-1; minimalHit=0; name="body"; passThrough=1; radius=0; visual=""; }; };