#include "../../config_macros.hpp" #include "../../../RD501_main/config_macros.hpp" #include "../../../RD501_main/config_macros.hpp" #define unit_addon B2 #define patch_name MODNAME##unit_addon##_Patches #define unit_classname MODNAME##_##unit_addon class CfgPatches { class macro_patch_name(b2_units) { addonRootClass=macro_patch_name(units); requiredAddons[]= { macro_patch_name(units) }; requiredVersion=0.1; units[]={ macro_new_unit_class(opfor,B2_droid_Super), macro_new_unit_class(opfor,B2_droid_Standard) }; weapons[]= { }; }; }; class Extended_Init_EventHandlers { class macro_new_unit_class(opfor,B2_droid_Standard) { class ForceWalk { init = [_this select 0] call rd501_fnc_force_b2_walk; }; }; } class CfgVehicles { class O_Soldier_F; class macro_new_unit_class(opfor,B2_droid_Standard): O_Soldier_F { faction=macro_faction(CIS) editorSubcategory=macro_editor_cat(B2) displayname = "B2 Mk2"; scope=2; class HitPoints { class HitFace { armor=8; material=-1; name="face_hub"; passThrough=0.013; radius=0.079999998; explosionShielding=1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=8; material=-1; name="neck"; passThrough=0.013; radius=0.1; explosionShielding=1; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=8; material=-1; name="head"; passThrough=0.13; radius=0.2; explosionShielding=1; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=10; material=-1; name="pelvis"; passThrough=0.44; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=8; material=-1; name="spine1"; passThrough=0.44; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=10; material=-1; name="spine2"; passThrough=0.44; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=10; material=-1; name="spine3"; passThrough=0.44; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=8; material=-1; name="arms"; passThrough=0.13; radius=0.1; explosionShielding=0.4; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitRightHand :HitArms { armor = 10; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "hand_r"; passThrough = 0.1; radius = 0.1; visual = "injury_hands"; }; class HitLeftHand :HitArms { armor = 10; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "hand_l"; passThrough = 0.1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor=8; material=-1; name="hands"; passThrough=0.13; radius=0.1; explosionShielding=0.30000001; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=8; material=-1; name="legs"; passThrough=0.13; radius=0.1; explosionShielding=0.30000001; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class HitLeftLeg :HitLegs { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "leg_l"; passThrough = 0.1; radius = 0.1; visual = "injury_legs"; }; class HitRightLeg :HitLegs { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "leg_r"; passThrough = 0.1; radius = 0.1; visual = "injury_leg"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; }; armor=30; armorStructural=1.1; explosionShielding=0.40000001; model="\101st_Aux_Mod\Addons\DBA_CIS\Assets\B2.p3d"; uniformClass=macro_new_uniform_class(opfor,B2_Armor_mk2) class EventHandlers; hiddenSelections[]= { "Camo1","Camo2","Camo3" }; hiddenSelectionsTextures[]= { "RD501_Units\textures\CIS\B2\rocket\Reskinb2_chest.paa", "RD501_Units\textures\CIS\B2\rocket\ReskinB2_waist.paa", "RD501_Units\textures\CIS\B2\rocket\ReskinB2_legs.paa" }; respawnWeapons[] = {macro_new_weapon(b2,standard),"Put"}; magazines[] = {macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2rocket,3),macro_new_mag(b2rocket,3)}; weapons[] = {macro_new_weapon(b2,standard),"Put"}; respawnMagazines[]= {macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2gun,40),macro_new_mag(b2rocket,3),macro_new_mag(b2rocket,3)}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; }; class macro_new_unit_class(opfor,B2_droid_Super) : macro_new_unit_class(opfor,B2_droid_Standard) { displayname = "Super B2"; armor=60; armorStructural=1.5; uniformClass=macro_new_uniform_class(opfor,B2_SuperArmor) hiddenSelections[]= { "Camo1","Camo2","Camo3" }; hiddenSelectionsTextures[]= { "RD501_Units\textures\CIS\B2\super\super_b2_chest.paa", "RD501_Units\textures\CIS\B2\super\super_b2_waist.paa", "RD501_Units\textures\CIS\B2\super\super_b2_legs.paa" }; /*class HitPoints { class HitFace { armor=10; material=-1; name="face_hub"; passThrough=0.1; radius=0.079999998; explosionShielding=1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=15; material=-1; name="neck"; passThrough=0.1; radius=0.1; explosionShielding=1; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=10; material=-1; name="head"; passThrough=0.1; radius=0.2; explosionShielding=1; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=15; material=-1; name="pelvis"; passThrough=0.1; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=15; material=-1; name="spine1"; passThrough=0.1; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=20; material=-1; name="spine2"; passThrough=0.1; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=25; material=-1; name="spine3"; passThrough=0.1; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=0.1; radius=0; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=25; material=-1; name="arms"; passThrough=0.13; radius=0.1; explosionShielding=0.4; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitRightHand :HitArms { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "hand_r"; passThrough = 0.1; radius = 0.1; visual = "injury_hands"; }; class HitLeftHand :HitArms { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "hand_l"; passThrough = 0.1; radius = 0.1; visual = "injury_hands"; }; class HitHands: HitArms { armor=6; material=-1; name="hands"; passThrough=0.13; radius=0.1; explosionShielding=0.30000001; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=20; material=-1; name="legs"; passThrough=0.13; radius=0.1; explosionShielding=0.30000001; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class HitLeftLeg :HitLegs { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "leg_l"; passThrough = 0.1; radius = 0.1; visual = "injury_legs"; }; class HitRightLeg :HitLegs { armor = 8; explosionShielding = 0.25; material = -1; minimalHit = 0.01; name = "leg_r"; passThrough = 0.1; radius = 0.1; visual = "injury_leg"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; };*/ }; }; class CfgWeapons { class DefaultEventhandlers; class UniformItem; class macro_new_uniform_class(opfor,B2_Armor_mk2): UniformItem { scope=2; displayName="RD501 B2"; //picture = "\SWOP_droids\data\ico\B2ico.paa" - Replace with proper one model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass=macro_new_unit_class(opfor,B2_droid_Standard) containerClass="Supply40"; mass=80; }; JLTS_isDroid = 1; JLTS_hasEMPProtection = 0; JLTS_deathSounds = "DeathDroid"; class EventHandlers : DefaultEventhandlers {}; }; class macro_new_uniform_class(opfor,B2_SuperArmor): UniformItem { scope=2; displayName="RD501 Super B2"; //picture = "\SWOP_droids\data\ico\B2ico.paa" - Replace with proper one model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass=macro_new_unit_class(opfor,B2_droid_Super); containerClass="Supply40"; mass=80; }; JLTS_isDroid = 1; JLTS_hasEMPProtection = 0; JLTS_deathSounds = "DeathDroid"; class EventHandlers : DefaultEventhandlers {}; }; };