b1_common.hpp 3.3 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 HitAbdomen
  26. {
  27. armor=15;
  28. explosionShielding=0.25;
  29. material=-1;
  30. minimalHit=0.0099999998;
  31. name="spine1";
  32. passThrough=0.5;
  33. radius=0.15000001;
  34. visual="injury_body";
  35. };
  36. class HitArms
  37. {
  38. armor=15;
  39. explosionShielding=0.25;
  40. material=-1;
  41. minimalHit=0.0099999998;
  42. name="arms";
  43. passThrough=1;
  44. radius=0.1;
  45. visual="injury_hands";
  46. };
  47. class HitBody
  48. {
  49. armor=1000;
  50. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  51. explosionShielding=2;
  52. material=-1;
  53. minimalHit=0.0099999998;
  54. name="body";
  55. passThrough=0.5;
  56. radius=0.16;
  57. visual="injury_body";
  58. };
  59. class HitChest
  60. {
  61. armor=15;
  62. explosionShielding=2;
  63. material=-1;
  64. minimalHit=0.0099999998;
  65. name="spine3";
  66. passThrough=0.5;
  67. radius=0.15000001;
  68. visual="injury_body";
  69. };
  70. class HitDiaphragm
  71. {
  72. armor=15;
  73. explosionShielding=2;
  74. material=-1;
  75. minimalHit=0.0099999998;
  76. name="spine2";
  77. passThrough=0.5;
  78. radius=0.15000001;
  79. visual="injury_body";
  80. };
  81. class HitFace
  82. {
  83. armor=2;
  84. explosionShielding=0.1;
  85. material=-1;
  86. minimalHit=0.0099999998;
  87. name="face_hub";
  88. passThrough=0.5;
  89. radius=0.079999998;
  90. };
  91. class HitHands
  92. {
  93. armor=15;
  94. depends="HitArms";
  95. explosionShielding=0.25;
  96. material=-1;
  97. minimalHit=0.0099999998;
  98. name="hands";
  99. passThrough=1;
  100. radius=0.1;
  101. visual="injury_hands";
  102. };
  103. class HitHead
  104. {
  105. armor=2;
  106. depends="HitFace max HitNeck";
  107. explosionShielding=0.1;
  108. material=-1;
  109. minimalHit=0.0099999998;
  110. name="head";
  111. passThrough=0.5;
  112. radius=0.2;
  113. };
  114. class HitLeftArm
  115. {
  116. armor=1;
  117. explosionShielding=0.25;
  118. material=-1;
  119. minimalHit=0.0099999998;
  120. name="hand_l";
  121. passThrough=0.1;
  122. radius=0.1;
  123. visual="injury_hands";
  124. };
  125. class HitLeftLeg
  126. {
  127. armor=1;
  128. explosionShielding=0.25;
  129. material=-1;
  130. minimalHit=0.0099999998;
  131. name="leg_l";
  132. passThrough=0.1;
  133. radius=0.1;
  134. visual="injury_hands";
  135. };
  136. class HitLegs
  137. {
  138. armor=15;
  139. explosionShielding=0.25;
  140. material=-1;
  141. minimalHit=0.0099999998;
  142. name="legs";
  143. passThrough=1;
  144. radius=0.12;
  145. visual="injury_legs";
  146. };
  147. class HitNeck
  148. {
  149. armor=5;
  150. explosionShielding=0.1;
  151. material=-1;
  152. minimalHit=0.0099999998;
  153. name="neck";
  154. passThrough=0.5;
  155. radius=0.1;
  156. };
  157. class HitPelvis
  158. {
  159. armor=15;
  160. explosionShielding=0.25;
  161. material=-1;
  162. minimalHit=0.0099999998;
  163. name="pelvis";
  164. passThrough=0.25;
  165. radius=0.2;
  166. visual="injury_body";
  167. };
  168. class HitRightArm
  169. {
  170. armor=1;
  171. explosionShielding=0.25;
  172. material=-1;
  173. minimalHit=0.0099999998;
  174. name="hand_r";
  175. passThrough=0.1;
  176. radius=0.1;
  177. visual="injury_hands";
  178. };
  179. class HitRightLeg
  180. {
  181. armor=1;
  182. explosionShielding=0.25;
  183. material=-1;
  184. minimalHit=0.0099999998;
  185. name="leg_r";
  186. passThrough=0.1;
  187. radius=0.1;
  188. visual="injury_hands";
  189. };
  190. class Incapacitated
  191. {
  192. armor=1000;
  193. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  194. explosionShielding=1;
  195. material=-1;
  196. minimalHit=0;
  197. name="body";
  198. passThrough=1;
  199. radius=0;
  200. visual="";
  201. };
  202. };