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. cost = 700000;
  6. linkeditems[]=
  7. {
  8. "ItemGPS",
  9. "ItemMap",
  10. "ItemCompass",
  11. "ItemWatch",
  12. "JLTS_droid_comlink"
  13. };
  14. respawnlinkeditems[]=
  15. {
  16. "ItemGPS",
  17. "ItemMap",
  18. "ItemCompass",
  19. "ItemWatch",
  20. "JLTS_droid_comlink"
  21. };
  22. class HitPoints
  23. {
  24. class HitAbdomen
  25. {
  26. armor=15;
  27. explosionShielding=0.25;
  28. material=-1;
  29. minimalHit=0.0099999998;
  30. name="spine1";
  31. passThrough=0.5;
  32. radius=0.15000001;
  33. visual="injury_body";
  34. };
  35. class HitArms
  36. {
  37. armor=15;
  38. explosionShielding=0.25;
  39. material=-1;
  40. minimalHit=0.0099999998;
  41. name="arms";
  42. passThrough=1;
  43. radius=0.1;
  44. visual="injury_hands";
  45. };
  46. class HitBody
  47. {
  48. armor=1000;
  49. depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
  50. explosionShielding=2;
  51. material=-1;
  52. minimalHit=0.0099999998;
  53. name="body";
  54. passThrough=0.5;
  55. radius=0.16;
  56. visual="injury_body";
  57. };
  58. class HitChest
  59. {
  60. armor=15;
  61. explosionShielding=2;
  62. material=-1;
  63. minimalHit=0.0099999998;
  64. name="spine3";
  65. passThrough=0.5;
  66. radius=0.15000001;
  67. visual="injury_body";
  68. };
  69. class HitDiaphragm
  70. {
  71. armor=15;
  72. explosionShielding=2;
  73. material=-1;
  74. minimalHit=0.0099999998;
  75. name="spine2";
  76. passThrough=0.5;
  77. radius=0.15000001;
  78. visual="injury_body";
  79. };
  80. class HitFace
  81. {
  82. armor=2;
  83. explosionShielding=0.1;
  84. material=-1;
  85. minimalHit=0.0099999998;
  86. name="face_hub";
  87. passThrough=0.5;
  88. radius=0.079999998;
  89. };
  90. class HitHands
  91. {
  92. armor=15;
  93. depends="HitArms";
  94. explosionShielding=0.25;
  95. material=-1;
  96. minimalHit=0.0099999998;
  97. name="hands";
  98. passThrough=1;
  99. radius=0.1;
  100. visual="injury_hands";
  101. };
  102. class HitHead
  103. {
  104. armor=2;
  105. depends="HitFace max HitNeck";
  106. explosionShielding=0.1;
  107. material=-1;
  108. minimalHit=0.0099999998;
  109. name="head";
  110. passThrough=0.5;
  111. radius=0.2;
  112. };
  113. class HitLeftArm
  114. {
  115. armor=1;
  116. explosionShielding=0.25;
  117. material=-1;
  118. minimalHit=0.0099999998;
  119. name="hand_l";
  120. passThrough=0.1;
  121. radius=0.1;
  122. visual="injury_hands";
  123. };
  124. class HitLeftLeg
  125. {
  126. armor=1;
  127. explosionShielding=0.25;
  128. material=-1;
  129. minimalHit=0.0099999998;
  130. name="leg_l";
  131. passThrough=0.1;
  132. radius=0.1;
  133. visual="injury_hands";
  134. };
  135. class HitLegs
  136. {
  137. armor=15;
  138. explosionShielding=0.25;
  139. material=-1;
  140. minimalHit=0.0099999998;
  141. name="legs";
  142. passThrough=1;
  143. radius=0.12;
  144. visual="injury_legs";
  145. };
  146. class HitNeck
  147. {
  148. armor=5;
  149. explosionShielding=0.1;
  150. material=-1;
  151. minimalHit=0.0099999998;
  152. name="neck";
  153. passThrough=0.5;
  154. radius=0.1;
  155. };
  156. class HitPelvis
  157. {
  158. armor=15;
  159. explosionShielding=0.25;
  160. material=-1;
  161. minimalHit=0.0099999998;
  162. name="pelvis";
  163. passThrough=0.25;
  164. radius=0.2;
  165. visual="injury_body";
  166. };
  167. class HitRightArm
  168. {
  169. armor=1;
  170. explosionShielding=0.25;
  171. material=-1;
  172. minimalHit=0.0099999998;
  173. name="hand_r";
  174. passThrough=0.1;
  175. radius=0.1;
  176. visual="injury_hands";
  177. };
  178. class HitRightLeg
  179. {
  180. armor=1;
  181. explosionShielding=0.25;
  182. material=-1;
  183. minimalHit=0.0099999998;
  184. name="leg_r";
  185. passThrough=0.1;
  186. radius=0.1;
  187. visual="injury_hands";
  188. };
  189. class Incapacitated
  190. {
  191. armor=1000;
  192. depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2";
  193. explosionShielding=1;
  194. material=-1;
  195. minimalHit=0;
  196. name="body";
  197. passThrough=1;
  198. radius=0;
  199. visual="";
  200. };
  201. };