ACE3/addons/compat_rhs_usf3/CfgVehicles.hpp

273 lines
13 KiB
C++
Raw Permalink Normal View History

2016-05-30 16:37:03 +00:00
class CfgVehicles {
class Heli_light_03_base_F;
2016-05-30 16:37:03 +00:00
class RHS_UH1_Base: Heli_light_03_base_F {
EGVAR(refuel,fuelCapacity) = 1447;
};
class Heli_Transport_01_base_F;
2016-05-30 16:37:03 +00:00
class RHS_UH60_Base: Heli_Transport_01_base_F {
EGVAR(refuel,fuelCapacity) = 1360;
};
class Heli_Transport_02_base_F;
class RHS_CH_47F_base: Heli_Transport_02_base_F {
EGVAR(refuel,fuelCapacity) = 3914;
};
class Helicopter_Base_H;
class rhsusf_CH53E_USMC: Helicopter_Base_H {
EGVAR(interaction,bodyWidth) = 3.5;
EGVAR(map,vehicleLightColor)[] = {1,0,0,0.1};
};
class Heli_Attack_01_base_F;
2016-05-30 16:37:03 +00:00
class RHS_AH1Z_base: Heli_Attack_01_base_F {
EGVAR(refuel,fuelCapacity) = 1600;
EGVAR(hellfire,addLaserDesignator) = 1;
2016-05-30 16:37:03 +00:00
};
class RHS_AH64_base: Heli_Attack_01_base_F {
EGVAR(refuel,fuelCapacity) = 1420;
EGVAR(hellfire,addLaserDesignator) = 1;
};
2016-05-30 16:37:03 +00:00
class MBT_01_arty_base_F;
class rhsusf_m109tank_base: MBT_01_arty_base_F {
EGVAR(refuel,fuelCapacity) = 511;
};
class MRAP_01_base_F;
class rhsusf_hmmwe_base: MRAP_01_base_F {
EGVAR(refuel,fuelCapacity) = 95;
};
class rhsusf_rg33_base: MRAP_01_base_F {
EGVAR(refuel,fuelCapacity) = 302;
};
class Truck_F;
class Truck_01_base_F: Truck_F {};
2016-05-30 16:37:03 +00:00
class rhsusf_fmtv_base: Truck_01_base_F {
EGVAR(refuel,fuelCapacity) = 219;
};
class rhsusf_M1078A1P2_B_M2_fmtv_usarmy;
class rhsusf_M1078A1R_SOV_M2_D_fmtv_socom: rhsusf_M1078A1P2_B_M2_fmtv_usarmy {
EGVAR(rearm,defaultSupply) = 800;
EGVAR(refuel,hooks)[] = {{1.1,0.9,-1.2}};
EGVAR(refuel,fuelCargo) = 900; // 45 jerrycans
};
2016-05-30 16:37:03 +00:00
class rhsusf_HEMTT_A4_base: Truck_01_base_F {};
class rhsusf_M977A4_usarmy_wd: rhsusf_HEMTT_A4_base {};
class rhsusf_M977A4_AMMO_usarmy_wd: rhsusf_M977A4_usarmy_wd {
EGVAR(rearm,defaultSupply) = 1200;
};
class rhsusf_M977A4_BKIT_usarmy_wd;
class rhsusf_M977A4_AMMO_BKIT_usarmy_wd: rhsusf_M977A4_BKIT_usarmy_wd {
EGVAR(rearm,defaultSupply) = 1200;
};
class rhsusf_M977A4_BKIT_M2_usarmy_wd;
class rhsusf_M977A4_AMMO_BKIT_M2_usarmy_wd: rhsusf_M977A4_BKIT_M2_usarmy_wd {
EGVAR(rearm,defaultSupply) = 1200;
};
class rhsusf_M978A4_usarmy_wd: rhsusf_M977A4_usarmy_wd {
EGVAR(refuel,hooks)[] = {{-0.44,-4.87,0}, {0.5,-4.87,0}};
EGVAR(refuel,fuelCargo) = 10000;
};
class rhsusf_M978A4_BKIT_usarmy_wd: rhsusf_M977A4_usarmy_wd {
EGVAR(refuel,hooks)[] = {{-0.44,-4.87,0}, {0.5,-4.87,0}};
EGVAR(refuel,fuelCargo) = 10000;
};
class Tank_F;
2016-05-30 16:37:03 +00:00
class APC_Tracked_02_base_F: Tank_F {};
2017-02-10 18:49:55 +00:00
class rhsusf_m113tank_base: APC_Tracked_02_base_F {
EGVAR(map,vehicleLightColor)[] = {0,1,0,0.1};
2016-05-30 16:37:03 +00:00
EGVAR(refuel,fuelCapacity) = 360;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.7;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
2016-05-30 16:37:03 +00:00
};
class rhsusf_m113_usarmy;
class rhsusf_m113_usarmy_supply: rhsusf_m113_usarmy {
EGVAR(rearm,defaultSupply) = 1200;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class Wheeled_APC_F;
2016-05-30 16:37:03 +00:00
class APC_Tracked_03_base_F;
class RHS_M2A2_Base: APC_Tracked_03_base_F {
2016-05-30 16:37:03 +00:00
EGVAR(refuel,fuelCapacity) = 746;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,canHaveFireRing) = 1;
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.2;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
};
class rhsusf_M1117_base: Wheeled_APC_F {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.7;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.8;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
};
class rhsusf_stryker_base: Wheeled_APC_F {
EGVAR(vehicle_damage,hullDetonationProb) = 0.2;
EGVAR(vehicle_damage,turretDetonationProb) = 0.2;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0.5;
EGVAR(vehicle_damage,turretFireProb) = 0.2;
EGVAR(vehicle_damage,engineFireProb) = 0.7;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0.5;
};
class MBT_01_base_F;
class rhsusf_m1a1tank_base: MBT_01_base_F {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(refuel,fuelCapacity) = 1909;
EGVAR(vehicle_damage,hullDetonationProb) = 0;
EGVAR(vehicle_damage,turretDetonationProb) = 0;
EGVAR(vehicle_damage,engineDetonationProb) = 0;
EGVAR(vehicle_damage,hullFireProb) = 0;
EGVAR(vehicle_damage,turretFireProb) = 0;
EGVAR(vehicle_damage,engineFireProb) = 0.5;
EGVAR(vehicle_damage,detonationDuringFireProb) = 0;
EGVAR(vehicle_damage,hitpointAlias)[] = { { "hull", { "hitammohull", "hitammo" } } };
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class RHS_M2A2;
class RHS_M2A2_BUSKI: RHS_M2A2 {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint",
"era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint",
2022-09-03 10:49:39 +00:00
"era_41_hitpoint", "era_42_hitpoint", "era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
EGVAR(vehicle_damage,canHaveFireRing) = 1;
};
class RHS_M2A3: RHS_M2A2 {
ace_hunterkiller = 1;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class RHS_M2A3_BUSKI: RHS_M2A3 {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint",
"era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint",
2022-09-03 10:49:39 +00:00
"era_41_hitpoint", "era_42_hitpoint", "era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint"
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
};
EGVAR(vehicle_damage,canHaveFireRing) = 1;
};
class RHS_M2A3_BUSKIII: RHS_M2A3_BUSKI {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint",
"era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint",
"era_41_hitpoint", "era_42_hitpoint", "era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint",
"era_46_hitpoint", "era_47_hitpoint", "era_48_hitpoint", "era_49_hitpoint", "era_50_hitpoint",
"era_51_hitpoint", "era_52_hitpoint", "era_53_hitpoint", "era_54_hitpoint", "era_55_hitpoint",
"era_56_hitpoint", "era_57_hitpoint", "era_58_hitpoint", "era_59_hitpoint"
};
2016-05-30 16:37:03 +00:00
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhsusf_m1a1aim_tuski_wd: rhsusf_m1a1tank_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = { "SLAT_1_hitpoint" };
};
class rhsusf_m1a2tank_base;
class rhsusf_m1a2sep1tuskid_usarmy: rhsusf_m1a2tank_base {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint"
};
EGVAR(vehicle_damage,slatHitpoints)[] = { "SLAT_1_hitpoint" };
};
class rhsusf_m1a2sep1tuskiiwd_usarmy: rhsusf_m1a2sep1tuskid_usarmy {
EGVAR(vehicle_damage,eraHitpoints)[] = {
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
"era_1_hitpoint", "era_2_hitpoint", "era_3_hitpoint", "era_4_hitpoint", "era_5_hitpoint",
"era_6_hitpoint", "era_7_hitpoint", "era_8_hitpoint", "era_9_hitpoint", "era_10_hitpoint",
"era_11_hitpoint", "era_12_hitpoint", "era_13_hitpoint", "era_14_hitpoint", "era_15_hitpoint",
"era_16_hitpoint", "era_17_hitpoint", "era_18_hitpoint", "era_19_hitpoint", "era_20_hitpoint",
"era_21_hitpoint", "era_22_hitpoint", "era_23_hitpoint", "era_24_hitpoint", "era_25_hitpoint",
"era_26_hitpoint", "era_27_hitpoint", "era_28_hitpoint", "era_29_hitpoint", "era_30_hitpoint",
"era_31_hitpoint", "era_32_hitpoint", "era_33_hitpoint", "era_34_hitpoint", "era_35_hitpoint",
"era_36_hitpoint", "era_37_hitpoint", "era_38_hitpoint", "era_39_hitpoint", "era_40_hitpoint",
"era_41_hitpoint", "era_42_hitpoint", "era_43_hitpoint", "era_44_hitpoint", "era_45_hitpoint",
"era_46_hitpoint"
};
};
2016-05-30 16:37:03 +00:00
class Plane_CAS_01_base_F;
class RHS_A10: Plane_CAS_01_base_F {
EGVAR(refuel,fuelCapacity) = 6223;
};
class Plane_Base_F;
class RHS_C130J_Base: Plane_Base_F {
EGVAR(refuel,fuelCapacity) = 25704;
EGVAR(cargo,space) = 4;
EGVAR(cargo,hasCargo) = 1;
2016-05-30 16:37:03 +00:00
};
class rhsusf_infantry_usmc_base;
class rhsusf_usmc_marpat_wd_helipilot: rhsusf_infantry_usmc_base {
ace_gforcecoef = 0.55;
};
class rhsusf_infantry_army_base;
class rhsusf_army_ocp_helipilot: rhsusf_infantry_army_base {
ace_gforcecoef = 0.55;
};
class rhsusf_usmc_marpat_wd_rifleman_m4;
class rhsusf_airforce_jetpilot: rhsusf_usmc_marpat_wd_rifleman_m4 {
ace_gforcecoef = 0.55;
};
class Items_base_F;
class rhsusf_props_JerryCan_Base: Items_base_F {
EGVAR(cargo,canLoad) = 1;
EGVAR(cargo,size) = 1;
EGVAR(dragging,canCarry) = 1;
};
class rhsusf_props_ScepterMWC_Base: rhsusf_props_JerryCan_Base {
EXGVAR(field_rations,waterSupply) = 20;
EXGVAR(field_rations,offset)[] = {-0.13, 0, 0.2};
};
2016-05-30 16:37:03 +00:00
};