2016-07-30 12:00:42 +00:00
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/*
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Usage:
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2018-07-18 18:13:25 +00:00
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#include "\z\ace\addons\medical_engine\script_macros_config.hpp"
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2016-07-30 12:00:42 +00:00
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class CfgVehicles {
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class My_AwesomeUnit_base;
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class My_AwesomeUnit: My_AwesomeUnit_base {
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class HitPoints {
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2022-02-17 20:03:12 +00:00
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class HitHands;
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class HitLegs;
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ADD_ACE_HITPOINTS;
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2016-07-30 12:00:42 +00:00
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};
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};
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};
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*/
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// Our method for adding left and right arm and leg armor. Uses those selections
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2022-02-17 20:03:12 +00:00
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// that are used for animations and therefore exist in all third party units.
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// This used to take the armor values as parameters; it now inherits the values
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// of `armor`, `passThrough` and `explosionShielding` from the existing hitpoints
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// for vanilla consistency.
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2016-07-30 12:00:42 +00:00
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// "ACE_HDBracket" is a special hit point. It is designed in a way where the
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// "HandleDamage" event handler will compute it at the end of every damage
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// calculation step. This way we can figure out which hit point took the most
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// damage from one projectile and should be receiving the ACE medical wound.
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// the hit point itself should not take any damage
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// It is important that the "ACE_HDBracket" hit point is the last in the config,
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// but has the same selection as the first one (always "HitHead" for soldiers).
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2022-02-17 20:03:12 +00:00
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#define ADD_ACE_HITPOINTS\
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class HitLeftArm: HitHands {\
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2016-07-30 12:00:42 +00:00
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material = -1;\
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name = "hand_l";\
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radius = 0.08;\
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visual = "injury_hands";\
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minimalHit = 0.01;\
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};\
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class HitRightArm: HitLeftArm {\
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name = "hand_r";\
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};\
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2022-02-17 20:03:12 +00:00
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class HitLeftLeg: HitLegs {\
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2016-07-30 12:00:42 +00:00
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material = -1;\
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name = "leg_l";\
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radius = 0.1;\
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visual = "injury_legs";\
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minimalHit = 0.01;\
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};\
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class HitRightLeg: HitLeftLeg {\
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name = "leg_r";\
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};\
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class ACE_HDBracket {\
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armor = 1;\
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material = -1;\
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name = "head";\
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2016-09-27 15:29:49 +00:00
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passThrough = 0;\
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2016-07-30 12:00:42 +00:00
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radius = 1;\
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explosionShielding = 1;\
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visual = "";\
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minimalHit = 0;\
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depends = "HitHead";\
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}
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