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1071 lines
35 KiB
C++
1071 lines
35 KiB
C++
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// PATCH CONFIG
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class CfgPatches {
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class AGM_Medical {
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units[] = {"AGM_Box_Medical"};
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weapons[] = {"AGM_Bandage", "AGM_Morphine", "AGM_Epipen", "AGM_Bloodbag"};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core, AGM_Interaction};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"KoffeinFlummi"};
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authorUrl = "https://github.com/KoffeinFlummi/";
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};
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};
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class CfgFunctions {
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class AGM_Medical {
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class AGM_Medical {
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file = "AGM_Medical\functions";
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class aiCanTreat;
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class aiInitTask;
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class aiTreat;
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class checkDamage;
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class diagnose;
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class displayText;
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class handleDamage;
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class init;
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class isDiagnosed;
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class isInMedicalVehicle;
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class itemCheck;
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class knockOut;
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class loadIntoVehicle;
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class module;
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class overdose;
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class release;
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class scream;
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class setDamage;
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class setHitPointDamage;
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class takeItem;
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class transport;
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class treat;
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class treatmentCallback;
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class unloadPatients;
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class wakeUp;
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};
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};
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};
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class Extended_Init_EventHandlers {
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class CAManBase {
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class AGM_Medical {
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init = "(_this select 0) addEventHandler ['HandleDamage', {_this call AGM_Medical_fnc_handleDamage}]; _this call AGM_Medical_fnc_init";
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};
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};
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};
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class Extended_Respawn_EventHandlers {
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class CAManBase {
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class AGM_Medical {
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respawn = "_this call AGM_Medical_fnc_init";
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};
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};
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};
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class Extended_Hit_EventHandlers {
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class CAManBase {
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class AGM_Medical {
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hit = "if (alive (_this select 0) and !((_this select 0) getVariable ['AGM_isUnconscious', False]) and !([(_this select 0)] call AGM_Core_fnc_isPlayer)) then {[(_this select 0)] call AGM_Medical_fnc_scream;};";
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};
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class AGM_Medical {
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take = "[(_this select 0)] call AGM_Medical_fnc_itemCheck;";
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};
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};
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};
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class Extended_GetOut_EventHandlers {
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class All {
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class AGM_Medical_LeaveVehicle {
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getOut = "if (local (_this select 2) && {(_this select 2) getVariable ['AGM_isUnconscious', false]}) then {[_this select 2, 'unconscious', 2, true] call AGM_Core_fnc_doAnimation;}";
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class AGM_Medical {
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init = "call compile preprocessFileLineNumbers '\AGM_Medical\init.sqf'";
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clientInit = "call compile preprocessFileLineNumbers '\AGM_Medical\clientInit.sqf'";
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};
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};
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class AGM_Core_canInteractConditions {
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class AGM_Medical_canTreat {
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condition = "_player getVariable ['AGM_canTreat', true]";
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};
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class AGM_Medical_isConscious {
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condition = "!(_player getVariable ['AGM_isUnconscious', false])";
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};
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class AGM_Medical_isNotOverdosing {
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condition = "!(_player getVariable ['AGM_isOverdosing', false])";
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};
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};
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class AGM_Core_Options {
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class keepMedicalMenuOpen {
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displayName = "$STR_AGM_Medical_KeepMenuOpen";
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default = 0;
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};
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class alternativePainEffect {
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displayName = "$STR_AGM_Medical_AlternativePainEffect";
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default = 0;
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};
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};
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class CfgVehicles {
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#define ARM_LEG_ARMOR_DEFAULT 2
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#define ARM_LEG_ARMOR_BETTER 3
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#define ARM_LEG_ARMOR_CSAT 4
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class Man;
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class CAManBase: Man {
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class HitPoints {
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class HitHead;
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class HitBody;
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// "DEACTIVE" DEFAULT HITPOINTS
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class HitHands {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.06;
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visual = "injury_hands";
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};
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class HitLegs {
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armor = 999; //armor = 2;
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explosionShielding = 0; //explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "";
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passThrough = 1;
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radius = 0; //radius = 0.08;
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visual = "injury_legs";
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};
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class HitLeftArm {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "hand_l";
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passThrough = 1;
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radius = 0.06;
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visual = "injury_hands";
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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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class HitLeftLeg {
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armor = ARM_LEG_ARMOR_DEFAULT; //2;
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explosionShielding = 1;
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material = -1;
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minimalHit = 0;
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name = "leg_l";
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passThrough = 1;
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radius = 0.08;
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visual = "injury_legs";
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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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};
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class AGM_Actions {
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class AGM_Medical {
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displayName = "$STR_AGM_Medical_Treat";
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distance = 4;
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condition = "_target getVariable ['AGM_isTreatable', true]";
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statement = "";
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showDisabled = 1;
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enableInside = 1;
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icon = "AGM_Medical\UI\Medical_Icon_ca.paa";
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priority = 6;
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subMenu[] = {"AGM_Medical", 0};
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hotkey = "T";
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class AGM_Diagnose {
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displayName = "$STR_AGM_Medical_Diagnose";
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condition = "_target getVariable ['AGM_isTreatable', true]";
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statement = "[_player, _target, 'diagnose'] call AGM_Medical_fnc_treat;";
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icon = "AGM_Medical\UI\diagnose_ca.paa";
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showDisabled = 1;
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enableInside = 1;
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priority = 1;
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};
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class AGM_Morphine {
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displayName = "$STR_AGM_Medical_Inject_Morphine";
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condition = "([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and alive _target and 'AGM_Morphine' in itemsWithMagazines _player";
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statement = "[_player, _target, 'morphine'] call AGM_Medical_fnc_treat;";
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showDisabled = 1;
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enableInside = 1;
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icon = "AGM_Medical\UI\agm_morphine_ca.paa";
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priority = 0.9;
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};
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class AGM_Epipen {
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displayName = "$STR_AGM_Medical_Inject_Epinephrine";
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condition = "([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and alive _target and 'AGM_Epipen' in itemsWithMagazines _player and _target getVariable ['AGM_isUnconscious', False]";
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statement = "[_player, _target, 'epipen'] call AGM_Medical_fnc_treat;";
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showDisabled = 1;
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enableInside = 1;
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priority = 0.8;
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icon = "AGM_Medical\UI\agm_epipen_ca.paa";
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};
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class AGM_BloodBag {
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displayName = "$STR_AGM_Medical_Transfuse_Blood";
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condition = "([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and alive _target and 'AGM_Bloodbag' in itemsWithMagazines _player";
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statement = "[_player, _target, 'bloodbag'] call AGM_Medical_fnc_treat;";
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showDisabled = 1;
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enableInside = 1;
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priority = 0.7;
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icon = "AGM_Medical\UI\agm_bloodbag_ca.paa";
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};
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class AGM_Bandage {
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displayName = "$STR_AGM_Medical_Bandage";
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condition = "AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'All'] call AGM_Medical_fnc_treat;";
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priority = 0.6;
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conditionShow = "AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\body.paa";
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};
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class AGM_Bandage_Head {
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displayName = "$STR_AGM_Medical_Bandage_HitHead";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitHead'] call AGM_Medical_fnc_treat;";
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priority = 0.6;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\head.paa";
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};
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class AGM_Bandage_Body {
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displayName = "$STR_AGM_Medical_Bandage_HitBody";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitBody'] call AGM_Medical_fnc_treat;";
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priority = 0.5;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\body.paa";
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};
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class AGM_Bandage_LeftArm {
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displayName = "$STR_AGM_Medical_Bandage_HitLeftArm";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitLeftArm'] call AGM_Medical_fnc_treat;";
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priority = 0.4;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\arm_left.paa";
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};
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class AGM_Bandage_RightArm {
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displayName = "$STR_AGM_Medical_Bandage_HitRightArm";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitRightArm'] call AGM_Medical_fnc_treat;";
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priority = 0.3;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\arm_right.paa";
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};
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class AGM_Bandage_LeftLeg {
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displayName = "$STR_AGM_Medical_Bandage_HitLeftLeg";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitLeftLeg'] call AGM_Medical_fnc_treat;";
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priority = 0.2;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\leg_left.paa";
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};
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class AGM_Bandage_RightLeg {
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displayName = "$STR_AGM_Medical_Bandage_HitRightLeg";
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condition = "!AGM_Medical_SingleBandage and ([_target] call AGM_Medical_fnc_isDiagnosed) and (_target getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player and alive _target";
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statement = "[_player, _target, 'bandage', 'HitRightLeg'] call AGM_Medical_fnc_treat;";
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priority = 0.15;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\leg_right.paa";
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};
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};
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class AGM_Medical_Drag {
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displayName = "$STR_AGM_Medical_Drag";
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distance = 4;
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condition = "vehicle _player == _player and vehicle _target == _target and alive _target and _target getVariable ['AGM_isTreatable', true] and _target getVariable ['AGM_isUnconscious', False] and isNull (_player getVariable ['AGM_Transporting', objNull])";
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statement = "[_player, _target, 'drag'] call AGM_Medical_fnc_transport;";
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priority = 2.1;
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icon = "AGM_Medical\UI\Medical_Icon_ca.paa";
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hotkey = "R";
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};
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class AGM_Medical_Carry {
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displayName = "$STR_AGM_Medical_Carry";
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distance = 4;
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condition = "vehicle _player == _player and vehicle _target == _target and alive _target and _target getVariable ['AGM_isTreatable', true] and _target getVariable ['AGM_isUnconscious', False] and isNull (_player getVariable ['AGM_Transporting', objNull])";
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statement = "[_player, _target, 'carry'] call AGM_Medical_fnc_transport;";
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priority = 2.0;
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icon = "AGM_Medical\UI\Medical_Icon_ca.paa";
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hotkey = "C";
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};
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};
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class AGM_SelfActions {
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class AGM_Medical {
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displayName = "$STR_AGM_Medical_Treat_Self";
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condition = "_player getVariable ['AGM_isTreatable', true]";
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statement = "";
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showDisabled = 1;
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enableInside = 1;
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priority = 6;
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icon = "AGM_Medical\UI\Medical_Icon_ca.paa";
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subMenu[] = {"AGM_Medical", 1};
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hotkey = "T";
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class AGM_Diagnose {
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displayName = "$STR_AGM_Medical_Diagnose";
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condition = "_player getVariable ['AGM_isTreatable', true]";
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statement = "[_player, _player, 'diagnose'] call AGM_Medical_fnc_treat;";
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priority = 1;
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showDisabled = 1;
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enableInside = 1;
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icon = "AGM_Medical\UI\diagnose_ca.paa";
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};
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class AGM_Morphine {
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displayName = "$STR_AGM_Medical_Inject_Morphine";
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condition = "(_player getVariable ['AGM_isTreatable', true]) and 'AGM_Morphine' in itemsWithMagazines _player";
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statement = "[_player, _player, 'morphine'] call AGM_Medical_fnc_treat;";
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priority = 0.9;
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showDisabled = 1;
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enableInside = 1;
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icon = "AGM_Medical\UI\agm_morphine_ca.paa";
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};
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class AGM_Bandage {
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displayName = "$STR_AGM_Medical_Bandage";
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condition = "AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
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statement = "[_player, _player, 'bandage', 'All'] call AGM_Medical_fnc_treat;";
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priority = 0.6;
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conditionShow = "AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\body.paa";
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};
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class AGM_Bandage_Head {
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displayName = "$STR_AGM_Medical_Bandage_HitHead";
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condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
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statement = "[_player, _player, 'bandage', 'HitHead'] call AGM_Medical_fnc_treat;";
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priority = 0.6;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\head.paa";
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};
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class AGM_Bandage_Body {
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displayName = "$STR_AGM_Medical_Bandage_HitBody";
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condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
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statement = "[_player, _player, 'bandage', 'HitBody'] call AGM_Medical_fnc_treat;";
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priority = 0.5;
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conditionShow = "!AGM_Medical_SingleBandage";
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enableInside = 1;
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icon = "AGM_Medical\UI\parts\body.paa";
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};
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class AGM_Bandage_LeftArm {
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displayName = "$STR_AGM_Medical_Bandage_HitLeftArm";
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||
|
condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
|
||
|
statement = "[_player, _player, 'bandage', 'HitLeftArm'] call AGM_Medical_fnc_treat;";
|
||
|
priority = 0.4;
|
||
|
conditionShow = "!AGM_Medical_SingleBandage";
|
||
|
enableInside = 1;
|
||
|
icon = "AGM_Medical\UI\parts\arm_left.paa";
|
||
|
};
|
||
|
class AGM_Bandage_RightArm {
|
||
|
displayName = "$STR_AGM_Medical_Bandage_HitRightArm";
|
||
|
condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
|
||
|
statement = "[_player, _player, 'bandage', 'HitRightArm'] call AGM_Medical_fnc_treat;";
|
||
|
priority = 0.3;
|
||
|
conditionShow = "!AGM_Medical_SingleBandage";
|
||
|
enableInside = 1;
|
||
|
icon = "AGM_Medical\UI\parts\arm_right.paa";
|
||
|
};
|
||
|
class AGM_Bandage_LeftLeg {
|
||
|
displayName = "$STR_AGM_Medical_Bandage_HitLeftLeg";
|
||
|
condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
|
||
|
statement = "[_player, _player, 'bandage', 'HitLeftLeg'] call AGM_Medical_fnc_treat;";
|
||
|
priority = 0.2;
|
||
|
conditionShow = "!AGM_Medical_SingleBandage";
|
||
|
enableInside = 1;
|
||
|
icon = "AGM_Medical\UI\parts\leg_left.paa";
|
||
|
};
|
||
|
class AGM_Bandage_RightLeg {
|
||
|
displayName = "$STR_AGM_Medical_Bandage_HitRightLeg";
|
||
|
condition = "!AGM_Medical_SingleBandage and (_player getVariable ['AGM_isTreatable', true]) and 'AGM_Bandage' in itemsWithMagazines _player";
|
||
|
statement = "[_player, _player, 'bandage', 'HitRightLeg'] call AGM_Medical_fnc_treat;";
|
||
|
priority = 0.15;
|
||
|
conditionShow = "!AGM_Medical_SingleBandage";
|
||
|
enableInside = 1;
|
||
|
icon = "AGM_Medical\UI\parts\leg_right.paa";
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class AGM_Release {
|
||
|
displayName = "$STR_AGM_Medical_Release";
|
||
|
distance = 4;
|
||
|
condition = "vehicle _player == _player and ((_player getVariable ['AGM_Transporting', objNull]) isKindOf 'Man')";
|
||
|
statement = "[_player, (_player getVariable ['AGM_Transporting', objNull])] call AGM_Medical_fnc_release;";
|
||
|
exceptions[] = {"AGM_Medical_canTreat"};
|
||
|
icon = "AGM_Medical\UI\Medical_Icon_ca.paa";
|
||
|
hotkey = "R";
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class SoldierWB: CAManBase {};
|
||
|
class SoldierEB: CAManBase {};
|
||
|
class SoldierGB: CAManBase {};
|
||
|
|
||
|
class B_Soldier_base_F: SoldierWB {};
|
||
|
|
||
|
class B_Soldier_04_f: B_Soldier_base_F {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class B_Soldier_05_f: B_Soldier_base_F {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class I_Soldier_base_F: SoldierGB {};
|
||
|
|
||
|
class I_Soldier_03_F: I_Soldier_base_F {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class I_Soldier_04_F: I_Soldier_base_F {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_BETTER;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class O_Soldier_base_F: SoldierEB {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class O_Soldier_02_F: O_Soldier_base_F {
|
||
|
class HitPoints: HitPoints {
|
||
|
class HitHead: HitHead {};
|
||
|
class HitBody: HitBody {};
|
||
|
class HitHands: HitHands {};
|
||
|
class HitLegs: HitLegs {};
|
||
|
|
||
|
class HitLeftArm: HitLeftArm {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitRightArm: HitRightArm {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitLeftLeg: HitLeftLeg {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
|
||
|
class HitRightLeg: HitRightLeg {
|
||
|
armor = ARM_LEG_ARMOR_CSAT;
|
||
|
passThrough = 0.85;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class LandVehicle;
|
||
|
class Car: LandVehicle {
|
||
|
class AGM_Actions {
|
||
|
class AGM_Unload {
|
||
|
displayName = "$STR_AGM_Medical_Unload";
|
||
|
distance = 4;
|
||
|
condition = "return = false; {if (_x getVariable ['AGM_isUnconscious', False]) exitWith {return = true;};} foreach (crew _target); return and vehicle _player == _player and !(_target isKindOf 'Man')";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_unloadPatients;";
|
||
|
};
|
||
|
class AGM_Load {
|
||
|
displayName = "$STR_AGM_Medical_Load";
|
||
|
distance = 4;
|
||
|
condition = "!(_target isKindOf 'Man') and vehicle _player == _player and (_player getVariable ['AGM_Transporting', objNull]) isKindOf 'Man' and _target emptyPositions 'cargo' > 0";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_loadIntoVehicle;";
|
||
|
exceptions[] = {"AGM_Medical_canTreat"};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class Tank: LandVehicle {
|
||
|
class AGM_Actions {
|
||
|
class AGM_Unload {
|
||
|
displayName = "$STR_AGM_Medical_Unload";
|
||
|
distance = 4;
|
||
|
condition = "return = false; {if (_x getVariable ['AGM_isUnconscious', False]) exitWith {return = true;};} foreach (crew _target); return and vehicle _player == _player and !(_target isKindOf 'Man')";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_unloadPatients;";
|
||
|
};
|
||
|
class AGM_Load {
|
||
|
displayName = "$STR_AGM_Medical_Load";
|
||
|
distance = 4;
|
||
|
condition = "!(_target isKindOf 'Man') and vehicle _player == _player and (_player getVariable ['AGM_Transporting', objNull]) isKindOf 'Man' and _target emptyPositions 'cargo' > 0";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_loadIntoVehicle;";
|
||
|
exceptions[] = {"AGM_Medical_canTreat"};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class Air;
|
||
|
class Helicopter: Air {
|
||
|
class AGM_Actions {
|
||
|
class AGM_Unload {
|
||
|
displayName = "$STR_AGM_Medical_Unload";
|
||
|
distance = 4;
|
||
|
condition = "return = false; {if (_x getVariable ['AGM_isUnconscious', False]) exitWith {return = true;};} foreach (crew _target); return and vehicle _player == _player and !(_target isKindOf 'Man')";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_unloadPatients;";
|
||
|
};
|
||
|
class AGM_Load {
|
||
|
displayName = "$STR_AGM_Medical_Load";
|
||
|
distance = 4;
|
||
|
condition = "!(_target isKindOf 'Man') and vehicle _player == _player and (_player getVariable ['AGM_Transporting', objNull]) isKindOf 'Man' and _target emptyPositions 'cargo' > 0";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_loadIntoVehicle;";
|
||
|
exceptions[] = {"AGM_Medical_canTreat"};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class Ship;
|
||
|
class Ship_F: Ship {
|
||
|
class AGM_Actions {
|
||
|
class AGM_Unload {
|
||
|
displayName = "$STR_AGM_Medical_Unload";
|
||
|
distance = 4;
|
||
|
condition = "return = false; {if (_x getVariable ['AGM_isUnconscious', False]) exitWith {return = true;};} foreach (crew _target); return and vehicle _player == _player and !(_target isKindOf 'Man')";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_unloadPatients;";
|
||
|
};
|
||
|
class AGM_Load {
|
||
|
displayName = "$STR_AGM_Medical_Load";
|
||
|
distance = 4;
|
||
|
condition = "!(_target isKindOf 'Man') and vehicle _player == _player and (_player getVariable ['AGM_Transporting', objNull]) isKindOf 'Man' and _target emptyPositions 'cargo' > 0";
|
||
|
statement = "[_player, _target] call AGM_Medical_fnc_loadIntoVehicle;";
|
||
|
exceptions[] = {"AGM_Medical_canTreat"};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class Box_NATO_Support_F;
|
||
|
class AGM_Box_Medical: Box_NATO_Support_F {
|
||
|
author = "$STR_AGM_Core_AGMTeam";
|
||
|
displayName = "$STR_AGM_Medical_MedicalSupplies";
|
||
|
transportmaxmagazines = 128;
|
||
|
transportmaxbackpacks = 0;
|
||
|
maximumload = 2000;
|
||
|
|
||
|
class TransportMagazines {};
|
||
|
class TransportWeapons {};
|
||
|
class TransportItems {
|
||
|
class _xx_AGM_Bandage {
|
||
|
count = 64;
|
||
|
name = "AGM_Bandage";
|
||
|
};
|
||
|
/*class _xx_AGM_Bandage2 {
|
||
|
count = 4;
|
||
|
name = "AGM_Bandage";
|
||
|
};*/
|
||
|
class _xx_AGM_Morphine {
|
||
|
count = 24;
|
||
|
name = "AGM_Morphine";
|
||
|
};
|
||
|
class _xx_AGM_Epipen {
|
||
|
count = 24;
|
||
|
name = "AGM_Epipen";
|
||
|
};
|
||
|
class _xx_AGM_Bloodbag {
|
||
|
count = 16;
|
||
|
name = "AGM_Bloodbag";
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class Module_F;
|
||
|
class AGM_ModuleMedical: Module_F {
|
||
|
author = "$STR_AGM_Core_AGMTeam";
|
||
|
category = "AGM";
|
||
|
displayName = "Medical System";
|
||
|
function = "AGM_Medical_fnc_module";
|
||
|
scope = 2;
|
||
|
isGlobal = 1;
|
||
|
icon = "\AGM_Medical\UI\IconMedical_ca.paa";
|
||
|
class Arguments {
|
||
|
class CoefDamage {
|
||
|
displayName = "Damage Coef.";
|
||
|
description = "Multiplier for the amount of damage received. Default: 1 (obviously)";
|
||
|
typeName = "NUMBER";
|
||
|
defaultValue = 1;
|
||
|
};
|
||
|
class CoefBleeding {
|
||
|
displayName = "Bleeding Speed Coef.";
|
||
|
description = "Multiplier for the rate of bleeding. Default: 1 (obviously)";
|
||
|
typeName = "NUMBER";
|
||
|
defaultValue = 1;
|
||
|
};
|
||
|
class CoefPain {
|
||
|
displayName = "Pain Effect Coef.";
|
||
|
description = "Multiplier for the intensity of the pain PP effect. Default: 1 (obviously)";
|
||
|
typeName = "NUMBER";
|
||
|
defaultValue = 1;
|
||
|
};
|
||
|
class CoefNonMedic {
|
||
|
displayName = "Non-Medic Time Coef.";
|
||
|
description = "Multiplier for the treatment time of an untrained person compared to that of a trained medic. Default: 2";
|
||
|
typeName = "NUMBER";
|
||
|
defaultValue = 2;
|
||
|
};
|
||
|
class MaxUnconsciousnessTime {
|
||
|
displayName = "Max Unconsc. Time";
|
||
|
description = "Maximum time (in seconds) for a unit to be unconscious before dying. -1 disables this.";
|
||
|
typeName = "NUMBER";
|
||
|
defaultValue = -1;
|
||
|
};
|
||
|
class AllowNonmedics {
|
||
|
displayName = "Allow non-medics?";
|
||
|
description = "Allow non-medics to use epipens and bloodbags? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class RequireDiagnosis {
|
||
|
displayName = "Require diagnosis?";
|
||
|
description = "Require an unconscious patient to be diagnosed before allowing treatment? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class PreventInstaDeath {
|
||
|
displayName = "Prevent instant death?";
|
||
|
description = "Prevent instant death and always put players in unconscious state instead? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class PreventDeathWhileUnconscious {
|
||
|
displayName = "Prevent death while unconscious?";
|
||
|
description = "Make unconscious units invulnerable? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class SingleBandage {
|
||
|
displayName = "Single Bandage";
|
||
|
description = "Use one bandage to heal the entire body? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class AllowChatWhileUnconscious {
|
||
|
displayName = "Unconscious can chat?";
|
||
|
description = "Allow all players to use chat while unconcious? Admin can always use the chat regardless. Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class EnableOverdosing {
|
||
|
displayName = "Enable Overdosing?";
|
||
|
description = "Enable morphine overdoses? Default: Yes";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
default = 1;
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class RequireMEDEVAC {
|
||
|
displayName = "Require MEDEVAC?";
|
||
|
description = "Only allow Epipens within synchronized triggers? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class AutomaticWakeup {
|
||
|
displayName = "Automatic Wakeup?";
|
||
|
description = "Allow units to wake up by themselves? Default: Yes";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
default = 1;
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
class DisableScreams {
|
||
|
displayName = "Disable Screams?";
|
||
|
description = "Disable screaming on hit? Default: No";
|
||
|
typeName = "BOOL";
|
||
|
class values {
|
||
|
class Yes {
|
||
|
name = "Yes";
|
||
|
value = 1;
|
||
|
};
|
||
|
class No {
|
||
|
default = 1;
|
||
|
name = "No";
|
||
|
value = 0;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class CfgWeapons {
|
||
|
class ItemCore;
|
||
|
class InventoryItem_Base_F;
|
||
|
class InventoryFirstAidKitItem_Base_F;
|
||
|
class MedikitItem;
|
||
|
|
||
|
// ITEMS
|
||
|
class FirstAidKit: ItemCore {
|
||
|
type = 0;
|
||
|
class ItemInfo: InventoryFirstAidKitItem_Base_F {
|
||
|
mass = 4;
|
||
|
type = 201;
|
||
|
};
|
||
|
};
|
||
|
class Medikit: ItemCore {
|
||
|
type = 0;
|
||
|
class ItemInfo: MedikitItem {
|
||
|
mass = 60;
|
||
|
type = 201;
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class AGM_ItemCore;
|
||
|
class AGM_Bandage: AGM_ItemCore {
|
||
|
displayname = "$STR_AGM_Medical_Bandage_Name";
|
||
|
descriptionshort = "$STR_AGM_Medical_Bandage_Description";
|
||
|
model = "\A3\Structures_F_EPA\Items\Medical\Bandage_F.p3d";
|
||
|
picture = "\AGM_Medical\UI\AGM_bandage_ca.paa";
|
||
|
scope = 2;
|
||
|
class ItemInfo: InventoryItem_Base_F {
|
||
|
mass = 2;
|
||
|
};
|
||
|
};
|
||
|
class AGM_Morphine: AGM_Bandage {
|
||
|
displayName = "$STR_AGM_Medical_Morphine_Name";
|
||
|
descriptionShort = "$STR_AGM_Medical_Morphine_Description";
|
||
|
model = "\AGM_Medical\agm_morphine.p3d";
|
||
|
picture = "\AGM_Medical\UI\AGM_morphine_ca.paa";
|
||
|
};
|
||
|
class AGM_Epipen: AGM_Bandage {
|
||
|
displayName = "$STR_AGM_Medical_Epinephrine_Name";
|
||
|
descriptionShort = "$STR_AGM_Medical_Epinephrine_Description";
|
||
|
model = "\AGM_Medical\agm_epipen.p3d";
|
||
|
picture = "\AGM_Medical\UI\AGM_epipen_ca.paa";
|
||
|
};
|
||
|
class AGM_Bloodbag: AGM_Bandage {
|
||
|
displayName = "$STR_AGM_Medical_Bloodbag_Name";
|
||
|
descriptionShort = "$STR_AGM_Medical_Bloodbag_Description";
|
||
|
model = "\A3\Structures_F_EPA\Items\Medical\BloodBag_F.p3d";
|
||
|
picture = "\AGM_Medical\UI\AGM_bloodbag_ca.paa";
|
||
|
class ItemInfo: ItemInfo {
|
||
|
mass = 10;
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class CfgActions {
|
||
|
class None;
|
||
|
class HealSoldier: None {
|
||
|
hideOnUse = 1;
|
||
|
priority = 10;
|
||
|
shortcut = "";
|
||
|
show = 0;
|
||
|
showWindow = 0;
|
||
|
text = "Treat %1";
|
||
|
textDefault = "<img image='\A3\ui_f\data\igui\cfg\actions\heal_ca.paa' size='1.8' shadow=2 />";
|
||
|
textSimple = "";
|
||
|
};
|
||
|
class HealSoldierAuto: None {
|
||
|
hideOnUse = 1;
|
||
|
priority = 0;
|
||
|
shortcut = "";
|
||
|
show = 0;
|
||
|
showWindow = 0;
|
||
|
text = "Heal soldier";
|
||
|
textDefault = "";
|
||
|
textSimple = "";
|
||
|
};
|
||
|
class HealSoldierSelf: None {
|
||
|
hideOnUse = 1;
|
||
|
priority = 10;
|
||
|
shortcut = "";
|
||
|
show = 0;
|
||
|
showWindow = 0;
|
||
|
text = "Treat yourself";
|
||
|
textDefault = "<img image='\A3\ui_f\data\igui\cfg\actions\heal_ca.paa' size='1.8' shadow=2 />";
|
||
|
textSimple = "";
|
||
|
};
|
||
|
};
|
||
|
|
||
|
// ANIMATIONS
|
||
|
class CfgMovesBasic {
|
||
|
class Default;
|
||
|
class Actions {
|
||
|
class NoActions;
|
||
|
class PistolStandActions: NoActions {
|
||
|
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
|
||
|
};
|
||
|
class LauncherKneelActions: NoActions {
|
||
|
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
|
||
|
};
|
||
|
class CivilStandActions: NoActions {
|
||
|
grabDrag = "AmovPercMstpSlowWrflDnon_AcinPknlMwlkSlowWrflDb_2";
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class CfgMovesMaleSdr: CfgMovesBasic {
|
||
|
class HealBase;
|
||
|
class States {
|
||
|
class AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1;
|
||
|
class AcinPknlMstpSnonWnonDnon: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
|
||
|
enableDirectControl = 1;
|
||
|
};
|
||
|
class AcinPknlMwlkSnonWnonDb: AmovPercMstpSnonWnonDnon_AcinPknlMwlkSnonWnonDb_1 {
|
||
|
enableDirectControl = 1;
|
||
|
};
|
||
|
|
||
|
class Unconscious: Default {
|
||
|
ConnectTo[] = {};
|
||
|
head = "headNo";
|
||
|
forceAim = 1;
|
||
|
static = 1;
|
||
|
};
|
||
|
|
||
|
class AinvPknlMstpSnonWnonDnon_medic0: HealBase {
|
||
|
variantsPlayer[] = {};
|
||
|
};
|
||
|
};
|
||
|
};
|
||
|
|
||
|
// BLOOD MIST EFFECTS
|
||
|
class CfgCloudlets {
|
||
|
class Blood;
|
||
|
class AGM_BloodMist: Blood {
|
||
|
particleShape = "\A3\data_f\ParticleEffects\Universal\Universal_02";
|
||
|
particleFSNtieth = 8;
|
||
|
particleFSIndex = 4;
|
||
|
lifeTime = 1.8;
|
||
|
size[] = {"((hit + 5) max 30) / 40", "((hit + 5) max 30) / 80", "((hit + 5) max 30) / 150"};
|
||
|
color[] = {{1,0.1,0.1,0.10}, {1,0.1,0.1,0.05}, {1,0.1,0.1,0.025}};
|
||
|
randomDirectionPeriod = 0.5;
|
||
|
randomDirectionIntensity = 0.5;
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class ImpactEffectsBlood {
|
||
|
class AGM_BloodMist {
|
||
|
intensity = 1;
|
||
|
interval = 1;
|
||
|
lifeTime = 1;
|
||
|
position[] = {0,0,0};
|
||
|
simulation = "particles";
|
||
|
type = "AGM_BloodMist";
|
||
|
};
|
||
|
};
|
||
|
|
||
|
class AGM_Parameters_Numeric {
|
||
|
AGM_Medical_CoefDamage = 1.0;
|
||
|
AGM_Medical_CoefBleeding = 1.0;
|
||
|
AGM_Medical_CoefPain = 1.0;
|
||
|
AGM_Medical_CoefNonMedic = 2.0;
|
||
|
AGM_Medical_MaxUnconsciousnessTime = -1;
|
||
|
};
|
||
|
class AGM_Parameters_Boolean {
|
||
|
// Boolean Parameters (0/1)
|
||
|
AGM_Medical_AllowNonMedics = 0;
|
||
|
AGM_Medical_RequireDiagnosis = 0;
|
||
|
AGM_Medical_PreventInstaDeath = 0;
|
||
|
AGM_Medical_PreventDeathWhileUnconscious = 0;
|
||
|
AGM_Medical_SingleBandage = 0;
|
||
|
AGM_Medical_AllowChatWhileUnconscious = 0;
|
||
|
AGM_Medical_EnableOverdosing = 1;
|
||
|
AGM_Medical_RequireMEDEVAC = 0;
|
||
|
AGM_Medical_AutomaticWakeup = 1;
|
||
|
AGM_Medical_DisableScreams = 0;
|
||
|
};
|
||
|
#include <HintConfig.hpp>
|