fix UBC issues, simplify uniform hitpoint config

This commit is contained in:
commy2 2015-08-31 23:36:59 +02:00
parent 8c6f896164
commit 5a164c5cdc

View File

@ -2,12 +2,12 @@
#define MEDICAL_ACTION_DISTANCE 1.75
class CfgVehicles {
class Logic;
class Module_F: Logic {
class ArgumentsBaseUnits {
};
};
class ACE_Module;
class ACE_moduleMedicalSettings: ACE_Module {
scope = 2;
@ -19,6 +19,7 @@ class CfgVehicles {
isGlobal = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class level {
displayName = CSTRING(MedicalSettings_level_DisplayName);
@ -137,6 +138,7 @@ class CfgVehicles {
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(MedicalSettings_Module_Description);
sync[] = {};
@ -154,6 +156,7 @@ class CfgVehicles {
isTriggerActivated = 0;
isDisposable = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enableFor {
displayName = CSTRING(AdvancedMedicalSettings_enableFor_DisplayName);
@ -256,13 +259,13 @@ class CfgVehicles {
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(AdvancedMedicalSettings_Module_Description);
sync[] = {};
};
};
class ACE_moduleReviveSettings: ACE_Module {
scope = 2;
displayName = CSTRING(ReviveSettings_Module_DisplayName);
@ -273,6 +276,7 @@ class CfgVehicles {
isGlobal = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enableRevive {
displayName = CSTRING(ReviveSettings_enableRevive_DisplayName);
@ -298,11 +302,13 @@ class CfgVehicles {
defaultValue = -1;
};
};
class ModuleDescription {
description = CSTRING(ReviveSettings_Module_Description);
sync[] = {};
};
};
class ACE_moduleAssignMedicRoles: Module_F {
scope = 2;
displayName = CSTRING(AssignMedicRoles_Module_DisplayName);
@ -314,6 +320,7 @@ class CfgVehicles {
isTriggerActivated = 0;
isDisposable = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class EnableList {
displayName = CSTRING(AssignMedicRoles_EnableList_DisplayName);
@ -342,6 +349,7 @@ class CfgVehicles {
};
};
};
class ModuleDescription {
description = CSTRING(AssignMedicRoles_Module_Description);
sync[] = {};
@ -359,6 +367,7 @@ class CfgVehicles {
isTriggerActivated = 0;
isDisposable = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class EnableList {
displayName = CSTRING(AssignMedicVehicle_EnableList_DisplayName);
@ -384,11 +393,13 @@ class CfgVehicles {
};
};
};
class ModuleDescription {
description = CSTRING(AssignMedicVehicle_Module_Description);
sync[] = {};
};
};
class ACE_moduleAssignMedicalFacility: Module_F {
scope = 2;
displayName = CSTRING(AssignMedicalFacility_Module_DisplayName);
@ -400,6 +411,7 @@ class CfgVehicles {
isTriggerActivated = 0;
isDisposable = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class enabled {
displayName = CSTRING(AssignMedicalFacility_enabled_DisplayName);
@ -407,199 +419,56 @@ class CfgVehicles {
typeName = "BOOL";
};
};
class ModuleDescription {
description = CSTRING(AssignMedicalFacility_Module_Description);
sync[] = {};
};
};
#define ARM_LEG_ARMOR_DEFAULT 2
#define ARM_LEG_ARMOR_BETTER 3
#define ARM_LEG_ARMOR_CSAT 4
#define ARM_LEG_ARMOR_DEFAULT 1
#define ARM_LEG_ARMOR_BETTER 8
#define ARM_LEG_ARMOR_CSAT 6
class Land;
class Man: Land {
class HitPoints {
class HitHead {
visual = "";
armor = 1;
material = -1;
name = "head";
passThrough = 1;
radius = 0.1;
explosionShielding = 0.5;
minimalHit = 0;
};
class HitBody {
armor = 1;
material = -1;
name = "body";
passThrough = 1;
radius = 0.15;
explosionShielding = 10;
visual = "injury_body";
minimalHit = 0;
};
class HitHands {
armor = 999; //armor = 2;
explosionShielding = 0; //explosionShielding = 1;
material = -1;
minimalHit = 0;
name = "";
passThrough = 1;
radius = 0; //radius = 0.06;
visual = "injury_hands";
};
class HitLegs {
armor = 999; //armor = 2;
explosionShielding = 0; //explosionShielding = 1;
material = -1;
minimalHit = 0;
name = "";
passThrough = 1;
radius = 0; //radius = 0.08;
visual = "injury_legs";
};
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class CAManBase: Man {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
material = -1;
name = "face_hub";
passThrough = 1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
class HitNeck: HitFace {
armor = 999;
material = -1;
name = "neck";
passThrough = 1;
radius = 0.08;
explosionShielding = 0.5;
minimalHit = 0.01;
};
class HitHead: HitNeck {
armor = 1;
material = -1;
name = "head";
passThrough = 1;
radius = 0.1;
explosionShielding = 0.5;
minimalHit = 0.01;
};
class HitPelvis: HitBody {
armor = 999;
material = -1;
name = "pelvis";
passThrough = 1;
radius = 0.15;
explosionShielding = 0.5;
visual = "injury_body";
minimalHit = 0.01;
};
class HitAbdomen: HitPelvis {
armor = 999;
material = -1;
name = "spine1";
passThrough = 1;
radius = 0.15;
explosionShielding = 1;
visual = "injury_body";
minimalHit = 0.01;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
material = -1;
name = "spine2";
passThrough = 1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
};
class HitChest: HitDiaphragm {
armor = 999;
material = -1;
name = "spine3";
passThrough = 1;
radius = 0.15;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
};
class HitBody: HitChest {
armor = 1;
material = -1;
name = "body";
passThrough = 1;
radius = 0.15;
explosionShielding = 10;
visual = "injury_body";
minimalHit = 0.01;
};
class HitArms: HitHands {
armor = 999;
material = -1;
name = "arms";
passThrough = 1;
radius = 0.08;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
};
class HitHands: HitArms {
armor = 999;
material = -1;
name = "hands";
passThrough = 1;
radius = 0.08;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 0.01;
};
class HitLegs: HitLegs {
armor = 999;
material = -1;
name = "legs";
passThrough = 1;
radius = 0.1;
explosionShielding = 1;
visual = "injury_legs";
minimalHit = 0.01;
};
class HitLeftArm {
armor = ARM_LEG_ARMOR_DEFAULT; //2;
explosionShielding = 1;
material = -1;
minimalHit = 0;
name = "hand_l";
passThrough = 1;
radius = 0.06;
visual = "injury_hands";
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_DEFAULT;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitLeftArm {
name = "hand_r";
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg {
armor = ARM_LEG_ARMOR_DEFAULT; //2;
explosionShielding = 1;
material = -1;
minimalHit = 0;
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_DEFAULT;
name = "leg_l";
passThrough = 1;
radius = 0.08;
visual = "injury_legs";
};
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
class ACE_SelfActions {
#include "ACE_Medical_SelfActions.hpp"
};
@ -658,141 +527,60 @@ class CfgVehicles {
class B_Soldier_04_f: B_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 2;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_BETTER;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_BETTER;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class B_Soldier_05_f: B_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 3;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_BETTER;
name = "hand_l";
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightArm: HitLeftArm {
name = "hand_r";
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_BETTER;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
@ -801,293 +589,177 @@ class CfgVehicles {
class I_Soldier_03_F: I_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 2;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_BETTER;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_BETTER;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class I_Soldier_04_F: I_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 3;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_BETTER;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_BETTER;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_BETTER;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class O_Soldier_base_F: SoldierEB {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 4;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class O_Soldier_02_F: O_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace: HitHead {
armor = 999;
};
class HitNeck: HitFace {
armor = 999;
};
class HitHead: HitNeck {
armor = 1;
};
class HitPelvis: HitBody {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitAbdomen: HitPelvis {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitDiaphragm: HitAbdomen {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitChest: HitDiaphragm {
armor = 999;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitBody: HitChest {
armor = 4;
passThrough = 0.5;
explosionShielding = 2.4;
};
class HitArms: HitHands {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitHands: HitArms {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLegs: HitLegs {
armor = 999;
passThrough = 0.5;
explosionShielding = 1.2;
};
class HitLeftArm: HitLeftArm {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitRightArm {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLeftLeg {
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
name = "leg_l";
};
class HitRightLeg: HitRightLeg {
armor = ARM_LEG_ARMOR_CSAT;
passThrough = 0.85;
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class O_officer_F: O_Soldier_base_F {
class HitPoints: HitPoints {
class HitFace;
class HitNeck;
class HitHead;
class HitPelvis;
class HitAbdomen;
class HitDiaphragm;
class HitChest;
class HitBody;
class HitArms;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case?
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLegs {
armor = ARM_LEG_ARMOR_CSAT; // @todo is that suppossed to be the case?
name = "leg_l";
};
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class O_Protagonist_VR_F: O_Soldier_base_F {
class HitPoints: HitPoints {
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
class HitLeftArm: HitHands {
armor = 2;
name = "hand_l"; // @todo hopefully these still include the whole arm + hands
};
class HitRightArm: HitLeftArm {
name = "hand_r"; // @todo hopefully these still include the whole arm + hands
};
class HitLeftLeg: HitLegs {
armor = 2;
name = "leg_l";
};
class HitRightLeg: HitLeftLeg {
name = "leg_r";
};
};
};
class MapBoard_altis_F;
class ACE_bodyBagObject: MapBoard_altis_F {
XEH_ENABLED;