class CfgVehicles { #define ARM_LEG_ARMOR_DEFAULT 2 #define ARM_LEG_ARMOR_BETTER 3 #define ARM_LEG_ARMOR_CSAT 4 class Man; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; // "DEACTIVE" DEFAULT HITPOINTS 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 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 HitRightArm: HitLeftArm { name = "hand_r"; }; class HitLeftLeg { armor = ARM_LEG_ARMOR_DEFAULT; //2; explosionShielding = 1; material = -1; minimalHit = 0; name = "leg_l"; passThrough = 1; radius = 0.08; visual = "injury_legs"; }; class HitRightLeg: HitLeftLeg { name = "leg_r"; }; }; class ACE_Actions { class Bandage_Head { displayName = "Bandage Head"; selection = "pilot"; distance = 2.0; //condition = QUOTE([ARR_4(_player, _target, 'head', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'head', 'Bandage Head')] call DFUNC(treatment)); showDisabled = 1; priority = 2; hotkey = "B"; enableInside = 1; }; class Bandage_Torso: Bandage_Head { displayName = "Bandage Torso"; selection = "Spine3"; //condition = QUOTE([ARR_4(_player, _target, 'body', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'body', 'Bandage')] call DFUNC(treatment)); }; class Bandage_LeftArm: Bandage_Head { displayName = "Bandage Right Arm"; selection = "LeftForeArm"; //condition = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(treatment)); }; class Bandage_RightArm: Bandage_Head { displayName = "Bandage Right Arm"; selection = "RightForeArm"; //condition = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(treatment)); }; class Bandage_LeftLeg: Bandage_Head { displayName = "Bandage Left Leg"; selection = "lknee"; //condition = QUOTE([ARR_4(_player, _target, 'leg_l', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'leg_l', 'Bandage')] call DFUNC(treatment)); }; class Bandage_RightLeg: Bandage_Head { displayName = "Bandage Right Leg"; selection = "rknee"; //condition = QUOTE([ARR_4(_player, _target, 'leg_r', 'Bandage')] call DFUNC(canTreat)); statement = QUOTE([ARR_4(_player, _target, 'leg_r', 'Bandage')] call DFUNC(treatment)); }; }; }; 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; }; }; }; };