mirror of
https://github.com/acemod/ACE3.git
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386 lines
12 KiB
C++
386 lines
12 KiB
C++
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class CfgVehicles {
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class Logic;
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class Module_F: Logic {
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class ArgumentsBaseUnits {
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};
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};
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class ACE_moduleMedicalSettings: Module_F {
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scope = 2;
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displayName = "Medical Settings [ACE]";
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icon = QUOTE(PATHTOF(data\ACE_medical_module.paa));
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category = "ACE_medical";
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function = QUOTE(DFUNC(moduleMedicalSettings));
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functionPriority = 1;
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isGlobal = 1;
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isTriggerActivated = 0;
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author = "Glowbal";
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class Arguments {
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class level {
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displayName = "Medical Level";
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description = "What is the medical simulation level?";
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typeName = "NUMBER";
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class values {
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class disable {
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name = "Disabled";
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value = -1;
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};
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class normal {
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name = "Basic";
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value = 0;
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default = 1;
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};
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class full {
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name = "Advanced";
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value = 1;
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};
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};
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};
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class medicSetting {
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displayName = "Medics setting";
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description = "What is the level of detail prefered for medics?";
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typeName = "NUMBER";
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class values {
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class disable {
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name = "Disable medics";
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value = -1;
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};
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class normal {
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name = "Normal";
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value = 0;
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default = 1;
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};
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class full {
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name = "Advanced";
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value = 1;
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};
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};
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};
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class enableFor {
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displayName = "Enabled for";
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description = "Select what units the medical system will be enabled for";
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typeName = "NUMBER";
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class values {
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class playableUnits {
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name = "Players only";
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value = 0;
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default = 1;
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};
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class playableUnitsAndAI {
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name = "Players and AI";
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value = 1;
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};
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};
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};
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};
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class ModuleDescription {
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description = "Provides a medical system for both players and AI.";
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sync[] = {};
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};
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};
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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 ACE_Actions {
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class ACE_Head {
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class Bandage_Head {
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displayName = "Bandage Head";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'head', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'head', 'Bandage Head')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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class ACE_MainActions {
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class Bandage_Torso {
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displayName = "Bandage Torso";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'body', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'body', 'Bandage')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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class ACE_ArmLeft {
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class Bandage_LeftArm {
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displayName = "Bandage Right Arm";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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class ACE_ArmRight {
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class Bandage_RightArm {
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displayName = "Bandage Right Arm";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'hand_r', 'Bandage')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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class ACE_LegLeft {
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class Bandage_LeftLeg {
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displayName = "Bandage Left Leg";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'leg_l', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'leg_l', 'Bandage')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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class ACE_LegRight {
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class Bandage_RightLeg {
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displayName = "Bandage Right Leg";
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distance = 2.0;
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condition = QUOTE([ARR_4(_player, _target, 'leg_r', 'Bandage')] call DFUNC(canTreat));
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statement = QUOTE([ARR_4(_player, _target, 'leg_r', 'Bandage')] call DFUNC(treatment));
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showDisabled = 1;
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priority = 2;
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hotkey = "B";
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enableInside = 1;
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};
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};
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};
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};
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class SoldierWB: CAManBase {};
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class SoldierEB: CAManBase {};
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class SoldierGB: CAManBase {};
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class B_Soldier_base_F: SoldierWB {};
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class B_Soldier_04_f: B_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class B_Soldier_05_f: B_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class I_Soldier_base_F: SoldierGB {};
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class I_Soldier_03_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class I_Soldier_04_F: I_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_BETTER;
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};
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};
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};
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class O_Soldier_base_F: SoldierEB {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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};
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};
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class O_Soldier_02_F: O_Soldier_base_F {
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class HitPoints: HitPoints {
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class HitHead: HitHead {};
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class HitBody: HitBody {};
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class HitHands: HitHands {};
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class HitLegs: HitLegs {};
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class HitLeftArm: HitLeftArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightArm: HitRightArm {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitLeftLeg: HitLeftLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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class HitRightLeg: HitRightLeg {
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armor = ARM_LEG_ARMOR_CSAT;
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passThrough = 0.85;
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};
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};
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};
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};
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