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import full hitpoint configs for now
This commit is contained in:
parent
64f815aae4
commit
2ed8b18d24
@ -1,4 +1,5 @@
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**Client**
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[Fixed] Updated Hitpoints to 1.54 for all custom Epoch characters, this fixes the hitpoint .rpt errors since 1.54 as well.
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[Fixed] Reduce run speed of Sappers since 1.54 update.
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**Server**
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@ -53,32 +53,129 @@ class Epoch_Char_base_F : Civilian
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};
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};
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};
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class HitPoints : HitPoints
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class HitPoints
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{
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class HitHead : HitHead
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class HitFace
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{
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armor = "0.3*2.5";
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armor = 1;
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material = -1;
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name = "face_hub";
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passThrough = 0.1;
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radius = 0.08;
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explosionShielding = 0.1;
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minimalHit = 0.01;
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};
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class HitBody : HitBody
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class HitNeck: HitFace
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{
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armor = "0.5*10";
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armor = 1;
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material = -1;
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name = "neck";
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passThrough = 0.1;
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radius = 0.1;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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};
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class HitHands : HitHands
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class HitHead: HitNeck
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{
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armor = "0.8*5";
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armor = 1;
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material = -1;
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name = "head";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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depends = "HitFace max HitNeck";
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};
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class HitLegs : HitLegs
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class HitPelvis
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{
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armor = "0.8*5";
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armor = 1;
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material = -1;
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name = "pelvis";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitAbdomen: HitPelvis
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{
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armor = 1;
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material = -1;
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name = "spine1";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitDiaphragm: HitAbdomen
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{
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armor = 1;
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material = -1;
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name = "spine2";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitChest: HitDiaphragm
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{
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armor = 1;
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material = -1;
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name = "spine3";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitBody: HitChest
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{
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armor = 1000;
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material = -1;
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name = "body";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
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};
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class HitArms
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{
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armor = 1;
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material = -1;
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name = "arms";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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};
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class HitHands: HitArms
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{
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armor = 1;
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material = -1;
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name = "hands";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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depends = "HitArms";
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};
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class HitLegs
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{
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armor = 1;
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material = -1;
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name = "legs";
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passThrough = 1;
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radius = 0.12;
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explosionShielding = 1;
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visual = "injury_legs";
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minimalHit = 0.01;
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};
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class HitFace : HitFace {};
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class HitNeck : HitNeck {};
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class HitPelvis : HitPelvis {};
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class HitAbdomen : HitAbdomen {};
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class HitDiaphragm : HitDiaphragm {};
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class HitChest : HitChest {};
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class HitArms : HitArms {};
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};
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weapons[] = { "Throw", "Put" };
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respawnWeapons[] = { "Throw", "Put" };
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@ -128,32 +225,129 @@ class Epoch_Sapper_base_F: Civilian2
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};
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};
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};
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class HitPoints: HitPoints
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class HitPoints
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{
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class HitHead: HitHead
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class HitFace
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{
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armor = "0.3*2.5";
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armor = 1;
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material = -1;
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name = "face_hub";
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passThrough = 0.1;
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radius = 0.08;
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explosionShielding = 0.1;
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minimalHit = 0.01;
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};
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class HitBody: HitBody
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class HitNeck: HitFace
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{
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armor = "0.5*10";
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armor = 1;
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material = -1;
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name = "neck";
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passThrough = 0.1;
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radius = 0.1;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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};
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class HitHands: HitHands
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class HitHead: HitNeck
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{
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armor = "0.8*5";
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armor = 1;
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material = -1;
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name = "head";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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depends = "HitFace max HitNeck";
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};
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class HitLegs: HitLegs
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class HitPelvis
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{
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armor = "0.8*5";
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armor = 1;
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material = -1;
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name = "pelvis";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitAbdomen: HitPelvis
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{
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armor = 1;
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material = -1;
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name = "spine1";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitDiaphragm: HitAbdomen
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{
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armor = 1;
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material = -1;
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name = "spine2";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitChest: HitDiaphragm
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{
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armor = 1;
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material = -1;
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name = "spine3";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitBody: HitChest
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{
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armor = 1000;
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material = -1;
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name = "body";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
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};
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class HitArms
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{
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armor = 1;
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material = -1;
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name = "arms";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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};
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class HitHands: HitArms
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{
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armor = 1;
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material = -1;
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name = "hands";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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depends = "HitArms";
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};
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class HitLegs
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{
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armor = 1;
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material = -1;
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name = "legs";
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passThrough = 1;
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radius = 0.12;
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explosionShielding = 1;
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visual = "injury_legs";
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minimalHit = 0.01;
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};
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class HitFace : HitFace {};
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class HitNeck : HitNeck {};
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class HitPelvis : HitPelvis {};
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class HitAbdomen : HitAbdomen {};
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class HitDiaphragm : HitDiaphragm {};
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class HitChest : HitChest {};
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class HitArms : HitArms {};
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};
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weapons[] = {"Throw","Put"};
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respawnWeapons[] = {"Throw","Put"};
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@ -219,32 +413,129 @@ class Epoch_Sapper_F: Epoch_Sapper_base_F
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magazines[] = {};
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respawnMagazines[] = {};
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class HitPoints : HitPoints
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class HitPoints
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{
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class HitHead : HitHead
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class HitFace
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{
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armor = 4;
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armor = 3;
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material = -1;
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name = "face_hub";
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passThrough = 0.1;
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radius = 0.08;
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explosionShielding = 0.1;
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minimalHit = 0.01;
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};
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class HitBody : HitBody
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class HitNeck: HitFace
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{
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armor = 7;
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armor = 3;
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material = -1;
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name = "neck";
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passThrough = 0.1;
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radius = 0.1;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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};
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class HitHands : HitHands
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class HitHead: HitNeck
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{
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armor = 3;
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material = -1;
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name = "head";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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depends = "HitFace max HitNeck";
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};
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class HitPelvis
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{
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armor = 3;
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material = -1;
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name = "pelvis";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitAbdomen: HitPelvis
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{
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armor = 3;
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material = -1;
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name = "spine1";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitDiaphragm: HitAbdomen
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{
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armor = 3;
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material = -1;
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name = "spine2";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitChest: HitDiaphragm
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{
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armor = 3;
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material = -1;
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name = "spine3";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitBody: HitChest
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{
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armor = 1000;
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material = -1;
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name = "body";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
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};
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class HitLegs : HitLegs
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class HitArms
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{
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armor = 9;
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armor = 1000;
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material = -1;
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name = "arms";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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};
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class HitHands: HitArms
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{
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armor = 1000;
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material = -1;
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name = "hands";
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passThrough = 1;
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radius = 0.1;
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explosionShielding = 1;
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visual = "injury_hands";
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minimalHit = 0.01;
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depends = "HitArms";
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};
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class HitLegs
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{
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armor = 8;
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material = -1;
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name = "legs";
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passThrough = 1;
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radius = 0.12;
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explosionShielding = 1;
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visual = "injury_legs";
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minimalHit = 0.01;
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};
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class HitFace : HitFace {};
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class HitNeck : HitNeck {};
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class HitPelvis : HitPelvis {};
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class HitAbdomen : HitAbdomen {};
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class HitDiaphragm : HitDiaphragm {};
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class HitChest : HitChest {};
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class HitArms : HitArms {};
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};
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};
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class Epoch_SapperB_F : Epoch_Sapper_base_F
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@ -263,32 +554,130 @@ class Epoch_SapperB_F : Epoch_Sapper_base_F
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magazines[] = {};
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respawnMagazines[] = {};
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class HitPoints : HitPoints
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class HitPoints
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{
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class HitHead : HitHead
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class HitFace
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{
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armor = 4;
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armor = 3;
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material = -1;
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name = "face_hub";
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passThrough = 0.1;
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radius = 0.08;
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explosionShielding = 0.1;
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minimalHit = 0.01;
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};
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class HitBody : HitBody
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class HitNeck: HitFace
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{
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armor = 7;
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armor = 3;
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material = -1;
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name = "neck";
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passThrough = 0.1;
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radius = 0.1;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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};
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class HitHands : HitHands
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class HitHead: HitNeck
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{
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armor = 3;
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material = -1;
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name = "head";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 0.5;
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minimalHit = 0.01;
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depends = "HitFace max HitNeck";
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};
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class HitPelvis
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{
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armor = 3;
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material = -1;
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name = "pelvis";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitAbdomen: HitPelvis
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{
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armor = 3;
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material = -1;
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name = "spine1";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 1;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitDiaphragm: HitAbdomen
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{
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armor = 3;
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material = -1;
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name = "spine2";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitChest: HitDiaphragm
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{
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armor = 3;
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material = -1;
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name = "spine3";
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passThrough = 0.1;
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radius = 0.15;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
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};
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class HitBody: HitChest
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{
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armor = 1000;
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material = -1;
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name = "body";
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passThrough = 0.1;
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radius = 0.2;
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explosionShielding = 6;
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visual = "injury_body";
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minimalHit = 0.01;
|
||||
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
|
||||
};
|
||||
class HitLegs : HitLegs
|
||||
class HitArms
|
||||
{
|
||||
armor = 9;
|
||||
armor = 1000;
|
||||
material = -1;
|
||||
name = "arms";
|
||||
passThrough = 1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitHands: HitArms
|
||||
{
|
||||
armor = 1000;
|
||||
material = -1;
|
||||
name = "hands";
|
||||
passThrough = 1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
depends = "HitArms";
|
||||
};
|
||||
class HitLegs
|
||||
{
|
||||
armor = 8;
|
||||
material = -1;
|
||||
name = "legs";
|
||||
passThrough = 1;
|
||||
radius = 0.12;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_legs";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitFace : HitFace {};
|
||||
class HitNeck : HitNeck {};
|
||||
class HitPelvis : HitPelvis {};
|
||||
class HitAbdomen : HitAbdomen {};
|
||||
class HitDiaphragm : HitDiaphragm {};
|
||||
class HitChest : HitChest {};
|
||||
class HitArms : HitArms {};
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -233,35 +233,133 @@ class Epoch_Female_wetsuit_F : Epoch_Female_base_F
|
||||
handgunAmmoCoef = 0.2;
|
||||
|
||||
// O_Soldier_diver_base_F
|
||||
class HitPoints: HitPoints
|
||||
class HitPoints
|
||||
{
|
||||
class HitHead: HitHead
|
||||
class HitFace
|
||||
{
|
||||
armor = 2;
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "face_hub";
|
||||
passThrough = 0.1;
|
||||
radius = 0.08;
|
||||
explosionShielding = 0.1;
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitBody: HitBody
|
||||
class HitNeck: HitFace
|
||||
{
|
||||
armor = 2;
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "neck";
|
||||
passThrough = 0.1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 0.5;
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitHands: HitHands
|
||||
class HitHead: HitNeck
|
||||
{
|
||||
armor = 2;
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "head";
|
||||
passThrough = 0.1;
|
||||
radius = 0.2;
|
||||
explosionShielding = 0.5;
|
||||
minimalHit = 0.01;
|
||||
depends = "HitFace max HitNeck";
|
||||
};
|
||||
class HitLegs: HitLegs
|
||||
class HitPelvis
|
||||
{
|
||||
armor = 2;
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "pelvis";
|
||||
passThrough = 0.1;
|
||||
radius = 0.2;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitAbdomen: HitPelvis
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "spine1";
|
||||
passThrough = 0.1;
|
||||
radius = 0.15;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "spine2";
|
||||
passThrough = 0.1;
|
||||
radius = 0.15;
|
||||
explosionShielding = 6;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitChest: HitDiaphragm
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "spine3";
|
||||
passThrough = 0.1;
|
||||
radius = 0.15;
|
||||
explosionShielding = 6;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitBody: HitChest
|
||||
{
|
||||
armor = 1000;
|
||||
material = -1;
|
||||
name = "body";
|
||||
passThrough = 0.1;
|
||||
radius = 0.2;
|
||||
explosionShielding = 6;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
|
||||
};
|
||||
class HitArms
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "arms";
|
||||
passThrough = 1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitHands: HitArms
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "hands";
|
||||
passThrough = 1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
depends = "HitArms";
|
||||
};
|
||||
class HitLegs
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "legs";
|
||||
passThrough = 1;
|
||||
radius = 0.12;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_legs";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitFace : HitFace {};
|
||||
class HitNeck : HitNeck {};
|
||||
class HitPelvis : HitPelvis {};
|
||||
class HitAbdomen : HitAbdomen {};
|
||||
class HitDiaphragm : HitDiaphragm {};
|
||||
class HitChest : HitChest {};
|
||||
class HitArms : HitArms {};
|
||||
|
||||
};
|
||||
armor = 2;
|
||||
armorStructural = 5;
|
||||
armorStructural = 0.5;
|
||||
explosionShielding = 0.05;
|
||||
|
||||
// O_Soldier_base_F
|
||||
sensitivity = 3;
|
||||
@ -340,43 +438,133 @@ class Epoch_Female_Ghillie1_F : Epoch_Female_base_F
|
||||
handgunAmmoCoef = 0.1;
|
||||
|
||||
// O_Soldier_base_F
|
||||
class HitPoints: HitPoints
|
||||
class HitPoints
|
||||
{
|
||||
class HitHead: HitHead
|
||||
class HitFace
|
||||
{
|
||||
armor = 1;
|
||||
passThrough = 1;
|
||||
explosionShielding = 0.5;
|
||||
material = -1;
|
||||
name = "face_hub";
|
||||
passThrough = 0.1;
|
||||
radius = 0.08;
|
||||
explosionShielding = 0.1;
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitBody: HitBody
|
||||
class HitNeck: HitFace
|
||||
{
|
||||
armor = 4;
|
||||
material = -1;
|
||||
name = "neck";
|
||||
passThrough = 0.1;
|
||||
radius = 0.1;
|
||||
explosionShielding = 0.5;
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitHead: HitNeck
|
||||
{
|
||||
armor = 1;
|
||||
material = -1;
|
||||
name = "head";
|
||||
passThrough = 0.1;
|
||||
radius = 0.2;
|
||||
explosionShielding = 0.5;
|
||||
minimalHit = 0.01;
|
||||
depends = "HitFace max HitNeck";
|
||||
};
|
||||
class HitPelvis
|
||||
{
|
||||
armor = 6;
|
||||
passThrough = 0.5;
|
||||
material = -1;
|
||||
name = "pelvis";
|
||||
passThrough = 0.04;
|
||||
radius = 0.2;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitAbdomen: HitPelvis
|
||||
{
|
||||
armor = 6;
|
||||
material = -1;
|
||||
name = "spine1";
|
||||
passThrough = 0.04;
|
||||
radius = 0.15;
|
||||
explosionShielding = 1;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitDiaphragm: HitAbdomen
|
||||
{
|
||||
armor = 6;
|
||||
material = -1;
|
||||
name = "spine2";
|
||||
passThrough = 0.04;
|
||||
radius = 0.15;
|
||||
explosionShielding = 1.5;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitHands: HitHands
|
||||
class HitChest: HitDiaphragm
|
||||
{
|
||||
armor = 6;
|
||||
material = -1;
|
||||
name = "spine3";
|
||||
passThrough = 0.04;
|
||||
radius = 0.15;
|
||||
explosionShielding = 1.5;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitBody: HitChest
|
||||
{
|
||||
armor = 1000;
|
||||
material = -1;
|
||||
name = "body";
|
||||
passThrough = 0.04;
|
||||
radius = 0.16;
|
||||
explosionShielding = 1.5;
|
||||
visual = "injury_body";
|
||||
minimalHit = 0.01;
|
||||
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
|
||||
};
|
||||
class HitArms
|
||||
{
|
||||
armor = 8;
|
||||
passThrough = 0.5;
|
||||
material = -1;
|
||||
name = "arms";
|
||||
passThrough = 0.6;
|
||||
radius = 0.1;
|
||||
explosionShielding = 0.8;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitLegs: HitLegs
|
||||
class HitHands: HitArms
|
||||
{
|
||||
armor = 8;
|
||||
passThrough = 0.5;
|
||||
material = -1;
|
||||
name = "hands";
|
||||
passThrough = 0.6;
|
||||
radius = 0.1;
|
||||
explosionShielding = 0.8;
|
||||
visual = "injury_hands";
|
||||
minimalHit = 0.01;
|
||||
depends = "HitArms";
|
||||
};
|
||||
class HitLegs
|
||||
{
|
||||
armor = 8;
|
||||
material = -1;
|
||||
name = "legs";
|
||||
passThrough = 0.6;
|
||||
radius = 0.12;
|
||||
explosionShielding = 0.8;
|
||||
visual = "injury_legs";
|
||||
minimalHit = 0.01;
|
||||
};
|
||||
class HitFace : HitFace {};
|
||||
class HitNeck : HitNeck {};
|
||||
class HitPelvis : HitPelvis {};
|
||||
class HitAbdomen : HitAbdomen {};
|
||||
class HitDiaphragm : HitDiaphragm {};
|
||||
class HitChest : HitChest {};
|
||||
class HitArms : HitArms {};
|
||||
|
||||
};
|
||||
armor = 2;
|
||||
armorStructural = 5;
|
||||
armorStructural = 0.5;
|
||||
explosionShielding = 0.05;
|
||||
|
||||
// O_sniper_F
|
||||
threat[] = {1,0.6,0.6};
|
||||
@ -662,7 +850,8 @@ class Epoch_Man_base_F : O_Soldier_base_F
|
||||
};
|
||||
};
|
||||
armor = 2;
|
||||
armorStructural = 5;
|
||||
armorStructural = 0.5;
|
||||
explosionShielding = 0.05;
|
||||
|
||||
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user