From 2ed8b18d24bd697aca33d9d53966d5b1ac1fbfbb Mon Sep 17 00:00:00 2001 From: vbawol Date: Mon, 7 Dec 2015 13:57:51 -0600 Subject: [PATCH] import full hitpoint configs for now --- Changelogs/0.3.6.0.txt | 1 + .../Configs/CfgVehicles/Antagonists.hpp | 521 +++++++++++++++--- .../Configs/CfgVehicles/Players.hpp | 265 +++++++-- 3 files changed, 683 insertions(+), 104 deletions(-) diff --git a/Changelogs/0.3.6.0.txt b/Changelogs/0.3.6.0.txt index fa428548..44abf36f 100644 --- a/Changelogs/0.3.6.0.txt +++ b/Changelogs/0.3.6.0.txt @@ -1,4 +1,5 @@ **Client** +[Fixed] Updated Hitpoints to 1.54 for all custom Epoch characters, this fixes the hitpoint .rpt errors since 1.54 as well. [Fixed] Reduce run speed of Sappers since 1.54 update. **Server** diff --git a/Sources/epoch_config/Configs/CfgVehicles/Antagonists.hpp b/Sources/epoch_config/Configs/CfgVehicles/Antagonists.hpp index e7af8825..688343a6 100644 --- a/Sources/epoch_config/Configs/CfgVehicles/Antagonists.hpp +++ b/Sources/epoch_config/Configs/CfgVehicles/Antagonists.hpp @@ -53,32 +53,129 @@ class Epoch_Char_base_F : Civilian }; }; }; - class HitPoints : HitPoints + class HitPoints { - class HitHead : HitHead + class HitFace { - armor = "0.3*2.5"; + 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 = "0.5*10"; + 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 = "0.8*5"; + 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 = "0.8*5"; + 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 {}; - }; weapons[] = { "Throw", "Put" }; respawnWeapons[] = { "Throw", "Put" }; @@ -128,32 +225,129 @@ class Epoch_Sapper_base_F: Civilian2 }; }; }; - class HitPoints: HitPoints + class HitPoints { - class HitHead: HitHead + class HitFace { - armor = "0.3*2.5"; + 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 = "0.5*10"; + 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 = "0.8*5"; + 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 = "0.8*5"; + 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 {}; - }; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; @@ -219,32 +413,129 @@ class Epoch_Sapper_F: Epoch_Sapper_base_F magazines[] = {}; respawnMagazines[] = {}; - class HitPoints : HitPoints + class HitPoints { - class HitHead : HitHead + class HitFace { - armor = 4; + armor = 3; + material = -1; + name = "face_hub"; + passThrough = 0.1; + radius = 0.08; + explosionShielding = 0.1; + minimalHit = 0.01; }; - class HitBody : HitBody + class HitNeck: HitFace { - armor = 7; + armor = 3; + material = -1; + name = "neck"; + passThrough = 0.1; + radius = 0.1; + explosionShielding = 0.5; + minimalHit = 0.01; }; - class HitHands : HitHands + class HitHead: HitNeck + { + armor = 3; + material = -1; + name = "head"; + passThrough = 0.1; + radius = 0.2; + explosionShielding = 0.5; + minimalHit = 0.01; + depends = "HitFace max HitNeck"; + }; + class HitPelvis + { + armor = 3; + material = -1; + name = "pelvis"; + passThrough = 0.1; + radius = 0.2; + explosionShielding = 1; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitAbdomen: HitPelvis + { + armor = 3; + material = -1; + name = "spine1"; + passThrough = 0.1; + radius = 0.15; + explosionShielding = 1; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitDiaphragm: HitAbdomen + { + armor = 3; + material = -1; + name = "spine2"; + passThrough = 0.1; + radius = 0.15; + explosionShielding = 6; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitChest: HitDiaphragm + { + armor = 3; + 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 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 {}; - }; }; class Epoch_SapperB_F : Epoch_Sapper_base_F @@ -263,32 +554,130 @@ class Epoch_SapperB_F : Epoch_Sapper_base_F magazines[] = {}; respawnMagazines[] = {}; - class HitPoints : HitPoints + + class HitPoints { - class HitHead : HitHead + class HitFace { - armor = 4; + armor = 3; + material = -1; + name = "face_hub"; + passThrough = 0.1; + radius = 0.08; + explosionShielding = 0.1; + minimalHit = 0.01; }; - class HitBody : HitBody + class HitNeck: HitFace { - armor = 7; + armor = 3; + material = -1; + name = "neck"; + passThrough = 0.1; + radius = 0.1; + explosionShielding = 0.5; + minimalHit = 0.01; }; - class HitHands : HitHands + class HitHead: HitNeck + { + armor = 3; + material = -1; + name = "head"; + passThrough = 0.1; + radius = 0.2; + explosionShielding = 0.5; + minimalHit = 0.01; + depends = "HitFace max HitNeck"; + }; + class HitPelvis + { + armor = 3; + material = -1; + name = "pelvis"; + passThrough = 0.1; + radius = 0.2; + explosionShielding = 1; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitAbdomen: HitPelvis + { + armor = 3; + material = -1; + name = "spine1"; + passThrough = 0.1; + radius = 0.15; + explosionShielding = 1; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitDiaphragm: HitAbdomen + { + armor = 3; + material = -1; + name = "spine2"; + passThrough = 0.1; + radius = 0.15; + explosionShielding = 6; + visual = "injury_body"; + minimalHit = 0.01; + }; + class HitChest: HitDiaphragm + { + armor = 3; + 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 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 {}; - }; }; diff --git a/Sources/epoch_config/Configs/CfgVehicles/Players.hpp b/Sources/epoch_config/Configs/CfgVehicles/Players.hpp index b1e66d5f..c08a5818 100644 --- a/Sources/epoch_config/Configs/CfgVehicles/Players.hpp +++ b/Sources/epoch_config/Configs/CfgVehicles/Players.hpp @@ -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; };