import full hitpoint configs for now

This commit is contained in:
vbawol 2015-12-07 13:57:51 -06:00
parent 64f815aae4
commit 2ed8b18d24
3 changed files with 683 additions and 104 deletions

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@ -1,4 +1,5 @@
**Client** **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. [Fixed] Reduce run speed of Sappers since 1.54 update.
**Server** **Server**

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@ -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" }; weapons[] = { "Throw", "Put" };
respawnWeapons[] = { "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"}; weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"};
@ -219,32 +413,129 @@ class Epoch_Sapper_F: Epoch_Sapper_base_F
magazines[] = {}; magazines[] = {};
respawnMagazines[] = {}; 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; 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 class Epoch_SapperB_F : Epoch_Sapper_base_F
@ -263,32 +554,130 @@ class Epoch_SapperB_F : Epoch_Sapper_base_F
magazines[] = {}; magazines[] = {};
respawnMagazines[] = {}; 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; 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 {};
}; };
}; };

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@ -233,35 +233,133 @@ class Epoch_Female_wetsuit_F : Epoch_Female_base_F
handgunAmmoCoef = 0.2; handgunAmmoCoef = 0.2;
// O_Soldier_diver_base_F // 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; armor = 2;
armorStructural = 5; armorStructural = 0.5;
explosionShielding = 0.05;
// O_Soldier_base_F // O_Soldier_base_F
sensitivity = 3; sensitivity = 3;
@ -340,43 +438,133 @@ class Epoch_Female_Ghillie1_F : Epoch_Female_base_F
handgunAmmoCoef = 0.1; handgunAmmoCoef = 0.1;
// O_Soldier_base_F // O_Soldier_base_F
class HitPoints: HitPoints class HitPoints
{ {
class HitHead: HitHead class HitFace
{ {
armor = 1; armor = 1;
passThrough = 1; material = -1;
explosionShielding = 0.5; 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; 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; 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; armor = 8;
passThrough = 0.5; material = -1;
name = "arms";
passThrough = 0.6;
radius = 0.1;
explosionShielding = 0.8; explosionShielding = 0.8;
visual = "injury_hands";
minimalHit = 0.01;
}; };
class HitLegs: HitLegs class HitHands: HitArms
{ {
armor = 8; armor = 8;
passThrough = 0.5; material = -1;
name = "hands";
passThrough = 0.6;
radius = 0.1;
explosionShielding = 0.8; 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; armor = 2;
armorStructural = 5; armorStructural = 0.5;
explosionShielding = 0.05;
// O_sniper_F // O_sniper_F
threat[] = {1,0.6,0.6}; threat[] = {1,0.6,0.6};
@ -662,7 +850,8 @@ class Epoch_Man_base_F : O_Soldier_base_F
}; };
}; };
armor = 2; armor = 2;
armorStructural = 5; armorStructural = 0.5;
explosionShielding = 0.05;
}; };