Epoch/Sources/epoch_config/Configs/CfgVehicles/Players.hpp
2015-12-07 18:56:57 -06:00

864 lines
21 KiB
C++

/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Player Configs
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_config/Configs/CfgVehicles/Players.hpp
*/
class B_Soldier_base_F;
class Epoch_Female_base_F : B_Soldier_base_F
{
identityTypes[] = { "Woman", "NoGlasses" };
faceType = "Man_A3";
woman = 1;
side = 1;
engineer = 1;
vehicleClass = "Women";
scope = 0;
// fix and normalize base classes
cost = 40000;
headgearProbability = 100;
allowedHeadgear[] = {};
class HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
class HitNeck: HitFace
{
armor = 1;
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 = 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 = 0.16;
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;
};
};
armor = 2;
armorStructural = 0.5;
explosionShielding = 0.05;
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" };
};
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Keesha_character.p3d";
modelSides[] = {1};
nakedUniform = "U_BasicBodyFemale";
uniformClass = "U_Test_uniform";
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
Items[] = {};
RespawnItems[] = {};
magazines[] = {};
respawnMagazines[] = {};
linkedItems[] = { "V_F41_EPOCH", "ItemMap"};
respawnLinkedItems[] = { "V_F41_EPOCH", "ItemMap" };
};
class Underwear_F;
class FemaleUnderwear_F: Underwear_F
{
author = "Epoch";
_generalMacro = "FemaleUnderwear_F";
scope = 1;
scopeCurator = 0;
displayName = "TEST: Underwear";
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Keesha_character.p3d";
uniformClass = "U_BasicBodyFemale";
weapons[] = {};
magazines[] = {};
respawnWeapons[] = {};
respawnMagazines[] = {};
};
class Epoch_Female_wetsuit_F : Epoch_Female_base_F
{
faceType = "Man_A3";
woman = 1;
side = 1;
engineer = 1;
vehicleClass = "Women";
displayName = "Female Wetsuit";
scope = 2;
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat" };
};
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\Female_WetSuit.p3d";
hiddenUnderwaterSelections[] = { "hide" };
shownUnderwaterSelections[] = { "unhide", "unhide2" };
hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_co.paa", "\A3\characters_f\data\visors_ca.paa" };
modelSides[] = {1};
nakedUniform = "U_BasicBodyFemale";
uniformClass = "U_Wetsuit_uniform";
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
Items[] = {};
RespawnItems[] = {};
magazines[] = {};
respawnMagazines[] = {};
primaryAmmoCoef = 0.4;
secondaryAmmoCoef = 0.1;
handgunAmmoCoef = 0.2;
// O_Soldier_diver_base_F
class HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
class HitNeck: HitFace
{
armor = 1;
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 = 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;
};
};
armor = 2;
armorStructural = 0.5;
explosionShielding = 0.05;
// O_Soldier_base_F
sensitivity = 3;
threat[] = {1,0.1,0.1};
camouflage = 1.4;
};
class Epoch_Female_wetsuitW_F : Epoch_Female_wetsuit_F
{
displayName = "Female Wetsuit (white)";
scope = 2;
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa" };
hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite.rvmat" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat", "x\addons\a3_epoch_assets\textures\wetsuit\wetsuit_Injury.rvmat" };
};
modelSides[] = { 1 };
uniformClass = "U_Wetsuit_White";
hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitWhite_co.paa", "\A3\characters_f\data\visors_ca.paa" };
};
class Epoch_Female_wetsuitB_F : Epoch_Female_wetsuit_F
{
displayName = "Female Wetsuit (blue)";
scope = 2;
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa" };
modelSides[] = { 1 };
uniformClass = "U_Wetsuit_Blue";
hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitBlue_co.paa", "\A3\characters_f\data\visors_ca.paa" };
};
class Epoch_Female_wetsuitP_F : Epoch_Female_wetsuit_F
{
displayName = "Female Wetsuit (purple)";
scope = 2;
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa" };
modelSides[] = { 1 };
uniformClass = "U_Wetsuit_Purp";
hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitPurp_co.paa", "\A3\characters_f\data\visors_ca.paa" };
};
class Epoch_Female_wetsuitC_F : Epoch_Female_wetsuit_F
{
displayName = "Female Wetsuit (camo)";
scope = 2;
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa" };
modelSides[] = { 1 };
uniformClass = "U_Wetsuit_Camo";
hiddenUnderwaterSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa", "\x\addons\a3_epoch_assets\textures\wetsuit\wetsuitCamo_co.paa", "\A3\characters_f\data\visors_ca.paa" };
camouflage = 1.0;
};
class Epoch_Female_Ghillie1_F : Epoch_Female_base_F
{
displayName = "Female Ghillie (tan)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_3_ca.paa" };
// hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" };
modelSides[] = { 1 };
uniformClass = "U_ghillie1_uniform";
// O_Soldier_sniper_base_F
primaryAmmoCoef = 0.2;
secondaryAmmoCoef = 0.05;
handgunAmmoCoef = 0.1;
// O_Soldier_base_F
class HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
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;
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 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;
material = -1;
name = "arms";
passThrough = 0.6;
radius = 0.1;
explosionShielding = 0.8;
visual = "injury_hands";
minimalHit = 0.01;
};
class HitHands: HitArms
{
armor = 8;
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;
};
};
armor = 2;
armorStructural = 0.5;
explosionShielding = 0.05;
// O_sniper_F
threat[] = {1,0.6,0.6};
camouflage = 0.4;
sensitivity = 3.3;
};
class Epoch_Female_Ghillie2_F : Epoch_Female_Ghillie1_F
{
displayName = "Female Ghillie (light green)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_2_ca.paa" };
// hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" };
modelSides[] = { 1 };
uniformClass = "U_ghillie2_uniform";
};
class Epoch_Female_Ghillie3_F : Epoch_Female_Ghillie1_F
{
displayName = "Female Ghillie (green)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_ghillie.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\a3\characters_f\common\data\ghillie_1_ca.paa" };
// hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" };
modelSides[] = { 1 };
uniformClass = "U_ghillie3_uniform";
};
class Epoch_Female_Camo_F : Epoch_Female_base_F
{
displayName = "Female Camo";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoDark_co.paa" };
hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoDark.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" };
};
modelSides[] = { 1 };
uniformClass = "U_Camo_uniform";
};
class Epoch_Female_CamoBlue_F : Epoch_Female_Camo_F
{
displayName = "Female Camo (Blue)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoBlue_co.paa" };
hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoBlue.rvmat" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoBlue.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" };
};
modelSides[] = { 1 };
uniformClass = "U_CamoBlue_uniform";
};
class Epoch_Female_CamoBrn_F : Epoch_Female_Camo_F
{
displayName = "Female Camo (Brown)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoBrown_co.paa" };
hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoBrown.rvmat" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoBrown.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" };
};
modelSides[] = { 1 };
uniformClass = "U_CamoBrn_uniform";
};
class Epoch_Female_CamoRed_F : Epoch_Female_Camo_F
{
displayName = "Female Camo (Red)";
scope = 2;
model = "\x\addons\a3_epoch_assets_3\CfgVehicles\Characters\female_camo.p3d";
hiddenSelections[] = { "Camo" };
hiddenSelectionsTextures[] = { "\x\addons\a3_epoch_assets\textures\camo\camoRed_co.paa" };
hiddenSelectionsMaterials[] = { "\x\addons\a3_epoch_assets\textures\camo\female_camoRed.rvmat" };
class Wounds
{
tex[] = {};
mat[] = { "x\addons\a3_epoch_assets\textures\camo\female_camoRed.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat", "x\addons\a3_epoch_assets\textures\camo\female_camoinjury.rvmat" };
};
modelSides[] = { 1 };
uniformClass = "U_CamoRed_uniform";
};
class Epoch_Female_F: Epoch_Female_base_F
{
woman = 1;
scope = 2;
displayName = "Female";
interactMode = 2;
};
class O_Soldier_base_F;
class Epoch_Man_base_F : O_Soldier_base_F
{
identityTypes[] = { "Kerry", "NoGlasses" };
faceType = "Man_A3";
side = 0;
vehicleClass = "Men";
engineer = 1;
scope = 0;
class Wounds
{
tex[] = {};
mat[] = {"A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
};
model = "\A3\Characters_F\Common\basicbody";
modelSides[] = {0};
nakedUniform = "U_BasicBody";
uniformClass = "U_Test1_uniform";
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
Items[] = {};
RespawnItems[] = {};
magazines[] = {};
respawnMagazines[] = {};
linkedItems[] = { "V_41_EPOCH", "ItemMap" };
respawnLinkedItems[] = { "V_41_EPOCH", "ItemMap" };
// fix and normalize base classes
cost = 40000;
headgearProbability = 100;
allowedHeadgear[] = {};
class HitPoints
{
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};
class HitNeck: HitFace
{
armor = 1;
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 = 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 = 0.16;
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;
};
};
armor = 2;
armorStructural = 0.5;
explosionShielding = 0.05;
};
class Epoch_Male_F: Epoch_Man_base_F
{
scope = 2;
displayName = "Male";
interactMode = 2;
};