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EVDS config sample

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Feb 23rd, 2018
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  1.     class HitTank01
  2.     { //internal Fueltank
  3.         armor = 0.1;
  4.         material = -1;
  5.         name = "hit_fuel1";
  6.         visual = "";
  7.         passThrough = 0;
  8.         minimalHit = 0.1;
  9.         explosionShielding = 0.1;
  10.         radius = 0.2;
  11.         k40_hittype = "fuel";
  12.         k40_AffectedHitPoints[] = {"HitEngine","HitTank02"}; //all the hitpoints this one affects when burning or exploding (minus the HitPoint itself)
  13.         k40_memoryfirepoint = "fire_fuel1";
  14.         k40_FNCfireeffect = "k40_fnc_effect_fire_medium"; //function name of fuel fire effect
  15.     };
  16.     class HitTank02
  17.     { //internal Fueltank 2
  18.         armor = 0.1;
  19.         material = -1;
  20.         name = "hit_fuel2";
  21.         visual = "";
  22.         passThrough = 0;
  23.         minimalHit = 0.1;
  24.         explosionShielding = 0.1;
  25.         radius = 0.2;
  26.         k40_hittype = "fuel";
  27.         k40_AffectedHitPoints[] = {"HitEngine","HitTank01"};
  28.         k40_memoryfirepoint = "fire_fuel2";
  29.         k40_FNCfireeffect = "k40_fnc_effect_fire_medium"; //function name of fuel fire effect
  30.     };
  31.     class HitTank03
  32.     { // auxiliary Fueltank
  33.         armor = 0.1;
  34.         material = -1;
  35.         name = "hit_fuel3";
  36.         visual = "";
  37.         passThrough = 0;
  38.         minimalHit = 0.1;
  39.         explosionShielding = 0.1;
  40.         radius = 0.2;
  41.         k40_hittype = "fuel";
  42.         k40_AffectedHitPoints[] = {"Auxiliary","HitCrewCargo02"}; // special string "auxiliary" to define externally mounted ammo or fuel. Must be first element of array
  43.         k40_memoryfirepoint = "fire_fuel3";
  44.         k40_FNCfireeffect = "k40_fnc_effect_fire_medium"; //function name of fuel fire effect
  45.     };
  46.     class HitAmmo01
  47.     {
  48.         armor = 0.1;
  49.         material = -1;
  50.         name = "hit_ammo1";
  51.         visual = "";
  52.         passThrough = 0.01;
  53.         minimalHit = 0.1;
  54.         explosionShielding = 0.1;
  55.         radius = 0.175;
  56.         k40_hittype = "ammo";
  57.         k40_AffectedHitPoints[] = {"HitCrewDriver","HitCrewGunner01","HitCrewGunner01_01"};
  58.         k40_memoryfirepoint = "fire_ammo1";
  59.         k40_destructionKillsVehicle = 1; //0 - destruction of this ammo point only destroys everything in same compartment | 1 - destruction of this ammo destroys entire vehicle
  60.         k40_FNCexplosioneffect = ""; // not required, regular vehicle destructioneffect is used. Could be used to also que in flying turret functions however
  61.         k40_FNCblowouteffect = "k40_fnc_effect_ammoblowout"; // not required, regular vehicle destructioneffect is used. Could be used to also que in flying turret functions however
  62.         k40_FNCfireeffect = "k40_fnc_effect_fire_medium"; //function name of fuel fire effect
  63.     };
  64.     class HitAmmo02
  65.     {
  66.         name = "hit_ammo2";
  67.         k40_hittype = "ammo";
  68.         k40_memoryfirepoint = "fire_ammo2";
  69.         k40_AffectedHitPoints[] = {"HitCrewGunner02","HitCrewCargo01"};
  70.         k40_destructionKillsVehicle = 0; //
  71.         k40_FNCexplosioneffect = "k40_fnc_effect_explosion_auxiliaryturret"; //optional function name of explosion effect (used for subcomponent effect or other scripts)
  72.         k40_FNCblowouteffect = "k40_fnc_effect_ammoblowout"; // not required, regular vehicle destructioneffect is used. Could be used to also que in flying turret functions however
  73.         k40_FNCfireeffect = "k40_fnc_effect_fire_medium"; //function name of fuel fire effect
  74.     };
  75.     class HitCrewDriver
  76.     { // //used for better crew damage simulation
  77.         armor = 1; //should always be 1000HP
  78.         name = "hit_crew_driver";
  79.         material = -1;
  80.         minimalhit = 0.05; //50HP
  81.         visual = "";
  82.         passThrough = 0;
  83.         explosionShielding = 1; // always 1
  84.         radius = 0.4;
  85.         k40_hittype = "turretcrew"; //crew that has a turret
  86.         k40_crewIndex = "[-1]"; // driver "turret" is -1 | for driver or gunners, enter the turretPath (with brackets); for cargo this is the cargoIndex
  87.     };
  88.     class HitCrewGunner01:HitCrewDriver
  89.     { //Gunner of the first turret
  90.         name = "hit_crew_gunner01";
  91.         k40_hittype = "turretcrew"; //crew that has a turret
  92.         k40_crewIndex = "[0]"; //mainturret
  93.     };
  94.     class HitCrewGunner01_01:HitCrewDriver
  95.     { // //Gunner of the first turret child of the first Turret ( read: the commander)
  96.         name = "hit_crew_gunner01_01"; // =  commander
  97.         k40_hittype = "turretcrew"; //crew that has a turret
  98.         k40_crewIndex = "[0,0]"; //mainturret's child turret
  99.     };
  100.     class HitCrewGunner02:HitCrewDriver
  101.     { // Gunner of the second turret (bowgunner)
  102.         name = "hit_crew_gunner02";
  103.         k40_hittype = "turretcrew"; //crew that has a turret
  104.         k40_crewIndex = "[1]";
  105.     };
  106.     class HitCrewCargo01:HitCrewDriver
  107.     {
  108.         name = "hit_crew_cargo01";
  109.         k40_hittype = "passenger"; // = passenger without turret
  110.         k40_crewIndex = "0";
  111.     };
  112.     class HitCrewCargo02:HitCrewDriver
  113.     {
  114.         name = "hit_crew_cargo02";
  115.         k40_hittype = "passenger"; // = passenger without turret
  116.         k40_crewIndex = "1";
  117.     };
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