+ formatting for damage percentage for repair and salvage.
+ Chance to break part when salvaging damaged parts.
+ Potential fix for purchased vehicle damage handler.
+ added check when cracking vault to exit when toolbox is broken
+ Potential fix for glitched extra crack vault options and no delay.
+ 1.7.5.1
This commit is contained in:
vbawol
2013-02-05 07:56:39 -06:00
parent d60007afc9
commit ca32bcbf71
14 changed files with 184 additions and 50 deletions

View File

@@ -249,6 +249,109 @@ class Citizen1; // External class reference
transportmaxbackpacks = 2;
class Turrets {};
};
class HMMWV_Base;
class HMMWV_DZ: HMMWV_Base {
accuracy = 0.32;
displayname = "HMMWV_DZ";
hasgunner = 0;
hiddenselections[] = {"Camo1"};
hiddenselectionstextures[] = {"\ca\wheeled\hmmwv\data\hmmwv_body_co.paa"};
icon = "\Ca\wheeled\data\map_ico\icomap_hmwv_CA.paa";
mapsize = 5;
model = "ca\wheeled_E\HMMWV\HMMWV";
picture = "\Ca\wheeled\data\ico\HMMWV_CA.paa";
scope = 2;
side = 2;
crew = "";
typicalCargo[] = {};
transportMaxWeapons = 4;
transportMaxMagazines = 12;
transportmaxbackpacks = 4;
class Turrets {};
class HitPoints {
class HitEngine {
armor = 2.4;
material = -1;
name = "motor";
passthrough = 0.2;
visual = "";
};
class HitBody {
armor = 1;
material = -1;
name = "karoserie";
passthrough = 1;
visual = "";
};
class HitFuel {
armor = 1.3;
material = -1;
name = "palivo";
passthrough = 0.5;
visual = "";
};
class HitLFWheel {
armor = 0.30;
material = -1;
name = "wheel_1_1_steering";
passthrough = 0.3;
visual = "";
};
class HitRFWheel {
armor = 0.30;
material = -1;
name = "wheel_2_1_steering";
passthrough = 0.3;
visual = "";
};
class HitLBWheel {
armor = 0.30;
material = -1;
name = "wheel_1_2_steering";
passthrough = 0.3;
visual = "";
};
class HitRBWheel {
armor = 0.30;
material = -1;
name = "wheel_2_2_steering";
passthrough = 0.3;
visual = "";
};
class HitGlass1 {
armor = 0.4;
material = -1;
name = "glass1";
passthrough = 0;
visual = "glass1";
};
class HitGlass2 {
armor = 0.4;
material = -1;
name = "glass2";
passthrough = 0;
visual = "glass2";
};
class HitGlass3 {
armor = 0.2;
material = -1;
name = "glass3";
passthrough = 0;
visual = "glass3";
};
class HitGlass4 {
armor = 0.2;
material = -1;
name = "glass4";
passthrough = 0;
visual = "glass4";
};
};
class Damage {
mat[] = {"ca\wheeled\hmmwv\data\hmmwv_details.rvmat", "Ca\wheeled\HMMWV\data\hmmwv_details_damage.rvmat", "Ca\wheeled\HMMWV\data\hmmwv_details_destruct.rvmat", "ca\wheeled\hmmwv\data\hmmwv_body.rvmat", "Ca\wheeled\HMMWV\data\hmmwv_body_damage.rvmat", "Ca\wheeled\HMMWV\data\hmmwv_body_destruct.rvmat", "ca\wheeled\hmmwv\data\hmmwv_clocks.rvmat", "ca\wheeled\hmmwv\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass_Half_D.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass_Half_D.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass_in.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass_in_Half_D.rvmat", "ca\wheeled\HMMWV\data\hmmwv_glass_in_Half_D.rvmat"};
tex[] = {};
};
};
class MH6J_DZ: AH6_Base_EP1
{
scope = 2;