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akklin

Шкура животных всегда "нетронуто"

Здравствуйте, товарищи. 

Проблема такая - сделал новый класс волков (перекрасил шкурку, поменял звуки), сделал под них новый класс шкуры, которая из них добывается. И вот эту шкуру невозможно уничтожить, хоть ты этого волка из пулемёта расстреляй. По умолчанию было 100 хп, я уже поменял на 40 - ничего не меняется, шкура "нетронуто". 

Как это исправить? Шкура ценный ресурс, но без повреждений и возможности её уничтожить у игроков пропадает всякая осторожность.

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А дамажная система хотя бы есть для шкуры новой?

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class DamageSystem {
			class GlobalHealth {
				class Health {
					hitpoints = 200;
					healthLevels[] = {{1.0, {}}, {0.7, {}}, {0.5, {}}, {0.3, {}}, {0.0, {}}};
				};
				
				class Blood {
					hitpoints = 5000;
				};
				
				class Shock {
					hitpoints = 100;
				};
			};
			
			class DamageZones {
				class Zone_Head {
					componentNames[] = {"Zone_Head"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.15;
					canBleed = 0;
					
					class Health {
						hitpoints = 120;
						transferToGlobalCoef = 1;
					};
					
					class Blood : Health {
						hitpoints = 0;
					};
					
					class Shock : Health {
						hitpoints = 0;
					};
				};
				
				class Zone_Neck : Zone_Head {
					componentNames[] = {"Zone_Neck"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.05;
					
					class Health : Health {
						hitpoints = 100;
					};
				};
				
				class Zone_Chest : Zone_Head {
					componentNames[] = {"Zone_Chest"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.05;
					
					class Health : Health {
						hitpoints = 150;
					};
				};
				
				class Zone_Belly : Zone_Head {
					componentNames[] = {"Zone_Belly"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.05;
					
					class Health : Health {
						hitpoints = 150;
					};
				};
				
				class Zone_Spine : Zone_Head {
					componentNames[] = {"Zone_Spine_Front", "Zone_Spine_Back"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.05;
					
					class Health : Health {
						hitpoints = 150;
					};
				};
				
				class Zone_Pelvis : Zone_Head {
					componentNames[] = {"Zone_Pelvis"};
					transferToZonesNames[] = {"Zone_Spine"};
					transferToZonesCoefs[] = {0.5};
					fatalInjuryCoef = 0.05;
					
					class Health : Health {
						hitpoints = 180;
					};
				};
				
				class Zone_Legs : Zone_Head {
					componentNames[] = {"Zone_Legs_Front", "Zone_Legs_Back"};
					transferToZonesNames[] = {};
					transferToZonesCoefs[] = {};
					fatalInjuryCoef = 0.0;
					
					class Health : Health {
						hitpoints = 100;
					};
				};
			};
		};

Вот от дефолтного прикрути. Должно прокатить

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