class CfgVehicles { class Man; class CAManBase: Man { // Delete base game sounds. // These are never played for ai and remote players. #ifdef DISABLE_VANILLA_SCREAMS class SoundHitScream { person1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; }; #endif #ifdef DISABLE_VANILLA_MOANS class SoundInjured { person_moan1[] = {{"Male08ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan2[] = {{"Male06ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan3[] = {{"Male09ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan4[] = {{"Male07ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan5[] = {{"Male03GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan6[] = {{"Male02ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan7[] = {{"Male01ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan8[] = {{"Male01GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan9[] = {{"Male02ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan10[] = {{"Male02GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan11[] = {{"Male03ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan12[] = {{"Male03ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan13[] = {{"Male04ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan14[] = {{"Male05GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan15[] = {{"Male06GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan16[] = {{"Male04GRE"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan17[] = {{"Male05ENGB"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; person_moan18[] = {{"Male05ENG"},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}},{{EMPTY_SOUND,1}}}; }; #endif // Can't overwrite these with empty sounds -> CTD // Assume lock up if sound duration is 0 seconds. // We mute the sounds instead #ifdef DISABLE_VANILLA_HEARTBEAT class PulsationSound { sample0[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_1",0,0.7},1}}}; sample1[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_3",0,0.7},1}}}; sample2[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_4",0,0.7},1}}}; sample3[] = {{{{"A3\sounds_f\characters\human-sfx\other\heart_4_5",0,0.7},1}}}; }; #endif // General class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; // BluFor class B_Soldier_base_F; class B_Soldier_04_f: B_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; class B_Soldier_05_f: B_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; // Indep class I_Soldier_base_F; class I_Soldier_03_F: I_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; class I_Soldier_04_F: I_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; // OpFor class SoldierEB; class O_Soldier_base_F: SoldierEB { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; class O_Soldier_02_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(2,2); }; }; class O_officer_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,2); }; }; class O_Soldier_diver_base_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; // Virtual Reality class B_Soldier_VR_F: B_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; class O_Soldier_VR_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; class I_Soldier_VR_F: I_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; // Civilians class C_man_1; class C_Soldier_VR_F: C_man_1 { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; class O_Protagonist_VR_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(1,1); }; }; // APEX class O_V_Soldier_Viper_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(3,3); }; }; class O_V_Soldier_base_F: O_Soldier_base_F { class HitPoints { ADD_ACE_HITPOINTS(3,3); }; }; };