class CfgVehicles { class Man; class CAManBase: Man { // 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); }; }; };