public sealed partial class LoadoutComponent : Component
{
/// <summary>
- /// A list of starting gears, of which one will be given.
+ /// A list of starting gears, of which one will be given, before RoleLoadouts are equipped.
/// All elements are weighted the same in the list.
- ///
- /// If not specified, <see cref="RoleLoadout"/> will be used instead.
/// </summary>
[DataField("prototypes")]
[AutoNetworkedField]
/// <summary>
/// A list of role loadouts, of which one will be given.
/// All elements are weighted the same in the list.
- ///
- /// If not specified, <see cref="StartingGear"/> will be used instead.
/// </summary>
[DataField]
[AutoNetworkedField]
name: syndicate agent
suffix: Human, Base
components:
- - type: RandomHumanoidAppearance
- randomizeName: false
- hair: HairBald
- - type: Loadout
- prototypes: [SyndicateOperativeGearExtremelyBasic]
- - type: RandomMetadata
- nameSegments: [names_death_commando]
- - type: NpcFactionMember
- factions:
- - Syndicate
+ - type: RandomHumanoidAppearance
+ randomizeName: false
+ hair: HairBald
+ - type: Loadout
+ prototypes: [SyndicateOperativeGearExtremelyBasic]
+ roleLoadout: [ RoleSurvivalSyndicate ]
+ - type: RandomMetadata
+ nameSegments: [names_death_commando]
+ - type: NpcFactionMember
+ factions:
+ - Syndicate
- type: entity
parent: MobHumanSyndicateAgentBase
name: syndicate agent
suffix: Human, Traitor
components:
- # make the player a traitor once its taken
- - type: AutoTraitor
- giveUplink: false
- giveObjectives: false
+ # make the player a traitor once its taken
+ - type: AutoTraitor
+ giveUplink: false
+ giveObjectives: false
- type: entity
parent: MobHumanSyndicateAgent
components:
- type: Loadout
prototypes: [SyndicateReinforcementMedic]
+ roleLoadout: [ RoleSurvivalSyndicate ]
- type: entity
parent: MobHumanSyndicateAgent
components:
- type: Loadout
prototypes: [SyndicateReinforcementSpy]
+ roleLoadout: [ RoleSurvivalSyndicate ]
- type: entity
parent: MobHumanSyndicateAgent
components:
- type: Loadout
prototypes: [SyndicateReinforcementThief]
+ roleLoadout: [ RoleSurvivalSyndicate ]
- type: entity
parent: MobHumanSyndicateAgentBase
id: MobHumanSyndicateAgentNukeops # Reinforcement exclusive to nukeops uplink
suffix: Human, NukeOps
components:
- - type: NukeOperative
- - type: RandomMetadata
- nameSegments:
- - nukeops-role-operator
- - SyndicateNamesNormal
- - type: Loadout
- prototypes: [SyndicateOperativeGearFullNoUplink]
+ - type: NukeOperative
+ - type: RandomMetadata
+ nameSegments:
+ - nukeops-role-operator
+ - SyndicateNamesNormal
+ - type: Loadout
+ prototypes: [SyndicateOperativeGearFullNoUplink]
# Nuclear Operative
- type: entity
parent: MobHuman
id: MobHumanNukeOp
components:
- - type: NukeOperative
- - type: RandomHumanoidAppearance
+ - type: NukeOperative
+ - type: RandomHumanoidAppearance
- type: entity
categories: [ HideSpawnMenu ]
id: MobHumanLoneNuclearOperative
name: Lone Operative
components:
- - type: RandomHumanoidAppearance
- randomizeName: false
- - type: NukeOperative
- - type: Loadout
- prototypes: [SyndicateLoneOperativeGearFull]
- - type: RandomMetadata
- nameSegments:
- - SyndicateNamesPrefix
- - SyndicateNamesNormal
- - type: NpcFactionMember
- factions:
- - Syndicate
+ - type: RandomHumanoidAppearance
+ randomizeName: false
+ - type: NukeOperative
+ - type: Loadout
+ prototypes: [SyndicateLoneOperativeGearFull]
+ roleLoadout: [ RoleSurvivalSyndicate ]
+ - type: RandomMetadata
+ nameSegments:
+ - SyndicateNamesPrefix
+ - SyndicateNamesNormal
+ - type: NpcFactionMember
+ factions:
+ - Syndicate
settings: short
- type: Loadout
prototypes: [ DeathSquadGear ]
+ roleLoadout: [ RoleSurvivalEVA ]
- type: RandomMetadata
nameSegments:
- NamesFirstMilitaryLeader
settings: short
- type: Loadout
prototypes: [ ERTLeaderGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: RandomMetadata
nameSegments:
- NamesFirstMilitaryLeader
settings: short
- type: Loadout
prototypes: [ ERTLeaderGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
- type: entity
id: RandomHumanoidSpawnerERTLeaderEVALecter
settings: short
- type: Loadout
prototypes: [ ERTLeaderGearEVALecter ]
+ roleLoadout: [ RoleSurvivalEVA ]
## ERT Chaplain
- NamesLastMilitary
- type: Loadout
prototypes: [ ERTChaplainGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: entity
id: RandomHumanoidSpawnerERTChaplainEVA
settings: short
- type: Loadout
prototypes: [ ERTChaplainGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
## ERT Janitor
- NamesLastMilitary
- type: Loadout
prototypes: [ ERTJanitorGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: entity
id: RandomHumanoidSpawnerERTJanitorEVA
settings: short
- type: Loadout
prototypes: [ ERTJanitorGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
## ERT Engineer
- NamesLastMilitary
- type: Loadout
prototypes: [ ERTEngineerGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: entity
id: RandomHumanoidSpawnerERTEngineerEVA
settings: short
- type: Loadout
prototypes: [ ERTEngineerGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
## ERT Security
- NamesLastMilitary
- type: Loadout
prototypes: [ ERTSecurityGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: entity
id: RandomHumanoidSpawnerERTSecurityEVA
settings: short
- type: Loadout
prototypes: [ ERTSecurityGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
- type: entity
id: RandomHumanoidSpawnerERTSecurityEVALecter
settings: short
- type: Loadout
prototypes: [ ERTSecurityGearEVALecter ]
+ roleLoadout: [ RoleSurvivalEVA ]
## ERT Medic
- NamesLastMilitary
- type: Loadout
prototypes: [ ERTMedicalGear ]
+ roleLoadout: [ RoleSurvivalExtended ]
- type: entity
id: RandomHumanoidSpawnerERTMedicalEVA
settings: short
- type: Loadout
prototypes: [ ERTMedicalGearEVA ]
+ roleLoadout: [ RoleSurvivalEVA ]
## CBURN
components:
- type: Loadout
prototypes: [CBURNGear]
+ roleLoadout: [ RoleSurvivalEVA ]
- type: GhostRole
name: ghost-role-information-cburn-agent-name
description: ghost-role-information-cburn-agent-description
settings: default
- type: Loadout
prototypes: [ CentcomGear ]
+ roleLoadout: [ RoleSurvivalStandard ]
## Syndicate
randomizeName: false
- type: Loadout
prototypes: [SyndicateOperativeGearExtremelyBasic]
+ roleLoadout: [ RoleSurvivalSyndicate ]
- type: entity
id: RandomHumanoidSpawnerNukeOp
- type: randomHumanoidSettings
id: LostCargoTechnician
parent: EventHumanoid
- speciesBlacklist:
- - Vox
components:
- type: GhostRole
name: ghost-role-information-lost-cargo-technical-name
settings: short
- type: Loadout
prototypes: [ LostCargoTechGearSuit, LostCargoTechGearCoat ]
+ roleLoadout: [ RoleSurvivalStandard ]
+
# Clown troupe
id: ClownTroupe
parent: EventHumanoid
randomizeName: false
- speciesBlacklist:
- - Vox
components:
- type: GhostRole
name: ghost-role-information-clown-troupe-name
settings: short
- type: Loadout
prototypes: [ ClownTroupe ]
+ roleLoadout: [ RoleSurvivalStandard ]
- type: RandomMetadata
nameSegments:
- names_clown
components:
- type: Loadout
prototypes: [ BananaClown ]
+ roleLoadout: [ RoleSurvivalStandard ]
# Traveling exotic chef
- type: randomHumanoidSettings
id: TravelingChef
parent: EventHumanoid
- speciesBlacklist:
- - Vox
components:
- type: GhostRole
name: ghost-role-information-traveling-chef-name
settings: short
- type: Loadout
prototypes: [ TravelingChef ]
+ roleLoadout: [ RoleSurvivalStandard ]
# Disaster victim
- type: randomHumanoidSettings
id: DisasterVictimHead
parent: EventHumanoidMindShielded
- speciesBlacklist:
- - Vox
components:
- type: GhostRole
name: ghost-role-information-disaster-victim-name
components:
- type: Loadout
prototypes: [ DisasterVictimRD, DisasterVictimRDAlt ]
+ roleLoadout: [ RoleSurvivalStandard ]
- type: randomHumanoidSettings
id: DisasterVictimCMO
components:
- type: Loadout
prototypes: [ DisasterVictimCMO, DisasterVictimCMOAlt ]
+ roleLoadout: [ RoleSurvivalMedical ]
- type: randomHumanoidSettings
id: DisasterVictimCaptain
components:
- type: Loadout
prototypes: [ DisasterVictimCaptain, DisasterVictimCaptainAlt ]
+ roleLoadout: [ RoleSurvivalStandard ]
# Syndie Disaster Victim
- type: randomHumanoidSettings
id: SyndieDisasterVictim
parent: EventHumanoid
- speciesBlacklist:
- - Vox
components:
- type: NpcFactionMember
factions:
settings: short
- type: Loadout
prototypes: [ SyndicateOperativeGearCivilian ]
+ roleLoadout: [ RoleSurvivalStandard ]
equipment:
outerClothing: ClothingOuterVestTank
-# Breaths Tool On Face
+# Breath Tool On Face
- type: loadout
id: LoadoutSpeciesBreathTool
effects:
gloves: ClothingHandsGlovesColorBlack
storage:
back:
- - BoxSurvivalSyndicate
- WeaponPistolViper
- PinpointerSyndicateNuclear
- DeathAcidifierImplanter
pocket1: WeaponPistolViper
inhand:
- MedkitCombatFilled
- storage:
- back:
- - BoxSurvivalSyndicate
- type: startingGear
id: SyndicateReinforcementSpy
id: AgentIDCard
mask: ClothingMaskGasVoiceChameleon
pocket1: WeaponPistolViper
- storage:
- back:
- - BoxSurvivalSyndicate
- type: startingGear
id: SyndicateReinforcementThief
- ToolboxSyndicateFilled
storage:
back:
- - BoxSurvivalSyndicate
- SyndicateJawsOfLife
#Syndicate Operative Outfit - Basic
pocket2: FlashlightSeclite
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
eyes: ClothingEyesGlassesSecurity
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTLeader
- suitstorage: AirTankFilled
id: ERTLeaderPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltSecurityFilled
pocket2: FlashlightSeclite
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
eyes: ClothingEyesGlassesSecurity
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTLeader
- suitstorage: WeaponRifleLecter
id: ERTLeaderPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltSecurityFilled
pocket1: MagazineRifle
pocket2: MagazineRifle
inhand:
- - AirTankFilled
+ - WeaponRifleLecter
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
pocket2: DrinkWaterBottleFull
storage:
back:
- - BoxSurvivalEngineering
- BoxCandle
- BoxBodyBag
- DrinkWaterMelonJuiceJug
neck: ClothingNeckStoleChaplain
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTChaplain
- suitstorage: AirTankFilled
id: ERTChaplainPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltStorageWaistbag
pocket2: DrinkWaterBottleFull
storage:
back:
- - BoxSurvivalEngineering
- BoxCandle
- BoxBodyBag
- DrinkWaterMelonJuiceJug
pocket2: GasAnalyzer
storage:
back:
- - BoxSurvivalEngineering
- trayScanner
- RCD
- RCDAmmo
eyes: ClothingEyesGlassesMeson
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTEngineer
- suitstorage: AirTankFilled
id: ERTEngineerPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltChiefEngineerFilled
pocket2: GasAnalyzer
storage:
back:
- - BoxSurvivalEngineering
- trayScanner
- RCD
- RCDAmmo
pocket2: FlashlightSeclite
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
eyes: ClothingEyesGlassesSecurity
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTSecurity
- suitstorage: AirTankFilled
id: ERTSecurityPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltSecurityFilled
pocket2: FlashlightSeclite
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
eyes: ClothingEyesGlassesSecurity
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitERTSecurity
- suitstorage: WeaponRifleLecter
id: ERTSecurityPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltSecurityFilled
pocket1: MagazineRifle
pocket2: MagazineRifle
inhand:
- - AirTankFilled
+ - WeaponRifleLecter
storage:
back:
- - BoxSurvivalEngineering
- WeaponDisabler
- MedicatedSuture
- RegenerativeMesh
pocket1: Flare
storage:
back:
- - BoxSurvivalMedical # Is this actually supposed to be Medical? All other ERT has Extended
- Hypospray
- MedkitAdvancedFilled
- CrowbarRed
eyes: ClothingEyesHudMedical
gloves: ClothingHandsGlovesNitrile
outerClothing: ClothingOuterHardsuitERTMedical
- suitstorage: AirTankFilled
id: ERTMedicPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltMedicalFilled
pocket1: Flare
storage:
back:
- - BoxSurvivalMedical # Is this actually supposed to be Medical? All other ERT has Extended
- Hypospray
- MedkitAdvancedFilled
- CrowbarRed
pocket1: Flare
storage:
back:
- - BoxSurvivalEngineering
- LightReplacer
- BoxLightMixed
- BoxLightMixed
mask: ClothingMaskGasERT
gloves: ClothingHandsGlovesColorPurple
outerClothing: ClothingOuterHardsuitERTJanitor
- suitstorage: AirTankFilled
id: ERTJanitorPDA
ears: ClothingHeadsetAltCentCom
belt: ClothingBeltJanitorFilled
pocket1: Flare
storage:
back:
- - BoxSurvivalEngineering
- LightReplacer
- BoxLightMixed
- BoxLightMixed
ears: ClothingHeadsetAltCentCom
gloves: ClothingHandsGlovesCombat
outerClothing: ClothingOuterHardsuitDeathsquad
- suitstorage: AirTankFilled
shoes: ClothingShoesBootsMagAdv
id: DeathsquadPDA
pocket1: EnergySword
belt: ClothingBeltMilitaryWebbingMedFilled
storage:
back:
- - BoxSurvivalEngineering
- - WeaponPulseRifle
- WeaponPulsePistol
- WeaponRevolverMateba
- SpeedLoaderMagnumAP
- Hypospray
- DeathAcidifierImplanter # crew will try to steal their amazing hardsuits
- FreedomImplanter
+ inhand:
+ - WeaponPulseRifle
# Syndicate Operative Outfit - Civilian
- type: startingGear
id: CBURNPDA
pocket1: RadioHandheld
pocket2: WeaponLaserGun
- suitstorage: OxygenTankFilled
belt: ClothingBeltBandolier
storage:
back:
- - BoxSurvivalEngineering
- WeaponShotgunDoubleBarreled
- BoxShotgunIncendiary
- GrenadeFlashBang