#When adding new hardsuits, please try to keep the organization consistent with hardsuit.yml (if possible.)
-#For now, since locational damage is not a thing, all "combat" hardsuits (with the exception of the deathsquad hardsuit) have the equvilent of a helmet in terms of armor. This is so people don't need to wear both regular, on-station helmets and hardsuits to get full protection.
-#Generally, unless you're adding something like caustic damage, you should probably avoid messing with armor outside of the above scenario.
+#For now, since locational damage is not a thing, all "combat" hardsuits (with the exception of the deathsquad hardsuit) have the equvilent of a helmet in terms of armor.
+#This is so people don't need to wear both regular, on-station helmets and hardsuits to get full protection.
+#Generally, unless you're adding something like caustic damage, you should probably avoid messing with armor here outside of the above scenario.
#CREW HARDSUITS
#Standard Hardsuit
id: ClothingHeadHelmetHardsuitERTEngineer
noSpawn: true
name: ERT engineer hardsuit helmet
+ description: A special hardsuit helmet worn by members of an emergency response team.
components:
- type: Sprite
sprite: Clothing/Head/Hardsuits/ERThelmets/ertengineer.rsi
id: ClothingHeadHelmetHardsuitERTMedical
noSpawn: true
name: ERT medic hardsuit helmet
+ description: A special hardsuit helmet worn by members of an emergency response team.
components:
- type: Sprite
sprite: Clothing/Head/Hardsuits/ERThelmets/ertmedical.rsi
id: ClothingHeadHelmetHardsuitERTSecurity
noSpawn: true
name: ERT security hardsuit helmet
+ description: A special hardsuit helmet worn by members of an emergency response team.
components:
- type: Sprite
sprite: Clothing/Head/Hardsuits/ERThelmets/ertsecurity.rsi
id: ClothingHeadHelmetHardsuitERTJanitor
noSpawn: true
name: ERT janitor hardsuit helmet
+ description: A special hardsuit helmet worn by members of an emergency response team.
components:
- type: Sprite
sprite: Clothing/Head/Hardsuits/ERThelmets/ertjanitor.rsi