PlayerData MaleHumanArmor9 community-made
Not part of the retail game. No Dynamix version of this name exists.
3 variants across 10 mods; the most-shipped one is in 50% of them — one version dominates.
What the variants disagree about
| property | A5 mods | B4 mods | C1 mods | spread |
|---|---|---|---|---|
| damageScale | 0.055 | $damageScale | $damageScale | 2 vals |
| groundForce | 40.00 * $mass[MaleHuman, 9] | 50.00 * $mass[MaleHuman, 9] | 50.00 * $mass[MaleHuman, 9] | 2 vals |
| canCrouch | False | false | $canCrouch | 2 vals |
| jumpSurfaceMinDot | 0.92 | $jumpSurfaceMinDot | $jumpSurfaceMinDot | 2 vals |
Shaded cells differ from most-shipped. — = property absent. spread counts distinct values across all 3 variants, not just the 3 shown.
Same in all 3 variants (93)
className "Armor", shapeFile "rpgmalehuman", damageSkinData "armorDamageSkins", debrisId playerDebris, flameShapeName "lflame", shieldShapeName "shield", shadowDetailMask 1, visibleToSensor True, mapFilter 1, mapIcon "M_player", maxJetSideForceFactor 0.01, maxJetForwardVelocity 0.01, minJetEnergy 0.01, jetForce 160, jetEnergyDrain 0.0, maxDamage 1.0, maxForwardSpeed $speed[MaleHuman, 9], maxBackwardSpeed $speed[MaleHuman, 9] * 0.8, maxSideSpeed $speed[MaleHuman, 9] * 0.75, mass $mass[MaleHuman, 9], groundTraction 3.0, maxEnergy 60, drag 1.0, density 1.2, minDamageSpeed 16, jumpImpulse $jump[MaleHuman, 9], animData[0] { "root", none, 1, true, true, true, false, 0 }, animData[1] { "run", none, 1, true, false, true, false, 3 }, animData[2] { "runback", none, 1, true, false, true, false, 3 }, animData[3] { "side left", none, 1, true, false, true, false, 3 }, animData[4] { "side left", none, -1, true, false, true, false, 3 }, animData[5] { "jump stand", none, 1, true, false, true, false, 3 }, animData[6] { "jump run", none, 1, true, false, true, false, 3 }, animData[7] { "crouch root", none, 1, true, true, true, false, 3 }, animData[8] { "crouch root", none, 1, true, true, true, false, 3 }, animData[9] { "crouch root", none, -1, true, true, true, false, 3 }, animData[10] { "crouch forward", none, 1, true, false, true, false, 3 }, animData[11] { "crouch forward", none, -1, true, false, true, false, 3 }, animData[12] { "crouch side left", none, 1, true, false, true, false, 3 }, animData[13] { "crouch side left", none, -1, true, false, true, false, 3 }
All 3 variants
A 5 mods the most-shipped version
| className | "Armor" |
|---|---|
| shapeFile | "rpgmalehuman" |
| damageSkinData | "armorDamageSkins" |
| debrisId | playerDebris |
| flameShapeName | "lflame" |
| shieldShapeName | "shield" |
| shadowDetailMask | 1 |
| visibleToSensor | True |
| mapFilter | 1 |
| mapIcon | "M_player" |
| canCrouch | False |
| maxJetSideForceFactor | 0.01 |
| maxJetForwardVelocity | 0.01 |
| minJetEnergy | 0.01 |
| jetForce | 160 |
| jetEnergyDrain | 0.0 |
| maxDamage | 1.0 |
| maxForwardSpeed | $speed[MaleHuman, 9] |
| maxBackwardSpeed | $speed[MaleHuman, 9] * 0.8 |
| maxSideSpeed | $speed[MaleHuman, 9] * 0.75 |
| groundForce | 40.00 * $mass[MaleHuman, 9] |
| mass | $mass[MaleHuman, 9] |
| groundTraction | 3.0 |
| maxEnergy | 60 |
| drag | 1.0 |
| density | 1.2 |
| minDamageSpeed | 16 |
| damageScale | 0.055 |
| jumpImpulse | $jump[MaleHuman, 9] |
| jumpSurfaceMinDot | 0.92 |
| animData[0] | { "root", none, 1, true, true, true, false, 0 } |
| animData[1] | { "run", none, 1, true, false, true, false, 3 } |
| animData[2] | { "runback", none, 1, true, false, true, false, 3 } |
| animData[3] | { "side left", none, 1, true, false, true, false, 3 } |
| animData[4] | { "side left", none, -1, true, false, true, false, 3 } |
| animData[5] | { "jump stand", none, 1, true, false, true, false, 3 } |
| animData[6] | { "jump run", none, 1, true, false, true, false, 3 } |
| animData[7] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[8] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[9] | { "crouch root", none, -1, true, true, true, false, 3 } |
| animData[10] | { "crouch forward", none, 1, true, false, true, false, 3 } |
| animData[11] | { "crouch forward", none, -1, true, false, true, false, 3 } |
| animData[12] | { "crouch side left", none, 1, true, false, true, false, 3 } |
| animData[13] | { "crouch side left", none, -1, true, false, true, false, 3 } |
| animData[14] | { "fall", none, 1, true, true, true, false, 3 } |
| animData[15] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[16] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[17] | { "tumble loop", none, 1, true, false, false, false, 3 } |
| animData[18] | { "tumble end", none, 1, true, false, false, false, 3 } |
| animData[19] | { "run", none, 1, true, true, true, false, 3 } |
| animData[20] | { "die back", none, 1, true, false, false, false, 0 } |
| animData[21] | { "throw", none, 1, true, false, false, false, 3 } |
| animData[22] | { "flyer root", none, 1, false, false, false, false, 3 } |
| animData[23] | { "apc root", none, 1, true, true, true, false, 3 } |
| animData[24] | { "apc pilot", none, 1, false, false, false, false, 3 } |
| animData[25] | { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[26] | { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[27] | { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[28] | { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[29] | { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[30] | { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[31] | { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[32] | { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[33] | { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[34] | { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[35] | { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[36] | { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[37] | { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[38] | { "sign over here", none, 1, true, false, false, false, 2 } |
| animData[39] | { "sign point", none, 1, true, false, false, false, 1 } |
| animData[40] | { "sign retreat",none, 1, true, false, false, false, 2 } |
| animData[41] | { "sign stop", none, 1, true, false, false, true, 1 } |
| animData[42] | { "sign salut", none, 1, true, false, false, true, 1 } |
| animData[43] | { "celebration 1",none, 1, true, false, false, false, 2 } |
| animData[44] | { "celebration 2", none, 1, true, false, false, false, 2 } |
| animData[45] | { "celebration 3", none, 1, true, false, false, false, 2 } |
| animData[46] | { "taunt 1", none, 1, true, false, false, false, 2 } |
| animData[47] | { "taunt 2", none, 1, true, false, false, false, 2 } |
| animData[48] | { "pose kneel", none, 1, true, false, false, true, 1 } |
| animData[49] | { "pose stand", none, 1, true, false, false, true, 1 } |
| animData[50] | { "wave", none, 1, true, false, false, true, 1 } |
| jetSound | SoundGliders |
| rFootSounds | { SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, |
| lFootSounds | { SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, |
| footPrints | { 0, 1 } |
| boxWidth | 0.5 |
| boxDepth | 0.5 |
| boxNormalHeight | 2.3 |
| boxCrouchHeight | 1.8 |
| boxNormalHeadPercentage | 0.83 |
| boxNormalTorsoPercentage | 0.53 |
| boxCrouchHeadPercentage | 0.26 |
| boxCrouchTorsoPercentage | 0.3333 |
| boxHeadLeftPercentage | 0 |
| boxHeadRightPercentage | 1 |
| boxHeadBackPercentage | 0 |
| boxHeadFrontPercentage | 1 |
B 4 mods damageScale $damageScale · groundForce 50.00 * $mass[MaleHuman, 9] · jumpSurfaceMinDot $jumpSurfaceMinDot
| className | "Armor" |
|---|---|
| shapeFile | "rpgmalehuman" |
| damageSkinData | "armorDamageSkins" |
| debrisId | playerDebris |
| flameShapeName | "lflame" |
| shieldShapeName | "shield" |
| shadowDetailMask | 1 |
| visibleToSensor | True |
| mapFilter | 1 |
| mapIcon | "M_player" |
| canCrouch | false |
| maxJetSideForceFactor | 0.01 |
| maxJetForwardVelocity | 0.01 |
| minJetEnergy | 0.01 |
| jetForce | 160 |
| jetEnergyDrain | 0.0 |
| maxDamage | 1.0 |
| maxForwardSpeed | $speed[MaleHuman, 9] |
| maxBackwardSpeed | $speed[MaleHuman, 9] * 0.8 |
| maxSideSpeed | $speed[MaleHuman, 9] * 0.75 |
| groundForce | 50.00 * $mass[MaleHuman, 9] |
| mass | $mass[MaleHuman, 9] |
| groundTraction | 3.0 |
| maxEnergy | 60 |
| drag | 1.0 |
| density | 1.2 |
| minDamageSpeed | 16 |
| damageScale | $damageScale |
| jumpImpulse | $jump[MaleHuman, 9] |
| jumpSurfaceMinDot | $jumpSurfaceMinDot |
| animData[0] | { "root", none, 1, true, true, true, false, 0 } |
| animData[1] | { "run", none, 1, true, false, true, false, 3 } |
| animData[2] | { "runback", none, 1, true, false, true, false, 3 } |
| animData[3] | { "side left", none, 1, true, false, true, false, 3 } |
| animData[4] | { "side left", none, -1, true, false, true, false, 3 } |
| animData[5] | { "jump stand", none, 1, true, false, true, false, 3 } |
| animData[6] | { "jump run", none, 1, true, false, true, false, 3 } |
| animData[7] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[8] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[9] | { "crouch root", none, -1, true, true, true, false, 3 } |
| animData[10] | { "crouch forward", none, 1, true, false, true, false, 3 } |
| animData[11] | { "crouch forward", none, -1, true, false, true, false, 3 } |
| animData[12] | { "crouch side left", none, 1, true, false, true, false, 3 } |
| animData[13] | { "crouch side left", none, -1, true, false, true, false, 3 } |
| animData[14] | { "fall", none, 1, true, true, true, false, 3 } |
| animData[15] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[16] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[17] | { "tumble loop", none, 1, true, false, false, false, 3 } |
| animData[18] | { "tumble end", none, 1, true, false, false, false, 3 } |
| animData[19] | { "run", none, 1, true, true, true, false, 3 } |
| animData[20] | { "die back", none, 1, true, false, false, false, 0 } |
| animData[21] | { "throw", none, 1, true, false, false, false, 3 } |
| animData[22] | { "flyer root", none, 1, false, false, false, false, 3 } |
| animData[23] | { "apc root", none, 1, true, true, true, false, 3 } |
| animData[24] | { "apc pilot", none, 1, false, false, false, false, 3 } |
| animData[25] | { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[26] | { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[27] | { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[28] | { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[29] | { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[30] | { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[31] | { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[32] | { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[33] | { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[34] | { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[35] | { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[36] | { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[37] | { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[38] | { "sign over here", none, 1, true, false, false, false, 2 } |
| animData[39] | { "sign point", none, 1, true, false, false, false, 1 } |
| animData[40] | { "sign retreat",none, 1, true, false, false, false, 2 } |
| animData[41] | { "sign stop", none, 1, true, false, false, true, 1 } |
| animData[42] | { "sign salut", none, 1, true, false, false, true, 1 } |
| animData[43] | { "celebration 1",none, 1, true, false, false, false, 2 } |
| animData[44] | { "celebration 2", none, 1, true, false, false, false, 2 } |
| animData[45] | { "celebration 3", none, 1, true, false, false, false, 2 } |
| animData[46] | { "taunt 1", none, 1, true, false, false, false, 2 } |
| animData[47] | { "taunt 2", none, 1, true, false, false, false, 2 } |
| animData[48] | { "pose kneel", none, 1, true, false, false, true, 1 } |
| animData[49] | { "pose stand", none, 1, true, false, false, true, 1 } |
| animData[50] | { "wave", none, 1, true, false, false, true, 1 } |
| jetSound | SoundGliders |
| rFootSounds | { SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, |
| lFootSounds | { SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, |
| footPrints | { 0, 1 } |
| boxWidth | 0.5 |
| boxDepth | 0.5 |
| boxNormalHeight | 2.3 |
| boxCrouchHeight | 1.8 |
| boxNormalHeadPercentage | 0.83 |
| boxNormalTorsoPercentage | 0.53 |
| boxCrouchHeadPercentage | 0.26 |
| boxCrouchTorsoPercentage | 0.3333 |
| boxHeadLeftPercentage | 0 |
| boxHeadRightPercentage | 1 |
| boxHeadBackPercentage | 0 |
| boxHeadFrontPercentage | 1 |
C 1 mods damageScale $damageScale · groundForce 50.00 * $mass[MaleHuman, 9] · canCrouch $canCrouch · jumpSurfaceMinDot $jumpSurfaceMinDot
| className | "Armor" |
|---|---|
| shapeFile | "rpgmalehuman" |
| damageSkinData | "armorDamageSkins" |
| debrisId | playerDebris |
| flameShapeName | "lflame" |
| shieldShapeName | "shield" |
| shadowDetailMask | 1 |
| visibleToSensor | True |
| mapFilter | 1 |
| mapIcon | "M_player" |
| canCrouch | $canCrouch |
| maxJetSideForceFactor | 0.01 |
| maxJetForwardVelocity | 0.01 |
| minJetEnergy | 0.01 |
| jetForce | 160 |
| jetEnergyDrain | 0.0 |
| maxDamage | 1.0 |
| maxForwardSpeed | $speed[MaleHuman, 9] |
| maxBackwardSpeed | $speed[MaleHuman, 9] * 0.8 |
| maxSideSpeed | $speed[MaleHuman, 9] * 0.75 |
| groundForce | 50.00 * $mass[MaleHuman, 9] |
| mass | $mass[MaleHuman, 9] |
| groundTraction | 3.0 |
| maxEnergy | 60 |
| drag | 1.0 |
| density | 1.2 |
| minDamageSpeed | 16 |
| damageScale | $damageScale |
| jumpImpulse | $jump[MaleHuman, 9] |
| jumpSurfaceMinDot | $jumpSurfaceMinDot |
| animData[0] | { "root", none, 1, true, true, true, false, 0 } |
| animData[1] | { "run", none, 1, true, false, true, false, 3 } |
| animData[2] | { "runback", none, 1, true, false, true, false, 3 } |
| animData[3] | { "side left", none, 1, true, false, true, false, 3 } |
| animData[4] | { "side left", none, -1, true, false, true, false, 3 } |
| animData[5] | { "jump stand", none, 1, true, false, true, false, 3 } |
| animData[6] | { "jump run", none, 1, true, false, true, false, 3 } |
| animData[7] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[8] | { "crouch root", none, 1, true, true, true, false, 3 } |
| animData[9] | { "crouch root", none, -1, true, true, true, false, 3 } |
| animData[10] | { "crouch forward", none, 1, true, false, true, false, 3 } |
| animData[11] | { "crouch forward", none, -1, true, false, true, false, 3 } |
| animData[12] | { "crouch side left", none, 1, true, false, true, false, 3 } |
| animData[13] | { "crouch side left", none, -1, true, false, true, false, 3 } |
| animData[14] | { "fall", none, 1, true, true, true, false, 3 } |
| animData[15] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[16] | { "landing", SoundLandOnGround, 1, true, false, false, false, 3 } |
| animData[17] | { "tumble loop", none, 1, true, false, false, false, 3 } |
| animData[18] | { "tumble end", none, 1, true, false, false, false, 3 } |
| animData[19] | { "run", none, 1, true, true, true, false, 3 } |
| animData[20] | { "die back", none, 1, true, false, false, false, 0 } |
| animData[21] | { "throw", none, 1, true, false, false, false, 3 } |
| animData[22] | { "flyer root", none, 1, false, false, false, false, 3 } |
| animData[23] | { "apc root", none, 1, true, true, true, false, 3 } |
| animData[24] | { "apc pilot", none, 1, false, false, false, false, 3 } |
| animData[25] | { "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[26] | { "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[27] | { "die head", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[28] | { "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[29] | { "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[30] | { "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[31] | { "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[32] | { "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[33] | { "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[34] | { "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[35] | { "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[36] | { "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[37] | { "die back", SoundPlayerDeath, 1, false, false, false, false, 4 } |
| animData[38] | { "sign over here", none, 1, true, false, false, false, 2 } |
| animData[39] | { "sign point", none, 1, true, false, false, false, 1 } |
| animData[40] | { "sign retreat",none, 1, true, false, false, false, 2 } |
| animData[41] | { "sign stop", none, 1, true, false, false, true, 1 } |
| animData[42] | { "sign salut", none, 1, true, false, false, true, 1 } |
| animData[43] | { "celebration 1",none, 1, true, false, false, false, 2 } |
| animData[44] | { "celebration 2", none, 1, true, false, false, false, 2 } |
| animData[45] | { "celebration 3", none, 1, true, false, false, false, 2 } |
| animData[46] | { "taunt 1", none, 1, true, false, false, false, 2 } |
| animData[47] | { "taunt 2", none, 1, true, false, false, false, 2 } |
| animData[48] | { "pose kneel", none, 1, true, false, false, true, 1 } |
| animData[49] | { "pose stand", none, 1, true, false, false, true, 1 } |
| animData[50] | { "wave", none, 1, true, false, false, true, 1 } |
| jetSound | SoundGliders |
| rFootSounds | { SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, |
| lFootSounds | { SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, |
| footPrints | { 0, 1 } |
| boxWidth | 0.5 |
| boxDepth | 0.5 |
| boxNormalHeight | 2.3 |
| boxCrouchHeight | 1.8 |
| boxNormalHeadPercentage | 0.83 |
| boxNormalTorsoPercentage | 0.53 |
| boxCrouchHeadPercentage | 0.26 |
| boxCrouchTorsoPercentage | 0.3333 |
| boxHeadLeftPercentage | 0 |
| boxHeadRightPercentage | 1 |
| boxHeadBackPercentage | 0 |
| boxHeadFrontPercentage | 1 |