v8.1
[squaddata.git] / Settings / Roles / CAF / CAF_Medic_02.json
blobaaab063ea0bcf5d8a7d3a5817e7033aedce58149
2   "can_build": "False",
3   "can_place_rally_point": "False",
4   "can_see_health_status": "True",
5   "data": {
6     "data_table": "<Object '/Game/Settings/Roles/CAF/RoleTable_CAF.RoleTable_CAF'  Class 'DataTable'>",
7     "row_name": "CAF_Medic_02"
8   },
9   "default_limit": {
10     "min_per_squad": "-1",
11     "min_per_team": "-1",
12     "non_deployable": "False",
13     "squad_leader_only": "False",
14     "squad_members_to_unlock_next_kit": "-1",
15     "stop_scaling_at_squad_size": "0",
16     "stop_scaling_at_team_size": "0",
17     "team_members_to_unlock_next_kit": "-1",
18     "unlocks_at_squad_size": "0",
19     "unlocks_at_team_size": "0"
20   },
21   "display_name": "",
22   "id": "CAF_Medic_02",
23   "inventory": [
24     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/Rifles/BP_C8A3_C79A2.BP_C8A3_C79A2_C,MinimumCountOnSpawn=2,WeaponType=Primary))}>",
25     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/Pistols/BP_BrowningHP.BP_BrowningHP_C,WeaponType=Secondary),(EquipableItem=/Game/Blueprints/Items/Melee/BP_Bayonet2000.BP_Bayonet2000_C,MinimumCountOnSpawn=1,bCannotRearm=True))}>",
26     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/Grenades/BP_C13Frag.BP_C13Frag_C))}>",
27     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/Grenades/SmokeGrenades/L83A1/BP_L83A1_Smoke.BP_L83A1_Smoke_C,MaxAllowedInInventory=2),(EquipableItem=/Game/Blueprints/Items/Grenades/SmokeGrenades/L83A1/BP_L68A1Smoke_Green.BP_L68A1Smoke_Green_C,MaxAllowedInInventory=2))}>",
28     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/EquippableItems/BP_Generic_FieldDressing_Medic.BP_Generic_FieldDressing_Medic_C,MaxAllowedInInventory=9,MinimumCountOnSpawn=3),(EquipableItem=/Game/Blueprints/Items/EquippableItems/BP_Generic_MedicalKit_CAF.BP_Generic_MedicalKit_CAF_C,MinimumCountOnSpawn=1,bCannotRearm=True,WeaponType=Special))}>",
29     "<Struct 'SQInventoryWeaponGroupData'  {weapon_items: ((EquipableItem=/Game/Blueprints/Items/EquippableItems/BP_EntrenchingTool.BP_EntrenchingTool_C,MinimumCountOnSpawn=1,bCannotRearm=True))}>"
30   ],
31   "is_leader": "False",
32   "is_medic": "True",
33   "is_recruit": "False",
34   "leaving_squad_changes_role": "False",
35   "role_details": "",
36   "role_specifics": "",
37   "role_specifics_action_name": "SwitchWeapon5",
38   "role_specifics_action_name1": "None",
39   "role_type": "<SQRoleTypeEnum.ROLE_TYPE_SUPPORT: 2>",
40   "soldier_class": "<Object '/Game/Blueprints/Soldiers/CAF_Arid/BP_Soldier_CAF_Arid_Medic_02.BP_Soldier_CAF_Arid_Medic_02_C'  Class 'BlueprintGeneratedClass'>",
41   "soldier_class_desert": "None",
42   "soldier_menu_anim_montage": "<Object '/Game/Art/Soldier_Animations/Special/Crouch_Relaxed_LongRifle_Montage.Crouch_Relaxed_LongRifle_Montage'  Class 'AnimMontage'>",
43   "special_weapon_icon": "None",
44   "test_inventory": [],
45   "ui_icon": "None",
46   "vehicle_ability": "<SQVehicleRoleAbility.LIGHT_VEHICLE: 0>"