Apparently they used a lot of shadow odfs that simply call on the old ep2 clone classes, and the shadow odf just tells them to call the new models...[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"
[Properties]
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
Smart, yet it will be lame if you want to mix ep2 and 3 clones in one SIDE...
GAH *edit* even lamer
Further inspection shows they are building units in tiers of shadow ODFs all based on a infantry default... the class specific ODF is just a weaponset, which means that Health and speeds all draw from a single infantry template... I wonder if the old style rediculously long unit ODF will still work in this new system... if not, then this is going to be a 'bizatch' to get highly customized unit classes...[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4
WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4
WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
VOUnitType = 121
DERF! *edit*
~OOM-9
That's not the end of the horrid ODF string... there is an common_inf_default that all inf draw from O.o[GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
// Mostly sound and general VO in this file
The Republic doesn't even have it's own... this is going to make creating highly customized units increadably aggrivating...
~OOM-9