Here is a sample of my code.
units:
- type: STR_POLICE_MALE
race: STR_CIVILIANGROUP
rank: STR_LIVE_SOLDIER
stats:
tu: 45
stamina: 65
health: 30
bravery: 80
reactions: 40
firing: 50
throwing: 50
strength: 24
psiStrength: 5
psiSkill: 0
melee: 50
armor: POLICE_MALE_ARMOR
aggroSound: 951
moveSound: 952
deathSound: [41, 42, 43]
standHeight: 21
kneelHeight: 14
value: 30
intelligence: 4
energyRecovery: 20
builtInWeaponSets:
- - STR_MAGNUM_CLIP
- STR_MAGNUM
items:
- type: STR_MAGNUM
size: 0.1
costBuy: 800
costSell: 600
requires:
- STR_MAGNUM
weight: 2
bigSprite: 753
floorSprite: 628
handSprite: 605
bulletSprite: 1
fireSound: 4
compatibleAmmo:
- STR_MAGNUM_CLIP
accuracySnap: 60
accuracyAimed: 70
tuSnap: 35
tuAimed: 60
aimRange: 6
snapRange: 3
battleType: 1
invWidth: 1
invHeight: 2
recoveryPoints: 2
- type: STR_MAGNUM_CLIP
size: 0.1
costBuy: 70
costSell: 52
requires:
- STR_MAGNUM
weight: 1
bigSprite: 754
floorSprite: 629
hitSound: 22
hitAnimation: 26
power: 45
damageType: 1
clipSize: 6
battleType: 2
armor: 12
recoveryPoints: 2
alienDeployments:
- type: STR_SMALL_SCOUT
data:
- alienRank: 0
lowQty: 1
highQty: 1
dQty: 1
percentageOutsideUfo: 50
itemSets:
-
[]
-
[]
-
[]
width: 90
length: 90
height: 9
alienRaces:
- id: STR_CIVILIANGROUP
membersRandom:
- [STR_POLICE_MALE]
There is a strong and specific reason that I did not include any weapons in the itemset for the small scout's alien deployment. I strongly wanting to use the unit's builtInWeaponSets to replace the itemset. The primary reason is because I wish to utilize the memberRandom feature in the alienRaces to the fullest, by having a lot of random units with their own builtInWeaponSets. So I can have unpredictable encounters whenever a small scout is shot down.
My main problem is, if the enemy unit was stunted, all its items were recoverable. If the unit was killed, all its items are missing but its corpse.