Skip to content

Instantly share code, notes, and snippets.

@Aqarius90
Created May 13, 2024 19:09
Show Gist options
  • Save Aqarius90/0634f20bd266249841872c304e4c252f to your computer and use it in GitHub Desktop.
Save Aqarius90/0634f20bd266249841872c304e4c252f to your computer and use it in GitHub Desktop.
class 3IFB:Baseline{
class gear:gear{
//silencer1[] = {muzzle_snds_B}; unused
//silencer2[] = {muzzle_snds_B};
holo[] = {optic_ACO};
sniper[] = {optic_KHS_old};
bipod1[] = {bipod_01_F_mtp};
//bipod2[] = {bipod_02_F_blk}; unused
//hg_silencer[] = {}; unused
nvg[] = {NVGoggles_OPFOR};
nvgPilot[] = {NVGoggles_OPFOR};
uavterminal[] = {I_UavTerminal};
class laserdesignator:laserdesignator{
weapon = Laserdesignator_03;
};
class 3IFBweapon:weapon{
mag_primary[] = {30Rnd_762x39_Mag_F, 30Rnd_762x39_Mag_Tracer_F};
};
class 3IFBinfantryweapon:3IFBweapon{
optics = holo;
};
class 3IFBofficerweapon:3IFBinfantryweapon{
pointer = laserpointer;
};
class AK12_GL:3IFBinfantryweapon{//3IFB FTL/grenadier has no pointer
weapon = arifle_AK12_GL_F;
}
class AK12:3IFBinfantryweapon{
weapon = arifle_AK12_F;
};
class AKM:3IFBinfantryweapon{
weapon = arifle_AKM_F;
};
class AK12_pointer:3IFBofficerweapon{//3IFB CO/DC/JTAC and Spotter have a pointer
weapon = arifle_AK12_GL_F;
};
class AKM_pointer:3IFBofficerweapon{
weapon = arifle_AK12_F;
};
class AK12_GL_pointer:3IFBofficerweapon{
weapon = arifle_AKM_F;
}
class AKSU:3IFBweapon{
weapon = arifle_AKS_F;
mag_primary[] = {30Rnd_545x39_Mag_F};
};
class Makarov:weapon{
weapon = hgun_Pistol_01_F;
mag_primary[] = {10Rnd_9x21_Mag};
}
class RPK12:3IFBweapon{
weapon = arifle_RPK12_F;
mag_primary[] = {75Rnd_762x39_Mag_F, 75Rnd_762x39_Mag_Tracer_F};
bipod = bipod1;
};
class Zafir:3IFBweapon{
weapon = LMG_Zafir_F;
mag_primary[] = {150Rnd_762x54_Box, 150Rnd_762x54_Box_Tracer};
bipod = bipod1;
};
class Mk14:3IFBweapon{
weapon = srifle_DMR_06_olive_F;
mag_primary[] = {20Rnd_762x51_Mag, 20Rnd_762x51_Mag};
bipod = bipod1;
optics = marksman;
};
class RPG32:weapon{
weapon = launch_RPG32_green_F;
mag_primary[] = {RPG32_F,RPG32_HE_F};
}
class MAAWS:weapon{
weapon=launch_MRAWS_green_F;
mag_primary[] = {MRAWS_HEAT_F,MRAWS_HE_F};
}
class Vorona:weapon{
weapon=launch_O_Vorona_green_F;
mag_primary[] = {Vorona_HEAT,Vorona_HE};
}
class TitanAA:weapon{
weapon=launch_B_Titan_F;
mag_primary[] = {Titan_AA};
}
class Cyrus:3IFBweapon{
weapon = srifle_DMR_05_blk_F;
mag_primary[] = {10Rnd_93x64_DMR_05_Mag};
bipod=bipod1;
optics=sniper;
}
};
class clothes:clothes{
class Base:Base{
Uniform[]={U_BG_Guerrilla_6_1,U_BG_Guerilla2_2,U_BG_Guerilla2_1,U_BG_Guerilla2_3,U_BG_Guerilla1_1,U_BG_Guerilla1_2_F,U_BG_Leader,
U_I_C_Soldier_Bandit_3_F,U_I_C_Soldier_Para_2_F,U_I_C_Soldier_Para_3_F,U_I_C_Soldier_Para_4_F,U_I_C_Soldier_Para_1_F,
U_I_G_Story_Protagonist_F,U_I_G_resistanceLeader_F,U_C_WorkerCoveralls,
U_C_Uniform_Farmer_01_F,U_I_L_Uniform_01_camo_F,U_I_L_Uniform_01_deserter_F,U_I_L_Uniform_01_tshirt_black_F,U_I_L_Uniform_01_tshirt_olive_F,U_I_L_Uniform_01_tshirt_skull_F,
U_O_R_Gorka_01_black_F};
Helmet[]={H_Beret_Colonel};
Rig[]={V_PlateCarrier1_blk,V_PlateCarrier1_rgr_noflag_F,V_PlateCarrierIA1_dgtl,V_CarrierRigKBT_01_light_Olive_F,V_CarrierRigKBT_01_light_EAF_F};
Glasses[]={};
};
class Diver:Base{
Uniform[]={U_B_Wetsuit};
Helmet[]={};
Rig[]={V_RebreatherB};
Glasses[]={G_Diving};
};
class Pilot:Base{
Uniform[]={U_C_WorkerCoveralls};
//Helmet[]={}; //inherit base
Rig[]={V_Chestrig_blk};
Glasses[]={};
};
class Jet:Base{
Uniform[]={U_I_pilotCoveralls};
Helmet[]={H_PilotHelmetFighter_I};
Rig[]={};
Glasses[]={};
};
class Crew:Base{
//Uniform[]={};
//Helmet[]={};
Rig[]={V_Chestrig_blk};
Glasses[]={};
};
class Ghillie:Base{
Uniform[]={U_B_T_Sniper_F};
Helmet[]={};
Rig[]={V_Chestrig_rgr};
Glasses[]={};
};
class SF:Base{
//Uniform[]={};
//Helmet[]={};
//Rig[]={};
Glasses[]={};
};
class VIP:Base{
Uniform[]={U_O_R_Gorka_01_black_F};
//Helmet[]={};
//Rig[]={};
Glasses[]={};
};
};
class backpacks:backpacks{
bag[] = {B_FieldPack_khk};
bagLarge[] = {B_Carryall_khk};
bagdiver[] = { B_AssaultPack_blk};
baguav[] = {I_UAV_01_backpack_F};
baghmgg[] = {I_G_HMG_02_weapon_F;};
baghmgag[] = {I_G_HMG_02_support_F};
baghatg[] = {B_AssaultPack_rgr};
bagmtrg[] = {B_Mortar_01_weapon_F};
bagmtrag[] = {B_Mortar_01_support_F};
baghsamg[] = {B_AA_01_weapon_F};
baghsamag[] = {B_HMG_01_support_F};
bagRadio[] = {B_RadioBag_01_eaf_F,B_RadioBag_01_black_F,B_RadioBag_01_digi_F,B_RadioBag_01_black_F};
};
class weapons:weapons{
Rifle[] = {_AK12, _AKM,_AKM};
Carbine[] = {_AK12, _AKM,_AKM};
SMG[] = {_AKSU};
GLRifle[] = {_AK12_GL_pointer};
FTLRifle[] = {_AK12_GL};//3IFB FTL/grenadier has no pointer
Pistol[]={_Makarov};
AR[]={_RPK12};
MMG[]={_Zafir};
DM[]={_Mk14};
LAT[]={_RPG32};
MAT[]={_MAAWS};
HAT[]={_Vorona};
SAM[]={_TitanAA};
Sniper[]={_Cyrus};
Spotter[]={_AK12_pointer, _AKM_pointer};
};
// ====================================================================================
class Autorifleman:Autorifleman{
3IFBAR[] = {{_this_gun_primaryMag,0,2},{_this_gun_primaryMag,1,1}};
items[]+={3IFBAR};
};
class FTL:FTL{
gun=_FTLRifle;
};
class Sniper:Sniper{ //has **less** mags than normal, hence redefinition of baseline
Sniper[]= {{_this_gun_primaryMag,0,4},{_smokegrenade, 3},{_this_handgun_primaryMag,0,5}};
};
class Spotter:heavyInfantry{
gun=_Spotter;
Spotter[]={{_weapon_Sniper_primaryMag,0,2}}; //same as above
};
class Grenadier:Grenadier{
gun=_FTLRifle;
}
};
class Baseline{
// ====================================================================================
// General faction gear
// ====================================================================================
class items{
//everything is either a class or an array
//Array = "pick one at random"
bandage[] = {{Bandage, 30}};//"Bandage" is a magazine for some reason
firstaid[] = {FirstAidKit};
medkit[] = {Medikit};
grenade[] = {HandGrenade};//note, config is *NOT* case sensitive
mgrenade[] = {MiniGrenade};
smoke_white[] = {SmokeShell};
smoke_green[] = {SmokeShellGreen};
smoke_blue[] = {SmokeShellBlue};
smoke_purple[] = {SmokeShellPurple};
smoke_random[] = {SmokeShell, SmokeShellBlue, SmokeShellGreen, SmokeShellPurple}
chem_green[] = {Chemlight_green};
chem_red[] = {Chemlight_red};
chem_yellow[] = {Chemlight_yellow};
chem_blue[] = {Chemlight_blue};
chem_random[] = {Chemlight_green, Chemlight_red, Chemlight_yellow, Chemlight_blue};
ATmine[] = {ATMine_Range_Mag};
satchel[] = {SatchelCharge_Remote_Mag};
democharge[] = {DemoCharge_Remote_Mag};
APmine1[] = {APERSBoundingMine_Range_Mag};
APmine2[] = {APERSMine_Range_Mag};
};
class gear{
none[] = {}
laserpointer[] = {acc_pointer_IR};
flashlight[] = {acc_flashlight};
holo[] = {optic_ACO};
marksman[] = {optic_MRCO};
sniper[] = {optic_SOS};
bipod1[] = {};
hg_silencer[] = {};
hg_optics[] = {optic_MRD};
nvg[] = {NVGoggles};
nvgPilot[] = {NVGoggles};// Integrated_NVG_F for fullscreen NV
uavterminal[] = {}; //B_UavTerminal, O_UavTerminal or I_UavTerminal
class weapon{
weapon = "";
pointer = none;
silencer = none;
optics = none;
bipod = none;
mag_primary[] = {}; //muzzle 1 (mostly bullets)
//mag_secondary[] = {};//muzzle 2 (UGL, underslung shotgun, weird CSAT 50cal...)
//most weapons dont' have a second muzzle, and those that do, generally have a 40mm.
//so, to reduce work, the 'default' weapon has GL as secondary
//default pattern:
//0:HE
//1-5:smoke: white,green,red,yellow,purple
//6-10:flare: white,green,red,yellow,IR,
mag_secondary[] = {
1Rnd_HE_Grenade_shell,
1Rnd_Smoke_Grenade_shell,
1Rnd_SmokeGreen_Grenade_shell,
1Rnd_SmokeRed_Grenade_shell,
1Rnd_SmokeYellow_Grenade_shell,
1Rnd_SmokePurple_Grenade_shell,
UGL_FlareWhite_F,
UGL_FlareGreen_F,
UGL_FlareRed_F,
UGL_FlareYellow_F,
UGL_FlareCIR_F
};
};
class binoculars:weapon{
weapon = Rangefinder;
};
class laserdesignator:weapon{
weapon = Laserdesignator;
mag_primary[]={Laserbatteries};
};
class SDAR:weapon{//all factions use it
weapon = arifle_SDAR_F;
mag_primary[] = {
30Rnd_556x45_Stanag_red,
30Rnd_556x45_Stanag_Tracer_Red,
20Rnd_556x45_UW_mag
};
};
};
class clothes{
class Base{
Uniform[] = {};
Helmet[] = {};
Rig[] = {};
Glasses[] = {};
};
class Diver:Base{};
class Pilot:Base{};
class Jet:Base{};
class Crew:Base{};
class Ghillie:Base{};
class SF:Base{};
class VIP:Base{};
};
class backpacks{
bag[] = {};
bagLarge[] = {};
bagdiver[] = {};
baguav[] = {};
baghmgg[] = {};
baghmgag[] = {};
bagmtrg[] = {};
bagmtrag[] = {};
baghsamg[] = {};
baghsamag[] = {};
bagRadio[] = {};
bagParachute[]={B_Parachute};//interesting, everyone uses B_parachute
};
//Since magazines are tied to the gun, a loadout can have, eg.
//gun="_AKM", "_AKM", "_AKS"}, and reliably get the right ammo loadout
//By default, a weapon will preload whatever mag is first added to the inventory
class weapons{
Rifle[] = {};
Carbine[] = {};
SMG[] = {};
GLRifle[] = {};
Pistol[]={};
AR[]={};
MMG[]={};
DM[]={};
LAT[]={};
MAT[]={};
HAT[]={};
SAM[]={};
Sniper[]={};
Diver[]={_SDAR};
};
// ====================================================================================
// DEFINE UNIT TYPE LOADOUTS
// ====================================================================================
//"var" is game config, "_var" is faction config, "_this_var" is unit,
// so a ToolKit, 4 bandages, 2 primary mags and 3 IR UGL flares is:
//{{ToolKit,1}{_bandage,4},{_this_gun_primaryMag,0,2},{_this_gun_secondaryMag,10,3}};
class baselineMan{
gun="";
launcher="";
handgun="";
clothes=_Base; //_: faction>relevantcontainer>
backpack="";
binoculars="";
map = ItemMap;
compass = ItemCompass;
radio = ItemRadio;
watch = ItemWatch;
GPS = ItemGPS;
nvg = _nvg; //note: by default, all units have _nvg, but unless overwritten, _nvg is "";
baseline[] = {{_bandage, 4},{_firstaid, 2}}; //base medical gear, everyone has it
items[]={baseline};
traits[] = {};
};
//Partials
class crew:baselineMan{
gun=_SMG;
clothes=_Crew;
crew[] = {{_this_gun_primaryMag,0,5},{_smoke_blue, 3}};//this array could be defined in the Baseline class
items[]+={crew}; //but adding it here makes it show up in configviewer
};
class lightVehicleCrew:crew{
gun=_Carbine;
binoculars=_binoculars;
};
class lightInfantry:baselineMan{ //RAT, Medic, Engineers, CO, DC, JTAC, UAV, and HMG-, MAT-, HAT-, MTR-, MSAM-, and HSAM- Gunners
gun=_Carbine;
lightInfantry[]= {{_this_gun_primaryMag,0,5},{_this_gun_primaryMag,1,2},{_smoke_white, 3}};
items[]+={lightInfantry};
};
class heavyInfantry:baselineMan{ //FTL, DM, Diver, SMG, Car, Gren, AAR, CLS, Rifleman, attachment leads and assistants
gun=_Rifle;//mostly overwritten
heavyInfantry[]= {{_this_gun_primaryMag,0,5},{_this_gun_primaryMag,1,2},{_smoke_white, 3},{_grenade, 2}};
items[]+={heavyInfantry};
};
//Final Units
class Autorifleman:baselineMan{
gun=_AR;
backpack = _bag;
AR[]= {{_this_gun_primaryMag,0,2},{_this_gun_primaryMag,1,1},{_smoke_white, 3},{_grenade, 1}};
items[]+={AR};
};
class AAR:heavyInfantry{
backpack=_bag;
AAR[] ={
{_bandage, 4},
{_firstaid, 2},
{_weapon_AR_primaryMag,0,1},
{_weapon_LAT_primaryMag,0,1},
{_grenade, 2}
};
items[]+={AAR};
};
class RiflemanAT:lightInfantry{
backpack=_bag;
launcher=_LAT;
RAT[]= {{_this_launcher_primaryMag, 0,2},{_this_launcher_primaryMag, 1,1},{_grenade, 2}};
items[]+={RAT};
};
class FTL:heavyInfantry{
backpack=_bag;
binoculars=_binoculars;
gun=_GLRifle;
FTL[]={{_this_gun_secondaryMag,0,11},{_this_gun_secondaryMag,1,3}, {_smoke_green, 2}};
items[]+={FTL};
};
class DC:lightInfantry{
backpack=_bagRadio;
binoculars=_binoculars;
gun=_GLRifle;
handgun=_Pistol;
DC[] = {
{_this_gun_secondaryMag,0,11}, //UGL_HE
{_this_gun_secondaryMag,1,3}, //UGL_smoke_white
{_this_gun_secondaryMag,3,3}, //UGL_smoke_red
{_this_handgun_primaryMag,0,2},
{_smoke_purple, 3}
};
items[]+={DC};
};
class CO:lightInfantry{
backpack=_bagRadio;
binoculars=_binoculars;
gun=_GLRifle;
handgun=_Pistol;
CO[] = {
{_this_gun_secondaryMag,1,5}, //UGL_smoke
{_this_gun_secondaryMag,2,2}, //UGL_smoke_green
{_this_gun_secondaryMag,3,2}, //UGL_smoke_red
{_this_handgun_primaryMag,0,4},
{_smoke_purple, 3}
};
items[]+={CO};
};
class JTAC:lightInfantry{
backpack=_bagRadio;
binoculars=_laserdesignator;
gun=_GLRifle;
handgun=_Pistol;
GPS=_uavterminal;
JTAC[]= {
{_this_gun_secondaryMag,3,3}, //UGL_smoke_red <<rifle is loaded with *first* mag
{_this_gun_secondaryMag,1,3}, //UGL_smoke
{_this_gun_secondaryMag,2,2}, //UGL_smoke_green
{_this_handgun_primaryMag,0,4}
};
items[]+={JTAC};
};
class Medic:lightInfantry{
backpack=_bagLarge;
traits[]+={medic};
Medic[]= {{_smoke_white, 3}, {_medkit, 1}, {_firstaid, 10}, {_bandage, 20}};
items[]+={Medic};
};
class CLS:heavyInfantry{//is CLS not a medic?
backpack=_bag;
CLS[]={{_firstaid, 10},{_grenade, 2},};
items[]+={CLS};
};
class DesignatedMarksman:heavyInfantry{
gun=_dm;
};
class MMGL:heavyInfantry{
backpack=_bag;
binoculars=_binoculars;
MMGL[]={{_weapon_MMG, 0,0,2},{_weapon_MMG, 0,1,1},};
items[]+={MMGL};
};
class MMGG:baselineMan{
backpack=_bag;
gun=_MMG;
MMGG[]= {{_this_gun_primaryMag,0,2},{_this_gun_primaryMag,1,1},{_smoke_white, 3}};
items[]+={MMGG};
};
class MMGAG:heavyInfantry{
backpack=_bag;
MMGAG[]={{_weapon_MMG, 0,0,2},{_weapon_MMG, 0,1,1}};
items[]+={MMGAG};
};
class HMGG:lightInfantry{
backpack=_baghmgg;
};
class HMGAG:heavyInfantry{
binoculars=_binoculars;
backpack=_baghmgag;
};
class MATL:heavyInfantry{
binoculars=_binoculars;
backpack=_bag;
MATL[]={{_weapon_MAT, 0,0,2},{_weapon_MAT, 0,1,1},};
items[]+={MATL};
};
class MATG:lightInfantry{
backpack=_bagLarge;
launcher=_MAT;
MATG[]= {{_this_launcher_primaryMag, 0,2},{_this_launcher_primaryMag, 1,1}};
items[]+={MATG};
};
class MATAG:heavyInfantry{
backpack=_bag;
MATAG[]={{_weapon_MAT, 0,0,2},{_weapon_MAT, 0,1,1},};
items[]+={MATAG};
};
class HATL:heavyInfantry{
binoculars=_binoculars;
backpack=_bagLarge;
HATL[]={{_weapon_HAT, 0,0,2},};
items[]+={HATL};
};
class HATG:lightInfantry{
backpack=_bagLarge;
launcher=_hat;
HATG[]= {{_this_launcher_primaryMag, 0,2}};
items[]+={HATG};
};
class HATAG:heavyInfantry{
backpack=_bagLarge;
HATAG[]={{_weapon_HAT, 0,0,1}};
items[]+={HATAG};
};
class MTRG:lightInfantry{
backpack=_bagmtrg;
};
class MTRAG:heavyInfantry{
binoculars=_binoculars;
backpack=_bagmtrag;
};
class MSAML:heavyInfantry{
binoculars=_binoculars;
backpack=_bagLarge;
MSAML[]={{_weapon_SAM, 0,0,2}};
items[]+={MSAML};
};
class MSAMG:lightInfantry{
backpack=_bag;
launcher=_SAM;
};
class MSAMAG:heavyInfantry{
backpack=_bag;
MSAMAG[]={{_weapon_SAM, 0,0,2}};
items[]+={MSAMAG};
};
class HSAMG:lightInfantry{
backpack=_baghsamg;
};
class HSAMAG:heavyInfantry{
binoculars=_binoculars;
backpack=_baghsamag;
};
class Sniper:baselineMan{
gun=_Sniper;
handgun=_Pistol;
clothes=_Ghillie;
Sniper[]= {
{_this_gun_primaryMag,0,7},
{_this_gun_primaryMag,1,2},
{_smoke_white, 3},
{_this_handgun_primaryMag,0,5}
};
items[]+={Sniper};
};
class Spotter:heavyInfantry{
binoculars=_binoculars;
clothes=_Ghillie;
Spotter[]={{_weapon_Sniper_primaryMag,0,3}};
items[]+={Spotter};
};
class LightVehicleCommander:lightVehicleCrew{};
class LightVehicleDriver:lightVehicleCrew{
traits[]+={engineer};
backpack = _bag;
LVD[] ={ToolKit};
items[]+={LVD};
};
class VehicleCommander:crew{
binoculars=_binoculars;
};
class VehicleGunner:crew{};
class VehicleDriver:crew{
traits[]+={engineer};
backpack = _bag;
VD[] ={ToolKit};
items[]+={VD};
};
class JetPilot:baselineMan{
gun=_SMG;
clothes=_Jet;
nvg=_nvgPilot;
JetPilot[]= {{_this_gun_primaryMag,0,3},{_smoke_blue, 3}};
items[]+={JetPilot};
traits[]+={engineer};
};
class HelicopterCrew:crew{
clothes=_Pilot;
traits[]+={engineer};
backpack = _bag;
HC[] ={ToolKit};
items[]+={HC};
};
class EngineerDemo:lightInfantry{
backpack=_bagLarge;
traits[] +={engineer, explosiveSpecialist};
EngineerDemo[] ={
{ToolKit, 1},
{MineDetector, 1},
{_APmine2, 2},
{_ATmine,1},
{_grenade, 2}
};
items[]+={EngineerDemo};
};
class EngineerMines:lightInfantry{
backpack=_bagLarge;
EngineerMines[] ={
{ToolKit, 1},
{MineDetector, 1},
{_satchel, 2},
{_grenade, 2}
};
items[]+={EngineerMines};
traits[]+={engineer, explosiveSpecialist};
};
class UAV:lightInfantry{
backpack=_baguav;
GPS = _uavterminal;
};
class Diver:heavyInfantry{
gun=_Diver;
backpack=_bagDiver;
clothes=_Diver;
Diver[]={{_this_gun_primaryMag,2,3},{_grenade, 1}};
items[]+={Diver};
};
class SMG:heavyInfantry{//not in template
gun=_SMG;
};
class Carabiner:heavyInfantry{//not in template
gun=_Carbine;
};
class Rifleman:heavyInfantry{//not in template
Rifleman[]={{_bandage, 4},{_firstaid, 2},{_grenade, 2}};
items[]+={Rifleman};
};
class Grenadier:heavyInfantry{//not in template
gun=_GLRifle;
backpack=_bag;
GrenadierItems[] ={{_this_gun_secondaryMag,0,11}};
items[]+={GrenadierItems};
};
// ====================================================================================
// DEFINE VEHICLE CARGO
// ====================================================================================
class v_car{
weapons[]={{_Carbine,2}};
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,8},
{_GLRifle_primaryMag,0,8},
{_GLRifle_secondaryMag,0,4},//HE
{_GLRifle_secondaryMag,1,4},//smk
{_Carbine_primaryMag,0,10},
{_AR_primaryMag,0,5},
{_LAT_primaryMag,0,1},
{_grenade, 4},
{_smoke_white, 4},
{_smoke_green, 2},
{_firstaid, 4},
{_bandage, 12},
};
};
class v_tr{
weapons[]={{_Carbine,4}};
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,20},
{_GLRifle_primaryMag,0,20},
{_GLRifle_secondaryMag,0,12},//HE
{_GLRifle_secondaryMag,1,12},//smk
{_Carbine_primaryMag,0,20},
{_AR_primaryMag,0,10},
{_LAT_primaryMag,0,6},
{_grenade, 12},
{_smoke_white, 12},
{_smoke_green, 4},
{_firstaid, 8},
{_bandage, 24},
{_bag,4}
};
};
class v_ifv{
weapons[]={{_Carbine,2}};
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,10},
{_GLRifle_primaryMag,0,10},
{_GLRifle_secondaryMag,0,8},//HE
{_GLRifle_secondaryMag,1,4},//smk
{_Carbine_primaryMag,0,12},
{_AR_primaryMag,0,8},
{_LAT_primaryMag,0,2},
{_grenade, 8},
{_smoke_white, 8},
{_smoke_green, 2},
{_firstaid, 6},
{_bandage, 18},
{_bag,2}
};
};
class v_tank{
items[]+={baselineItems};
baselineItems[]={
{_smoke_white, 4},
{_smoke_green, 2},
{_chem_green, 2},
{_firstaid, 2},
{_bandage, 6},
{_bag,2},
{Toolkit,1}
};
};
class v_helo_l{
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,5},
{_GLRifle_primaryMag,0,5},
{_Carbine_primaryMag,0,5},
{_AR_primaryMag,0,2},
{_smoke_white, 4},
{_smoke_green, 2},
{_chem_green, 4},
{_firstaid, 2},
{_bandage, 6},
{Toolkit,1}
};
};
class v_helo_m{
weapons[]={{_Carbine,2},{_LAT,1}};
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,10},
{_GLRifle_primaryMag,0,10},
{_GLRifle_secondaryMag,0,12},//HE
{_Carbine_primaryMag,0,10},
{_AR_primaryMag,0,6},
{_grenade, 4},
{_Mgrenade, 4},
{_smoke_white, 8},
{_smoke_green, 4},
{_chem_green, 4},
{_firstaid, 4},
{_bandage, 12},
{_bag,2},
{Toolkit,1}
};
};
class v_helo_h{
weapons[]={{_Carbine,8},{_LAT,2}};
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,20},
{_GLRifle_primaryMag,0,20},
{_GLRifle_secondaryMag,0,12},//HE
{_GLRifle_secondaryMag,1,12},//smk
{_Carbine_primaryMag,0,20},
{_AR_primaryMag,0,12},
{_LAT_primaryMag,0,4},
{_grenade, 12},
{_Mgrenade, 12},
{_smoke_white, 12},
{_smoke_green, 4},
{_chem_green, 4},
{_firstaid, 6},
{_bandage, 18},
{_bag,4},
{Toolkit,1}
};
};
class v_helo_a{
items[]+={baselineItems};
baselineItems[]={
{_smoke_white, 4},
{_smoke_green, 2},
{_chem_green, 4},
{_firstaid, 2},
{_bandage, 6}
};
};
class v_jet{
items[]+={baselineItems};
baselineItems[]={
{_smoke_white, 2},
{_smoke_green, 1},
{_chem_green, 2},
{_firstaid, 1},
{_bandage, 2},
{B_Parachute,1},
{_bag,1},
{Toolkit,1}
};
};
class crate_small{
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,5},
{_GLRifle_primaryMag,0,5},
{_GLRifle_secondaryMag,0,5},//HE
{_GLRifle_secondaryMag,1,4},//smk
{_Carbine_primaryMag,0,5},
{_AR_primaryMag,0,5},
{_LAT_primaryMag,0,2},
{_grenade, 8},
{_Mgrenade, 8},
{_smoke_white, 8},
{_smoke_green, 2},
{_firstaid, 6},
{_bandage, 18},
};
};
class crate_med{
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,15},
{_GLRifle_primaryMag,0,20},
{_GLRifle_secondaryMag,0,20},//HE
{_GLRifle_secondaryMag,1,16},//smk
{_Carbine_primaryMag,0,20},
{_AR_primaryMag,0,15},
{_LAT_primaryMag,0,6},
{_grenade, 25},
{_Mgrenade, 25},
{_smoke_white, 25},
{_smoke_green, 6},
{_firstaid, 25},
{_bandage, 75},
};
};
class crate_large{
items[]+={baselineItems};
baselineItems[]={
{_Rifle_primaryMag,0,45},
{_GLRifle_primaryMag,0,60},
{_GLRifle_secondaryMag,0,60},//HE
{_GLRifle_secondaryMag,1,50},//smk
{_Carbine_primaryMag,0,60},
{_AR_primaryMag,0,45},
{_LAT_primaryMag,0,20},
{_grenade, 75},
{_Mgrenade, 75},
{_smoke_white, 75},
{_smoke_green,20},
{_firstaid, 75},
{_bandage, 225},
};
};
};
/* */
class assignGear{
#include "f\assignGear\baseline.hpp"
#include "f\assignGear\NATO.hpp"
#include "f\assignGear\NATO_Pacific.hpp"
#include "f\assignGear\NATO_Woodland.hpp"
#include "f\assignGear\Gendarmerie.hpp"
#include "f\assignGear\3IFB.hpp"
#include "f\assignGear\NPR.hpp"
};
class Gendarmerie:defaultGear{
class gear:gear{
silencer1[] = {muzzle_snds_B};
//silencer2[] = {muzzle_snds_H};
bipod1[] = {bipod_02_F_blk};
//bipod2[] = {bipod_02_F_blk}; unused
hg_silencer1[] = {muzzle_snds_L}; unused
uavterminal[] = {B_UavTerminal};
class EMR:weapon{
weapon = srifle_DMR_03_F;
mag_primary[] = {20Rnd_762x51_Mag};
silencer=silencer1;
};
class SPAR:weapon{
weapon = arifle_SPAR_01_blk_F;
mag_primary[] = {30Rnd_556x45_Stanag};
};
class SPAR_S:weapon{
weapon = arifle_SPAR_03_blk_F;
mag_primary[] = {20Rnd_762x51_Mag};
bipod=bipod1;
optic=sniper;
};
class Protector:weapon{
weapon = SMG_05_F;
mag_primary[] = {30Rnd_9x21_Mag_SMG_02};
};
class Rook:weapon{
weapon = hgun_Rook40_F;
mag_primary[] = {16Rnd_9x21_Mag};
};
class Rook_Silent:Rook{
silencer=hg_silencer;
};
};
class clothes:clothes{
class Base{
Uniform[] = {U_B_GEN_Soldier_F};
Helmet[]={H_MilCap_gen_F};
Rig[] = {V_TacVest_gen_F};
Glasses[]={G_Aviator};
};
class Pilot:Base{
Uniform[] = {U_B_GEN_Commander_F};
};
class SF:Pilot{
Helmet[]={H_Helmet_Skate};
Rig[] = {V_PlateCarrier1_blk};
Glasses[]={G_Balaclava_blk};
};
class VIP:Pilot{
Helmet[]={H_Beret_gen_F};
Glasses[]={};
};
};
class backpacks:backpacks{
bag[] = {B_AssaultPack_blk};
bagLarge[] = {B_Kitbag_blk};
};
class weapons:weapons{
weapon_Rifle[] = {_EMR};
weapon_Carbine[] = {_SPAR};
weapon_MarksmanRifle[] = {_SPAR_S};
weapon_SMG[] = {_Protector};
weapon_Pistol[] = {_Rook};
weapon_SilentPistol[] = {_Rook_Silent};
};
// ====================================================================================
// DEFINE UNIT TYPE LOADOUTS
// ====================================================================================
class baselineMan:baselineMan{
clothes=_Base;
traits[]+={medic};
handgun=_weapon_Pistol;
nvg = ;//by default, Gendarmerie gets no NODs.
baselineGendarme[]= {{_this_handgun_primaryMag,0,8}};
items[]+={baselineGendarme};
};
class HelicpoterPilot:baselineMan{
clothes=_Pilot;
traits[]+={engineer}; //no toolkit?
HCPilot[]= {{_smoke_blue, 4}};
items[]+={HCPilot};
};
class Patrolman:baselineMan{ //also DC and CO?
binoculars=_binoculars;
Patrolman[]= {
{_smoke_white,1},
{_chem_green,1},
{_chem_red,1},
{_chem_yellow,1}
};
items[]+={Patrolman};
};
class SMG:Patrolman{
gun=_weapon_SMG;
binoculars="";
SMG[]= {{_this_gun_primaryMag,0,8}};
items[]+={SMG};
}
class Carabiner:Patrolman{
gun=_weapon_Carbine;
binoculars="";
Carabiner[]= {{_this_gun_primaryMag,0,8}};
items[]+={Carabiner};
}
class Marksman:Patrolman{
gun=_weapon_MarksmanRifle;
};
class NightForce:Patrolman{
traits[]={}; //uniquely, not a medic
gun=_weapon_Rifle;
handgun=_weapon_SilentPistol;
NightForce[]= {{_this_gun_primaryMag,0,8},{_grenade, 1},{_smoke_white, 1}};
items[]+={NightForce};
}
// ====================================================================================
// DEFINE VEHICLE CARGO
// ====================================================================================
class v_car{
weapons[]={{_weapon_SMG,2}};
items[]={
{_weapon_SMG_primaryMag,0,12},
{_chem_green, 4},
{_chem_red, 4},
{_chem_yellow, 4},
{Toolkit,1},
{_firstaid, 4},
{_bandage, 12},
{_medkit,1}
};
};
class v_helo_l:v_car{};
}
class NATO:Baseline{
class gear:gear{
//silencer1[] = {muzzle_snds_M}; unused
//silencer2[] = {muzzle_snds_H};
holo[] = {optic_Holosight};
bipod1[] = {bipod_01_F_snd};
//bipod2[] = {bipod_01_F_blk}; unused
//hg_silencer1[] = {muzzle_snds_acp}; unused
uavterminal[] = {B_UavTerminal};
class weaponNATO:weapon{
optics = holo;
mag_primary[] = {
30Rnd_65x39_caseless_mag,
30Rnd_65x39_caseless_mag_Tracer
};
};
class MX:weaponNATO{
weapon = arifle_MX_F;
};
class MX_GL:weaponNATO{
weapon = arifle_MX_GL_F;
pointer = laserpointer;
};
class MXC:weaponNATO{
weapon = arifle_MXC_F;
};
class MXSW:weaponNATO{
weapon = arifle_MX_SW_F;
mag_primary[] = {
100Rnd_65x39_caseless_mag,
100Rnd_65x39_caseless_mag_Tracer
};
bipod = bipod1;
};
class MXM:weaponNATO{
weapon = arifle_MXM_F;
bipod = bipod1;
optics = marksman;
};
class Vermin:weaponNATO{
weapon = SMG_01_F;
mag_primary[] = {30Rnd_45ACP_Mag_SMG_01};
};
class ACP:weapon{
weapon = hgun_Pistol_heavy_01_F;
mag_primary[] = {11Rnd_45ACP_Mag};
};
class SPMG:weaponNATO{
weapon = MMG_02_camo_F;
mag_primary[] = {130Rnd_338_Mag};
bipod = bipod1;
};
class MAAWS:weapon{
weapon=launch_MRAWS_sand_F;
mag_primary[] = {MRAWS_HEAT_F,MRAWS_HE_F};
};
class MAAWS_light:MAAWS{
mag_primary[] = {MRAWS_HEAT55_F,MRAWS_HE_F};
};
class TitanAT:weapon{
weapon=launch_B_Titan_short_F;
mag_primary[] = {Titan_AT,Titan_AP};
};
class TitanAA:weapon{
weapon=launch_B_Titan_F;
mag_primary[] = {Titan_AA};
};
class M320:weapon{
weapon = srifle_LRR_camo_F;
mag_primary[] = {7Rnd_408_Mag};
optics = sniper;
bipod = bipod1;
};
class SpotterMX:MX{
pointer = laserpointer;
};
};
class clothes:clothes{
class Base:Base{
Uniform[] = {U_B_CombatUniform_mcam,U_B_CombatUniform_mcam_tshirt,U_B_CombatUniform_mcam_vest};
Helmet[]={H_HelmetB,H_HelmetB_grass,H_HelmetB_sand};
Rig[] = {V_PlateCarrier2_rgr};
Glasses[]={};
};
class Diver:Base{
Uniform[] = {U_B_Wetsuit};
Helmet[]={};
Rig[] = {V_RebreatherB};
Glasses[]={G_Diving};
};
class Pilot:Base{
Uniform[] = {U_B_HeliPilotCoveralls};
Helmet[]={H_PilotHelmetHeli_B};
Rig[] = {V_TacVest_blk};
Glasses[]={};
};
class Jet:Base{
Uniform[] = {U_B_PilotCoveralls};
Helmet[]={H_PilotHelmetFighter_B};
Rig[] = {};
Glasses[]={};
};
class Crew:Base{
Uniform[] = {U_B_CombatUniform_mcam_vest};
Helmet[]={H_HelmetCrew_B};
Rig[] = {V_Chestrig_khk};
Glasses[]={};
};
class Ghillie:Base{
Uniform[] = {U_B_GhillieSuit};
Helmet[]={};
Rig[] = {V_Chestrig_rgr};
Glasses[]={};
};
class SF:Base{
Uniform[] = {U_B_SpecopsUniform_sgg};
Helmet[]={H_HelmetSpecB,H_HelmetSpecB_paint1,H_HelmetSpecB_paint2,H_HelmetSpecB_blk};
Rig[] = {V_PlateCarrierSpec_rgr};
Glasses[]={};
};
class VIP:Base{
Uniform[] = {U_B_CombatUniform_mcam_tshirt};
Helmet[]={H_Beret_02};
Rig[] = {V_TacVest_khk};
Glasses[]={};
};
};
class backpacks:backpacks{
bag[] = {B_AssaultPack_mcamo};
bagLarge[] = {B_Kitbag_mcamo};
bagdiver[] = {B_AssaultPack_blk};
baguav[] = {B_UAV_01_backpack_F};
baghmgg[] = {B_HMG_01_weapon_F;};
baghmgag[] = {B_HMG_01_support_F};
baghatg[] = {B_AssaultPack_mcamo};
bagmtrg[] = {B_Mortar_01_weapon_F};
bagmtrag[] = {B_Mortar_01_support_F};
baghsamg[] = {B_AA_01_weapon_F};
baghsamag[] = {B_HMG_01_support_F};
bagRadio[] = {B_RadioBag_01_mtp_F};
};
class weapons:weapons{
Rifle[] = {_MX};
Carbine[] = {_MXC};
SMG[] = {_SMG};
GLRifle[] = {_MXGL};
Pistol[]={_ACP};
AR[]={_MXSW};
MMG[]={_MMG};
DM[]={_MXM};
LAT[]={_MAAWS_light};
MAT[]={_MAAWS};
HAT[]={_TitanAT};
SAM[]={_TitanAA};
Sniper[]={_M320};
Spotter[]={_SpotterMX};
};
// ====================================================================================
class Autorifleman:Autorifleman{
NatoAR[] = {{_this_gun_primaryMag,0,2},{_this_gun_primaryMag,1,1}};
items[]+={NatoAR};
};
class AAR:AAR{
NatoAAR[] ={{_weapon_AR_primaryMag, 0, 1}};
items[]+={NatoAAR};
};
class Spotter:Spotter{
gun=_Spotter;
};
};
class NATO_Pacific:NATO{
class gear{
//silencer1[] = {muzzle_snds_m_khk_F}; unused
//silencer2[] = {muzzle_snds_H_khk_F};
holo[] = {optic_Holosight_khk_F};
marksman[] = {optic_Hamr_khk_F};
sniper[] = {optic_LRPS_tna_F};
bipod1[] = {bipod_01_F_khk};
nvg[] = {NVGoggles_tna_F};
nvgPilot[] = {NVGoggles_tna_F};// Integrated_NVG_F for fullscreen NV
class laserdesignator:laserdesignator{
weapon=Laserdesignator_01_khk_F;
}
class weaponNATO:weaponNATO{
mag_primary[] = {
30Rnd_65x39_caseless_khaki_mag,
30Rnd_65x39_caseless_khaki_mag_Tracer
};
};
class MX:weaponNATO{
weapon = arifle_MX_khk_F;
};
class SpotterMX:MX{
pointer = laserpointer;
};
class MX_GL:weaponNATO{
weapon = arifle_MX_GL_khk_F;
pointer = laserpointer;
};
class MXC:weaponNATO{
weapon = arifle_MXC_khk_F;
};
class MXSW:weaponNATO{
weapon = arifle_MX_SW_khk_F;
mag_primary[] = {
100Rnd_65x39_caseless_khaki_mag,
100Rnd_65x39_caseless_khaki_mag_Tracer
};
bipod = bipod1;
};
class MXM:weaponNATO{
weapon = arifle_MXM_khk_F;
bipod = bipod1;
optics = marksman;
};
class SPMG:SPMG{
weapon = MMG_02_black_F;
};
class MAAWS:MAAWS{
weapon=launch_MRAWS_green_F;
};
class MAAWS_light:MAAWS_light{
weapon=launch_MRAWS_green_F;
};
class TitanAT:TitanAT{
weapon=launch_B_Titan_short_tna_F;
};
class TitanAA:TitanAA{
weapon=launch_B_Titan_tna_F;
};
class M320:M320{
weapon = srifle_LRR_tna_F;
};
};
class clothes:clothes{
class Base:Base{
Uniform[] = {U_B_T_Soldier_F,U_B_T_Soldier_AR_F,U_B_T_Soldier_SL_F};
Helmet[]={H_HelmetB_tna_F};
Rig[] = {V_PlateCarrier2_tna_F};
};
class Crew:Crew{
Uniform[] = {U_B_T_Soldier_SL_F};
Rig[] = {V_Chestrig_oli};
};
class Ghillie:Ghillie{
Uniform[] = {U_B_T_Sniper_F};
Rig[] = {V_Chestrig_oli};
};
class VIP:VIP{
Uniform[] = {U_B_T_Soldier_AR_F};
Rig[] = {V_TacVest_oli};
Glasses[]={};
};
};
class backpacks:backpacks{
bag[] = {B_AssaultPack_tna_F};
bagLarge[] = {B_Kitbag_rgr};
baghatg[] = {B_AssaultPack_tna_F};
baghatag[] = {B_Kitbag_rgr};
bagRadio[] = {B_RadioBag_01_tropic_F};
};
};
class NATO_Woodland:NATO{
class gear:gear{
holo[] = {optic_Holosight_blk_F};
bipod1[] = {bipod_01_F_blk};
//bipod2[] = {bipod_01_F_khk}; unused
hg_optics[] = {optic_MRD_black};
nvg[] = {NVGoggles_INDEP};
nvgPilot[] = {NVGoggles_INDEP};// Integrated_NVG_F for fullscreen NV
class laserdesignator:laserdesignator{
weapon=Laserdesignator_01_khk_F;
};
class weaponNATO:weapon{
optics = holo;
mag_primary[] = {
30Rnd_65x39_caseless_black_mag,
30Rnd_65x39_caseless_black_mag_Tracer
};
};
class MX:weaponNATO{
weapon = arifle_MX_black_F;
};
class SpotterMX:MX{
pointer = laserpointer;
};
class MX_GL:weaponNATO{
weapon = arifle_MX_GL_black_F;
pointer = laserpointer;
};
class MXC:weaponNATO{
weapon = arifle_MXC_black_F;
};
class MXSW:weaponNATO{
weapon = arifle_MX_SW_black_F;
mag_primary[] = {
100Rnd_65x39_caseless_black_mag,
100Rnd_65x39_caseless_black_mag_Tracer
};
bipod = bipod1;
};
class MXM:weaponNATO{
weapon = arifle_MXM_black_F;
bipod = bipod1;
optics = marksman;
};
class ACP:ACP{
weapon = hgun_Pistol_heavy_01_green_F;
};
class MAAWS:MAAWS{
weapon=launch_MRAWS_green_F;
};
class MAAWS_light:MAAWS_light{
weapon=launch_MRAWS_green_F;
};
class TitanAA:TitanAA{
weapon=launch_B_Titan_Olive_F;
};
};
class clothes:clothes{
class Base:Base{
Uniform[] = {U_B_CombatUniform_mcam_wdl_f,U_B_CombatUniform_tshirt_mcam_wdL_f,U_B_CombatUniform_vest_mcam_wdl_f};
Helmet[]={H_HelmetB_plain_wdl};
Rig[] = {V_PlateCarrier2_wdl};
};
class Crew:Crew{
Uniform[] = {U_B_CombatUniform_vest_mcam_wdl_f};
Rig[] = {V_Chestrig_rgr};
};
class Ghillie:Ghillie{
Uniform[] = {U_B_T_Sniper_F};
};
class SF:SF{
Uniform[] = {U_B_CombatUniform_vest_mcam_wdl_f};
Helmet[]={H_HelmetSpecB_wdl};
Rig[] = {V_PlateCarrierSpec_wdl};
};
class VIP:VIP{
Uniform[] = {U_B_CombatUniform_tshirt_mcam_wdl_f};
Rig[] = {V_TacVest_oli};
};
};
class backpacks:backpacks{
bag[] = {B_AssaultPack_wdl_f};
bagLarge[] = {B_Kitbag_rgr};
baghmgg[] = {I_HMG_01_weapon_F;};
baghmgag[] = {I_HMG_01_support_F};
baghatg[] = {B_AssaultPack_wdl_f};
baghatag[] = {B_Kitbag_rgr};
bagmtrg[] = {I_Mortar_01_weapon_F};
bagmtrag[] = {I_Mortar_01_support_F};
baghsamg[] = {I_AA_01_weapon_F};
baghsamag[] = {I_HMG_01_support_F};
bagRadio[] = {B_RadioBag_01_wdl_F};
};
};
class NPR:Baseline{
class gear:gear{
laserpointer[] = {};
//silencer1[] = {muzzle_snds_B}; unused
//silencer2[] = {muzzle_snds_M};
bipod1[] = {bipod_02_F_blk};
//bipod2[] = {bipod_02_F_lush}; unused
//hg_silencer[] = {muzzle_snds_acp}; unused
nvg[] = {NVGoggles_OPFOR};
nvgPilot[] = {NVGoggles_OPFOR};
uavterminal[] = {O_UavTerminal};
class laserdesignator:laserdesignator{
weapon = Laserdesignator_03;
};
class NPRweapon:weapon{
mag_primary[] = {30Rnd_762x39_Mag_F,30Rnd_762x39_Mag_Tracer_F};
};
class AK12_GL:NPRweapon{
weapon = arifle_AK12_GL_F;
optics = holo;
}
class AKM:NPRweapon{
weapon = arifle_AKM_F;
optics = holo;
};
class AK12U:NPRweapon{
weapon = arifle_AK12U_F;
};
class Kozlice:NPRweapon{
weapon = sgun_HunterShotgun_01_F;
mag_primary[] = {2Rnd_12Gauge_Pellets, 2Rnd_12Gauge_Slug};
};
class PDW2000:NPRweapon{
weapon=hgun_PDW2000_F;
mag_primary[] = {30Rnd_9x21_Mag};
};
class Zubr:NPRweapon{
weapon = hgun_Pistol_heavy_02_F;
mag_primary[] = {10Rnd_9x21_Mag};
}
class Zafir:NPRweapon{
weapon = LMG_Zafir_F;
mag_primary[] = {150Rnd_762x54_Box,150Rnd_762x54_Box_Tracer};
bipod = bipod1;
};
class Mk14:NPRweapon{
weapon = srifle_DMR_06_hunter_F;
mag_primary[] = {20Rnd_762x51_Mag,20Rnd_762x51_Mag};
bipod = bipod1;
optics = marksman;
};
class RPG32:NPRweapon{
weapon = launch_RPG32_green_F;
mag_primary[] = {RPG32_F,RPG32_HE_F};
}
class TitanAT:weapon{
weapon=launch_B_Titan_short_F;
mag_primary[] = {Titan_AT,Titan_AP};
}
class TitanAA:weapon{
weapon=launch_B_Titan_F;
mag_primary[] = {Titan_AA};
}
class M320:weapon{
weapon = srifle_LRR_camo_F;
mag_primary[] = {7Rnd_408_Mag};
bipod=bipod1;
optics=sniper;
}
};
class clothes:clothes{
class Base:Base{
Uniform[]={U_BG_Guerrilla_6_1,U_BG_Guerilla2_2,U_BG_Guerilla2_1,U_BG_Guerilla2_3,U_BG_Guerilla1_1,U_BG_Guerilla1_2_F,U_BG_Leader,
U_I_C_Soldier_Bandit_3_F,U_I_C_Soldier_Para_2_F,U_I_C_Soldier_Para_3_F,U_I_C_Soldier_Para_4_F,U_I_C_Soldier_Para_1_F,
U_I_G_Story_Protagonist_F,U_I_G_resistanceLeader_F,U_C_WorkerCoveralls,
U_C_Uniform_Farmer_01_F,U_I_L_Uniform_01_camo_F,U_I_L_Uniform_01_deserter_F,U_I_L_Uniform_01_tshirt_black_F,U_I_L_Uniform_01_tshirt_olive_F,U_I_L_Uniform_01_tshirt_skull_F,
U_O_R_Gorka_01_black_F};
Helmet[]={H_Beret_Colonel};
Rig[]={V_PlateCarrier1_blk,V_PlateCarrier1_rgr_noflag_F,V_PlateCarrierIA1_dgtl,V_CarrierRigKBT_01_light_Olive_F,V_CarrierRigKBT_01_light_EAF_F};
Glasses[]={};
};
class Diver:Base{
Uniform[]={U_B_Wetsuit};
Helmet[]={};
Rig[]={V_RebreatherB};
Glasses[]={G_Diving};
};
class Pilot:Base{
Uniform[]={U_C_WorkerCoveralls};
//Helmet[]={}; //inherit base
Rig[]={V_Chestrig_blk};
Glasses[]={};
};
class Jet:Base{
Uniform[]={U_I_pilotCoveralls};
Helmet[]={H_PilotHelmetFighter_I};
Rig[]={};
Glasses[]={};
};
class Crew:Base{
//Uniform[]={};
//Helmet[]={};
Rig[]={V_Chestrig_blk};
Glasses[]={};
};
class Ghillie:Base{
Uniform[]={U_B_T_Sniper_F};
Helmet[]={};
Rig[]={V_Chestrig_rgr};
Glasses[]={};
};
class SF:Base{
//Uniform[]={};
//Helmet[]={};
//Rig[]={};
Glasses[]={};
};
class VIP:Base{
Uniform[]={U_O_R_Gorka_01_black_F};
//Helmet[]={};
//Rig[]={};
Glasses[]={};
};
};
class backpacks:backpacks{
bag[] = {B_FieldPack_khk};
bagLarge[] = {B_Carryall_khk};
bagdiver[] = { B_AssaultPack_blk};
baguav[] = {I_UAV_01_backpack_F};
baghmgg[] = {I_G_HMG_02_weapon_F;};
baghmgag[] = {I_G_HMG_02_support_F};
baghatg[] = {B_AssaultPack_rgr};
bagmtrg[] = {B_Mortar_01_weapon_F};
bagmtrag[] = {B_Mortar_01_support_F};
baghsamg[] = {B_AA_01_weapon_F};
baghsamag[] = {B_HMG_01_support_F};
bagRadio[] = {B_RadioBag_01_eaf_F,B_RadioBag_01_black_F,B_RadioBag_01_digi_F,B_RadioBag_01_black_F};
};
class weapons:weapons{
Rifle[] = {_AKM};
Carbine[] = {_AK12U};
SMG[] = {_PDW2000};
GLRifle[] = {_AK12_GL};
Pistol[]={_Zubr};
AR[]={_AKM};
MMG[]={_Zafir};
DM[]={_Mk14};
LAT[]={_RPG32};
MAT[]={_RPG32};
HAT[]={_TitanAT};
SAM[]={_TitanAA};
Sniper[]={_M320};
Spotter[]={_AKM};
Shotgun[]={_Kozlice};
};
// ====================================================================================
class Shotgunner:baselineMan{
gun=_Shotgun;
Shotgunner[] = {
{_this_gun_primaryMag,0,10},
{_this_gun_primaryMag,1,6},
{_smokegrenade, 3},
{_grenade, 2}
};
items[] +={Shotgunner};
};
class RiflemanAT:Shotgunner{
backpack=_bag;
launcher=_lat;
RAT[]= {{_this_launcher_primaryMag,0,1},{_this_launcher_primaryMag,1,1}};
items[] +={RAT};
};
class Medic:Shotgunner{
backpack=_bagLarge;
traits[]+={medic};
Medic[]= {{_smokegrenade, 3}, {_medkit, 1}, {_firstaid, 10}, {_bandage, 20}};
items[]+={Medic};
};
class Autorifleman:Autorifleman{
NPRAR[] = {{_this_gun_primaryMag,0,2},{_this_gun_primaryMag,1,1}};
itemArrays[]+={NPRAR};
};
};
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment