DerBiwi 10 Posted May 3, 2014 Hey guys, I'll try to generate some testing characters for the editor. Now, I would like to randomize some of the loadout and equipment (Vests, glasses etc.) Do somebody know, how I can manage this in an script and/ or in the config directly? Would be nice to know it. Greets, Biwi Share this post Link to post Share on other sites
ante185 2 Posted May 3, 2014 If you can wait a sec I can dig up my adaptation of the random hat script for civilians that does pretty much what you want it to dothis is for random uniforms, helmets and vests + adds a the ACP at random to the unit /* File: randomize_equipment.sqf Author: pettka, modified for a different purpose by "ante" Description: Randomizes a headgear form _headgear array and puts it to civilian's headgear slot upon startup of mission. _rnd1 is used to have some civilians without any headgear _rnd2 is used to determine particular headgear from array Parameter(s): None Returns: Nothing */ _uniform = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_sgg_vest", "U_B_CombatUniform_mcam_worn", "U_BG_Guerilla1_1", "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla3_1", "U_BG_leader", "U_I_CombatUniform_shortsleeve", "U_I_CombatUniform", "U_I_OfficerUniform"]; _headgear = ["H_MilCap_dgtl", "H_Shemag_khk", "H_Beret_blk", "H_Booniehat_dgtl", "H_Booniehat_mcamo", "H_HelmetB", "H_HelmetB_paint", "H_HelmetIA", "H_HelmetIA_net", "H_HelmetSpecB_paint2", "H_HelmetCrew_I"]; _vest = ["V_TacVestCamo_khk", "V_TacVestIR_blk", "V_TacVestIR_blk", "V_Rangemaster_belt", "V_BandollierB_blk", "V_BandollierB_oli", "V_BandollierB_rgr", "V_Chestrig_blk", "V_HarnessO_brn", "V_Rangemaster_belt", "V_TacVest_blk"]; _headCount = count _headgear; _uniformCount = count _uniform; _vestCount = count _vest; if (isServer) then { BIS_randomSeed1 = []; BIS_randomSeed2 = []; _rnd1 = floor random _uniformCount; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _rnd2 = floor random _headCount; _this setVariable ["BIS_randomSeed2", _rnd2, TRUE]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; waitUntil {!(isNil {_this getVariable "BIS_randomSeed2"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _randomSeed2 = _this getVariable "BIS_randomSeed2"; _magazines = magazines _this; _items = items _this; // Medkits, ToolKits etc. _assitems = assignedItems _this; // NVG's, GPS etc. if (true) then { Removeuniform _this; Removeheadgear _this; Removevest _this; _this adduniform (_uniform select _randomSeed1); _this addheadgear (_headgear select _randomSeed2); _this addvest (_vest select (((_randomSeed1 + _randomSeed2) % (_vestCount - 1)) * (floor random _vestCount) % (_vestCount + 1 ))); }; {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach _assitems; if (0.5 > _randomSeed1 / _headCount) then { _this addmagazine ("9Rnd_45ACP_Mag"); _this addweapon ("hgun_ACPC2_F"); _this addmagazine ("9Rnd_45ACP_Mag"); _this addmagazine ("9Rnd_45ACP_Mag"); _this addmagazine ("9Rnd_45ACP_Mag"); }; Here's a crude random weapons version of this /* File: randomize_equipment.sqf Author: pettka, modified for a different purpose by "ante" Description: Randomizes a headgear form _headgear array and puts it to civilian's headgear slot upon startup of mission. _rnd1 is used to have some civilians without any headgear _rnd2 is used to determine particular headgear from array Parameter(s): None Returns: Nothing */ _magazines = magazines _this; _items = items _this; // Medkits, ToolKits etc. _assitems = assignedItems _this; // NVG's, GPS etc. _weaponlist = ["arifle_mx_f", "arifle_Katiba_F", "arifle_MXC_F", "arifle_Katiba_C_F", "srifle_DMR_01_F", "arifle_MXM_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "LMG_Zafir_F", "SMG_02_F", "hgun_PDW2000_snds_F", "arifle_Mk20C_plain_F", "arifle_Mk20_F"]; _headCount = count _weaponlist; if (isServer) then { BIS_randomSeed1 = []; BIS_randomSeed2 = []; _rnd1 = floor random 3; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _rnd2 = floor random _headCount; _this setVariable ["BIS_randomSeed2", _rnd2, TRUE]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; waitUntil {!(isNil {_this getVariable "BIS_randomSeed2"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _randomSeed2 = _this getVariable "BIS_randomSeed2"; _getweapon = (_weaponlist select _randomSeed2); /* loaded magazine */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; if (_randomSeed1 < 6) then { _this addweapon (_getweapon); _this addmagazine ("9Rnd_45ACP_Mag"); _this addweapon ("hgun_ACPC2_F"); }; /* magazine 1 */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; /* magazine 2 */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; /* magazine 3 */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; /* magazine 4 */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; /* magazine 5 */ switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXC_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "arifle_Katiba_C_F": {_this addmagazine "30Rnd_65x39_caseless_green"}; case "arifle_MXM_F": {_this addmagazine "30Rnd_65x39_caseless_mag"}; case "srifle_DMR_01_F": {_this addmagazine "10Rnd_762x51_Mag"}; case "arifle_SDAR_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_TRG21_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "LMG_Zafir_F": {_this addmagazine "150Rnd_762x51_Box"}; case "SMG_02_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "hgun_PDW2000_snds_F": {_this addmagazine "30Rnd_9x21_Mag"}; case "arifle_Mk20C_plain_F": {_this addmagazine "30Rnd_556x45_Stanag"}; case "arifle_Mk20_F": {_this addmagazine "30Rnd_556x45_Stanag"}; }; How to add it to a unit: class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\characters_a_pmc\randomize_equipment.sqf"";(_this select 0) execVM ""\characters_a_pmc\randomize_weapons.sqf"""; }; I've modified the script that hands out random hats to civilians. 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DerBiwi 10 Posted May 3, 2014 (edited) Thanks for your help. But somehow, it doesnt work. They get the clothes, I have predefined for them in the Config. Here is the Script: /* File: randomize_equipment.sqf Author: pettka, modified for a different purpose by "ante" Description: Randomizes a headgear form _headgear array and puts it to civilian's headgear slot upon startup of mission. _rnd1 is used to have some civilians without any headgear _rnd2 is used to determine particular headgear from array Parameter(s): None Returns: Nothing */ _uniform = [ "U_BG_Guerilla1_1", "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla3_1", "U_BG_leader","U_C_Poor_1","U_C_Poor_2"]; _headgear = ["H_Cap_headphones","H_Cap_oli_hs","H_Bandanna_camo","H_Watchcap_blk","H_Bandanna_khk_hs","H_MilCap_gry","H_Bandanna_cbr","H_Bandanna_gry","H_Bandanna_mcamo","H_Booniehat_dirty","H_Booniehat_mcamo",H_Cap_blk","H_Cap_grn","H_Cap_grn_BI","H_Hat_camo","H_Hat_brown","H_MilCap_mcamo","H_MilCap_rucamo","H_Shemag_olive_hs","H_Watchcap_camo",]; _vest = ["V_BandollierB_blk","V_BandollierB_rgr,"V_Chestrig_blk","V_Chestrig_rgr","V_TacVestCamo_khk","V_TacVest_blk","]; _headCount = count _headgear; _uniformCount = count _uniform; _vestCount = count _vest; if (isServer) then { BIS_randomSeed1 = []; BIS_randomSeed2 = []; _rnd1 = floor random _uniformCount; _this setVariable ["BIS_randomSeed1", _rnd1, TRUE]; _rnd2 = floor random _headCount; _this setVariable ["BIS_randomSeed2", _rnd2, TRUE]; }; waitUntil {!(isNil {_this getVariable "BIS_randomSeed1"})}; waitUntil {!(isNil {_this getVariable "BIS_randomSeed2"})}; _randomSeed1 = _this getVariable "BIS_randomSeed1"; _randomSeed2 = _this getVariable "BIS_randomSeed2"; _magazines = magazines _this; _items = items _this; // Medkits, ToolKits etc. _assitems = assignedItems _this; // NVG's, GPS etc. if (true) then { Removeuniform _this; Removeheadgear _this; Removevest _this; _this adduniform (_uniform select _randomSeed1); _this addheadgear (_headgear select _randomSeed2); _this addvest (_vest select (((_randomSeed1 + _randomSeed2) % (_vestCount - 1)) * (floor random _vestCount) % (_vestCount + 1 ))); }; {_this addItem _x} forEach _items; {_this addMagazine _x} forEach _magazines; {_this addItem _x} forEach _assitems; {_this assignItem _x} forEach _assitems; ADDED: Ok, now after revamped the script, I get this Errormessage in my .rpt: Uniform U_IG_Guerilla2_2 is not allowed for soldier class secyour_contractor_mg ADDED NEW: So, now I dont get the upper message, but I all Soldiers get one similiar Uniform. I believe this ias caused by my Baseclass, I'm using for my own SOldier baseclass: class I_G_Soldier_base_F; But I dont know how and why this is overwriting my own Uniformspecifications for the units. I add my full Config.cpp here. Have fun with it ;) #define _ARMA_ enum { faultybisenum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding= 1 }; //Class secyour_units : config.bin{ class CfgPatches { class secyour_units { units[] = {"secyour_biwi"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_Heads","A3_Data_F","A3_Weapons_F","biw_weapons"}; version = ""; }; }; class cfgFactionClasses { class biw_secyour_faction { displayName = "SecYour Corporation"; priority = 1; side = 0; icon = ""; }; }; class CfgVehicleClasses { class biw_secyour_infantry { scope = 2; displayName = "Men"; }; class biw_secyour_story { scope = 2; displayName = "Men (Story)"; }; class biw_secyour_air { scope = 2; displayName = "Aircraft"; }; class biw_secyour_vehicles { scope = 2; displayName = "Vehicles"; }; }; class CfgVehicles { class B_Heli_Light_01_F; class EventHandlers; class I_G_Soldier_base_F; class B_MRAP_01_F; class B_Quadbike_01_F; class B_medic_F; class CAManBase; class secyour_base : I_G_Soldier_base_F { author = "Biwi"; scope = 0; side = 0; identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"}; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "U_C_Poor_2"; class EventHandlers : EventHandlers { init = (_this select 0) execVM "biw_units_campaign\secyour_random_euqip.sqf"; }; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; }; class secyour_dreichsler :secyour_base { author = "Biwi"; scope = 2; nakedUniform = "U_BasicBody"; //class for "naked" body _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Jonathan Dreichsler"; uniformClass = "U_IG_Guerilla3_2"; side = 0; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_story"; weapons[] = {"biw_g40_Arco","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_Arco","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_blk","H_Cap_headphones","G_Spectacles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_TacVest_blk","H_Cap_headphones","G_Spectacles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_AssaultPack_blk"; }; class secyour_contractor_rifleman : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (Rifle)"; uniformClass = "U_C_Poor_1"; weapons[] = {"biw_g40_holo","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_holo","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_blk","H_Cap_headphones","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] ={"V_TacVest_blk","H_Cap_headphones","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_AssaultPack_blk"; }; class secyour_contractor_carbine : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (carbine)"; uniformClass = "U_BG_Guerilla2_1"; weapons[] = {"biw_g40_c_holo","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_c_holo","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_blk","H_Cap_oli_hs","G_Tactical_Black","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_TacVest_blk","H_Cap_oli_hs","G_Tactical_Black","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = ""; }; class secyour_contractor_medic : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (medic)"; uniformClass = "U_BG_Guerilla3_1"; weapons[] = {"biw_g40_c","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_c","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_Chestrig_blk","H_Booniehat_dirty","G_Tactical_Black","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_Chestrig_blk","H_Booniehat_dirty","G_Tactical_Black","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {RespawnItems[] = {"Medikit","FirstAidKit","FirstAidKit","FirstAidKit"}; RespawnItems[] = {"Medikit","FirstAidKit","FirstAidKit","FirstAidKit"}; backpack = "B_AssaultPack_rgr_Medic"; }; class secyour_contractor_sniper : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (Sniper)"; uniformClass = "U_IG_Guerilla3_1"; weapons[] = {"biw_g40_sniper_sos","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_sniper_sos","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnmagazines[] = {"biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","biw_20Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_I_G_resistanceLeader_F","H_Bandanna_camo","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_I_G_resistanceLeader_F","H_Bandanna_camo","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_AssaultPack_blk"; }; class secyour_contractor_mg : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (MG)"; uniformClass = "U_IG_Guerilla2_1"; weapons[] = {"biw_mg40_hamr","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_mg40_hamr","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnmagazines[] = {"biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","biw_75Rnd_556x45_B_Tracer","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_rgr","H_Cap_headphones","G_Shades_Red","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_TacVest_rgr","H_Cap_headphones","G_Shades_Red","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_OutdoorPack_blk"; }; class secyour_contractor_at : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (AT)"; uniformClass = "U_IG_Guerilla2_1"; weapons[] = {"biw_g40_holo","launch_RPG32_F","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_holo"," launch_RPG32_F","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","RPG32_F","RPG32_F","RPG32_HE_F","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","RPG32_F","RPG32_F","RPG32_HE_F","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_blk","H_Cap_headphones","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] ={"V_TacVest_blk","H_Cap_headphones","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_OutdoorPack_blk"; }; class secyour_guard_shotgun : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Guard (G40S)"; uniformClass = "U_C_Poor_1"; //the uniform item weapons[] = {"biw_g40_s","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_s","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnmagazines[] = {"biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","biw_10rnd_pellets","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_PlateCarrier1_blk","H_Watchcap_blk","G_Shades_Blue","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier2_blk","H_Watchcap_blk","G_Shades_Blue","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_OutdoorPack_blk"; }; class secyour_guard_rifle : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Guard (LR-X)"; uniformClass = "U_C_Poor_2"; //the uniform item weapons[] = {"biw_lrx","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_lrx","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnmagazines[] = {"biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","biw_30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_PlateCarrier2_blk","H_MilCap_rucamo","G_Shades_Blue","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier1_blk","H_MilCap_rucamo","G_Shades_Blue","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_OutdoorPack_blk"; }; class secyour_pilot : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Pilot"; uniformClass = "U_IG_Guerilla2_2"; //the uniform item weapons[] = {"biw_mp13","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_mp13","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","biw_30Rnd_9x21_ball","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_Rangemaster_belt","H_Bandanna_khk_hs","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; respawnLinkedItems[] = {"V_Rangemaster_belt","H_Bandanna_khk_hs","G_Aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = ""; }; class secyour_boss : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_IG_Guerilla2_3"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Boss"; uniformClass = "U_C_WorkerOveralls"; //the uniform item weapons[] = {"biw_g40_c","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_c","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; linkedItems[] = {"V_TacVest_blk","H_MilCap_gry","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_TacVest_blk","H_MilCap_gry","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = ""; }; class secyour_contractor_tl : secyour_base { author = "Biwi"; scope = 2; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_infantry"; nakedUniform = "U_BasicBody"; //class for "naked" body side = 0; _generalMacro = "B_Soldier_F"; //unsure what this does genericNames = "NATOMen"; displayName = "Contractor (Teamleader)"; uniformClass = "U_C_Poor_2"; //the uniform item weapons[] = {"biw_g40_gl_Arco","hgun_Rook40_F","Throw","Put"}; respawnWeapons[] = {"biw_g40_gl_Arco","hgun_Rook40_F","Throw","Put"}; magazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","biw_30Rnd_556x45_B","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_HE_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell"}; linkedItems[] = {"V_TacVest_blk","H_Cap_headphones","G_Tactical_Clear","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; respawnLinkedItems[] = {"V_TacVest_blk","H_Cap_headphones","G_Tactical_Clear","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; backpack = "B_AssaultPack_blk"; }; ////Vehicles class biw_littlebird_secyour: B_Heli_Light_01_F { author = "Biwi"; _generalMacro = "B_Heli_Light_01_F"; scope = 2; accuracy = 1; side = 0; faction = "biw_secyour_faction"; crew = "secyour_pilot"; vehicleClass = "biw_secyour_air"; hiddenSelectionsTextures[] = {"biw_units_campaign\data\heli_light_black_co.paa"}; }; class biw_hunter_secyour: B_MRAP_01_F { author = "Biwi"; _generalMacro = "B_MRAP_01_F"; scope = 2; crew = "secyour_contractor_rifleman"; typicalCargo[] = {"secyour_contractor_rifleman"}; side = 0; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_vehicles"; class Turrets{}; hiddenSelectionsTextures[] = {"\biw_units_campaign\data\mrap_black_co.paa","\A3\soft_F\MRAP_01\data\MRAP_01_adds_CO.paa",""}; }; class biw_quad_secyour: B_Quadbike_01_F { author = "Biwi"; _generalMacro = "B_Quadbike_01_F"; scope = 2; side = 0; faction = "biw_secyour_faction"; vehicleClass = "biw_secyour_vehicles"; crew = "secyour_contractor_carbine"; typicalCargo[] = {"secyour_contractor_carbine"}; hiddenSelectionsTextures[] = {"biw_units_campaign\data\quadbike_black_co.paa","\A3\Soft_F\Quadbike_01\Data\Quadbike_01_wheel_co.paa"}; }; }; /////Groups class CfgGroups { class East { name = "$STR_A3_CfgGroups_East0"; side = 0; class secyour_groups { faction = "SecYour"; class Infantry { name = "Men"; class secyour_patrol { displayName = "Contractor Patrol"; side = 0; faction = "biw_secyour_faction"; class Unit0 { side = 0; vehicle = "secyour_contractor_rifleman"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 0; vehicle = "secyour_contractor_at"; rank = "PRIVATE"; position[] = {0,-5,0}; }; }; }; }; }; }; Edited May 4, 2014 by DerBiwi Share this post Link to post Share on other sites
ante185 2 Posted May 5, 2014 That's all the help I can provide, you and I are about as good at scripting, I might even be worst, you'll have to hope someone else turns up. this thread might be of help as OP wants to do basically what you've done http://forums.bistudio.com/showthread.php?176791-Random-armed-civilians-uniforms And as a side note my script is really rugged and by far most likely the worst one out there, it works best with an equal amount of uniforms, vest and hats. Share this post Link to post Share on other sites
DerBiwi 10 Posted May 6, 2014 Thx alot for your help ante. But at first, its important, that I fix the problem with the uniforms derectly in the config.cpp. I've made a screenshot of this problem: http://cloud-4.steampowered.com/ugc/487823204879298383/4BA3AB5BC4CDCEE10A4259CA5A55DB0A3BAF094D/ all the same uniform. But as you can see aboe in my config, I defined Diferent Uniforms for my Soldiers. It sucks really, because I dont know, why there is just this uniform. Share this post Link to post Share on other sites
ante185 2 Posted May 6, 2014 Hmm, does this error occur even if you just use my script as is? because if that's the case that it only happens when you modify it then I might in a beset case scenario be able to help you! Share this post Link to post Share on other sites
DerBiwi 10 Posted May 6, 2014 No. Even without the script this error happens. I've tried to use other base classes for my secyour_baseclass: class C_man_polo_5_F_euro; :here, all the men wearing poloshirts, fli-flops and civilian hats class B_Soldier_base_F; :here I got the multicam uniform class O_Soldier_base_F, Here I got the ubercool, but not wanted CSAT uniform Share this post Link to post Share on other sites
ante185 2 Posted May 6, 2014 I got no idea // config.bin - 20:24:58 01/28/14, generated in 0.02 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class DefaultEventhandlers; // External class reference class CfgPatches { class A3_Characters_F_PMC_B { units[] = {"pmc_F", "r_pmc_1_1_F", "r_pmc_1", "r_pmc_1_2_F", "r_pmc_1_3_F", "r_pmc_polo_1_F", "r_pmc_polo_3_F", "r_pmc_polo_4_F", "r_pmc_polo_5_F", "r_pmc_polo_6_F", "r_pmc_Orestes", "r_pmc_Nikos", "r_pmc_smg", "r_pmc_Random", "r_medic_1", "r_medic_2", "r_pmc_Random_RFO", "r_pmc_Random_IND"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgFactionClasses{ class PMC_BLUE{ displayName = Europa International Security Providers; priority = 4; side = 1; icon = "\a3\data_F\Flags\flag_ion_co.paa"; }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { class Man; // External class reference class CAManBase : Man { class AnimationSources; // External class reference class HitPoints { class HitHead; // External class reference class HitBody; // External class reference class HitHands; // External class reference class HitLegs; // External class reference }; }; class SoldierWB : CAManBase { // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.1}; }; class pmcs : SoldierWB { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "B_Soldier_base_F"; expansion = 1; identityTypes[] = {"LanguageENG_F", "Head_NATO", "G_NATO_default"}; faceType = "Man_A3"; side = TWest; faction = PMC_BLUE; genericNames = "NATOMen"; vehicleClass = "Men"; portrait = ""; picture = ""; icon = "iconMan"; accuracy = 2.3; // accuracy needed to recognize type of this target sensitivity = 3; // sensor sensitivity // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.1}; camouflage = 1.4; // how dificult to spot - bigger - better spotable minFireTime = 7; // minimal time spent firing on single target cost = 100000; canCarryBackPack = 1; scope = private; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; modelSides[] = {3, 1}; nakedUniform = "U_BasicBody"; class UniformInfo { class SlotsInfo { class NVG : UniformSlotInfo { slotType = 602; }; class Scuba : UniformSlotInfo { slotType = 604; }; class Googles : UniformSlotInfo { slotType = 603; }; class Headgear : UniformSlotInfo { slotType = 605; }; }; }; class HitPoints : HitPoints { class HitHead : HitHead { armor = 1; }; class HitBody : HitBody { armor = 2; }; class HitHands : HitHands { armor = 2; }; class HitLegs : HitLegs { armor = 2; }; }; armor = 2; armorStructural = 5; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa"}; class EventHandlers; // External class reference weapons[] = {"arifle_MX_F", "hgun_P07_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_MX_F", "hgun_P07_F", "Throw", "Put"}; Items[] = {"FirstAidKit"}; RespawnItems[] = {"FirstAidKit"}; magazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade"}; linkedItems[] = {"V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles"}; respawnLinkedItems[] = {"V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles"}; }; class pmc_F : pmcs { faceType = "Man_A3"; faction = PMC_BLUE; vehicleClass = "Men"; scope = public; displayName = EISP pmc (Unarmed); portrait = "\A3\characters_f\data\ui\portrait_comBarHead_civ_man_ca.paa"; modelSides[] = {3}; nakedUniform = "U_NikosBody"; weapons[] = {"Throw", "Put"}; respawnWeapons[] = {"Throw", "Put"}; magazines[] = {"HandGrenade", "HandGrenade"}; respawnMagazines[] = {"HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\characters_a_pmc\randomize_equipment.sqf"""; }; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Civil\Data\c_cloth1.rvmat", "A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth2.rvmat", "A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth2_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth3.rvmat", "A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth3_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth4.rvmat", "A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat", "A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat", "A3\characters_f\civil\data\c_poloshirt.rvmat", "A3\Characters_F\Civil\Data\c_poloshirt_injury.rvmat", "A3\Characters_F\Civil\Data\c_poloshirt_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Civil\Data\hunter.rvmat", "A3\Characters_F\Civil\Data\hunter_injury.rvmat", "A3\Characters_F\Civil\Data\hunter_injury.rvmat", "A3\Characters_F\Civil\Data\c_poloshirtpants.rvmat", "A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat", "A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat", "A3\Characters_F\Civil\Data\priest.rvmat", "A3\Characters_F\Civil\Data\priest_injury.rvmat", "A3\Characters_F\Civil\Data\priest_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; class r_pmc_1 : pmc_F { author = "$STR_A3_Bohemia_Interactive"; scope = public; displayName = EISP Rifleman; weapons[] = {"arifle_MXM_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_MXM_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_pmc_smg : pmc_F { author = "$STR_A3_Bohemia_Interactive"; weapons[] = {"SMG_01_ACO_F", "Throw", "Put"}; respawnWeapons[] = {"SMG_01_ACO_F", "Throw", "Put"}; magazines[] = {"30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_45ACP_Mag_SMG_01", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; displayName = EISP BodyBuard (SMG); }; class r_pmc_Random : pmc_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "C_man_1"; scope = public; uniformClass = "U_B_CombatUniform_mcam_worn"; displayName = EISP PMC (Random); class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\characters_a_pmc\randomize_equipment.sqf"";(_this select 0) execVM ""\characters_a_pmc\randomize_weapons.sqf"""; }; }; class r_pmc_1_1_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; weapons[] = {"arifle_shotgun_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_shotgun_F", "Throw", "Put"}; magazines[] = {"8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "8Rnd_127x50_pellets_Mag", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; displayName = EISP BodyBuard (Shotgun); }; class r_pmc_1_2_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; weapons[] = {"arifle_Katiba_C_ACO_pointer_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_Katiba_C_ACO_pointer_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "HandGrenade", "HandGrenade"}; displayName = EISP BodyGuard; }; class r_pmc_1_3_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; uniformClass = "U_IG_Guerilla3_1"; displayName = EISP Agent; weapons[] = {"arifle_Katiba_ACO_pointer_snds_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_Katiba_ACO_pointer_snds_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "HandGrenade", "HandGrenade"}; }; class r_pmc_polo_1_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; uniformClass = "U_IG_Guerilla3_1"; displayName = Covert EISP Agent; weapons[] = {"hgun_ACPC2_snds_F", "Throw", "Put"}; respawnWeapons[] = {"hgun_ACPC2_snds_F", "Throw", "Put"}; magazines[] = {"9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Booniehat_dgtl", "V_Rangemaster_belt", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Booniehat_dgtl", "V_Rangemaster_belt", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_pmc_polo_2_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; uniformClass = "U_IG_Guerilla3_2"; displayName = EISP Rifleman (GL); weapons[] = {"arifle_MX_GL_ACO_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_MX_GL_ACO_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "HandGrenade", "HandGrenade", "MiniGrenade", "MiniGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "HandGrenade", "HandGrenade", "MiniGrenade", "MiniGrenade", "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell"}; }; class r_pmc_polo_3_F : pmc_F { class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_MG_s"}; speechPlural[] = {"veh_infantry_MG_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_infantry_MG_s"; textPlural = "$STR_A3_nameSound_veh_infantry_MG_p"; nameSound = "veh_infantry_MG_s"; author = "$STR_A3_Bohemia_Interactive"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.3}; icon = "iconManMG"; displayName = EISP Gunner; weapons[] = {"LMG_Mk200_F", "Throw", "Put"}; respawnWeapons[] = {"LMG_Mk200_F", "Throw", "Put"}; magazines[] = {"200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Shemag_khk", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Shemag_khk", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_pmc_polo_4_F : pmc_F { class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_MG_s"}; speechPlural[] = {"veh_infantry_MG_p"}; }; }; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.3}; icon = "iconManMG"; textSingular = "$STR_A3_nameSound_veh_infantry_MG_s"; textPlural = "$STR_A3_nameSound_veh_infantry_MG_p"; nameSound = "veh_infantry_MG_s"; author = "$STR_A3_Bohemia_Interactive"; displayName = EISP Heavy Gunner; weapons[] = {"LMG_Zafir_F", "Throw", "Put"}; respawnWeapons[] = {"LMG_Zafir_F", "Throw", "Put"}; magazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "150Rnd_762x51_Box_Tracer", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Shemag_olive", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_pmc_polo_5_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; displayName = EISP Rifleman (Light); weapons[] = {"arifle_MX_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_MX_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "HandGrenade", "HandGrenade"}; }; class r_pmc_polo_6_F : pmc_F { author = "$STR_A3_Bohemia_Interactive"; displayName = EISP Sniper; weapons[] = {"srifle_LRR_SOS_F", "Throw", "Put"}; respawnWeapons[] = {"srifle_LRR_SOS_F", "Throw", "Put"}; magazines[] = {"7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "HandGrenade", "HandGrenade"}; linkedItems[] = {"H_Booniehat_indp", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Booniehat_indp", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_pmc_Orestes : pmc_F { class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_AT_s"}; speechPlural[] = {"veh_infantry_AT_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_infantry_AT_s"; textPlural = "$STR_A3_nameSound_veh_infantry_AT_p"; nameSound = "veh_infantry_AT_s"; author = "$STR_A3_Bohemia_Interactive"; displayName = EISP Rocket trooper; backpack = "RPG10_AMMO_B"; weapons[] = {"arifle_MX_F", "launch_RPG10_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_MX_F", "launch_RPG10_F", "Throw", "Put"}; magazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", RPG10_F}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", RPG10_F}; linkedItems[] = {"H_Booniehat_tan", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Booniehat_tan", "V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.5, 0.5}; icon = "iconManAT"; secondaryAmmoCoef = 0.5; }; class r_pmc_Nikos : pmc_F { author = "$STR_A3_Bohemia_Interactive"; displayName = EISP VIP; weapons[] = {"hgun_Pistol_heavy_02_F", "Throw", "Put"}; respawnWeapons[] = {"hgun_Pistol_heavy_02_F", "Throw", "Put"}; magazines[] = {"6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder"}; respawnMagazines[] = {"6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder"}; linkedItems[] = {"H_Cap_blk_Raven", "V_Rangemaster_belt", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"H_Cap_blk_Raven", "V_Rangemaster_belt", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_medic_1 : pmc_F { class SpeechVariants { class Default { speechSingular[] = {"veh_infantry_medic_s"}; speechPlural[] = {"veh_infantry_medic_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_infantry_medic_s"; textPlural = "$STR_A3_nameSound_veh_infantry_medic_p"; nameSound = "veh_infantry_medic_s"; attendant = true; icon = "iconManMedic"; backpack = "B_AssaultPack_rgr_Medic"; picture = "pictureHeal"; author = "$STR_A3_Bohemia_Interactive"; scope = public; displayName = EISP Field Doc; weapons[] = {"hgun_ACPC2_F", "Throw", "Put"}; respawnWeapons[] = {"hgun_ACPC2_F", "Throw", "Put"}; magazines[] = {"9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class r_medic_2 : r_medic_1 { displayName = EISP Medic; weapons[] = {"arifle_Mk20_F", "Throw", "Put"}; respawnWeapons[] = {"arifle_Mk20_F", "Throw", "Put"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade", "HandGrenade"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade", "HandGrenade"}; linkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_BandollierB_blk", "H_Booniehat_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class CfgGroups{ class West { class PMC_BLUE { name = PMCs; class Infantry { name = PMCs; class ORG_InfSentry { name = Sentry; // name = "Sentry"; side = 1; faction = pmc_Blue; rarityGroup = 0.5; class Unit0 { side = 1; vehicle = "r_pmc_1"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_polo_2_F"; rank = "PRIVATE"; position[] = {5,-5,0}; }; }; class ORG_InfSquad { name = Rifle Squad; // name = "Rifle Squad"; side = 1; faction = pmc_Blue; rarityGroup = 0.4; class Unit0 { side = 1; vehicle = "r_pmc_polo_2_F"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_Orestes"; rank = "SERGEANT"; position[] = {5,-5,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "CORPORAL"; position[] = {-5,-5,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_polo_5_F"; rank = "PRIVATE"; position[] = {10,-10,0}; }; class Unit4 { side = 1; vehicle = "r_pmc_polo_4_F"; rank = "PRIVATE"; position[] = {-10,-10,0}; }; class Unit5 { side = 1; vehicle = "r_medic_1"; rank = "CORPORAL"; position[] = {15,-15,0}; }; class Unit6 { side = 1; vehicle = "r_pmc_polo_2_F"; rank = "PRIVATE"; position[] = {-15,-15,0}; }; class Unit7 { side = 1; vehicle = "r_pmc_1"; rank = "PRIVATE"; position[] = {20,-20,0}; }; }; class ORG_InfSquad_Weapons { name = Weapons Squad; // name = "Weapons Squad"; side = 1; faction = pmc_Blue; rarityGroup = 0.3; class Unit0 { side = 1; vehicle = "r_pmc_polo_2_F"; rank = "LIEUTENANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_Orestes"; rank = "SERGEANT"; position[] = {5,-5,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_Orestes"; rank = "CORPORAL"; position[] = {-5,-5,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_polo_3_F"; rank = "SERGEANT"; position[] = {10,-10,0}; }; class Unit4 { side = 1; vehicle = "r_pmc_polo_4_F"; rank = "CORPORAL"; position[] = {-10,-10,0}; }; class Unit5 { side = 1; vehicle = "r_pmc_polo_3_F"; rank = "PRIVATE"; position[] = {-15,-15,0}; }; class Unit6 { side = 1; vehicle = "r_medic_1"; rank = "PRIVATE"; position[] = {15,-15,0}; }; class Unit7 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "PRIVATE"; position[] = {20,-20,0}; }; }; class ORG_InfTeam { name = Fire Team; // name = "Fire Team"; side = 1; faction = pmc_Blue; rarityGroup = 0.4; class Unit0 { side = 1; vehicle = "r_pmc_1_2_F"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_polo_3_F"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_1"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class ORG_InfTeam_AA { name = AA Sentries; // name = "Air-defense Team"; side = 1; faction = pmc_Blue; rarityGroup = 0.3; class Unit0 { side = 1; vehicle = "r_pmc_polo_4_F"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_polo_4_F"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_Orestes"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_Orestes"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class ORG_InfTeam_AT { name = AT sentries; // name = "Anti-armor Team"; side = 1; faction = pmc_Blue; rarityGroup = 0.25; class Unit0 { side = 1; vehicle = "r_pmc_1"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_Orestes"; rank = "CORPORAL"; position[] = {5,-5,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_Orestes"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_Orestes"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; class ORG_InfWepTeam { name = Deep ops team; // name = "Weapons Team"; side = 1; faction = pmc_Blue; rarityGroup = 0.2; class Unit0 { side = 1; vehicle = "r_pmc_polo_1_F"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 // TODO - Should be Heavy MG { side = 1; vehicle = "r_pmc_polo_1_F"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_polo_1_F"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_polo_1_F"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; class ORG_InfSupTeam { name = Private contractor; // name = "Support Team"; side = 1; faction = pmc_Blue; rarityGroup = 0.5; class Unit0 { side = 1; vehicle = "r_pmc_Random"; rank = "SERGEANT"; position[] = {0,5,0}; }; class Unit1 // TODO - Should be Heavy AT { side = 1; vehicle = "r_pmc_Random"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_Random"; rank = "PRIVATE"; position[] = {5,0,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_Random"; rank = "PRIVATE"; position[] = {7,0,0}; }; }; class ORG_InfHQ { name = Field command; // name = "Infantry HQ"; side = 1; faction = pmc_Blue; rarityGroup = 0.1; class Unit0 { side = 1; vehicle = "r_pmc_Nikos"; rank = "LIEUTENANT"; position[] = {0,5,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_1_3_F"; rank = "SERGEANT"; position[] = {3,0,0}; }; class Unit2 { side = 1; vehicle = "r_pmc_1_3_F"; rank = "CORPORAL"; position[] = {5,0,0}; }; class Unit3 { side = 1; vehicle = "r_pmc_1_1_F"; rank = "PRIVATE"; position[] = {7,0,0}; }; class Unit4 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "PRIVATE"; position[] = {9,0,0}; }; }; class ORG_ReconSentry { name = Overwatch team; // name = "Recon Sentry"; side = 1; faction = pmc_Blue; rarityGroup = 0.15; class Unit0 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "r_pmc_polo_6_F"; rank = "PRIVATE"; position[] = {5,-5,0}; }; }; }; }; }; }; Share this post Link to post Share on other sites