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Description.ext, Roles.hpp,Init.sqf Want teams to spawn with two different sets of loadouts

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Hi so im trying to make a mission so that teams will Resawn with Seperate loadout selections. I have found no errors thus far making it with what i have except Independent spawn with only Independent gear but BluFor Spawns with both factoins loadouts Ill share files below 

 

"ROLES.HPP"

respawn = "BASE";
respawnDelay = 10;
class Header
{
	gameType = Sector Control; 
	minPlayers = 1;
	maxPlayers = 40; 
};
respawnTemplates[] = {"MenuInventory","MenuPosition"};
class CfgRespawnInventory
{
class Guerrilla1
{
displayName = "Officer"; 
weapons[] = {
"arifle_AKM_F",
"hgun_ACPC2_F"
};
magazines[] = {
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"SmokeShell"
};
items[] = {
"FirstAidKit",
"SmokeShell"
};
linkedItems[] = {
"V_TacVestIR_blk",
"H_Beret_blk",
"optic_Aco_smg",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_I_C_Soldier_Para_2_F";
};
class Guerrilla2
{
displayName = "Sniper";
weapons[] = {
"hgun_Pistol_heavy_02_F",
"srifle_GM6_ghex_F",
"optic_tws_mg"
};
magazines[] = {

"5Rnd_127x108_Mag",
"5Rnd_127x108_Mag",
"5Rnd_127x108_Mag",
"5Rnd_127x108_Mag",
"5Rnd_127x108_Mag",
"5Rnd_127x108_Mag",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Rangemaster_belt",
"H_Shemag_olive",
"optic_TWS_MG",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_O_T_Sniper_F";
backpack = "B_AssaultPack_mcamo";
};
class WEST1
{
displayName = "PatriotTrooper"; 
weapons[] = {
"hgun_P07_khk_F",
"arifle_MX_GL_khk_F",
"NVGoggles_tna_F",
"Binocular"
};
magazines[] = {
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_65x39_caseless_mag_Tracer",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_PlateCarrierGL_tna_F",
"H_HelmetB_Enh_tna_F",
"optic_Hamr_khk_F",
"G_Balaclava_TI_G_tna_F",
"muzzle_snds_H_khk_F",
"acc_pointer_IR",
"ItemMap",
"NVGoggles_tna_F",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_T_Soldier_F";
};
class Guerrilla3
{
displayName = "Insurgent"; 
weapons[] = {
"hgun_ACPC2_F",
"arifle_AKM_F",
"launch_RPG7_F"
};
magazines[] = {
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"30Rnd_762x39_Mag_Tracer_F",
"RPG7_F",
"RPG7_F",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"9Rnd_45ACP_Mag",
"HandGrenade"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_PlateCarrierIA1_dgtl",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS",
"H_Shemag_olive_hs",
 "G_Squares_Tinted"
};
uniformClass = "U_I_C_Soldier_Para_3_F";
};
class Guerrilla4

{
displayName = "Bandit"; 
weapons[] = {
"LMG_03_F",
"hgun_Pistol_01_F",
"optic_Aco"
};
magazines[] = {
"200Rnd_556x45_Box_Tracer_Red_F",
"200Rnd_556x45_Box_Tracer_Red_F",
"200Rnd_556x45_Box_Tracer_Red_F",
"200Rnd_556x45_Box_Tracer_Red_F",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag",
"10Rnd_9x21_Mag"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_TacVestIR_blk",
"H_Booniehat_oli",
"G_Bandanna_beast",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};

uniformClass = "U_I_C_Soldier_Para_4_F";
backpack = "B_AssaultPack_mcamo";

};
class WEST2

{
displayName = "Commander"; 
weapons[] = {
"Binocular",
"arifle_SPAR_01_khk_F",
"hgun_Pistol_heavy_02_F"
};
magazines[] = {
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"6Rnd_45ACP_Cylinder",
"HandGrenade"
};
items[] = {
"FirstAidKit",
"Chemlight_green",
"SmokeShellGreen"
};
linkedItems[] = {
"V_I_G_resistanceLeader_F",
"H_Beret_Colonel",
"muzzle_snds_m_khk_F",
"acc_pointer_IR",
"optic_ERCO_khk_F",
"bipod_01_F_khk",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_T_Soldier_SL_F";

};
class WEST3

{
displayName = "WICKED"; 
weapons[] = {
"hgun_P07_F",
"O_UavTerminal",
"arifle_SPAR_01_GL_blk_F",
"NVGogglesB_blk_F",
"Rangefinder"
};
magazines[] = {
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"30Rnd_556x45_Stanag_Tracer_Red",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"HandGrenade"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_PlateCarrierSpec_blk",
"H_HelmetSpecO_blk",
"optic_Aco",
"G_Balaclava_TI_G_blk_F",
"acc_pointer_IR",
"ItemMap",
"muzzle_snds_M",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_O_Protagonist_VR";
backpack = "B_ViperLightHarness_blk_F";
};


};respawnButton = 1;

"Description.ext"

onloadname = "TROPIC THUNDER";
author = HallerClock;
OnLoadMission = "Capture And Hold The Zone!";

// ============================================================================================

class Header
{
	gameType = SC;
	minPlayers = 2;
	maxPlayers = 40;
};

// ============================================================================================

respawn = "BASE";
respawndelay = 10;
disabledAI = 1;
respawnDialog = 1;
respawnTemplates[] = {"MenuInventory","MenuPosition"};
//respawnOnStart = 1;

//Respawn Templates
class CfgRespawnInventory
{
   #include "Roles.hpp"
};

"init.sqf"

[resistance, "Officer"] call BIS_fnc_addRespawnInventory;
[resistance, "Sniper"] call BIS_fnc_addRespawnInventory;
[resistance, "Insurgent"] call BIS_fnc_addRespawnInventory;
[resistance, "Bandit"] call BIS_fnc_addRespawnInventory;
[west, "PatriotTrooper"] call BIS_fnc_addRespawnInventory;
[west, "Commander"] call BIS_fnc_addRespawnInventory;
[west, "WICKED"] call BIS_fnc_addRespawnInventory;
[resistance, 'respawn_Officer'] call BIS_fnc_addRespawnPosition;
[resistance, 'respawn_Sniper'] call BIS_fnc_addRespawnPosition;
[resistance, 'respawn_Insurgent'] call BIS_fnc_addRespawnPosition;
[resistance, 'respawn_Bandit'] call BIS_fnc_addRespawnPosition;
[west, 'respawn_PatriotTrooper'] call BIS_fnc_addRespawnPosition;
[west, 'respawn_Commander'] call BIS_fnc_addRespawnPosition;
[west, 'respawn_WICKED'] call BIS_fnc_addRespawnPosition;

Any help would be greatly aprecaited

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You need to put the class name of the loadout into BIS_fnc_addRespawnInventory, not the displayName config attribute. Additionally, class header exists twice and you open the class CfgRespawnInventory inside the roles.hpp but then add the roles.hpp like that:

class CfgRespawnInventory
{
#include "Roles.hpp"
};

Which leads to



class CfgRespawnInventory
{
class CfgRespawnInventory
{
 //inventories
};
};

Last but not least, author value has to be string.

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