GEORGE FLOROS GR 4207 Posted March 31, 2019 Yes , but so else leave it , i'm writing this for you. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 31, 2019 21 minutes ago, AlexMercerIV said: mission Here is your script . There are no selections for mission parameters now. Run the script from the initServer.sqf Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 31.03.19 ___________ /* ________________ GF Set AISkill Script ________________ https://forums.bohemia.net/forums/topic/219363-gf-set-aiskill-script/ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts-mods/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ //________________ Settings _____________ //________________ Set true or false _____________ GF_Set_AISkill_Systemchat_info = true; // Show Systemchat information _Show_AISkill = true; // Show AI Skill if(_Show_AISkill) then { onEachFrame { if (cursorTarget isKindOf "Man") then { hintsilent format [ "aimingAccuracy %1\n aimingShake %2\n commanding %3\n courage %4\n general %5\n reloadSpeed %6\n spotDistance %7\n spotTime %8\n", cursortarget skillfinal "aimingAccuracy", cursortarget skillfinal "aimingShake", cursortarget skillfinal "commanding", cursortarget skillfinal "courage", cursortarget skillfinal "general", cursortarget skillfinal "reloadSpeed", cursortarget skillfinal "spotDistance", cursortarget skillfinal "spotTime" ]; }; }; }; if (GF_Set_AISkill_Systemchat_info) then { systemchat "GF Set AISkill Script initializing"; }; diag_log "//________________ GF Set AISkill Script initializing _____________"; [] spawn { while {true} do { waituntil{uisleep 1; { if ( (alive _x) && (!(_x getVariable ["GF_AISkill",false])) )then{ //________________ west _____________ if(side _x isEqualto west)then{ _x setSkill ["aimingAccuracy", 0.25 + (random 0.05)]; _x setSkill ["aimingShake", 0.25 + (random 0.05)]; _x setSkill ["aimingSpeed", 0.25 + (random 0.05)]; _x setSkill ["commanding", 0.9 + (random 0.05)]; _x setSkill ["courage", 0.9 + (random 0.05)]; _x setSkill ["general", 0.9 + (random 0.05)]; _x setSkill ["reloadSpeed", 0.9 + (random 0.05)]; _x setSkill ["spotDistance", 0.9 + (random 0.05)]; _x setSkill ["spotTime", 0.9 + (random 0.05)]; }; //________________ east _____________ if(side _x isEqualto east)then{ _x setSkill ["aimingAccuracy", 0.15 + (random 0.05)]; _x setSkill ["aimingShake", 0.15 + (random 0.05)]; _x setSkill ["aimingSpeed", 0.15 + (random 0.05)]; _x setSkill ["commanding", 0.8 + (random 0.05)]; _x setSkill ["courage", 0.8 + (random 0.05)]; _x setSkill ["general", 0.8 + (random 0.05)]; _x setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _x setSkill ["spotDistance", 0.8 + (random 0.05)]; _x setSkill ["spotTime", 0.8 + (random 0.05)]; }; }; _x setVariable ["GF_AISkill",true]; }forEach allUnits; }; }; }; if (GF_Set_AISkill_Systemchat_info) then { systemchat "GF Set AISkill Script initialized"; }; diag_log "//________________ GF Set AISkill Script initialized _____________"; Share this post Link to post Share on other sites
AlexMercerIV 4 Posted April 1, 2019 12 hours ago, GEORGE FLOROS GR said: Here is your script . There are no selections for mission parameters now. Run the script from the initServer.sqf Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 31.03.19 ___________ /* ________________ GF Set AISkill Script ________________ https://forums.bohemia.net/forums/topic/219363-gf-set-aiskill-script/ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts-mods/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ */ //________________ Settings _____________ //________________ Set true or false _____________ GF_Set_AISkill_Systemchat_info = true; // Show Systemchat information _Show_AISkill = true; // Show AI Skill if(_Show_AISkill) then { onEachFrame { if (cursorTarget isKindOf "Man") then { hintsilent format [ "aimingAccuracy %1\n aimingShake %2\n commanding %3\n courage %4\n general %5\n reloadSpeed %6\n spotDistance %7\n spotTime %8\n", cursortarget skillfinal "aimingAccuracy", cursortarget skillfinal "aimingShake", cursortarget skillfinal "commanding", cursortarget skillfinal "courage", cursortarget skillfinal "general", cursortarget skillfinal "reloadSpeed", cursortarget skillfinal "spotDistance", cursortarget skillfinal "spotTime" ]; }; }; }; if (GF_Set_AISkill_Systemchat_info) then { systemchat "GF Set AISkill Script initializing"; }; diag_log "//________________ GF Set AISkill Script initializing _____________"; [] spawn { while {true} do { waituntil{uisleep 1; { if ( (alive _x) && (!(_x getVariable ["GF_AISkill",false])) )then{ //________________ west _____________ if(side _x isEqualto west)then{ _x setSkill ["aimingAccuracy", 0.25 + (random 0.05)]; _x setSkill ["aimingShake", 0.25 + (random 0.05)]; _x setSkill ["aimingSpeed", 0.25 + (random 0.05)]; _x setSkill ["commanding", 0.9 + (random 0.05)]; _x setSkill ["courage", 0.9 + (random 0.05)]; _x setSkill ["general", 0.9 + (random 0.05)]; _x setSkill ["reloadSpeed", 0.9 + (random 0.05)]; _x setSkill ["spotDistance", 0.9 + (random 0.05)]; _x setSkill ["spotTime", 0.9 + (random 0.05)]; }; //________________ east _____________ if(side _x isEqualto east)then{ _x setSkill ["aimingAccuracy", 0.15 + (random 0.05)]; _x setSkill ["aimingShake", 0.15 + (random 0.05)]; _x setSkill ["aimingSpeed", 0.15 + (random 0.05)]; _x setSkill ["commanding", 0.8 + (random 0.05)]; _x setSkill ["courage", 0.8 + (random 0.05)]; _x setSkill ["general", 0.8 + (random 0.05)]; _x setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _x setSkill ["spotDistance", 0.8 + (random 0.05)]; _x setSkill ["spotTime", 0.8 + (random 0.05)]; }; }; _x setVariable ["GF_AISkill",true]; }forEach allUnits; }; }; }; if (GF_Set_AISkill_Systemchat_info) then { systemchat "GF Set AISkill Script initialized"; }; diag_log "//________________ GF Set AISkill Script initialized _____________"; ok. Thanks 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted April 1, 2019 Can I use this script in co junction with your mission and auto pop script? As these both have ai difficultly settings? Will this override what’s in the missions and auto pop script? thanks. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 1, 2019 Yes but there is also a set up for the skill in the Population script but so else if you use this it will probably work. you can test this and check this with the debug script included. Share this post Link to post Share on other sites
anfo 118 Posted June 22, 2019 Hi GF Excuse my ignorance, but may I ask a question to learn more about this script and how it could benefit my clan? What was your motivation to create this script? Were you just not satisfied with the Arma 3 default method to adjust skill? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 22, 2019 15 hours ago, anfo said: Were you just not satisfied with the Arma 3 default method to adjust skill? Hello there anfo ! I like generally to have a more random gameplay in everything and this is also what is about with this script. It's a very simple script that you can adjust this to your needs , based on gameplay , mission etc. and there are available some presets as well like the default settings. So speaking about random , there is also a preset for total random values. This was actually , what i wanted to achieve with this little script. In arma , there is everything ready to play with , since also the 3Deditor , but there is always space for creation. Share this post Link to post Share on other sites
FinalBiologic 0 Posted October 11, 2023 Whats up, My name is FinalBiologic /Final, and I'm the creator of the first Zombie Warlord in Arma 3. " (https://steamcommunity.com/id/FinalBiologic/ | https://steamcommunity.com/sharedfiles/filedetails/?id=3042783734) " I post my description.ext here in the forum so you can see what I mean. I need a code that determines and defines the AI sklii for each of these units, for example I want the sniper (90% skill and the grenadier, for example, only has 60% skill) If possible, I would like to write this in the description.ext under the corresponding group or externally in a document with classe (soldier) and skill level. EXAMPLE: class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_recon_TL_F { cost = 100; requirements[] = {}; _setAIskil = 60% }; class B_T_Recon_TL_F { cost = 150; requirements[] = {}; _setAIskil = 80% }; class B_recon_JTAC_F { cost = 200; requirements[] = {}; bla bla bla }; class B_T_Recon_JTAC_F { cost = 250; requirements[] = {}; bla bla bla }; class B_W_Soldier_CBRN_F { cost = 4975; requirements[] = {}; { title = "GF_Set_AISkill"; values[] = {0,1,2,3,4,5}; default = 1; texts[] = {"Novice","Rookie","Recruit","Veteran","Expert","Random"}; }; How is it possible to accommodate this so roughly? And if not, how can I change the particular class, for example? 70% 80% blablabla Class B_W_Soldier_CBRN_F Class B_W_Soldier_CBRN_F blablabla Class B_T_Recon_JTAC_F Class B_T_Recon_JTAC_F blablabla Class B_recon_JTAC_F Class B_recon_JTAC_F blablabla or class B_W_Soldier_CBRN_F (80%); Class B_T_Recon_JTAC_F (90%); Class B_recon_JTAC_F (blablabla) How do I get it right that when the unit is called, it has the right skill. (and what / for files for example) do I need or do I have to create? I know that there IS a script or code for this! But I don't know him and on the Discord of the Arma I am not helped either, I am only sent further and further into other chats, but does anyone help me? NO! Here is my Custom Asset List: /*-------------------------------------------------------------------------------------------------- MISSION DESCRIPTION --------------------------------------------------------------------------------------------------*/ showGPS=1; debriefing=1; briefing=1; /*-------------------------------------------------------------------------------------------------- MP HEADER --------------------------------------------------------------------------------------------------*/ class Header { gameType = Warlords; minPlayers = 0; maxPlayers = 32; }; /*-------------------------------------------------------------------------------------------------- RESPAWN / REVIVE --------------------------------------------------------------------------------------------------*/ disabledAI = 1; Respawn = 3; RespawnDelay = 10; respawnTemplates[] = {"MenuInventory","MenuPosition"}; RespawnDialog = 0; respawnOnStart = 1; respawnButton = 1; respawnVehicleDelay = 0; saving = 0; ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes ReviveUnconsciousStateMode = 2; //0: basic, 1: advanced, 2: realistic ReviveRequiredTrait = 0; //0: none, 1: medic trait is required ReviveRequiredItems = 2; //0: none, 1: medkit, 2: medkit or first aid kit ReviveRequiredItemsFakConsumed = 1; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed ReviveDelay = 6; //time needed to revive someone (in secs) ReviveMedicSpeedMultiplier = 3; //speed multiplier for revive performed by medic ReviveForceRespawnDelay = 10; //time needed to perform force respawn (in secs) ReviveBleedOutDelay = 300; //unconscious state duration (in secs) */ /*-------------------------------------------------------------------------------------------------- CORPSE & WRECK MANAGEMENT --------------------------------------------------------------------------------------------------*/ /*-------------------------------------------------------------------------------------------------- RESPAWN INVENTORY --------------------------------------------------------------------------------------------------*/ class CfgRespawnInventory { class Loadout1 { #include "loadouts\loadout1.sqf" }; class Loadout2 { #include "loadouts\loadout2.sqf" }; class Loadout3 { #include "loadouts\loadout3.sqf" }; }; class CfgRoles { #include "roles\roles.sqf" }; class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_recon_TL_F { cost = 100; requirements[] = {}; }; class B_T_Recon_TL_F { cost = 150; requirements[] = {}; }; class B_recon_JTAC_F { cost = 200; requirements[] = {}; }; class B_T_Recon_JTAC_F { cost = 250; requirements[] = {}; }; class B_recon_medic_F { cost = 300; requirements[] = {}; }; class B_T_recon_medic_F { cost = 350; requirements[] = {}; }; class B_recon_exp_F { cost = 400; requirements[] = {}; }; class B_T_recon_exp_F { cost = 450; requirements[] = {}; }; class B_recon_LAT_F { cost = 500; requirements[] = {}; }; class B_T_Recon_LAT_F { cost = 550; requirements[] = {}; }; class B_T_diver_F { cost = 600; requirements[] = {}; }; class B_T_diver_exp_F { cost = 700; requirements[] = {}; }; class B_recon_F { cost = 800; requirements[] = {}; }; class B_T_Recon_F { cost = 850; requirements[] = {}; }; class B_recon_M_F { cost = 900; requirements[] = {}; }; class B_T_Recon_M_F { cost = 950; requirements[] = {}; }; class B_Recon_Sharpshooter_F { cost = 1000; requirements[] = {}; }; class B_Deck_Crew_F { cost = 50; requirements[] = {}; }; class B_soldier_repair_F { cost = 475; requirements[] = {}; }; class B_T_Soldier_Repair_F { cost = 525; requirements[] = {}; }; class B_W_Soldier_Repair_F { cost = 575; requirements[] = {}; }; class B_Soldier_GL_F { cost = 625; requirements[] = {}; }; class B_T_Soldier_GL_F { cost = 650; requirements[] = {}; }; class B_W_Soldier_GL_F { cost = 675; requirements[] = {}; }; class B_Patrol_Soldier_AR_F { cost = 725; requirements[] = {}; }; class B_Patrol_HeavyGunner_F { cost = 750; requirements[] = {}; }; class B_HeavyGunner_F { cost = 775; requirements[] = {}; }; class B_W_Helicrew_F { cost = 1100; requirements[] = {}; }; class B_W_Helipilot_F { cost = 1200; requirements[] = {}; }; class B_spotter_F { cost = 1300; requirements[] = {}; }; class B_T_Spotter_F { cost = 1350; requirements[] = {}; }; class B_sniper_F { cost = 1400; requirements[] = {}; }; class B_T_Sniper_F { cost = 1450; requirements[] = {}; }; class B_ghillie_ard_F { cost = 1500; requirements[] = {}; }; class B_ghillie_sard_F { cost = 2000; requirements[] = {}; }; class B_ghillie_lsh_F { cost = 2500; requirements[] = {}; }; class B_T_ghillie_tna_F { cost = 3000; requirements[] = {}; }; class B_soldier_PG_F { cost = 4000; requirements[] = {}; }; class B_T_Soldier_PG_F { cost = 4050; requirements[] = {}; }; class B_soldier_UAV_F { cost = 4450; requirements[] = {}; }; class B_T_Soldier_UAV_F { cost = 4650; requirements[] = {}; }; class B_W_Soldier_UAV_F { cost = 4850; requirements[] = {}; }; class B_W_Soldier_CBRN_F { cost = 4975; requirements[] = {}; }; }; class Vehicles { class B_G_Offroad_01_armed_F { cost = 5500; requirements[] = {}; }; class B_LSV_01_armed_black_F { cost = 6800; requirements[] = {}; }; class Night_B_MRAP_03_hmg_F { cost = 8500; requirements[] = {}; }; class Night_B_MRAP_03_gmg_F { cost = 9500; requirements[] = {}; }; class B_APC_Wheeled_01_cannon_F { cost = 10500; requirements[] = {}; }; class B_T_APC_Wheeled_01_cannon_F { cost = 10750; requirements[] = {}; }; class NHV_Gorgon { cost = 12500; requirements[] = {}; }; class B_APC_Tracked_01_CRV_F { cost = 14500; requirements[] = {}; }; class B_T_APC_Tracked_01_CRV_F { cost = 14750; requirements[] = {}; }; class B_APC_Tracked_01_AA_F { cost = 28500; requirements[] = {}; }; class B_T_APC_Tracked_01_AA_F { cost = 28750; requirements[] = {}; }; class Steve_IFV_Warrior { cost = 35000; requirements[] = {}; }; class B_MBT_01_TUSK_F { cost = 42000; requirements[] = {}; }; class B_T_MBT_01_TUSK_F { cost = 42250; requirements[] = {}; }; class Steve_MBT_Kuma { cost = 50000; requirements[] = {}; }; class B_AFV_Wheeled_01_up_cannon_F { cost = 79422; requirements[] = {}; }; class B_T_AFV_Wheeled_01_up_cannon_F { cost = 79672; requirements[] = {}; }; class B_MBT_01_arty_F { cost = 158593; requirements[] = {}; }; class B_T_MBT_01_arty_F { cost = 158843; requirements[] = {}; }; class B_MBT_01_mlrs_F { cost = 271875; requirements[] = {}; }; class B_T_MBT_01_mlrs_F { cost = 272125; requirements[] = {}; }; class B_Quadbike_01_F { cost = 1000; requirements[] = {}; }; class B_T_Quadbike_01_F { cost = 1250; requirements[] = {}; }; class B_LSV_01_unarmed_black_F { cost = 2500; requirements[] = {}; }; class Night_B_MRAP_03_F { cost = 4000; requirements[] = {}; }; class I_E_Van_02_vehicle_F { cost = 5000; requirements[] = {}; }; class B_Truck_01_transport_F { cost = 6000; requirements[] = {}; }; class B_T_Truck_01_transport_F { cost = 6250; requirements[] = {}; }; class B_Truck_01_covered_F { cost = 7000; requirements[] = {}; }; class B_T_Truck_01_covered_F { cost = 7250; requirements[] = {}; }; class B_Truck_01_medical_F { cost = 8000; requirements[] = {}; }; class B_T_Truck_01_medical_F { cost = 8250; requirements[] = {}; }; class B_Truck_01_fuel_F { cost = 9000; requirements[] = {}; }; class B_T_Truck_01_fuel_F { cost = 9250; requirements[] = {}; }; class B_Truck_01_Repair_F { cost = 10000; requirements[] = {}; }; class B_T_Truck_01_Repair_F { cost = 10250; requirements[] = {}; }; class B_Truck_01_ammo_F { cost = 11000; requirements[] = {}; }; class B_T_Truck_01_ammo_F { cost = 11250; requirements[] = {}; }; }; class Aircraft { class B_Heli_Transport_03_unarmed_green_F { cost = 33984; requirements[] = {}; }; class B_Heli_Transport_03_F { cost = 67968; requirements[] = { "H" }; }; class B_Heli_Transport_01_camo_F { cost = 90625; requirements[] = { "H" }; }; class B_Heli_Attack_01_dynamicLoadout_F { cost = 113280; requirements[] = { "H" }; }; class B_T_VTOL_01_vehicle_blue_F { cost = 125000; requirements[] = { "A" }; }; class B_T_VTOL_01_armed_blue_F { cost = 125000; requirements[] = { "A" }; }; class B_Plane_CAS_01_dynamicLoadout_F { cost = 135937; requirements[] = { "A" }; }; class B_Plane_Fighter_01_Stealth_F { cost = 158594; requirements[] = { "A" }; }; class LDF_V_C_IND_GRIPCAM { cost = 181250; requirements[] = { "A" }; }; class B_T_UAV_03_dynamicLoadout_F { cost = 362500; requirements[] = { "A" }; }; class B_UAV_02_dynamicLoadout_F { cost = 407815; requirements[] = { "A" }; }; class B_UAV_05_F { cost = 498438; requirements[] = { "A" }; }; }; class Naval { class B_Lifeboat { cost = 500; requirements[] = { "W" }; }; class C_Rubberboat { cost = 1000; requirements[] = { "W" }; }; class C_Boat_Transport_02_F { cost = 2500; requirements[] = { "W" }; }; class B_Boat_Armed_01_minigun_F { cost = 6500; requirements[] = { "W" }; }; class B_SDV_01_F { cost = 8000; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 40; requirements[] = {}; }; class Box_NATO_Support_F { cost = 80; requirements[] = {}; }; class Box_NATO_Wps_F { cost = 100; requirements[] = {}; }; class Box_NATO_WpsSpecial_F { cost = 200; requirements[] = {}; }; class Box_NATO_Grenades_F { cost = 30; requirements[] = {}; }; class Box_NATO_AmmoOrd_F { cost = 50; requirements[] = {}; }; class Box_NATO_WpsLaunch_F { cost = 250; requirements[] = {}; }; class Box_NATO_Uniforms_F { cost = 75; requirements[] = {}; }; class Box_NATO_Equip_F { cost = 90; requirements[] = {}; }; class B_supplyCrate_F { cost = 120; requirements[] = {}; }; class Box_NATO_AmmoVeh_F { cost = 1000; requirements[] = {}; }; }; class Defences { class B_Static_Designator_01_F { cost = 50; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_GMG_01_F { cost = 60; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_GMG_01_A_F { cost = 70; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_HMG_01_F { cost = 80; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_HMG_01_A_F { cost = 90; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_HMG_01_high_F { cost = 100; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_GMG_01_high_F { cost = 125; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_static_AT_F { cost = 200; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_static_AA_F { cost = 225; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_Mortar_01_F { cost = 8750; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class I_E_Radar_System_01_F { cost = 17500; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class I_E_SAM_System_03_F { cost = 35000; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; }; }; class EAST { class Infantry { class O_recon_TL_F { cost = 100; requirements[] = {}; }; class O_T_Recon_TL_F { cost = 125; requirements[] = {}; }; class O_R_Patrol_Soldier_TL_F { cost = 150; requirements[] = {}; }; class O_R_recon_TL_F { cost = 175; requirements[] = {}; }; class O_recon_JTAC_F { cost = 200; requirements[] = {}; }; class O_T_Recon_JTAC_F { cost = 220; requirements[] = {}; }; class O_R_recon_JTAC_F { cost = 240; requirements[] = {}; }; class O_V_Soldier_JTAC_hex_F { cost = 260; requirements[] = {}; }; class O_V_Soldier_JTAC_ghex_F { cost = 280; requirements[] = {}; }; class O_recon_medic_F { cost = 300; requirements[] = {}; }; class O_T_Recon_Medic_F { cost = 315; requirements[] = {}; }; class O_R_Patrol_Soldier_Medic { cost = 330; requirements[] = {}; }; class O_R_recon_medic_F { cost = 345; requirements[] = {}; }; class O_V_Soldier_Medic_hex_F { cost = 365; requirements[] = {}; }; class O_V_Soldier_Medic_ghex_F { cost = 385; requirements[] = {}; }; class O_recon_exp_F { cost = 400; requirements[] = {}; }; class O_T_Recon_Exp_F { cost = 425; requirements[] = {}; }; class O_R_recon_exp_F { cost = 475; requirements[] = {}; }; class O_recon_LAT_F { cost = 500; requirements[] = {}; }; class O_T_Recon_LAT_F { cost = 525; requirements[] = {}; }; class O_R_Patrol_Soldier_LAT_F { cost = 550; requirements[] = {}; }; class O_R_recon_LAT_F { cost = 575; requirements[] = {}; }; class O_T_Diver_F { cost = 600; requirements[] = {}; }; class O_T_Diver_Exp_F { cost = 700; requirements[] = {}; }; class O_recon_F { cost = 800; requirements[] = {}; }; class O_T_Recon_F { cost = 850; requirements[] = {}; }; class O_recon_M_F { cost = 900; requirements[] = {}; }; class O_T_Recon_M_F { cost = 925; requirements[] = {}; }; class O_R_recon_M_F { cost = 975; requirements[] = {}; }; class O_Pathfinder_F { cost = 1000; requirements[] = {}; }; class O_R_soldier_M_F { cost = 1025; requirements[] = {}; }; class O_R_Patrol_Soldier_M_F { cost = 1035; requirements[] = {}; }; class O_V_Soldier_M_hex_F { cost = 1065; requirements[] = {}; }; class O_V_Soldier_M_ghex_F { cost = 1075; requirements[] = {}; }; class O_soldierU_repair_F { cost = 575; requirements[] = {}; }; class O_R_Patrol_Soldier_GL_F { cost = 615; requirements[] = {}; }; class O_R_recon_GL_F { cost = 685; requirements[] = {}; }; class O_R_recon_AR_F { cost = 715; requirements[] = {}; }; class O_Urban_HeavyGunner_F { cost = 785; requirements[] = {}; }; class O_T_Helicrew_F { cost = 1100; requirements[] = {}; }; class O_T_Helipilot_F { cost = 1200; requirements[] = {}; }; class O_spotter_F { cost = 1300; requirements[] = {}; }; class O_T_Spotter_F { cost = 1350; requirements[] = {}; }; class O_sniper_F { cost = 1400; requirements[] = {}; }; class O_T_Sniper_F { cost = 1450; requirements[] = {}; }; class O_ghillie_ard_F { cost = 1500; requirements[] = {}; }; class O_ghillie_sard_F { cost = 2000; requirements[] = {}; }; class O_ghillie_lsh_F { cost = 2500; requirements[] = {}; }; class O_T_ghillie_tna_F { cost = 3000; requirements[] = {}; }; class O_soldier_PG_F { cost = 4000; requirements[] = {}; }; class O_T_Soldier_PG_F { cost = 4250; requirements[] = {}; }; class O_soldier_UAV_F { cost = 4500; requirements[] = {}; }; class O_T_Soldier_UAV_F { cost = 4750; requirements[] = {}; }; }; class Vehicles { class B_G_Offroad_01_armed_F { cost = 5500; requirements[] = {}; }; class O_T_LSV_02_armed_black_F { cost = 6800; requirements[] = {}; }; class I_MRAP_03_hmg_F { cost = 8500; requirements[] = {}; }; class I_MRAP_03_gmg_F { cost = 9500; requirements[] = {}; }; class O_APC_Wheeled_02_rcws_v2_F { cost = 10500; requirements[] = {}; }; class O_T_APC_Wheeled_02_rcws_v2_ghex_F { cost = 10750; requirements[] = {}; }; class I_APC_Wheeled_03_cannon_F { cost = 12500; requirements[] = {}; }; class O_APC_Tracked_02_cannon_F { cost = 28500; requirements[] = {}; }; class O_T_APC_Tracked_02_cannon_ghex_F { cost = 28750; requirements[] = {}; }; class I_APC_tracked_03_cannon_F { cost = 35000; requirements[] = {}; }; class O_MBT_02_cannon_F { cost = 42000; requirements[] = {}; }; class O_T_MBT_02_cannon_ghex_F { cost = 42250; requirements[] = {}; }; class I_MBT_03_cannon_F { cost = 50000; requirements[] = {}; }; class O_MBT_04_cannon_F { cost = 79422; requirements[] = {}; }; class O_T_MBT_04_cannon_F { cost = 79672; requirements[] = {}; }; class O_MBT_04_command_F { cost = 100000; requirements[] = {}; }; class O_T_MBT_04_command_F { cost = 100250; requirements[] = {}; }; class O_MBT_02_arty_F { cost = 158593; requirements[] = {}; }; class O_T_MBT_02_arty_ghex_F { cost = 158843; requirements[] = {}; }; class O_MBT_02_railgun_F { cost = 200000; requirements[] = {}; }; class O_T_MBT_02_railgun_ghex_F { cost = 200750; requirements[] = {}; }; class I_Truck_02_MRL_F { cost = 271875; requirements[] = {}; }; class O_Quadbike_01_F { cost = 1000; requirements[] = {}; }; class O_T_Quadbike_01_ghex_F { cost = 1250; requirements[] = {}; }; class O_T_LSV_02_unarmed_black_F { cost = 2500; requirements[] = {}; }; class I_MRAP_03_F { cost = 4000; requirements[] = {}; }; class I_C_Van_02_vehicle_F { cost = 5000; requirements[] = {}; }; class O_Truck_02_transport_F { cost = 6000; requirements[] = {}; }; class O_T_Truck_02_transport_F { cost = 6250; requirements[] = {}; }; class O_Truck_02_covered_F { cost = 7000; requirements[] = {}; }; class O_T_Truck_02_F { cost = 7250; requirements[] = {}; }; class O_Truck_02_medical_F { cost = 8000; requirements[] = {}; }; class O_T_Truck_02_Medical_F { cost = 8250; requirements[] = {}; }; class O_Truck_02_fuel_F { cost = 9000; requirements[] = {}; }; class O_T_Truck_02_fuel_F { cost = 9250; requirements[] = {}; }; class O_Truck_02_box_F { cost = 10000; requirements[] = {}; }; class O_T_Truck_02_Box_F { cost = 10250; requirements[] = {}; }; class O_Truck_02_Ammo_F { cost = 11000; requirements[] = {}; }; class O_T_Truck_02_Ammo_F { cost = 11250; requirements[] = {}; }; class O_Truck_03_device_F { cost = 12000; requirements[] = {}; }; class O_T_Truck_03_device_ghex_F { cost = 12250; requirements[] = {}; }; }; class Aircraft { class B_Heli_Transport_03_unarmed_F { cost = 33984; requirements[] = {}; }; class B_Heli_Transport_03_black_F { cost = 67968; requirements[] = { "H" }; }; class O_Heli_Light_02_v2_F { cost = 79297; requirements[] = { "H" }; }; class B_Heli_Transport_01_F { cost = 90625; requirements[] = { "H" }; }; class O_Heli_Attack_02_black_F { cost = 101953; requirements[] = { "H" }; }; class LDF_V_C_IND_COMMAN { cost = 113280; requirements[] = { "H" }; }; class O_T_VTOL_02_vehicle_grey_F { cost = 125000; requirements[] = { "H" }; }; class O_Plane_CAS_02_dynamicLoadout_F { cost = 135937; requirements[] = { "A" }; }; class O_Plane_Fighter_02_Stealth_F { cost = 158594; requirements[] = { "A" }; }; class LDF_V_C_IND_GRIPDES { cost = 181250; requirements[] = { "A" }; }; class O_UAV_02_dynamicLoadout_F { cost = 362500; requirements[] = { "A" }; }; class O_T_UAV_04_CAS_F { cost = 498438; requirements[] = { "A" }; }; }; class Naval { class O_Lifeboat { cost = 500; requirements[] = { "W" }; }; class O_Boat_Transport_01_F { cost = 1000; requirements[] = { "W" }; }; class I_C_Boat_Transport_02_F { cost = 2500; requirements[] = { "W" }; }; class O_Boat_Armed_01_hmg_F { cost = 6500; requirements[] = { "W" }; }; class O_SDV_01_F { cost = 8000; requirements[] = { "W" }; }; }; class Gear { class Box_East_Ammo_F { cost = 40; requirements[] = {}; }; class Box_East_Support_F { cost = 80; requirements[] = {}; }; class Box_East_Wps_F { cost = 100; requirements[] = {}; }; class Box_East_WpsSpecial_F { cost = 200; requirements[] = {}; }; class Box_East_Grenades_F { cost = 30; requirements[] = {}; }; class Box_East_AmmoOrd_F { cost = 50; requirements[] = {}; }; class Box_East_WpsLaunch_F { cost = 250; requirements[] = {}; }; class Box_CSAT_Uniforms_F { cost = 75; requirements[] = {}; }; class Box_CSAT_Equip_F { cost = 90; requirements[] = {}; }; class O_supplyCrate_F { cost = 120; requirements[] = {}; }; class Box_East_AmmoVeh_F { cost = 1000; requirements[] = {}; }; }; class Defences { class O_Static_Designator_02_F { cost = 50; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_GMG_01_F { cost = 60; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_GMG_01_A_F { cost = 70; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_HMG_01_F { cost = 80; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_HMG_01_A_F { cost = 90; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_HMG_01_high_F { cost = 100; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_GMG_01_high_F { cost = 125; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_static_AT_F { cost = 200; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class B_static_AA_F { cost = 225; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_Mortar_01_F { cost = 8750; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_Radar_System_02_F { cost = 17500; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; class O_SAM_System_04_F { cost = 35000; requirements[] = {}; offset[] = { 0, 5.3, 0 }; }; }; }; }; }; WLAIRequisitonBlacklist[] = { "B_Deck_Crew_F", "B_W_Helicrew_F", "B_W_Helipilot_F", "B_G_Offroad_01_armed_F", "B_LSV_01_armed_F", "B_T_LSV_01_armed_F", "B_LSV_01_AT_F", "B_T_LSV_01_AT_F", "Night_B_MRAP_03_hmg_F", "Night_B_MRAP_03_gmg_F", "B_APC_Wheeled_01_cannon_F", "B_T_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_CRV_F", "B_T_APC_Tracked_01_CRV_F", "B_APC_Tracked_01_AA_F", "B_T_APC_Tracked_01_AA_F", "Steve_IFV_Warrior", "B_MBT_01_TUSK_F", "B_T_MBT_01_TUSK_F", "Steve_MBT_Kuma", "B_AFV_Wheeled_01_up_cannon_F", "B_T_AFV_Wheeled_01_up_cannon_F", "B_MBT_01_arty_F", "B_T_MBT_01_arty_F", "B_MBT_01_mlrs_F", "B_T_MBT_01_mlrs_F", "B_Quadbike_01_F", "B_T_Quadbike_01_F", "B_LSV_01_unarmed_F", "B_T_LSV_01_unarmed_F", "B_CTRG_LSV_01_light_F", "Night_B_MRAP_03_F", "I_E_Van_02_vehicle_F", "B_Truck_01_transport_F", "B_T_Truck_01_transport_F", "B_Truck_01_covered_F", "B_T_Truck_01_covered_F", "B_Truck_01_medical_F", "B_T_Truck_01_medical_F", "B_Truck_01_fuel_F", "B_T_Truck_01_fuel_F", "B_Truck_01_Repair_F", "B_T_Truck_01_Repair_F", "B_Truck_01_ammo_F", "B_T_Truck_01_ammo_F", "CH49_Mohawk_FG", "B_CTRG_Heli_Transport_01_tropic_F", "B_Heli_Attack_01_dynamicLoadout_F", "B_Lifeboat", "B_Boat_Transport_01_F", "I_C_Boat_Transport_02_F", "B_Boat_Armed_01_minigun_F", "B_SDV_01_F", "Box_NATO_Ammo_F", "Box_NATO_Support_F", "Box_NATO_Wps_F", "Box_NATO_WpsSpecial_F", "Box_NATO_Grenades_F", "Box_NATO_AmmoOrd_F", "Box_NATO_WpsLaunch_F", "Box_NATO_Uniforms_F", "Box_NATO_Equip_F", "B_supplyCrate_F", "Box_NATO_AmmoVeh_F", "B_Static_Designator_01_F", "B_GMG_01_F", "B_GMG_01_A_F", "B_HMG_01_F", "B_HMG_01_A_F", "B_HMG_01_high_F", "B_GMG_01_high_F", "B_Mortar_01_F", "B_static_AT_F", "B_static_AA_F", "I_E_Radar_System_01_F", "I_E_SAM_System_03_F", "I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F", "O_T_Helicrew_F", "O_T_Helipilot_F", "B_G_Offroad_01_armed_F", "O_LSV_02_armed_F", "O_T_LSV_02_armed_F", "O_LSV_02_AT_F", "O_T_LSV_02_AT_F", "I_MRAP_03_hmg_F", "I_MRAP_03_gmg_F", "O_APC_Wheeled_02_rcws_v2_F", "O_T_APC_Wheeled_02_rcws_v2_ghex_F", "I_APC_Wheeled_03_cannon_F", "O_APC_Tracked_02_cannon_F", "O_T_APC_Tracked_02_cannon_ghex_F", "I_APC_tracked_03_cannon_F", "O_MBT_02_cannon_F", "O_T_MBT_02_cannon_ghex_F", "I_MBT_03_cannon_F", "O_MBT_04_cannon_F", "O_T_MBT_04_cannon_F", "O_MBT_04_command_F", "O_T_MBT_04_command_F", "O_MBT_02_arty_F", "O_T_MBT_02_arty_ghex_F", "O_MBT_02_railgun_F", "O_T_MBT_02_railgun_ghex_F", "I_Truck_02_MRL_F", "O_Quadbike_01_F", "O_T_Quadbike_01_ghex_F", "O_LSV_02_unarmed_F", "O_T_LSV_02_unarmed_F", "I_MRAP_03_F", "I_C_Van_02_vehicle_F", "O_Truck_02_transport_F", "O_T_Truck_02_transport_F", "O_Truck_02_covered_F", "O_T_Truck_02_F", "O_Truck_02_medical_F", "O_T_Truck_02_Medical_F", "O_Truck_02_fuel_F", "O_T_Truck_02_fuel_F", "O_Truck_02_box_F", "O_T_Truck_02_Box_F", "O_Truck_02_Ammo_F", "O_T_Truck_02_Ammo_F", "O_Truck_03_device_F", "O_T_Truck_03_device_ghex_F", "O_Heli_Light_02_unarmed_F", "I_Heli_Transport_02_F", "B_CTRG_Heli_Transport_01_sand_F", "LDF_V_C_IND_COMMAN", "O_Lifeboat", "O_Boat_Transport_01_F", "C_Boat_Transport_02_F", "O_Boat_Armed_01_hmg_F", "O_SDV_01_F", "Box_East_Ammo_F", "Box_East_Support_F", "Box_East_Wps_F", "Box_East_WpsSpecial_F", "Box_East_Grenades_F", "Box_East_AmmoOrd_F", "Box_East_WpsLaunch_F", "Box_CSAT_Uniforms_F", "Box_CSAT_Equip_F", "O_supplyCrate_F", "Box_East_AmmoVeh_F", "O_Static_Designator_02_F", "O_GMG_01_F", "O_GMG_01_A_F", "O_HMG_01_F", "O_HMG_01_A_F", "O_HMG_01_high_F", "O_GMG_01_high_F", "O_Mortar_01_F", "B_static_AT_F", "B_static_AA_F", "O_Radar_System_02_F", "O_SAM_System_04_F" }; class CfgWLAssetCostOverride { Airdrop = 0; Scan = 100; FastTravel = 0; LastLoadout = 10; Arsenal = 10000; FundsTransfer = 1; ResetVoting = 20000; }; (please help) Share this post Link to post Share on other sites