Nasder9 10 Posted July 10, 2010 Using the replacement config (desert replacement) I realized there was a problem when one of the soldiers didn't show up. I got this from my Arma2OA.RPT file. Cannot create entity with abstract type CZ_Soldier_AMG_DES_EP1 (scope = private?) Share this post Link to post Share on other sites
cole 0 Posted July 10, 2010 (edited) Using the replacement config (desert replacement) I realized there was a problem when one of the soldiers didn't show up. I got this from my Arma2OA.RPT file.Cannot create entity with abstract type CZ_Soldier_AMG_DES_EP1 (scope = private?) Thanks for reporting that. I never noticed :butbut: I'll try finding out what did I do wrong (yet again, oh god I suck so much at making configs) and release a fixed version once I find out. EDIT: There was actually 2 soldiers missing. Please, do throw rocks at me for not noticing. 1.1 Download (MediaFire) Edited July 10, 2010 by Cole New version release Share this post Link to post Share on other sites
enad 11 Posted July 10, 2010 Haha yeah when I turn my graphics up I sometimes have to wait like 5 minutes before the model and all that load properly, i need an upgrade :( haha Oh my settings weren't high it was just on Zargabad. :( Share this post Link to post Share on other sites
victim913 10 Posted January 18, 2011 Probably the most asked question in this entire forum, are you going to update your units to be able to work with ACE? I know it's an old question, but anyone playing ACE can no longer just set a unit down in a mission and play. We now have to remove all weapons this, because ACE does not allow the AKM magazines to work with the SA58 rifle as you have with your units. The AKM magazines no longer work with ACR units. And since you are the only provider of woodland textures it causes problems. Or maybe you can get them to put your units in their mod. Share this post Link to post Share on other sites
sabre 244 Posted January 19, 2011 Well I definately can't speak for ACE but if they'd like to put them into the Mod, that's ok with me and if they need anything from it, I'm willing to help. Other than that i'll ask around and see how I go getting an ACE compatible version done up. Might have a quick look over them at the same time. Thanks for the heads up. Share this post Link to post Share on other sites
Fox '09 14 Posted January 19, 2011 Probably the most asked question in this entire forum, are you going to update your units to be able to work with ACE?I know it's an old question, but anyone playing ACE can no longer just set a unit down in a mission and play. We now have to remove all weapons this, because ACE does not allow the AKM magazines to work with the SA58 rifle as you have with your units. The AKM magazines no longer work with ACR units. And since you are the only provider of woodland textures it causes problems. Or maybe you can get them to put your units in their mod. although the man already answered, wouldn't it make sense to ask ACE this question? this mod isn't breaking ace compatibility, ace is breaking this mods compatibility. Think about it.. mod causes issues with ace = ace doesn't function, ace causes issues with mod = mod doesn't function. Share this post Link to post Share on other sites
gossamersolid 155 Posted January 19, 2011 Woodland ACR looks beautiful. Good job. Share this post Link to post Share on other sites
AnimalMother92 10 Posted January 19, 2011 Well I definately can't speak for ACE but if they'd like to put them into the Mod, that's ok with me and if they need anything from it, I'm willing to help.Other than that i'll ask around and see how I go getting an ACE compatible version done up. Might have a quick look over them at the same time. Thanks for the heads up. Hey Sabre, hope this can help you :) ACE Features for 3rd Party Addons Share this post Link to post Share on other sites
ravendk 25 Posted July 9, 2011 Probably the most asked question in this entire forum, are you going to update your units to be able to work with ACE?I know it's an old question, but anyone playing ACE can no longer just set a unit down in a mission and play. We now have to remove all weapons this, because ACE does not allow the AKM magazines to work with the SA58 rifle as you have with your units. The AKM magazines no longer work with ACR units. And since you are the only provider of woodland textures it causes problems. Or maybe you can get them to put your units in their mod. ACE SA58 core From ACE magazines[] = {"30Rnd_762x39_SA58", "ACE_30Rnd_762x39_T_SA58"}; From orginal config (\CA\weapons_e\config.bin) magazines[] = {"30Rnd_762x39_SA58", [u]"30Rnd_762x39_AK47"[/u]}; To be fair to Sabre, its not his fault.. its a ACE bug :) side note. Sabre pm Share this post Link to post Share on other sites
jedra 11 Posted July 9, 2011 Hi, I have created (for my own use so far) a version of this mod with an ACE config. Nothing special - just adds useable ammo, some tracer rounds, earplugs, epi, morph, bandages and FAST packs for the backback fellas. THESE ARE CONFIG CHANGES ONLY - I have not altered any models or textures. If Sabre is cool with it and anyone is interested I can post it up for download? Share this post Link to post Share on other sites
ravendk 25 Posted July 9, 2011 Have you added medics too ? Share this post Link to post Share on other sites
Robalo 465 Posted July 9, 2011 ACE SA58 coreFrom ACE magazines[] = {"30Rnd_762x39_SA58", "ACE_30Rnd_762x39_T_SA58"}; From orginal config (\CA\weapons_e\config.bin) magazines[] = {"30Rnd_762x39_SA58", [u]"30Rnd_762x39_AK47"[/u]}; To be fair to Sabre, its not his fault.. its a ACE bug :) side note. Sabre pm Or this is a BIS bug which ACE corrected. AK-47 mags do not fit in SA-58 IRL. The solution is easy enough: use SA58 mags in a SA58 rifle. Share this post Link to post Share on other sites
jedra 11 Posted July 10, 2011 Have you added medics too ? No, I have simply created configs for the units in the original mod. I could make a medic, but he would look identical to another unit as I am not changing the models. I have also created a replacement config that allows the original ACR units to use the new models but with ACE load-outs. Share this post Link to post Share on other sites
ravendk 25 Posted July 10, 2011 This is the config i updated.. #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class SBEACR { units[] = {}; weapons[] = {}; requiredVersion = 1.02; requiredAddons[] = {"CACharacters", CA_E, "CACharacters_E_Head", "CACharacters2"}; }; }; class CfgVehicleClasses { class SBECZMenDes { displayName = "SBE ACR DES"; }; class SBECZMenWLD { displayName = "SBE ACR WLD"; }; }; class CfgVehicles { class Man; // External class reference class CAManBase; // External class reference class SoldierEB; // External class reference class SoldierWB; // External class reference class SoldierGB; // External class reference class Civilian; // External class reference class CZ_Soldier_base_EP1; // External class reference class CZ_Soldier_SL_DES_EP1; // External class reference class CZ_Soldier_DES_EP1; // External class reference class CZ_Soldier_B_DES_EP1; // External class reference class CZ_Soldier_AMG_DES_EP1; // External class reference class CZ_Soldier_AT_DES_EP1; // External class reference class CZ_Soldier_MG_DES_EP1; // External class reference class CZ_Soldier_Office_DES_EP1; // External class reference class CZ_Soldier_Light_DES_EP1; // External class reference class CZ_Soldier_Pilot_EP1; // External class reference class CZ_Special_Forces_Scout_DES_EP1; // External class reference class CZ_Special_Forces_MG_DES_EP1; // External class reference class CZ_Special_Forces_DES_EP1; // External class reference class CZ_Special_Forces_TL_DES_EP1; // External class reference class CZ_Special_Forces_GL_DES_EP1; // External class reference class CZ_Soldier_Sniper_EP1; // External class reference //-- class SBE_CZ_Soldier_SL_DES_EP1 : CZ_Soldier_SL_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; displayName = "$STR_EP1_DN_CZ_Soldier_SL_DES_EP1"; Picture = "\Ca\characters\data\Ico\i_sleader_CA.paa"; Icon = "\Ca\characters2\data\icon\i_officer_CA.paa"; TextPlural = "$STR_DN_officers"; TextSingular = "$STR_DN_officer"; nameSound = "veh_officer"; accuracy = 3.6; // accuracy needed to recognize type of this target sensitivity = 3.4; // sensor sensitivity cost = 500000; enableGPS = 1; model = "\SBE_ACR\des_soldier"; backpack = "CZ_VestPouch_Sa58_EP1"; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "glock17_EP1"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_DES_EP1 : CZ_Soldier_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_DES_EP1"; model = "\SBE_ACR\des_soldier"; backpack = "CZ_VestPouch_Sa58_EP1"; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West"}; }; class SBE_CZ_Soldier_B_DES_EP1 : SBE_CZ_Soldier_DES_EP1 { vehicleClass = "SBECZMenDes"; model = "\SBE_ACR\des_soldier"; displayName = "$STR_EP1_DN_CZ_Soldier_B_DES_EP1"; backpack = "CZ_Backpack_Ammo_EP1"; }; class SBE_CZ_Medic_DES_EP1: CZ_Soldier_DES_EP1 { vehicleClass = "SBECZMenDes"; attendant = 1; backpack = ""; displayname = "Medic"; model = "\SBE_ACR\des_soldier"; icon = "\Ca\characters2\data\icon\i_medic_CA.paa"; magazines[] = {"30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "SmokeShellRed", "SmokeShellGreen", "SmokeShell"}; respawnmagazines[] = {"30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "SmokeShell", "SmokeShell"}; respawnweapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ACE_Rucksack_MOLLE_ACU_Medic"}; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ACE_Rucksack_MOLLE_ACU_Medic"}; }; class SBE_CZ_Soldier_AMG_DES_EP1 : CZ_Soldier_AMG_DES_EP1 { vehicleClass = "SBECZMenDes"; model = "\SBE_ACR\des_soldier"; displayName = "$STR_EP1_DN_CZ_Soldier_AMG_DES_EP1"; backpack = "CZ_Backpack_AmmoMG_EP1"; canCarryBackPack = 1; }; class SBE_CZ_Soldier_AT_DES_EP1 : CZ_Soldier_AT_DES_EP1{ vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_AT_DES_EP1"; TextPlural = "$STR_DN_launcherSoldiers"; TextSingular = "$STR_DN_launcherSoldier"; nameSound = "veh_launcherSoldier"; model = "\SBE_ACR\des_soldier"; icon = "\Ca\characters2\data\icon\i_launcher_CA.paa"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.8, 0.1}; weapons[] = {"Sa58V_CCO_EP1", MAAWS, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", MAAWS_HEAT, MAAWS_HEDP, "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {"Sa58V_CCO_EP1", MAAWS, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", MAAWS_HEDP, "HandGrenade_West"}; }; class SBE_CZ_Soldier_MG_DES_EP1 : CZ_Soldier_MG_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_MG_DES_EP1"; Picture = "\Ca\characters\data\Ico\i_null_CA.paa"; Icon = "\Ca\characters2\data\icon\i_machinegunner_CA.paa"; TextPlural = "$STR_DN_mgunners"; TextSingular = "$STR_DN_mgunner"; nameSound = "veh_mgunner"; model = "\SBE_ACR\des_soldier"; weapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West"}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.6}; }; class SBE_CZ_Soldier_Office_DES_EP1 : CZ_Soldier_Office_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_Office_DES_EP1"; model = "\SBE_ACR\des_soldier_nic"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca"; Picture = "\Ca\characters\data\Ico\i_off_CA.paa"; Icon = "\Ca\characters2\data\icon\i_officer_CA.paa"; TextPlural = "$STR_DN_officers"; TextSingular = "$STR_DN_officer"; nameSound = "veh_officer"; weaponSlots = 1 + 4 + 6 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; weapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_Light_DES_EP1 : CZ_Soldier_Light_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_Light_DES_EP1"; model = "\SBE_ACR\des_soldier_nic"; weaponSlots = 1 + 4 + 6 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; weapons[] = {"Sa58P_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47"}; respawnWeapons[] = {"Sa58P_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47"}; }; class SBE_CZ_Soldier_Pilot_EP1 : CZ_Soldier_Pilot_EP1 { vehicleClass = "SBECZMenDes"; scope = public; model = "\SBE_ACR\des_pilot.p3d"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_pilot_ca"; TextPlural = "$STR_DN_pilots"; TextSingular = "$STR_DN_pilot"; nameSound = "veh_pilot"; displayName = "$STR_EP1_DN_CZ_Soldier_Pilot_EP1"; accuracy = 3.2; // accuracy needed to recognize type of this target camouflage = 1.6; // how dificult to spot - bigger - better spotable sensitivity = 2.6; // sensor sensitivity cost = 20000; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_pilot_body.rvmat", "ca\characters\data\us_pilot_body_wound1.rvmat", "ca\characters\data\us_pilot_body_wound2.rvmat", "ca\characters\data\us_pilot_hhl.rvmat", "ca\characters\data\us_pilot_hhl_wound1.rvmat", "ca\characters\data\us_pilot_hhl_wound2.rvmat"}; }; weapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "SmokeShell", "SmokeShellRed"}; respawnWeapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "SmokeShellRed"}; }; class SBE_CZ_Special_Forces_Scout_DES_EP1 : CZ_Special_Forces_Scout_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\des_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_Scout_DES_EP1"; backpack = "CZ_Backpack_Specops_EP1"; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_Medic_DES_EP1 : CZ_Special_Forces_Scout_DES_EP1 { vehicleClass = "SBECZMenDes"; attendant = 1; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\des_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; icon = "\Ca\characters2\data\icon\i_medic_CA.paa"; displayName = "Special Forces Medic"; backpack = ""; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1", "ACE_Rucksack_MOLLE_ACU_Medic"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1", "ACE_Rucksack_MOLLE_ACU_Medic"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_MG_DES_EP1 : CZ_Special_Forces_MG_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\des_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_MG_DES_EP1"; Icon = "\Ca\characters2\data\icon\i_machinegunner_CA.paa"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.6}; backpack = ""; weapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_DES_EP1 : CZ_Special_Forces_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\des_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_DES_EP1"; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_TL_DES_EP1 : CZ_Special_Forces_TL_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Special_Forces_TL_DES_EP1"; model = "\SBE_ACR\des_soldier_spec1"; icon = "\Ca\characters2\data\icon\i_leader_CA.paa"; backpack = "CZ_VestPouch_M4_EP1"; weapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "SmokeShellGreen", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_SmokeGreen_M203", "1Rnd_SmokeRed_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellGreen", "1Rnd_HE_M203", "1Rnd_SmokeGreen_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_GL_DES_EP1 : CZ_Special_Forces_GL_DES_EP1 { vehicleClass = "SBECZMenDes"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\des_soldier_spec1"; displayName = "$STR_EP1_DN_CZ_Special_Forces_GL_DES_EP1"; backpack = "CZ_VestPouch_M4_EP1"; weapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_SmokeRed_M203"}; respawnWeapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "1Rnd_HE_M203", "1Rnd_SmokeRed_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_Sniper_EP1 : CZ_Soldier_Sniper_EP1 { vehicleClass = "SBECZMenDes"; scope = public; displayName = $STR_DN_SNIPER; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; model = "\ca\characters_E\Ghillie\Ghillie_Overall"; portrait = "\Ca\characters\data\portraits\comBarHead_common_sniper_ca"; TextPlural = "$STR_DN_Snipers"; TextSingular = "$STR_DN_Sniper"; nameSound = "veh_Sniper"; accuracy = 3.9; // accuracy needed to recognize type of this target camouflage = 0.5; // how dificult to spot - bigger - better spotable sensitivity = 4; // sensor sensitivity cost = 350000; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.3, 0.3}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ca\characters_E\Ghillie\Data\ghillie_overall1_desert_co.paa"}; weapons[] = {"SVD_des_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "smokeshellred", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"SVD_des_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "HandGrenade_West", "IR_Strobe_Target", "smokeshellred", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; //-- class SBE_CZ_Soldier_SL_WLD_EP1 : CZ_Soldier_SL_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; displayName = "$STR_EP1_DN_CZ_Soldier_SL_DES_EP1"; Picture = "\Ca\characters\data\Ico\i_sleader_CA.paa"; Icon = "\Ca\characters2\data\icon\i_officer_CA.paa"; TextPlural = "$STR_DN_officers"; TextSingular = "$STR_DN_officer"; nameSound = "veh_officer"; accuracy = 3.6; // accuracy needed to recognize type of this target sensitivity = 3.4; // sensor sensitivity cost = 500000; enableGPS = 1; model = "\SBE_ACR\acr_soldier"; backpack = "CZ_VestPouch_Sa58_EP1"; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "glock17_EP1"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_WLD_EP1 : CZ_Soldier_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_DES_EP1"; model = "\SBE_ACR\acr_soldier"; backpack = "CZ_VestPouch_Sa58_EP1"; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West"}; }; class SBE_CZ_Soldier_B_WLD_EP1 : SBE_CZ_Soldier_WLD_EP1 { vehicleClass = "SBECZMenWLD"; model = "\SBE_ACR\acr_soldier"; displayName = "$STR_EP1_DN_CZ_Soldier_B_DES_EP1"; backpack = "CZ_Backpack_Ammo_EP1"; }; class SBE_CZ_Medic_WLD_EP1: CZ_Soldier_DES_EP1 { vehicleClass = "SBECZMenWLD"; attendant = 1; backpack = ""; displayname = "Medic"; model = "\SBE_ACR\acr_soldier"; icon = "\Ca\characters2\data\icon\i_medic_CA.paa"; magazines[] = {"30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "SmokeShellRed", "SmokeShellGreen", "SmokeShell"}; respawnmagazines[] = {"30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "30Rnd_762x39_SA58", "SmokeShell", "SmokeShell"}; respawnweapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ACE_Rucksack_MOLLE_ACU_Medic"}; weapons[] = {"Sa58V_CCO_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ACE_Rucksack_MOLLE_ACU_Medic"}; }; class SBE_CZ_Soldier_AMG_WLD_EP1 : CZ_Soldier_AMG_DES_EP1 { vehicleClass = "SBECZMenWLD"; model = "\SBE_ACR\acr_soldier"; displayName = "$STR_EP1_DN_CZ_Soldier_AMG_DES_EP1"; backpack = "CZ_Backpack_AmmoMG_EP1"; canCarryBackPack = 1; }; class SBE_CZ_Soldier_AT_WLD_EP1 : CZ_Soldier_AT_DES_EP1{ vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_AT_DES_EP1"; TextPlural = "$STR_DN_launcherSoldiers"; TextSingular = "$STR_DN_launcherSoldier"; nameSound = "veh_launcherSoldier"; model = "\SBE_ACR\acr_soldier"; icon = "\Ca\characters2\data\icon\i_launcher_CA.paa"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.8, 0.1}; weapons[] = {"Sa58V_CCO_EP1", MAAWS, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", MAAWS_HEAT, MAAWS_HEDP, "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {"Sa58V_CCO_EP1", MAAWS, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", MAAWS_HEDP, "HandGrenade_West"}; }; class SBE_CZ_Soldier_MG_WLD_EP1 : CZ_Soldier_MG_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_MG_DES_EP1"; Picture = "\Ca\characters\data\Ico\i_null_CA.paa"; Icon = "\Ca\characters2\data\icon\i_machinegunner_CA.paa"; TextPlural = "$STR_DN_mgunners"; TextSingular = "$STR_DN_mgunner"; nameSound = "veh_mgunner"; model = "\SBE_ACR\acr_soldier"; weapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West"}; respawnWeapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West"}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.6}; }; class SBE_CZ_Soldier_Office_WLD_EP1 : CZ_Soldier_Office_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_Office_DES_EP1"; model = "\SBE_ACR\acr_soldier_nic"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca"; Picture = "\Ca\characters\data\Ico\i_off_CA.paa"; Icon = "\Ca\characters2\data\icon\i_officer_CA.paa"; TextPlural = "$STR_DN_officers"; TextSingular = "$STR_DN_officer"; nameSound = "veh_officer"; weaponSlots = 1 + 4 + 6 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; weapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_Light_WLD_EP1 : CZ_Soldier_Light_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Soldier_Light_DES_EP1"; model = "\SBE_ACR\acr_soldier_nic"; weaponSlots = 1 + 4 + 6 * 256 + 2 * 4096 + 2 + 4* 16 + 12*131072; weapons[] = {"Sa58P_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47"}; respawnWeapons[] = {"Sa58P_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47"}; }; class SBE_CZ_Soldier_WLD_Pilot_EP1 : CZ_Soldier_Pilot_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; model = "\SBE_ACR\acr_pilot.p3d"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_pilot_ca"; TextPlural = "$STR_DN_pilots"; TextSingular = "$STR_DN_pilot"; nameSound = "veh_pilot"; displayName = "$STR_EP1_DN_CZ_Soldier_Pilot_EP1"; accuracy = 3.2; // accuracy needed to recognize type of this target camouflage = 1.6; // how dificult to spot - bigger - better spotable sensitivity = 2.6; // sensor sensitivity cost = 20000; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_pilot_body.rvmat", "ca\characters\data\us_pilot_body_wound1.rvmat", "ca\characters\data\us_pilot_body_wound2.rvmat", "ca\characters\data\us_pilot_hhl.rvmat", "ca\characters\data\us_pilot_hhl_wound1.rvmat", "ca\characters\data\us_pilot_hhl_wound2.rvmat"}; }; weapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS"}; magazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "HandGrenade_West", "SmokeShell", "SmokeShellRed"}; respawnWeapons[] = {"Sa58V_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS"}; respawnMagazines[] = {"30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "30Rnd_762x39_AK47", "HandGrenade_West", "SmokeShellRed"}; }; class SBE_CZ_Special_Forces_Scout_WLD_EP1 : CZ_Special_Forces_Scout_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\acr_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_Scout_DES_EP1"; backpack = "CZ_Backpack_Specops_EP1"; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_Medic_WLD_EP1 : CZ_Special_Forces_Scout_DES_EP1 { vehicleClass = "SBECZMenWLD"; attendant = 1; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\acr_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; icon = "\Ca\characters2\data\icon\i_medic_CA.paa"; displayName = "Special Forces Medic"; backpack = ""; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1", "ACE_Rucksack_MOLLE_ACU_Medic"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "itemGPS", "Binocular_Vector", "glock17_EP1", "ACE_Rucksack_MOLLE_ACU_Medic"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_MG_WLD_EP1 : CZ_Special_Forces_MG_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\acr_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_MG_DES_EP1"; Icon = "\Ca\characters2\data\icon\i_machinegunner_CA.paa"; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.6}; backpack = ""; weapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M60A4_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_WLD_EP1 : CZ_Special_Forces_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\acr_soldier_spec2"; portrait = "\Ca\characters_E\data\portraits\acr_soldier_CA"; displayName = "$STR_EP1_DN_CZ_Special_Forces_DES_EP1"; weapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_CCO_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_TL_WLD_EP1 : CZ_Special_Forces_TL_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target displayName = "$STR_EP1_DN_CZ_Special_Forces_TL_DES_EP1"; model = "\SBE_ACR\acr_soldier_spec1"; icon = "\Ca\characters2\data\icon\i_leader_CA.paa"; backpack = "CZ_VestPouch_M4_EP1"; weapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; 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_West", "IR_Strobe_Target", "SmokeShellRed", "SmokeShellGreen", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_SmokeGreen_M203", "1Rnd_SmokeRed_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellGreen", "1Rnd_HE_M203", "1Rnd_SmokeGreen_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Special_Forces_GL_WLD_EP1 : CZ_Special_Forces_GL_DES_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; accuracy = 3.9; // accuracy needed to recognize type of this target model = "\SBE_ACR\acr_soldier_spec1"; displayName = "$STR_EP1_DN_CZ_Special_Forces_GL_DES_EP1"; backpack = "CZ_VestPouch_M4_EP1"; weapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; 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_West", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_SmokeRed_M203"}; respawnWeapons[] = {M4A3_RCO_GL_EP1, "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "IR_Strobe_Target", "SmokeShellRed", "1Rnd_HE_M203", "1Rnd_SmokeRed_M203", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; class SBE_CZ_Soldier_Sniper_WLD_EP1 : CZ_Soldier_Sniper_EP1 { vehicleClass = "SBECZMenWLD"; scope = public; displayName = $STR_DN_SNIPER; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; model = "\ca\characters_E\Ghillie\Ghillie_Overall"; portrait = "\Ca\characters\data\portraits\comBarHead_common_sniper_ca"; TextPlural = "$STR_DN_Snipers"; TextSingular = "$STR_DN_Sniper"; nameSound = "veh_Sniper"; accuracy = 3.9; // accuracy needed to recognize type of this target camouflage = 0.5; // how dificult to spot - bigger - better spotable sensitivity = 4; // sensor sensitivity cost = 350000; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.3, 0.3}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ca\characters_E\Ghillie\Data\ghillie_overall1_desert_co.paa"}; weapons[] = {"SVD_des_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; magazines[] = {"10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "HandGrenade_West", "HandGrenade_West", "IR_Strobe_Target", "smokeshellred", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; respawnWeapons[] = {"SVD_des_EP1", "NVGoggles", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular_Vector", "itemGPS", "glock17_EP1"}; respawnMagazines[] = {"10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "10Rnd_762x54_SVD", "HandGrenade_West", "IR_Strobe_Target", "smokeshellred", "17Rnd_9x19_glock17", "17Rnd_9x19_glock17"}; }; }; class CfgGroups { class West { name = $STR_WEST; class SBE_CZ_Des { name = "SBE ACR Des"; class Infantry { name = "CZ Infantry"; class ACR_InfantryPatrol { name = "$STR_EP1_DN_CfgGroups_West_BIS_CZ_Infantry_ACR_InfantryPatrol"; faction = BIS_CZ; rarityGroup = 0.5; class Unit0 { side = TWest; vehicle = "SBE_CZ_Soldier_SL_DES_EP1"; rank = LIEUTENANT; position[] = {0, 5, 0}; }; class Unit1 { side = TWest; vehicle = "SBE_CZ_Soldier_MG_DES_EP1"; rank = SERGEANT; position[] = {3, 0, 0}; }; class Unit2 { side = TWest; vehicle = "SBE_CZ_Soldier_AT_DES_EP1"; rank = CORPORAL; position[] = {5, 0, 0}; }; class Unit3 { side = TWest; vehicle = "SBE_CZ_Soldier_AMG_DES_EP1"; rank = CORPORAL; position[] = {7, 0, 0}; }; }; class ACR_SpecialForcesTeam { name = "$STR_EP1_DN_CfgGroups_West_BIS_CZ_Infantry_ACR_SpecialForcesTeam"; faction = BIS_CZ; rarityGroup = 0; class Unit0 { side = TWest; vehicle = "SBE_CZ_Special_Forces_TL_DES_EP1"; rank = LIEUTENANT; position[] = {0, 5, 0}; }; class Unit1 { side = TWest; vehicle = "SBE_CZ_Special_Forces_MG_DES_EP1"; rank = SERGEANT; position[] = {3, 0, 0}; }; class Unit2 { side = TWest; vehicle = "SBE_CZ_Special_Forces_GL_DES_EP1"; rank = SERGEANT; position[] = {5, 0, 0}; }; class Unit3 { side = TWest; vehicle = "SBE_CZ_Special_Forces_DES_EP1"; rank = CORPORAL; position[] = {7, 0, 0}; }; class Unit4 { side = TWest; vehicle = "SBE_CZ_Special_Forces_DES_EP1"; rank = CORPORAL; position[] = {9, 0, 0}; }; class Unit5 { side = TWest; vehicle = "SBE_CZ_Special_Forces_Scout_DES_EP1"; rank = CORPORAL; position[] = {11, 0, 0}; }; }; }; }; class SBE_CZ_WLD { name = "SBE ACR WLD"; class Infantry { name = "CZ Infantry"; class ACR_InfantryPatrol { name = "$STR_EP1_DN_CfgGroups_West_BIS_CZ_Infantry_ACR_InfantryPatrol"; faction = BIS_CZ; rarityGroup = 0.5; class Unit0 { side = TWest; vehicle = "SBE_CZ_Soldier_SL_WLD_EP1"; rank = LIEUTENANT; position[] = {0, 5, 0}; }; class Unit1 { side = TWest; vehicle = "SBE_CZ_Soldier_MG_WLD_EP1"; rank = SERGEANT; position[] = {3, 0, 0}; }; class Unit2 { side = TWest; vehicle = "SBE_CZ_Soldier_AT_WLD_EP1"; rank = CORPORAL; position[] = {5, 0, 0}; }; class Unit3 { side = TWest; vehicle = "SBE_CZ_Soldier_AMG_WLD_EP1"; rank = CORPORAL; position[] = {7, 0, 0}; }; }; class ACR_SpecialForcesTeam { name = "$STR_EP1_DN_CfgGroups_West_BIS_CZ_Infantry_ACR_SpecialForcesTeam"; faction = BIS_CZ; rarityGroup = 0; class Unit0 { side = TWest; vehicle = "SBE_CZ_Special_Forces_TL_WLD_EP1"; rank = LIEUTENANT; position[] = {0, 5, 0}; }; class Unit1 { side = TWest; vehicle = "SBE_CZ_Special_Forces_MG_WLD_EP1"; rank = SERGEANT; position[] = {3, 0, 0}; }; class Unit2 { side = TWest; vehicle = "SBE_CZ_Special_Forces_GL_WLD_EP1"; rank = SERGEANT; position[] = {5, 0, 0}; }; class Unit3 { side = TWest; vehicle = "SBE_CZ_Special_Forces_WLD_EP1"; rank = CORPORAL; position[] = {7, 0, 0}; }; class Unit4 { side = TWest; vehicle = "SBE_CZ_Special_Forces_WLD_EP1"; rank = CORPORAL; position[] = {9, 0, 0}; }; class Unit5 { side = TWest; vehicle = "SBE_CZ_Special_Forces_Scout_WLD_EP1"; rank = CORPORAL; position[] = {11, 0, 0}; }; }; }; }; }; }; Share this post Link to post Share on other sites
mr burns 132 Posted July 10, 2011 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 ============================ class Man; // External class reference class CAManBase; // External class reference class SoldierEB; // External class reference class SoldierWB; // External class reference class SoldierGB; // External class reference class Civilian; // External class reference You´re stuck in zhe ofp, get rid of that stuff you don´t need it anymore - especially soldierwb/eb/gb, as those classes don´t even exist in ArmA2 ;) Share this post Link to post Share on other sites
J-Guid 10 Posted July 11, 2011 Please, apply all fixes and changes, and repak+update this units + add keys and medics! Give a ready version and links ;)! THANKS! We like this pak and waitng for update! ---------- Post added at 01:15 PM ---------- Previous post was at 01:10 PM ---------- Please, add a correct rucks current ruck dosnt have wight! Share this post Link to post Share on other sites
Brainbug 10 Posted August 5, 2011 (edited) just saw this Known issues:... - Woodland Sniper isn't woodland. ... Sabre, if you want, you are free to use or modify any of my ghillie suits from here: http://forums.bistudio.com/showthread.php?p=1695842Pretty easy to apply, just put the texture in your addon and change the path in "hiddenSelectionsTextures[]" to point to it instead to the default ghillie. So no fiddling with models required. Edited August 5, 2011 by Brainbug Share this post Link to post Share on other sites
J-Guid 10 Posted August 5, 2011 I think, Sabe thow this mod, it's a pity... Our comunity like this addon! And of future, plz make a units and rucks ACE compateble! Thanks Share this post Link to post Share on other sites
sabre 244 Posted August 5, 2011 @Brainbug - Thanks for the offer mate. Someone mentioned to me that they had an updated config with medics and what not (Well I see it's on the last page too :P). I'll ask them about it. Might have a look at some of these other things aswell. Don't hold your breath though, these were always only planned as a placeholder/temporary thingamabob. ---------- Post added at 09:14 AM ---------- Previous post was at 09:12 AM ---------- Hi,I have created (for my own use so far) a version of this mod with an ACE config. Nothing special - just adds useable ammo, some tracer rounds, earplugs, epi, morph, bandages and FAST packs for the backback fellas. THESE ARE CONFIG CHANGES ONLY - I have not altered any models or textures. If Sabre is cool with it and anyone is interested I can post it up for download? If anyone wants to post up an ACE compatable config for people to use, I have no issues at all with it, sorry for the late reply I have been away for a month. Share this post Link to post Share on other sites
J-Guid 10 Posted August 6, 2011 @Brainbug - Thanks for the offer mate.Someone mentioned to me that they had an updated config with medics and what not (Well I see it's on the last page too :P). I'll ask them about it. Might have a look at some of these other things aswell. Don't hold your breath though, these were always only planned as a placeholder/temporary thingamabob. ---------- Post added at 09:14 AM ---------- Previous post was at 09:12 AM ---------- If anyone wants to post up an ACE compatable config for people to use, I have no issues at all with it, sorry for the late reply I have been away for a month. Future of ace! Plz remake configs repak all in one mod and update this! DONT forget about RUCKS! because ACE rucks is unique ;) Share this post Link to post Share on other sites
folgore_airborne 1 Posted February 29, 2012 (edited) Hi guys! I have created two replacement packs, one will replace vanilla ACR units with Sabre's desert version, and another with his woodland units. Other than simply replacing vanilla units, this config also adds some more units if you use the editor, such as engineers and assistant machinegunners both for CZ army (which all use SA58s) and for Special Forces (which all use M4A3s). The only requirement (obviously besides OA) is BAF because I have used some of BAF backpacks...the vanilla US army's ACU looked ugly on these guys, and vanilla ACR did not have assistant or engineers backpacks...anyway some units still kept their vanilla woodland pouches or packs. Here are the links, report if anything is wrong and I'll see to fix it. Hope it's all ok and that you enjoy it. ;) MEDIAFIRE LINK - Desert units Replacement MEDIAFIRE LINK - Woodland units Replacement Big thanks to Sabre for these skins and of course to BIS (no need to say why)! Edited March 1, 2012 by folgore_airborne Share this post Link to post Share on other sites
SuicideCommando 333 Posted March 1, 2012 Cool, thanks f_a. Share this post Link to post Share on other sites
Guest Posted March 1, 2012 Release frontpaged on the Armaholic homepage. ACR Troops Desert units ReplacementACR Troops Woodland units ReplacementACR TroopsArma 2: British Armed Forces Share this post Link to post Share on other sites
kaix12 10 Posted June 23, 2013 (edited) I cant seem to get the repalcement pack to work, the original units are not replaced Edited June 23, 2013 by kaix12 Share this post Link to post Share on other sites