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Beerkan

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About Beerkan

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    Master Sergeant

core_pfieldgroups_3

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    Script Kiddie

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  1. That's an old version of my ConfigAI script. to remove NV Gogggles add this line. _unit unlinkItem hmd _unit; Latest Script. // ConfigAI Skills script // By Beerkan beta 1.0b // Also redresses faction OPF with U_O_PilotCoveralls //Client/Server Check if (!isServer && hasinterface) exitWith {}; // Setup function to set AI Skill and redress Faction ConfigAI = {_unit = _this select 0; _unit setskill ['aimingAccuracy',(0.3 + random 0.3)]; _unit setskill ['aimingShake',(0.3 + random 0.3)]; _unit setskill ['aimingSpeed',(0.3 + random 0.3)]; _unit setskill ['commanding',(0.3 + random 0.3)]; _unit setskill ['courage',1]; // _unit setskill ['endurance',(0.3 + random 0.5)];// No longer used in ArmA3 _unit setskill ['general',(0.3 + random 0.4)]; _unit setskill ['reloadSpeed',(0.2 + random 0.3)]; _unit setskill ['spotDistance',(0.3 + random 0.3)]; _unit setskill ['spotTime',(0.3 + random 0.3)]; _unit allowfleeing 0; _unit enableFatigue false; _unit enableStamina false; removeuniform _unit; removevest _unit; removeHeadgear _unit; removeGoggles _unit; _unit unlinkItem hmd _unit; // Remove NV Goggles _unit forceadduniform 'U_O_PilotCoveralls'; _unit addvest 'V_TacVest_oli'; for '_i' from 1 to 3 do {_unit addItem 'FirstAidKit';_unit addmagazine 'HandGrenade';_unit addmagazine 'SmokeShell';_unit addmagazine 'Chemlight_blue'}; if ((leader group _unit) isEqualto _unit) then { _unit addHeadgear 'H_Beret_blk'; _unit addGoggles 'G_Tactical_Black'; } else { _unit addHeadgear selectRandom ['H_Cap_blk','H_MilCap_gry','H_Watchcap_blk','H_Bandanna_sand','H_Bandanna_khk_hs','H_Bandanna_surfer_blk']; _unit addGoggles selectRandom ['','','','','','','','','','','','G_Sport_Blackred','G_Tactical_Clear','G_Shades_Blue','G_Aviator', 'G_Squares_Tinted','G_Squares','G_Shades_Red','G_Balaclava_blk','G_Shades_Black','G_Lowprofile','G_Combat','G_Spectacles_Tinted', 'G_Spectacles','G_Balaclava_blk','G_Balaclava_combat','G_Balaclava_lowprofile','G_Balaclava_oli','G_Bandanna_aviator', 'G_Bandanna_beast','G_Bandanna_blk','G_Bandanna_oli','G_Bandanna_khk','G_Bandanna_shades','G_Bandanna_sport']; }; //Give unit basic supplies _weaponMag = currentMagazine _unit; for '_i' from 1 to 4 do {_unit addmagazine _weaponMag}; //Now add Flashlight only if it's night.. _GiveFlashlight = sunOrMoon; if (_GiveFlashlight < 1) then { _unit unassignItem 'acc_pointer_IR'; _unit removePrimaryWeaponItem 'acc_pointer_IR'; _unit addPrimaryWeaponItem 'acc_flashlight'; _unit assignItem 'acc_flashlight'; _unit enableGunLights 'ForceOn'; _unit setskill ['spotDistance',(0 + random 0.3)];// Reduce for night time _unit setskill ['spotTime',(0 + random 0.3)]; }; _unit setface selectrandom ['NATOHead_01','WhiteHead_02','WhiteHead_03','WhiteHead_04','WhiteHead_05','WhiteHead_06','WhiteHead_07','WhiteHead_08', 'WhiteHead_09','WhiteHead_10','WhiteHead_11','WhiteHead_12','WhiteHead_13','WhiteHead_14','WhiteHead_15']; }; /* Now set each unit based on Faction Factions can be one of the following West: "BLU_F" (NATO), "BLU_G_F" (FIA), "BLU_CTRG_F" (NATO CTRG), BLU_GEN_F (POLICE) East: "OPF_F" (CSAT), "OPF_G_F" (FIA), "OPF_T_F" (CSAT Tanoa) Guer: "IND_F" (AAF), "IND_G_F" (FIA), "IND_C_F" (SYNDIKAT Tanoa) Civ: "CIV_F" (Civilians) */ // Check for new units every 20 seconds []spawn { while {true} do { if {_x getVariable ["ConfigAISet", nil]} exitWith {};// If unit ConfigAI is already set exit loop. { if (( _x IsKindof 'Man') and (faction _x isEqualTo 'OPF_F')) then {[_x] call ConfigAI} else {if (faction _x isEqualTo 'OPF_F')} then {{[_x] call ConfigAI} forEach crew _x}; }; _x setVariable ["ConfigAISet",1, true];// Set unit ConfigAI on } forEach allUnits; sleep 20; };
  2. Beerkan

    Random weapon

    Take what you need from this script. /*Beerkan Camo Loadout Script Author: Beerkan Version 0.96 Add to Description.ext ---------------------- class CfgFunctions { class CAMO { class loadout { preInit = 1; class LoadoutCamo { file = 'CAMO_FNC_init.sqf';}; }; }; }; ------------------------ Put this in the init.sqf {if (_x IsKindof 'Man' && faction _x isEqualTo 'BLU_F' || _x isEqualTo 'BLU_CTRG_F' ) then{ [_x] spawn CAMO_fnc_Loadout; }; } foreach allunits; ------------------------ */ Private ['_unit','_type']; _unit = _this select 0; _type = typeOf _unit; CamoActive = true; _nighttime = false; _unit setSpeaker selectRandom ['Male01ENGB','Male02ENGB','Male03ENGB','Male04ENGB','Male05ENGB'] call BIS_Fnc_MP; //Detect if unit is in vehicle if (_unit isKindOf 'LandVehicle' || _unit isKindOf 'Ship_F' || _unit isKindOf 'Air') exitWith {{[_x] call CAMO_Fnc_LoadoutCamo;} forEach crew _unit;}; //remove ALL Units equipment etc removeAllWeapons _unit; removeAllAssignedItems _unit; removeAllContainers _unit; removeHeadgear _unit; removeGoggles _unit; _unit enableFatigue false;_unit setCustomAimCoef 0.35;_unit setUnitRecoilCoefficient 0.35;_unit enableStamina false; _unit setUnitTrait ["Medic",true];_unit setUnitTrait ["Engineer",true]; //Give Unit Essential items {_unit linkItem _x} forEach ['ItemWatch','ItemGPS','ItemRadio','ItemCompass','ItemMap']; _unit addVest 'V_TacVest_camo'; _unit addHeadGear 'H_HelmetB_camo'; _unit forceadduniform 'U_B_CTRG_1'; _unit setObjectTextureGlobal [0,"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]; //Add NVGoggles if it's night time. if ((date select 3) < 6 or (date select 3) > 19) then {_nighttime = true}; if (_nighttime) then {_unit assignitem 'O_NVGoggles_urb_F';_unit linkitem 'O_NVGoggles_urb_F'}; //Add random eyeware _unit addGoggles selectrandom ['','','','','','','','','','','','G_Sport_Blackred','G_Tactical_Clear','G_Shades_Blue', 'G_Aviator','G_Squares_Tinted', 'G_Squares','G_Shades_Red','G_Balaclava_blk','G_Shades_Black','G_Lowprofile','G_Combat', 'G_Spectacles_Tinted','G_Spectacles','G_Balaclava_blk','G_Balaclava_combat','G_Balaclava_lowprofile','G_Balaclava_oli', 'G_Bandanna_aviator','G_Bandanna_beast','G_Bandanna_blk','G_Bandanna_oli','G_Bandanna_khk','G_Bandanna_shades','G_Bandanna_sport']; // Equip each unit based on their type. switch (_type) do { case 'B_officer_F'://Officer { //Give Unit clothing of choice if (isClass(configfile >> "CfgFactionClasses" >> "CUP_B_GB")) then {_unit addHeadgear 'CUP_H_BAF_Officer_Beret_PRR_U'} else {_unit addHeadgear 'H_Beret_blk'}; removeGoggles _unit; _unit addGoggles 'G_Tactical_Black'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MXC_khk_F',9,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR'];}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1,'11Rnd_45ACP_Mag'] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag';_unit addItemToVest 'SmokeShell'}; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; _unit addItemToVest 'FirstAidKit'; //Give Unit Specialist Equipment _unit addweaponGlobal 'Rangefinder'; }; case 'B_Soldier_SL_F'://Squad Leader { //Give Unit clothing of choice _unit addHeadGear 'CUP_H_FR_BoonieWDL'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',10,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addmagazines ['HandGrenade',6]; // Load up on FirstAidKits _unit additem 'FirstAidKit'; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_Soldier_TL_F'://Team Leader { //Give Unit clothing of choice _unit addHeadGear 'H_Cap_oli_hs'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 5 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_medic_F'://Combat Live Saver { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_blk'; _unit addVest 'V_TacVestIR_blk'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',6,1] call BIS_fnc_AddWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give unit ammo and extras {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; for '_i' from 1 to 10 do {_unit addItem 'FirstAidKit'}; //Give Unit Specialist Equipment _unit addItemToBackpack 'Medikit'; for '_i' from 1 to 2 do {_unit addItemToBackpack 'HandGrenade'}; _unit addweapon 'Binocular'; }; case 'B_engineer_F'://Engineer { //Give Unit clothing of choice _unit addBackPack 'G_Bergen'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',1,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F']}; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 8 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; {_unit addItemToVest _x} forEach ['DemoCharge_Remote_Mag','FirstAidKit']; //Give Unit Specialist Equipment {_unit addItemToBackpack _x} forEach ['MineDetector','ToolKit','DemoCharge_Remote_Mag']; for '_i' from 1 to 2 do {_unit addItemToBackpack 'ATMine_Range_Mag';_unit addItemToBackpack '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_AT_F'://Anti_Tank { //Give Unit clothing of choice _unit addBackpack 'B_Carryall_cbr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',3,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'launch_I_Titan_short_F',1] call BIS_fnc_addWeapon; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',2] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 3 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';_unit addItemToVest 'HandGrenade';_unit addItemToBackpack 'Titan_AT'}; {_unit addItemToBackpack _x} forEach ['HandGrenade','11Rnd_45ACP_Mag']; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_AA_F'://Anti_Air { //Give Unit clothing of choice _unit addBackpack 'B_Carryall_cbr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',1,1] call BIS_fnc_AddWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'launch_B_Titan_tna_F',1] call BIS_fnc_AddWeapon; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 8 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade';_unit addItemToBackpack 'Titan_AA'}; {_unit addItemToBackpack _x} forEach ['HandGrenade','11Rnd_45ACP_Mag']; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_recon_M_F'://Recon Marksman { //Give Unit clothing of choice _unit addHeadgear 'H_Watchcap_khk'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MXM_khk_F',18,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_DMS','bipod_01_F_khk','muzzle_snds_65_TI_ghex_F','acc_pointer_IR']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; _unit addHandgunItem 'muzzle_snds_acp'; // Load up on FirstAidKits for '_i' from 1 to 2 do {_unit additemtoBackPack 'FirstAidKit'}; _unit addmagazines ['HandGrenade',5]; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_Soldier_GL_F'://Grenadier { //Give Unit clothing of choice _unit addHeadGear 'H_Cap_khaki_specops_UK'; _unit addBackPack 'B_FieldPack_cbr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side _unit addMagazine '3Rnd_HE_Grenade_shell'; [_unit,'arifle_MX_GL_khk_F',1,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit primary weapon attachments based on side and weapon capability _unit addprimaryweaponitem 'acc_flashlight'; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 12 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';}; {_unit addItemToBackpack _x} forEach ['FirstAidKit','30Rnd_65x39_caseless_mag_Tracer']; for '_i' from 1 to 11 do {_unit addItemToBackpack '3Rnd_HE_Grenade_shell';}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'HandGrenade';}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag';}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_sniper_F'://Sniper { //Give Unit clothing of choice if (isClass(configfile >> "CfgFactionClasses" >> "CUP_B_GB")) then {_unit forceAddUniform 'CUP_U_B_USMC_Ghillie_WDL'} else {_unit forceAddUniform 'U_B_GhillieSuit'}; _unit addHeadGear 'H_HelmetB_snakeskin'; _unit addBackpack 'B_AssaultPack_khk'; //Give unit First Aid and extras and place in Uniform for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side // BLUFOR SNIPER RIFE [_unit,'srifle_LRR_camo_SOS_F',18] call BIS_fnc_addWeapon; //Give Unit primary weapon attachments based on side and weapon capability _unit addPrimaryWeaponItem 'optic_LRPS'; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; _unit addHandgunItem 'muzzle_snds_acp'; _unit addmagazines ['HandGrenade',6]; {_unit addItemToBackpack _x} forEach ['5Rnd_127x108_Mag','FirstAidKit']; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_spotter_F'://Sniper Spotter { //Give Unit clothing of choice if (isClass(configfile >> "CfgFactionClasses" >> "CUP_B_GB")) then {_unit forceAddUniform 'CUP_U_B_USMC_Ghillie_WDL'} else {_unit forceAddUniform 'U_B_GhillieSuit'}; _unit addHeadGear 'H_HelmetB_snakeskin'; _unit addBackpack 'B_AssaultPack_khk'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MXM_khk_F',18,1] call BIS_fnc_addWeapon; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_DMS','bipod_01_F_khk','acc_pointer_IR']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; _unit addHandgunItem 'muzzle_snds_acp'; // Load up on FirstAidKits for '_i' from 1 to 2 do {_unit additemtoBackPack 'FirstAidKit'}; _unit addmagazines ['HandGrenade',5]; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_soldier_exp_F'://Explosives Expert { //Give Unit clothing of choice _unit addBackpack 'G_Bergen'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 4 do {_unit addItemToVest 'HandGrenade'}; //Give Unit Specialist Equipment {_unit addItemToBackpack _x} forEach ['MineDetector','ToolKit']; for '_i' from 1 to 5 do {_unit addItemToBackpack 'DemoCharge_Remote_Mag'}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'ClaymoreDirectionalMine_Remote_Mag'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',10,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_repair_F'://Repair Specialist { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade']; for '_i' from 1 to 4 do {_unit addItemToBackPack 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',9,1] call BIS_fnc_AddWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',5] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; _unit addItemToBackpack 'Toolkit'; }; case 'B_soldier_M_F'://Marksman { //Give Unit clothing of choice _unit addHeadGear 'CUP_H_FR_BoonieWDL'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade']; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_SPAR_03_khk_F',18,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_DMS','bipod_01_F_khk','acc_pointer_IR']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_B_khk_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_Soldier_F'://Standard Soldier { //Give Unit clothing of choice _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 6 do {_unit addItemToBackpack 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',19,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_Soldier_universal_F'://Universal Soldier { //Give Unit clothing of choice _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 6 do {_unit addItemToBackpack 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',10,1] call BIS_fnc_AddWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_LAT_F'://Anti-Tank Gunner { //Give Unit clothing of choice _unit addBackpack 'B_Carryall_cbr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',3,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'launch_NLAW_F',1] call BIS_fnc_addWeapon; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',2] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 3 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';_unit addItemToVest 'HandGrenade';_unit addItemToBackpack 'NLAW_F'}; {_unit addItemToBackpack _x} forEach ['HandGrenade','11Rnd_45ACP_Mag']; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_Soldier_A_F'://Ammo Bearer { //Give Unit clothing of choice _unit addBackpack 'G_Bergen'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 4 do {_unit addItemToVest 'HandGrenade'}; //Give Unit Specialist Equipment for '_i' from 1 to 6 do {_unit addItemToBackpack '30Rnd_65x39_caseless_mag_Tracer';_unit addItemToBackpack '20Rnd_762x51_Mag';_unit addItemToBackpack '100Rnd_65x39_caseless_mag_Tracer'}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',10,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_AR_F'://AutoRifleman { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_rgr'; _unit addHeadgear 'CUP_H_FR_Cap_Headset_Green'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',14,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give unit ammo and extras for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'FirstAidKit'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_soldier_AAR_F'://Assistant AutoRifleman { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_rgr'; _unit addHeadgear 'H_Watchcap_khk'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',14,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give unit ammo and extras for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_support_GMG_F'://Machine Gunner { //Give Unit clothing of choice _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 6 do {_unit addItemToBackpack 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',19,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {{_unit addPrimaryWeaponItem _x} forEach ['muzzle_snds_65_TI_ghex_F','acc_pointer_IR']}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_HeavyGunner_F'://Heavy Gunner { //Give Unit clothing of choice _unit addBackpack 'B_Kitbag_rgr'; _unit addheadgear 'H_Bandanna_camo'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 4 do {_unit addItemToVest 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'LMG_Mk200_F',5,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_snd_F','bipod_01_F_snd']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_H_MG_khk_F'}; _unit addItemToBackpack '200Rnd_65x39_cased_Box_Tracer'; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_TL_tna_F'://Tanoa Team Leader { //Give Unit clothing of choice _unit addHeadGear 'H_Booniehat_oli'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_H_khk_F'}; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk','acc_pointer_IR']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 5 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'HandGrenade';_unit addItemToBackpack '30Rnd_65x39_caseless_mag_Tracer'}; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_CTRG_Soldier_Medic_tna_F'://Tanoa Combat Live Saver { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_rgr'; _unit addVest 'V_TacVestIR_blk'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',6,1] call BIS_fnc_AddWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk','acc_pointer_IR']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give unit ammo and extras {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; for '_i' from 1 to 10 do {_unit addItem 'FirstAidKit'}; //Give Unit Specialist Equipment _unit addItemToBackpack 'Medikit'; for '_i' from 1 to 2 do {_unit addItemToBackpack 'HandGrenade'}; _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_Exp_tna_F'://Tanoa Explosives Expert { //Give Unit clothing of choice _unit addBackpack 'B_TacticalPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 4 do {_unit addItemToVest 'HandGrenade'}; //Give Unit Specialist Equipment {_unit addItemToBackpack _x} forEach ['MineDetector','ToolKit']; for '_i' from 1 to 5 do {_unit addItemToBackpack 'DemoCharge_Remote_Mag'}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'ClaymoreDirectionalMine_Remote_Mag'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',10,1] call BIS_fnc_addWeapon; //Give Unit secondary weapons and magazines based on weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk','acc_pointer_IR']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_M_tna_F'://Tanoa Marksman { //Give Unit clothing of choice _unit addHeadGear 'H_Cap_khaki_specops_UK'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade']; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_SPAR_03_khk_F',18,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_DMS','bipod_01_F_khk','acc_pointer_IR']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_B_khk_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_CTRG_Soldier_tna_F'://Tanoa Scout Soldier { //Give Unit clothing of choice _unit addHeadGear 'H_Watchcap_khaki_specops_UK'; _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 6 do {_unit addItemToBackpack 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MXM_khk_F',19,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk','muzzle_snds_65_TI_ghex_F']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_LAT_tna_F'://Tanoa Anti-Tank Gunner { //Give Unit clothing of choice _unit addBackpack 'B_Kitbag_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',14,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'launch_I_Titan_short_F',1] call BIS_fnc_addWeapon; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',2] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 3 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';_unit addItemToVest 'HandGrenade';_unit addItemToBackpack 'Titan_AT'}; {_unit addItemToBackpack _x} forEach ['HandGrenade','HandGrenade','11Rnd_45ACP_Mag']; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_AR_tna_F'://Tanoa AutoRifleman { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',14,1] call BIS_fnc_addWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give unit ammo and extras for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'FirstAidKit'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_Soldier_JTAC_tna_F'://Tanoa JTAC Unit { //Give Unit clothing of choice _unit addHeadgear 'H_Cap_headphones'; _unit addBackPack 'B_FieldPack_oli'; _unit addGoggles 'G_Balaclava_blk'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side _unit addMagazine '3Rnd_HE_Grenade_shell'; [_unit,'arifle_MX_GL_khk_Hamr_pointer_F',1,1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['acc_pointer_IR','bipod_01_F_khk','optic_ERCO_khk_F']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 12 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';}; {_unit addItemToBackpack _x} forEach ['FirstAidKit','30Rnd_65x39_caseless_mag_Tracer']; for '_i' from 1 to 11 do {_unit addItemToBackpack '3Rnd_HE_Grenade_shell';}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'HandGrenade';}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag';}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_Story_SF_Captain_F'://Captain Miller { //Give Unit clothing of choice removeHeadgear _unit; removeGoggles _unit; _unit addBackPack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MXC_khk_F',9,1] call BIS_fnc_addWeapon; _unit addPrimaryWeaponitem 'optic_ERCO_khk_F'; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1,'11Rnd_45ACP_Mag'] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag';_unit addItemToVest 'SmokeShell'}; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; _unit addItemToVest 'FirstAidKit'; //Give Unit Specialist Equipment _unit addweaponGlobal 'Binocular'; }; case 'B_CTRG_soldier_GL_LAT_F'://Northgate { //Give Unit clothing of choice _unit addHeadGear 'H_Cap_khaki_specops_UK'; _unit addBackPack 'B_FieldPack_cbr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side _unit addMagazine '3Rnd_HE_Grenade_shell'; [_unit,'arifle_MX_GL_Black_Hamr_pointer_F',1,1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit primary weapon attachments based on side and weapon capability _unit addprimaryweaponitem 'acc_flashlight'; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 12 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer';}; {_unit addItemToBackpack _x} forEach ['FirstAidKit','30Rnd_65x39_caseless_mag_Tracer']; for '_i' from 1 to 11 do {_unit addItemToBackpack '3Rnd_HE_Grenade_shell';}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'HandGrenade';}; for '_i' from 1 to 2 do {_unit addItemToBackpack '11Rnd_45ACP_Mag';}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_soldier_engineer_exp_F'://Hardy { //Give Unit clothing of choice _unit addBackPack 'G_Bergen'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',1,1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit sidearm and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; for '_i' from 1 to 8 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; for '_i' from 1 to 3 do {_unit addItemToVest 'HandGrenade'}; {_unit addItemToVest _x} forEach ['DemoCharge_Remote_Mag','FirstAidKit']; //Give Unit Specialist Equipment {_unit addItemToBackpack _x} forEach ['MineDetector','ToolKit','DemoCharge_Remote_Mag']; for '_i' from 1 to 2 do {_unit addItemToBackpack 'ATMine_Range_Mag';_unit addItemToBackpack '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_soldier_AR_A_F'://McKay { //Give Unit clothing of choice _unit addBackpack 'B_Kitbag_rgr'; _unit addheadgear 'H_Bandanna_camo'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; {_unit addItemToVest _x} forEach ['FirstAidKit','HandGrenade','SmokeShell','SmokeShell']; for '_i' from 1 to 4 do {_unit addItemToVest 'HandGrenade'}; //Give Unit primary weapons and magazines based on Side if (isClass(configfile >> "CfgFactionClasses" >> "CUP_B_GB")) then { [_unit,'CUP_lmg_L110A1_Aim_Laser',1,1] call BIS_fnc_addWeapon; for '_i' from 1 to 4 do {_unit addItemToBackpack 'CUP_200Rnd_TE4_Yellow_Tracer_556x45_M249'}; } else { [_unit,'LMG_Mk200_F',1,1] call BIS_fnc_addWeapon for '_i' from 1 to 4 do {_unit addItemToBackpack 'CUP_200Rnd_TE4_Yellow_Tracer_556x45_M249'}; }; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; for '_i' from 1 to 5 do {_unit additemtobackpack '200Rnd_65x39_cased_Box_Tracer'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_CTRG_soldier_M_medic_F'://Medic { //Give Unit clothing of choice _unit addBackPack 'B_AssaultPack_blk'; _unit addVest 'V_TacVestIR_blk'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_SW_khk_F',6,1] call BIS_fnc_AddWeapon; {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give unit ammo and extras {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade'}; for '_i' from 1 to 10 do {_unit addItem 'FirstAidKit'}; //Give Unit Specialist Equipment _unit addItemToBackpack 'Medikit'; for '_i' from 1 to 2 do {_unit addItemToBackpack 'HandGrenade'}; _unit addweapon 'Binocular'; }; case 'B_CTRG_Miller_F':// Miller { //Give Unit clothing of choice removeHeadgear _unit; removeGoggles _unit; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_P07_khk_F',3] call BIS_fnc_addWeapon; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 5 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Rangefinder'; }; case 'B_T_Helipilot_F':// Pilot { //Give Unit clothing of choice _unit addHeadgear 'H_PilotHelmetHeli_O'; _unit addVest 'V_TacVest_oli'; _unit forceAddUniform 'U_I_pilotCoveralls'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToUniform 'HandGrenade'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; _unit addItemToUniform '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 2 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_T_Crew_F':// Vehicle Crew { //Give Unit clothing of choice _unit addHeadgear 'H_PilotHelmetHeli_O'; _unit addVest 'V_TacVest_oli'; _unit forceAddUniform 'U_I_pilotCoveralls'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToUniform 'HandGrenade'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; _unit addItemToUniform '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 2 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'B_helicrew_F':// Heli Crew { //Give Unit clothing of choice _unit addHeadgear 'H_PilotHelmetHeli_O'; _unit addVest 'V_TacVest_oli'; _unit forceAddUniform 'U_I_pilotCoveralls'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; _unit addItemToUniform 'HandGrenade'; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; _unit addItemToUniform '30Rnd_65x39_caseless_mag_Tracer'; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 2 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; case 'NEW1': { }; case 'NEW2': { }; case 'NEW3': { }; Default //Default Uniform { //Give Unit clothing of choice _unit addBackpack 'B_AssaultPack_rgr'; //Give unit ammo and extras and place in Uniform Vest and Backpack for '_i' from 1 to 3 do {_unit addItemToUniform 'FirstAidKit'}; {_unit addItemToUniform _x} forEach ['HandGrenade','SmokeShell','Chemlight_blue']; //Give Unit primary weapons and magazines based on Side [_unit,'arifle_MX_khk_F',6,1] call BIS_fnc_addWeapon; //Give Unit primary weapon attachments based on side and weapon capability {_unit addPrimaryWeaponItem _x} forEach ['optic_ERCO_khk_F','bipod_01_F_khk']; if (_nighttime) then {_unit addPrimaryWeaponItem 'muzzle_snds_65_TI_ghex_F'}; //Give Unit secondary weapons and magazines based on weapon capability [_unit,'hgun_Pistol_heavy_01_MRD_F',3] call BIS_fnc_addWeapon; if (_nighttime) then {_unit addHandgunItem 'muzzle_snds_acp'}; _unit addItemToVest 'FirstAidKit'; for '_i' from 1 to 5 do {_unit addItemToVest '30Rnd_65x39_caseless_mag_Tracer'}; _unit addItemToVest 'SmokeShell'; for '_i' from 1 to 2 do {_unit addItemToVest '11Rnd_45ACP_Mag'}; for '_i' from 1 to 3 do {_unit addItemToBackpack 'HandGrenade';_unit addItemToBackpack '30Rnd_65x39_caseless_mag_Tracer'}; //Give Unit Specialist Equipment _unit addweapon 'Binocular'; }; };
  3. Try this. _passengers = []; _crew = crew _yourvehicle; _dir = direction _yourvehicle; //Get everyone except the crew. { _isCrew = assignedVehicleRole _x; if(count _isCrew > 0) then { if((_isCrew select 0) == "Cargo") then { _passengers pushback _x }; }; } foreach _crew; //Now moveout only passengers leaving the crew inside. { _x disableCollisionWith _yourvehicle; _x allowdamage false; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Passengers exit _yourvehicle at right angles. sleep 0.6;//space the Passengers out a bit so they're not all bunched up. _x allowdamage true; } forEach _passengers;
  4. Key factor in this.. {unassignVehicle _x;moveout _x } if only I had of thought of this.. Oh. yeah.. I did.
  5. {unassignVehicle _x;moveout _x } forEach crew f15;
  6. Beerkan

    Vcom AI V2.0 - AI Overhaul

    Put this in your init.sqf {if (_x IsKindof 'Man') then {_x unlinkItem hmd _x}; }foreach allunits;
  7. Beerkan

    "Encrypting" Sqf scripts

    Wake up. Join Forum. Don't share... Why join the forum then?
  8. As you mentioned https://community.bistudio.com/wiki/attachTo command I assumed you were trying to combine as in glue something to another thing, hence attach. Back to your question. What I believe you are trying to do is "removeaction" from the truck and "addaction" to the player?
  9. Can you be more specific in what are you trying to do? There is no code in your example attaching anything to anything. While it looks like you're trying to increase the players inventory space you may have other ideas in mind. If you are trying to increase inventory space, the easiest way to do this is to use the VR_Suit as it has the largest capacity of any uniform. Add this to the unit's init in 3den editor. this forceadduniform "U_B_Soldier_VR";this setObjectTextureGlobal [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]; As this command dresses you in the VR_Suit I have added one of the available re-textures to the unit so it looks normal in game. B.T.W. Ignore all this if I've got your reasons wrong.
  10. Beerkan

    command to show all ai on map

    Put this in your initPlayerLocal.sqf. This will add 2 radio commands. The first will show you number of EAST and WEST Units, and the second with show markers for all bad guys on the map for 10 seconds. then remove the markers. Don't forget to open the map after you run the radio command. _trg1 = createTrigger ["EmptyDetector", getPos player, false]; _trg1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trg1 setTriggerStatements ["this", "HintSilent composeText [parsetext format[""<t size='1' font='EtelkaMonospaceProBold' shadow = '2' align='left' color='#f0e68c'>OPFOR Units = <t color='#ff0000'>%1 <br/><t color='#f0e68c'>BLUFOR Units = <t color='#436EEE'>%2"",(east countSide allUnits), (west countSide allUnits)]]",""]; _trg1 setTriggerText "Check Side Stats"; _trg2 = createTrigger ["EmptyDetector", [0,0,0]]; _trg2 setTriggerActivation ["BRAVO", "PRESENT", true]; _trg2 setTriggerStatements ["this", "null = [] execVM 'RevealTargets.sqf'",""]; _trg2 setTriggerText "Reveal Targets"; You will need this as well. Adapt to suit if you want to use reveal command. RevealTargets.sqf _markedmen =[]; { if (_x IsKindof 'Man' && side _x isEqualTo east) then { _marker = createMarkerlocal [format ["ManMarker_%1",_x], visiblePosition _x]; format ["ManMarker_%1",_x] setMarkerTypelocal "Mil_dot"; format ["ManMarker_%1",_x] setMarkerColorlocal "ColorRed"; _markedmen pushBack [format ["ManMarker_%1",_x]]; }; } forEach allUnits; sleep 10; {deleteMarkerlocal (_x select 0)} foreach _markedmen;
  11. player addVest 'V_TacVest_blk'; See links to Arma assets on the main page of Editing & Scripting for other items.
  12. [player ,'hgun_Pistol_heavy_01_MRD_F',4] call BIS_fnc_addWeapon;player addHandgunItem 'muzzle_snds_acp'; Will add a handgun with silencer and 4 magazines. Change weapon to suit.
  13. Ahh, but the real question no-one can EVER DARE answer is, "How do you make a group board a heli and THEN spawn a marker in an sqf file that follows that heli until it dies!!"
  14. Try here C:\Users\YOURWINDOWSUSERNAME\Documents\Arma 3\YOURArma3GameName\missions Or alternatively. C:\Users\YOURWINDOWSUSERNAME\Documents\Arma 3 - Other Profiles\YOURArma3GameName\missions
  15. Put your commands in initPlayerLocal.sqf not init.sqf This will load gun with first mag and give player 3 spare mags. Replace this player addWeapon "hgun_Pistol_heavy_02_F"; player setAmmo [handgunWeapon player, 4]; with this [player,'hgun_Pistol_heavy_02_F',4] call BIS_fnc_addWeapon; Also link items with this. {player linkItem _x} forEach ['ItemCompass','ItemWatch','ItemRadio'];
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