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Beerkan

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Everything posted by Beerkan

  1. According to the Server config page taken from here https://community.bistudio.com/wiki/Arma_Reforger:Server_Config { "bindAddress": "0.0.0.0", "bindPort": 2001, "publicAddress": "192.168.9.10", "publicPort": 2001, "a2s": { "address": "192.168.9.10", "port": 17777 }, "game": { "name": "Server Name - Mission Name", "password": "", "passwordAdmin": "changeme", "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf", "maxPlayers": 32, "visible": true, "crossPlatform": true, "supportedPlatforms": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 2500, "serverMinGrassDistance": 50, "networkViewDistance": 1000, "disableThirdPerson": true, "fastValidation": true, "battlEye": true, "VONDisableUI": true, "VONDisableDirectSpeechUI": true, "missionHeader": { "m_iPlayerCount": 40, "m_eEditableGameFlags": 6, "m_eDefaultGameFlags": 6, "other": "values" } }, "mods": [ { "modId": "59727DAE364DEADB", "name": "WeaponSwitching", "version": "1.0.1" }, { "modId": "59727DAE32981C7D", "name": "Explosive Goats beta", "version": "0.5.42" } ] }, "operating": { "lobbyPlayerSynchronise": true } } You should be able to restrict what platforms can connect on the server with "crossPlatform":false "supportedPlatforms": [ "PLATFORM_PC" ], Haven't tried it though.
  2. A simple ParaDrop script that lets a unit keep it's original backpack and loadout without the need to have a parachute. You can assign any backpack you want, let the unit board a Helo then paradrop and keep their original assigned backpack. This script will save the unit's loadout, remove their backpack, then add a parachute and throw the unit out of the helo. Once the unit hits the ground, the parachute disappears and the unit gets his original loadout back again. DOWNLOAD EXAMPLE FROM ARMAHOLIC Here's how to set it up. Put down an UH80 on the map and name it 'UH80'. Now set it's parameters to 'Special' = 'Flying' and set it's init to this flyInHeight 120; Now create a Group of units and in the group leader's init, add this to get everyone onboard the helo. Paras = group this;{_x assignasCargo UH80;_x moveinCargo UH80} forEach units group this; So far so good. 'Paras = Group this' means the group are now called Paras. Now create a trigger or waypoint with this as the ON ACT: _drop =[UH80,100] execVM "eject.sqf"; Where: UH80 = The name of your Transport Helo (named in the editor) 100 = The height in metres you want the chutes to auto open @ CARGOITEM = (optional) item, vehicle or ammocrate you wish to paradrop with the paras. CARGOITEM will also have Virtual Arsenal. (object) And finally with this as the eject.sqf script. Put it in the mission folder. UPDATE Beta 0.99d New. Saves Unit's inventory, then adds parachute after dismbarking from vehicle so script can then restore original inventory after landing. Also adds optional ammocrate or vehicle item to be dropped as well. /* Filename: Simple ParaDrop Script v0.99d eject.sqf Author: Beerkan Description: A Simple Paradrop Script which will eject ALL assigned units (except crew) from a vehicle add a parachute and when landed will respawn their original backpacks. Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group & Cargo Item (if used) will open their parachute (number) 2: CARGOITEM - (optional) the item, vehicle or ammocrate you wish to paradrop with the paras. CARGOITEM will also have Virtual Arsenal. (object) Working Example without Cargo 0 = [UH80, 150] execVM "eject.sqf" Working Example with Cargo "B_supplyCrate_F" 0 = [UH80,150,"B_supplyCrate_F"] execVM "eject.sqf" */ if (!isServer) exitWith {}; private ["_paras","_vehicle","_item"]; _vehicle = _this select 0; _paras = []; _crew = crew _vehicle; //Get everyone except the crew. { _isCrew = assignedVehicleRole _x; if(count _isCrew > 0) then { if((_isCrew select 0) == "Cargo") then { _paras pushback _x }; }; } foreach _crew; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 120 };// Height to auto-open chute, ie 120 if not defined. _item = if ( count _this > 2 ) then {_this select 2} else {nil};// Cargo to drop, or nothing if not selected. _vehicle allowDamage false; _dir = direction _vehicle; ParaLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; [_unit,_chuteheight] spawn AddParachute;//Set AutoOpen Chute if unit is a player waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]);// Reload Saved Loadout _unit allowdamage true;// Now you can take damage. }; AddParachute = { private ["_paraUnit"]; _paraUnit = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraUnit select 2) <= _chuteheight}; _paraUnit addBackPack "B_parachute";// Add parachute If (vehicle _paraUnit IsEqualto _paraUnit ) then {_paraUnit action ["openParachute", _paraUnit]};//Check if players chute is open, if not open it. }; { _x setVariable ["Saved_Loadout",getUnitLoadout _x];// Save Loadout removeBackpack _x; _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Good Old Arma, they still can take damage on Vehcile exit. unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. _x setvelocity [0,0,-5];// Add a bit of gravity to move unit away from _vehicle sleep 0.3;//space the Para's out a bit so they're not all bunched up. } forEach _paras; { [_x,_chuteheight] spawn ParaLandSafe; } forEach _paras; if (!isNil ("_item")) then { _CargoDrop = _item createVehicle getpos _vehicle; _CargoDrop allowDamage false; _CargoDrop disableCollisionWith _vehicle; _CargoDrop setPos [(position _vehicle select 0) - (sin (getdir _vehicle)* 15), (position _vehicle select 1) - (cos (getdir _vehicle) * 15), (position _vehicle select 2)]; clearMagazineCargoGlobal _CargoDrop;clearWeaponCargoGlobal _CargoDrop;clearItemCargoGlobal _CargoDrop;clearbackpackCargoGlobal _CargoDrop; waitUntil {(position _item select 2) <= _chuteheight}; [objnull, _CargoDrop] call BIS_fnc_curatorobjectedited; _CargoDrop addaction ["<t color = '#00FF00'>Open Virtual Arsenal</t>",{["Open",true] call BIS_fnc_arsenal;}]; }; _vehicle allowDamage true; So what happens is when the helo gets to the waypoint or activates the trigger, it hoofs out EVERYONE onboard (except aircraft crew) and the helo continues on to it's next waypoint. Para's will descend until they reach your specified ALTITUDE (or 100m if you don't specify) where they will deploy a Parachute. No need to assign one, and you can keep your existing backpack. N.B. Unfortunately there seems to be a bug in the game when a unit is ejected from the helo, both the helo and the unit can suffer damage. Hence in my sctripy the brief "allowDamage false" arguments. UPDATE: THIS HAS BEEN FIXED IN LATEST VERSION It seems it can also depend on which vehicle you paradrop from. There's also another issue that once the unit hits the ground there's a chance that unit can suffer damage or their parachute destroys a building, hence the brief invulnerability here also. (The down side of this fix is that Paratroopers are invulnerable while in the air, and the helo is invulnerable while units are exiting it.) UPDATE: THIS HAS BEEN FIXED IN LATEST VERSION OF SCRIPT Download latest proof of concept mission file here... http://www.mediafire.com/download/z5eor6fob65tcox/Beerkan_Simple_ParaDrop.Stratis.zip As a bonus, I've included my latest F.A.R.P. (Forward Arming and Repair Point) update. Please feel free to use this in your missions. Just remember to credit me if you use any of my scripts or assets in any mission file you share with friends or publish. rgds Beer.
  3. 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; };
  4. 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'; }; };
  5. 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;
  6. Key factor in this.. {unassignVehicle _x;moveout _x } if only I had of thought of this.. Oh. yeah.. I did.
  7. {unassignVehicle _x;moveout _x } forEach crew f15;
  8. Beerkan

    Vcom AI V2.0 - AI Overhaul

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

    "Encrypting" Sqf scripts

    Wake up. Join Forum. Don't share... Why join the forum then?
  10. 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?
  11. 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.
  12. 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;
  13. player addVest 'V_TacVest_blk'; See links to Arma assets on the main page of Editing & Scripting for other items.
  14. [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.
  15. 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!!"
  16. Try here C:\Users\YOURWINDOWSUSERNAME\Documents\Arma 3\YOURArma3GameName\missions Or alternatively. C:\Users\YOURWINDOWSUSERNAME\Documents\Arma 3 - Other Profiles\YOURArma3GameName\missions
  17. 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'];
  18. No need to floor yourself. civLoadout.sqf: _unit = _this select 0; hint "hello"; removeUniform _unit; removeVest _unit; removeHeadgear _unit; _unit forceadduniform selectRandom ["U_IG_Guerilla3_2","U_IG_Guerilla3_1","U_IG_Guerilla2_3","U_IG_Guerilla2_2","U_IG_Guerilla2_1","U_IG_Guerilla1_1","U_OG_Guerilla2_1","U_C_Poor_2","U_C_Poor_1","U_BG_Guerilla2_2","U_B_SpecopsUniform_sgg","U_B_CombatUniform_mcam_tshirt"]; _unit addVest selectRandom ["V_TacVestCamo_khk","V_TacVest_oli","V_TacVest_khk","V_TacVest_camo","V_TacVest_brn","V_TacVest_blk","V_HarnessOSpec_gry","V_HarnessOSpec_brn","V_HarnessOGL_gry","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessO_brn","V_Chestrig_rgr","V_Chestrig_oli","V_Chestrig_khk","V_Chestrig_blk","V_BandollierB_rgr","V_BandollierB_oli","V_BandollierB_khk","V_BandollierB_cbr","V_BandollierB_blk"]; _unit addHeadgear selectRandom ["","H_shemag_olive","H_shemag_olive","H_shemag_olive","H_Bandanna_sgg","H_Bandanna_khk","H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_camo"]; Ah.. that's better..
  19. Beerkan

    Simple ParaDrop Script

    For those having a problem with the original script, can you try the following:- Change this line of code if (!isServer) exitWith {}; to this if (isServer || isDedicated) then { And then add an additional }; at the very end of the script and let me know if this works?
  20. Beerkan

    Simple ParaDrop Script

    If you've based it on my sample mission then most likely you have your waypoint settings wrong calling the script. Check your waypoint settings against my sample mission. If you're still struggling, zip me up your mission folder including all associated files, PM me the file and I'll have a look at it over this weekend.
  21. That script looks MIGHTY familiar... See this post from my own thread (where 99% of the above script is taken) See this post for spawning in the air with your own backpack then adding parachute at certain height.
  22. Beerkan

    Create Tasks with map click

    Damnit. If only Bohemia included a module that let you do EXACTLY this like say a Game Master Curator or something. You could create missions on the fly etc. What a great idea. Damn you Zeus Damn you all to hell!
  23. Shut them up! { _x setVariable ["BIS_noCoreConversations", true] } forEach allUnits;
  24. This script will set the skill of each unit every 10 seconds for the duration of your servers's session, EVEN though you've already set their skill? I assume you're doing this so that the skill of newly spawned AI also get these skill settings. Mmmmm.. Now if only there was a script that already did this... Oh yeah, there is. See How to set AI Skills in init code and turn it into a script. Check out Serena's optional suggestion to mine, and especially Larrow's updated scripts too.
  25. Beerkan

    Simple ParaDrop Script

    Sample Working Mission file where Pilot continues on to waypoint after the ParaDrop. See waypoints. Get if from Beerkan's Simple ParaDrop Script Example Mission
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