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handlebar

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Everything posted by handlebar

  1. So, I think I did not give you full information, this is on the script version, not the mod version, the 1.96 provided with the mission, this happens in both Eden Editor testing, SP, MP, MP hosted server.
  2. Hello. I am able to replicate this with the demo mission you provided on the main page. Easiest way is to load mission. Have helicopters blow up, may take once, or several times. (Easiest way is to just launch Zeus in the mission and set down an aa veh to blow it up. Go to call in support and see there are now several AH 9 to call, but only one AH 9 is actually in existence. This is Vanilla. Can happen within the first 5 minutes of the game. (Your provided mission).
  3. On helicopter respawn, I'm getting not duplicate helos, but duplicate calls for helos in the support menu. Originally it will be HAS1, then, pending the helicopter crashing, exploding etc, I get another HAS1. If I pick the wrong HAS1 for support, I will be stuck in a loop of no support helo coming, and unable to cancel the previous call, thus ending any ability to use the Helicopter.
  4. You have an undefined variable _forecastRainCoef in the above code FYI. Also throwing an error when executing from init.sqf if (isServer) { [] execVM "scripts\RandomWeather.sqf"; }; Says line is missing a ";"
  5. Hello, I'm making a small repack for my group of a custom faction using RHS assets. Here is a snippet of my config. My issue is that the uniforms that are loading are not the ones that are defined in the Vehicle Class, but rather the base model of the I_Soldier_f. Any help would be greatly appreciated. class cfgVehicles { class I_soldier_f; class rhs_sidor; class B_FieldPack_green_F; class rhs_rpg_2; class rhs_rd54; class B_Carryall_khk; class rhssaf_alice_smb; class rhs_rd54_vest; class B_TacticalPack_blk; class LD_LD_Guer_M79: I_soldier_f { faction="LD_Second_Resistance"; side=2; displayName="LD Guer M79"; nakedUniform = "U_BasicBody"; uniformClass="rhs_uniform_afghanka"; weapons[]={"LD_rhs_weap_m79","LD_rhs_weap_savz61_folded","Put","Throw"}; respawnWeapons[]={"LD_rhs_weap_m79","LD_rhs_weap_savz61_folded","Put","Throw"}; items[]={"FirstAidKit"}; respawnItems[]={"FirstAidKit"}; magazines[]={"rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhs_mag_f1","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61"}; respawnMagazines[]={"rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhsgref_20rnd_765x17_vz61","rhs_mag_f1","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61","rhsgref_10rnd_765x17_vz61"}; linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88_grey","rhs_6b2_RPK","rhsusf_shemagh_tan","rhs_6m2_nvg"}; respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88_grey","rhs_6b2_RPK","rhsusf_shemagh_tan","rhs_6m2_nvg"}; backpack="LD_LD_Guer_M79_pack"; }; class LD_LD_Guer_Rifleman_l1a1: I_soldier_f { faction="LD_Second_Resistance"; side=2; displayName="LD Guer Rifleman l1a1"; uniformClass="rhs_uniform_afghanka_grey"; weapons[]={"LD_rhs_weap_l1a1_wood_rhsgref_acc_falMuzzle_l1a1","LD_rhs_weap_cz99","Put","Throw"}; respawnWeapons[]={"LD_rhs_weap_l1a1_wood_rhsgref_acc_falMuzzle_l1a1","LD_rhs_weap_cz99","Put","Throw"}; items[]={"FirstAidKit"}; respawnItems[]={"FirstAidKit"}; magazines[]={"rhs_mag_20Rnd_762x51_m80_fnfal","rhssaf_mag_15Rnd_9x19_FMJ","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_f1","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal"}; respawnMagazines[]={"rhs_mag_20Rnd_762x51_m80_fnfal","rhssaf_mag_15Rnd_9x19_FMJ","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_f1","rhssaf_mag_15Rnd_9x19_FMJ","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal","rhs_mag_20Rnd_762x51_m61_fnfal"}; linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88","rhs_6b2_chicom","rhsusf_shemagh_tan","rhs_6m2_nvg"}; respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","rhs_6m2_nvg","rhs_fieldcap_m88","rhs_6b2_chicom","rhsusf_shemagh_tan","rhs_6m2_nvg"}; backpack="LD_LD_Guer_Rifleman_l1a1_pack"; };
  6. handlebar

    [MP][CTI-COOP] Liberation (continued)

    Those of you using server hosting for this who are you using? I'm using Nitrado and everyone is getting severe rubberbanding evere 6-10 seconds. Playing Lythium with RHS. This makes it impossible to sling load anything as it gets detached.
  7. handlebar

    Detect any task complete by side

    So I am exectuting the script in the init.sqf via [] execVM "scripts\taskcheck.sqf"; taskcheck.sqf while {true} do { call BIS_fnc_showMissionStatus; call GOM_fnc_sidesTaskComplete; Sleep 25; hint "Tasks Complete Script Is Running - script check"; }; This doesn't actually check for any task complete, it just adds tickets every 25 seconds without validating that a task is indeed complete. GOM_fnc_sidesTaskComplete = { _result = [[west, 3] call BIS_fnc_respawnTickets]; { _unit = _x; _tasks = _unit getvariable ["BIS_fnc_setTaskLocal_tasks",[]]; if !(_tasks isEqualTo []) then { _hasCompletedTask = (_tasks findIf {[_x] call bis_fnc_taskCompleted} >= 0); if (_hasCompletedTask) then {_result pushBackUnique side _unit}; }; } forEach allUnits; _result };
  8. handlebar

    Detect any task complete by side

    So the script does not run when a task is completed. It works to add tickets, when calling the funtion in the debug command it works no problem. I have the call fnc in the init.sqf but I no longer believe that to be correct. GOM, perhaps you could lend me an idea as to were to put this. Thanks!
  9. handlebar

    Detect any task complete by side

    I am doing a similar thing. Did you ever get this to work. If so mind sharing? Thanks! I am running this in the init.sqf with no luck. call compile preprocessFileLineNumbers "scripts\ShoterAnimation\init.sqf"; [] execVM "scripts\PrykUav.sqf"; null=[]execVM"CRS\init.sqf"; GOM_fnc_sidesTaskComplete = { _result = [[west, 5] call BIS_fnc_respawnTickets]; { _unit = _x; _tasks = _unit getvariable ["BIS_fnc_setTaskLocal_tasks",[]]; if !(_tasks isEqualTo []) then { _hasCompletedTask = (_tasks findIf {[_x] call bis_fnc_taskCompleted} >= 0); if (_hasCompletedTask) then {_result pushBackUnique side _unit}; }; } forEach allUnits; _result }; _sidesWithCompletedTasks = [] call GOM_fnc_sidesTaskComplete;
  10. Hello! Recently I had found this script that lets you essentially change the volume levels from the action menu from a "put in ear plugs/remove". It is extremely useful when getting in helos and cars so you can hear your team talk. Why this is not a standard thing in Vanilla I have no idea. Plus the ability to do it via script without an addon is awesome. However in mp once being revived I lose this option. The ear plug option disappears from the action menu. http://www.armaholic.com/page.php?id=26624 This is the script. I could not find a post for this script. Credit: 654wak654 SimpleEP.sqf _u = _this select 0; _p = ["<t color='#ffff33'>Put on ear plugs</t>",{ _s = _this select 0; _i = _this select 2; if (soundVolume != 1) then { 1 fadeSound 1; _s setUserActionText [_i,"<t color='#ffff33'>Put on ear plugs</t>"]; } else { 1 fadeSound 0.02; _s setUserActionText [_i,"<t color='#ffff33'>Take off ear plugs</t>"]; } },[],-90,false,true,"","_target == vehicle player"]; _u addAction _p; _u addEventHandler ["Respawn",{ 1 fadeSound 1; (_this select 0) addAction _p; }]; How it is executed in Init. [player] execVM "scripts\simpleEP.sqf"; What can I do to check and see if a player has this action, if not then give the player the action?
  11. Hello! I have been searching BI forums and other Arma resources trying to find out if it is possible to create a custom group with a random gearset using a defined array of certain items and forming a Group. IE Soldier1 Head(bandanna,boonie,Shemagh) Face(Shooting Glasses, Aviators) Chest(Bandalier, LBV) Uniform(Guer1, Guer2, Guer3) Weapon(AK47,AK74) etc. This would then populate a 6 man group with Randomized Gear Group Soldier1,Soldier2,Soldier3,Soldier4 etc. What I'm trying to do is make a more Guerrilla faction with a config utilizing BI assets, including the new AKs. This will save on addon clutter and additional large downloads for my mates that I play with. Thanks, Ben
  12. Hello! I've been looking for an updated script that gives players on a multiplayer server to attach an IR strobe to there helmet and work with respawn. The only ones I can find through searching are 3 years old and haven't had them reliably work. Thank you for your time! -Ben
  13. Hello! My re textures are all showing except for my diver retextures. When I load them in the Virtual Arsenal I just get the standard NATO texture, also it says my custom texture name on the left. Could someone give my config a once over and tell me if that is the issue? (Its a bit messy, but at this phase I'm just testing textures.) enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Lucky_Dogs_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; author[]= {"Benjamin Myers"}; // your name, you will not see this in-game though. authorUrl = ""; // your website URL, you will not see this in-game. }; }; class CfgVehicles { class I_soldier_F; class I_soldier_Lite_F; class B_diver_F; class A_LD_SS : I_soldier_Lite_F { _generalMacro = "I_soldier_Lite_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_SHORT"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\ld_camo.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; class A_LD_LS : I_soldier_F { _generalMacro = "I_soldier_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_LONG"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\ld_camo.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; class AN_LD_SS : I_soldier_Lite_F { _generalMacro = "I_soldier_Lite_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_N_SHORT"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\ld_camo_n.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; class AN_LD_LS : I_soldier_F { _generalMacro = "I_soldier_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_N_LONG"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\ld_camo_n.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; class A_LD_D_ATACS : B_diver_F { _generalMacro = "B_diver_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_DIVER"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\diver_atacs_co.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; class A_LD_D_ATACS_AQUA : B_diver_F { _generalMacro = "B_diver_F"; //unsure what this does scope = 2; author = "Benjamin Myers" displayName = "Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DOG_ATAC_DIVER_AQUA"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\diver_atacs_aqua_co.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class ItemCore; class HeadgearItem; class DOG_ATAC_SHORT : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Combat Fatigues (ATACS Half Sleeve)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "A_LD_SS"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class DOG_ATAC_LONG : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Combat Fatigues (ATACS Full Sleeve)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "A_LD_LS"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class DOG_ATAC_N_SHORT : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Combat Fatigues (ATACS Night Half Sleeve)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "AN_LD_SS"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class DOG_ATAC_N_LONG : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Combat Fatigues (ATACS Night Full Sleeve)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "AN_LD_LS"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class DOG_ATAC_DIVER : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Diver (ATACS)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "A_LD_D_ATACS"; //would be same as our made soldier class containerClass = "Supply50"; //how much it can carry mass = 80; //how much it weights }; }; class DOG_ATAC_DIVER_AQUA : Uniform_Base { scope = 2; author = "Benjamin Myers" displayName = "Diver (ATACS DeepSea)"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "A_LD_D_ATACS_AQUA"; //would be same as our made soldier class containerClass = "Supply50"; //how much it can carry mass = 80; //how much it weights }; }; //Start Headgear class Dog_Atac_CP_EP_ATACS : ItemCore { scope = 2; author = "Benjamin Myers" weaponPoolAvailable = 1; displayName = "Cap (ATACS, Headset)"; picture = "\A3\characters_f\Data\UI\icon_h_cap_headphones_khk_ca.paa"; model = "\A3\Characters_F\Common\capb_headphones"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\cap_CP_atacs.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\Common\capb_headphones"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Dog_Atac_CP_EP_ATACS_N : ItemCore { scope = 2; author = "Benjamin Myers" weaponPoolAvailable = 1; displayName = "Cap (ATACS Night, Headset)"; picture = "\A3\characters_f\Data\UI\icon_h_cap_headphones_khk_ca.paa"; model = "\A3\Characters_F\Common\capb_headphones"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\cap_CP_atacs_N.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\Common\capb_headphones"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Dog_Atac_CP_EP_Khaki : ItemCore { scope = 2; author = "Benjamin Myers" weaponPoolAvailable = 1; displayName = "Cap (Khaki, Headset)"; picture = "\A3\characters_f\Data\UI\icon_h_cap_headphones_khk_ca.paa"; model = "\A3\Characters_F\Common\capb_headphones"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\cap_CP_Khaki.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\Common\capb_headphones"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Dog_Atac_CP_EP_Coyote : ItemCore { scope = 2; author = "Benjamin Myers" weaponPoolAvailable = 1; displayName = "Cap (Coyote, Headset)"; picture = "\A3\characters_f\Data\UI\icon_h_cap_headphones_khk_ca.paa"; model = "\A3\Characters_F\Common\capb_headphones"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"luckydoguniforms\data\cap_CP_Coyote.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\Common\capb_headphones"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; };
  14. Is there any way to live the player from spinning around in the chair and it not being oriented properly with the player?
  15. I Finally have this working. I will upload a config later so that anyone else having this issue can find the answer.
  16. Well, now the only issue I am having is that my uniform is not allowing my player to "Dive & Swim" he isn't going into the normal animation like the diver does. He swims slow like the non-diver uniforms. I copied your class config exactly (minor editing to necessary parts) pomigit. I'm stumped.
  17. Hmm, odd I have all of Mikero's tools downloaded and installed, the config does say .bin. There must be a step I am missing. I Open up Eliteness, then Open and DePBO the file. It still says config.bin. edit// AH! My Error, Pomigit, you have helped me out a lot. I figured out my bin problem. Sorting through the config now.
  18. I have used Eliteness and PBO Manager(armaholic) both and have gotten this.
  19. Hey I am trying to do that now. However when I DePBO'd it is garbeled when opening up in Notepad++. Looks like this. raP âà CfgPatches s UniformSlotInfo Ö cfgWeapons ù CfgVehicleClasses ?E CfgVehicles sE âà CharExtras ‰ Ö units weapons requiredVersion ÃÌÌ=requiredAddons version ÃÌÌ=Ö slotType linkProxy - ù LItemCore InventoryItem_Base_F U_B_HeliPilotCoveralls HeadgearItem Uniform_Base UniformItem ItemInfo U_BasicBody O_Soldier_base_F U_O_CombatUniform_ocamo U_B_CombatUniform_mcam_vest Vest_Base VestItem V_Rangemaster_belt H_Cap_red H_MilCap_ocamo H_HelmetB H_HelmetO_ocamo H_Booniehat_khk V_TacVest_khk V_HarnessO_brn V_RebreatherB U_O_PilotCoveralls U_B_BasicBody ã U_O_BasicBody U_Retro_BasicBody + U_Brown_BasicBody W U_Blue_BasicBody Æ’ U_O_CombatUniform_oucamo *** U_O_Officer_uniform û U_C_Poloshirt_Pants D U_C_Citizen_clothes1 o U_C_Citizen_clothes2 â„¢ U_C_Citizen_clothes3 à U_C_Citizen_clothes4 í U_RU_Wetsuit U_G_Coveralls_Urban_Camo R U_C_Coverall_bandit • U_C_Coverall_black Ê U_C_Coverall_dirty U_C_Coverall_grey B U_O_Coveralls_Scientist | U_B_PilotCoveralls à U_R_PilotCoveralls ö V_RebreatherIR , V_RebreatherRU j# V_TacVest_blck £& V_TacVest_blckPol c' V_TacVest_woodcam .( H_HelmetO_ou_camo ñ( H_Helmet_O_Spec °) H_Helmet_OU_Spec §+ H_PilotHelmetFighter_O ¦- H_PilotHelmetFighter_B Â¥/ H_PilotHelmetFighter_R ¤1 H_HelmetB_plain £3 H_Cap_bis 5 H_Cap_black °5 H_Cap_cmmg ]6 H_Cap_green 7 H_Cap_ion º7 H_Cap_iran g8 H_Cap_police 9 H_Cap_raven È9 H_Cap_surf {: H_Cap_tan ); H_Cap_uk Ã’; H_Cap_us †< H_MilCap_grey 0= H_MilCap_blu > H_MilCap_check1 ? H_MilCap_check2 î? H_MilCap_check3 Û@ H_MilCap_tn ÈA H_Booniehat_Indp ®B H_Watchcap_blk 2C ?E Uniform_Base scope displayName U_B_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ¦ UniformItem uniformModel - uniformClass Underwear_B containerClass Supply0 mass Uniform_Base scope displayName U_O_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Ê + UniformItem uniformModel - uniformClass Underwear_O containerClass Supply0 mass + Uniform_Base scope displayName U_Retro_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ò W UniformItem uniformModel - uniformClass Underwear_Retro containerClass Supply0 mass W Uniform_Base scope displayName U_Brown_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Æ’ UniformItem uniformModel - uniformClass Underwear_Brown containerClass Supply0 mass Æ’ Uniform_Base scope displayName U_Blue_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo I *** UniformItem uniformModel - uniformClass Underwear_Blue containerClass Supply0 mass *** U_O_CombatUniform_ocamo scope displayName U_O_CombatUniform_oucamo picture \A3\characters_f\data\ui\icon_u_oi_combatuniform_oucamo_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver.p3d ItemInfo Ëœ û UniformItem uniformModel - uniformClass O_USoldier_F containerClass Supply20 mass P û U_O_CombatUniform_ocamo scope displayName U_O_Officer_uniform picture \A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver.p3d ItemInfo Þ D UniformItem uniformModel - uniformClass Officer_soldier containerClass Supply20 mass P D Uniform_Base scope displayName U_C_Poloshirt_Pants picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo o UniformItem uniformModel - uniformClass C_RangeMaster containerClass Supply10 mass < o Uniform_Base scope displayName U_C_Citizen_clothes1 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo 7 â„¢ UniformItem uniformModel - uniformClass C_ManJeans1 containerClass Supply10 mass < â„¢ Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo a à UniformItem uniformModel - uniformClass C_ManJeans2 containerClass Supply10 mass < à Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ‹ í UniformItem uniformModel - uniformClass C_ManJeans3 containerClass Supply10 mass < í Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo µ UniformItem uniformModel - uniformClass C_ManJeans4 containerClass Supply10 mass < Uniform_Base scope displayName $U_RU_Wetsuit picture \A3\characters_f\data\ui\icon_u_oi_wetsuit_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Û R UniformItem uniformModel - uniformClass RU_diver_F containerClass Supply90 uniformType Neopren mass Z R U_B_HeliPilotCoveralls scope displayName U_G_Coveralls_Urban_Camo picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo - • UniformItem uniformModel - uniformClass G_Helipilot_Urban containerClass Supply10 mass < • U_B_HeliPilotCoveralls scope displayName U_C_Coverall_bandit picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo k Ê UniformItem uniformModel - uniformClass C_Bandit containerClass Supply10 mass < Ê U_B_HeliPilotCoveralls scope displayName U_C_Coverall_black picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Ÿ UniformItem uniformModel - uniformClass C_Coverall_black containerClass Supply10 mass < U_B_HeliPilotCoveralls scope displayName U_C_Coverall_dirty picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Û B UniformItem uniformModel - uniformClass C_Coverall_dirty containerClass Supply10 mass < B U_B_HeliPilotCoveralls scope displayName U_C_Coverall_grey picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo | UniformItem uniformModel - uniformClass C_Coverall_grey containerClass Supply10 mass < | U_B_HeliPilotCoveralls scope displayName U_O_Coveralls_Scientist picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo V à UniformItem uniformModel - uniformClass O_Coverall_scientist containerClass Supply10 mass < à U_O_PilotCoveralls scope displayName U_B_PilotCoveralls picture \A3\characters_f\data\ui\icon_u_b_pilotcoveralls_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo – ö UniformItem uniformModel - uniformClass B_Pilot_F containerClass Supply50 mass Z ö U_O_PilotCoveralls scope displayName U_R_PilotCoveralls picture \A3\characters_f\data\ui\icon_U_OI_PilotCoveralls_ca.paa model \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa hiddenSelectionsTextures \A3\characters_f\OPFOR\data\tech_oucamo_co.paa °) H_HelmetO_ocamo scope weaponPoolAvailable displayName H_Helmet_O_Spec picture \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa model \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\tech_co.paa ItemInfo ó* §+ HeadgearItem mass ‚ uniformModel \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec modelSides armor 3*0.6 passThrough @?hiddenSelections camo §+ H_HelmetO_ocamo scope weaponPoolAvailable displayName H_Helmet_OU_Spec picture \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa model \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa ItemInfo ò, ¦- HeadgearItem mass ‚ uniformModel \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec modelSides armor 3*0.6 passThrough @?hiddenSelections camo ¦- ItemCore scope weaponPoolAvailable displayName OPFOR Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_oi_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_iran_co.paa ItemInfo ú. Â¥/ HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 Â¥/ ItemCore scope weaponPoolAvailable displayName BLUFOR Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_b_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_nato_co.paa ItemInfo ù0 ¤1 HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 ¤1 ItemCore scope weaponPoolAvailable displayName Russian Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_b_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_rus_co.paa ItemInfo ø2 £3 HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 £3 ItemCore scope weaponPoolAvailable displayName Plain Helmet picture \A3\characters_f\Data\UI\icon_h_helmetb_ca.paa model \A3\characters_f\blufor\headgear_b_helmet_plain ItemInfo q4 5 HeadgearItem mass d uniformModel \A3\characters_f\blufor\headgear_b_helmet_plain modelSides armor 3*0.5 passThrough ÃÃŒL?5 H_Cap_red displayName H_Cap_bis picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_bis_co.paa °5 H_Cap_red displayName H_Cap_black picture \A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_black_co.paa ]6 H_Cap_red displayName H_Cap_cmmg picture \A3\characters_f\Data\UI\icon_h_cap_blk_cmmg_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_cmmg_co.paa 7 H_Cap_red displayName H_Cap_green picture \A3\characters_f\Data\UI\icon_h_cap_grn_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_green_co.paa º7 H_Cap_red displayName H_Cap_ion picture \A3\characters_f\Data\UI\icon_h_cap_blk_ion_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_ion_co.paa g8 H_Cap_red displayName H_Cap_iran picture \A3\characters_f\Data\UI\icon_h_cap_tan_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_iran_co.paa 9 H_Cap_red displayName H_Cap_police picture \A3\characters_f\Data\UI\icon_h_cap_blu_police_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_police_co.paa È9 H_Cap_red displayName H_Cap_raven picture \A3\characters_f\Data\UI\icon_h_cap_blk_raven_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_raven_co.paa {: H_Cap_red displayName H_Cap_surf picture \A3\characters_f\Data\UI\icon_h_cap_surfer_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_surf_co.paa ); H_Cap_red displayName H_Cap_tan picture \A3\characters_f\Data\UI\icon_h_cap_tan_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_tan_co.paa Ã’; H_Cap_red displayName H_Cap_uk picture \A3\characters_f\Data\UI\icon_h_cap_khaki_specops_uk_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_uk_co.paa †< H_Cap_red displayName H_Cap_us picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_us_co.paa 0= H_MilCap_ocamo displayName H_MilCap_grey picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_grey_co.paa model \A3\Characters_F\Common\cappatrol_gry > H_MilCap_ocamo displayName H_MilCap_blu picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa model \A3\Characters_F\Common\cappatrol_gry hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_blue_co.paa ? H_MilCap_ocamo displayName H_MilCap_check1 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check1_co.paa model \A3\Characters_F\Common\cappatrol_gry î? H_MilCap_ocamo displayName H_MilCap_check2 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa model \A3\Characters_F\Common\cappatrol_gry hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check2_co.paa Û@ H_MilCap_ocamo displayName H_MilCap_check3 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check3_co.paa model \A3\Characters_F\Common\cappatrol_gry ÈA H_MilCap_ocamo displayName H_MilCap_tn picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_tan_co.paa model \A3\Characters_F\Common\cappatrol_gry ®B H_Booniehat_khk displayName $H_Booniehat_Indp hiddenSelectionsTextures \A3\Characters_F\Common\Data\booniehat_indp_co.paa 2C ItemCore scope weaponPoolAvailable displayName Watch Cap - Black hiddenSelections camo hiddenSelectionsTextures a3\characters_f\common\data\woolhat_black_co.paa a3\characters_f\common\data\headset_3_co.paa picture \A3\characters_f\Data\UI\icon_h_beret_blk_ca.paa model \A3\characters_f\Civil\headgear_beaniehat01 ItemInfo —D ?E HeadgearItem mass d uniformModel \A3\characters_f\Civil\headgear_beaniehat01 modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo ?E MenUrban SE sE displayName Men - Urban sE ZB_Bergen_Base B_Kitbag_Base B_Carryall_Base B_FieldPack_ocamo_Medic B_FieldPack_cbr_Repair B_FieldPack_cbr_LAT B_Carryall_ocamo_Exp man Civilian_F O_Soldier_base_F B_Soldier_diver_base_F O_Soldier_diver_base_F B_Soldier_base_F B_Kitbag_digi fL B_Bergen_mcamo ùL B_Bergen_ocamo Å M B_Bergen_rgr N B_Bergen_blk ¦N B_Carryall_khk 3O B_Carryall_cbr ËO B_Carryall_blk cP B_FieldPack_oucamo_Medic ûP B_FieldPack_oucamo_Repair ¦Q B_FieldPack_oucamo_LAT QR B_Carryall_oucamo_Exp öR B_Soldier_F ÂS B_Soldier_lite_F ÃS B_Soldier_GL_F T B_soldier_AR_F 6T B_Soldier_SL_F iT B_Soldier_TL_F Å“T B_soldier_M_F ÃT B_soldier_LAT_F U B_medic_F 5U B_soldier_repair_F hU B_soldier_exp_F ›U B_Helipilot_F ÃŽU B_diver_F V B_diver_TL_F :V B_diver_exp_F sV O_Soldier_F ¬V O_Soldier_lite_F ßV O_Soldier_GL_F W O_Soldier_AR_F EW O_Soldier_SL_F xW O_Soldier_TL_F «W O_soldier_M_F ÞW O_Soldier_LAT_F X O_medic_F DX O_soldier_repair_F wX O_soldier_exp_F ªX O_helipilot_F ÃX O_diver_F Y O_diver_TL_F IY O_diver_exp_F ‚Y O_USpecOpCQB_F »Y O_USoldier_F j\ O_USoldier_lite_F O^ O_USoldier_GL_F ` O_USoldier_AR_F b O_USoldier_SL_F ïc O_USoldier_TL_F ée O_Usoldier_M_F ãg O_USoldier_LAT_F Êi O_Umedic_F Õk O_Usoldier_repair_F Üm O_Usoldier_exp_F ío Officer_soldier ÷q C_RangeMaster Õu G_Helipilot_Urban Ay RU_diver_F ’~ RU_diver_TL_F ì€ RU_diver_exp_F ;„ O_Coverall_scientist … C_Bandit =‡ C_Coverall_black ¬‰ C_Coverall_dirty Å’ C_Coverall_grey „Ž Underwear_B í Underwear_O –– Underwear_Retro >Å“ Underwear_Brown Ù¡ Underwear_blue |§ C_ManJeans1 *** C_ManJeans2 …¯ C_ManJeans3 ð± C_ManJeans4 \´ O_Pilot_F ç¶ B_Pilot_F sº R_Pilot_F ù½ âà B_Kitbag_Base scope displayName B_Kitbag_digi hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa ùL B_Bergen_Base scope displayName B_Bergen_mcamo hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_mcamo_co.paa Å M B_Bergen_Base scope displayName B_Bergen_ocamo hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_hex_co.paa N B_Bergen_Base scope displayName B_Bergen_rgr hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_rgr_co.paa ¦N B_Bergen_Base scope displayName B_Bergen_blk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_blk_co.paa 3O B_Carryall_Base scope displayName B_Carryall_khk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_khk_co.paa ËO B_Carryall_Base scope displayName B_Carryall_cbr hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_cbr_co.paa cP B_Carryall_Base scope displayName B_Carryall_blk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa ûP B_FieldPack_ocamo_Medic scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_Medic ¦Q B_FieldPack_cbr_Repair scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_Repair QR B_FieldPack_cbr_LAT scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_LAT öR B_Carryall_ocamo_Exp scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_oucamo_co.paa displayName B_Carryall_oucamo_Exp ÂS B_Soldier_base_F nakedUniform U_B_BasicBody ÃS B_Soldier_base_F nakedUniform U_B_BasicBody T B_Soldier_base_F nakedUniform U_B_BasicBody 6T B_Soldier_base_F nakedUniform U_B_BasicBody iT B_Soldier_base_F nakedUniform U_B_BasicBody Å“T B_Soldier_base_F nakedUniform U_B_BasicBody ÃT B_Soldier_base_F nakedUniform U_B_BasicBody U B_Soldier_base_F nakedUniform U_B_BasicBody 5U B_Soldier_base_F nakedUniform U_B_BasicBody hU B_Soldier_base_F nakedUniform U_B_BasicBody ›U B_Soldier_base_F nakedUniform U_B_BasicBody ÃŽU B_Soldier_base_F nakedUniform U_B_BasicBody V B_Soldier_diver_base_F nakedUniform U_B_BasicBody :V B_Soldier_diver_base_F nakedUniform U_B_BasicBody sV B_Soldier_diver_base_F nakedUniform U_B_BasicBody ¬V O_Soldier_base_F nakedUniform U_O_BasicBody ßV O_Soldier_base_F nakedUniform U_O_BasicBody W O_Soldier_base_F nakedUniform U_O_BasicBody EW O_Soldier_base_F nakedUniform U_O_BasicBody xW O_Soldier_base_F nakedUniform U_O_BasicBody «W O_Soldier_base_F nakedUniform U_O_BasicBody ÞW O_Soldier_base_F nakedUniform U_O_BasicBody X O_Soldier_base_F nakedUniform U_O_BasicBody DX O_Soldier_base_F nakedUniform U_O_BasicBody wX O_Soldier_base_F nakedUniform U_O_BasicBody ªX O_Soldier_base_F nakedUniform U_O_BasicBody ÃX O_Soldier_base_F nakedUniform U_O_BasicBody Y O_Soldier_diver_base_F nakedUniform U_O_BasicBody IY O_Soldier_diver_base_F nakedUniform U_O_BasicBody ‚Y O_Soldier_diver_base_F nakedUniform U_O_BasicBody »Y O_Soldier_F displayName Soldier SF - CQB vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_TacVest_blck H_Helmet_OU_Spec NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_TacVest_blck H_Helmet_OU_Spec NVGoggles ItemMap ItemCompass ItemWatch ItemRadio weapons arifle_Khaybar_C_ACO_flash_snds_F hgun_Rook40_F Throw Put Binocular respawnWeapons arifle_Khaybar_C_ACO_flash_snds_F hgun_Rook40_F Throw Put Binocular j\ O_Soldier_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio O^ O_Soldier_lite_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_BandollierB_cbr H_MilCap_blu ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_BandollierB_cbr H_MilCap_blu ItemMap ItemCompass ItemWatch ItemRadio ` O_Soldier_GL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio b O_Soldier_AR_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio ïc O_Soldier_SL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio ée O_Soldier_TL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio ãg O_soldier_M_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio Êi O_Soldier_LAT_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_LAT Õk O_medic_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_Medic Üm O_soldier_repair_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa nakedUniform U_O_BasicBody linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_Repair ío O_soldier_exp_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_Carryall_oucamo_Exp ÷q O_Soldier_base_F _generalMacro O_Soldier_F scope vehicleClass Men Faction OPF_F displayName Officer model \A3\Characters_F\OPFOR\o_officer.p3d modelSides uniformAccessories nakedUniform U_O_BasicBody uniformClass U_O_Officer_uniform hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\officer_hex_co.paa weapons hgun_Rook40_F Throw Put Binocular respawnWeapons hgun_Rook40_F Throw Put Binocular magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag HandGrenade SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag HandGrenade SmokeShell items FirstAidKit linkeditems H_Cap_iran ItemMap ItemCompass ItemWatch ItemRadio respawnlinkeditems H_Cap_iran ItemMap ItemCompass ItemWatch ItemRadio Wounds 7u Õu tex mat A3\Characters_F\OPFOR\Data\officer.rvmat A3\Characters_F\OPFOR\Data\officer_injury.rvmat A3\Characters_F\OPFOR\Data\officer_injury.rvmat Õu Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_poloshirtpants.p3d displayName Rangemaster hiddenSelections Camo uniformClass U_C_Poloshirt_Pants weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag linkeditems V_Rangemaster_belt H_Cap_headphones ItemMap ItemCompass ItemWatch ItemRadio respawnlinkeditems V_Rangemaster_belt H_Cap_headphones ItemMap ItemCompass ItemWatch ItemRadio hiddenSelectionsTextures \A3\characters_f\civil\data\c_poloshirtpants_1_co.paa Wounds ˆx Ay tex mat A3\Characters_F\Civil\Data\c_poloshirtpants.rvmat A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat Ay B_Helipilot_F displayName Helicopter Pilot side faction IND_F vehicleClass Men genericNames NATOMen model \A3\Characters_F\Common\coveralls.p3d modelSides uniformClass U_G_Coveralls_Urban_Camo linkedItems H_PilotHelmetHeli_B NVGoggles ItemMap ItemCompass ItemWatch ItemRadio V_TacVest_blck respawnLinkedItems H_PilotHelmetHeli_B NVGoggles ItemMap ItemCompass ItemWatch ItemRadio V_TacVest_blck weapons arifle_TRG20_F Throw Put respawnWeapons arifle_TRG20_F Throw Put magazines 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag SmokeShell HandGrenade HandGrenade respawnMagazines 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag SmokeShell HandGrenade HandGrenade hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_urbancamo_co.paa cost N camouflage @ Wounds [} ’~ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat ’~ B_Soldier_diver_base_F _generalMacro B_diver_F faction IND_F identityTypes Language_RU_EP1 Head_Euro G_NATO_diver side scope displayName Diver uniformClass U_RU_Wetsuit model \A3\characters_F\Common\diver_slotable linkedItems V_RebreatherRU G_Diving ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_RebreatherB G_Diving ItemMap ItemCompass ItemWatch ItemRadio hiddenSelectionsTextures \A3\Characters_F\Common\Data\diver_suit_rus_co.paa \A3\Characters_F\Common\Data\diver_suit_rus_co.paa modelSides cost Pà camouflage @ì€ RU_diver_F _generalMacro B_diver_TL_F scope backpack B_AssaultPack_blk_DiverTL weapons arifle_SDAR_F hgun_P07_F Throw Put Binocular respawnWeapons arifle_SDAR_F hgun_P07_F Throw Put Binocular linkedItems V_RebreatherB G_Diving ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_RebreatherB G_Diving ItemGPS ItemMap ItemCompass ItemWatch ItemRadio magazines 30Rnd_556x45_Stanag 30Rnd_556x45_Stanag 16Rnd_9x21_Mag 16Rnd_9x21_Mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag SmokeShell respawnMagazines 30Rnd_556x45_Stanag 30Rnd_556x45_Stanag 16Rnd_9x21_Mag 16Rnd_9x21_Mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag SmokeShell displayName Diver Team Leader icon iconManLeader cost € ;„ RU_diver_F _generalMacro B_diver_exp_F scope backpack B_AssaultPack_blk_DiverExp displayName Diver Explosives Specialist canDeactivateMines cost €8 icon iconManExplosive … Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d displayName Scientist uniformClass U_O_Coveralls_Scientist hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_scientist_co.paa cost N camouflage @ Wounds †=‡ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat =‡ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Bandit uniformClass U_C_Coverall_bandit hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_bandit_co.paa cost N camouflage @ Wounds uˆ ¬‰ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat ¬‰ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - black uniformClass U_C_Coverall_black hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_black_co.paa cost N camouflage @ Wounds ኌ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat Å’ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Dirty uniformClass U_C_Coverall_dirty hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_dirty_co.paa cost N camouflage @ Wounds M „Ž tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat „Ž Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Grey uniformClass U_C_Coverall_grey hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_grey_co.paa cost N camouflage @ Wounds ¶ í tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat í B_Soldier_base_F _generalMacro B_Soldier_F scope displayName BLUFOR - Underwear model \A3\Characters_F\Common\basicbody uniformClass U_B_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_green_co.paa Wounds m’ –– tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat –– O_Soldier_base_F _generalMacro O_Soldier_F scope displayName OPFOR - Underwear model \A3\Characters_F\Common\basicbody uniformClass U_O_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_black_co.paa Wounds Ëœ >Å“ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat >Å“ Civilian_F _generalMacro Civilian_F scope displayName Retro Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Retro_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures CharExtras\textures\basicbody_greedo_co.paa Wounds ° Ù¡ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat Ù¡ Civilian_F _generalMacro Civilian_F scope displayName Brown Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Brown_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_brown_co.paa Wounds S£ |§ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat |§ Civilian_F _generalMacro Civilian_F scope displayName Blue Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Blue_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_blue_co.paa Wounds ó¨ *** tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat *** Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 1 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_brown_co.paa \A3\characters_f\civil\data\c_cloth4_co.paa uniformClass U_C_Citizen_clothes1 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds ä® …¯ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat …¯ Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 2 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_blue_co.paa \A3\characters_f\civil\data\c_cloth4_v2_co.paa uniformClass U_C_Citizen_clothes2 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds O± ð± tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat ð± Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 3 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_black_co.paa \A3\characters_f\civil\data\c_cloth4_v3_co.paa uniformClass U_C_Citizen_clothes3 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds »³ \´ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat \´ Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d nakedUniform U_retro_BasicBody displayName Civilian Jeans 4 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures CharExtras\textures\basicbody_greedo_co.paa \A3\characters_f\civil\data\c_cloth4_kabeiroi_co.paa uniformClass U_C_Citizen_clothes4 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds F¶ ç¶ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat ç¶ O_helipilot_F _generalMacro O_helipilot_F scope displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_O_PilotCoveralls linkedItems H_PilotHelmetFighter_O ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_O ItemMap ItemCompass ItemWatch ItemRadio weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_iran_co.paa \A3\Characters_F\Common\Data\pilot_helmet_iran_co.paa cost N camouflage @ Wounds ѹ sº tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat sº B_Helipilot_F _generalMacro B_helipilot_F scope displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_B_PilotCoveralls linkedItems H_PilotHelmetFighter_B ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_B ItemMap ItemCompass ItemWatch ItemRadio weapons hgun_P07_F Throw Put respawnWeapons hgun_P07_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_nato_co.paa \A3\Characters_F\Common\Data\pilot_helmet_nato_co.paa cost N camouflage @ Wounds W½ ù½ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat ù½ O_helipilot_F _generalMacro O_helipilot_F scope side faction IND_F vehicleClass Men displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_R_PilotCoveralls weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell Items FirstAidKit RespawnItems FirstAidKit linkedItems H_PilotHelmetFighter_R ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_R ItemMap ItemCompass ItemWatch ItemRadio hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_rus_co.paa \A3\Characters_F\Common\Data\pilot_helmet_rus_co.paa cost N camouflage @ Wounds @à âà tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat âà destructengine destructdefault destructwreck destructtree destructtent stabilizedinaxisx stabilizedinaxesxyz stabilizedinaxisy stabilizedinaxesboth destructno stabilizedinaxesnone destructman destructbuilding
  20. Still no luck, have been trying everything. Can anyone lend some input?
  21. Perhaps someone could suggest an afdon that has retextured BIS Diver model. All the ones I have tried to reference the configs were garbled.
  22. handlebar

    =BTC= Quick revive

    This is not seeming to work on JIP on a non-dedicated server. Is this the intention?
  23. handlebar

    Niko's Uniforms Mega Packs

    Fantastic collection you have here! Really excellent quality. I play with a multinational group of Chaps that are from the USA, UK, GER, FIN, and so on. Right now we are using the BIS "Guerilla Apparel" Uniform as our main outfit. I'd love to have them use this and use the straight Coyote, PCU and OD Colors. Would you mind if I depbo'd it to cut down on size and Arsenal clutter to just have a gew main outfits? Thanks!
  24. What would be the best ways to resync support modules to a specific player and reset another player as Team Leader after respawn . Any help is appreciated!
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