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just in case it's any use, here are some class arrays I've been putting into Evolution.

They included a lot of modded content, so you can maintain functionality across unit, vehicle or weapon mods which rely on the type of unit, vehicle or weapon to trigger an action etc.

//adding typical unit, vehicle, weapon and missile arrays

EGG_EVO_east1 = ["RU_Soldier_TL","RU_Soldier_SL","RU_Soldier_Medic","RU_Soldier","RU_Soldier2","RU_Soldier_Light","RU_Soldier_AR","RU_Soldier_MG","RU_Soldier_AA","RU_Soldier_AT","RU_Soldier_LAT","RU_Soldier_HAT","RU_Soldier_GL","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Spotter","RU_Soldier_Marksman"];
EGG_EVO_east2 = ["MVD_Soldier","MVD_Soldier_MG","MVD_Soldier_Marksman","MVD_Soldier_GL","MVD_Soldier_AT","MVD_Soldier_Sniper","MVD_Soldier_TL"];
EGG_EVO_east3 = ["RUS_Soldier_Sab","RUS_Soldier_GL","RUS_Soldier_Marksman","RUS_Commander","RUS_Soldier1","RUS_Soldier2","RUS_Soldier3","RUS_Soldier_TL"];
EGG_EVO_east4 = ["Ins_Lopotev","Ins_Commander","Ins_Bardak","Ins_Soldier_1","Ins_Soldier_2","Ins_Soldier_AA","Ins_Soldier_AT","Ins_Soldier_AR","Ins_Soldier_GL","Ins_Soldier_MG","Ins_Soldier_Medic","Ins_Soldier_CO","Ins_Soldier_Sab","Ins_Soldier_Sapper","Ins_Soldier_Sniper"];
EGG_EVO_east5 = ["Ins_Villager3","Ins_Woodlander3","Ins_Woodlander2","Ins_Worker2","Ins_Villager4","Ins_Woodlander1"];
EGG_EVO_east6 = ["mas_gru_spet_tl_gd","mas_gru_spet_min_gd","mas_gru_spet_dem_iz","mas_gru_spet_min_ge","mas_gru_spet_dem_ge","mas_gru_spet_med2_ge","mas_gru_spet_med_iz","mas_gru_spet_med2_gd","mas_gru_spet_snp_ghil_kb","mas_gru_spet_snp_ghil_gd","mas_gru_spet_snp_iz","mas_gru_spet_spt_ghil_iz","mas_gru_spet_op1_kb","mas_gru_spet_op1_gd","RU_Soldier_AA","Ins_Soldier_AA","mas_gru_spet_mg_kb","mas_gru_spet_rpk_gd","mas_gru_spet_op2_iz","mas_gru_spet_op2_ge"];
EGG_EVO_east7 = ["MOL_Soldier_Officer","MOL_Soldier_Medic","MOL_Soldier_Engineer","MOL_Soldier_Rifleman","MOL_Soldier_GL","MOL_Guard_Marksman","MOL_Soldier_Sniper","MOL_Soldier_Spotter","MOL_Guard_AR","MOL_Soldier_MG","MOL_Soldier_AT","MOL_Soldier_LAT","MOL_Soldier_HAT","MOL_Guard_AA","MOL_Soldier_Crew"];
EGG_EVO_east8 = ["ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102","ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145"];
EGG_EVO_east9 = ["ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195","ibr_rebel206","ibr_rebel217"];

EGG_EVO_west1 = ["USMC_Soldier_SL","USMC_Soldier_TL","USMC_Soldier","USMC_Soldier2","USMC_SoldierS","USMC_Soldier_Medic","USMC_SoldierS_Engineer","USMC_Soldier_AR","USMC_Soldier_MG","USMC_SoldierS_Sniper","USMC_SoldierS_Spotter","USMC_SoldierS_SniperH","USMC_SoldierM_Marksman","USMC_Soldier_AA","USMC_Soldier_AT","USMC_Soldier_LAT","USMC_Soldier_HAT","USMC_Soldier_GL"];
EGG_EVO_west2 = ["CDF_Commander","CDF_Soldier","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_GL","CDF_Soldier_Medic","CDF_Soldier_Militia","CDF_Soldier_RPG","CDF_Soldier_Marksman","CDF_Soldier_MG","CDF_Soldier_TL"];
EGG_EVO_west3 = ["FR_Commander","FR_TL","FR_R","FR_Sapper","FR_Corpsman","FR_AR","FR_GL","FR_AC","FR_Assault_R","FR_Assault_GL","FR_Marksman"];
EGG_EVO_west4 = ["AFR_Guard_AK","AFR_Guard_M1014","AFR_Guard_M16","AFR_Soldier_Officer","AFR_Soldier_Medic","AFR_Soldier_Engineer","AFR_Soldier_Rifleman","AFR_Soldier_GL","AFR_Guard_Marksman","AFR_Soldier_Sniper","AFR_Soldier_Spotter","AFR_Guard_AR","AFR_Soldier_MG","AFR_Soldier_AT","AFR_Soldier_LAT","AFR_Soldier_HAT","AFR_Guard_AA","AFR_Soldier_Crew"];
EGG_EVO_west5 = ["UK_SFD","UK_SFD1","UK_SFD2","UK_SFD3","UK_SFD4","UK_SFD5","UK_SFD6"];
EGG_EVO_west6 = ["UK_SFMSKD","UK_SFMSKD1","UK_SFMSKD2","UK_SFMSKD3","UK_SFMSKD4","UK_SFMSKD5","UK_SFMSKD6"];
EGG_EVO_west7 = ["UK_SFM","UK_SFM1","UK_SFM2","UK_SFM3","UK_SFM4","UK_SFM5","UK_SFM6"];
EGG_EVO_west8 = ["UK_SFMSKM","UK_SFMSKM","UK_SFMSM","UK_SFMSKM","UK_SFMSKM","UK_SFMSKM","UK_SFMSKM"];
EGG_EVO_west9 = ["UK_SFT","UK_SFT1","UK_SFT2","UK_SFT3","UK_SFT4","UK_SFT5","UK_SFT6"];
EGG_EVO_west10= ["UK_SFMSKT","UK_SFMSKT1","UK_SFMSKT","UK_SFMSKT","UK_SFMSKT","UK_SFMSKT","UK_SFMSKT"];

EGG_EVO_civ1 = ["Citizen1","Citizen2","Citizen3","Citizen4","Damsel1","Damsel2","Damsel3","Damsel4","Damsel5","Villager1","Villager2","Villager3","Villager4","Farmwife1","Farmwife2","Farmwife3","Farmwife4"];
EGG_EVO_civ2 = ["Woodlander1","Woodlander2","Woodlander3","Woodlander4","HouseWife1","HouseWife2","HouseWife3","HouseWife4","Worker1","Worker2","Worker3","Worker4","Madam1","Madam2","Madam3","Madam4"];
EGG_EVO_civ3 = ["Profiteer1","Profiteer2","Profiteer3","Profiteer4","Sportswoman1","Sportswoman2","Sportswoman3","Sportswoman4","Rocker1","Rocker2","Rocker3","Rocker4","Hooker1","Hooker2","Hooker3","Hooker4","Hooker5"];
EGG_EVO_civ4 = ["ibr_africaman1","ibr_africaman2","ibr_africaman3","ibr_africaman4","ibr_africaman5","ibr_africaman6","ibr_africaman7","ibr_africaman1s","ibr_africaman2s","ibr_africaman3s","ibr_africaman4s","ibr_africaman5s","ibr_africaman6s","ibr_africaman7s"];
EGG_EVO_allciv = EGG_EVO_civ1+EGG_EVO_civ2+EGG_EVO_civ3;

//VEHICLE ARRAYS

//choppers
EGG_EVO_westveh1 = ["MH60S","UH1Y","AH1Z","AH64D","AH64D_Sidewinders","MV22","Mi24_D","Mi17_CDF","Mi17_medevac_CDF"];
//planes
EGG_EVO_westveh2 = ["F35B","AV8B","AV8B2","A10","C130J","Su25_CDF"];
//mod choppers
EGG_EVO_westveh3 = ["RAF_Chin47","rksl_lynx_ah7_gpmg","rksl_lynx_ah7_1gpmg","rksl_lynx_ah7_4tow","rksl_lynx_ah9_1","rksl_lynx_ah7se_gpmg","MH6","AH6","UH60MG","UH60","MH6_RACS","AH6_racs","UH60MGRACS","UH60Racs"];
//mod planes
EGG_EVO_westveh4 = ["EP3_A10_CAS","EP3_A10_CBU","EP3_A10","GLT_Falcon_mk82","GLT_Falcon_CAP","GLT_Falcon_MR","GLT_Falcon_AGM","GLT_Falcon_GBU","GLT_Falcon_euro_mk82","GLT_Falcon_euro_cap","GLT_Falcon_euro","GLT_Falcon_euro_AGM","GLT_Falcon_euro_GBU","4emesh","4emesh2","4emeshracs"];
//unarmed
EGG_EVO_westveh5 = ["HMMWV","HMMWV_Ambulance","UralOpen_CDF","Ural_CDF","UralReammo_CDF","UralRefuel_CDF","UralRepair_CDF","UAZ_CDF","BMP2_Ambul_CDF","MMT_USMC","M1030","MTVR","MtvrReammo","MtvrRefuel","MtvrRepair"];
//light armed
EGG_EVO_westveh6 = ["HMMWV_Armored","HMMWV_M2","HMMWV_MK19","HMMWV_TOW","LAV25_HQ","UAZ_MG_CDF","UAZ_AGS30_CDF","BRDM2_CDF","BRDM2_ATGM_CDF","BMP2_HQ_CDF","GRAD_CDF"];
//heavy armed
EGG_EVO_westveh7 = ["AAV","LAV25","M1A1","M1A2_TUSK_MG","BMP2_CDF","T72_CDF","MLRS"];
//unarmed mod
EGG_EVO_westveh8 = ["AFR_Pinz_police","ukf_110_des","ukf_110_wld"];
//light armed mod
EGG_EVO_westveh9 = ["M113","M113_RACS","Chenowth","vil_m113a2","vil_m113a3","sti_Stryker_ICV_M2","sti_Stryker_ICV_MK19","sti_Stryker_ICV_TOW","RE_landrover6x6","RE_landrover","ukf_wmik_des","ukf_wmik_gmg_des","UKF_WMIK_GPMG_des","ukf_wmik_wld","ukf_wmik_gmg_wld","UKF_WMIK_GPMG_WLD"];
//heavy armed mod
EGG_EVO_westveh10 = ["vil_bradley_a1","vil_bradley_gr","vil_bradley_a2D","vil_bradley_a2","vil_m109_sph","sa_bmd2_cdf","sa_bmd2_chdkz"];
//AA
EGG_EVO_westveh11 = ["HMMWV_Avenger","ZSU_CDF"];
//AA mod
EGG_EVO_westveh12 = ["Vulcan","Vulcan_RACS","vil_bradley_a6","vil_bradley_a6D"];
//statics
EGG_EVO_westveh13 = ["Fort_Nest_M240","M2HD_mini_TriPod","M2StaticMG","DSHKM_CDF","DSHkM_Mini_TriPod_CDF","MK19_TriPod","AGS_CDF","2b14_82mm","2b14_82mm_CDF","M252","SPG9_CDF","M119","D30_CDF","TOW_TriPod","Stinger_Pod","ZU23_CDF"];

//choppers
EGG_EVO_eastveh1 = ["Mi17_medevac_Ins","Mi17_Ins","Mi24_P","Mi24_V","Mi17_rockets_RU","Ka52Black","Ka52"];
//planes
EGG_EVO_eastveh2 = ["Su34","Su39","Su25_Ins"];
//mod choppers
EGG_EVO_eastveh3 = ["CMA_Mi28_N_RUS","KA50"];
//mod planes
EGG_EVO_eastveh4 = ["RKTSU33B1","RKTSU33MR","RKTSU33AA","RKTSU33AG"];
//unarmed
EGG_EVO_eastveh5 = ["TT650_Ins","UAZ_INS","UralOpen_INS","Ural_INS","UralRepair_INS","UralReammo_INS","UralRefuel_INS","GAZ_Vodnik_MedEvac","Kamaz","KamazOpen","KamazRepair","KamazReammo","KamazRefuel","BMP2_Ambul_INS"];
//light armed
EGG_EVO_eastveh6 = ["UAZ_MG_INS","UAZ_AGS30_INS","UAZ_AGS30_RU","UAZ_SPG9_INS","Offroad_SPG9_Gue","Offroad_DSHKM_INS","Pickup_PK_INS","BRDM2_INS","BRDM2_ATGM_INS","BMP2_HQ_INS","GAZ_Vodnik_HMG","GAZ_Vodnik","Ural_ZU23_INS","GRAD_INS","BTR90_HQ"];
//heavy armed
EGG_EVO_eastveh7 = ["BMP2_INS","T34","T72_INS","BMP3","BTR90","T90"];
//unarmed mod
EGG_EVO_eastveh8 = ["AFR_Pinz"];
//light armed mod
EGG_EVO_eastveh9 = ["Mech_BTR70M","Mech_BTR70"];
//heavy armed mod
EGG_EVO_eastveh10 = ["ibr_T55","vil_bmp1","vil_bmp1p","vil_bmp2d","vil_2s1_easy_arty","vil_2s1","vil_t55","vil_t55m_pol","vil_t62m","vil_t64","vil_t64bv","vil_t72M_nsv","vil_t80b","vil_t80bv_c2","vil_t80U_C","sa_bmd2","sa_bmd2_rus1","sa_bmd2_rus2","sa_bmd2_rus3","sa_bmd2_rus4","sa_bmd2_des","sa_bmd2_ua","sa_bmd2_peace","sa_bmd2k","sa_bmd2k_rus1","sa_bmd2k_rus2","sa_bmd2k_rus3","sa_bmd2k_rus4","sa_bmdk_des","sa_bmd2k_peace"];
//AA
EGG_EVO_eastveh11 = ["ZSU_INS","2S6M_Tunguska"];
//AA mod
EGG_EVO_eastveh12 = ["3LB_SA6"];
//statics
EGG_EVO_eastveh13 = ["INS_WarfareBMGNest_PK","DSHKM_Ins","DSHkM_Mini_TriPod","KORD","AGS_RU","AGS_Ins","2b14_82mm_INS","SPG9_Ins","D30_Ins","D30_RU","Metis","ZU23_Ins","Igla_AA_pod_East"];

//civ 1 seater
EGG_EVO_civveh1 = ["tractor","MMT_Civ","TT650_Civ"];
//civ multi seater
EGG_EVO_civveh2 = ["Skoda","SkodaBlue","SkodaRed","SkodaGreen","datsun1_civil_1_open","datsun1_civil_2_covered","datsun1_civil_3_open","hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","car_hatchback","Ikarus","UralCivil2","Lada1","UralCivil","car_sedan","Lada2","LadaLM","V3S_Civ","car_hatchback","VWGolf"];

//hybrid arrays - used in modded missions scripts: side missions, convoys, reinforcements, etc
EGG_EVO_westair = EGG_EVO_westveh1+EGG_EVO_westveh2;
EGG_EVO_westchopM = EGG_EVO_westveh1+EGG_EVO_westveh3;
EGG_EVO_westplaneM = EGG_EVO_westveh2+EGG_EVO_westveh4;
EGG_EVO_westairM = EGG_EVO_westchopM+EGG_EVO_westplaneM;

EGG_EVO_eastair = EGG_EVO_eastveh1+EGG_EVO_eastveh2;
EGG_EVO_eastchopM = EGG_EVO_eastveh1+EGG_EVO_eastveh3;
EGG_EVO_eastplaneM = EGG_EVO_eastveh2+EGG_EVO_eastveh4;
EGG_EVO_eastairM = EGG_EVO_eastchopM+EGG_EVO_eastplaneM;

EGG_EVO_westarm = EGG_EVO_westveh6+EGG_EVO_westveh7;
EGG_EVO_westlightM = EGG_EVO_westveh6+EGG_EVO_westveh9;
EGG_EVO_westheavyM = EGG_EVO_westveh7+EGG_EVO_westveh10;
EGG_EVO_westarmM = EGG_EVO_westlightM+EGG_EVO_westheavyM;
EGG_EVO_westunarmM = EGG_EVO_westveh5+EGG_EVO_westveh8;
EGG_EVO_westaaM = EGG_EVO_westveh11+EGG_EVO_westveh12;

EGG_EVO_eastarm = EGG_EVO_eastveh6+EGG_EVO_eastveh7;
EGG_EVO_eastlightM = EGG_EVO_eastveh6+EGG_EVO_eastveh9;
EGG_EVO_eastheavyM = EGG_EVO_eastveh7+EGG_EVO_eastveh10;
EGG_EVO_eastarmM = EGG_EVO_eastlightM+EGG_EVO_eastheavyM;
EGG_EVO_eastunarmM = EGG_EVO_eastveh5+EGG_EVO_eastveh8;
EGG_EVO_eastaaM = EGG_EVO_eastveh11+EGG_EVO_eastveh12;

//adding weapon type arrays for actions/makestatic.sqf

// All weapons that count for AA class static bonus
EGG_EVO_AAirweapons = ["Stinger","Strela","Igla"];

// All weapons that count for AT class static bonus
EGG_EVO_ATweapons = ["Javelin","MetisLauncher","RPG18","SMAW","M136","RPG7V","FFAA_Armas_C90","FFAA_Armas_C100","ukf_law80launcher","VIL_RPG7V_PGO","VIL_RPG7d_PGO","VIL_RPG16","VILAS_RPG22","VILAS_RPG26","VIL_RPG29","VIL_RPO_A"];

// All weapons that count for MG class static bonus
EGG_EVO_MGweapons = ["M240","M249","PK","RPK_74","Pecheneg","MK_48","m8_SAW","MG36","FFAA_Armas_MG3","FFAA_Armas_MG4","RH_M249","FFAA_Armas_Minimi","FFAA_Armas_MG4_acog","RH_M249p","RH_M249pelcan","RH_M249pacog","ukf_L86A2LSW_susat","ukf_gpmg","VIL_PKM_N","VIL_PKP","VIL_PK","VIL_RPK74M_N","VIL_RPK74M","VIL_RPK74","VIL_RPK","RH_rpk47","RH_rpk74","RH_rpk74m","RH_rpk74m1p29"];

// All weapons that count for GL class static bonus
EGG_EVO_GLweapons = ["M16A2GL","M16A4_GL","M16A4_ACG_GL","M4A1_HWS_GL","M4A1_RCO_GL","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","m8_carbineGL","AK_74_GL","AK_107_GL_pso","AK_107_GL_kobra","RH_m4cgl","RH_m4glaim","RH_m4cglacog","RH_M4gleotech_wdl","RH_m4cgleotech","RH_m4sdgl","RH_m4ctsdglaim","RH_m4ctsdglacog","RH_M4sdgleotech_wdl","RH_m4ctsdgleotech","RH_m16a1gl","RH_m16a4glacog","RH_m16a4glaim","RH_m16a4gleotech","FFAA_Armas_FN_fal_m203","FFAA_Armas_HKAG36","FFAA_Armas_HKAG36Acog","RH_hk416sgl","RH_hk416glaim","RH_hk416sdgl","RH_hk416sgleotech","RH_hk416sglacog","ukf_L85A2AG36_susat","VIL_AEK_GL","VIL_AK_74M_GP","VIL_AKS_74P_GP","VIL_AKS_74_GP","VIL_AKM_GL","VIL_Abakan_GP","VIL_Groza_GL","RH_ak102gl","RH_Scarl_gl","RH_Scarl_gl_aim","RH_Scarl_gl_acog","RH_Scarl_gl_eotech","RH_Scarl_sd_gl_aim","RH_Scarl_sd_gl_acog","RH_Scarl_sd_gl_eotech","RH_Scarh_gl","RH_Scarh_gl_aim","RH_Scarh_gl_acog","RH_Scarh_gl_eotech","RH_Scarh_sd_gl_aim","RH_Scarh_sd_gl_eotech","RH_ak47gl","RH_akmgl","RH_rk95ag","RH_rk95sdag","RH_an94gl","RH_aks74upt","RH_aks74uptsp","RH_aks74uptk","RH_ak74gl","RH_ak74kgl","RH_aks74gl","RH_aks74kgl","RH_oc14gl","RH_oc14glsp","RH_ak74mgl","RH_ak74mkgl","RH_ak74mglsp","RH_ak74mgl1p29","RH_aks74mgl","RH_aks74mkgl","RH_aks74mglsp","RH_aks74mgl1p29","RH_ak103gl","RH_ak103kgl","RH_ak103glsp","RH_ak103gl1p29","RH_aks74pgl","RH_aks74pkgl","RH_aks74pglsp","RH_aks74pgl1p29","RH_ak104gl","RH_ak104kgl","RH_ak104glsp","RH_ak104gl1p29","RH_ak105gl","RH_ak105kgl","RH_ak105glsp","RH_ak105gl1p29","RH_ak107gl","RH_ak107kgl","RH_ak107glsp","RH_ak107gl1p29"];

//adding soldier class types for data/scripts/spawn.sqf

//officer classes
EGG_EVO_playerOff = ["CDF_Commander","CDF_Soldier_TL","USMC_Soldier_Officer","FR_Commander","FR_TL","USMC_Soldier_TL","USMC_Soldier_SL","RU_Soldier_Officer","RU_Commander","RUS_Commander","RUS_Soldier_TL","Ins_Commander","Ins_Soldier_CO","Ins_Bardak","Ins_Lopotev","MVD_Soldier_TL","mas_gru_spet_tl_gd","mas_gru_spet_tl_ge","mas_gru_spet_tl_kb","mas_gru_spet_tl_iz","UK_SFMSKD1","AFR_Officer","AFR_Soldier_Officer","MOL_officer","MOL_Soldier_Officer"]; 

//medic classes
EGG_EVO_playerMedic = ["CDF_Soldier_Medic","USMC_Soldier_Medic","FR_Corpsman","FR_Sykes","RU_Soldier_Medic","Ins_Soldier_Medic","mas_gru_spet_med2_ge","mas_gru_spet_med_iz","mas_gru_spet_med2_gd","UK_SFMSKD4","UK_SFT4","AFR_Medic","AFR_Soldier_Medic","MOL_Medic","MOL_Soldier_Medic"];

//engineer classes
EGG_EVO_playerEng = ["USMC_SoldierS_Engineer","FR_Sapper","Ins_Soldier_Sapper","Ins_Soldier_Sab","RUS_Soldier_Sab","mas_gru_spet_min_gd","mas_gru_spet_dem_iz","mas_gru_spet_min_ge","mas_gru_spet_dem_ge","UK_SFMSKD6","UK_SFT6","AFR_Guard_M1014","AFR_Soldier_Engineer","MOL_Soldier_Engineer"];

//sniper classes
EGG_EVO_playerSniper = ["CDF_Soldier_Marksman","USMC_SoldierS_SniperH","USMC_SoldierS_Sniper","USMC_SoldierM_Marksman","FR_Marksman","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Marksman","Ins_Soldier_Sniper","MVD_Soldier_Sniper","MVD_Soldier_Marksman","RUS_Soldier_Marksman","mas_gru_spet_snp_ghil_kb","mas_gru_spet_snp_ghil_gd","mas_gru_spet_snp_iz","UK_SFMSKD5","UK_SFMSKT5","AFR_Guard_M16","AFR_Soldier_Sniper","AFR_Guard_Marksman","MOL_Guard_Marksman","MOL_Soldier_Sniper"];

//spotter classes
EGG_EVO_playerSpot = ["USMC_SoldierS_Spotter","mas_gru_spet_spt_ghil_iz","AFR_Guard_M9","AFR_Soldier_Spotter","MOL_Soldier_Spotter"];

//grenadier classes
EGG_EVO_playerGL = ["CDF_Soldier_GL","USMC_Soldier_GL","FR_Assault_GL","FR_GL","FR_AC","FR_Cooper","RU_Soldier_GL","Ins_Soldier_GL","RUS_Soldier_GL","MVD_Soldier_GL","mas_gru_spet_op1_gd","mas_gru_spet_op1_kb","UK_SFD1","AFR_Guard_M16","AFR_Soldier_GL","MOL_Soldier_GL"];

//Anti air classes
EGG_EVO_playerAA = ["USMC_Soldier_AA","RU_Soldier_AA","Ins_Soldier_AA","UK_SFD3","UK_SFT5","AFR_Soldier_Stinger","AFR_Soldier_Igla","AFR_Guard_AA","MOL_Soldeir_AA"];

//anti tank classes
EGG_EVO_playerAT = ["CDF_Soldier_RPG","USMC_Soldier_AT","USMC_Soldier_LAT","USMC_Soldier_HAT","RU_Soldier_HAT","RU_Soldier_AT","RU_Soldier_LAT","Ins_Soldier_AT","MVD_Soldier_AT","mas_gru_spet_op2_ge","mas_gru_spet_op2_iz","UK_SFMSKD3","UK_SFT3","AFR_Soldier_AT","AFR_Soldier_LAT","AFR_Soldier_HAT","MOL_Soldier_AT","MOL_Soldier_LAT","MOL_Soldier_HAT"];

//machinegunner classes
EGG_EVO_playerMG = ["CDF_Soldier_AR","CDF_Soldier_MG","USMC_Soldier_MG","USMC_Soldier_AR","FR_AR","FR_Rodriguez","RU_Soldier_MG","RU_Soldier_AR","Ins_Soldier_AR","Ins_Soldier_MG","MVD_Soldier_MG","mas_gru_spet_mg_kb","mas_gru_spet_rpk_gd","UK_SFMSKD2","UK_SFT2","AFR_Soldier_MG","AFR_Guard_AR","MOL_Soldier_MG","MOL_Guard_AR"];

//pilot classes
EGG_EVO_playerPilot = ["USMC_Soldier_Pilot","RU_Soldier_Pilot","Ins_Soldier_Pilot","AFR_Soldier_Pilot","MOL_Soldier_Pilot"];

//all AGM missiles
EGG_EVO_miscamwepsM = ["M_Sidewinder_AA","M_Sidewinder_AA_F35","M_Strela_AA","M_Igla_AA","M_Stinger_AA","M_AT2_AT","M_AT6_AT","M_AT9_AT","M_AT5_AT","M_AT10_AT","M_AT11_AT","M_AT13_AT","M_TOW_AT","M_TOW2_AT","M_Hellfire_AT","M_Maverick_AT","M_Vikhr_AT","M_Ch29_AT","M_R73_AA","M_9M311_AA","GLT_Sidewinder_AA","GLT_SidewinderX_AA","GLT_AIM120_AA","GLT_AIM7E_AA","GLT_Maverick_AG","GLT_Harpoon_LGM","RKTF4HarmRaila","RKTF4SparrowRaila","RKT_Kitchen","RKT_Ch29_AT","RKT_R27_AA","RKT_R73_AA","RKSL_LYNX_TOW_AT","M_AT9_Mi28"];

//all airborne bombs
EGG_EVO_miscamwepsB = ["Bo_GBU12_LGB","Bo_GBU12_LGB_F35","Bo_FAB_250","Bo_Mk82","GLT_GBU12_LGB","GLT_Mk82_Bo","GLT_Mk84_Bo","RKTF4BLUBomb","RKTF4BombRaila","Bo_kb500_LGB","Bo_fb250_FFB"];

BIS_EVO_aaweapons = ["M_Vikhr_AT","M_9M311_AA","M_R73_AA","M_Strela_AA","M_Igla_AA","M_Stinger_AA","M_Sidewinder_AA","M_Sidewinder_AA_F35"]; // All ammo that will set off a missile warning

adding these to the init.sqs of your mission enables you to control class types for all items that you may hang scripts from

you can then use the arrays like this...

if (_playertype in EGG_EVO_playerMedic) then {_actionId8 = player addAction [localize "STR_M04t52", "data\scripts\mtent.sqf",0,1, false, true,"test2"]};

//or

_pilotchecktype = typeOf _unit;
_pilotcheck = 0;
if ((_pilotchecktype in EGG_EVO_playerPilot) AND (EGG_EVO_allowpilots == 1))then {_pilotcheck = 1};
switch (_Vehicle) do
{
    case "AH64D":
    {
	if (score _dunit < _rank5 && ranklock < 2 && _pilotcheck !=1) then {[_dunit,_rank5] call BIS_EVO_RankReq;[_unit] call BIS_EVO_Eject};
if(_unit == player) then {wcam = _vec addaction ["Weapon Camera On", "actions\wepcam.sqf",0,1, false, true,"test2"]};
    };

//or

if (not ((primaryWeapon player) in EGG_EVO_GLweapons)) exitWith {hint "You cannot build a Grenade Launcher Nest without an underslung grenade launcher";_custom = 2};

//or in miscam.sqf which adds a misile camera option to missile and bomb carrying aircraft
if not ( (_type in EGG_EVO_miscamwepsM) || (_type in EGG_EVO_miscamwepsB) ) exitwith {};
//for bombs it then uses this second filter to apply a different camera:
if (_type in EGG_EVO_miscamwepsB) then

etc - note this code is just extracts to demonstrate the use of the arrays in various scripts

the benefit? keeps all your strings in one place so avoiding having to hunt down changes through numerous scripts when you add mods to your mission. you just update the arrays in init. you can then copy the new arrays into inits for other versions of your mission, e.g. on other islands etc without having to go back and edit all the individual scripts...

an example is - say you have 15 different scripts that create unit arrays (for side missions, filling cities, reinforcements, etc...), you might use:

_allunits = ["RU_Soldier_TL","RU_Soldier_SL","RU_Soldier_Medic","RU_Soldier","RU_Soldier2","RU_Soldier_AR","RU_Soldier_MG","RU_Soldier_AA","RU_Soldier_AT","RU_Soldier_LAT","RU_Soldier_HAT","RU_Soldier_GL","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Spotter","RU_Soldier_Marksman"];

and variations of it in each script... hard to keep tabs on.

Instead add the arrays to the init (if using the modded arrays remember to delete modded items that are not required)

and you can make the line above like this instead:

	_allunits = EGG_EVO_east1;

and if you change the map that the mission is on, you simply change the array called.

For Duala units using my tweaked units script

you would use:

	_allunits = EGG_EVO_east7;

to create a full molatian enemy unit array, etc

For unmodded enemy convoys you might call two units from EGG_EVO_westveh5 (unarmed), two from EGG_EVO_westveh6 (light armour) and one from EGG_EVO_westveh7

If you are playing on a modded mission, just use the hybrids

EGG_EVO_westunarmM

EGG_EVO_westlightM

EGG_EVO_westheavyM

and hey presto, all your unit management is now contained in the init file... instead of in a squillion scripts with unmemorable names...

here I'm using it to revamp the city units in Evolution - for each group of 12 infantry made it randomises the types of units:

	_r = (round random 4)+1;
switch (_r) do
{
	case 1: //rebels low skill
	{
			_allunits = EGG_EVO_east5;
	};
	case 2: //insurgents fair skill
	{
			_allunits = EGG_EVO_east4;
	};
	case 3: //soldiers medium skill
	{
			_allunits = EGG_EVO_east1;
	};
	case 4: // MVD good skill
	{
			_allunits = EGG_EVO_east2;
	};
	case 5: // spetsnaz excellent skill
	{
			_allunits = EGG_EVO_east3;
	};
};

_grpskill = skillfactor+(_r/10); //NB skillfactor is 0.2+random 0.3
_max = (count _allunits)-1;
_infcount = 11;
_j = 0;
while {_j <= _infcount} do 
{
	_unit = _grp createUnit [_allunits select (round random _max), _lpos, [], 0, "FORM"];
	_unit setSkill _grpskill;
	_unit addEventHandler ["killed", {handle = [_this select 0,"INF"] execVM "data\scripts\mobjbury.sqf"}];
	[_unit] join _grp;
	_j = _j+1;
	sleep 1;
};

to make it use modded units I just need to change the array numbers... beats all that pasting of units.

Edited by eggbeast
added vehicles etc

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updated significantly - still working on this

---------- Post added at 04:55 PM ---------- Previous post was at 03:15 PM ----------

looks like the T34 and prolly the gue version of the offroad are gonna have to go in west vehicles... they got owned in use as east just now

---------- Post added at 04:56 PM ---------- Previous post was at 04:55 PM ----------

there's also a couple of unarmed dudes in the array somewhere - possibly a section leader (SL)?

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