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  1.  
  2. // For this entire file: classnames that come from mods you don't have will be filtered out and won't cause any issues. You just won't see them ingame.
  3.  
  4.  
  5.  
  6.  
  7.  
  8. // *** SUPPORT STUFF ***
  9.  
  10. // Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try.
  11. if ( isNil "FOB_typename" ) then { FOB_typename = "Land_Cargo_HQ_V1_F"; };
  12. if ( isNil "FOB_box_typename" ) then { FOB_box_typename = "B_Slingload_01_Cargo_F"; };
  13. if ( isNil "FOB_truck_typename" ) then { FOB_truck_typename = "B_Truck_01_box_F"; };
  14. if ( isNil "Arsenal_typename" ) then { Arsenal_typename = "B_supplyCrate_F"; };
  15. if ( isNil "Respawn_truck_typename" ) then { Respawn_truck_typename = "B_Truck_01_medical_F"; };
  16. if ( isNil "huron_typename" ) then { huron_typename = "B_Heli_Transport_03_unarmed_F"; };
  17. if ( isNil "ammobox_b_typename" ) then { ammobox_b_typename = "Box_NATO_AmmoVeh_F"; };
  18. if ( isNil "ammobox_o_typename" ) then { ammobox_o_typename = "Box_East_AmmoVeh_F"; };
  19. if ( isNil "opfor_ammobox_transport" ) then { opfor_ammobox_transport = "O_Truck_03_transport_F"; };
  20.  
  21.  
  22.  
  23.  
  24.  
  25.  
  26. // *** FRIENDLIES ***
  27.  
  28. // Each array below represents one page of the build menu
  29. // Format : [ "classname", manpower, ammo, fuel ]
  30.  
  31. infantry_units = [
  32. ["B_soldier_F",2,0,0],
  33. ["B_soldier_GL_F",3,0,0],
  34. ["B_soldier_AR_F",3,0,0],
  35. ["B_medic_F",3,0,0],
  36. ["B_soldier_M_F",3,0,0],
  37. ["B_engineer_F",3,0,0],
  38. ["B_soldier_LAT_F",4,0,0],
  39. ["B_Sharpshooter_F",5,0,0],
  40. ["B_HeavyGunner_F",5,0,0],
  41. ["B_recon_F",4,0,0],
  42. ["B_recon_medic_F",4,0,0],
  43. ["B_recon_M_F",5,0,0],
  44. ["B_Recon_Sharpshooter_F",8,0,0],
  45. ["B_soldier_AA_F",5,10,0],
  46. ["B_soldier_AT_F",5,10,0],
  47. ["B_sniper_F",10,0,0],
  48. ["B_soldier_PG_F",2,0,0],
  49. ["B_crew_F",1,0,0],
  50. ["B_helipilot_F",1,0,0]
  51. ];
  52.  
  53. light_vehicles = [
  54. ["B_Quadbike_01_F",0,0,1],
  55. ["B_MRAP_01_F",0,0,2],
  56. ["B_MRAP_01_hmg_F",0,10,2],
  57. ["B_MRAP_01_gmg_F",0,20,2],
  58. ["B_Truck_01_transport_F",0,0,5],
  59. ["B_Truck_01_covered_F",0,0,5],
  60. ["B_UGV_01_F",0,0,5],
  61. ["B_UGV_01_rcws_F",0,50,5],
  62. ["B_Boat_Transport_01_F",0,0,2],
  63. ["B_Boat_Armed_01_minigun_F",0,30,10]
  64. ];
  65.  
  66. heavy_vehicles = [
  67. ["B_APC_Wheeled_01_cannon_F",0,30,8],
  68. ["B_APC_Tracked_01_rcws_F",0,30,15],
  69. ["B_APC_Tracked_01_AA_F",0,40,15],
  70. ["B_MBT_01_cannon_F",0,75,20],
  71. ["B_MBT_01_TUSK_F",0,100,25],
  72. ["B_MBT_01_arty_F",0,750,30],
  73. ["B_MBT_01_mlrs_F",0,2500,100]
  74. ];
  75.  
  76. air_vehicles = [
  77. ["B_Heli_Light_01_F",0,0,10],
  78. ["B_Heli_Light_01_armed_F",0,30,10],
  79. ["B_Heli_Transport_01_F",0,20,12],
  80. ["B_Heli_Transport_03_F",0,20,15],
  81. ["B_Heli_Attack_01_F",0,150,30],
  82. ["B_Plane_CAS_01_F",0,500,50],
  83. ["B_UAV_01_F",0,0,5],
  84. ["B_UAV_02_F",0,250,20],
  85. ["B_UAV_02_CAS_F",0,250,20]
  86. ];
  87.  
  88. static_vehicles = [
  89. ["B_HMG_01_F",0,10,0],
  90. ["B_HMG_01_high_F",0,10,0],
  91. ["B_GMG_01_F",0,20,0],
  92. ["B_GMG_01_high_F",0,20,0],
  93. ["B_static_AA_F",0,25,0],
  94. ["B_static_AT_F",0,30,0],
  95. ["B_Mortar_01_F",0,50,0]
  96. ];
  97.  
  98. buildings = [
  99. ["Land_CncBarrierMedium4_F",0,0,0],
  100. ["Land_CncWall4_F",0,0,0],
  101. ["Land_CncShelter_F",0,0,0],
  102. ["Land_HBarrier_5_F",0,0,0],
  103. ["Land_HBarrierBig_F",0,0,0],
  104. ["Land_HBarrierWall6_F",0,0,0],
  105. ["Land_HBarrierWall_corner_F",0,0,0],
  106. ["Land_HBarrierTower_F",0,0,0],
  107. ["Land_BagBunker_Large_F",0,0,0],
  108. ["Land_BagBunker_Small_F",0,0,0],
  109. ["Land_BagBunker_Tower_F",0,0,0],
  110. ["Land_PortableLight_single_F",0,0,0],
  111. ["CamoNet_BLUFOR_open_F",0,0,0],
  112. ["CamoNet_BLUFOR_big_F",0,0,0],
  113. ["Land_Cargo_House_V1_F",0,0,0],
  114. ["Land_Cargo_Patrol_V1_F",0,0,0],
  115. ["Flag_NATO_F",0,0,0],
  116. ["Land_HelipadSquare_F",0,0,0],
  117. ["Land_Razorwire_F",0,0,0],
  118. ["Land_BagFence_Round_F",0,0,0],
  119. ["Land_ToolTrolley_02_F",0,0,0],
  120. ["Land_WeldingTrolley_01_F",0,0,0],
  121. ["Land_GasTank_02_F",0,0,0],
  122. ["Land_Workbench_01_F",0,0,0],
  123. ["Land_WaterTank_F",0,0,0],
  124. ["Land_WaterBarrel_F",0,0,0],
  125. ["Land_MetalCase_01_large_F",0,0,0],
  126. ["CargoNet_01_box_F",0,0,0],
  127. ["Land_CampingChair_V1_F",0,0,0],
  128. ["Land_CampingChair_V2_F",0,0,0],
  129. ["Land_CampingTable_F",0,0,0],
  130. ["MapBoard_altis_F",0,0,0],
  131. ["Land_Metal_rack_Tall_F",0,0,0],
  132. ["PortableHelipadLight_01_blue_F",0,0,0],
  133. ["Land_DieselGroundPowerUnit_01_F",0,0,0],
  134. ["Land_Pallet_MilBoxes_F",0,0,0],
  135. ["Land_PaperBox_open_full_F",0,0,0],
  136. ["Land_ClutterCutter_large_F",0,0,0]
  137. ];
  138.  
  139. support_vehicles = [
  140. [Arsenal_typename,10,0,0],
  141. [Respawn_truck_typename,20,0,5],
  142. [FOB_box_typename,30,50,0],
  143. [FOB_truck_typename,30,50,5],
  144. ["B_APC_Tracked_01_CRV_F",0,30,10],
  145. ["C_Offroad_01_repair_F",5,0,2],
  146. ["B_Truck_01_Repair_F",10,0,5],
  147. ["B_Truck_01_fuel_F",10,0,5],
  148. ["B_Truck_01_ammo_F",10,0,5],
  149. ["B_Slingload_01_Repair_F",5,0,0],
  150. ["B_Slingload_01_Fuel_F",5,0,0],
  151. ["B_Slingload_01_Ammo_F",5,0,0],
  152. ["Box_NATO_AmmoVeh_F",0,154,0],
  153. ["Box_East_AmmoVeh_F",0,115,0]
  154. ];
  155.  
  156. // Pre-made squads for the commander build menu
  157. blufor_squad_inf_light = [ "B_Soldier_SL_F","B_Soldier_TL_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_GL_F","B_medic_F","B_Soldier_LAT_F","B_Soldier_F","B_Soldier_F"];
  158. blufor_squad_inf = [ "B_Soldier_SL_F","B_Soldier_TL_F","B_Soldier_AR_F","B_HeavyGunner_F","B_medic_F","B_Soldier_GL_F","B_Soldier_LAT_F","B_Soldier_LAT_F","B_soldier_M_F","B_Sharpshooter_F" ];
  159. blufor_squad_at = [ "B_Soldier_SL_F","B_soldier_AT_F","B_soldier_AT_F","B_soldier_AT_F","B_medic_F","B_soldier_F" ];
  160. blufor_squad_aa = [ "B_Soldier_SL_F","B_soldier_AA_F","B_soldier_AA_F","B_soldier_AA_F","B_medic_F","B_soldier_F" ];
  161. blufor_squad_recon = [ "B_recon_TL_F","B_recon_F","B_recon_exp_F","B_recon_medic_F","B_recon_LAT_F","B_recon_LAT_F","B_recon_M_F","B_Recon_Sharpshooter_F","B_recon_F"];
  162. blufor_squad_para = [ "B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F" ];
  163.  
  164. // [ squad, manpower, ammo, fuel ]
  165. // The game doesn't calculate the actual cost of the squads when they're being bought and instead uses the costs below (especially ammo),
  166. // but once they're spawned the cost of each individual unit will be used to calculate caps (especially manpower and fuel)
  167. squads = [
  168. [blufor_squad_inf_light,20,0,0],
  169. [blufor_squad_inf,30,0,0],
  170. [blufor_squad_at,20,25,0],
  171. [blufor_squad_aa,20,25,0],
  172. [blufor_squad_recon,25,0,0],
  173. [blufor_squad_para,20,0,0]
  174. ];
  175.  
  176. // All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
  177. uavs = [ "B_UAV_01_F","B_UAV_02_F","B_UAV_02_CAS_F","B_UGV_01_F","B_UGV_01_rcws_F" ];
  178.  
  179. // Vehicles unlocked through military base control. The game will pick which base unlocks which at the start of each new campaign.
  180. elite_vehicles = ["B_UGV_01_rcws_F","Steve_MBT_Kuma","B_MBT_01_TUSK_F","Burnes_FV4034_01","B_MBT_01_arty_F","B_MBT_01_mlrs_F","B_Heli_Attack_01_F","RHS_AH1Z_wd_GS","H_RAH66","RHS_AH64D_wd","B_Plane_CAS_01_F","JS_JC_FA18E","JS_JC_FA18F","B_UAV_02_F","B_UAV_02_CAS_F","greuh_pandur_wdld","RHS_M2A3_BUSKIII_wd","usaf_f22","USAF_F35A"];
  181.  
  182. // Everything the AI troups should be able to resupply from
  183. ai_resupply_sources = [ Respawn_truck_typename, huron_typename, Arsenal_typename, "B_Slingload_01_Ammo_F", "B_APC_Tracked_01_CRV_F", "B_Truck_01_ammo_F", "JNS_Skycrane_Pod_Ammo_BLU_Black" ];
  184.  
  185. // Everything that can resupply other vehicles
  186. vehicle_repair_sources = [ "B_APC_Tracked_01_CRV_F", "C_Offroad_01_repair_F", "B_Truck_01_Repair_F", "B_Slingload_01_Repair_F", "JNS_Skycrane_Pod_Repair_BLU_Black" ];
  187. vehicle_rearm_sources = [ "B_APC_Tracked_01_CRV_F", "B_Truck_01_ammo_F", "B_Slingload_01_Ammo_F", "JNS_Skycrane_Pod_Ammo_BLU_Black" ];
  188. vehicle_refuel_sources = [ "B_APC_Tracked_01_CRV_F", "B_Truck_01_fuel_F", "B_Slingload_01_Fuel_F" ];
  189.  
  190. // Commander
  191. commander_classname = "B_officer_F";
  192.  
  193. // Standard crewman to use when default crew won't work (saved AAF vehicles for example)
  194. crewman_classname = "B_crew_F";
  195.  
  196.  
  197.  
  198.  
  199.  
  200.  
  201.  
  202. // *** BADDIES ***
  203.  
  204. // Guerillas. It's only classnames the game will pick from, not the actual squad that will spawn, unlike the CSAT pre-made squads further below
  205. militia_squad = [ "B_G_Soldier_SL_F","B_G_Soldier_A_F","B_G_Soldier_AR_F","B_G_medic_F","B_G_engineer_F","B_G_Soldier_exp_F","B_G_Soldier_GL_F","B_G_Soldier_M_F","B_G_Soldier_F","B_G_Soldier_LAT_F","B_G_Soldier_lite_F","b_g_soldier_unarmed_f","B_G_Sharpshooter_F","b_g_survivor_F","B_G_Soldier_TL_F"];
  206.  
  207. // Same principle, only an array with everything for the game to randomly choose from
  208. militia_vehicles = [ "rhs_btr70_chdkz","rhs_zsu234_chdkz","I_MU_mercs_Offroad_01_armed_F","I_MU_mercs_Offroad_01_armed_F","B_G_Offroad_01_armed_F","B_G_Offroad_01_armed_F","LOP_AFR_BTR60","LOP_AFR_M113_W","LOP_AFR_T72BA","I_MU_mercs_Offroad_01_armed_F"];
  209.  
  210. // All the CSAT pre-made squads. This is exactly what will spawn so take care with the number of units you put in each.
  211. opfor_squad_low_intensity = ["O_Soldier_TL_F","O_Soldier_AR_F","O_medic_F","O_Soldier_LAT_F","O_Soldier_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_lite_F"];
  212. opfor_squad_8_standard = ["O_Soldier_SL_F","O_Soldier_TL_F","O_Soldier_AR_F","O_HeavyGunner_F","O_medic_F","O_soldier_M_F","O_Soldier_GL_F","O_Soldier_LAT_F"];
  213. opfor_squad_8_infkillers = ["O_Soldier_SL_F","O_Soldier_AR_F","O_Soldier_AR_F","O_HeavyGunner_F","O_medic_F","O_soldier_M_F","O_Sharpshooter_F","O_sniper_F"];
  214. opfor_squad_8_tankkillers = ["O_Soldier_SL_F","O_medic_F","O_Soldier_AR_F","O_Soldier_LAT_F","O_Soldier_LAT_F","O_Soldier_AT_F","O_Soldier_AT_F","O_Soldier_AT_F"];
  215. opfor_squad_8_airkillers = ["O_Soldier_SL_F","O_medic_F","O_Soldier_AR_F","O_Soldier_LAT_F","O_Soldier_LAT_F","O_Soldier_AA_F","O_Soldier_AA_F","O_Soldier_AA_F"];
  216.  
  217. // Single units that are used for secondary objectives and cargo posts garrisons
  218. opfor_sentry = "O_Soldier_lite_F";
  219. opfor_lookout_1 = "O_Sharpshooter_F";
  220. opfor_lookout_2 = "O_HeavyGunner_F";
  221.  
  222. // All the vehicles that can spawn as sector defenders and patrols, the game will pick randomly
  223. opfor_vehicles = ["O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_cannon_F","O_MBT_02_cannon_F","O_APC_Tracked_02_AA_F","O_MRAP_02_gmg_F","O_MRAP_02_hmg_F","O_MRAP_02_hmg_F"];
  224. // Same, with lighter choices to be used when the alert level is low
  225. opfor_vehicles_low_intensity = ["O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MRAP_02_hmg_F","O_MRAP_02_hmg_F","O_MRAP_02_gmg_F"];
  226.  
  227. // All the vehicles that can spawn as battlegroup members, again the game will pick randomly
  228. opfor_battlegroup_vehicles = ["O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_Truck_03_covered_F","O_MBT_02_cannon_F","O_MBT_02_cannon_F","O_APC_Tracked_02_AA_F","O_Heli_Attack_02_F","O_Heli_Light_02_F","O_Heli_Transport_04_bench_F", "O_Truck_03_transport_F"];
  229. // Same, with lighter choices to be used when the alert level is low
  230. opfor_battlegroup_vehicles_low_intensity = ["O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MRAP_02_hmg_F","O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_Truck_03_covered_F","O_Heli_Transport_04_bench_F", "O_Truck_03_transport_F"];
  231.  
  232. // All the vehicles that can spawn as battlegroup members (see above) and hold 8 soldiers as passengers.
  233. // If something can't hold all 8 soldiers then buggy behaviours may occur
  234. opfor_troup_transports = ["O_APC_Wheeled_02_rcws_F","O_Truck_03_covered_F","O_Heli_Transport_04_bench_F", "O_Truck_03_transport_F", "O_Heli_Light_02_F"];
  235.  
  236. // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows
  237. opfor_choppers = ["O_Heli_Attack_02_F","O_Heli_Light_02_F","O_Heli_Transport_04_bench_F"];
  238.  
  239. // Opfor attack aircrafts to choose from
  240. opfor_air = ["O_Plane_CAS_02_F"];
  241.  
  242.  
  243.  
  244.  
  245.  
  246.  
  247.  
  248. // Civilians to randomly choose from
  249. civilians = ["C_man_1","C_man_polo_6_F","C_man_polo_3_F","C_man_polo_2_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_1_F","C_man_p_beggar_F","C_man_1_2_F","C_man_p_fugitive_F","C_man_hunter_1_F","C_journalist_F","C_man_shorts_2_F","C_man_w_worker_F"];
  250. civilian_vehicles = [ "C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_Offroad_01_F", "C_SUV_01_F", "C_Van_01_transport_F", "C_Van_01_box_F", "C_Van_01_fuel_F", "C_Heli_Light_01_civil_F" ];
  251.  
  252. // Blacklisted arsenal items such as deployable weapons that should be bought instead
  253. GRLIB_blacklisted_from_arsenal = [
  254. "B_Respawn_Sleeping_bag_blue_F",
  255. "B_Respawn_Sleeping_bag_brown_F",
  256. "B_Respawn_TentDome_F",
  257. "B_Respawn_Sleeping_bag_F",
  258. "B_Respawn_TentA_F",
  259. "I_GMG_01_A_weapon_F",
  260. "O_GMG_01_A_weapon_F",
  261. "B_GMG_01_A_weapon_F",
  262. "I_HMG_01_A_weapon_F",
  263. "B_HMG_01_A_weapon_F",
  264. "O_HMG_01_A_weapon_F",
  265. "O_HMG_01_weapon_F",
  266. "B_HMG_01_weapon_F",
  267. "I_HMG_01_weapon_F",
  268. "I_HMG_01_high_weapon_F",
  269. "O_HMG_01_high_weapon_F",
  270. "B_HMG_01_high_weapon_F",
  271. "O_GMG_01_weapon_F",
  272. "I_GMG_01_weapon_F",
  273. "B_GMG_01_weapon_F",
  274. "B_GMG_01_high_weapon_F",
  275. "I_GMG_01_high_weapon_F",
  276. "O_GMG_01_high_weapon_F",
  277. "I_Mortar_01_support_F",
  278. "B_Mortar_01_support_F",
  279. "O_Mortar_01_support_F",
  280. "B_Mortar_01_weapon_F",
  281. "O_Mortar_01_weapon_F",
  282. "I_Mortar_01_weapon_F",
  283. "B_HMG_01_support_F",
  284. "O_HMG_01_support_F",
  285. "I_HMG_01_support_F",
  286. "B_HMG_01_support_high_F",
  287. "O_HMG_01_support_high_F",
  288. "I_HMG_01_support_high_F",
  289. "RHS_M2_Gun_Bag",
  290. "RHS_M2_Tripod_Bag",
  291. "RHS_M2_MiniTripod_Bag",
  292. "RHS_Mk19_Gun_Bag",
  293. "RHS_Mk19_Tripod_Bag",
  294. "RHS_NSV_Gun_Bag",
  295. "RHS_NSV_Tripod_Bag",
  296. "B_AA_01_weapon_F",
  297. "O_AA_01_weapon_F",
  298. "I_AA_01_weapon_F",
  299. "B_AT_01_weapon_F",
  300. "O_AT_01_weapon_F",
  301. "I_AT_01_weapon_F",
  302. "I_UAV_01_backpack_F",
  303. "B_UAV_01_backpack_F",
  304. "O_UAV_01_backpack_F"
  305. ];
  306.  
  307.  
  308.  
  309.  
  310.  
  311.  
  312. // !!
  313. // Do not edit below this point!!
  314. // Only boring technical stuff
  315. // !!
  316.  
  317.  
  318.  
  319.  
  320.  
  321.  
  322.  
  323. infantry_units = infantry_units + infantry_units_extension;
  324. light_vehicles = light_vehicles + light_vehicles_extension;
  325. heavy_vehicles = heavy_vehicles + heavy_vehicles_extension;
  326. air_vehicles = air_vehicles + air_vehicles_extension;
  327. static_vehicles = static_vehicles + static_vehicles_extension;
  328. buildings = buildings + buildings_extension;
  329. support_vehicles = support_vehicles + support_vehicles_extension;
  330. infantry_units = [ infantry_units ] call F_filterMods;
  331. light_vehicles = [ light_vehicles ] call F_filterMods;
  332. heavy_vehicles = [ heavy_vehicles ] call F_filterMods;
  333. air_vehicles = [ air_vehicles ] call F_filterMods;
  334. support_vehicles = [ support_vehicles ] call F_filterMods;
  335. static_vehicles = [ static_vehicles ] call F_filterMods;
  336. buildings = [ buildings ] call F_filterMods;
  337. build_lists = [[],infantry_units,light_vehicles,heavy_vehicles,air_vehicles,static_vehicles,buildings,support_vehicles,squads];
  338. militia_squad = [ militia_squad , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  339. militia_vehicles = [ militia_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  340. opfor_squad_low_intensity = [ opfor_squad_low_intensity , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  341. opfor_squad_8_standard = [ opfor_squad_8_standard , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  342. opfor_squad_8_infkillers = [ opfor_squad_8_infkillers , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  343. opfor_squad_8_tankkillers = [ opfor_squad_8_tankkillers , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  344. opfor_squad_8_airkillers = [ opfor_squad_8_airkillers , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  345. opfor_vehicles = [ opfor_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  346. opfor_vehicles_low_intensity = [ opfor_vehicles_low_intensity , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  347. opfor_battlegroup_vehicles = [ opfor_battlegroup_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  348. opfor_battlegroup_vehicles_low_intensity = [ opfor_battlegroup_vehicles_low_intensity , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  349. opfor_troup_transports = [ opfor_troup_transports , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  350. opfor_choppers = [ opfor_choppers , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  351. opfor_air = [ opfor_air , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  352. civilians = [ civilians , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  353. civilian_vehicles = [ civilian_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  354. military_alphabet = ["Alpha","Bravo","Charlie","Delta","Echo","Foxtrot","Golf","Hotel","India","Juliet","Kilo","Lima","Mike","November","Oscar","Papa","Quebec","Romeo","Sierra","Tango","Uniform","Victor","Whiskey","X-Ray","Yankee","Zulu", "Alpha-2", "Bravo-2", "Charlie-2", "Delta-2", "Echo-2", "Foxtrot-2", "Golf-2","Hotel-2","India-2","Juliet-2","Kilo-2","Lima-2","Mike-2","November-2","Oscar-2","Papa-2","Quebec-2","Romeo-2","Sierra-2","Tango-2","Uniform-2","Victor-2","Whiskey-2","X-Ray-2","Yankee-2","Zulu-2","You should really reconsider a few life choices if you build more than 52 FOBs."];
  355. land_vehicles_classnames = (opfor_vehicles + militia_vehicles);
  356. all_ofpor_troops = opfor_squad_low_intensity + opfor_squad_8_standard + opfor_squad_8_infkillers + opfor_squad_8_tankkillers + opfor_squad_8_airkillers + [opfor_sentry, opfor_lookout_1, opfor_lookout_2 ];
  357. all_resistance_troops = [] + militia_squad;
  358. all_hostile_classnames = (land_vehicles_classnames + opfor_air + opfor_choppers + opfor_troup_transports + opfor_vehicles_low_intensity);
  359. { land_vehicles_classnames pushback (_x select 0); } foreach (heavy_vehicles + light_vehicles);
  360. air_vehicles_classnames = [] + opfor_choppers;
  361. { air_vehicles_classnames pushback (_x select 0); } foreach air_vehicles;
  362. markers_reset = [99999,99999,0];
  363. zeropos = [0,0,0];
  364. squads_names = [ localize "STR_LIGHT_RIFLE_SQUAD", localize "STR_RIFLE_SQUAD", localize "STR_AT_SQUAD", localize "STR_AA_SQUAD", localize "STR_RECON_SQUAD", localize "STR_PARA_SQUAD" ];
  365. boats_names = [ "B_Boat_Transport_01_F", "B_Boat_Armed_01_minigun_F" ];
  366. box_transport_config = [
  367. [ "B_Truck_01_transport_F", -6.5, [0, -0.4, 0.4], [0, -2.1, 0.4], [0, -3.8, 0.4] ],
  368. [ "B_Truck_01_covered_F", -6.5, [0, -0.4, 0.4], [0, -2.1, 0.4], [0, -3.8, 0.4] ],
  369. [ "O_Truck_03_transport_F", -6.5, [0, -0.8, 0.4], [0, -2.4, 0.4], [0, -4.0, 0.4] ],
  370. [ "B_Heli_Transport_03_F", -7.5, [0, 2.2, -1], [0, 0.8, -1], [0, -1.0, -1] ],
  371. [ "B_Heli_Transport_03_unarmed_F", -7.5, [0, 2.2, -1], [0, 0.8, -1], [0, -1.0, -1] ],
  372. [ "greuh_eh101_gr", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ],
  373. [ "I_Heli_Transport_02_F", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ]
  374. ];
  375. ammobox_transports_typenames = [];
  376. { ammobox_transports_typenames pushback (_x select 0) } foreach box_transport_config;
  377. ammobox_transports_typenames = [ ammobox_transports_typenames , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  378. elite_vehicles = [ elite_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  379. original_resistance = [ "B_G_Soldier_SL_F","B_G_Soldier_A_F","B_G_Soldier_AR_F","B_G_medic_F","B_G_engineer_F","B_G_Soldier_exp_F","B_G_Soldier_GL_F","B_G_Soldier_M_F","B_G_Soldier_F","B_G_Soldier_LAT_F","B_G_Soldier_lite_F","b_g_soldier_unarmed_f","B_G_Sharpshooter_F","b_g_survivor_F","B_G_Soldier_TL_F"];
  380. GRLIB_intel_table = "Land_CampingTable_small_F";
  381. GRLIB_intel_chair = "Land_CampingChair_V2_F";
  382. GRLIB_intel_file = "Land_File1_F";
  383. GRLIB_intel_laptop = "Land_Laptop_device_F";
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