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- // F2 - Folk Assign Gear Script - Czech Republic Equipment
- // Credits: Please see the F2 online manual (http://www.ferstaberinde.com/f2/en/)
- // ====================================================================================
- // DEFINE EQUIPMENT TABLES
- // The blocks of code below identifies equipment for this faction
- //
- // Defined loadouts:
- // co - commander
- // dc - deputy commander
- // m - medic
- // ftl - fire team leader
- // ar - automatic rifleman
- // aar - assistant automatic rifleman
- // rat - rifleman (AT)
- // samg - surface to air missile gunner
- // samag - surface to air missile assistant
- // mmgg - medium mg gunner
- // mmgag - medium mg assistant
- // hmgg - heavy mg gunner (deployable)
- // hmgag - heavy mg assistant (deployable)
- // matg - medium AT gunner
- // matag - medium AT assistant
- // hatg - heavy AT gunner
- // hatg - heavy AT assistant
- // mtrg - mortar gunner (deployable)
- // mtrag - mortar assistant (deployable)
- // sn - sniper
- // sp - spotter
- // c - ground vehicle crew
- // p - air vehicle pilots
- // eng - engineers
- //
- // r - rifleman
- // car - carabineer
- // smg - submachinegunner
- // gren - grenadier
- //
- // v_car - car/4x4
- // v_tr - truck
- // v_ifv - ifv
- //
- // ====================================================================================
- // GENERAL EQUIPMENT USED BY MULTIPLE CLASSES
- _radio1 = "ACRE_PRC117F"; //longrange
- _radio2 = "ACRE_PRC148"; //midrange
- _radio3 = "";
- // ====================================================================================
- // INTERPRET PASSED VARIABLES
- // The following inrerprets formats what has been passed to this script element
- _typeofUnit = toLower (_this select 0); // Tidy input for SWITCH/CASE statements, expecting something like : r = Rifleman, co = Commanding Officer, rat = Rifleman (AT)
- _unit = _this select 1; // expecting name of unit; originally passed by using 'this' in unit init
- // ====================================================================================
- // DEFINE UNIT TYPE LOADOUTS
- // The following blocks of code define loadouts for each type of unit (the unit type
- // is passed to the script in the first variable)
- switch (_typeofUnit) do
- {
- // ====================================================================================
- // LOADOUT: COMMANDER
- case "co":
- {
- _unit addWeapon _radio1;
- _unit addWeapon _radio2;
- };
- // LOADOUT: DEPUTY COMMANDER AND SQUAD LEADER
- case "dc":
- {
- _unit addWeapon _radio1;
- _unit addWeapon _radio2;
- };
- // LOADOUT: MEDIC
- case "m":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: FIRE TEAM LEADER
- case "ftl":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: AUTOMATIC RIFLEMAN
- case "ar":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: ASSISTANT AUTOMATIC RIFLEMAN
- case "aar":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: RIFLEMAN (AT)
- case "rat":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: SURFACE TO AIR MISSILE GUNNER
- case "samg":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: ASSISTANT SURFACE TO AIR MISSILE GUNNER
- case "samag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: MEDIUM MG GUNNER
- case "mmgg":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: MEDIUM MG ASSISTANT GUNNER
- case "mmgag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: HEAVY MG GUNNER
- case "hmgg":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: HEAVY MG ASSISTANT GUNNER
- case "hmgag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: MEDIUM AT GUNNER
- case "matg":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: MEDIUM AT ASSISTANT GUNNER
- case "matag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: HEAVY AT GUNNER
- case "hatg":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: HEAVY AT ASSISTANT GUNNER
- case "hatag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: MORTAR GUNNER
- case "mtrg":
- {
- _unit addWeapon _radio1;
- _unit addWeapon _radio2;
- };
- // LOADOUT: MORTAR ASSISTANT GUNNER
- case "mtrag":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: SNIPER
- case "sn":
- {
- _unit addWeapon _radio2;
- };
- // LOADOUT: SPOTTER
- case "sp":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: GROUND VEHICLE CREW
- case "c":
- {
- if(leader group _unit == _unit) then {
- _unit addWeapon _radio1;
- };
- _unit addWeapon _radio2;
- };
- // LOADOUT: AIR VEHICLE PILOTS
- case "p":
- {
- if(leader group _unit == _unit) then {
- _unit addWeapon _radio1;
- };
- _unit addWeapon _radio2;
- };
- // LOADOUT: ENGINEER
- case "eng":
- {
- if(leader group _unit == _unit) then {
- _unit addWeapon _radio2;
- };
- };
- // LOADOUT: RIFLEMAN
- case "r":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: CARABINEER
- case "car":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: SUBMACHINEGUNNER
- case "smg":
- {
- //_unit addWeapon _radio2;
- };
- // LOADOUT: GRENADIER
- case "gren":
- {
- //_unit addWeapon _radio2;
- };
- // CARGO: CAR - room for 10 weapons and 50 cargo items
- case "v_car":
- {
- clearWeaponCargoGlobal _unit;
- clearMagazineCargoGlobal _unit;
- _unit addWeaponCargoGlobal [_radio2, 1];
- _unit addWeaponCargoGlobal [_radio1, 1];
- };
- // CARGO: TRUCK - room for 50 weapons and 200 cargo items
- case "v_tr":
- {
- clearWeaponCargoGlobal _unit;
- clearMagazineCargoGlobal _unit;
- _unit addWeaponCargoGlobal [_radio2, 4];
- _unit addWeaponCargoGlobal [_radio1, 4];
- };
- // CARGO: IFV - room for 10 weapons and 100 cargo items
- case "v_ifv":
- {
- clearWeaponCargoGlobal _unit;
- clearMagazineCargoGlobal _unit;
- _unit addWeaponCargoGlobal [_radio2, 2];
- _unit addWeaponCargoGlobal [_radio1, 2];
- };
- // LOADOUT: DEFAULT/UNDEFINED (use RIFLEMAN)
- default
- {
- _unit addWeapon _radio2;
- if (true) exitwith {player globalchat format ["DEBUG (f\common\folk_assignGear.sqf): Unit = %1. Gear template %2 does not exist, used Rifleman instead.",_unit,_typeofunit]};
- };
- // ====================================================================================
- // END SWITCH FOR DEFINE UNIT TYPE LOADOUTS
- };
- // ====================================================================================
- // ENSURE UNIT HAS CORRECT WEAPON SELECTED ON SPAWNING
- _unit selectweapon primaryweapon _unit;
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