Advertisement
Morbo513

SOG

Jul 18th, 2018
120
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
SQF 12.04 KB | None | 0 0
  1. // Author: Morbo
  2. // ~1968 US Army
  3. #include "undef.hpp" // Reset defines
  4.  
  5. // ==================== PASTE BELOW
  6. // Camo set
  7. #define CAMO_UNIFORM "rhsgref_uniform_tigerstripe"
  8. #define CAMO_VEST "usm_vest_LBE_rm"
  9. #define CAMO_BACKPACK "SE_Scavenger_Backpack"
  10. #define CAMO_HEADGEAR "rhsgref_helmet_M1_painted_alt01","rhsgref_helmet_M1_painted_alt01","rhsgref_helmet_M1_painted","usm_bdu_boonie_odg","usm_bdu_boonie_odg","H_Bandanna_khk"
  11. // Rifle
  12. #define RIFLE "RH_M16a1"
  13. #define RIFLE_MAG "30Rnd_556x45_Stanag:12"
  14. // GL Rifle
  15. #define GLRIFLE "RH_M16A1gl"
  16. #define GLRIFLE_MAG "30Rnd_556x45_Stanag:12"
  17. #define GLRIFLE_MAG_SMOKE "1Rnd_Smoke_Grenade_shell:8"
  18. #define GLRIFLE_MAG_RED "1Rnd_SmokeRed_Grenade_shell:5"
  19. #define GLRIFLE_MAG_HE "1Rnd_HE_Grenade_shell:8"
  20. #define GLRIFLE_MAG_FLARE "UGL_FlareYellow_F:10"
  21. // Carbine
  22. #define CARBINE "hlc_rifle_Colt727"
  23. #define CARBINE_MAG "30Rnd_556x45_Stanag:12"
  24. // AR
  25. #define AR "hlc_lmg_m60"
  26. #define AR_MAG "hlc_100Rnd_762x51_M_M60E4:5"
  27. // AT
  28. #define AT "rhs_weap_m72a7"
  29. #define AT_MAG "rhs_m72a7_mag:1"
  30. // MMG
  31. #define MMG "hlc_lmg_m60"
  32. #define MMG_MAG "hlc_100Rnd_762x51_M_M60E4:5"
  33. // MAT
  34. #define MAT "rhs_weap_maaws"
  35. #define MAT_MAG "rhs_mag_maaws_HEAT:3"
  36. #define MAT_MAG2 "rhs_mag_maaws_HEAT:4"
  37. #define MAT_OPTIC "rhs_optic_maaws"
  38. // ==================== PASTE ABOVE
  39.  
  40. // MANPADS
  41. #define SAM "rhs_weap_fim92"
  42. #define SAM_MAG "rhs_fim92_mag:2"
  43. #define SAM_MAG2 "rhs_fim92_mag:3"
  44. // Sniper Rifle & Attachments
  45. #define SNIPER "hlc_rifle_M21"
  46. #define SNIPER_ATT "hlc_optic_LRT_m14"
  47. #define SNIPER_MAG RIFLE_MAG
  48. // Spotter Rifle & Attachments
  49. #define SPOTTER RIFLE
  50. #define SPOTTER_MAG "hlc_20Rnd_762x51_B_M14:10"
  51. #define SPOTTER_ATT "hlc_optic_artel_m14"
  52. // Marksman Rifle & Attachments
  53. #define DMRIFLE "hlc_rifle_M14"
  54. #define DMRIFLE_MAG CARBINE_MAG
  55. #define DMRIFLE_OPTICS "hlc_optic_artel_m14"
  56. // SMG (Crew)
  57. #define SMG CARBINE
  58. #define SMG_MAG CARBINE_MAG
  59. // Shotgun (Breacher)
  60. #define SG "rhs_weap_M590_5RD"
  61. #define SG_MAG "rhsusf_5Rnd_00Buck:6"
  62. // Pistol (Leadership, Jet Pilot)
  63. #define PISTOL "rhsusf_weap_m1911a1"
  64. #define PISTOL_MAG "rhsusf_mag_7x45acp_MHP:4"
  65. // Flare Pistol (Pilot)
  66. #define FLAREPISTOL "BWA3_P2A1"
  67. #define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
  68. // Grenades
  69. #define BASE_GRENADES W_BASE_SMOKES,"rhs_mag_m67:2"
  70. #define LEADER_GRENADES W_LEADER_SMOKES,"rhs_mag_m67:2"
  71. // Misc Equipment
  72. #define BASE_TOOLS COMMON_TOOLS
  73. #define LEADER_TOOLS "ACE_personalAidKit"
  74. #define BASE_LINKED COMMON_LINKED
  75. // Class Gear
  76. #define CREW_HEADGEAR "rhsusf_cvc_green_helmet"
  77. #define PILOT_HEADGEAR "rhsusf_hgu56p"
  78. #define JET_HEADGEAR "H_PilotHelmetFighter_O"
  79. #define JET_UNIFORM "U_I_PilotCoveralls"                          
  80. #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
  81. #define BACKPACK_LARGE "rhsgref_hidf_alicepack"
  82. #define GOG "G_Aviator","G_Aviator","G_Spectacles_Tinted","","","","",""
  83. #define V_GR "usm_vest_LBE_rmp"
  84. #define B_LD "usm_pack_st138_prc77"
  85. #define B_MED "usm_pack_m5_medic"
  86. #define V_F "usm_vest_rba"
  87. #define V_AR "usm_vest_LBE_mg"
  88. #define H_SL "usm_bdu_cap_odg"
  89. #define H_CO "usm_bdu_8point_odg"
  90. #define GR_GR "rhs_mag_mk3a2:4"
  91. #define U_P "usm_bdu_odg"
  92. #define V_GREN "usm_vest_LBE_gr"
  93. #define CLAY "ClaymoreDirectionalMine_Remote_Mag:4","ACE_FlareTripMine_Mag:4"
  94.  
  95. class Car {
  96.   TransportWeapons[] = {AT};
  97.   TransportMagazines[] = {AT_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,MMG_MAG};
  98.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  99. };
  100. class Tank {
  101.   TransportWeapons[] = {AT};
  102.   TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
  103.   TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
  104. };
  105. class Helicopter {
  106.   TransportMagazines[] = {SMG_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG};
  107.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  108. };
  109. class Plane {};
  110. class Ship_F {};
  111. class B_supplyCrate_F {
  112.   TransportWeapons[] = {AT,AT};
  113.   TransportMagazines[] = {RIFLE_MAG,RIFLE_MAG,GLRIFLE_MAG_RED,GLRIFLE_MAG_RED,AR_MAG,AR_MAG,BASE_GRENADES,BASE_GRENADES,CLAY};
  114.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  115. };
  116. class uh1h_medevac {
  117.   TransportItems[] = {"ACE_epinephrine:20","ACE_morphine:40","ACE_Bodybag:40","ACE_quikclot:30","ACE_bloodIV:20","ACE_bloodIV_500:20","ACE_bloodIV_250:20","ACE_plasmaIV:20","ACE_salineIV:20","ACE_tourniquet:10","ACE_elasticBandage:40","ACE_packingBandage:40","ACE_atropine:5","ACE_surgicalKit:2"};
  118. };
  119.  
  120. // uniform[] = {};                 Uniform/clothes
  121. // vest[] = {};                    Vest/Plate Carrier/Harness/Chest rig
  122. // headgear[] = {};                Helmets, Hats
  123. // backpack[] = {};                Backpack
  124. // goggles[] = {};                 Facewear
  125. // weapons[] = {};                 Primary weapons (Rifles, MGs, DMRs etc)
  126. // handguns[] = {};                Pistols, machine-pistols etc
  127. // launchers[] = {};               AT/AA launchers
  128. // magazines[] = {};               Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  129. // items[] = {};                   Misc items, eg. Explosive detonators, wire cutters etc
  130. // backpackItems[] = {};           Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  131. // linkedItems[] = {};             Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  132. // attachments[] = {};             Primary weapon attachments.
  133. // secondaryAttachments[] = {};    Launcher attachments
  134. // handgunAttachments[] = {};      Sidearm attachments
  135. // opticChoices[] = {};            List of optics that can be chosen by this class during safestart. Automatically included by arsenal exporter, so scroll back up and add some for the love of god.
  136. // ====================
  137.  
  138. // ====================
  139. // Base Classes
  140. // ====================
  141. class Soldier_F {// rifleman
  142.   uniform[] = {CAMO_UNIFORM};
  143.   vest[] = {CAMO_VEST};
  144.   headgear[] = {CAMO_HEADGEAR};
  145.   backpack[] = {CAMO_BACKPACK};
  146.   backpackItems[] = {BASE_MEDICAL};
  147.   weapons[] = {RIFLE};
  148.   magazines[] = {RIFLE_MAG,BASE_GRENADES};
  149.   items[] = {RADIO_SR,BASE_TOOLS};
  150.   linkedItems[] = {BASE_LINKED};
  151.   goggles[] = {GOG};
  152.   face[] = {F_USA};
  153.   speaker[] = {NOVO};
  154. };
  155. class Fic_Soldier_Carbine: Soldier_F {// carbine-man
  156.   weapons[] = {CARBINE};
  157.   magazines[] = {CARBINE_MAG,BASE_GRENADES};
  158. };
  159. class Fic_eng: Fic_Soldier_Carbine {
  160.   weapons[] = {SMG};
  161.   magazines[] = {SMG_MAG,SMG_MAG,BASE_GRENADES};
  162.   items[] += {BASE_ENG};
  163.   backpack[] = {BACKPACK_LARGE};
  164.   backpackItems[] += {TOOLKIT};
  165. };
  166. class Fic_Spotter: Soldier_F {
  167.   linkedItems[] += {BINOS};
  168. };
  169. // ====================
  170. // GI
  171. // ====================
  172. class Soldier_AR_F: Soldier_F {// AR
  173.   weapons[] = {AR};
  174.   vest[] = {V_AR};
  175.   magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
  176.   handguns[] = {PISTOL};
  177. };
  178. class Soldier_AAR_F: Soldier_F {// AAR
  179.   backpackItems[] += {AR_MAG};
  180.   vest[] = {V_AR};
  181.   linkedItems[] += {BINOS};
  182. };
  183. class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
  184.   magazines[] += {AT_MAG};
  185.   launchers[] = {AT};
  186. };
  187. class Survivor_F: Fic_Soldier_Carbine { // FT CLS
  188.   backpackItems[] += {CLAY,"ACE_Clacker"};
  189. };
  190. class Soldier_GL_F: Fic_Soldier_Carbine { // Grenadier
  191.   magazines[] += {GR_GR};
  192. };
  193. // ====================
  194. // Specialists (Requires editing unit)
  195. // ====================
  196. class Soldier_M_F: Soldier_F { // Marksman
  197.   weapons[] = {DMRIFLE};
  198.   magazines[] = {DMRIFLE_MAG,BASE_GRENADES};
  199.   attachments[] = {DMRIFLE_OPTICS};
  200. };
  201. class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
  202.   backpackItems[] += {SG};
  203.   magazines[] += {SG_MAG};
  204. };
  205. // ====================
  206. // Leadership
  207. // ====================
  208. class medic_F: Fic_Soldier_Carbine {// Medic
  209.   weapons[] = {SMG};
  210.   magazines[] = {SMG_MAG,W_MEDIC_GRENADES};
  211.   backpack[] = {B_MED};
  212.   backpackItems[] = {MEDIC_MEDICAL};
  213.   items[] += {RADIO_MR};
  214. };
  215. class Soldier_TL_F: Soldier_F {// FTL
  216.   handguns[] = {PISTOL};
  217.   vest[] = {V_GREN};
  218.   weapons[] = {GLRIFLE};
  219.   magazines[] = {GLRIFLE_MAG,PISTOL_MAG,GLRIFLE_MAG_RED,LEADER_GRENADES};
  220.   items[] += {LEADER_TOOLS,RADIO_MR};
  221.   linkedItems[] += {BINOS};
  222. };
  223. class Soldier_SL_F: Soldier_TL_F {// SL
  224.   vest[] = {V_GREN};
  225.   weapons[] = {GLRIFLE};
  226.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_RED,GLRIFLE_MAG_RED,PISTOL_MAG,LEADER_GRENADES};
  227.   backpack[] = {B_LD};
  228.   headgear[] = {H_SL};
  229.   items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
  230. };
  231. class officer_F: Soldier_SL_F {// CO and DC
  232.   headgear[] = {H_CO};
  233. };
  234. class RangeMaster_F: Soldier_F {// FAC
  235.   weapons[] = {GLRIFLE};
  236.   magazines[] = {RIFLE_MAG,GLRIFLE_MAG_RED,GLRIFLE_MAG_RED,GLRIFLE_MAG_RED,LEADER_GRENADES};
  237.   items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
  238. };
  239. // ====================
  240. // Weapons Teams
  241. // ====================
  242. class support_MG_F: Soldier_AR_F {// MMG
  243.   weapons[] = {MMG};
  244.   handguns[] = {PISTOL};
  245.   magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
  246. };
  247. class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
  248.   backpack[] = {BACKPACK_LARGE};
  249.   vest[] = {V_AR};
  250.   backpackItems[] += {MMG_MAG};
  251. };
  252. class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
  253.   backpack[] = {BACKPACK_LARGE};
  254.   backpackItems[] += {MAT_MAG};
  255.   launchers[] = {MAT};
  256.   secondaryAttachments[] = {MAT_OPTIC};
  257. };
  258. class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
  259.   backpack[] = {BACKPACK_LARGE};
  260.   backpackItems[] += {MAT_MAG2};
  261. };
  262. class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
  263.   backpack[] = {BACKPACK_LARGE};
  264.   backpackItems[] += {SAM_MAG};
  265.   launchers[] = {SAM};
  266. };
  267. class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
  268.   backpack[] = {BACKPACK_LARGE};
  269.   backpackItems[] += {SAM_MAG2};
  270. };
  271. class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
  272.   MORTAR_GEAR("B_Mortar_01_weapon_F")
  273. };
  274. class support_AMort_F: Fic_Spotter {// Assistant Mortar
  275.   MORTAR_GEAR("B_Mortar_01_support_F")
  276. };
  277. class spotter_F: Fic_Spotter {// Spotter
  278.   weapons[] = {SPOTTER};
  279.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  280.   attachments[] = {SPOTTER_ATT};
  281.   items[] += {RADIO_MR,"ACE_RangeCard","ACE_SpottingScope"};
  282. };
  283. class sniper_F: spotter_F {// Sniper
  284.   weapons[] = {SNIPER};
  285.   magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
  286.   handguns[] = {PISTOL};
  287.   items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
  288.   linkedItems[] = {BASE_LINKED};
  289. };
  290. // ====================
  291. // Engineers
  292. // ====================
  293. class engineer_F: Fic_eng {// Engineer TL
  294.   backpackItems[] += {RADIO_MR};
  295.   handguns[] = {PISTOL};
  296.   magazines[] += {PISTOL_MAG};
  297.   items[] += {LEADER_TOOLS};
  298. };
  299. class soldier_repair_F: Fic_Eng {// Engineer Asst
  300.   handguns[] = {MINE_SWEEPER};
  301. };
  302. // class soldier_exp_F: Soldier_F {// Flamethrower
  303. //  vest[] = {V_F};
  304. //  backpack[] = {B_F};
  305. //  weapons[] = {F};
  306. // handguns[] = {PISTOL};
  307. //  magazines[] = {F_MAG,PISTOL_MAG};
  308. //  items[] = {RADIO_SR,BASE_MEDICAL};
  309. //  goggles[] = {"SE_M17"};
  310. //};
  311. // ====================
  312. // Vehicle Crews
  313. // ====================
  314. class crew_F: Fic_Soldier_Carbine {// Crew
  315.   headgear[] = {CREW_HEADGEAR};
  316.   weapons[] = {SMG};
  317.   magazines[] = {SMG_MAG,W_CREW_GRENADES};
  318.   backpackItems[] = {RADIO_LR};
  319.   linkedItems[] = {BASE_LINKED,BINOS};
  320.   items[] += {BASE_MEDICAL};
  321. };
  322. class Helipilot_F: Soldier_F {// Pilot
  323.   vest[] = {CAMO_VEST};
  324.   backpack[] = {CAMO_BACKPACK};
  325.   uniform[] = {U_P};
  326.   weapons[] = {};
  327.   headgear[] = {PILOT_HEADGEAR};
  328.   handguns[] = {PISTOL};
  329.   magazines[] = {PISTOL_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
  330.   backpackItems[] = {RADIO_LR,FLAREPISTOL};
  331.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
  332.   linkedItems[] = {BASE_LINKED};
  333. };
  334. class Pilot_F: Soldier_F {// Jet Pilot
  335.   vest[] = {JET_VEST};
  336.   uniform[] = {JET_UNIFORM};
  337.   headgear[] = {JET_HEADGEAR};
  338.   handguns[] = {PISTOL};
  339.   magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
  340.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
  341.   backpack[] = {BACKPACK_LARGE};
  342.   backpackItems[] = {RADIO_LR};
  343. };
  344. class helicrew_F: Helipilot_F {}; // Pilot
  345. class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement