SHARE
TWEET

Untitled

a guest Apr 21st, 2017 47 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. #include "..\..\script_macros.hpp"
  2. /*
  3.     File: fn_Loadouts.sqf
  4.     Author: T-bone
  5.     Website: Oustanding-valor.com
  6.    
  7.     Description:
  8.     Centralizes all loadouts in 1 file so it's easier to re-use and change.
  9.     If you are copying it, be so kind to leave my name as author in it as I'm the one and only original one - T-bone! :)
  10.     And this took some time to fucking write, check and search for XD
  11. */
  12.  
  13. private["_window","_bad","_object","_value","_loadoutName","_yItems","_playerbackpack","_amount","_window","_rebelclothing","_rebelheadgear","_rebelvest","_rebelbackpacks","_ghillieclothing","_rebelgoggles",
  14. "_nvgoggles","_nv","_cqbscopes","_midscopes","_longscopes","_thermalscopes","_nightscopes","_pistolscopes","_smgscopes","_combatscopes","_bipods","_acc","_normalcivclothings","_classycivclothings",
  15. "_normalitems","_bank","_remove","_deluxitems","_wetsuitsclothing","_rebreathers","_divinggoggles","_kitbackpacks","_assaultpackbackpacks","_bergenbackpacks","_fieldpackbackpacks","_carryallbackpacks","_outdoorbackpacks",
  16. "_mk14","_MAR10","_mk1","_ASP1","_Cyrus","_Navid","_SPMG","_policegoggles","_SWATgoggles","_armygoggles","_swatvest","_swatbackpacks","_Lynx","_m320","_militaryclothings","_militaryheadgear",
  17. "_gangclothings","_gangvest","_popup","_sell","_nomoneycheck","_syncgear","_militaryvest","_swatuc"
  18. ];
  19.  
  20. _value = [_this,3,"",[""]] call BIS_fnc_param;
  21. if(_value == "") exitWith {}; //well nothing shouldn't be coming through ...
  22.  
  23. //////////////
  24. /*
  25. EXAMPLES:
  26.  
  27. Rebel
  28. this addAction["Buy Rebel MX Loadout",life_fnc_loadouts,"rebel_mx",6,false,false,"",' license_civ_rebel && playerSide == civilian'];
  29.  
  30. Gang
  31. this addAction["Buy Gang machinegun Loadout",life_fnc_loadouts,"gang_machinegun",0,false,false,"",' _b = (nearestObjects[getPosATL player,["Land_u_Barracks_V2_F","Land_i_Barracks_V2_F"],25]) select 0; !isNil {_b getVariable "gangOwner"} && {(_b getVariable "gangOwner") == (group player)} && playerSide == civilian '];
  32.  
  33. cop
  34. this addAction["<img image='\A3\UI_F_Curator\Data\CfgMarkers\kia_ca.paa' size='1'></img> Buy Lethal Police Loadout",life_fnc_loadouts,"cop_lethal",0,false,false,"",' playerSide == west'];
  35.  
  36. Swat
  37. this addAction["Buy SWAT Non-Lethal Loadout",life_fnc_loadouts,"swat_nonlethal",0,false,false,"",' playerSide == west && ((player getVariable "swatrank")>0)'];
  38.  
  39. Army
  40. this addAction["Buy Military Non Lethal Loadout",life_fnc_loadouts,"military_non_lethal",0,false,false,"",' playerSide == west && ((player getVariable "dearank")>0)'];
  41.  
  42. Blackmarket
  43. this addAction["Buy BlackMarket PCML Loadout",life_fnc_loadouts,"blackm_pcml",0,false,false,"",'license_civ_blackmarket && playerSide == civilian && (sunOrMoon >= 0.15)'];
  44. */
  45.  
  46. //////////////
  47.  
  48.  
  49. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  50. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  51. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  52.  
  53. /////////////////////
  54. //Loadout defining for randomization purposes
  55. /////////////////////
  56.  
  57. //////////Weapons///////////
  58.  
  59. _mk14 = ["srifle_DMR_06_camo_F","srifle_DMR_06_olive_F","srifle_DMR_06_camo_khs_F"];
  60. _MAR10 = ["srifle_DMR_02_F","srifle_DMR_02_camo_F","srifle_DMR_02_sniper_F"];
  61. _mk1 = ["srifle_DMR_03_F","srifle_DMR_03_khaki_F","srifle_DMR_03_tan_F","srifle_DMR_03_multicam_F","srifle_DMR_03_woodland_F"];
  62. _ASP1 = ["srifle_DMR_04_F","srifle_DMR_04_Tan_F"];
  63. _Cyrus = ["srifle_DMR_05_hex_F","srifle_DMR_05_blk_F","srifle_DMR_05_tan_f"];
  64. _Navid = ["MMG_01_hex_F","MMG_01_tan_F"];
  65. _SPMG = ["MMG_02_camo_F","MMG_02_black_F","MMG_02_sand_F"];
  66. _Lynx =["srifle_GM6_F","srifle_GM6_camo_F"];
  67. _m320 =["srifle_LRR_F","srifle_LRR_camo_F"];
  68.  
  69.  
  70. //////////GEAR///////////
  71.  
  72. //Clothing array's
  73. _normalcivclothings = ["U_NikosAgedBody","U_C_Poor_2","U_NikosBody","U_OrestesBody"];
  74. _classycivclothings = ["U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_stripped","U_C_Poloshirt_tricolour","U_C_Poloshirt_salmon","U_C_Poloshirt_redwhite","U_C_Commoner1_1"];
  75. _ghillieclothing = ["U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard","U_B_GhillieSuit","U_O_GhillieSuit","U_I_GhillieSuit"];
  76.  
  77. if(395180 in getDLCs 1) then {
  78. _rebelclothing = ["U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Camo_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Camo_F","U_OG_leader","U_OG_Guerilla3_2","U_OG_Guerilla3_1","U_OG_Guerilla2_3","U_OG_Guerilla2_1","U_OG_Guerilla1_1","U_B_survival_uniform","U_I_G_Story_Protagonist_F","U_I_G_resistanceLeader_F"];
  79. } else {
  80. _rebelclothing = ["U_OG_leader","U_OG_Guerilla3_2","U_OG_Guerilla3_1","U_OG_Guerilla2_3","U_OG_Guerilla2_1","U_OG_Guerilla1_1","U_B_survival_uniform","U_I_G_Story_Protagonist_F","U_I_G_resistanceLeader_F"];
  81. };
  82.  
  83. _wetsuitsclothing =["U_B_Wetsuit","U_O_Wetsuit","U_I_Wetsuit"];//U_B_survival_uniform
  84. _militaryclothings = ["U_B_CTRG_1"];
  85. _gangclothings = ["U_O_SpecopsUniform_ocamo","U_B_SpecopsUniform_sgg","U_O_CombatUniform_oucamo"];
  86. _assassinc = ["U_O_V_Soldier_Viper_F","U_O_V_Soldier_Viper_hex_F"];
  87. _swatuc = ["U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_2_F","U_C_Man_casual_1_F","U_C_HunterBody_grn"];
  88.  
  89.  
  90. //Headgear array's
  91. _rebelheadgear = ["H_Bandanna_cbr","H_Bandanna_khk_hs","H_Bandanna_camo","H_Watchcap_cbr","H_Booniehat_khk_hs","H_Booniehat_oli","H_Booniehat_tna_F","H_Cap_oli_hs","H_Cap_blk_Raven","H_Cap_tan","H_Hat_camo","H_MilCap_tna_F","H_Shemag_olive_hs","H_ShemagOpen_tan"];
  92. _militaryheadgear = ["H_HelmetSpecB_paint2"];
  93. _gangheadgear = ["H_Bandanna_cbr","H_Bandanna_khk_hs","H_Bandanna_camo","H_Watchcap_cbr","H_Booniehat_khk_hs","H_Booniehat_oli","H_Booniehat_tna_F","H_Cap_oli_hs","H_Cap_blk_Raven","H_Cap_tan","H_Hat_camo","H_MilCap_tna_F","H_Shemag_olive_hs","H_ShemagOpen_tan","H_HelmetB_Enh_tna_F","H_HelmetB_Light_tna_F","H_HelmetB_tna_F"];
  94. _assassinh = ["H_HelmetO_ViperSP_hex_F","H_HelmetO_ViperSP_ghex_F"];
  95. //Vest array's
  96. _rebelvest = ["V_PlateCarrierIA2_dgtl","V_HarnessOGL_ghex_F","V_BandollierB_ghex_F","V_TacChestrig_cbr_F","V_TacVest_camo","V_I_G_resistanceLeader_F"];
  97. _rebreathers = ["V_RebreatherB","V_RebreatherIR","V_RebreatherIA"];
  98. _swatvest = ["V_PlateCarrierSpec_blk"];
  99. _gangvest = ["V_PlateCarrier1_tna_F","V_PlateCarrier2_tna_F"];
  100. _militaryvest = ["V_PlateCarrierSpec_rgr"];
  101. _assassinv = ["V_PlateCarrierSpec_blk","V_PlateCarrierSpec_tna_F"];
  102. //Backpacks array's
  103. if(395180 in getDLCs 1) then {
  104. _rebelbackpacks = ["B_AssaultPack_dgtl","B_FieldPack_ghex_F","B_Kitbag_rgr","B_TacticalPack_oli","B_ViperLightHarness_ghex_F","B_Carryall_ghex_F","B_Bergen_mcamo_F"];
  105. } else {
  106. _rebelbackpacks = ["B_Kitbag_cbr","B_Kitbag_rgr","B_Kitbag_mcamo","B_Kitbag_sgg"];
  107. };
  108. _kitbackpacks = ["B_Kitbag_mcamo","B_Kitbag_sgg","B_Kitbag_cbr"];
  109. _assaultpackbackpacks = ["B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_mcamo"];
  110. _bergenbackpacks = ["B_Bergen_sgg","B_Bergen_mcamo","B_Bergen_rgr","B_Bergen_blk"];
  111. _fieldpackbackpacks = ["B_FieldPack_blk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr"];
  112. _carryallbackpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr"];
  113. _outdoorbackpacks = ["B_OutdoorPack_blk","B_OutdoorPack_tan","B_OutdoorPack_blu"];
  114. _swatbackpacks =["B_TacticalPack_blk"];
  115. _militarybackpacks =["B_TacticalPack_oli"];
  116. _assassinb = ["B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_khk_F"];
  117.  
  118. //Goggles array
  119. _rebelgoggles = ["G_Balaclava_oli","G_Bandanna_beast","G_Bandanna_khk","G_Bandanna_tan","G_Combat_Goggles_tna_F","G_Balaclava_combat","G_Balaclava_blk"];
  120. _divinggoggles = ["G_Diving","G_B_Diving","G_O_Diving","G_I_Diving"];
  121. _policegoggles = ["G_Tactical_Clear","G_Tactical_Black","G_Combat"];
  122. _SWATgoggles = ["G_Balaclava_blk","G_Balaclava_combat","G_Balaclava_lowprofile"];
  123. _armygoggles = ["G_Balaclava_oli"];
  124. ////////EQUIPMENT///////
  125.  
  126. // Nightvision goggles
  127. _nvgoggles = ["NVGoggles_OPFOR","NVGoggles_INDEP","NVGoggles"];
  128. _assassing = ["NVGogglesB_blk_F","NVGogglesB_grn_F","NVGogglesB_gry_F"];
  129.  
  130. // Scopes
  131. _cqbscopes = ["optic_Holosight","optic_Aco","optic_ACO_grn"];
  132. _midscopes = ["optic_Arco","optic_MRCO","optic_MRCO"];
  133. _combatscopes = ["optic_Holosight","optic_Aco","optic_ACO_grn","optic_Arco","optic_MRCO","optic_MRCO"]; // cqbscopes + midscopes
  134. _longscopes = ["optic_AMS","optic_AMS_khk","optic_AMS_snd","optic_KHS_blk","optic_KHS_hex","optic_KHS_old","optic_KHS_tan","optic_LRPS","optic_DMS"];
  135. _thermalscopes = ["optic_tws","optic_Nightstalker"];
  136. _nightscopes = ["optic_NVS"];
  137. _pistolscopes = ["optic_MRD","optic_Yorris"];
  138. _smgscopes = ["optic_ACO_grn_smg","optic_Aco_smg","optic_Holosight_smg"];
  139.  
  140. // Bipods
  141. _bipods = ["bipod_03_F_oli","bipod_03_F_blk","bipod_03_F_blk","bipod_02_F_tan","bipod_02_F_blk","bipod_01_F_mtp","bipod_01_F_blk","bipod_01_F_snd"];
  142.  
  143. // Light or laserpointer
  144. _acc = ["acc_pointer_IR","acc_flashlight"];
  145.  
  146. //items
  147. _normalitems = ["ItemMap","ItemCompass"];
  148. _deluxitems = ["ItemMap","ItemCompass","ItemGPS","ItemWatch"];
  149.  
  150.  
  151. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  152. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  153. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  154.  
  155.  
  156. _bad = 0;
  157. _bank = 0;
  158. _remove = 0;
  159. _popup = 1;
  160. _sell = 0;
  161. _nomoneycheck = 0;
  162. _syncgear = 0;
  163.  
  164. switch (_value) do {
  165.     case "rebel_AKS74U": {
  166.     /////////////////////
  167.     //AKS74U Rebel loadout
  168.     /////////////////////
  169.     _loadoutName = "AKS74U Loadout";
  170.     _amount = 90000;
  171.     };
  172.     case "rebel_CMR76": {
  173.     /////////////////////
  174.     //Rebel CMR76
  175.     /////////////////////
  176.     _loadoutName = "CMR76 Loadout";
  177.     _amount = 110000;
  178.     };
  179.     case "rebel_AKM": {
  180.     /////////////////////
  181.     //Rebel EBR
  182.     /////////////////////
  183.     _loadoutName = "AKM Loadout";
  184.     _amount = 150000;
  185.     };
  186.     case "underwater_normal": {
  187.     /////////////////////
  188.     //Underwater loadout
  189.     /////////////////////
  190.     _loadoutName = "Diving Loadout";
  191.     _amount = 50000;
  192.     };
  193.     case "underwater_cop": {
  194.     /////////////////////
  195.     //Underwater loadout
  196.     /////////////////////
  197.     _loadoutName = "Diving Loadout";
  198.     _amount = 50000;
  199.     _bank = 1;
  200.     };
  201.     case "underwater_military": {
  202.     /////////////////////
  203.     //Underwater loadout
  204.     /////////////////////
  205.     _loadoutName = "Diving Loadout";
  206.     _amount = 50000;
  207.     _bank = 1;
  208.     };
  209.     case "federalbank": {
  210.     /////////////////////
  211.     //Federal Bank loadout
  212.     /////////////////////
  213.     _loadoutName = "Federal bank Item Loadout";
  214.     _amount = 110000;
  215.     _remove = 1;
  216.     };
  217.     case "PMC_machinegunner": {
  218.     _loadoutName = "PMC SPMG .338 Gunner";
  219.     _amount = 250000;
  220.     };
  221.     case "PMC_rifleman": {
  222.     _loadoutName = "PMC MK20 Rifleman";
  223.     _amount = 175000;
  224.     };
  225.     case "PMC_marksman": {
  226.     _loadoutName = "PMC Cyrus Marksman";
  227.     _amount = 230000;
  228.     };
  229.     case "rebel_mk14": {
  230.     /////////////////////
  231.     //Rebel M14 loadout
  232.     /////////////////////
  233.     _loadoutName = "Rebel MK14 Loadout";
  234.     _amount = 125000;
  235.     };
  236.     case "rebel_mk200": {
  237.     /////////////////////
  238.     //MK 200 Rebel loadout
  239.     /////////////////////
  240.     _loadoutName = "MK 200 Loadout";
  241.     _amount = 150000;
  242.     };
  243.     case "rebel_MX_SW": {
  244.     /////////////////////
  245.     //Rebel MX_SW
  246.     /////////////////////
  247.     _loadoutName = "MX SW Loadout";
  248.     _amount = 120000;
  249.     };
  250.     case "rebel_rahim": {
  251.     /////////////////////
  252.     //Rebel Rahim
  253.     /////////////////////
  254.     _loadoutName = "Rahim Loadout";
  255.     _amount = 125000;
  256.     };
  257.     case "rebel_ebr": {
  258.     /////////////////////
  259.     //Rebel EBR
  260.     /////////////////////
  261.     _loadoutName = "EBR Loadout";
  262.     _amount = 125000;
  263.     };
  264.     case "rebel_AKS74U": {
  265.     /////////////////////
  266.     //AKS74U Rebel loadout
  267.     /////////////////////
  268.     _loadoutName = "AKS74U Loadout";
  269.     _amount = 75000;
  270.     };
  271.     case "rebel_mx": {
  272.     /////////////////////
  273.     //Rebel MX
  274.     /////////////////////
  275.     _loadoutName = "MX Loadout";
  276.     _amount = 80000;
  277.     };
  278.     case "rebel_CMR76": {
  279.     /////////////////////
  280.     //Rebel CMR76
  281.     /////////////////////
  282.     _loadoutName = "CMR76 Loadout";
  283.     _amount = 90000;
  284.     };
  285.     case "rebel_AKM": {
  286.     /////////////////////
  287.     //Rebel EBR
  288.     /////////////////////
  289.     _loadoutName = "AKM Loadout";
  290.     _amount = 95000;
  291.     };
  292.     case "assassin": {
  293.     /////////////////////
  294.     //assassin loadout
  295.     /////////////////////
  296.     _loadoutName = "Assassin Loadout";
  297.     _amount = 1500000;
  298.     };
  299.     case "cop_lethal": {
  300.     /////////////////////
  301.     //Cop lethal Loadout
  302.     /////////////////////
  303.     _loadoutName = "Lethal Officer Loadout";
  304.     if(FETCH_CONST(life_coplevel) > 6) then {
  305.     _amount = 75000;
  306.     } else {
  307.         if(FETCH_CONST(life_coplevel) > 4) then {
  308.         _amount = 65000;
  309.             } else {
  310.             if(FETCH_CONST(life_coplevel) > 2) then {
  311.             _amount = 60000;
  312.                     } else {
  313.                     _amount = 55000;
  314.                     };
  315.             };
  316.     };
  317.     _bank = 1;
  318.     };
  319.     case "cop_uav": {
  320.     /////////////////////
  321.     //UAV loadout
  322.     /////////////////////
  323.     _loadoutName = "UAV Backpack Loadout";
  324.     _amount = 25000;
  325.     _remove = 1;
  326.     _bank = 1;
  327.     };
  328.     case "cop_titan_launcher": {
  329.     /////////////////////
  330.     //Titan launcher loadout
  331.     /////////////////////
  332.     _loadoutName = "Titan Launcher Loadout";
  333.     if(FETCH_CONST(life_coplevel) == 8) then {
  334.     _amount = 140000;
  335.     } else {
  336.         if(FETCH_CONST(life_coplevel) == 7) then {
  337.         _amount = 150000;
  338.             } else {
  339.             if(FETCH_CONST(life_coplevel) == 6) then {
  340.             _amount = 160000;
  341.                     } else {
  342.                     if(FETCH_CONST(life_coplevel) == 5) then {
  343.                     _amount = 170000;
  344.                         } else {
  345.                         if(FETCH_CONST(life_coplevel) == 4) then {
  346.                         _amount = 180000;
  347.                                 } else {
  348.                                 if(FETCH_CONST(life_coplevel) == 3) then {
  349.                                 _amount = 190000;
  350.                                     } else {
  351.                                     if(FETCH_CONST(life_coplevel) == 2) then {
  352.                                     _amount = 200000;
  353.                                         } else {
  354.                                         if(FETCH_CONST(life_coplevel) == 1) then {
  355.                                         _amount = 210000;
  356.                                             } else {
  357.                                             _amount = 220000;
  358.                                             };
  359.                                         };
  360.                                     };
  361.                                 };
  362.                         };
  363.                     };
  364.             };
  365.     };
  366.     _remove = 1;
  367.     _bank = 1;
  368.     };
  369.     case "cop_titan_missiles": {
  370.     /////////////////////
  371.     //Titan missiles loadout
  372.     /////////////////////
  373.     _loadoutName = "Titan missiles Loadout";
  374.     _amount = 30000;
  375.     _remove = 1;
  376.     _bank = 1;
  377.     };
  378.     case "cop_rpg_launcher": {
  379.     /////////////////////
  380.     //Titan launcher loadout
  381.     /////////////////////
  382.     _loadoutName = "RPG Launcher Loadout";
  383.     if(FETCH_CONST(life_coplevel) isEqualTo 8) then {
  384.     _amount = 140000;
  385.     } else {
  386.         if(FETCH_CONST(life_coplevel) isEqualTo 7) then {
  387.         _amount = 150000;
  388.             } else {
  389.             if(FETCH_CONST(life_coplevel) isEqualTo 6) then {
  390.             _amount = 160000;
  391.                     } else {
  392.                     if(FETCH_CONST(life_coplevel) isEqualTo 5) then {
  393.                     _amount = 170000;
  394.                         } else {
  395.                         if(FETCH_CONST(life_coplevel) isEqualTo 4) then {
  396.                         _amount = 180000;
  397.                                 } else {
  398.                                 if(FETCH_CONST(life_coplevel) isEqualTo 3) then {
  399.                                 _amount = 190000;
  400.                                     } else {
  401.                                     if(FETCH_CONST(life_coplevel) isEqualTo 2) then {
  402.                                     _amount = 200000;
  403.                                         } else {
  404.                                         if(FETCH_CONST(life_coplevel) isEqualTo 1) then {
  405.                                         _amount = 210000;
  406.                                             } else {
  407.                                             _amount = 220000;
  408.                                             };
  409.                                         };
  410.                                     };
  411.                                 };
  412.                         };
  413.                     };
  414.             };
  415.     };
  416.     _remove = 1;
  417.     _bank = 1;
  418.     };
  419.     case "cop_rpg_missiles": {
  420.     /////////////////////
  421.     //Titan missiles loadout
  422.     /////////////////////
  423.     _loadoutName = "RPG missiles Loadout";
  424.     _amount = 25000;
  425.     _remove = 1;
  426.     _bank = 1;
  427.     };
  428.     case "cop_basic": {
  429.     /////////////////////
  430.     //Cop basic loadout
  431.     /////////////////////
  432.     _loadoutName = "Cop basic Loadout";
  433.     _amount = 0;
  434.     _bank = 1;
  435.     };
  436.     case "cop_basic_spawn": {
  437.     /////////////////////
  438.     //Cop basic loadout
  439.     /////////////////////
  440.     _loadoutName = "Cop basic Loadout";
  441.     _amount = 0;
  442.     _bank = 1;
  443.     _popup = 0;
  444.     };
  445.     case "swat_uc": {
  446.     /////////////////////
  447.     //Swat Non Lethal loadout
  448.     /////////////////////
  449.     _loadoutName = "Swat Undercover Loadout";
  450.     _amount = 70000;
  451.     _bank = 1;
  452.     };
  453.     case "swat_nonlethal": {
  454.     /////////////////////
  455.     //Swat Non Lethal loadout
  456.     /////////////////////
  457.     _loadoutName = "Swat Non Lethal Loadout";
  458.     _amount = 40000;
  459.     _bank = 1;
  460.     };
  461.     case "staff": {
  462.     /////////////////////
  463.     //staff loadout
  464.     /////////////////////
  465.     _loadoutName = "Community Team Loadout";
  466.     _amount = 200000;
  467.     _bank = 1;
  468.     };
  469.     case "swat_rifleman": {
  470.     /////////////////////
  471.     //Swat Non Lethal loadout
  472.     /////////////////////
  473.     _loadoutName = "Swat Rifleman Spar-16 Loadout";
  474.     _amount = 70000;
  475.     _bank = 1;
  476.     };
  477.     case "swat_heavy": {
  478.     /////////////////////
  479.     //Swat Non Lethal loadout
  480.     /////////////////////
  481.     _loadoutName = "Swat Heavy Spar-16 S Loadout";
  482.     _amount = 100000;
  483.     _bank = 1;
  484.     };
  485.     case "swat_engineer": {
  486.     /////////////////////
  487.     //Swat Engineer(RPG) loadout
  488.     /////////////////////
  489.     _loadoutName = "Swat Engineer(RPG) Loadout";
  490.     _amount = 200000;
  491.     _bank = 1;
  492.     };
  493.     case "swat_sniper": {
  494.     /////////////////////
  495.     //Swat Sniper loadout
  496.     /////////////////////
  497.     _loadoutName = "Swat Sniper MAR 10 Loadout";
  498.     _amount = 110000;
  499.     _bank = 1;
  500.     };
  501.     case "swat_bomb": {
  502.     /////////////////////
  503.     //Swat bomb squad loadout
  504.     /////////////////////
  505.     _loadoutName = "Swat BOMB Squad Loadout";
  506.     _amount = 80000;
  507.     _bank = 1;
  508.     };
  509.     case "military_rifleman": {
  510.     /////////////////////
  511.     //Military Rifleman loadout
  512.     /////////////////////
  513.     _loadoutName = "Military Rifleman Loadout";
  514.     _amount = 100000;
  515.     _bank = 1;
  516.     };
  517.     case "military_machinegun": {
  518.     /////////////////////
  519.     //Military Machinegun loadout
  520.     /////////////////////
  521.     _loadoutName = "Military Machinegun Loadout";
  522.     _amount = 125000;
  523.     _bank = 1;
  524.     };
  525.     case "military_demolition": {
  526.     /////////////////////
  527.     //Military Demolition loadout
  528.     /////////////////////
  529.     _loadoutName = "Military Demolition Loadout";
  530.     _amount = 275000;
  531.     _bank = 1;
  532.     };
  533.     case "military_sniper": {
  534.     /////////////////////
  535.     //Military sniper loadout
  536.     /////////////////////
  537.     _loadoutName = "Military sniper(M320) Loadout";
  538.     _amount = 220000;
  539.     _bank = 1;
  540.     };
  541.     case "military_specop": {
  542.     /////////////////////
  543.     //Military sniper loadout
  544.     /////////////////////
  545.     _loadoutName = "Military Spec Op Loadout";
  546.     _amount = 250000;
  547.     _bank = 1;
  548.     };
  549.  
  550.     case "gang_rpg": {
  551.     /////////////////////
  552.     //Gang rpg loadout
  553.     /////////////////////
  554.     _loadoutName = "Gang RPG-7 Loadout";
  555.     _amount = 225000;
  556.     _remove = 1;
  557.     };
  558.     case "gang_rpg_missiles": {
  559.     /////////////////////
  560.     //Gang rpg missiles loadout
  561.     /////////////////////
  562.     _loadoutName = "Gang RPG-7 Missiles Loadout";
  563.     _amount = 60000;
  564.     _remove = 1;
  565.     }; 
  566.     case "gang_rpg32": {
  567.     /////////////////////
  568.     //Gang rpg loadout
  569.     /////////////////////
  570.     _loadoutName = "Gang RPG-32 Loadout";
  571.     _amount = 260000;
  572.     _remove = 1;
  573.     };
  574.     case "gang_rpg32_missiles": {
  575.     /////////////////////
  576.     //Gang rpg missiles loadout
  577.     /////////////////////
  578.     _loadoutName = "Gang RPG-32 Missiles Loadout";
  579.     _amount = 75000;
  580.     _remove = 1;
  581.     }; 
  582.     case "gang_AK12": {
  583.     /////////////////////
  584.     //Gang AK12 loadout
  585.     /////////////////////
  586.     _loadoutName = "Gang AK12 Loadout";
  587.     _amount = 130000;
  588.     };
  589.     case "gang_merc": {
  590.     /////////////////////
  591.     //Gang Merc loadout
  592.     /////////////////////
  593.     _loadoutName = "Gang Mercenary Loadout";
  594.     _amount = 400000;
  595.     };
  596.     case "gang_gas": {
  597.     /////////////////////
  598.     //Gang AK12 loadout
  599.     /////////////////////
  600.     _loadoutName = "Gang Teargas Loadout";
  601.     _amount = 250000;
  602.     };
  603.     case "gang_LMG": {
  604.     /////////////////////
  605.     //Gang lmgut
  606.     /////////////////////
  607.     _loadoutName = "Gang M249 MINI Loadout";
  608.     _amount = 140000;
  609.     };
  610.     case "gang_mk14": {
  611.     /////////////////////
  612.     //Gang marksman loadout
  613.     /////////////////////
  614.     _loadoutName = "Gang MK14 Loadout";
  615.     _amount = 150000;
  616.     };
  617.     case "gang_machinegun": {
  618.     /////////////////////
  619.     //Gang Machine gun loadout
  620.     /////////////////////
  621.     _loadoutName = "Gang machinegun(Zafir) Loadout";
  622.     _amount = 175000;
  623.     };
  624.     case "gang_sniper": {
  625.     /////////////////////
  626.     //Gang sniperloadout
  627.     /////////////////////
  628.     _loadoutName = "Gang sniper(M320) Loadout";
  629.     _amount = 220000;
  630.     };
  631.     case "gang_marksman": {
  632.     /////////////////////
  633.     //Gang marksman loadout
  634.     /////////////////////
  635.     _loadoutName = "Gang marksman(Cyrus) Loadout";
  636.     _amount = 175000;
  637.     };
  638.     case "underwater_treasure": {
  639.     /////////////////////
  640.     //Diving Treasure Hunter loadout
  641.     /////////////////////
  642.     _loadoutName = "Diving Treasure Hunter Loadout";
  643.     _amount = 150000;
  644.     };
  645.     case "civ_licensed_pistol": {
  646.     /////////////////////
  647.     //Pistol loadout
  648.     /////////////////////
  649.     _loadoutName = "Licensed Pistol(ACP-C2 .45) Loadout";
  650.     _amount = 27500;
  651.     _remove = 1;
  652.     };
  653.     case "civ_licensed_revolver": {
  654.     /////////////////////
  655.     //Revolver loadout
  656.     /////////////////////
  657.     _loadoutName = "Licensed Revolver(Zubr .45) Loadout";
  658.     _amount = 30000;
  659.     _remove = 1;
  660.     };
  661.     case "blackm_pcml": {
  662.     /////////////////////
  663.     //Blackmarket PCML loadout
  664.     /////////////////////
  665.     _loadoutName = "BlackMarket PCML Loadout";
  666.     _amount = 400000;
  667.     _remove = 1;
  668.     };
  669.     case "med_basic": {
  670.     /////////////////////
  671.     //Medical basic loadout
  672.     /////////////////////
  673.     _loadoutName = "Medical basic Loadout";
  674.     _amount = 0;
  675.     _bank = 1;
  676.     };
  677.     case "med_basic_spawn": {
  678.     /////////////////////
  679.     //Medical basic loadout
  680.     /////////////////////
  681.     _loadoutName = "Medical basic Loadout";
  682.     _amount = 0;
  683.     _bank = 1;
  684.     _popup = 0;
  685.     };
  686.    
  687.    
  688.     //Refund
  689.     case "rf_swat_Non_lethal": {
  690.     /////////////////////
  691.     //Refund Swat Non Lethal
  692.     /////////////////////
  693.     _amount = 24000;
  694.     _sell = 1;
  695.     _nomoneycheck = 1;
  696.     _syncgear = 1;
  697.     };
  698.     case "rf_swat_rifleman": {
  699.     /////////////////////
  700.     //Refund Swat Rifleman
  701.     /////////////////////
  702.     _amount = 42000;
  703.     _sell = 1;
  704.     _nomoneycheck = 1;
  705.     _syncgear = 1;
  706.     };
  707.     case "rf_swat_heavy": {
  708.     /////////////////////
  709.     //Refund Swat heavy
  710.     /////////////////////
  711.     _amount = 60000;
  712.     _sell = 1;
  713.     _nomoneycheck = 1;
  714.     _syncgear = 1;
  715.     };
  716.     case "rf_swat_engineer": {
  717.     /////////////////////
  718.     //Refund Swat engineer
  719.     /////////////////////
  720.     _amount = 120000;
  721.     _sell = 1;
  722.     _nomoneycheck = 1;
  723.     _syncgear = 1;
  724.     };
  725.     case "rf_swat_sniper": {
  726.     /////////////////////
  727.     //Refund Swat sniper
  728.     /////////////////////
  729.     _amount = 66000;
  730.     _sell = 1;
  731.     _nomoneycheck = 1;
  732.     _syncgear = 1;
  733.     };
  734.     case "rf_swat_bomb": {
  735.     /////////////////////
  736.     //Refund Swat Bomb Loadout
  737.     /////////////////////
  738.     _amount = 48000;
  739.     _sell = 1;
  740.     _nomoneycheck = 1;
  741.     _syncgear = 1;
  742.     };
  743.    
  744.     case "rf_military_rifleman": {
  745.     /////////////////////
  746.     //Refund military rifleman Loadout
  747.     /////////////////////
  748.     _amount = 60000;
  749.     _sell = 1;
  750.     _nomoneycheck = 1;
  751.     _syncgear = 1;
  752.     };
  753.     case "rf_military_machinegun": {
  754.     /////////////////////
  755.     //Refund military machinegun Loadout
  756.     /////////////////////
  757.     _amount = 75000;
  758.     _sell = 1;
  759.     _nomoneycheck = 1;
  760.     _syncgear = 1;
  761.     };
  762.     case "rf_military_underwater": {
  763.     /////////////////////
  764.     //Refund military machinegun Loadout
  765.     /////////////////////
  766.     _amount = 30000;
  767.     _sell = 1;
  768.     _nomoneycheck = 1;
  769.     _syncgear = 1;
  770.     };
  771.     case "rf_military_demolition": {
  772.     /////////////////////
  773.     //Refund military demolition Loadout
  774.     /////////////////////
  775.     _amount = 150000;
  776.     _sell = 1;
  777.     _nomoneycheck = 1;
  778.     _syncgear = 1;
  779.     };
  780.     case "rf_military_spec_op": {
  781.     /////////////////////
  782.     //Refund military non_lethal Loadout
  783.     /////////////////////
  784.     _amount = 108000;
  785.     _sell = 1;
  786.     _nomoneycheck = 1;
  787.     _syncgear = 1;
  788.     };
  789.     case "rf_military_sniper": {
  790.     /////////////////////
  791.     //Refund military sniper Loadout
  792.     /////////////////////
  793.     _amount = 120000;
  794.     _sell = 1;
  795.     _nomoneycheck = 1;
  796.     _syncgear = 1;
  797.     };
  798.     case "rf_titan_launcher": {
  799.     /////////////////////
  800.     //Titan launcher loadout
  801.     /////////////////////
  802.     if(FETCH_CONST(life_coplevel) isEqualTo 8) then {
  803.     _amount = 70000;
  804.     } else {
  805.         if(FETCH_CONST(life_coplevel) isEqualTo 7) then {
  806.         _amount = 75000;
  807.             } else {
  808.             if(FETCH_CONST(life_coplevel) isEqualTo 6) then {
  809.             _amount = 80000;
  810.                     } else {
  811.                     if(FETCH_CONST(life_coplevel) isEqualTo 5) then {
  812.                     _amount = 85000;
  813.                         } else {
  814.                         if(FETCH_CONST(life_coplevel) isEqualTo 4) then {
  815.                         _amount = 90000;
  816.                                 } else {
  817.                                 if(FETCH_CONST(life_coplevel) isEqualTo 3) then {
  818.                                 _amount = 95000;
  819.                                     } else {
  820.                                     if(FETCH_CONST(life_coplevel) isEqualTo 2) then {
  821.                                     _amount = 100000;
  822.                                         } else {
  823.                                         if(FETCH_CONST(life_coplevel) isEqualTo 1) then {
  824.                                         _amount = 105000;
  825.                                             } else {
  826.                                             _amount = 110000;
  827.                                             };
  828.                                         };
  829.                                     };
  830.                                 };
  831.                         };
  832.                     };
  833.             };
  834.     };
  835.     _sell = 1;
  836.     _nomoneycheck = 1;
  837.     _syncgear = 1;
  838.     _remove = 1;
  839.     };
  840. };
  841.  
  842. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  843. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  844. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  845.  
  846. if(_popup == 1) then {
  847. if(_sell == 0) then {
  848. _window = [
  849.             format["Are you sure you wish to clear and purchase this :%1:? <br/><br/>It will cost you <t color='#8cff9b'>$%2</t> cash.",_loadoutName,[_amount] call life_fnc_numberText],
  850.             "Purchase Loadout",
  851.             "Purchase",
  852.             "No"
  853.         ] call BIS_fnc_guiMessage;
  854. } else {
  855. _window = [
  856.             format["Are you sure you wish to refund a portion of your current gear?<br/><br/>You will get 60 procent cash refunded. <br/><t color='#8cff9b'>$%1</t> ",[_amount] call life_fnc_numberText],
  857.             "Refund Loadout",
  858.             "Refund",
  859.             "No"
  860.         ] call BIS_fnc_guiMessage;
  861. };
  862.  
  863. if(_window) then {
  864. //Dead and vehicle check
  865. if (vehicle player != player) exitWith { hint "Get out of your vehicle, you can't fit clothes like that!";_bad = 1;};
  866. if(!alive player) exitWith {hint"You are dead so doesn't matter what decision you make";_bad = 1;};
  867. if((player getVariable "restrained")) exitWith {hint"You are restrained therefore you can't interact";_bad = 1;};
  868. if(life_istazed) exitWith {hint"You are tazed you can't interact";_bad = 1;};
  869. if((animationState player) == "Incapacitated") exitWith {hint"You are down on the ground, you can't interact!";_bad = 1;};
  870.  
  871. //Check if the player has money in his hand or bank if it applies to him
  872.  
  873. if(_nomoneycheck isEqualTo 0) then {
  874. if(_bank isEqualTo 0) then {
  875. //Check cash
  876. if(CASH <_amount) exitWith {hint "You do not have enough Cash!";_bad = 1;};
  877. } else {
  878. //Check bank
  879. if(BANK <_amount) exitWith {hint "You do not have enough Bank Balance!";_bad = 1;};
  880. };
  881. } else {
  882. };
  883.  
  884. if(_bad isEqualTo 1) exitWith {};
  885. uiSleep 0.1;
  886.  
  887. //Do the necessary money stuff
  888. if(_sell isEqualTo 0) then {
  889.     if(_bank isEqualTo 0) then {
  890.     life_cash = life_cash - _amount;
  891.     [0] call SOCK_fnc_updatePartial;
  892.     } else {
  893.         life_atmbank = life_atmbank - _amount;
  894.         [1] call SOCK_fnc_updatePartial;
  895.         };
  896.             } else {
  897.             life_atmbank = life_atmbank + _amount;
  898.             [1] call SOCK_fnc_updatePartial;
  899. };
  900.  
  901. if(_sell == 0) then {
  902. hint parseText format["<t color='#00ff00'><t align='center'><t size='1'>COMPLETED<br/><br/></t><t color='#FFFFFF'>You bought the %1 for:</t> <br/><t color='#8cff9b'>$%2</t>",_loadoutName,[_amount] call life_fnc_numberText];
  903. titleText [format["Your money got deducted with $ %2 for the following loadout: %1 ",_loadoutName,[_amount] call life_fnc_numberText],"PLAIN"];
  904. player say3D "register";
  905. } else {
  906. hint parseText format["<t color='#00ff00'><t align='center'><t size='1'>COMPLETED<br/><br/></t><t color='#FFFFFF'>You got: </t><t color='#8cff9b'>$%1</t> refunded",[_amount] call life_fnc_numberText];
  907. titleText [format["Your bank account increased with $ %1.",[_amount] call life_fnc_numberText],"PLAIN"];
  908. player say3D "register";
  909. };
  910.  
  911. if(_remove isEqualTo 0) then {
  912. //Remove all current weapons, gears and other bullshit...
  913. RemoveAllWeapons player;
  914. {player removeMagazine _x;} foreach (magazines player);
  915. removeUniform player;
  916. removeVest player;
  917. removeBackpack player;
  918. removeGoggles player;
  919. removeHeadGear player;
  920. {
  921.     player unassignItem _x;
  922.     player removeItem _x;
  923. } foreach (assignedItems player);
  924. } else {
  925. };
  926.  
  927. Uisleep 0.1;
  928.  
  929. if(_syncgear isEqualTo 1) then {
  930. [3] call SOCK_fnc_updatePartial;
  931. };
  932.  
  933. switch (_value) do {
  934.     case "PMC_marksman": {
  935.     /////////////////////
  936.     //PMC Marksman loudout
  937.     /////////////////////
  938.    
  939.     _yItems = ["waterBottle","waterBottle","rabbit","rabbit","ziptie"];
  940.        
  941.        
  942.     //GEAR 
  943.     player addHeadgear "H_ShemagOpen_tan";
  944.     player addUniform "U_I_HeliPilotCoveralls";
  945.     player addVest "V_PlateCarrierH_CTRG";
  946.     player addBackpack "B_FieldPack_cbr";
  947.     player addGoggles "G_Bandanna_tan";
  948.     player addItem "NVGoggles";
  949.     player assignItem "NVGoggles";
  950.    
  951.     //To have 1mag loaded
  952.     player addMagazine "10Rnd_93x64_DMR_05_Mag";
  953.     player addMagazine "30Rnd_9x21_Mag";
  954.    
  955.     //Weaponary
  956.     player addWeapon "srifle_DMR_05_tan_f";
  957.     player addWeapon "hgun_Rook40_snds_F";
  958.     player addPrimaryWeaponItem "optic_AMS_snd";
  959.     player addPrimaryWeaponItem "bipod_01_F_snd";
  960.     player addPrimaryWeaponItem "muzzle_snds_93mmg_tan";
  961.    
  962.    
  963.     //Rangefinder
  964.     player addWeapon "Laserdesignator_02";
  965.    
  966.     //PMC gear
  967.     player addMagazine "MiniGrenade";
  968.     player addMagazine "SmokeShellOrange";
  969.    
  970.     //Magazines
  971.     player addMagazines ["10Rnd_93x64_DMR_05_Mag",3];
  972.     player addMagazines ["30Rnd_9x21_Mag",2];
  973.    
  974.     //Backpack adding
  975.     _playerbackpack = unitBackpack player;
  976.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  977.     _playerbackpack addMagazineCargoGlobal ["10Rnd_93x64_DMR_05_Mag", 6];
  978.  
  979.     //Assign Y-Items
  980.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  981.    
  982.     //ITEMS
  983.     {
  984.     if (_x != "") then {
  985.         player linkItem _x;
  986.     };
  987.     } foreach (_deluxitems);
  988.     };
  989.     case "PMC_rifleman": {
  990.     /////////////////////
  991.     //PMC Rifleman loudout
  992.     /////////////////////
  993.    
  994.     _yItems = ["waterBottle","waterBottle","rabbit","rabbit","ziptie"];
  995.        
  996.        
  997.     //GEAR 
  998.     player addHeadgear "H_ShemagOpen_tan";
  999.     player addUniform "U_I_HeliPilotCoveralls";
  1000.     player addVest "V_PlateCarrierH_CTRG";
  1001.     player addBackpack "B_FieldPack_cbr";
  1002.     player addGoggles "G_Bandanna_tan";
  1003.     player linkItem "NVGoggles";
  1004.    
  1005.     //To have 1mag loaded
  1006.     player addMagazine "30Rnd_556x45_Stanag_Tracer_Yellow";
  1007.     player addMagazine "30Rnd_9x21_Mag";
  1008.     player addMagazine "1Rnd_HE_Grenade_shell";
  1009.     player addMagazine "1Rnd_SmokeOrange_Grenade_shell";
  1010.    
  1011.     //Weaponary
  1012.     player addWeapon "arifle_Mk20_GL_plain_F";
  1013.     player addWeapon "hgun_Rook40_snds_F";
  1014.     player addPrimaryWeaponItem "optic_Arco";
  1015.     player addPrimaryWeaponItem "bipod_01_F_snd";
  1016.     player addPrimaryWeaponItem "muzzle_snds_M";
  1017.  
  1018.     //Rangefinder
  1019.     player addWeapon "Rangefinder";
  1020.    
  1021.     //PMC gear
  1022.     player addMagazine "MiniGrenade";
  1023.     player addMagazine "SmokeShellOrange";
  1024.    
  1025.     //Magazines
  1026.     player addMagazines ["30Rnd_556x45_Stanag_Tracer_Yellow",2];
  1027.     player addMagazines ["30Rnd_9x21_Mag",1];
  1028.    
  1029.     //Backpack adding
  1030.     _playerbackpack = unitBackpack player;
  1031.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  1032.     _playerbackpack addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Yellow", 9];
  1033.     _playerbackpack addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", 1];
  1034.  
  1035.     //Assign Y-Items
  1036.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  1037.    
  1038.     //ITEMS
  1039.     {
  1040.     if (_x != "") then {
  1041.         player LinkItem _x;
  1042.     };
  1043.     } foreach (_deluxitems);
  1044.     };
  1045.     case "PMC_machinegunner": {
  1046.     /////////////////////
  1047.     //PMC Machinegunner loudout
  1048.     /////////////////////
  1049.    
  1050.     _yItems = ["waterBottle","waterBottle","rabbit","rabbit","ziptie"];
  1051.        
  1052.        
  1053.     //GEAR 
  1054.     player addHeadgear "H_ShemagOpen_tan";
  1055.     player addUniform "U_I_HeliPilotCoveralls";
  1056.     player addVest "V_PlateCarrierH_CTRG";
  1057.     player addBackpack "B_FieldPack_cbr";
  1058.     player addGoggles "G_Bandanna_tan";
  1059.     player linkItem "NVGoggles";
  1060.    
  1061.     //To have 1mag loaded
  1062.     player addMagazine "130Rnd_338_Mag";
  1063.     player addMagazine "30Rnd_9x21_Mag";
  1064.    
  1065.     //Weaponary
  1066.     player addWeapon "MMG_02_sand_F";
  1067.     player addWeapon "hgun_Rook40_snds_F";
  1068.     player addPrimaryWeaponItem "optic_Arco";
  1069.     player addPrimaryWeaponItem "bipod_01_F_snd";
  1070.     player addPrimaryWeaponItem "muzzle_snds_338_sand";
  1071.  
  1072.     //Rangefinder
  1073.     player addWeapon "Rangefinder";
  1074.    
  1075.     //PMC gear
  1076.     player addMagazine "MiniGrenade";
  1077.     player addMagazine "MiniGrenade";
  1078.     player addMagazine "SmokeShellOrange";
  1079.    
  1080.     //Magazines
  1081.     player addMagazines ["130Rnd_338_Mag",2];
  1082.     player addMagazines ["30Rnd_9x21_Mag",2];
  1083.    
  1084.     //Backpack adding
  1085.     _playerbackpack = unitBackpack player;
  1086.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  1087.     _playerbackpack addMagazineCargoGlobal ["130Rnd_338_Mag", 5];
  1088.  
  1089.     //Assign Y-Items
  1090.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  1091.    
  1092.     //ITEMS
  1093.     {
  1094.     if (_x != "") then {
  1095.         player addItem _x;
  1096.     };
  1097.     } foreach (_deluxitems);
  1098.    
  1099.     //Assign items
  1100.     {
  1101.     if (_x != "") then {
  1102.         player assignItem _x;
  1103.     };
  1104.     } foreach (_deluxitems);
  1105.     };
  1106.     case "rebel_AKS74U": {
  1107.     /////////////////////
  1108.     //Rebel AKS74U loadout
  1109.     /////////////////////
  1110.    
  1111.     //GEAR 
  1112.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1113.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1114.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1115.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1116.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1117.     player linkItem "NVGoggles_tna_F";
  1118.    
  1119.     //Weaponary
  1120.    
  1121.     //To have 1mag loaded
  1122.     player addMagazine "30Rnd_545x39_Mag_F";
  1123.     player addWeapon "arifle_AKS_F";
  1124.    
  1125.    
  1126.     //Adding Magazines
  1127.     player addMagazines ["30Rnd_545x39_Mag_F",4];
  1128.    
  1129.     //Backpack adding
  1130.     _playerbackpack = unitBackpack player;
  1131.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1132.  
  1133.    
  1134.     //ITEMS
  1135.     {
  1136.     if (_x != "") then {
  1137.         player linkItem _x;
  1138.     };
  1139.     } foreach (_normalitems);
  1140.     };
  1141.     case "assassin": {
  1142.     /////////////////////
  1143.     //assassin loadout
  1144.     /////////////////////
  1145.    
  1146.     //GEAR 
  1147.     player addHeadgear "H_HelmetO_ViperSP_hex_F";
  1148.     player addUniform (_assassinc select (floor(random (count _assassinc))));
  1149.     player addVest (_assassinv select (floor(random (count _assassinv))));
  1150.     player addBackpack (_assassinb select (floor(random (count _assassinb))));
  1151.    
  1152.     //Weaponary
  1153.    
  1154.     //To have 1mag loaded
  1155.     player addMagazine "30Rnd_65x39_caseless_green";
  1156.     player addWeapon "arifle_ARX_blk_F";
  1157.    
  1158.    
  1159.     //Adding Magazines
  1160.     player addMagazines ["30Rnd_65x39_caseless_green",9];
  1161.     player addMagazines ["10Rnd_50BW_Mag_F",3];
  1162.     //Backpack adding
  1163.     _playerbackpack = unitBackpack player;
  1164.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1165.  
  1166.    
  1167.     //ITEMS
  1168.     {
  1169.     if (_x != "") then {
  1170.         player linkItem _x;
  1171.     };
  1172.     } foreach (_normalitems);
  1173.     };
  1174.     case "rebel_AKM": {
  1175.     /////////////////////
  1176.     //Rebel AKM Loadout
  1177.     /////////////////////
  1178.    
  1179.     //GEAR 
  1180.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1181.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1182.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1183.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1184.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1185.     player linkItem "NVGoggles_tna_F";
  1186.    
  1187.     //Weaponary
  1188.    
  1189.     //To have 1mag loaded
  1190.     player addMagazine "30Rnd_762x39_Mag_F";
  1191.     player addWeapon "arifle_AKM_F";
  1192.    
  1193.     //Adding Magazines
  1194.     player addMagazines ["30Rnd_762x39_Mag_F",4];
  1195.    
  1196.     //Backpack adding
  1197.     _playerbackpack = unitBackpack player;
  1198.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1199.  
  1200.    
  1201.     //ITEMS
  1202.     {
  1203.     if (_x != "") then {
  1204.         player linkItem _x;
  1205.     };
  1206.     } foreach (_normalitems);
  1207.     };
  1208.     case "rebel_CMR76": {
  1209.     /////////////////////
  1210.     //Rebel Rahim Loadout
  1211.     /////////////////////
  1212.    
  1213.     //GEAR 
  1214.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1215.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  1216.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1217.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1218.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1219.     player linkItem "NVGoggles_tna_F";
  1220.     //Weaponary
  1221.    
  1222.     //To have 1mag loaded
  1223.     player addMagazine "20Rnd_650x39_Cased_Mag_F";
  1224.     player addWeapon "srifle_DMR_07_ghex_F";
  1225.    
  1226.     //Rangefinder
  1227.     player addWeapon "Rangefinder";
  1228.    
  1229.     //Adding Magazines
  1230.     player addMagazines ["20Rnd_650x39_Cased_Mag_F",4];
  1231.    
  1232.     //Backpack adding
  1233.     _playerbackpack = unitBackpack player;
  1234.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1235.  
  1236.    
  1237.     //ITEMS
  1238.     {
  1239.     if (_x != "") then {
  1240.         player linkItem _x;
  1241.     };
  1242.     } foreach (_normalitems);
  1243.     };
  1244.         case "rebel_AKM": {
  1245.     /////////////////////
  1246.     //Rebel AKM Loadout
  1247.     /////////////////////
  1248.    
  1249.     //GEAR 
  1250.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1251.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1252.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1253.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1254.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1255.     player linkItem "NVGoggles_tna_F";
  1256.    
  1257.     //Weaponary
  1258.    
  1259.     //To have 1mag loaded
  1260.     player addMagazine "30Rnd_762x39_Mag_F";
  1261.     player addWeapon "arifle_AKM_F";
  1262.    
  1263.     //Adding Magazines
  1264.     player addMagazines ["30Rnd_762x39_Mag_F",4];
  1265.    
  1266.     //Backpack adding
  1267.     _playerbackpack = unitBackpack player;
  1268.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1269.  
  1270.    
  1271.     //ITEMS
  1272.     {
  1273.     if (_x != "") then {
  1274.         player linkItem _x;
  1275.     };
  1276.     } foreach (_normalitems);
  1277.     };
  1278.     case "rebel_mk200": {
  1279.     /////////////////////
  1280.     //Rebel Rahim Loadout
  1281.     /////////////////////
  1282.    
  1283.     //GEAR 
  1284.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1285.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  1286.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1287.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1288.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1289.     player linkItem "NVGoggles_tna_F";
  1290.     //Weaponary
  1291.    
  1292.     //To have 1mag loaded
  1293.     player addMagazine "200Rnd_65x39_cased_Box";
  1294.     player addWeapon "LMG_Mk200_F";
  1295.    
  1296.     //Rangefinder
  1297.     player addWeapon "Rangefinder";
  1298.    
  1299.     //Adding Magazines
  1300.     player addMagazines ["200Rnd_65x39_cased_Box",3];
  1301.    
  1302.     //Backpack adding
  1303.     _playerbackpack = unitBackpack player;
  1304.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1305.  
  1306.    
  1307.     //ITEMS
  1308.     {
  1309.     if (_x != "") then {
  1310.         player linkItem _x;
  1311.     };
  1312.     } foreach (_normalitems);
  1313.     };
  1314.     case "underwater_normal": {
  1315.     /////////////////////
  1316.     //Underwater loadout
  1317.     /////////////////////
  1318.    
  1319.     //GEAR 
  1320.     //player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1321.     player forceAddUniform (_wetsuitsclothing select (floor(random (count _wetsuitsclothing))));
  1322.     player addVest (_rebreathers select (floor(random (count _rebreathers))));
  1323.     player addBackpack (_assaultpackbackpacks select (floor(random (count _assaultpackbackpacks))));
  1324.     player addGoggles (_divinggoggles select (floor(random (count _divinggoggles))));
  1325.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1326.     player linkItem _nv;
  1327.    
  1328.     //Weaponary
  1329.    
  1330.     //To have 1mag loaded
  1331.     player addMagazine "20Rnd_556x45_UW_mag";
  1332.     player addWeapon "arifle_SDAR_F";
  1333.     //Add a scope
  1334.     player addPrimaryWeaponItem (_cqbscopes select (floor(random (count _cqbscopes))));
  1335.     //Add a laser or light
  1336.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1337.  
  1338.     //Adding Magazines
  1339.     player addMagazines ["20Rnd_556x45_UW_mag",4];
  1340.    
  1341.     //Backpack adding
  1342.     _playerbackpack = unitBackpack player;
  1343.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1344.  
  1345.     //ITEMS
  1346.     {
  1347.     if (_x != "") then {
  1348.         player linkItem _x;
  1349.     };
  1350.     } foreach (_deluxitems);
  1351.     };
  1352.     case "underwater_cop": {
  1353.     /////////////////////
  1354.     //Underwater loadout
  1355.     /////////////////////
  1356.    
  1357.     //GEAR 
  1358.     //player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1359.     player forceAddUniform (_wetsuitsclothing select (floor(random (count _wetsuitsclothing))));
  1360.     player addVest (_rebreathers select (floor(random (count _rebreathers))));
  1361.     player addBackpack (_assaultpackbackpacks select (floor(random (count _assaultpackbackpacks))));
  1362.     player addGoggles (_divinggoggles select (floor(random (count _divinggoggles))));
  1363.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1364.     player linkItem _nv;
  1365.    
  1366.     //Weaponary
  1367.    
  1368.     //To have 1mag loaded
  1369.     player addMagazine "20Rnd_556x45_UW_mag";
  1370.     player addWeapon "arifle_SDAR_F";
  1371.     player addMagazine "30Rnd_9x21_Mag";
  1372.     player addWeapon "hgun_P07_snds_F";
  1373.    
  1374.     //Add a scope
  1375.     player addPrimaryWeaponItem (_cqbscopes select (floor(random (count _cqbscopes))));
  1376.     //Add a laser or light
  1377.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1378.    
  1379.     //vest adding
  1380.     player addItemToVest "20Rnd_556x45_UW_mag";
  1381.     player addItemToVest "20Rnd_556x45_UW_mag";
  1382.    
  1383.     //Adding Magazines
  1384.     player addMagazines ["20Rnd_556x45_UW_mag",4];
  1385.     player addMagazines ["30Rnd_9x21_Mag",2];
  1386.    
  1387.     //Backpack adding
  1388.     _playerbackpack = unitBackpack player;
  1389.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1390.  
  1391.     //ITEMS
  1392.     {
  1393.     if (_x != "") then {
  1394.         player linkItem _x;
  1395.     };
  1396.     } foreach (_deluxitems);
  1397.     };
  1398.     case "underwater_military": {
  1399.     /////////////////////
  1400.     //Underwater loadout
  1401.     /////////////////////
  1402.    
  1403.     //GEAR 
  1404.     player addHeadgear "H_HelmetB_TI_tna_F";
  1405.     player forceAddUniform "U_B_survival_uniform";
  1406.     player addVest "V_RebreatherIR";
  1407.     player addBackpack "B_Parachute";
  1408.     player addGoggles "G_O_Diving";
  1409.     player linkItem "NVGoggles";
  1410.    
  1411.     //Weaponary
  1412.    
  1413.     //To have 1mag loaded
  1414.     player addMagazine "20Rnd_556x45_UW_mag";
  1415.     player addWeapon "arifle_SDAR_F";
  1416.     player addMagazine "30Rnd_9x21_Mag";
  1417.     player addWeapon "hgun_Pistol_heavy_01_F";
  1418.     player addHandgunItem "optic_MRD";
  1419.     player addHandgunItem "muzzle_snds_acp";
  1420.    
  1421.     //vest adding
  1422.     player addItemToVest "20Rnd_556x45_UW_mag";
  1423.     player addItemToVest "20Rnd_556x45_UW_mag";
  1424.     player addItemToVest "20Rnd_556x45_UW_mag";
  1425.     player addItemToVest "20Rnd_556x45_UW_mag";
  1426.    
  1427.     //Adding Magazines
  1428.     player addMagazines ["20Rnd_556x45_UW_mag",2];
  1429.     player addMagazines ["11Rnd_45ACP_Mag",2];
  1430.  
  1431.     //ITEMS
  1432.     {
  1433.     if (_x != "") then {
  1434.         player linkItem _x;
  1435.     };
  1436.     } foreach (_deluxitems);
  1437.     };
  1438.     case "rebel_AKS74U": {
  1439.     /////////////////////
  1440.     //Rebel AKS74U loadout
  1441.     /////////////////////
  1442.    
  1443.     //GEAR 
  1444.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1445.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1446.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1447.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1448.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1449.     player linkItem "NVGoggles_tna_F";
  1450.    
  1451.     //Weaponary
  1452.    
  1453.     //To have 1mag loaded
  1454.     player addMagazine "30Rnd_545x39_Mag_F";
  1455.     player addWeapon "arifle_AKS_F";
  1456.    
  1457.    
  1458.     //Adding Magazines
  1459.     player addMagazines ["30Rnd_545x39_Mag_F",4];
  1460.    
  1461.     //Backpack adding
  1462.     _playerbackpack = unitBackpack player;
  1463.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1464.  
  1465.    
  1466.     //ITEMS
  1467.     {
  1468.     if (_x != "") then {
  1469.         player linkItem _x;
  1470.     };
  1471.     } foreach (_normalitems);
  1472.     };
  1473.     case "rebel_mk14": {
  1474.     /////////////////////
  1475.     //Rebel MK14 loadout
  1476.     /////////////////////
  1477.    
  1478.     //GEAR 
  1479.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1480.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1481.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1482.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1483.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1484.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1485.     player linkItem _nv;
  1486.    
  1487.     //Weaponary
  1488.    
  1489.     //To have 1mag loaded
  1490.     player addMagazine "20Rnd_762x51_Mag";
  1491.     player addWeapon (_mk14 select (floor(random (count _mk14))));
  1492.    
  1493.     //Add a scope
  1494.     player addPrimaryWeaponItem (_longscopes select (floor(random (count _longscopes))));
  1495.     //Add a laser or light
  1496.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1497.     //Add Bipod
  1498.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  1499.    
  1500.     //Adding Magazines
  1501.     player addMagazines ["20Rnd_762x51_Mag",6];
  1502.    
  1503.     //Backpack adding
  1504.     _playerbackpack = unitBackpack player;
  1505.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1506.  
  1507.    
  1508.     //ITEMS
  1509.     {
  1510.     if (_x != "") then {
  1511.         player linkItem _x;
  1512.     };
  1513.     } foreach (_normalitems);
  1514.     };
  1515.     case "federalbank": {
  1516.     /////////////////////
  1517.     //Federal Bank loadout
  1518.     /////////////////////
  1519.    
  1520.     //Y-items
  1521.     //_yItems = ["life_inv_redgull","life_inv_redgull","life_inv_tbacon","life_inv_tbacon","life_inv_blastingcharge","life_inv_boltcutter","life_inv_boltcutter","life_inv_boltcutter","life_inv_lockpick","life_inv_lockpick","life_inv_lockpick","life_inv_ziptie","life_inv_ziptie"];
  1522.     _yItems = ["blastingcharge","lockpick","ziptie","ziptie","water","water","burger","burger","boltcutter"];
  1523.    
  1524.     //GEAR 
  1525.     removeBackpack player;
  1526.     uiSleep 0.1;
  1527.     player addBackpack "B_Bergen_mcamo_F";
  1528.  
  1529.    
  1530.     //Backpack adding
  1531.     _playerbackpack = unitBackpack player;
  1532.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1533.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  1534.    
  1535.     //Assign Y-Items
  1536.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  1537.    
  1538.     //ITEMS
  1539.     {
  1540.     if (_x != "") then {
  1541.         player linkItem _x;
  1542.     };
  1543.     } foreach (_deluxitems);
  1544.     };
  1545.     case "rebel_mx": {
  1546.     /////////////////////
  1547.     //Rebel MX loadout
  1548.     /////////////////////
  1549.    
  1550.     //GEAR 
  1551.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1552.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1553.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1554.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1555.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1556.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1557.     player linkItem _nv;
  1558.    
  1559.     //Weaponary
  1560.    
  1561.     //To have 1mag loaded
  1562.     player addMagazine "30Rnd_65x39_caseless_mag";
  1563.     player addWeapon "arifle_MX_F";
  1564.     //Add a scope
  1565.     player addPrimaryWeaponItem (_combatscopes select (floor(random (count _combatscopes))));
  1566.     //Add a laser or light
  1567.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1568.    
  1569.     //Adding Magazines
  1570.     player addMagazines ["30Rnd_65x39_caseless_mag",4];
  1571.    
  1572.     //Backpack adding
  1573.     _playerbackpack = unitBackpack player;
  1574.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1575.  
  1576.    
  1577.     //ITEMS
  1578.     //ADD items
  1579.     {
  1580.     if (_x != "") then {
  1581.         player linkItem _x;
  1582.     };
  1583.     } foreach (_normalitems);
  1584.     };
  1585.     case "rebel_MX_SW": {
  1586.     /////////////////////
  1587.     //Rebel MX_SW Loadout
  1588.     /////////////////////
  1589.    
  1590.     //GEAR 
  1591.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1592.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1593.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1594.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1595.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1596.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1597.     player linkItem _nv;
  1598.    
  1599.     //Weaponary
  1600.    
  1601.     //To have 1mag loaded
  1602.     player addMagazine "100Rnd_65x39_caseless_mag_Tracer";
  1603.     player addWeapon "arifle_MX_SW_F";
  1604.    
  1605.     //Add a scope
  1606.     player addPrimaryWeaponItem (_combatscopes select (floor(random (count _combatscopes))));
  1607.     //Add a laser or light
  1608.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1609.     //Add Bipod
  1610.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  1611.    
  1612.     //Adding Magazines
  1613.     player addMagazines ["100Rnd_65x39_caseless_mag_Tracer",3];
  1614.    
  1615.     //Backpack adding
  1616.     _playerbackpack = unitBackpack player;
  1617.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1618.  
  1619.    
  1620.     //ITEMS
  1621.     {
  1622.     if (_x != "") then {
  1623.         player linkItem _x;
  1624.     };
  1625.     } foreach (_normalitems);
  1626.     };
  1627.     case "rebel_rahim": {
  1628.     /////////////////////
  1629.     //Rebel Rahim Loadout
  1630.     /////////////////////
  1631.    
  1632.     //GEAR 
  1633.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1634.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  1635.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1636.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1637.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1638.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1639.     player linkItem _nv;
  1640.  
  1641.     //Weaponary
  1642.    
  1643.     //To have 1mag loaded
  1644.     player addMagazine "10Rnd_762x54_Mag";
  1645.     player addWeapon "srifle_DMR_01_F";
  1646.    
  1647.     //Rangefinder
  1648.     player addWeapon "Rangefinder";
  1649.    
  1650.     //Add a scope
  1651.     player addPrimaryWeaponItem (_longscopes select (floor(random (count _longscopes))));
  1652.     //Add a laser or light
  1653.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1654.     //Add Bipod
  1655.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  1656.    
  1657.     //Adding Magazines
  1658.     player addMagazines ["10Rnd_762x54_Mag",6];
  1659.    
  1660.     //Backpack adding
  1661.     _playerbackpack = unitBackpack player;
  1662.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1663.  
  1664.    
  1665.     //ITEMS
  1666.     {
  1667.     if (_x != "") then {
  1668.         player addItem _x;
  1669.     };
  1670.     } foreach (_normalitems);
  1671.    
  1672.     //Assign items
  1673.     {
  1674.     if (_x != "") then {
  1675.         player assignItem _x;
  1676.     };
  1677.     } foreach (_normalitems);
  1678.     };
  1679.     case "rebel_ebr": {
  1680.     /////////////////////
  1681.     //Rebel EBR Loadout
  1682.     /////////////////////
  1683.    
  1684.     //GEAR 
  1685.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1686.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  1687.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1688.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1689.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1690.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  1691.     player addItem _nv;
  1692.     player assignItem _nv;
  1693.  
  1694.     //Weaponary
  1695.    
  1696.     //To have 1mag loaded
  1697.     player addMagazine "20Rnd_762x51_Mag";
  1698.     player addWeapon "srifle_EBR_F";
  1699.    
  1700.     //Rangefinder
  1701.     player addWeapon "Rangefinder";
  1702.    
  1703.     //Add a scope
  1704.     player addPrimaryWeaponItem (_longscopes select (floor(random (count _longscopes))));
  1705.     //Add a laser or light
  1706.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  1707.     //Add Bipod
  1708.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  1709.    
  1710.     //Adding Magazines
  1711.     player addMagazines ["20Rnd_762x51_Mag",4];
  1712.    
  1713.     //Backpack adding
  1714.     _playerbackpack = unitBackpack player;
  1715.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1716.  
  1717.    
  1718.     //ITEMS
  1719.     {
  1720.     if (_x != "") then {
  1721.         player addItem _x;
  1722.     };
  1723.     } foreach (_normalitems);
  1724.    
  1725.     //Assign items
  1726.     {
  1727.     if (_x != "") then {
  1728.         player assignItem _x;
  1729.     };
  1730.     } foreach (_normalitems);
  1731.     };
  1732.     case "rebel_AKM": {
  1733.     /////////////////////
  1734.     //Rebel AKM Loadout
  1735.     /////////////////////
  1736.    
  1737.     //GEAR 
  1738.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1739.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1740.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1741.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1742.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1743.     player linkItem "NVGoggles_tna_F";
  1744.    
  1745.     //Weaponary
  1746.    
  1747.     //To have 1mag loaded
  1748.     player addMagazine "30Rnd_762x39_Mag_F";
  1749.     player addWeapon "arifle_AKM_F";
  1750.    
  1751.     //Adding Magazines
  1752.     player addMagazines ["30Rnd_762x39_Mag_F",4];
  1753.    
  1754.     //Backpack adding
  1755.     _playerbackpack = unitBackpack player;
  1756.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1757.  
  1758.    
  1759.     //ITEMS
  1760.     {
  1761.     if (_x != "") then {
  1762.         player addItem _x;
  1763.     };
  1764.     } foreach (_normalitems);
  1765.    
  1766.     //Assign items
  1767.     {
  1768.     if (_x != "") then {
  1769.         player assignItem _x;
  1770.     };
  1771.     } foreach (_normalitems);
  1772.     };
  1773.     case "rebel_MX": {
  1774.     /////////////////////
  1775.     //Rebel MX Loadout
  1776.     /////////////////////
  1777.    
  1778.     //GEAR 
  1779.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1780.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  1781.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1782.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1783.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1784.     player linkItem "NVGoggles_tna_F";
  1785.    
  1786.     //Weaponary
  1787.    
  1788.     //To have 1mag loaded
  1789.     player addMagazine "30Rnd_65x39_caseless_green_mag_Tracer";
  1790.     player addWeapon "arifle_MX_khk_F";
  1791.    
  1792.     //Adding Magazines
  1793.     player addMagazines ["30Rnd_65x39_caseless_green_mag_Tracer",4];
  1794.    
  1795.     //Backpack adding
  1796.     _playerbackpack = unitBackpack player;
  1797.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1798.  
  1799.    
  1800.     //ITEMS
  1801.     {
  1802.     if (_x != "") then {
  1803.         player addItem _x;
  1804.     };
  1805.     } foreach (_normalitems);
  1806.    
  1807.     //Assign items
  1808.     {
  1809.     if (_x != "") then {
  1810.         player assignItem _x;
  1811.     };
  1812.     } foreach (_normalitems);
  1813.     };
  1814.     case "rebel_CMR76": {
  1815.     /////////////////////
  1816.     //Rebel Rahim Loadout
  1817.     /////////////////////
  1818.    
  1819.     //GEAR 
  1820.     player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  1821.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  1822.     player addVest (_rebelvest select (floor(random (count _rebelvest))));
  1823.     player addBackpack (_rebelbackpacks select (floor(random (count _rebelbackpacks))));
  1824.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  1825.     player linkItem "NVGoggles_tna_F";
  1826.     //Weaponary
  1827.    
  1828.     //To have 1mag loaded
  1829.     player addMagazine "20Rnd_650x39_Cased_Mag_F";
  1830.     player addWeapon "srifle_DMR_07_ghex_F";
  1831.    
  1832.     //Rangefinder
  1833.     player addWeapon "Rangefinder";
  1834.    
  1835.     //Adding Magazines
  1836.     player addMagazines ["20Rnd_650x39_Cased_Mag_F",4];
  1837.    
  1838.     //Backpack adding
  1839.     _playerbackpack = unitBackpack player;
  1840.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1841.  
  1842.    
  1843.     //ITEMS
  1844.     {
  1845.     if (_x != "") then {
  1846.         player addItem _x;
  1847.     };
  1848.     } foreach (_normalitems);
  1849.    
  1850.     //Assign items
  1851.     {
  1852.     if (_x != "") then {
  1853.         player assignItem _x;
  1854.     };
  1855.     } foreach (_normalitems);
  1856.     };
  1857.     case "cop_lethal": {
  1858.     /////////////////////
  1859.     //Cop Lethal Loadout
  1860.     /////////////////////
  1861.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  1862.    
  1863.     _yItems = ["defusekit"];
  1864.    
  1865.     //GEAR 
  1866.     player addHeadgear "H_HelmetB_light_black";
  1867.     player addGoggles "G_Balaclava_combat";
  1868.     if(395180 in getDLCs 1) then {player addUniform "U_B_GEN_Soldier_F";}else{player addUniform "U_Rangemaster";};
  1869.     player addVest "V_PlateCarrier1_blk";
  1870.     if(395180 in getDLCs 1) then {player addBackpack "B_ViperLightHarness_blk_F";}else{player addBackpack "B_TacticalPack_blk"};
  1871.     player linkItem "NVGoggles_OPFOR"; 
  1872.    
  1873.    
  1874.     if(FETCH_CONST(life_coplevel) > 6) then {
  1875.     if(395180 in getDLCs 1) then {player addWeapon "arifle_SPAR_03_blk_F";}else{player addWeapon "srifle_EBR_F";};
  1876.     if(395180 in getDLCs 1) then {player addMagazine "20Rnd_762x51_Mag";}else{player addMagazine "20Rnd_762x51_Mag";};
  1877.     player addPrimaryWeaponItem "acc_pointer_IR";
  1878.     player addPrimaryWeaponItem "optic_MRCO";
  1879.     if(395180 in getDLCs 1) then {player addMagazines ["20Rnd_762x51_Mag",5];}else{player addMagazines ["20Rnd_762x51_Mag",5];};
  1880.     } else {
  1881.             if(FETCH_CONST(life_coplevel) > 4) then {
  1882.                             player addMagazine "30Rnd_65x39_caseless_mag";
  1883.                             player addWeapon "arifle_MXM_Black_F";
  1884.                             player addPrimaryWeaponItem "acc_pointer_IR";
  1885.                             player addPrimaryWeaponItem "optic_MRCO";
  1886.                             _playerbackpack = unitBackpack player;
  1887.                             _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1888.                             _playerbackpack addItemCargoGlobal ["FirstAidKit", 1];
  1889.                             player addMagazines ["30Rnd_65x39_caseless_mag",5];
  1890.                                 } else {
  1891.                                 if(FETCH_CONST(life_coplevel) > 2) then {
  1892.                                     player addMagazine "30Rnd_65x39_caseless_mag";
  1893.                                     player addWeapon "arifle_MXC_Black_F";
  1894.                                     player addPrimaryWeaponItem "acc_pointer_IR";
  1895.                                     player addPrimaryWeaponItem "optic_Holosight_blk_F";
  1896.                                     _playerbackpack = unitBackpack player;
  1897.                                     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1898.                                     _playerbackpack addItemCargoGlobal ["FirstAidKit", 1];
  1899.                                     player addMagazines ["30Rnd_65x39_caseless_mag",5];
  1900.                                     } else {
  1901.                                                 if(395180 in getDLCs 1) then {player addWeapon "arifle_CTAR_blk_F";}else{player addWeapon "arifle_Mk20C_plain_F";};
  1902.                                                 if(395180 in getDLCs 1) then {player addMagazine "30Rnd_580x42_Mag_F";}else{player addMagazine "30Rnd_556x45_Stanag";};
  1903.                                                 player addPrimaryWeaponItem "acc_pointer_IR";
  1904.                                                 player addPrimaryWeaponItem "optic_Aco";
  1905.                                                
  1906.                                                 _playerbackpack = unitBackpack player;
  1907.                                                 _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  1908.                                                 _playerbackpack addItemCargoGlobal ["FirstAidKit", 1];
  1909.                                                 if(395180 in getDLCs 1) then {player addMagazines ["30Rnd_580x42_Mag_F",5];}else{player addMagazines ["30Rnd_556x45_Stanag",5];};
  1910.                                             };
  1911.                     };
  1912.     };
  1913.  
  1914.     player addWeapon "hgun_P07_snds_F";
  1915.     player addWeapon "Rangefinder";
  1916.     player addMagazines ["30Rnd_9x21_Mag",2];
  1917.    
  1918.     //Assign Y-Items
  1919.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  1920.    
  1921.    
  1922.     //ITEMS
  1923.     {
  1924.     if (_x != "") then {
  1925.         player addItem _x;
  1926.     };
  1927.     } foreach (_deluxitems);
  1928.    
  1929.     //Assign items
  1930.     {
  1931.     if (_x != "") then {
  1932.         player assignItem _x;
  1933.     };
  1934.     } foreach (_deluxitems);
  1935.     };
  1936.     case "cop_titan_launcher": {
  1937.     /////////////////////
  1938.     //Cop Titan Launcher
  1939.     /////////////////////
  1940.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  1941.    
  1942.     //GEAR 
  1943.  
  1944.     removeBackpack player;
  1945.     uiSleep 0.1;
  1946.     player addBackpack "B_Bergen_mcamo_F";
  1947.  
  1948.     //Weaponary
  1949.     player addMagazine "Titan_AA";
  1950.     player addWeapon "launch_O_Titan_F";
  1951.    
  1952.     //Backpack adding
  1953.     _playerbackpack = unitBackpack player;
  1954.     _playerbackpack addMagazineCargoGlobal ["Titan_AA",4];
  1955.     }; 
  1956.     case "cop_titan_missiles": {
  1957.     /////////////////////
  1958.     //Cop Titan missiles
  1959.     /////////////////////
  1960.      if(playerSide != west) exitWith { hint "You are not in the police force!"};
  1961.    
  1962.     //Extra check
  1963.     if(secondaryWeapon player != "launch_O_Titan_F") exitWith {hint "You do not have a Titan Launcher";};
  1964.    
  1965.     //GEAR 
  1966.     removeBackpack player;
  1967.     uiSleep 0.1;
  1968.     player addBackpack "B_Bergen_mcamo_F";
  1969.  
  1970.  
  1971.    
  1972.     //Backpack adding
  1973.     _playerbackpack = unitBackpack player;
  1974.     _playerbackpack addMagazineCargoGlobal ["Titan_AA",4];
  1975.     };
  1976.     case "cop_rpg_launcher": {
  1977.     /////////////////////
  1978.     //Cop Titan Launcher
  1979.     /////////////////////
  1980.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  1981.    
  1982.     //GEAR 
  1983.  
  1984.     removeBackpack player;
  1985.     uiSleep 0.1;
  1986.     player addBackpack "B_Bergen_mcamo_F";
  1987.  
  1988.     //Weaponary
  1989.     player addMagazine "RPG32_F";
  1990.     player addWeapon "launch_RPG32_F";
  1991.    
  1992.     //Backpack adding
  1993.     _playerbackpack = unitBackpack player;
  1994.     _playerbackpack addMagazineCargoGlobal ["RPG32_F",8];
  1995.     }; 
  1996.     case "cop_rpg_missiles": {
  1997.     /////////////////////
  1998.     //Cop Titan missiles
  1999.     /////////////////////
  2000.      if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2001.    
  2002.     //Extra check
  2003.     if(secondaryWeapon player != "launch_RPG32_F") exitWith {hint "You do not have a RPG Launcher";};
  2004.    
  2005.     //GEAR 
  2006.     removeBackpack player;
  2007.     uiSleep 0.1;
  2008.     player addBackpack "B_Bergen_mcamo_F";
  2009.    
  2010.     //Backpack adding
  2011.     _playerbackpack = unitBackpack player;
  2012.     _playerbackpack addMagazineCargoGlobal ["RPG32_F",8];
  2013.     };
  2014.     case "cop_uav": {
  2015.     /////////////////////
  2016.     //Cop uav
  2017.     /////////////////////
  2018.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2019.    
  2020.     //GEAR 
  2021.  
  2022.     removeBackpack player;
  2023.     uiSleep 0.1;
  2024.     player addHeadgear "H_HelmetSpecO_blk";
  2025.     player addBackpack "B_UAV_01_backpack_F";
  2026.     player addItem "B_UavTerminal";
  2027.     player assignItem "B_UavTerminal";
  2028.  
  2029.     };
  2030.     case "swat_uc": {
  2031.     /////////////////////
  2032.     //Swat Non Lethal Loadout
  2033.     /////////////////////
  2034.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2035.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2036.    
  2037.     _yItems = ["ram","spikeStrip","defusekit"];
  2038.        
  2039.        
  2040.     //GEAR 
  2041.     player addHeadgear "H_Cap_police";
  2042.     player forceAddUniform  (_swatuc select (floor(random (count _swatuc))));
  2043.     player addVest "V_PlateCarrier2_blk";
  2044.     player addBackpack "B_ViperHarness_blk_F";
  2045.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2046.    
  2047.     //Weaponary
  2048.     //To have 1mag loaded
  2049.     player addMagazine "30Rnd_556x45_Stanag";
  2050.     player addWeapon "arifle_SPAR_01_GL_blk_F";
  2051.     player addMagazine "30Rnd_9x21_Mag";
  2052.     player addWeapon "hgun_P07_snds_F";
  2053.    
  2054.     //Rangefinder
  2055.     player addWeapon "Rangefinder";
  2056.    
  2057.     //Add a laser or light
  2058.     player addPrimaryWeaponItem "acc_flashlight";
  2059.     player addPrimaryWeaponItem "optic_Hamr";
  2060.    
  2061.     //Magazines
  2062.     player addMagazines ["30Rnd_556x45_Stanag",5];
  2063.     player addMagazines ["30Rnd_9x21_Mag",2];
  2064.     player addItem "HandGrenade_Stone";
  2065.     player addItem "HandGrenade_Stone";
  2066.     player addItem "HandGrenade_Stone";
  2067.    
  2068.     //Backpack adding
  2069.     _playerbackpack = unitBackpack player;
  2070.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2071.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2072.  
  2073.     //Assign Y-Items
  2074.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2075.    
  2076.     //ITEMS
  2077.     {
  2078.     if (_x != "") then {
  2079.         player addItem _x;
  2080.     };
  2081.     } foreach (_deluxitems);
  2082.    
  2083.     //Assign items
  2084.     {
  2085.     if (_x != "") then {
  2086.         player assignItem _x;
  2087.     };
  2088.     } foreach (_deluxitems);
  2089.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2090.     };
  2091.     case "swat_nonlethal": {
  2092.     /////////////////////
  2093.     //Swat Non Lethal Loadout
  2094.     /////////////////////
  2095.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2096.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2097.    
  2098.     _yItems = ["ram","spikeStrip","defusekit"];
  2099.        
  2100.        
  2101.     //GEAR 
  2102.     player addHeadgear "H_CrewHelmetHeli_B";
  2103.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2104.     player addVest "V_PlateCarrier2_blk";
  2105.     player addBackpack "B_ViperHarness_blk_F";
  2106.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2107.     player linkItem "NVGoggles_OPFOR";
  2108.     //Weaponary
  2109.    
  2110.     //To have 1mag loaded
  2111.     player addMagazine "30Rnd_45ACP_Mag_SMG_01";
  2112.     player addWeapon "SMG_01_Holo_F";
  2113.     player addMagazine "11Rnd_45ACP_Mag";
  2114.     player addWeapon "hgun_Pistol_heavy_01_F";
  2115.    
  2116.     //Rangefinder
  2117.     player addWeapon "Rangefinder";
  2118.    
  2119.     //Add a laser or light
  2120.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  2121.     //Add Bipod
  2122.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  2123.    
  2124.     //Magazines
  2125.     player addMagazines ["30Rnd_45ACP_Mag_SMG_01",5];
  2126.     player addMagazines ["11Rnd_45ACP_Mag",2];
  2127.     player addItem "HandGrenade_Stone";
  2128.    
  2129.     //Backpack adding
  2130.     _playerbackpack = unitBackpack player;
  2131.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2132.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2133.  
  2134.     //Assign Y-Items
  2135.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2136.    
  2137.     //ITEMS
  2138.     {
  2139.     if (_x != "") then {
  2140.         player addItem _x;
  2141.     };
  2142.     } foreach (_deluxitems);
  2143.    
  2144.     //Assign items
  2145.     {
  2146.     if (_x != "") then {
  2147.         player assignItem _x;
  2148.     };
  2149.     } foreach (_deluxitems);
  2150.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2151.     };
  2152.     case "swat_rifleman": {
  2153.     /////////////////////
  2154.     //Swat Rifleman Loadout
  2155.     /////////////////////
  2156.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2157.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2158.    
  2159.     _yItems = ["ram","spikeStrip","defusekit"];
  2160.        
  2161.        
  2162.     //GEAR 
  2163.     player addHeadgear "H_CrewHelmetHeli_B";
  2164.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2165.     player addVest "V_PlateCarrier2_blk";
  2166.     player addBackpack "B_ViperHarness_blk_F";
  2167.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2168.     player linkItem "NVGoggles_OPFOR";
  2169.  
  2170.     //Weaponary
  2171.    
  2172.     //To have 1mag loaded
  2173.     player addMagazine "30Rnd_556x45_Stanag_Tracer_Red";
  2174.     player addWeapon "arifle_SPAR_01_GL_blk_F";
  2175.     player addMagazine "30Rnd_9x21_Mag";
  2176.     player addWeapon "hgun_P07_snds_F";
  2177.    
  2178.     //Rangefinder
  2179.     player addWeapon "Rangefinder";
  2180.    
  2181.     player addPrimaryWeaponItem "muzzle_snds_M";
  2182.     player addPrimaryWeaponItem "acc_pointer_IR";
  2183.     player addPrimaryWeaponItem "optic_Arco_blk_F";
  2184.    
  2185.     //Magazines
  2186.     player addMagazines ["30Rnd_556x45_Stanag_Tracer_Red",4];
  2187.     player addMagazines ["30Rnd_9x21_Mag",2];
  2188.    
  2189.    
  2190.     //Backpack adding
  2191.     _playerbackpack = unitBackpack player;
  2192.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2193.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2194.     _playerbackpack addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red", 3];
  2195.     _playerbackpack addMagazineCargoGlobal ["UGL_FlareWhite_F",2];
  2196.  
  2197.     //Assign Y-Items
  2198.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2199.    
  2200.     //ITEMS
  2201.     {
  2202.     if (_x != "") then {
  2203.         player addItem _x;
  2204.     };
  2205.     } foreach (_deluxitems);
  2206.    
  2207.     //Assign items
  2208.     {
  2209.     if (_x != "") then {
  2210.         player assignItem _x;
  2211.     };
  2212.     } foreach (_deluxitems);
  2213.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2214.     };
  2215.     case "swat_heavy": {
  2216.     /////////////////////
  2217.     //Swat Heavy loudout
  2218.     /////////////////////
  2219.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2220.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2221.    
  2222.     _yItems = ["ram","spikeStrip","defusekit"];
  2223.        
  2224.        
  2225.     //GEAR 
  2226.     player addHeadgear "H_CrewHelmetHeli_B";
  2227.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2228.     player addVest "V_PlateCarrier2_blk";
  2229.     player addBackpack "B_ViperHarness_blk_F";
  2230.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2231.     player linkItem "NVGoggles_OPFOR";
  2232.  
  2233.     //Weaponary
  2234.    
  2235.     //To have 1mag loaded
  2236.     player addMagazine "150Rnd_556x45_Drum_Mag_Tracer_F";
  2237.     player addWeapon "arifle_SPAR_02_blk_F";
  2238.     player addMagazine "30Rnd_9x21_Mag";
  2239.     player addWeapon "hgun_P07_snds_F";
  2240.    
  2241.     //Rangefinder
  2242.     player addWeapon "Rangefinder";
  2243.    
  2244.     player addPrimaryWeaponItem "muzzle_snds_M";
  2245.     player addPrimaryWeaponItem "acc_pointer_IR";
  2246.     player addPrimaryWeaponItem "optic_Arco_blk_F";
  2247.     player addPrimaryWeaponItem "bipod_01_F_blk";
  2248.    
  2249.     //Magazines
  2250.     player addMagazines ["150Rnd_556x45_Drum_Mag_Tracer_F",3];
  2251.     player addMagazines ["30Rnd_9x21_Mag",2];
  2252.    
  2253.     //Backpack adding
  2254.     _playerbackpack = unitBackpack player;
  2255.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2256.     _playerbackpack addMagazineCargoGlobal ["150Rnd_556x45_Drum_Mag_Tracer_F", 2];
  2257.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2258.  
  2259.     //Assign Y-Items
  2260.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2261.    
  2262.     //ITEMS
  2263.     {
  2264.     if (_x != "") then {
  2265.         player addItem _x;
  2266.     };
  2267.     } foreach (_deluxitems);
  2268.    
  2269.     //Assign items
  2270.     {
  2271.     if (_x != "") then {
  2272.         player assignItem _x;
  2273.     };
  2274.     } foreach (_deluxitems);
  2275.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2276.     };
  2277.     case "swat_engineer": {
  2278.     /////////////////////
  2279.     //Swat Engineer RPG loadout
  2280.     /////////////////////
  2281.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2282.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2283.    
  2284.     _yItems = ["ram","spikeStrip","defusekit"];
  2285.        
  2286.        
  2287.     //GEAR 
  2288.     player addHeadgear "H_CrewHelmetHeli_B";
  2289.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2290.     player addVest "V_PlateCarrier2_blk";
  2291.     player addBackpack "B_ViperHarness_blk_F";
  2292.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2293.     player linkItem "NVGoggles_OPFOR";
  2294.  
  2295.     //Weaponary
  2296.    
  2297.     //To have 1mag loaded
  2298.     player addMagazine "30Rnd_580x42_Mag_F";
  2299.     player addWeapon "arifle_CTAR_blk_F";
  2300.     player addMagazine "30Rnd_9x21_Mag";
  2301.     player addWeapon "hgun_P07_snds_F";
  2302.     player addMagazine "RPG32_F";
  2303.     player addWeapon "launch_RPG32_F";
  2304.     player addPrimaryWeaponItem "acc_pointer_IR";
  2305.     player addPrimaryWeaponItem "optic_Aco";
  2306.    
  2307.     //Rangefinder
  2308.     player addWeapon "Rangefinder";
  2309.    
  2310.     //Magazines
  2311.     player addMagazines ["30Rnd_580x42_Mag_F",4];
  2312.     player addMagazines ["30Rnd_9x21_Mag",2];
  2313.    
  2314.     //Backpack adding
  2315.     _playerbackpack = unitBackpack player;
  2316.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2317.     _playerbackpack addMagazineCargoGlobal ["RPG32_F",5];
  2318.  
  2319.     //Assign Y-Items
  2320.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2321.    
  2322.     //ITEMS
  2323.     {
  2324.     if (_x != "") then {
  2325.         player addItem _x;
  2326.     };
  2327.     } foreach (_deluxitems);
  2328.    
  2329.     //Assign items
  2330.     {
  2331.     if (_x != "") then {
  2332.         player assignItem _x;
  2333.     };
  2334.     } foreach (_deluxitems);
  2335.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2336.     };
  2337.     case "swat_sniper": {
  2338.     /////////////////////
  2339.     //Swat Sniper loadout
  2340.     /////////////////////
  2341.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2342.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2343.    
  2344.     _yItems = ["ram","spikeStrip","defusekit"];
  2345.        
  2346.        
  2347.     //GEAR 
  2348.     player addHeadgear "H_CrewHelmetHeli_B";
  2349.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2350.     player addVest "V_PlateCarrier2_blk";
  2351.     player addBackpack "B_ViperHarness_blk_F";
  2352.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2353.     player linkItem "NVGoggles_OPFOR";
  2354.  
  2355.     //Weaponary
  2356.    
  2357.     //To have 1mag loaded
  2358.     player addMagazine "10Rnd_338_Mag";
  2359.     player addWeapon "srifle_DMR_02_F";
  2360.     player addMagazine "30Rnd_9x21_Mag";
  2361.     player addWeapon "hgun_P07_snds_F";
  2362.    
  2363.     //Rangefinder
  2364.     player addWeapon "Rangefinder";
  2365.    
  2366.     //Add a scope
  2367.     player addPrimaryWeaponItem "acc_pointer_IR";
  2368.     player addPrimaryWeaponItem "optic_AMS";
  2369.     player addPrimaryWeaponItem "bipod_01_F_blk";
  2370.    
  2371.     //Magazines
  2372.     player addMagazines ["10Rnd_338_Mag",4];
  2373.     player addMagazines ["30Rnd_9x21_Mag",2];
  2374.    
  2375.     //Backpack adding
  2376.     _playerbackpack = unitBackpack player;
  2377.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2378.     _playerbackpack addMagazineCargoGlobal ["10Rnd_338_Mag", 3];
  2379.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2380.  
  2381.     //Assign Y-Items
  2382.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2383.    
  2384.     //ITEMS
  2385.     {
  2386.     if (_x != "") then {
  2387.         player addItem _x;
  2388.     };
  2389.     } foreach (_deluxitems);
  2390.    
  2391.     //Assign items
  2392.     {
  2393.     if (_x != "") then {
  2394.         player assignItem _x;
  2395.     };
  2396.     } foreach (_deluxitems);
  2397.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2398.     };
  2399.     case "swat_bomb": {
  2400.     /////////////////////
  2401.     //Swat BOMB squadloadout
  2402.     /////////////////////
  2403.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2404.     if(FETCH_CONST(life_swatlevel) < 1) exitWith { hint "You are not in SWAT!"};
  2405.    
  2406.     _yItems = ["ram","spikeStrip","defusekit"];
  2407.        
  2408.     //GEAR 
  2409.     player addHeadgear "H_CrewHelmetHeli_B";
  2410.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  2411.     player addVest "V_PlateCarrierGL_blk";
  2412.     player addBackpack "B_ViperHarness_blk_F";
  2413.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2414.     player linkItem "NVGoggles_OPFOR";
  2415.  
  2416.     //Weaponary
  2417.    
  2418.     //To have 1mag loaded
  2419.     player addMagazine "30Rnd_556x45_Stanag_Tracer_Red";
  2420.     player addWeapon "arifle_SPAR_01_GL_blk_F";
  2421.     player addMagazine "30Rnd_9x21_Mag";
  2422.     player addWeapon "hgun_P07_snds_F";
  2423.    
  2424.     //Rangefinder
  2425.     player addWeapon "Rangefinder";
  2426.    
  2427.     player addPrimaryWeaponItem "muzzle_snds_M";
  2428.     player addPrimaryWeaponItem "acc_pointer_IR";
  2429.     player addPrimaryWeaponItem "optic_Arco_blk_F";
  2430.    
  2431.     //Magazines
  2432.     player addMagazines ["30Rnd_65x39_caseless_mag",5];
  2433.     player addMagazines ["30Rnd_9x21_Mag",2];
  2434.    
  2435.     //Backpack adding
  2436.     _playerbackpack = unitBackpack player;
  2437.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2438.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  2439.     _playerbackpack addItemCargoGlobal ["MineDetector", 1];
  2440.  
  2441.     //Assign Y-Items
  2442.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2443.    
  2444.     //ITEMS
  2445.     {
  2446.     if (_x != "") then {
  2447.         player addItem _x;
  2448.     };
  2449.     } foreach (_deluxitems);
  2450.    
  2451.     //Assign items
  2452.     {
  2453.     if (_x != "") then {
  2454.         player assignItem _x;
  2455.     };
  2456.     } foreach (_deluxitems);
  2457.     [player,"TFAegis"] call BIS_fnc_setUnitInsignia;
  2458.     };
  2459.     case "military_rifleman": {
  2460.     /////////////////////
  2461.     //Military Rifleman loadout
  2462.     /////////////////////
  2463.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2464.     if(FETCH_CONST(life_armylevel) < 1) exitWith { hint "You are not in the Army!"};
  2465.    
  2466.     _yItems = ["ram","spikeStrip","defusekit"];
  2467.        
  2468.        
  2469.     //GEAR
  2470.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2471.     player forceAddUniform "U_O_T_Soldier_F";
  2472.     player addVest "V_PlateCarrierSpec_tna_F";
  2473.     player addBackpack "B_ViperHarness_ghex_F";
  2474.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2475.     player linkItem "O_NVGoggles_ghex_F";
  2476.  
  2477.     //Weaponary
  2478.    
  2479.     //To have 1mag loaded
  2480.     player addMagazine "20Rnd_762x51_Mag";
  2481.     player addWeapon "srifle_DMR_03_woodland_F";
  2482.     player addMagazine "30Rnd_9x21_Green_Mag";
  2483.     player addWeapon "hgun_P07_khk_F";
  2484.  
  2485.    
  2486.     //Rangefinder
  2487.     player addWeapon "Rangefinder";
  2488.    
  2489.     //Silencer
  2490.     player addPrimaryWeaponItem "muzzle_snds_B_khk_F";
  2491.     player addPrimaryWeaponItem "optic_MRCO";
  2492.     player addPrimaryWeaponItem "bipod_01_F_mtp";
  2493.    
  2494.     //Backpack adding
  2495.     player addItemToVest "FirstAidKit";
  2496.     player addItemToBackpack "ToolKit";
  2497.     for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_9x21_Green_Mag";};
  2498.     for "_i" from 1 to 2 do {player addItemToUniform "HandGrenade";};
  2499.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_9x21_Green_Mag";};
  2500.     for "_i" from 1 to 6 do {player addItemToVest "20Rnd_762x51_Mag";};
  2501.     for "_i" from 1 to 5 do {player addItemToBackpack "FirstAidKit";};
  2502.     for "_i" from 1 to 5 do {player addItemToBackpack "SmokeShellGreen";};
  2503.     for "_i" from 1 to 5 do {player addItemToBackpack "20Rnd_762x51_Mag";};
  2504.  
  2505.     //Assign Y-Items
  2506.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2507.    
  2508.     //ITEMS
  2509.     {
  2510.     if (_x != "") then {
  2511.         player addItem _x;
  2512.     };
  2513.     } foreach (_deluxitems);
  2514.    
  2515.     //Assign items
  2516.     {
  2517.     if (_x != "") then {
  2518.         player assignItem _x;
  2519.     };
  2520.     } foreach (_deluxitems);
  2521.    
  2522.     };
  2523.     case "military_machinegun": {
  2524.     /////////////////////
  2525.     //Military Machinegun loadout
  2526.     /////////////////////
  2527.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2528.     if(FETCH_CONST(life_armylevel) < 1) exitWith { hint "You are not in the Army!"};
  2529.    
  2530.     _yItems = ["ram","spikeStrip","defusekit"];
  2531.        
  2532.        
  2533.     //GEAR
  2534.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2535.     player forceAddUniform "U_O_T_Soldier_F";
  2536.     player addVest "V_PlateCarrierSpec_tna_F";
  2537.     player addBackpack "B_ViperHarness_ghex_F";
  2538.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2539.     player linkItem "O_NVGoggles_ghex_F";
  2540.  
  2541.     //Weaponary
  2542.    
  2543.     //To have 1mag loaded
  2544.     player addMagazine "200Rnd_556x45_Box_F";
  2545.     player addWeapon "LMG_03_F";
  2546.     player addMagazine "30Rnd_9x21_Green_Mag";
  2547.     player addWeapon "hgun_P07_khk_F";
  2548.  
  2549.     player addPrimaryWeaponItem "optic_MRCO";
  2550.    
  2551.     //Rangefinder
  2552.     player addWeapon "Rangefinder";
  2553.    
  2554.     //Magazines
  2555.     player addMagazines ["200Rnd_556x45_Box_F",3];
  2556.     player addMagazines ["30Rnd_9x21_Green_Mag",2];
  2557.    
  2558.     //Backpack adding
  2559.     _playerbackpack = unitBackpack player;
  2560.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2561.     _playerbackpack addItemCargoGlobal ["SmokeShellGreen",1];
  2562.     _playerbackpack addItemCargoGlobal ["FirstAidKit",1];
  2563.     _playerbackpack addMagazineCargoGlobal ["200Rnd_556x45_Box_F",4];
  2564.  
  2565.     //Assign Y-Items
  2566.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2567.    
  2568.     //ITEMS
  2569.     {
  2570.     if (_x != "") then {
  2571.         player addItem _x;
  2572.     };
  2573.     } foreach (_deluxitems);
  2574.    
  2575.     //Assign items
  2576.     {
  2577.     if (_x != "") then {
  2578.         player assignItem _x;
  2579.     };
  2580.     } foreach (_deluxitems);
  2581.  
  2582.     };
  2583.     case "military_demolition": {
  2584.     /////////////////////
  2585.     //Military Demolition loadout
  2586.     /////////////////////
  2587.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2588.     if(FETCH_CONST(life_armylevel) < 1) exitWith { hint "You are not in the Army!"};
  2589.    
  2590.     _yItems = ["ram","spikeStrip","defusekit"];
  2591.        
  2592.        
  2593.     //GEAR
  2594.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2595.     player forceAddUniform "U_O_T_Soldier_F";
  2596.     player addVest "V_PlateCarrierSpec_tna_F";
  2597.     player addBackpack "B_ViperHarness_ghex_F";
  2598.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2599.     player linkItem "O_NVGoggles_ghex_F";
  2600.  
  2601.     //Weaponary
  2602.     player addMagazine "NLAW_F";
  2603.     player addWeapon "launch_NLAW_F";
  2604.     player addMagazine "30Rnd_580x42_Mag_F";
  2605.     player addWeapon "arifle_CTAR_GL_ghex_F";
  2606.     player addMagazine "30Rnd_9x21_Green_Mag";
  2607.     player addWeapon "hgun_P07_khk_F";
  2608.  
  2609.    
  2610.     //Rangefinder
  2611.     player addWeapon "Rangefinder";
  2612.    
  2613.     player addPrimaryWeaponItem "optic_MRCO";
  2614.    
  2615.     //Magazines
  2616.     for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_9x21_Green_Mag";};
  2617.     for "_i" from 1 to 2 do {player addItemToUniform "HandGrenade";};
  2618.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_9x21_Green_Mag";};
  2619.     for "_i" from 1 to 6 do {player addItemToVest "30Rnd_580x42_Mag_F";};
  2620.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_9x21_Mag";};
  2621.     for "_i" from 1 to 3 do {player addItemToBackpack "1Rnd_HE_Grenade_shell";};
  2622.     for "_i" from 1 to 3 do {player addItemToBackpack "NLAW_F";};
  2623.     for "_i" from 1 to 6 do {player addItemToBackpack "30Rnd_580x42_Mag_F";};
  2624.  
  2625.     //Assign Y-Items
  2626.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2627.    
  2628.     //ITEMS
  2629.     {
  2630.     if (_x != "") then {
  2631.         player addItem _x;
  2632.     };
  2633.     } foreach (_deluxitems);
  2634.    
  2635.     //Assign items
  2636.     {
  2637.     if (_x != "") then {
  2638.         player assignItem _x;
  2639.     };
  2640.     } foreach (_deluxitems);
  2641.     };
  2642.     case "military_sniper": {
  2643.     /////////////////////
  2644.     //Military sniper loadout
  2645.     /////////////////////
  2646.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2647.     if(FETCH_CONST(life_armylevel) < 1) exitWith { hint "You are not in the Army!"};
  2648.    
  2649.     _yItems = ["ram","spikeStrip","defusekit"];
  2650.        
  2651.        
  2652.     //GEAR
  2653.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2654.     player forceAddUniform "U_O_FullGhillie_ard";
  2655.     player addVest "V_PlateCarrierSpec_tna_F";
  2656.     player addBackpack "B_ViperHarness_ghex_F";
  2657.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2658.     player linkItem "O_NVGoggles_ghex_F";
  2659.  
  2660.     //Weaponary
  2661.    
  2662.     //To have 1mag loaded
  2663.     player addMagazine "7Rnd_408_Mag";
  2664.     player addWeapon "srifle_LRR_camo_F";
  2665.     player addMagazine "30Rnd_9x21_Green_Mag";
  2666.     player addWeapon "hgun_P07_khk_F";
  2667.    
  2668.     //Rangefinder
  2669.     player addWeapon "Rangefinder";
  2670.    
  2671.     player addPrimaryWeaponItem "optic_LRPS";
  2672.  
  2673.     //Magazines
  2674.     for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_9x21_Green_Mag";};
  2675.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_9x21_Green_Mag";};
  2676.     for "_i" from 1 to 5 do {player addItemToVest "7Rnd_408_Mag";};
  2677.     for "_i" from 1 to 5 do {player addItemToBackpack "FirstAidKit";};
  2678.     for "_i" from 1 to 5 do {player addItemToBackpack "SmokeShellGreen";};
  2679.     for "_i" from 1 to 10 do {player addItemToBackpack "7Rnd_408_Mag";};
  2680.  
  2681.     //Assign Y-Items
  2682.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2683.    
  2684.     //ITEMS
  2685.     {
  2686.     if (_x != "") then {
  2687.         player addItem _x;
  2688.     };
  2689.     } foreach (_deluxitems);
  2690.    
  2691.     //Assign items
  2692.     {
  2693.     if (_x != "") then {
  2694.         player assignItem _x;
  2695.     };
  2696.     } foreach (_deluxitems);
  2697.    
  2698.     };
  2699.     case "military_specop": {
  2700.     /////////////////////
  2701.     //Military sniper loadout
  2702.     /////////////////////
  2703.     if(playerSide != west) exitWith { hint "You are not in the police force!"};
  2704.     if(FETCH_CONST(life_armylevel) < 1) exitWith { hint "You are not in the Army!"};
  2705.    
  2706.     _yItems = ["ram","spikeStrip","defusekit"];
  2707.        
  2708.     //GEAR
  2709.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2710.     player forceAddUniform "U_O_T_Soldier_F";
  2711.     player addVest "V_PlateCarrierSpec_tna_F";
  2712.     player addBackpack "B_ViperHarness_ghex_F";
  2713.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2714.     player linkItem "O_NVGoggles_ghex_F";
  2715.  
  2716.     //Weaponary
  2717.    
  2718.     //To have 1mag loaded
  2719.     player addMagazine "30Rnd_65x39_caseless_green";
  2720.     player addWeapon "arifle_ARX_ghex_F";
  2721.     player addMagazine "30Rnd_9x21_Green_Mag";
  2722.     player addWeapon "hgun_P07_khk_F";
  2723.  
  2724.    
  2725.     //Rangefinder
  2726.     player addWeapon "Rangefinder";
  2727.    
  2728.     //Silencer
  2729.     player addPrimaryWeaponItem "muzzle_snds_B_khk_F";
  2730.     player addPrimaryWeaponItem "optic_MRCO";
  2731.     player addPrimaryWeaponItem "bipod_01_F_mtp";
  2732.    
  2733.     //Backpack adding
  2734.     player addItemToVest "FirstAidKit";
  2735.     player addItemToBackpack "ToolKit";
  2736.     for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_9x21_Green_Mag";};
  2737.     for "_i" from 1 to 2 do {player addItemToUniform "HandGrenade";};
  2738.     for "_i" from 1 to 3 do {player addItemToVest "10Rnd_50BW_Mag_F";};
  2739.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_65x39_caseless_green";};
  2740.     for "_i" from 1 to 5 do {player addItemToBackpack "FirstAidKit";};
  2741.     for "_i" from 1 to 5 do {player addItemToBackpack "SmokeShellGreen";};
  2742.     for "_i" from 1 to 7 do {player addItemToBackpack "30Rnd_65x39_caseless_green";};
  2743.  
  2744.     //Assign Y-Items
  2745.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2746.    
  2747.     //ITEMS
  2748.     {
  2749.     if (_x != "") then {
  2750.         player addItem _x;
  2751.     };
  2752.     } foreach (_deluxitems);
  2753.    
  2754.     //Assign items
  2755.     {
  2756.     if (_x != "") then {
  2757.         player assignItem _x;
  2758.     };
  2759.     } foreach (_deluxitems);
  2760.    
  2761.     };
  2762.     case "staff": {
  2763.     /////////////////////
  2764.     //Staff loadout
  2765.     /////////////////////
  2766.     if(playerSide != civilian) exitWith { hint "You are not a rebel!"};
  2767.     if(FETCH_CONST(life_adminlevel) < 2) exitWith { hint "You are not part of the Community Team!"};
  2768.    
  2769.     _yItems = ["waterbottle","rabbit","rabbit"];
  2770.        
  2771.        
  2772.     //GEAR
  2773.     player addHeadgear "H_HelmetB_Enh_tna_F";
  2774.     player forceAddUniform "U_O_T_Soldier_F";
  2775.     player addVest "V_PlateCarrierSpec_tna_F";
  2776.     player addBackpack "B_ViperHarness_ghex_F";
  2777.     player addGoggles "G_Balaclava_TI_G_tna_F";
  2778.     player linkItem "O_NVGoggles_ghex_F";
  2779.  
  2780.     //Weaponary
  2781.    
  2782.     //To have 1mag loaded
  2783.     player addMagazine "20Rnd_762x51_Mag";
  2784.     player addWeapon "srifle_DMR_03_woodland_F";
  2785.     player addMagazine "30Rnd_9x21_Green_Mag";
  2786.     player addWeapon "hgun_P07_khk_F";
  2787.  
  2788.    
  2789.     //Rangefinder
  2790.     player addWeapon "Rangefinder";
  2791.    
  2792.     //Silencer
  2793.     player addPrimaryWeaponItem "muzzle_snds_B_khk_F";
  2794.     player addPrimaryWeaponItem "optic_MRCO";
  2795.     player addPrimaryWeaponItem "bipod_01_F_mtp";
  2796.    
  2797.     //Backpack adding
  2798.     player addItemToVest "FirstAidKit";
  2799.     player addItemToBackpack "ToolKit";
  2800.     for "_i" from 1 to 2 do {player addItemToUniform "30Rnd_9x21_Green_Mag";};
  2801.     for "_i" from 1 to 2 do {player addItemToUniform "HandGrenade";};
  2802.     for "_i" from 1 to 2 do {player addItemToVest "30Rnd_9x21_Green_Mag";};
  2803.     for "_i" from 1 to 6 do {player addItemToVest "20Rnd_762x51_Mag";};
  2804.     for "_i" from 1 to 5 do {player addItemToBackpack "FirstAidKit";};
  2805.     for "_i" from 1 to 5 do {player addItemToBackpack "SmokeShellGreen";};
  2806.     for "_i" from 1 to 5 do {player addItemToBackpack "20Rnd_762x51_Mag";};
  2807.  
  2808.     //Assign Y-Items
  2809.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  2810.    
  2811.     //ITEMS
  2812.     {
  2813.     if (_x != "") then {
  2814.         player addItem _x;
  2815.     };
  2816.     } foreach (_deluxitems);
  2817.    
  2818.     //Assign items
  2819.     {
  2820.     if (_x != "") then {
  2821.         player assignItem _x;
  2822.     };
  2823.     } foreach (_deluxitems);
  2824.    
  2825.     };
  2826.     case "gang_AK12": {
  2827.     /////////////////////
  2828.     //Gang Machine gun loadout
  2829.     /////////////////////
  2830.        
  2831.     //GEAR 
  2832.     player addHeadgear (_gangheadgear select (floor(random (count _gangheadgear))));
  2833.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  2834.     player addVest (_gangvest select (floor(random (count _gangvest))));
  2835.     player addBackpack "B_ViperHarness_ghex_F";
  2836.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  2837.     player linkItem "O_NVGoggles_ghex_F";
  2838.  
  2839.     //Weaponary
  2840.    
  2841.     //To have 1mag loaded
  2842.     player addMagazine "30Rnd_762x39_Mag_F";
  2843.     player addWeapon "arifle_AK12_F";
  2844.  
  2845.     //Magazines
  2846.     player addMagazines ["30Rnd_762x39_Mag_F",2];
  2847.    
  2848.     //Backpack adding
  2849.     _playerbackpack = unitBackpack player;
  2850.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2851.     _playerbackpack addMagazineCargoGlobal ["30Rnd_762x39_Mag_F", 3];
  2852.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  2853.    
  2854.     //ITEMS
  2855.     {
  2856.     if (_x != "") then {
  2857.         player addItem _x;
  2858.     };
  2859.     } foreach (_deluxitems);
  2860.    
  2861.     //Assign items
  2862.     {
  2863.     if (_x != "") then {
  2864.         player assignItem _x;
  2865.     };
  2866.     } foreach (_deluxitems);
  2867.    
  2868.     };
  2869.     case "gang_merc": {
  2870.     /////////////////////
  2871.     //Gang Mercenary gun loadout
  2872.     /////////////////////
  2873.        
  2874.     //GEAR 
  2875.     player addHeadgear "H_Beret_blk";
  2876.     player addUniform "U_I_G_Story_Protagonist_F";
  2877.     player addVest "V_PlateCarrier2_blk";
  2878.     player addBackpack "B_ViperLightHarness_blk_F";
  2879.     player addGoggles "G_Balaclava_TI_G_blk_F";
  2880.     player linkItem "NVGoggles_OPFOR";
  2881.     player addItemToUniform "FirstAidKit";
  2882.     player addItemToVest "FirstAidKit";
  2883.     player addItemToVest "10Rnd_50BW_Mag_F";
  2884.     player addMagazine "10Rnd_50BW_Mag_F";
  2885.     player addMagazine "30Rnd_65x39_caseless_green";
  2886.     for "_i" from 1 to 4 do {player addItemToUniform "11Rnd_45ACP_Mag";};
  2887.     for "_i" from 1 to 11 do {player addItemToVest "30Rnd_65x39_caseless_green";};
  2888.     for "_i" from 1 to 2 do {player addItemToBackpack "FirstAidKit";};
  2889.     for "_i" from 1 to 3 do {player addItemToBackpack "RPG7_F";};
  2890.     for "_i" from 1 to 2 do {player addItemToBackpack "HandGrenade";};
  2891.     //Weaponary
  2892.    
  2893.     //To have 1mag loaded
  2894.     player addWeapon "Rangefinder";
  2895.     player addWeapon "arifle_ARX_blk_F";
  2896.     player addPrimaryWeaponItem "acc_pointer_IR";
  2897.     player addPrimaryWeaponItem "optic_Hamr";
  2898.     player addWeapon "launch_RPG7_F";
  2899.     player addWeapon "hgun_Pistol_heavy_01_F";
  2900.     player addHandgunItem "muzzle_snds_acp";
  2901.     player addHandgunItem "optic_MRD";
  2902.    
  2903.     //ITEMS
  2904.     player linkItem "ItemMap";
  2905.     player linkItem "ItemCompass";
  2906.     player linkItem "ItemWatch";
  2907.     player linkItem "ItemGPS";
  2908.     };
  2909.     case "gang_gas": {
  2910.     /////////////////////
  2911.     //Gang Anti teargas loadout
  2912.     /////////////////////
  2913.        
  2914.     //GEAR 
  2915.     player addHeadgear "H_CrewHelmetHeli_B";
  2916.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  2917.     player addVest (_gangvest select (floor(random (count _gangvest))));
  2918.     player addBackpack "B_ViperHarness_ghex_F";
  2919.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  2920.     player linkItem "O_NVGoggles_ghex_F";
  2921.  
  2922.     //Weaponary
  2923.    
  2924.     //To have 1mag loaded
  2925.     player addMagazine "30Rnd_762x39_Mag_F";
  2926.     player addWeapon "arifle_AK12_F";
  2927.  
  2928.     //Magazines
  2929.     player addMagazines ["30Rnd_762x39_Mag_F",2];
  2930.     player addMagazines ["SmokeShellBlue",2];
  2931.     //Backpack adding
  2932.     _playerbackpack = unitBackpack player;
  2933.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2934.     _playerbackpack addMagazineCargoGlobal ["30Rnd_762x39_Mag_F", 3];
  2935.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  2936.    
  2937.     //ITEMS
  2938.     {
  2939.     if (_x != "") then {
  2940.         player addItem _x;
  2941.     };
  2942.     } foreach (_deluxitems);
  2943.    
  2944.     //Assign items
  2945.     {
  2946.     if (_x != "") then {
  2947.         player assignItem _x;
  2948.     };
  2949.     } foreach (_deluxitems);
  2950.    
  2951.     };
  2952.     case "gang_LMG": {
  2953.     /////////////////////
  2954.     //Gang sniperloadout
  2955.     /////////////////////
  2956.            
  2957.        
  2958.     //GEAR 
  2959.     player addHeadgear (_gangheadgear select (floor(random (count _gangheadgear))));
  2960.     player addUniform (_rebelclothing select (floor(random (count _rebelclothing))));
  2961.     player addVest (_gangvest select (floor(random (count _gangvest))));
  2962.     player addBackpack "B_ViperHarness_ghex_F";
  2963.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  2964.     player linkItem "O_NVGoggles_ghex_F";
  2965.  
  2966.     //Weaponary
  2967.    
  2968.     //To have 1mag loaded
  2969.     player addMagazine "200Rnd_556x45_Box_F";
  2970.     player addWeapon "LMG_03_F";
  2971.  
  2972.     //Magazines
  2973.     player addMagazines ["200Rnd_556x45_Box_F",2];
  2974.    
  2975.     //Backpack adding
  2976.     _playerbackpack = unitBackpack player;
  2977.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  2978.     _playerbackpack addMagazineCargoGlobal ["200Rnd_556x45_Box_F", 3];
  2979.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  2980.    
  2981.     //ITEMS
  2982.     {
  2983.     if (_x != "") then {
  2984.         player addItem _x;
  2985.     };
  2986.     } foreach (_deluxitems);
  2987.    
  2988.     //Assign items
  2989.     {
  2990.     if (_x != "") then {
  2991.         player assignItem _x;
  2992.     };
  2993.     } foreach (_deluxitems);
  2994.     };
  2995.    
  2996.     case "gang_mk14": {
  2997.     /////////////////////
  2998.     //Gang marksman loadout
  2999.     /////////////////////
  3000.  
  3001.     //GEAR 
  3002.     player addHeadgear (_gangheadgear select (floor(random (count _gangheadgear))));
  3003.     player addUniform (_ghillieclothing select (floor(random (count _ghillieclothing))));
  3004.     player addVest (_gangvest select (floor(random (count _gangvestt))));
  3005.     player addBackpack "B_ViperHarness_ghex_F";
  3006.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  3007.     player linkItem "O_NVGoggles_ghex_F";
  3008.    
  3009.     //Rangefinder
  3010.     player addWeapon "Rangefinder";
  3011.  
  3012.     //Weaponary
  3013.    
  3014.     //To have 1mag loaded
  3015.     player addMagazine "20Rnd_762x51_Mag";
  3016.     player addWeapon "srifle_DMR_06_camo_F";
  3017.  
  3018.     //Magazines
  3019.     player addMagazines ["20Rnd_762x51_Mag",2];
  3020.    
  3021.     //Backpack adding
  3022.     _playerbackpack = unitBackpack player;
  3023.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3024.     _playerbackpack addMagazineCargoGlobal ["20Rnd_762x51_Mag", 3];
  3025.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  3026.    
  3027.     //ITEMS
  3028.     {
  3029.     if (_x != "") then {
  3030.         player addItem _x;
  3031.     };
  3032.     } foreach (_deluxitems);
  3033.    
  3034.     //Assign items
  3035.     {
  3036.     if (_x != "") then {
  3037.         player assignItem _x;
  3038.     };
  3039.     } foreach (_deluxitems);
  3040.     };
  3041.     case "gang_machinegun": {
  3042.     /////////////////////
  3043.     //Gang Machine gun loadout
  3044.     /////////////////////
  3045.        
  3046.     //GEAR 
  3047.     player addHeadgear (_gangheadgear  select (floor(random (count _gangheadgear))));
  3048.     player forceAddUniform (_gangclothings   select (floor(random (count _gangclothings))));
  3049.     player addVest (_gangvest   select (floor(random (count _gangvest))));
  3050.     player addBackpack (_carryallbackpacks   select (floor(random (count _carryallbackpacks))));
  3051.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  3052.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3053.     player addItem _nv;
  3054.     player assignItem _nv;
  3055.  
  3056.     //Weaponary
  3057.    
  3058.     //To have 1mag loaded
  3059.     player addMagazine "150Rnd_762x54_Box";
  3060.     player addWeapon "LMG_Zafir_F";
  3061.  
  3062.     //Add a scope
  3063.     player addPrimaryWeaponItem (_cqbcopes select (floor(random (count _cqbscopes))));
  3064.     //Add a laser or light
  3065.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  3066.  
  3067.  
  3068.     //Magazines
  3069.     player addMagazines ["150Rnd_762x54_Box",2];
  3070.    
  3071.     //Backpack adding
  3072.     _playerbackpack = unitBackpack player;
  3073.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3074.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  3075.    
  3076.     //ITEMS
  3077.     {
  3078.     if (_x != "") then {
  3079.         player addItem _x;
  3080.     };
  3081.     } foreach (_deluxitems);
  3082.    
  3083.     //Assign items
  3084.     {
  3085.     if (_x != "") then {
  3086.         player assignItem _x;
  3087.     };
  3088.     } foreach (_deluxitems);
  3089.    
  3090.     };
  3091.    
  3092.     case "gang_sniper": {
  3093.     /////////////////////
  3094.     //Gang sniperloadout
  3095.     /////////////////////
  3096.            
  3097.        
  3098.     //GEAR 
  3099.     player addHeadgear (_gangheadgear  select (floor(random (count _gangheadgear))));
  3100.     player forceAddUniform (_ghillieclothing  select (floor(random (count _ghillieclothing))));
  3101.     player addVest (_gangvest  select (floor(random (count _gangvest))));
  3102.     player addBackpack (_carryallbackpacks   select (floor(random (count _carryallbackpacks))));
  3103.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  3104.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3105.     player addItem _nv;
  3106.     player assignItem _nv;
  3107.    
  3108.     //Rangefinder
  3109.     player addWeapon "Rangefinder";
  3110.  
  3111.     //Weaponary
  3112.    
  3113.     //To have 1mag loaded
  3114.     player addMagazine "7Rnd_408_Mag";
  3115.     player addWeapon (_m320 select (floor(random (count _m320))));
  3116.  
  3117.    
  3118.     //Add a scope
  3119.     player addPrimaryWeaponItem (_longscopes select (floor(random (count _longscopes))));
  3120.    
  3121.     //Add a laser or light
  3122.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  3123.  
  3124.     //Magazines
  3125.     player addMagazines ["7Rnd_408_Mag",6];
  3126.    
  3127.     //Backpack adding
  3128.     _playerbackpack = unitBackpack player;
  3129.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3130.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  3131.    
  3132.     //ITEMS
  3133.     {
  3134.     if (_x != "") then {
  3135.         player addItem _x;
  3136.     };
  3137.     } foreach (_deluxitems);
  3138.    
  3139.     //Assign items
  3140.     {
  3141.     if (_x != "") then {
  3142.         player assignItem _x;
  3143.     };
  3144.     } foreach (_deluxitems);
  3145.     };
  3146.    
  3147.     case "gang_marksman": {
  3148.     /////////////////////
  3149.     //Gang marksman loadout
  3150.     /////////////////////
  3151.  
  3152.     //GEAR 
  3153.     player addHeadgear (_gangheadgear  select (floor(random (count _gangheadgear))));
  3154.     player forceAddUniform (_ghillieclothing  select (floor(random (count _ghillieclothing))));
  3155.     player addVest (_gangvest  select (floor(random (count _gangvest))));
  3156.     player addBackpack (_carryallbackpacks   select (floor(random (count _carryallbackpacks))));
  3157.     player addGoggles (_rebelgoggles select (floor(random (count _rebelgoggles))));
  3158.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3159.     player addItem _nv;
  3160.     player assignItem _nv;
  3161.    
  3162.     //Rangefinder
  3163.     player addWeapon "Rangefinder";
  3164.  
  3165.     //Weaponary
  3166.    
  3167.     //To have 1mag loaded
  3168.     player addMagazine "10Rnd_93x64_DMR_05_Mag";
  3169.     player addWeapon (_Cyrus select (floor(random (count _Cyrus))));
  3170.  
  3171.    
  3172.     //Add a scope
  3173.     player addPrimaryWeaponItem (_longscopes select (floor(random (count _longscopes))));
  3174.    
  3175.     //Add a laser or light
  3176.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  3177.    
  3178.     //Add Bipod
  3179.     player addPrimaryWeaponItem (_bipods select (floor(random (count _bipods))));
  3180.  
  3181.     //Magazines
  3182.     player addMagazines ["10Rnd_93x64_DMR_05_Mag",6];
  3183.    
  3184.     //Backpack adding
  3185.     _playerbackpack = unitBackpack player;
  3186.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3187.     _playerbackpack addItemCargoGlobal ["FirstAidKit",2];
  3188.    
  3189.     //ITEMS
  3190.     {
  3191.     if (_x != "") then {
  3192.         player addItem _x;
  3193.     };
  3194.     } foreach (_deluxitems);
  3195.    
  3196.     //Assign items
  3197.     {
  3198.     if (_x != "") then {
  3199.         player assignItem _x;
  3200.     };
  3201.     } foreach (_deluxitems);
  3202.     };
  3203.     case "underwater_treasure": {
  3204.     /////////////////////
  3205.     //Diving Treasure Hunter loadout
  3206.     /////////////////////
  3207.    
  3208.     _yItems = ["lance","weldingtool","weldingtool","weldingtool","weldingtool","water","burger"];
  3209.    
  3210.     //GEAR 
  3211.     //player addHeadgear (_rebelheadgear select (floor(random (count _rebelheadgear))));
  3212.     player forceAddUniform (_wetsuitsclothing select (floor(random (count _wetsuitsclothing))));
  3213.     player addVest (_rebreathers select (floor(random (count _rebreathers))));
  3214.     player addBackpack (_carryallbackpacks select (floor(random (count _carryallbackpacks))));
  3215.     player addGoggles (_divinggoggles select (floor(random (count _divinggoggles))));
  3216.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3217.     player addItem _nv;
  3218.     player assignItem _nv;
  3219.    
  3220.     //Weaponary
  3221.    
  3222.     //To have 1mag loaded
  3223.     player addMagazine "20Rnd_556x45_UW_mag";
  3224.     player addWeapon "arifle_SDAR_F";
  3225.     player addMagazine "11Rnd_45ACP_Mag";
  3226.     player addWeapon "hgun_Pistol_heavy_01_F";
  3227.    
  3228.     //Add a scope
  3229.     player addPrimaryWeaponItem (_cqbscopes select (floor(random (count _cqbscopes))));
  3230.     //Add a laser or light
  3231.     player addPrimaryWeaponItem (_acc select (floor(random (count _acc))));
  3232.    
  3233.     //Magazines
  3234.     player addMagazines ["20Rnd_556x45_UW_mag",5];
  3235.     player addMagazines ["11Rnd_45ACP_Mag",2];
  3236.    
  3237.     //Backpack adding
  3238.     _playerbackpack = unitBackpack player;
  3239.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3240.     _playerbackpack addMagazineCargoGlobal ["Chemlight_yellow",5];
  3241.  
  3242.     //Assign Y-Items
  3243.     {[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  3244.    
  3245.     //ITEMS
  3246.     {
  3247.     if (_x != "") then {
  3248.         player addItem _x;
  3249.     };
  3250.     } foreach (_deluxitems);
  3251.    
  3252.     //Assign items
  3253.     {
  3254.     if (_x != "") then {
  3255.         player assignItem _x;
  3256.     };
  3257.     } foreach (_deluxitems);
  3258.     };
  3259.     case "gang_rpg": {
  3260.     /////////////////////
  3261.     //Gang rpg loadout
  3262.     /////////////////////
  3263.     //GEAR 
  3264.     removeBackpack player;
  3265.     uiSleep 0.1;
  3266.     player addBackpack "B_Bergen_mcamo_F";
  3267.  
  3268.     //Weaponary
  3269.     player addMagazine "RPG32_F";
  3270.     player addWeapon "launch_RPG7_F";
  3271.    
  3272.     //Backpack adding
  3273.     _playerbackpack = unitBackpack player;
  3274.     _playerbackpack addMagazineCargoGlobal ["RPG7_F",5];
  3275.     };
  3276.     case "gang_rpg32": {
  3277.     /////////////////////
  3278.     //Gang rpg loadout
  3279.     /////////////////////
  3280.     //GEAR 
  3281.     removeBackpack player;
  3282.     uiSleep 0.1;
  3283.     player addBackpack "B_Bergen_mcamo_F";
  3284.  
  3285.     //Weaponary
  3286.     player addMagazine "launch_RPG32_F";
  3287.     player addWeapon "RPG32_F";
  3288.    
  3289.     //Backpack adding
  3290.     _playerbackpack = unitBackpack player;
  3291.     _playerbackpack addMagazineCargoGlobal ["RPG32_F",5];
  3292.     };
  3293.    
  3294.     case "gang_rpg_missiles": {
  3295.     /////////////////////
  3296.     //Gang rpg missiles loadout
  3297.     /////////////////////
  3298.     removeBackpack player;
  3299.     uiSleep 0.1;
  3300.     player addBackpack (_carryallbackpacks select (floor(random (count _carryallbackpacks))));
  3301.  
  3302.     //Backpack adding
  3303.     _playerbackpack = unitBackpack player;
  3304.     _playerbackpack addMagazineCargoGlobal ["RPG7_F",5];
  3305.     };
  3306.    
  3307.     case "gang_rpg32_missiles": {
  3308.     /////////////////////
  3309.     //Gang rpg missiles loadout
  3310.     /////////////////////
  3311.     removeBackpack player;
  3312.     uiSleep 0.1;
  3313.     player addBackpack (_carryallbackpacks select (floor(random (count _carryallbackpacks))));
  3314.  
  3315.     //Backpack adding
  3316.     _playerbackpack = unitBackpack player;
  3317.     _playerbackpack addMagazineCargoGlobal ["RPG32_F",5];
  3318.     };
  3319.     case "civ_licensed_pistol": {
  3320.     /////////////////////
  3321.     //Pistol loadout
  3322.     /////////////////////
  3323.    
  3324.     removeVest player;
  3325.     UiSleep 0.1;
  3326.     player addVest "V_Rangemaster_belt";
  3327.    
  3328.     //To have 1mag loaded
  3329.     player addMagazine "9Rnd_45ACP_Mag";
  3330.     player addWeapon "hgun_ACPC2_F";
  3331.  
  3332.     //Magazines
  3333.     player addMagazines ["9Rnd_45ACP_Mag",4];
  3334.    
  3335.     };
  3336.     case "civ_licensed_revolver": {
  3337.     /////////////////////
  3338.     //Revolver loadout
  3339.     /////////////////////
  3340.    
  3341.     removeVest player;
  3342.     UiSleep 0.1;
  3343.     player addVest "V_Rangemaster_belt";
  3344.    
  3345.     //To have 1mag loaded
  3346.     player addMagazine "6Rnd_45ACP_Cylinder";
  3347.     player addWeapon "hgun_Pistol_heavy_02_F";
  3348.  
  3349.     //Magazines
  3350.     player addMagazines ["6Rnd_45ACP_Cylinder",4];
  3351.    
  3352.     };
  3353.     case "blackm_pcml": {
  3354.     /////////////////////
  3355.     //Blackmarket PCML loadout
  3356.     /////////////////////
  3357.    
  3358.     //GEAR 
  3359.     removeBackpack player;
  3360.     uiSleep 0.1;
  3361.     player addBackpack (_carryallbackpacks select (floor(random (count _carryallbackpacks))));
  3362.  
  3363.     //Weaponary
  3364.     player addMagazine "NLAW_F";
  3365.     player addWeapon "launch_NLAW_F";
  3366.    
  3367.     //Backpack adding
  3368.    
  3369.     player addMagazines ["NLAW_F",5];
  3370.     };
  3371.         case "cop_basic": {
  3372.     /////////////////////
  3373.     //Cop basic loadout
  3374.     /////////////////////
  3375.    
  3376.     _yItems = [];
  3377.    
  3378.    
  3379.     if(395180 in getDLCs 1) then {player addUniform "U_B_GEN_Soldier_F";}else{player addUniform "U_Rangemaster";};
  3380.     player linkItem "NVGoggles_OPFOR";
  3381.    
  3382.     if(FETCH_CONST(life_coplevel) isEqualTo 5) then {
  3383.     player addHeadgear "H_Beret_blk_POLICE";
  3384.     } else {
  3385.         if(FETCH_CONST(life_coplevel) isEqualTo 6) then {
  3386.         } else {
  3387.         player addHeadgear "H_Beret_02";
  3388.             if(FETCH_CONST(life_coplevel) isEqualTo 7) then {
  3389.             player addHeadgear "H_Beret_02";
  3390.             } else {
  3391.                 if(FETCH_CONST(life_coplevel) isEqualTo 8) then {
  3392.                 player addHeadgear "H_Beret_Colonel";
  3393.                 } else {
  3394.                     if(395180 in getDLCs 1) then {player addHeadgear "H_MilCap_gen_F";}else{player addHeadgear "H_Cap_police";};
  3395.                 }; 
  3396.             };
  3397.         };
  3398.     };
  3399.    
  3400.     if(FETCH_CONST(life_coplevel) > 0) then {
  3401.     if(395180 in getDLCs 1) then {player addVest "V_TacVest_gen_F";}else{player addVest "V_TacVest_blk_POLICE"};
  3402.     if(395180 in getDLCs 1) then {player addBackpack "B_ViperLightHarness_blk_F";}else{player addBackpack "B_TacticalPack_blk"};
  3403.     } else {
  3404.     player addVest "V_Rangemaster_belt";
  3405.     if(395180 in getDLCs 1) then {player addBackpack "B_ViperLightHarness_blk_F";}else{player addBackpack "B_TacticalPack_blk"};
  3406.     };
  3407.    
  3408.     player addWeapon "Rangefinder";
  3409.    
  3410.     _playerbackpack = unitBackpack player;
  3411.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3412.    
  3413.     //To have 1mag loaded
  3414.     player addMagazine "30Rnd_9x21_Mag";
  3415.     player addWeapon "hgun_P07_snds_F";
  3416.     if(395180 in getDLCs 1) then {
  3417.     player addMagazine "30Rnd_9x21_Mag_SMG_02";
  3418.     player addWeapon "SMG_05_F";
  3419.     player addPrimaryWeaponItem "muzzle_snds_L";
  3420.     player addPrimaryWeaponItem "optic_Aco_smg";
  3421.     player addMagazines ["30Rnd_9x21_Mag_SMG_02",4];
  3422.     } else {
  3423.     player addMagazine "30Rnd_9x21_Mag";
  3424.     player addWeapon "hgun_PDW2000_F";
  3425.     player addPrimaryWeaponItem "muzzle_snds_L";
  3426.     player addPrimaryWeaponItem "optic_Aco_smg";
  3427.     player addMagazines ["30Rnd_9x21_Mag",4];
  3428.     };
  3429.    
  3430.     //Assign Y-Items
  3431.     //{[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  3432.    
  3433.     //ITEMS
  3434.     {
  3435.     if (_x != "") then {
  3436.         player addItem _x;
  3437.     };
  3438.     } foreach (_deluxitems);
  3439.    
  3440.     //Assign items
  3441.     {
  3442.     if (_x != "") then {
  3443.         player assignItem _x;
  3444.     };
  3445.     } foreach (_deluxitems);
  3446.     };
  3447.     case "med_basic": {
  3448.     /////////////////////
  3449.     //Medical basic loadout
  3450.     /////////////////////
  3451.    
  3452.     //GEAR 
  3453.     player addHeadgear "H_Cap_grn";
  3454.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  3455.     player addVest "V_TacVestIR_blk";
  3456.     player addBackpack "B_Carryall_oli";
  3457.     player addGoggles "G_Shades_Green";
  3458.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3459.     player addItem _nv;
  3460.     player assignItem _nv;
  3461.    
  3462.     _playerbackpack = unitBackpack player;
  3463.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3464.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  3465.     _playerbackpack addItemCargoGlobal ["Medikit", 1];
  3466.    
  3467.     //ITEMS
  3468.     {
  3469.     if (_x != "") then {
  3470.         player addItem _x;
  3471.     };
  3472.     } foreach (_deluxitems);
  3473.    
  3474.     //Assign items
  3475.     {
  3476.     if (_x != "") then {
  3477.         player assignItem _x;
  3478.     };
  3479.     } foreach (_deluxitems);
  3480.     };
  3481.    
  3482.  
  3483. };
  3484. } else {
  3485. hint parseText format["<t color='#ff0000'><t align='center'><t size='1'>CANCELLED<br/><br/></t>"];
  3486. titleText [format["Cancelled"],"PLAIN"];
  3487. };
  3488. } else {
  3489. switch (_value) do {
  3490.     case "cop_basic_spawn": {
  3491.     /////////////////////
  3492.     //Cop basic loadout
  3493.     /////////////////////
  3494.    
  3495.     _yItems = [];
  3496.    
  3497.    
  3498.     if(395180 in getDLCs 1) then {player addUniform "U_B_GEN_Soldier_F";}else{player addUniform "U_Rangemaster";};
  3499.     player linkItem "NVGoggles_OPFOR";
  3500.    
  3501.     if(FETCH_CONST(life_coplevel) isEqualTo 5) then {
  3502.     player addHeadgear "H_Beret_blk_POLICE";
  3503.     } else {
  3504.         if(FETCH_CONST(life_coplevel) isEqualTo 6) then {
  3505.         } else {
  3506.         player addHeadgear "H_Beret_02";
  3507.             if(FETCH_CONST(life_coplevel) isEqualTo 7) then {
  3508.             player addHeadgear "H_Beret_02";
  3509.             } else {
  3510.                 if(FETCH_CONST(life_coplevel) isEqualTo 8) then {
  3511.                 player addHeadgear "H_Beret_Colonel";
  3512.                 } else {
  3513.                     if(395180 in getDLCs 1) then {player addHeadgear "H_MilCap_gen_F";}else{player addHeadgear "H_Cap_police";};
  3514.                 }; 
  3515.             };
  3516.         };
  3517.     };
  3518.    
  3519.     if(FETCH_CONST(life_coplevel) > 0) then {
  3520.     if(395180 in getDLCs 1) then {player addVest "V_TacVest_gen_F";}else{player addVest "V_TacVest_blk_POLICE"};
  3521.     if(395180 in getDLCs 1) then {player addBackpack "B_ViperLightHarness_blk_F";}else{player addBackpack "B_TacticalPack_blk"};
  3522.     } else {
  3523.     player addVest "V_Rangemaster_belt";
  3524.     if(395180 in getDLCs 1) then {player addBackpack "B_ViperLightHarness_blk_F";}else{player addBackpack "B_TacticalPack_blk"};
  3525.     };
  3526.    
  3527.     player addWeapon "Rangefinder";
  3528.    
  3529.     _playerbackpack = unitBackpack player;
  3530.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3531.    
  3532.     //To have 1mag loaded
  3533.     player addMagazine "30Rnd_9x21_Mag";
  3534.     player addWeapon "hgun_P07_snds_F";
  3535.     if(395180 in getDLCs 1) then {
  3536.     player addMagazine "30Rnd_9x21_Mag_SMG_02";
  3537.     player addWeapon "SMG_05_F";
  3538.     player addPrimaryWeaponItem "muzzle_snds_L";
  3539.     player addPrimaryWeaponItem "optic_Aco_smg";
  3540.     player addMagazines ["30Rnd_9x21_Mag_SMG_02",4];
  3541.     } else {
  3542.     player addMagazine "30Rnd_9x21_Mag";
  3543.     player addWeapon "hgun_PDW2000_F";
  3544.     player addPrimaryWeaponItem "muzzle_snds_L";
  3545.     player addPrimaryWeaponItem "optic_Aco_smg";
  3546.     player addMagazines ["30Rnd_9x21_Mag",4];
  3547.     };
  3548.    
  3549.     //Assign Y-Items
  3550.     //{[true,_x,1] call life_fnc_handleInv;} foreach (_yItems);
  3551.    
  3552.     //ITEMS
  3553.     {
  3554.     if (_x != "") then {
  3555.         player addItem _x;
  3556.     };
  3557.     } foreach (_deluxitems);
  3558.    
  3559.     //Assign items
  3560.     {
  3561.     if (_x != "") then {
  3562.         player assignItem _x;
  3563.     };
  3564.     } foreach (_deluxitems);
  3565.     };
  3566.     case "med_basic_spawn": {
  3567.     /////////////////////
  3568.     //Medical basic loadout
  3569.     /////////////////////
  3570.    
  3571.     //GEAR 
  3572.     player addHeadgear "H_Cap_grn";
  3573.     player forceAddUniform "U_B_CombatUniform_mcam_worn";
  3574.     player addVest "V_TacVestIR_blk";
  3575.     player addBackpack "B_Carryall_oli";
  3576.     player addGoggles "G_Shades_Green";
  3577.     _nv = (_nvgoggles select (floor(random (count _nvgoggles))));
  3578.     player addItem _nv;
  3579.     player assignItem _nv;
  3580.    
  3581.     _playerbackpack = unitBackpack player;
  3582.     _playerbackpack addItemCargoGlobal ["Toolkit", 1];
  3583.     _playerbackpack addItemCargoGlobal ["FirstAidKit", 2];
  3584.     _playerbackpack addItemCargoGlobal ["Medikit", 1];
  3585.    
  3586.     //ITEMS
  3587.     {
  3588.     if (_x != "") then {
  3589.         player addItem _x;
  3590.     };
  3591.     } foreach (_deluxitems);
  3592.    
  3593.     //Assign items
  3594.     {
  3595.     if (_x != "") then {
  3596.         player assignItem _x;
  3597.     };
  3598.     } foreach (_deluxitems);
  3599.     };
  3600. };
  3601. };
  3602. reload player;
  3603. [] call life_fnc_playerSkins;
RAW Paste Data
Top