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  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;
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