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Morbo513

RACS

Jul 11th, 2018
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  1. // Author: Morbo
  2. // Description: Royal Army Corps of Sahrani
  3. #include "undef.hpp" // Reset defines
  4.  
  5. // ==================== PASTE BELOW
  6. // Camo set
  7. #define CAMO_UNIFORM "LOP_U_RACS_Fatigue_01"
  8. #define CAMO_VEST "sfp_kroppsskydd12"
  9. #define CAMO_BACKPACK "B_Kitbag_cbr"
  10. #define CAMO_HEADGEAR "LOP_H_6B27M_ess_RACS"
  11. // Rifle
  12. #define RIFLE "RH_M16A2"
  13. #define RIFLE_MAG "30Rnd_556x45_Stanag:10"
  14. #define RIFLE_ATTACHMENTS ""
  15. // GL Rifle
  16. #define GLRIFLE "RH_M16A2gl"
  17. #define GLRIFLE_MAG "30Rnd_556x45_Stanag:10","30Rnd_556x45_Stanag_Tracer_Red:2"
  18. #define GLRIFLE_MAG_SMOKE "1Rnd_Smoke_Grenade_shell:8"
  19. #define GLRIFLE_MAG_RED "1Rnd_SmokeRed_Grenade_shell:5"
  20. #define GLRIFLE_MAG_HE "1Rnd_HE_Grenade_shell:8"
  21. #define GLRIFLE_MAG_FLARE "UGL_FlareYellow_F:10"
  22. // Carbine
  23. #define CARBINE "RH_M16A2"
  24. #define CARBINE_MAG "30Rnd_556x45_Stanag:10"
  25. // AR
  26. #define AR "rhs_weap_m249"
  27. #define AR_MAG "rhsusf_100Rnd_556x45_soft_pouch:5"
  28. // AT
  29. #define AT "rhs_weap_m72a7"
  30. #define AT_MAG "rhs_m72a7_mag:1"
  31. // MMG
  32. #define MMG "rhs_weap_m240G"
  33. #define MMG_MAG "rhsusf_100Rnd_762x51:5"
  34. // MAT
  35. #define MAT "rhs_weap_maaws"
  36. #define MAT_MAG "rhs_mag_maaws_HEAT:3"
  37. #define MAT_MAG2 "rhs_mag_maaws_HEAT:4"
  38. #define MAT_OPTIC "rhs_optic_maaws"
  39. // ==================== PASTE ABOVE
  40.  
  41. // MANPADS
  42. #define SAM "rhs_weap_fim92"
  43. #define SAM_MAG "rhs_fim92_mag:2"
  44. #define SAM_MAG2 "rhs_fim92_mag:3"
  45. // Sniper Rifle & Attachments
  46. #define SNIPER "rhs_weap_m24sws_blk"
  47. #define SNIPER_MAG "rhsusf_5Rnd_762x51_m118_special_Mag:15"
  48. #define SNIPER_ATT "rhs_acc_dh520x56","rhs_acc_harris_swivel"
  49. // Spotter Rifle & Attachments
  50. #define SPOTTER "hlc_rifle_M14dmr_Rail"
  51. #define SPOTTER_MAG "hlc_20Rnd_762x51_barrier_M14:10"
  52. #define SPOTTER_ATT "RH_ta01nsn"
  53. #define SPOTTER_ALT_OPTICS "RH_ta01nsn","RH_ta31rmr",ALT_OPTICS_RAIL
  54. // SMG (Crew)
  55. #define SMG "hlc_smg_mp5a3"
  56. #define SMG_MAG "hlc_30Rnd_9x19_B_MP5:6"
  57. // Shotgun (Breacher)
  58. #define SG "rhs_weap_M590_5RD"
  59. #define SG_MAG "rhsusf_5Rnd_00Buck:6"
  60. // Pistol (Leadership, Jet Pilot)
  61. #define PISTOL "rhsusf_weap_m9"
  62. #define PISTOL_MAG "rhsusf_mag_15Rnd_9x19_JHP:4"
  63. // Flare Pistol (Pilot)
  64. #define FLAREPISTOL "BWA3_P2A1"
  65. #define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
  66. // Grenades
  67. #define BASE_GRENADES W_BASE_SMOKES,"rhs_mag_m67:2"
  68. #define LEADER_GRENADES W_LEADER_SMOKES,"rhs_mag_m67:2",CHEMLIGHTS
  69. // Misc Equipment
  70. #define BASE_TOOLS COMMON_TOOLS
  71. #define LEADER_TOOLS COMMON_LEADER_TOOLS
  72. #define BASE_LINKED COMMON_LINKED
  73. // Class Gear
  74. #define CREW_HEADGEAR "rhsusf_cvc_green_helmet"
  75. #define PILOT_HEADGEAR "rhsusf_hgu56p_black"
  76. #define JET_HEADGEAR "H_PilotHelmetFighter_O"
  77. #define JET_UNIFORM "U_I_PilotCoveralls"                          
  78. #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
  79. #define BACKPACK_LARGE "B_Carryall_oli"
  80. // #define GOG ""
  81. // Scroll down to Soldier_F
  82.  
  83. class Car {
  84.   TransportWeapons[] = {AT};
  85.   TransportMagazines[] = {AT_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_SMOKE,MMG_MAG};
  86.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  87. };
  88. class Tank {
  89.   TransportWeapons[] = {AT};
  90.   TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
  91.   TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
  92. };
  93. class Helicopter {
  94.   TransportMagazines[] = {SMG_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE};
  95.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  96. };
  97. class Plane {};
  98. class Ship_F {};
  99. class supplyCrate_F {
  100.   TransportWeapons[] = {AT,AT};
  101.   TransportMagazines[] = {AT_MAG,AT_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE,MMG_MAG,MMG_MAG,MAT_MAG,MAT_MAG};
  102.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  103. };
  104.  
  105. // uniform[] = {};                 Uniform/clothes
  106. // vest[] = {};                    Vest/Plate Carrier/Harness/Chest rig
  107. // headgear[] = {};                Helmets, Hats
  108. // backpack[] = {};                Backpack
  109. // goggles[] = {};                 Facewear
  110. // weapons[] = {};                 Primary weapons (Rifles, MGs, DMRs etc)
  111. // handguns[] = {};                Pistols, machine-pistols etc
  112. // launchers[] = {};               AT/AA launchers
  113. // magazines[] = {};               Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  114. // items[] = {};                   Misc items, eg. Explosive detonators, wire cutters etc
  115. // backpackItems[] = {};           Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  116. // linkedItems[] = {};             Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  117. // attachments[] = {};             Primary weapon attachments.
  118. // secondaryAttachments[] = {};    Launcher attachments
  119. // handgunAttachments[] = {};      Sidearm attachments
  120. // opticChoices[] = {};            List of optics that can be chosen by this class during safestart. Automatically included by arsenal exporter, so scroll back up and add some for the love of god.
  121. // ====================
  122.  
  123. // ====================
  124. // Base Classes
  125. // ====================
  126. class Soldier_F {// rifleman
  127.   uniform[] = {CAMO_UNIFORM};
  128.   vest[] = {CAMO_VEST};
  129.   headgear[] = {CAMO_HEADGEAR};
  130.   backpack[] = {CAMO_BACKPACK};
  131.   backpackItems[] = {BASE_MEDICAL};
  132.   weapons[] = {RIFLE};
  133.   magazines[] = {RIFLE_MAG,BASE_GRENADES};
  134.   items[] = {RADIO_SR,BASE_TOOLS};
  135.   linkedItems[] = {BASE_LINKED};
  136.   attachments[] = {RIFLE_ATTACHMENTS};
  137.   opticChoices[] = {ALT_OPTICS_RAIL};
  138. //  goggles[] = {GOG};
  139.   face[] = {F_MED}; // Faction's nationality/ethnicity. Refer to common.hpp for alternatives. Set one before posting on the forum, but comment out (//) in specific mission for player side.
  140. };
  141. class Fic_Soldier_Carbine: Soldier_F {// carbine-man
  142.   weapons[] = {CARBINE};
  143.   magazines[] = {CARBINE_MAG,BASE_GRENADES};
  144. };
  145. class Fic_eng: Fic_Soldier_Carbine {
  146.   items[] += {BASE_ENG};
  147.   backpackItems[] = {RADIO_MR};
  148. };
  149. class Fic_Spotter: Soldier_F {
  150.   linkedItems[] += {RANGE_FINDER};
  151. };
  152. // ====================
  153. // GI
  154. // ====================
  155. class Soldier_AR_F: Soldier_F {// AR
  156.   weapons[] = {AR};
  157.   magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
  158.   handguns[] = {PISTOL};
  159. };
  160. class Soldier_AAR_F: Soldier_F {// AAR
  161.   backpackItems[] += {AR_MAG};
  162.   linkedItems[] += {BINOS};
  163. };
  164. class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
  165.   magazines[] += {AT_MAG};
  166.   launchers[] = {AT};
  167. };
  168. class Survivor_F: Soldier_F { // FT CLS
  169.   backpackItems[] = {CLS_MEDICAL};
  170. };
  171. class Soldier_GL_F: Soldier_F { // Grenadier
  172.   weapons[] = {GLRIFLE};
  173.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,BASE_GRENADES};
  174. };
  175. // ====================
  176. // Specialists (Requires editing unit)
  177. // ====================
  178. class Soldier_M_F: Soldier_F { // Marksman
  179.   weapons[] = {SPOTTER};
  180.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  181.   attachments[] = {SPOTTER_ATT};
  182.   opticChoices[] += {SPOTTER_ALT_OPTICS};
  183. };
  184. class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
  185.   backpackItems[] += {SG};
  186.   magazines[] += {SG_MAG,STUN_GRENADES};
  187. };
  188. // ====================
  189. // Leadership
  190. // ====================
  191. class medic_F: Fic_Soldier_Carbine {// Medic
  192.   magazines[] = {CARBINE_MAG,W_MEDIC_GRENADES};
  193.   backpackItems[] = {MEDIC_MEDICAL};
  194.   items[] += {RADIO_MR};
  195. };
  196. class Soldier_TL_F: Soldier_F {// FTL
  197.   weapons[] = {GLRIFLE};
  198.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_RED,LEADER_GRENADES};
  199.   items[] += {LEADER_TOOLS,RADIO_MR};
  200.   linkedItems[] += {BINOS};
  201. };
  202. class Soldier_SL_F: Soldier_TL_F {// SL
  203.   handguns[] = {PISTOL};
  204.   magazines[] += {PISTOL_MAG};
  205.   items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
  206. };
  207. class officer_F: Soldier_SL_F {// CO and DC
  208. };
  209. class soldier_UAV_F: Soldier_F {
  210.   backpack[] = {"B_UAV_01_backpack_F"};
  211.   linkedItems[] += {"B_uavterminal"};
  212.   items[] += {RADIO_MR};
  213. };
  214. // ====================
  215. // Weapons Teams
  216. // ====================
  217. class support_MG_F: Soldier_AR_F {// MMG
  218.   weapons[] = {MMG};
  219.   handguns[] = {PISTOL};
  220.   magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
  221. };
  222. class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
  223.   backpack[] = {BACKPACK_LARGE};
  224.   backpackItems[] += {MMG_MAG};
  225. };
  226. class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
  227.   backpack[] = {BACKPACK_LARGE};
  228.   backpackItems[] += {MAT_MAG};
  229.   launchers[] = {MAT};
  230.   secondaryAttachments[] = {MAT_OPTIC};
  231. };
  232. class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
  233.   backpack[] = {BACKPACK_LARGE};
  234.   backpackItems[] += {MAT_MAG2};
  235. };
  236. class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
  237.   backpack[] = {BACKPACK_LARGE};
  238.   backpackItems[] += {SAM_MAG};
  239.   launchers[] = {SAM};
  240. };
  241. class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
  242.   backpack[] = {BACKPACK_LARGE};
  243.   backpackItems[] += {SAM_MAG2};
  244. };
  245. class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
  246.   MORTAR_GEAR("B_Mortar_01_weapon_F")
  247. };
  248. class support_AMort_F: Fic_Spotter {// Assistant Mortar
  249.   MORTAR_GEAR("B_Mortar_01_support_F")
  250. };
  251. class spotter_F: Fic_Spotter {// Spotter
  252.   weapons[] = {SPOTTER};
  253.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  254.   attachments[] = {SPOTTER_ATT};
  255.   items[] += {RADIO_MR,"ACE_ATragMX","ACE_Kestrel4500","ACE_RangeCard","ACE_SpottingScope"};
  256. };
  257. class sniper_F: spotter_F {// Sniper
  258.   weapons[] = {SNIPER};
  259.   magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
  260.   handguns[] = {PISTOL};
  261.   items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
  262.   linkedItems[] = {BASE_LINKED};
  263.   attachments[] = {SNIPER_ATT};
  264. };
  265. // ====================
  266. // Engineers
  267. // ====================
  268. class engineer_F: Fic_eng {// Engineer TL
  269.   backpackItems[] += {RADIO_MR};
  270.   handguns[] = {PISTOL};
  271.   magazines[] += {PISTOL_MAG};
  272.   items[] += {LEADER_TOOLS};
  273. };
  274. class soldier_repair_F: Fic_Eng {// Engineer Asst
  275.   handguns[] = {MINE_SWEEPER};
  276. };
  277. class soldier_exp_F: Fic_eng {// Demo Specialist
  278.   backpackItems[] += {BASE_EXP,MINE_AP,MINE_AT};
  279. };
  280. // ====================
  281. // Vehicle Crews
  282. // ====================
  283. class crew_F: Fic_Soldier_Carbine {// Crew
  284.   headgear[] = {CREW_HEADGEAR};
  285.   weapons[] = {CARBINE};
  286.   magazines[] = {CARBINE_MAG,W_CREW_GRENADES};
  287.   backpackItems[] = {RADIO_LR};
  288.   linkedItems[] = {BASE_LINKED,BINOS,NODS};
  289.   items[] += {BASE_MEDICAL};
  290. };
  291. class Helipilot_F: Soldier_F {// Pilot
  292.   vest[] = {CAMO_VEST};
  293.   uniform[] = {CAMO_UNIFORM};
  294.   headgear[] = {PILOT_HEADGEAR};
  295.   weapons[] = {SMG};
  296.   handguns[] = {FLAREPISTOL};
  297.   magazines[] = {SMG_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
  298.   backpackItems[] = {RADIO_LR};
  299.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
  300.   linkedItems[] = {BASE_LINKED,NODS};
  301. };
  302. class Pilot_F: Soldier_F {// Jet Pilot
  303.   vest[] = {JET_VEST};
  304.   uniform[] = {JET_UNIFORM};
  305.   headgear[] = {JET_HEADGEAR};
  306.   handguns[] = {PISTOL};
  307.   magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
  308.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
  309.   backpack[] = {BACKPACK_LARGE};
  310.   backpackItems[] = {RADIO_LR};
  311. };
  312. class helicrew_F: Helipilot_F {}; // Pilot
  313. class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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