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Jan 23rd, 2018
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  1. a = {
  2.  
  3. liste_Dealer_Uniforme = ["TRYK_shirts_DENIM_RED2_Sleeve","U_I_C_Soldier_Bandit_2_F","LOP_U_AFR_Civ_02","LOP_U_AFR_Civ_05","LOP_U_AFR_Civ_04","U_C_Man_casual_2_F"];
  4. liste_Dealer_Veste = ["TRYK_V_Bulletproof_BL","TRYK_V_Bulletproof_BLK","TRYK_V_Bulletproof"];
  5. liste_Dealer_Sac_A_Dos = [""];
  6. liste_Dealer_Casque = ["TRYK_R_CAP_BLK","H_Hat_camo","TRYK_UA_CAP2","H_StrawHat","TRYK_H_headsetcap_Glasses","TRYK_r_cap_blk_Glasses","H_Hat_checker"];
  7. liste_Dealer_Cagoule = ["G_Spectacles_Tinted","G_Squares_Tinted","G_Aviator"];
  8. liste_Dealer_JVN = [""];
  9. liste_Dealer_Jumelle = [""];
  10. liste_Dealer_Arme_Principale = [["SMA_Steyr_AUG_BLACK_F","","","","SMA_30Rnd_556x45_M855A1"],["hlc_smg_mp5a2","","","","hlc_30Rnd_9x19_B_MP5"],["rhs_weap_scorpion","","","","rhsgref_20rnd_765x17_vz61"]];
  11. liste_Dealer_Arme_Secondaire = [""];
  12. liste_Dealer_Arme_De_Poing = [["CSW_M500","","","","CSW_5Rnd_127x41_Magnum"],["CSW_Desert_Eagle","","","","CSW_7Rnd_127x33_AE"]];
  13. liste_Dealer_Equipement_Complet = [liste_Dealer_Uniforme,liste_Dealer_Veste,liste_Dealer_Sac_A_Dos,liste_Dealer_Casque,liste_Dealer_Cagoule,liste_Dealer_JVN,liste_Dealer_Jumelle,liste_Dealer_Arme_De_Poing,liste_Dealer_Arme_Principale,liste_Dealer_Arme_Secondaire];
  14.  
  15.  
  16. liste_Unite_Reequiper = [];
  17. liste_Classname_Reequipement_Dealer = ["Dealer",["B_Soldier_F"],liste_Dealer_Equipement_Complet];
  18. liste_Classname_Reequipement_Complet = [liste_Classname_Reequipement_Dealer];
  19.  
  20.  
  21. if !(missionnamespace getvariable ["Script_Reequipement_En_Fonction",false]) then
  22. {
  23. missionnamespace setvariable ["Script_Reequipement_En_Fonction",true,true];
  24. // missionnamespace setvariable ["Script_Reequipement_En_Fonction",false,true];
  25. systemchat "ad";
  26. };
  27.  
  28. waituntil
  29. {
  30. systemchat "boucle";
  31. {
  32. _unite = _x;
  33.  
  34. {
  35. liste_Classname_Et_Equipement = _x;
  36. liste_Classname_A_Reequiper = liste_Classname_Et_Equipement select 1;
  37. liste_Equipement_A_Reequiper = liste_Classname_Et_Equipement select 2;
  38.  
  39. if (typeof _unite in liste_Classname_A_Reequiper) then
  40. {
  41. {
  42. liste_Equipement = _x;
  43. index_Equipement = _foreachindex;
  44. systemchat format ["index_Equipement %1",index_Equipement];
  45.  
  46. if !(liste_Equipement isEqualTo [""]) then
  47. {
  48. systemchat format ["liste_Equipement %1",liste_Equipement];
  49. if (index_Equipement isEqualTo 0) then {_unite adduniform selectrandom liste_Equipement;};
  50. if (index_Equipement isEqualTo 1) then {_unite addvest selectrandom liste_Equipement;};
  51. if (index_Equipement isEqualTo 2) then {_unite addbackpack selectrandom liste_Equipement;};
  52. if (index_Equipement isEqualTo 3) then {_unite addheadgear selectrandom liste_Equipement;};
  53. if (index_Equipement isEqualTo 4) then {_unite addgoggles selectrandom liste_Equipement;};
  54. if (index_Equipement isEqualTo 5) then {_unite linkItem selectrandom liste_Equipement;};
  55. if (index_Equipement isEqualTo 6) then {_unite linkItem selectrandom liste_Equipement;};
  56. if (index_Equipement isEqualTo 7) then
  57. {
  58. liste_Arme_Aleatoire = liste_Equipement select 0;systemchat format ["liste_Arme_Aleatoire %1",liste_Arme_Aleatoire];
  59. arme_Aleatoire = liste_Arme_Aleatoire select 0;
  60. arme_Aleatoire_Muzzle = liste_Arme_Aleatoire select 1;
  61. arme_Aleatoire_Accessoire = liste_Arme_Aleatoire select 2;
  62. arme_Aleatoire_Optique = liste_Arme_Aleatoire select 3;
  63. arme_Aleatoire_Chargeur = liste_Arme_Aleatoire select 4;
  64. systemchat format ["arme_Aleatoire %1",arme_Aleatoire];
  65. // _unite removeweapon primaryweapon _unite;
  66. removeAllWeapons _unite;
  67. removeAllItems _unite;
  68.  
  69. for "_i" from 1 to 3 do
  70. {
  71. _unite addMagazine arme_Aleatoire_Chargeur;
  72. };
  73.  
  74. _unite addweapon arme_Aleatoire;
  75. _unite addPrimaryWeaponItem arme_Aleatoire_Muzzle;
  76. _unite addPrimaryWeaponItem arme_Aleatoire_Accessoire;
  77. _unite addPrimaryWeaponItem arme_Aleatoire_Optique;
  78. };
  79. if (index_Equipement isEqualTo 8) then
  80. {
  81. liste_Arme_Aleatoire = liste_Equipement select 0;systemchat format ["liste_Arme_Aleatoire %1",liste_Arme_Aleatoire];
  82. arme_Aleatoire = liste_Arme_Aleatoire select 0;
  83. arme_Aleatoire_Muzzle = liste_Arme_Aleatoire select 1;
  84. arme_Aleatoire_Accessoire = liste_Arme_Aleatoire select 2;
  85. arme_Aleatoire_Optique = liste_Arme_Aleatoire select 3;
  86. arme_Aleatoire_Chargeur = liste_Arme_Aleatoire select 4;
  87. systemchat format ["arme_Aleatoire %1",arme_Aleatoire];
  88. // _unite removeweapon primaryweapon _unite;
  89. removeAllWeapons _unite;
  90. removeAllItems _unite;
  91.  
  92. for "_i" from 1 to 10 do
  93. {
  94. _unite addMagazine arme_Aleatoire_Chargeur;
  95. };
  96.  
  97. _unite addweapon arme_Aleatoire;
  98. _unite addPrimaryWeaponItem arme_Aleatoire_Muzzle;
  99. _unite addPrimaryWeaponItem arme_Aleatoire_Accessoire;
  100. _unite addPrimaryWeaponItem arme_Aleatoire_Optique;
  101. };
  102. if (index_Equipement isEqualTo 9) then
  103. {
  104. liste_Arme_Aleatoire = liste_Equipement select 0;systemchat format ["liste_Arme_Aleatoire %1",liste_Arme_Aleatoire];
  105. arme_Aleatoire = liste_Arme_Aleatoire select 0;
  106. arme_Aleatoire_Muzzle = liste_Arme_Aleatoire select 1;
  107. arme_Aleatoire_Accessoire = liste_Arme_Aleatoire select 2;
  108. arme_Aleatoire_Optique = liste_Arme_Aleatoire select 3;
  109. arme_Aleatoire_Chargeur = liste_Arme_Aleatoire select 4;
  110. systemchat format ["arme_Aleatoire %1",arme_Aleatoire];
  111. // _unite removeweapon primaryweapon _unite;
  112. removeAllWeapons _unite;
  113. removeAllItems _unite;
  114.  
  115. for "_i" from 1 to 3 do
  116. {
  117. _unite addMagazine arme_Aleatoire_Chargeur;
  118. };
  119.  
  120. _unite addweapon arme_Aleatoire;
  121. _unite addPrimaryWeaponItem arme_Aleatoire_Muzzle;
  122. _unite addPrimaryWeaponItem arme_Aleatoire_Accessoire;
  123. _unite addPrimaryWeaponItem arme_Aleatoire_Optique;
  124. };
  125. };
  126. } foreach liste_Equipement_A_Reequiper;
  127.  
  128. liste_Unite_Reequiper pushback _unite;
  129. };
  130. } foreach liste_Classname_Reequipement_Complet;
  131. } foreach allunits - allplayers- liste_Unite_Reequiper;
  132.  
  133. if !(missionnamespace getvariable ["Script_Reequipement_En_Fonction",true]) exitwith {systemchat "sortie";true};
  134. if !(alive player) exitwith {true};
  135.  
  136. sleep 5;
  137.  
  138. false
  139. };
  140. };
  141.  
  142. [] spawn a;
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