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- // Author: Morbo
- // Description: Eastern-European Militia
- #include "undef.hpp" // Reset defines
- // ==================== PASTE BELOW
- // Camo set
- #define CAMO_UNIFORM "CamoU_flora","CamoU_flora","CamoU_flora"
- #define CAMO_VEST "TacVest_TigerVrs","TacVest_mdu02","SE_Eastern_Tactical_Vest_Brown"
- #define CAMO_BACKPACK "SE_Scavenger_Backpack","SE_Scavenger_Backpack","SE_Satchel_Bag"
- #define CAMO_HEADGEAR "rhsgref_helmet_M1_bare_alt01","rhs_beanie_green","rhs_beanie_green","BoonieH_flora","BoonieH_mdu02","H_Cap_blk","rhs_tsh4","gm_dk_headgear_m52_net_oli","ssh68_khaki","gm_dk_headgear_m52_oli"
- // Rifle
- #define RIFLE "rhs_weap_akms"
- #define RIFLE_MAG "30Rnd_762x39_Mag_F:10"
- #define RIFLE_ATTACHMENTS "rhs_acc_dtkakm"
- #define RIFLE_TL "rhs_weap_aks74"
- #define RIFLE_TL_MAG "rhs_45Rnd_545X39_7N10_AK:3","rhs_30Rnd_545x39_7N10_plum_AK:6"
- #define RIFLE_TL_ATT "rhs_acc_dtk3","rhs_acc_2dpZenit"
- #define RIFLE_SL "hlc_rifle_L1A1SLR"
- #define RIFLE_SL_MAG "hlc_20Rnd_762x51_B_fal:10"
- // GL Rifle
- #define GLRIFLE "rhs_weap_akms_gp25"
- #define GLRIFLE_MAG "30Rnd_762x39_Mag_F:10"
- #define GLRIFLE_MAG_SMOKE "1Rnd_Smoke_Grenade_shell:8"
- #define GLRIFLE_MAG_RED "1Rnd_SmokeRed_Grenade_shell:5"
- #define GLRIFLE_MAG_HE "rhs_VOG25P:8"
- #define GLRIFLE_MAG_FLARE "UGL_FlareYellow_F:10"
- // Carbine
- #define CARBINE "rhs_weap_aks74","rhs_weap_aks74_2"
- #define CARBINE_MAG "rhs_30Rnd_545x39_7N10_plum_AK:10"
- #define CARBINE_ATT "rhs_acc_dtk1983"
- // AR
- #define AR "gm_lmgrpk_brn"
- #define AR_MAG "gm_75Rnd_762x39mm_B_M43_ak47_blk:7"
- // AT
- #define AT "rhs_weap_rpg75"
- #define AT_MAG "rhs_rpg75_mag:1"
- #define AT2 "rhs_weap_rpg7"
- #define AT2_MAG "rhs_rpg7_PG7V_mag:2","rhs_rpg7_OG7V_mag:2"
- // MMG
- #define MMG "hlc_lmg_m60"
- #define MMG_MAG "hlc_100Rnd_762x51_M_M60E4:5"
- #define MMG2 "rhs_weap_pkm"
- #define MMG2_MAG "rhs_100Rnd_762x54mmR_7BZ3:5"
- // MAT
- #define MAT "rhs_weap_rpg7"
- #define MAT_MAG "rhs_rpg7_PG7VR_mag","rhs_rpg7_PG7VL_mag:3"
- #define MAT_MAG2 "rhs_rpg7_PG7VL_mag:2","rhs_rpg7_PG7VR_mag:3"
- #define MAT_OPTIC "rhs_acc_pgo7v3"
- // ==================== PASTE ABOVE
- // MANPADS
- #define SAM "rhs_weap_igla"
- #define SAM_MAG "rhs_mag_9k38_rocket:2"
- #define SAM_MAG2 "rhs_mag_9k38_rocket:3"
- // Sniper Rifle & Attachments
- #define SNIPER "bnae_mk1_t_virtual"
- #define SNIPER_MAG "10Rnd_303_Magazine:20"
- #define SNIPER_ATT "bnae_scope_v3_virtual"
- // Spotter Rifle & Attachments
- #define SPOTTER "rhs_weap_aks74n_2"
- #define SPOTTER_MAG "rhs_30Rnd_545x39_7N10_2mag_AK","rhs_30Rnd_545x39_7N10_AK:7","rhs_30Rnd_545x39_AK_plum_green:4"
- #define SPOTTER_ATT "rhs_acc_uuk","rhs_acc_pso1m21"
- // SMG (Crew)
- #define SMG "rhs_weap_aks74u"
- #define SMG_ATT "rhs_acc_pgs64_74u"
- #define SMG_MAG "rhs_30Rnd_545x39_7N10_plum_AK:8"
- // PDW (Pilot)
- #define PDW "rhs_weap_savz61"
- #define PDW_MAG "rhsgref_20rnd_765x17_vz61:6"
- // Pistol (Leadership, Jet Pilot)
- #define PISTOL "rhs_weap_tt33"
- #define PISTOL_MAG "rhs_mag_762x25_8:4"
- #define MP "rhs_weap_savz61_folded"
- #define MP_MAG "rhsgref_20rnd_765x17_vz61:3"
- // Flare Pistol (Pilot)
- #define FLAREPISTOL "gm_p2a1_blk"
- #define FLAREPISTOL_MAG "gm_1Rnd_265mm_flare_single_red_gc:3","gm_1Rnd_265mm_flare_single_grn_gc:3"
- // Grenades
- #define BASE_GRENADES E_BASE_SMOKES,"rhs_mag_f1:2"
- #define LEADER_GRENADES E_LEADER_SMOKES,"rhs_mag_f1:2","rhsgref_mag_rkg3em:3","rhs_mag_nspn_yellow:4"
- #define AT_GRENADES "rhsgref_mag_rkg3em:3"
- // Basic equipment
- #define BASE_TOOLS COMMON_TOOLS
- #define LEADER_TOOLS COMMON_LEADER_TOOLS
- // Check common.hpp for other NVG options, remove NODS for no NVGs, or use NODS_AI for AI in night-missions.
- #define BASE_LINKED COMMON_LINKED
- // Check Common.hpp for face options
- #define FACE F_RUS
- // Optics the players can choose from during safestart. Check common.hpp
- #define OPTICS ALT_OPTICS_RAIL
- // Class Gear
- #define CREW_HEADGEAR "rhs_tsh4"
- #define PILOT_HEADGEAR "rhs_hgu56p"
- #define JET_HEADGEAR "rhs_zsh7a_alt"
- #define JET_UNIFORM "U_I_PilotCoveralls"
- #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
- #define BACKPACK_LARGE "B_Carryall_oli"
- #define BACKPACK_MEDIC "gm_ge_backpack_satchel_80_san"
- #define GLTD "Laserdesignator_01_khk_F"
- #define H_SL "H_Beret_blk"
- #define H_TL "rhsgref_helmet_M1_bare_alt01","gm_dk_headgear_m52_net_oli","ssh68_khaki"
- #define GOG "","","","","G_Balaclava_blk","G_Squares_Tinted","G_Lowprofile","SE_GP7","SE_GP7","DSF_shemag_black","G_Balaclava_lowprofile"
- #define G_SL "G_Spectacles_Tinted","G_Bandanna_aviator","G_Aviator"
- #define U_TL "CamoU_flora"
- #define U_SL "CamoU_flora_sweater"
- #define V_SL "SE_Eastern_Tactical_Vest_Black"
- #define V_TL "SE_Assault_Vest_Black"
- #define B_AT "rhs_rpg_empty","gm_gc_army_backpack_80_at_str"
- #define B_SL "gm_dk_army_backpack_73_oli"
- #define B_AR "usm_backpack_bandolier_boxes"
- #define B_MMG "usm_backpack_bandolier_belts"
- #define B_TL "SE_Scavenger_Backpack"
- // Scroll down to Soldier_F
- // Base Vehicle Loadouts
- class Car {
- TransportMagazines[] = {RIFLE_MAG,CARBINE_MAG,AR_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE};
- TransportItems[] = {TOOLKIT};
- };
- class Tank {
- TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
- TransportItems[] = {"ACE_Clacker",TOOLKIT};
- };
- class Helicopter {
- TransportMagazines[] = {SMG_MAG,CARBINE_MAG};
- TransportItems[] = {TOOLKIT};
- };
- class Plane {};
- class Ship_F {};
- // Specialized Resupply Vehicle Loadouts
- // Ammo Truck
- class rhsgref_ins_g_gaz66 {
- TransportWeapons[] = {AT,AT,AT};
- TransportMagazines[] = {RIFLE_MAG,RIFLE_MAG,RIFLE_MAG,RIFLE_MAG,CARBINE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,AR_MAG,AR_MAG,MMG_MAG,MMG_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,MAT_MAG,BASE_GRENADES,BASE_GRENADES,BASE_GRENADES,BASE_GRENADES};
- TransportItems[] = {TOOLKIT};
- };
- // Any of these arrays can be added to any of the classes below.
- // Using += will add to the array from the inherited class.
- // uniform[] = {}; Uniform/clothes
- // vest[] = {}; Vest/Plate Carrier/Harness/Chest rig
- // headgear[] = {}; Helmets, Hats
- // backpack[] = {}; Backpack
- // goggles[] = {}; Facewear
- // weapons[] = {}; Primary weapons (Rifles, MGs, DMRs etc)
- // handguns[] = {}; Pistols, machine-pistols etc
- // launchers[] = {}; AT/AA launchers
- // magazines[] = {}; Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
- // items[] = {}; Misc items, eg. Explosive detonators, wire cutters etc
- // backpackItems[] = {}; Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
- // linkedItems[] = {}; Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
- // attachments[] = {}; Primary weapon attachments.
- // secondaryAttachments[] = {}; Launcher attachments
- // handgunAttachments[] = {}; Sidearm attachments
- // opticChoices[] = {}; List of optics that can be chosen by this class during safestart. Default is OPTICS, which points to ALT_OPTICS_RAIL in common.hpp
- // ====================
- // ====================
- // Base Classes
- // ====================
- class Soldier_F {// Rifleman
- uniform[] = {CAMO_UNIFORM};
- vest[] = {CAMO_VEST};
- headgear[] = {CAMO_HEADGEAR};
- backpack[] = {CAMO_BACKPACK};
- backpackItems[] = {BASE_MEDICAL};
- weapons[] = {RIFLE};
- magazines[] = {RIFLE_MAG,BASE_GRENADES};
- items[] = {RADIO_SR,BASE_TOOLS};
- linkedItems[] = {BASE_LINKED};
- attachments[] = {RIFLE_ATTACHMENTS};
- goggles[] = {GOG};
- face[] = {FACE};
- };
- class Fic_Soldier_Carbine: Soldier_F {// Carbine
- weapons[] = {CARBINE};
- magazines[] = {CARBINE_MAG,BASE_GRENADES};
- attachments[] = {CARBINE_ATT};
- };
- class Fic_eng: Fic_Soldier_Carbine {// Engineer
- items[] += {BASE_ENG,BASE_EXP};
- backpack[] = {BACKPACK_LARGE};
- backpackItems[] += {RADIO_MR,TOOLKIT};
- };
- class Fic_Spotter: Soldier_F {// Spotter/ammo-bearer
- linkedItems[] += {BINOS};
- };
- // ====================
- // GI
- // ====================
- class Soldier_AR_F: Soldier_F {// AR
- weapons[] = {AR};
- magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
- handguns[] = {PISTOL};
- };
- class Soldier_AAR_F: Soldier_F {// AAR
- backpack[] = {B_AR};
- backpackItems[] += {AR_MAG};
- linkedItems[] += {BINOS};
- };
- class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
- magazines[] += {AT_MAG,AT_GRENADES};
- launchers[] = {AT};
- };
- class Diver_F: Fic_Soldier_Carbine {// RAT2
- weapons[] = {SMG};
- attachments[] = {SMG_ATT};
- launchers[] = {AT2};
- magazines[] = {CARBINE_MAG,AT2_MAG};
- backpack[] = {B_AT};
- };
- class Soldier_GL_F: Soldier_F {// Grenadier
- weapons[] = {GLRIFLE};
- magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,BASE_GRENADES};
- };
- // ====================
- // Leadership
- // ====================
- class medic_F: Fic_Soldier_Carbine {// Medic
- weapons[] = {PDW};
- backpack[] = {BACKPACK_MEDIC};
- magazines[] = {PDW_MAG,PDW_MAG,E_MEDIC_GRENADES};
- backpackItems[] = {MEDIC_MEDICAL};
- items[] += {RADIO_MR};
- };
- class Soldier_TL_F: Soldier_F {// FTL
- headgear[] = {H_TL};
- vest[] = {V_TL};
- backpack[] = {B_TL};
- weapons[] = {RIFLE_TL};
- attachments[] = {RIFLE_TL_ATT};
- magazines[] = {RIFLE_TL_MAG,MP_MAG,LEADER_GRENADES};
- handguns[] = {MP};
- items[] += {LEADER_TOOLS,RADIO_MR};
- linkedItems[] += {BINOS};
- };
- class Soldier_SL_F: Soldier_TL_F {// SL
- headgear[] = {H_SL};
- vest[] = {V_SL};
- uniform[] = {U_SL};
- backpack[] = {B_SL};
- goggles[] = {G_SL};
- weapons[] = {RIFLE_SL};
- handguns[] = {MP};
- magazines[] = {RIFLE_SL_MAG,MP_MAG,LEADER_GRENADES};
- items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR};
- };
- class officer_F: Soldier_SL_F {// PL
- };
- class soldier_UAV_F: Soldier_F {
- linkedItems[] += {RANGE_FINDER};
- items[] += {RADIO_MR,RADIO_MR};
- };
- // ====================
- // Weapons Teams
- // ====================
- class support_MG_F: Soldier_AR_F {// MMG
- weapons[] = {MMG};
- magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
- backpack[] = {B_MMG};
- };
- class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
- backpack[] = {B_AR};
- backpackItems[] += {MMG_MAG};
- };
- class Support_GMG_F: support_MG_F {// MMG2
- weapons[] = {MMG2};
- handguns[] = {PISTOL};
- magazines[] = {MMG2_MAG,PISTOL_MAG,BASE_GRENADES};
- };
- class Soldier_M_F: Soldier_A_F {// MMG2 Asst
- backpackItems[] += {MMG2_MAG};
- };
- class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
- weapons[] = {PDW};
- magazines[] = {PDW_MAG,PDW_MAG,BASE_GRENADES};
- backpack[] = {B_AT};
- backpackItems[] += {MAT_MAG};
- launchers[] = {MAT};
- secondaryAttachments[] = {MAT_OPTIC};
- };
- class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
- weapons[] = {SMG};
- magazines[] = {SMG_MAG,BASE_GRENADES,AT_GRENADES};
- attachments[] = {SMG_ATT};
- backpack[] = {B_AT};
- backpackItems[] += {MAT_MAG2};
- };
- class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
- backpack[] = {B_AT};
- backpackItems[] += {SAM_MAG};
- launchers[] = {SAM};
- };
- class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
- backpack[] = {B_AT};
- backpackItems[] += {SAM_MAG2};
- };
- class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
- MORTAR_GEAR("I_Mortar_01_weapon_F")
- };
- class support_AMort_F: Fic_Spotter {// Assistant Mortar
- MORTAR_GEAR("I_Mortar_01_support_F")
- };
- class spotter_F: Fic_Spotter {// Spotter
- weapons[] = {SPOTTER};
- magazines[] = {SPOTTER_MAG,BASE_GRENADES};
- attachments[] = {SPOTTER_ATT};
- items[] += {RADIO_MR,"ACE_RangeCard","ACE_SpottingScope"};
- linkedItems[] = {BASE_LINKED,BINOS};
- };
- class sniper_F: spotter_F {// Sniper
- weapons[] = {SNIPER};
- magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
- handguns[] = {PISTOL};
- items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
- linkedItems[] = {BASE_LINKED};
- attachments[] = {SNIPER_ATT};
- };
- // ====================
- // Engineers
- // ====================
- class engineer_F: Fic_eng {// Engineer TL
- backpackItems[] += {RADIO_MR};
- handguns[] = {PISTOL};
- magazines[] += {PISTOL_MAG};
- items[] += {LEADER_TOOLS};
- };
- class soldier_repair_F: Fic_Eng {// Engineer Asst
- handguns[] = {MINE_SWEEPER};
- };
- class soldier_exp_F: Fic_eng {// Demo Specialist
- backpackItems[] += {BASE_EXP,MINE_AP,MINE_AT};
- };
- // ====================
- // Vehicle Crews
- // ====================
- class crew_F: Fic_Soldier_Carbine {// Crew
- headgear[] = {CREW_HEADGEAR};
- weapons[] = {PDW};
- magazines[] = {PDW_MAG,E_CREW_GRENADES};
- backpackItems[] += {RADIO_LR};
- linkedItems[] += {BINOS};
- };
- class Helipilot_F: Soldier_F {// Pilot
- vest[] = {CAMO_VEST};
- uniform[] = {CAMO_UNIFORM};
- headgear[] = {PILOT_HEADGEAR};
- weapons[] = {PDW};
- handguns[] = {FLAREPISTOL};
- magazines[] = {PDW_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
- backpackItems[] = {RADIO_LR};
- items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
- };
- class Pilot_F: Soldier_F {// Jet Pilot
- weapons[] = {};
- vest[] = {JET_VEST};
- uniform[] = {JET_UNIFORM};
- headgear[] = {JET_HEADGEAR};
- handguns[] = {PISTOL};
- magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
- items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
- backpack[] = {BACKPACK_LARGE};
- backpackItems[] = {RADIO_LR};
- };
- class helicrew_F: Helipilot_F {}; // Pilot
- // ============
- // Sub-faction
- // ============
- // This is for making a sub-faction within your gearscript. For example, Special Forces, or a conventional group amongst insurgents.
- // The following defines and classes by default inherit everything from the normal gearscript. You must change each of these
- // defines manually for them to have any effect. Make sure you check through the classes for anything that you might want to uncomment.
- // Note that anything you don't change will be pulled from the basic Rifleman (Soldier_F).
- // If nothing is changed, these classes will be the same as the rest of the faction, with the exceptions of FTLs having sidearms
- // and rangefinders, and ARs being given bipods by default.
- // Gear Definitions
- // Uniform
- #define SF_U CAMO_UNIFORM
- #define SF_V CAMO_VEST
- #define SF_B CAMO_BACKPACK
- #define SF_H CAMO_HEADGEAR
- // #define SF_G GOG
- // Goggles go here. Ensure you uncomment it under SF Rifleman too.
- // Rifle
- #define SF_RIFLE RIFLE
- #define SF_RIFLE_MAG RIFLE_MAG
- #define SF_RIFLE_ATT RIFLE_ATTACHMENTS
- // GL-Rifle
- #define SF_GL GLRIFLE
- #define SF_GL_MAG GLRIFLE_MAG
- #define SF_GL_SMOKE GLRIFLE_MAG_SMOKE
- #define SF_GL_HE GLRIFLE_MAG_HE
- #define SF_GL_RED GLRIFLE_MAG_RED
- // AR
- #define SF_AR AR
- #define SF_AR_MAG AR_MAG
- #define SF_AR_ATT SF_RIFLE_ATT,"bipod_01_F_blk"
- // LAT
- #define SF_AT AT
- #define SF_AT_MAG AT_MAG
- // Pistol
- #define SF_PISTOL PISTOL
- #define SF_PISTOL_MAG PISTOL_MAG
- // #define SF_PISTOL_ATT "",""
- // Pistol suppressors and flashlights go here. Make sure to uncomment it under SF Rifleman below too.
- // Grenades
- #define SF_GRENADES BASE_GRENADES
- #define SF_LEADER_GRENADES LEADER_GRENADES
- // Alt Optics
- #define SF_AO ALT_OPTICS_RAIL
- // Linked Items
- #define SF_LINKED BASE_LINKED
- // Classes
- class soldier_lite_F: Soldier_F {// SF Rifleman (Base)
- uniform[] = {SF_U};
- vest[] = {SF_V};
- backpack[] = {SF_B};
- headgear[] = {SF_H};
- weapons[] = {SF_RIFLE};
- attachments[] = {SF_RIFLE_ATT};
- magazines[] = {SF_RIFLE_MAG,SF_GRENADES};
- opticChoices[] = {SF_AO};
- linkedItems[] = {SF_LINKED};
- // goggles[] = {SF_G};
- // handguns[] = {SF_PISTOL};
- // Uncomment if you want all members of the sub-faction to have sidearms. Make sure you add SF_PISTOL_MAG into magazines[] for each class if so.
- // handgunAttachments[] = {SF_PISTOL_ATT};
- // Only uncomment if you have defined and uncommented SF_PISTOL_ATT
- };
- class Survivor_F: soldier_lite_F {// SF Grenadier
- weapons[] = {SF_GL};
- magazines[] = {SF_GL_MAG,SF_GL_SMOKE,SF_GL_HE,SF_GL_HE,SF_GRENADES};
- };
- class Diver_TL_F: Survivor_F {// SF FTL
- handguns[] = {SF_PISTOL};
- // handgunAttachments[] = {SF_PISTOL_ATT};
- magazines[] = {SF_PISTOL_MAG,SF_GL_MAG,SF_GL_SMOKE,SF_GL_HE,SF_GL_RED,SF_LEADER_GRENADES};
- items[] += {LEADER_TOOLS,RADIO_MR};
- linkedItems[] += {BINOS};
- };
- class Protagonist_VR_F: Diver_TL_F {// SF CO/SL
- items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR};
- };
- class Diver_EXP_F: soldier_lite_F {// SF Medic
- magazines[] = {SF_RIFLE_MAG,W_MEDIC_GRENADES};
- backpackItems[] = {MEDIC_MEDICAL};
- items[] += {RADIO_MR};
- };
- class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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