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Morbo513

Militia

Jul 2nd, 2019
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  1. // Author: Morbo
  2. // Description: Eastern-European Militia
  3. #include "undef.hpp" // Reset defines
  4. // ==================== PASTE BELOW
  5. // Camo set
  6. #define CAMO_UNIFORM "CamoU_flora","CamoU_flora","CamoU_flora"
  7. #define CAMO_VEST "TacVest_TigerVrs","TacVest_mdu02","SE_Eastern_Tactical_Vest_Brown"
  8. #define CAMO_BACKPACK "SE_Scavenger_Backpack","SE_Scavenger_Backpack","SE_Satchel_Bag"
  9. #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"
  10. // Rifle
  11. #define RIFLE "rhs_weap_akms"
  12. #define RIFLE_MAG "30Rnd_762x39_Mag_F:10"
  13. #define RIFLE_ATTACHMENTS "rhs_acc_dtkakm"
  14. #define RIFLE_TL "rhs_weap_aks74"
  15. #define RIFLE_TL_MAG "rhs_45Rnd_545X39_7N10_AK:3","rhs_30Rnd_545x39_7N10_plum_AK:6"
  16. #define RIFLE_TL_ATT "rhs_acc_dtk3","rhs_acc_2dpZenit"
  17. #define RIFLE_SL "hlc_rifle_L1A1SLR"
  18. #define RIFLE_SL_MAG "hlc_20Rnd_762x51_B_fal:10"
  19. // GL Rifle
  20. #define GLRIFLE "rhs_weap_akms_gp25"
  21. #define GLRIFLE_MAG "30Rnd_762x39_Mag_F:10"
  22. #define GLRIFLE_MAG_SMOKE "1Rnd_Smoke_Grenade_shell:8"
  23. #define GLRIFLE_MAG_RED "1Rnd_SmokeRed_Grenade_shell:5"
  24. #define GLRIFLE_MAG_HE "rhs_VOG25P:8"
  25. #define GLRIFLE_MAG_FLARE "UGL_FlareYellow_F:10"
  26. // Carbine
  27. #define CARBINE "rhs_weap_aks74","rhs_weap_aks74_2"
  28. #define CARBINE_MAG "rhs_30Rnd_545x39_7N10_plum_AK:10"
  29. #define CARBINE_ATT "rhs_acc_dtk1983"
  30. // AR
  31. #define AR "gm_lmgrpk_brn"
  32. #define AR_MAG "gm_75Rnd_762x39mm_B_M43_ak47_blk:7"
  33. // AT
  34. #define AT "rhs_weap_rpg75"
  35. #define AT_MAG "rhs_rpg75_mag:1"
  36. #define AT2 "rhs_weap_rpg7"
  37. #define AT2_MAG "rhs_rpg7_PG7V_mag:2","rhs_rpg7_OG7V_mag:2"
  38. // MMG
  39. #define MMG "hlc_lmg_m60"
  40. #define MMG_MAG "hlc_100Rnd_762x51_M_M60E4:5"
  41. #define MMG2 "rhs_weap_pkm"
  42. #define MMG2_MAG "rhs_100Rnd_762x54mmR_7BZ3:5"
  43. // MAT
  44. #define MAT "rhs_weap_rpg7"
  45. #define MAT_MAG "rhs_rpg7_PG7VR_mag","rhs_rpg7_PG7VL_mag:3"
  46. #define MAT_MAG2 "rhs_rpg7_PG7VL_mag:2","rhs_rpg7_PG7VR_mag:3"
  47. #define MAT_OPTIC "rhs_acc_pgo7v3"
  48. // ==================== PASTE ABOVE
  49. // MANPADS
  50. #define SAM "rhs_weap_igla"
  51. #define SAM_MAG "rhs_mag_9k38_rocket:2"
  52. #define SAM_MAG2 "rhs_mag_9k38_rocket:3"
  53. // Sniper Rifle & Attachments
  54. #define SNIPER "bnae_mk1_t_virtual"
  55. #define SNIPER_MAG "10Rnd_303_Magazine:20"
  56. #define SNIPER_ATT "bnae_scope_v3_virtual"
  57. // Spotter Rifle & Attachments
  58. #define SPOTTER "rhs_weap_aks74n_2"
  59. #define SPOTTER_MAG "rhs_30Rnd_545x39_7N10_2mag_AK","rhs_30Rnd_545x39_7N10_AK:7","rhs_30Rnd_545x39_AK_plum_green:4"
  60. #define SPOTTER_ATT "rhs_acc_uuk","rhs_acc_pso1m21"
  61. // SMG (Crew)
  62. #define SMG "rhs_weap_aks74u"
  63. #define SMG_ATT "rhs_acc_pgs64_74u"
  64. #define SMG_MAG "rhs_30Rnd_545x39_7N10_plum_AK:8"
  65. // PDW (Pilot)
  66. #define PDW "rhs_weap_savz61"
  67. #define PDW_MAG "rhsgref_20rnd_765x17_vz61:6"
  68. // Pistol (Leadership, Jet Pilot)
  69. #define PISTOL "rhs_weap_tt33"
  70. #define PISTOL_MAG "rhs_mag_762x25_8:4"
  71. #define MP "rhs_weap_savz61_folded"
  72. #define MP_MAG "rhsgref_20rnd_765x17_vz61:3"
  73. // Flare Pistol (Pilot)
  74. #define FLAREPISTOL "gm_p2a1_blk"
  75. #define FLAREPISTOL_MAG "gm_1Rnd_265mm_flare_single_red_gc:3","gm_1Rnd_265mm_flare_single_grn_gc:3"
  76. // Grenades
  77. #define BASE_GRENADES E_BASE_SMOKES,"rhs_mag_f1:2"
  78. #define LEADER_GRENADES E_LEADER_SMOKES,"rhs_mag_f1:2","rhsgref_mag_rkg3em:3","rhs_mag_nspn_yellow:4"
  79. #define AT_GRENADES "rhsgref_mag_rkg3em:3"
  80. // Basic equipment
  81. #define BASE_TOOLS COMMON_TOOLS
  82. #define LEADER_TOOLS COMMON_LEADER_TOOLS
  83. // Check common.hpp for other NVG options, remove NODS for no NVGs, or use NODS_AI for AI in night-missions.
  84. #define BASE_LINKED COMMON_LINKED
  85. // Check Common.hpp for face options
  86. #define FACE F_RUS
  87. // Optics the players can choose from during safestart. Check common.hpp
  88. #define OPTICS ALT_OPTICS_RAIL
  89. // Class Gear
  90. #define CREW_HEADGEAR "rhs_tsh4"
  91. #define PILOT_HEADGEAR "rhs_hgu56p"
  92. #define JET_HEADGEAR "rhs_zsh7a_alt"
  93. #define JET_UNIFORM "U_I_PilotCoveralls"
  94. #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
  95. #define BACKPACK_LARGE "B_Carryall_oli"
  96. #define BACKPACK_MEDIC "gm_ge_backpack_satchel_80_san"
  97. #define GLTD "Laserdesignator_01_khk_F"
  98. #define H_SL "H_Beret_blk"
  99. #define H_TL "rhsgref_helmet_M1_bare_alt01","gm_dk_headgear_m52_net_oli","ssh68_khaki"
  100. #define GOG "","","","","G_Balaclava_blk","G_Squares_Tinted","G_Lowprofile","SE_GP7","SE_GP7","DSF_shemag_black","G_Balaclava_lowprofile"
  101. #define G_SL "G_Spectacles_Tinted","G_Bandanna_aviator","G_Aviator"
  102. #define U_TL "CamoU_flora"
  103. #define U_SL "CamoU_flora_sweater"
  104. #define V_SL "SE_Eastern_Tactical_Vest_Black"
  105. #define V_TL "SE_Assault_Vest_Black"
  106. #define B_AT "rhs_rpg_empty","gm_gc_army_backpack_80_at_str"
  107. #define B_SL "gm_dk_army_backpack_73_oli"
  108. #define B_AR "usm_backpack_bandolier_boxes"
  109. #define B_MMG "usm_backpack_bandolier_belts"
  110. #define B_TL "SE_Scavenger_Backpack"
  111. // Scroll down to Soldier_F
  112.  
  113. // Base Vehicle Loadouts
  114. class Car {
  115. TransportMagazines[] = {RIFLE_MAG,CARBINE_MAG,AR_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE};
  116. TransportItems[] = {TOOLKIT};
  117. };
  118. class Tank {
  119. TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
  120. TransportItems[] = {"ACE_Clacker",TOOLKIT};
  121. };
  122. class Helicopter {
  123. TransportMagazines[] = {SMG_MAG,CARBINE_MAG};
  124. TransportItems[] = {TOOLKIT};
  125. };
  126. class Plane {};
  127. class Ship_F {};
  128.  
  129. // Specialized Resupply Vehicle Loadouts
  130. // Ammo Truck
  131. class rhsgref_ins_g_gaz66 {
  132. TransportWeapons[] = {AT,AT,AT};
  133. 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};
  134. TransportItems[] = {TOOLKIT};
  135. };
  136. // Any of these arrays can be added to any of the classes below.
  137. // Using += will add to the array from the inherited class.
  138. // uniform[] = {}; Uniform/clothes
  139. // vest[] = {}; Vest/Plate Carrier/Harness/Chest rig
  140. // headgear[] = {}; Helmets, Hats
  141. // backpack[] = {}; Backpack
  142. // goggles[] = {}; Facewear
  143. // weapons[] = {}; Primary weapons (Rifles, MGs, DMRs etc)
  144. // handguns[] = {}; Pistols, machine-pistols etc
  145. // launchers[] = {}; AT/AA launchers
  146. // magazines[] = {}; Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  147. // items[] = {}; Misc items, eg. Explosive detonators, wire cutters etc
  148. // backpackItems[] = {}; Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  149. // linkedItems[] = {}; Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  150. // attachments[] = {}; Primary weapon attachments.
  151. // secondaryAttachments[] = {}; Launcher attachments
  152. // handgunAttachments[] = {}; Sidearm attachments
  153. // 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
  154. // ====================
  155.  
  156. // ====================
  157. // Base Classes
  158. // ====================
  159. class Soldier_F {// Rifleman
  160. uniform[] = {CAMO_UNIFORM};
  161. vest[] = {CAMO_VEST};
  162. headgear[] = {CAMO_HEADGEAR};
  163. backpack[] = {CAMO_BACKPACK};
  164. backpackItems[] = {BASE_MEDICAL};
  165. weapons[] = {RIFLE};
  166. magazines[] = {RIFLE_MAG,BASE_GRENADES};
  167. items[] = {RADIO_SR,BASE_TOOLS};
  168. linkedItems[] = {BASE_LINKED};
  169. attachments[] = {RIFLE_ATTACHMENTS};
  170. goggles[] = {GOG};
  171. face[] = {FACE};
  172. };
  173. class Fic_Soldier_Carbine: Soldier_F {// Carbine
  174. weapons[] = {CARBINE};
  175. magazines[] = {CARBINE_MAG,BASE_GRENADES};
  176. attachments[] = {CARBINE_ATT};
  177. };
  178. class Fic_eng: Fic_Soldier_Carbine {// Engineer
  179. items[] += {BASE_ENG,BASE_EXP};
  180. backpack[] = {BACKPACK_LARGE};
  181. backpackItems[] += {RADIO_MR,TOOLKIT};
  182. };
  183. class Fic_Spotter: Soldier_F {// Spotter/ammo-bearer
  184. linkedItems[] += {BINOS};
  185. };
  186. // ====================
  187. // GI
  188. // ====================
  189. class Soldier_AR_F: Soldier_F {// AR
  190. weapons[] = {AR};
  191. magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
  192. handguns[] = {PISTOL};
  193. };
  194. class Soldier_AAR_F: Soldier_F {// AAR
  195. backpack[] = {B_AR};
  196. backpackItems[] += {AR_MAG};
  197. linkedItems[] += {BINOS};
  198. };
  199. class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
  200. magazines[] += {AT_MAG,AT_GRENADES};
  201. launchers[] = {AT};
  202. };
  203. class Diver_F: Fic_Soldier_Carbine {// RAT2
  204. weapons[] = {SMG};
  205. attachments[] = {SMG_ATT};
  206. launchers[] = {AT2};
  207. magazines[] = {CARBINE_MAG,AT2_MAG};
  208. backpack[] = {B_AT};
  209. };
  210. class Soldier_GL_F: Soldier_F {// Grenadier
  211. weapons[] = {GLRIFLE};
  212. magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,BASE_GRENADES};
  213. };
  214. // ====================
  215. // Leadership
  216. // ====================
  217. class medic_F: Fic_Soldier_Carbine {// Medic
  218. weapons[] = {PDW};
  219. backpack[] = {BACKPACK_MEDIC};
  220. magazines[] = {PDW_MAG,PDW_MAG,E_MEDIC_GRENADES};
  221. backpackItems[] = {MEDIC_MEDICAL};
  222. items[] += {RADIO_MR};
  223. };
  224. class Soldier_TL_F: Soldier_F {// FTL
  225. headgear[] = {H_TL};
  226. vest[] = {V_TL};
  227. backpack[] = {B_TL};
  228. weapons[] = {RIFLE_TL};
  229. attachments[] = {RIFLE_TL_ATT};
  230. magazines[] = {RIFLE_TL_MAG,MP_MAG,LEADER_GRENADES};
  231. handguns[] = {MP};
  232. items[] += {LEADER_TOOLS,RADIO_MR};
  233. linkedItems[] += {BINOS};
  234. };
  235. class Soldier_SL_F: Soldier_TL_F {// SL
  236. headgear[] = {H_SL};
  237. vest[] = {V_SL};
  238. uniform[] = {U_SL};
  239. backpack[] = {B_SL};
  240. goggles[] = {G_SL};
  241. weapons[] = {RIFLE_SL};
  242. handguns[] = {MP};
  243. magazines[] = {RIFLE_SL_MAG,MP_MAG,LEADER_GRENADES};
  244. items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR};
  245. };
  246. class officer_F: Soldier_SL_F {// PL
  247. };
  248. class soldier_UAV_F: Soldier_F {
  249. linkedItems[] += {RANGE_FINDER};
  250. items[] += {RADIO_MR,RADIO_MR};
  251. };
  252. // ====================
  253. // Weapons Teams
  254. // ====================
  255. class support_MG_F: Soldier_AR_F {// MMG
  256. weapons[] = {MMG};
  257. magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
  258. backpack[] = {B_MMG};
  259. };
  260. class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
  261. backpack[] = {B_AR};
  262. backpackItems[] += {MMG_MAG};
  263. };
  264. class Support_GMG_F: support_MG_F {// MMG2
  265. weapons[] = {MMG2};
  266. handguns[] = {PISTOL};
  267. magazines[] = {MMG2_MAG,PISTOL_MAG,BASE_GRENADES};
  268. };
  269. class Soldier_M_F: Soldier_A_F {// MMG2 Asst
  270. backpackItems[] += {MMG2_MAG};
  271. };
  272. class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
  273. weapons[] = {PDW};
  274. magazines[] = {PDW_MAG,PDW_MAG,BASE_GRENADES};
  275. backpack[] = {B_AT};
  276. backpackItems[] += {MAT_MAG};
  277. launchers[] = {MAT};
  278. secondaryAttachments[] = {MAT_OPTIC};
  279. };
  280. class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
  281. weapons[] = {SMG};
  282. magazines[] = {SMG_MAG,BASE_GRENADES,AT_GRENADES};
  283. attachments[] = {SMG_ATT};
  284. backpack[] = {B_AT};
  285. backpackItems[] += {MAT_MAG2};
  286. };
  287. class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
  288. backpack[] = {B_AT};
  289. backpackItems[] += {SAM_MAG};
  290. launchers[] = {SAM};
  291. };
  292. class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
  293. backpack[] = {B_AT};
  294. backpackItems[] += {SAM_MAG2};
  295. };
  296. class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
  297. MORTAR_GEAR("I_Mortar_01_weapon_F")
  298. };
  299. class support_AMort_F: Fic_Spotter {// Assistant Mortar
  300. MORTAR_GEAR("I_Mortar_01_support_F")
  301. };
  302. class spotter_F: Fic_Spotter {// Spotter
  303. weapons[] = {SPOTTER};
  304. magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  305. attachments[] = {SPOTTER_ATT};
  306. items[] += {RADIO_MR,"ACE_RangeCard","ACE_SpottingScope"};
  307. linkedItems[] = {BASE_LINKED,BINOS};
  308. };
  309. class sniper_F: spotter_F {// Sniper
  310. weapons[] = {SNIPER};
  311. magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
  312. handguns[] = {PISTOL};
  313. items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
  314. linkedItems[] = {BASE_LINKED};
  315. attachments[] = {SNIPER_ATT};
  316. };
  317. // ====================
  318. // Engineers
  319. // ====================
  320. class engineer_F: Fic_eng {// Engineer TL
  321. backpackItems[] += {RADIO_MR};
  322. handguns[] = {PISTOL};
  323. magazines[] += {PISTOL_MAG};
  324. items[] += {LEADER_TOOLS};
  325. };
  326. class soldier_repair_F: Fic_Eng {// Engineer Asst
  327. handguns[] = {MINE_SWEEPER};
  328. };
  329. class soldier_exp_F: Fic_eng {// Demo Specialist
  330. backpackItems[] += {BASE_EXP,MINE_AP,MINE_AT};
  331. };
  332. // ====================
  333. // Vehicle Crews
  334. // ====================
  335. class crew_F: Fic_Soldier_Carbine {// Crew
  336. headgear[] = {CREW_HEADGEAR};
  337. weapons[] = {PDW};
  338. magazines[] = {PDW_MAG,E_CREW_GRENADES};
  339. backpackItems[] += {RADIO_LR};
  340. linkedItems[] += {BINOS};
  341. };
  342. class Helipilot_F: Soldier_F {// Pilot
  343. vest[] = {CAMO_VEST};
  344. uniform[] = {CAMO_UNIFORM};
  345. headgear[] = {PILOT_HEADGEAR};
  346. weapons[] = {PDW};
  347. handguns[] = {FLAREPISTOL};
  348. magazines[] = {PDW_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
  349. backpackItems[] = {RADIO_LR};
  350. items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
  351. };
  352. class Pilot_F: Soldier_F {// Jet Pilot
  353. weapons[] = {};
  354. vest[] = {JET_VEST};
  355. uniform[] = {JET_UNIFORM};
  356. headgear[] = {JET_HEADGEAR};
  357. handguns[] = {PISTOL};
  358. magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
  359. items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
  360. backpack[] = {BACKPACK_LARGE};
  361. backpackItems[] = {RADIO_LR};
  362. };
  363. class helicrew_F: Helipilot_F {}; // Pilot
  364. // ============
  365. // Sub-faction
  366. // ============
  367. // This is for making a sub-faction within your gearscript. For example, Special Forces, or a conventional group amongst insurgents.
  368.  
  369. // The following defines and classes by default inherit everything from the normal gearscript. You must change each of these
  370. // defines manually for them to have any effect. Make sure you check through the classes for anything that you might want to uncomment.
  371. // Note that anything you don't change will be pulled from the basic Rifleman (Soldier_F).
  372.  
  373. // If nothing is changed, these classes will be the same as the rest of the faction, with the exceptions of FTLs having sidearms
  374. // and rangefinders, and ARs being given bipods by default.
  375.  
  376. // Gear Definitions
  377. // Uniform
  378. #define SF_U CAMO_UNIFORM
  379. #define SF_V CAMO_VEST
  380. #define SF_B CAMO_BACKPACK
  381. #define SF_H CAMO_HEADGEAR
  382. // #define SF_G GOG
  383. // Goggles go here. Ensure you uncomment it under SF Rifleman too.
  384.  
  385. // Rifle
  386. #define SF_RIFLE RIFLE
  387. #define SF_RIFLE_MAG RIFLE_MAG
  388. #define SF_RIFLE_ATT RIFLE_ATTACHMENTS
  389.  
  390. // GL-Rifle
  391. #define SF_GL GLRIFLE
  392. #define SF_GL_MAG GLRIFLE_MAG
  393. #define SF_GL_SMOKE GLRIFLE_MAG_SMOKE
  394. #define SF_GL_HE GLRIFLE_MAG_HE
  395. #define SF_GL_RED GLRIFLE_MAG_RED
  396.  
  397. // AR
  398. #define SF_AR AR
  399. #define SF_AR_MAG AR_MAG
  400. #define SF_AR_ATT SF_RIFLE_ATT,"bipod_01_F_blk"
  401.  
  402. // LAT
  403. #define SF_AT AT
  404. #define SF_AT_MAG AT_MAG
  405.  
  406. // Pistol
  407. #define SF_PISTOL PISTOL
  408. #define SF_PISTOL_MAG PISTOL_MAG
  409. // #define SF_PISTOL_ATT "",""
  410. // Pistol suppressors and flashlights go here. Make sure to uncomment it under SF Rifleman below too.
  411.  
  412. // Grenades
  413. #define SF_GRENADES BASE_GRENADES
  414. #define SF_LEADER_GRENADES LEADER_GRENADES
  415.  
  416. // Alt Optics
  417. #define SF_AO ALT_OPTICS_RAIL
  418.  
  419. // Linked Items
  420. #define SF_LINKED BASE_LINKED
  421.  
  422. // Classes
  423. class soldier_lite_F: Soldier_F {// SF Rifleman (Base)
  424. uniform[] = {SF_U};
  425. vest[] = {SF_V};
  426. backpack[] = {SF_B};
  427. headgear[] = {SF_H};
  428. weapons[] = {SF_RIFLE};
  429. attachments[] = {SF_RIFLE_ATT};
  430. magazines[] = {SF_RIFLE_MAG,SF_GRENADES};
  431. opticChoices[] = {SF_AO};
  432. linkedItems[] = {SF_LINKED};
  433. // goggles[] = {SF_G};
  434. // handguns[] = {SF_PISTOL};
  435. // 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.
  436. // handgunAttachments[] = {SF_PISTOL_ATT};
  437. // Only uncomment if you have defined and uncommented SF_PISTOL_ATT
  438. };
  439.  
  440.  
  441. class Survivor_F: soldier_lite_F {// SF Grenadier
  442. weapons[] = {SF_GL};
  443. magazines[] = {SF_GL_MAG,SF_GL_SMOKE,SF_GL_HE,SF_GL_HE,SF_GRENADES};
  444. };
  445. class Diver_TL_F: Survivor_F {// SF FTL
  446. handguns[] = {SF_PISTOL};
  447. // handgunAttachments[] = {SF_PISTOL_ATT};
  448. magazines[] = {SF_PISTOL_MAG,SF_GL_MAG,SF_GL_SMOKE,SF_GL_HE,SF_GL_RED,SF_LEADER_GRENADES};
  449. items[] += {LEADER_TOOLS,RADIO_MR};
  450. linkedItems[] += {BINOS};
  451. };
  452. class Protagonist_VR_F: Diver_TL_F {// SF CO/SL
  453. items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR};
  454. };
  455. class Diver_EXP_F: soldier_lite_F {// SF Medic
  456. magazines[] = {SF_RIFLE_MAG,W_MEDIC_GRENADES};
  457. backpackItems[] = {MEDIC_MEDICAL};
  458. items[] += {RADIO_MR};
  459. };
  460. class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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