Morbo513

SLA

Jul 11th, 2018
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  1. // Author: Morbo
  2. // Description: Sahrani Liberation Army
  3. #include "undef.hpp" // Reset defines
  4.  
  5. // ==================== PASTE BELOW
  6. // Camo set
  7. #define CAMO_UNIFORM "LOP_U_SLA_Fatigue_01"
  8. #define CAMO_VEST "rhsgref_6b23_khaki_rifleman"
  9. #define CAMO_BACKPACK "rhs_sidor"
  10. #define CAMO_HEADGEAR "LOP_H_SSh68Helmet_BLK"
  11. // Rifle
  12. #define RIFLE "rhs_weap_ak74"
  13. #define RIFLE_MAG "rhs_30Rnd_545x39_AK:10"
  14. #define RIFLE_ATTACHMENTS "rhs_acc_dtk1983"
  15. // GL Rifle
  16. #define GLRIFLE "rhs_weap_ak74_gp25"
  17. #define GLRIFLE_MAG "rhs_30Rnd_545x39_AK:10"
  18. #define GLRIFLE_MAG_SMOKE "rhs_GRD40_White:8"
  19. #define GLRIFLE_MAG_RED "rhs_GRD40_Red:5"
  20. #define GLRIFLE_MAG_HE "rhs_VOG25:8"
  21. #define GLRIFLE_MAG_FLARE "rhs_VG40OP_red:10"
  22. // Carbine
  23. #define CARBINE "rhs_weap_aks74"
  24. #define CARBINE_MAG "rhs_30Rnd_545x39_AK:10"
  25. // AR
  26. #define AR "hlc_rifle_rpk74n_45rnd"
  27. #define AR_MAG "hlc_45Rnd_545x39_m_rpk:12"
  28. // AT
  29. #define AT "rhs_weap_rpg26"
  30. #define AT_MAG "rhs_rpg26_mag:1"
  31. // MMG
  32. #define MMG "rhs_weap_pkm"
  33. #define MMG_MAG "rhs_100Rnd_762x54mmR:5"
  34. // MAT
  35. #define MAT "rhs_weap_rpg7"
  36. #define MAT_MAG "rhs_rpg7_PG7VL_mag:3"
  37. #define MAT_MAG2 "rhs_rpg7_PG7VL_mag:4"
  38. #define MAT_OPTIC "rhs_acc_pgo7v3"
  39. // ==================== PASTE ABOVE
  40.  
  41. // MANPADS
  42. #define SAM "rhs_weap_igla"
  43. #define SAM_MAG "rhs_mag_9k38_rocket:2"
  44. #define SAM_MAG2 "rhs_mag_9k38_rocket:3"
  45. // Sniper Rifle & Attachments
  46. #define SNIPER "rhs_weap_t5000"
  47. #define SNIPER_MAG "rhs_5Rnd_338lapua_t5000:15"
  48. #define SNIPER_ATT "rhs_acc_dh520x56","rhs_acc_harris_swivel"
  49. // Spotter Rifle & Attachments
  50. #define SPOTTER "rhs_weap_svdp"
  51. #define SPOTTER_MAG "rhs_10Rnd_762x54mmR_7N1:18"
  52. #define SPOTTER_ATT "rhs_acc_pso1m21"
  53. // SMG (Crew)
  54. #define SMG "rhs_weap_aks74un"
  55. #define SMG_MAG "rhs_30Rnd_545x39_AK:6"
  56. // PDW (Pilot)
  57. #define PDW SMG
  58. #define PDW_MAG SMG_MAG
  59. // Shotgun (Breacher)
  60. #define SG "hlc_rifle_saiga12k"
  61. #define SG_MAG "hlc_10rnd_12g_buck_S12:3"
  62. // Pistol (Leadership, Jet Pilot)
  63. #define PISTOL "rhs_weap_pya"
  64. #define PISTOL_MAG "rhs_mag_9x19_17:4"
  65. // Flare Pistol (Pilot)
  66. #define FLAREPISTOL "BWA3_P2A1"
  67. #define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
  68. // Grenades
  69. #define BASE_GRENADES E_BASE_SMOKES,"rhs_mag_rgd5:2"
  70. #define LEADER_GRENADES E_LEADER_SMOKES,"rhs_mag_rgd5:2",CHEMLIGHTS
  71. // Misc Equipment
  72. #define BASE_TOOLS COMMON_TOOLS
  73. #define LEADER_TOOLS COMMON_LEADER_TOOLS
  74. #define BASE_LINKED COMMON_LINKED,"potato_fakeNVG"
  75. // Class Gear
  76. #define CREW_HEADGEAR "rhs_tsh4"
  77. #define PILOT_HEADGEAR "rhs_zsh7a_mike_green"
  78. #define JET_HEADGEAR "rhs_zsh7a_alt"
  79. #define JET_UNIFORM "U_B_PilotCoveralls"                          
  80. #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
  81. #define BACKPACK_LARGE "B_Carryall_oli"
  82. #define H_SL "LOP_H_SLA_Beret"
  83. #define V_SL "rhsgref_6b23_khaki_officer"
  84. #define V_ME "rhsgref_6b23_khaki_medic"
  85. #define B_AT "rhs_rpg_empty"
  86. // #define GOG ""
  87. // Scroll down to Soldier_F
  88.  
  89. class Car {
  90.   TransportWeapons[] = {AT};
  91.   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};
  92.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  93. };
  94. class Tank {
  95.   TransportWeapons[] = {AT};
  96.   TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
  97.   TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
  98. };
  99. class Helicopter {
  100.   TransportMagazines[] = {SMG_MAG,PDW_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE};
  101.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  102. };
  103. class Plane {};
  104. class Ship_F {};
  105. class supplyCrate_F {
  106.   TransportWeapons[] = {AT,AT};
  107.   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};
  108.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  109. };
  110.  
  111. // uniform[] = {};                 Uniform/clothes
  112. // vest[] = {};                    Vest/Plate Carrier/Harness/Chest rig
  113. // headgear[] = {};                Helmets, Hats
  114. // backpack[] = {};                Backpack
  115. // goggles[] = {};                 Facewear
  116. // weapons[] = {};                 Primary weapons (Rifles, MGs, DMRs etc)
  117. // handguns[] = {};                Pistols, machine-pistols etc
  118. // launchers[] = {};               AT/AA launchers
  119. // magazines[] = {};               Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  120. // items[] = {};                   Misc items, eg. Explosive detonators, wire cutters etc
  121. // backpackItems[] = {};           Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  122. // linkedItems[] = {};             Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  123. // attachments[] = {};             Primary weapon attachments.
  124. // secondaryAttachments[] = {};    Launcher attachments
  125. // handgunAttachments[] = {};      Sidearm attachments
  126. // 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.
  127. // ====================
  128.  
  129. // ====================
  130. // Base Classes
  131. // ====================
  132. class Soldier_F {// rifleman
  133.   uniform[] = {CAMO_UNIFORM};
  134.   vest[] = {CAMO_VEST};
  135.   headgear[] = {CAMO_HEADGEAR};
  136.   backpack[] = {CAMO_BACKPACK};
  137.   backpackItems[] = {BASE_MEDICAL};
  138.   weapons[] = {RIFLE};
  139.   magazines[] = {RIFLE_MAG,BASE_GRENADES};
  140.   items[] = {RADIO_SR,BASE_TOOLS};
  141.   linkedItems[] = {BASE_LINKED};
  142.   attachments[] = {RIFLE_ATTACHMENTS};
  143.   opticChoices[] = {ALT_OPTICS_RAIL};
  144. //  goggles[] = {GOG};
  145.   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.
  146. };
  147. class Fic_Soldier_Carbine: Soldier_F {// carbine-man
  148.   weapons[] = {CARBINE};
  149.   magazines[] = {CARBINE_MAG,BASE_GRENADES};
  150. };
  151. class Fic_eng: Fic_Soldier_Carbine {
  152.   items[] += {BASE_ENG};
  153.   backpack[] = {BACKPACK_LARGE};
  154.   backpackItems[] = {TOOLKIT};
  155. };
  156. class Fic_Spotter: Soldier_F {
  157.   linkedItems[] += {RANGE_FINDER};
  158. };
  159. // ====================
  160. // GI
  161. // ====================
  162. class Soldier_AR_F: Soldier_F {// AR
  163.   weapons[] = {AR};
  164.   magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
  165.   handguns[] = {PISTOL};
  166. };
  167. class Soldier_AAR_F: Soldier_F {// AAR
  168.   backpackItems[] += {AR_MAG};
  169.   linkedItems[] += {BINOS};
  170. };
  171. class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
  172.   magazines[] += {AT_MAG};
  173.   launchers[] = {AT};
  174. };
  175. class Survivor_F: Soldier_F { // FT CLS
  176.   backpackItems[] = {CLS_MEDICAL};
  177. };
  178. class Soldier_GL_F: Soldier_F { // Grenadier
  179.   weapons[] = {GLRIFLE};
  180.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,BASE_GRENADES};
  181. };
  182. // ====================
  183. // Specialists (Requires editing unit)
  184. // ====================
  185. class Soldier_M_F: Soldier_F { // Marksman
  186.   weapons[] = {SPOTTER};
  187.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  188.   attachments[] = {SPOTTER_ATT};
  189. };
  190. class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
  191.   backpackItems[] += {SG};
  192.   magazines[] += {SG_MAG,STUN_GRENADES};
  193. };
  194. // ====================
  195. // Leadership
  196. // ====================
  197. class medic_F: Fic_Soldier_Carbine {// Medic
  198.   weapons[] = {SMG};
  199.   vest[] = {V_ME};
  200.   magazines[] = {CARBINE_MAG,E_MEDIC_GRENADES};
  201.   backpackItems[] = {MEDIC_MEDICAL};
  202.   items[] += {RADIO_MR};
  203. };
  204. class Soldier_TL_F: Soldier_F {// FTL
  205.   weapons[] = {GLRIFLE};
  206.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_RED,LEADER_GRENADES};
  207.   items[] += {LEADER_TOOLS,RADIO_MR};
  208.   linkedItems[] += {BINOS};
  209. };
  210. class Soldier_SL_F: Soldier_TL_F {// SL
  211.   vest[] = {V_SL};
  212.   handguns[] = {PISTOL};
  213.   magazines[] += {PISTOL_MAG};
  214.   items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
  215.   headgear[] = {H_SL};
  216. };
  217. class officer_F: Soldier_SL_F {// CO and DC
  218. };
  219. class soldier_UAV_F: Soldier_F {
  220.   backpack[] = {"O_UAV_01_backpack_F"};
  221.   linkedItems[] += {"O_uavterminal"};
  222.   items[] += {RADIO_MR};
  223. };
  224. // ====================
  225. // Weapons Teams
  226. // ====================
  227. class support_MG_F: Soldier_AR_F {// MMG
  228.   weapons[] = {MMG};
  229.   handguns[] = {PISTOL};
  230.   magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
  231. };
  232. class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
  233.   backpack[] = {B_AT};
  234.   backpackItems[] += {MMG_MAG};
  235. };
  236. class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
  237.   backpack[] = {B_AT};
  238.   backpackItems[] += {MAT_MAG};
  239.   launchers[] = {MAT};
  240.   secondaryAttachments[] = {MAT_OPTIC};
  241. };
  242. class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
  243.   backpack[] = {BACKPACK_LARGE};
  244.   backpackItems[] += {MAT_MAG2};
  245. };
  246. class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
  247.   backpack[] = {B_AT};
  248.   backpackItems[] += {SAM_MAG};
  249.   launchers[] = {SAM};
  250. };
  251. class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
  252.   backpack[] = {B_AT};
  253.   backpackItems[] += {SAM_MAG2};
  254. };
  255. class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
  256.   MORTAR_GEAR("B_Mortar_01_weapon_F")
  257. };
  258. class support_AMort_F: Fic_Spotter {// Assistant Mortar
  259.   MORTAR_GEAR("B_Mortar_01_support_F")
  260. };
  261. class spotter_F: Fic_Spotter {// Spotter
  262.   weapons[] = {SPOTTER};
  263.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  264.   attachments[] = {SPOTTER_ATT};
  265.   items[] += {RADIO_MR,"ACE_ATragMX","ACE_Kestrel4500","ACE_RangeCard","ACE_SpottingScope"};
  266. };
  267. class sniper_F: spotter_F {// Sniper
  268.   weapons[] = {SNIPER};
  269.   magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
  270.   handguns[] = {PISTOL};
  271.   items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
  272.   linkedItems[] = {BASE_LINKED};
  273.   attachments[] = {SNIPER_ATT};
  274. };
  275. // ====================
  276. // Engineers
  277. // ====================
  278. class engineer_F: Fic_eng {// Engineer TL
  279.   backpackItems[] += {RADIO_MR};
  280.   handguns[] = {PISTOL};
  281.   magazines[] += {PISTOL_MAG};
  282.   items[] += {LEADER_TOOLS};
  283. };
  284. class soldier_repair_F: Fic_Eng {// Engineer Asst
  285.   handguns[] = {MINE_SWEEPER};
  286. };
  287. class soldier_exp_F: Fic_eng {// Demo Specialist
  288.   backpackItems[] += {BASE_EXP,MINE_AP,MINE_AT};
  289. };
  290. // ====================
  291. // Vehicle Crews
  292. // ====================
  293. class crew_F: Fic_Soldier_Carbine {// Crew
  294.   headgear[] = {CREW_HEADGEAR};
  295.   weapons[] = {SMG};
  296.   magazines[] = {SMG_MAG,E_CREW_GRENADES};
  297.   backpackItems[] = {RADIO_LR};
  298.   linkedItems[] = {BASE_LINKED,BINOS,NODS};
  299.   items[] += {BASE_MEDICAL};
  300. };
  301. class Helipilot_F: Soldier_F {// Pilot
  302.   vest[] = {CAMO_VEST};
  303.   uniform[] = {CAMO_UNIFORM};
  304.   headgear[] = {PILOT_HEADGEAR};
  305.   weapons[] = {PDW};
  306.   handguns[] = {FLAREPISTOL};
  307.   magazines[] = {PDW_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
  308.   backpackItems[] = {RADIO_LR};
  309.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
  310.   linkedItems[] = {BASE_LINKED,NODS};
  311. };
  312. class Pilot_F: Soldier_F {// Jet Pilot
  313.   vest[] = {JET_VEST};
  314.   uniform[] = {JET_UNIFORM};
  315.   headgear[] = {JET_HEADGEAR};
  316.   handguns[] = {PISTOL};
  317.   magazines[] = {PISTOL_MAG,CHEMLIGHTS,AIRCREW_GRENADES};
  318.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS};
  319.   backpack[] = {BACKPACK_LARGE};
  320.   backpackItems[] = {RADIO_LR};
  321. };
  322. class helicrew_F: Helipilot_F {}; // Pilot
  323. class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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