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- // Author: Morbo
- // North Vietnamese Army
- #include "undef.hpp" // Reset defines
- // ==================== PASTE BELOW
- // Camo set
- #define CAMO_UNIFORM "LOP_U_US_Fatigue_03"
- #define CAMO_VEST "SE_Eastern_Chest_Rig_Green"
- #define CAMO_BACKPACK "SE_Satchel_Bag"
- #define CAMO_HEADGEAR "rhsgref_M56","H_Booniehat_oli","H_Booniehat_oli"
- #define U_NVA "LOP_U_US_Fatigue_03"
- #define H_NVA "rhsgref_M56"
- #define B_NVA "SE_Satchel_Bag"
- #define B_AT "rhs_rpg_empty"
- // NUGGET
- #define RIFLE "hlc_rifle_ak47"
- #define RIFLE_MAG "hlc_30Rnd_762x39_b_ak:10"
- // AKM
- #define AK "hlc_rifle_ak47"
- #define AK_MAG "hlc_30Rnd_762x39_b_ak:10"
- // DP
- #define DP "hlc_rifle_ak47"
- #define DP_MAG "hlc_30Rnd_762x39_b_ak:8"
- // AKM/GP
- #define GLRIFLE "hlc_rifle_akmgl"
- #define GLRIFLE_MAG "hlc_30Rnd_762x39_b_ak:10"
- #define GLRIFLE_MAG_SMOKE "hlc_GRD_White:8"
- #define GLRIFLE_MAG_HE "hlc_VOG25_AK:8"
- // SVT-40
- #define CARBINE "hlc_rifle_ak47"
- #define CARBINE_MAG "hlc_30Rnd_762x39_b_ak:10"
- // MP40
- #define AR "hlc_rifle_ak47"
- #define AR_MAG "hlc_30Rnd_762x39_b_ak:10"
- // AT
- #define AT "rhs_weap_rpg7"
- #define AT_MAG "rhs_rpg7_OG7V_mag:1"
- // LMG
- #define MMG "hlc_lmg_MG42"
- #define MMG_MAG "hlc_100Rnd_792x57_B_MG42:5"
- // MAT
- #define MAT "rhs_weap_rpg7"
- #define MAT_MAG "rhs_rpg7_PG7V_mag:3"
- #define MAT_MAG2 "rhs_rpg7_PG7V_mag:4"
- // ==================== 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 "rhs_weap_m38"
- #define SNIPER_MAG "rhsgref_5Rnd_762x54_m38:15"
- // Spotter Rifle & Attachments
- #define SPOTTER "rhs_weap_svdp"
- #define SPOTTER_MAG "rhs_10Rnd_762x54mmR_7N1:18"
- // SMG (Crew)
- #define SMG "rhs_weap_aks74un"
- #define SMG_MAG "rhs_30Rnd_545x39_AK:6"
- // PDW (Pilot)
- #define PDW "rhs_weap_pp2000"
- #define PDW_MAG "rhs_mag_9x19mm_7n21_20:6"
- // Shotgun (Breacher)
- #define SG "hlc_rifle_saiga12k"
- #define SG_MAG "hlc_10rnd_12g_buck_S12:3"
- // Pistol (Leadership, Jet Pilot)
- #define PISTOL "rhs_weap_tt33"
- #define PISTOL_MAG "rhs_mag_762x25_8:4"
- // Flare Pistol (Pilot)
- #define FLAREPISTOL "BWA3_P2A1"
- #define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
- // Grenades
- #define BASE_GRENADES E_BASE_SMOKES,"rhs_mag_f1"
- #define LEADER_GRENADES E_LEADER_SMOKES,"rhs_mag_f1"
- // Misc Equipment
- #define BASE_TOOLS COMMON_TOOLS
- #define LEADER_TOOLS COMMON_LEADER_TOOLS
- #define BASE_LINKED COMMON_LINKED
- // Class Gear
- #define CREW_HEADGEAR "rhs_tsh4"
- #define PILOT_HEADGEAR "rhs_zsh7a_mike_green"
- #define JET_HEADGEAR "rhs_zsh7a_alt"
- #define JET_UNIFORM "U_B_PilotCoveralls"
- #define JET_VEST "milgp_v_battle_belt_hgunner_RGR"
- #define BACKPACK_LARGE "SE_Hunting_Backpack"
- // #define GOG "" < If you want goggles, put in their classnames here. Delete this chunk of text, remove the // on this line, and before goggles[] = {GOG}; under the Rifleman class.
- class Car {
- TransportWeapons[] = {AT};
- 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};
- TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
- };
- class Tank {
- TransportWeapons[] = {AT};
- TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
- TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
- };
- class Helicopter {
- TransportMagazines[] = {SMG_MAG,PDW_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE};
- TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
- };
- class Plane {};
- class Ship_F {};
- class supplyCrate_F {
- TransportWeapons[] = {AT,AT};
- 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};
- TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
- };
- // 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. Automatically included by arsenal exporter, so scroll back up and add some for the love of god.
- // ====================
- // ====================
- // 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[] = {BASE_TOOLS};
- linkedItems[] = {BASE_LINKED};
- face[] = {F_P};
- voice[] = {NOVO};
- };
- class Fic_Soldier_Carbine: Soldier_F {// carbine-man
- weapons[] = {CARBINE};
- magazines[] = {CARBINE_MAG,BASE_GRENADES};
- };
- class Fic_eng: Fic_Soldier_Carbine {
- items[] += {BASE_ENG};
- backpack[] = {BACKPACK_LARGE};
- backpackItems[] += {TOOLKIT};
- };
- class Fic_Spotter: Soldier_F {
- linkedItems[] += {RANGE_FINDER};
- };
- // ====================
- // GI
- // ====================
- class Soldier_AR_F: Soldier_F {// AR
- weapons[] = {DP};
- magazines[] = {DP_MAG,BASE_GRENADES};
- };
- class Soldier_AAR_F: Soldier_F {// AAR
- weapons[] = {SMG};
- magazines[] = {SMG_MAG,BASE_GRENADES};
- };
- class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
- };
- class Survivor_F: Soldier_F { // FT CLS
- weapons[] = {AK};
- magazines[] = {AK_MAG,BASE_GRENADES};
- };
- class Soldier_GL_F: Soldier_F { // Grenadier
- weapons[] = {};
- handguns[] = {PISTOL};
- magazines[] = {PISTOL_MAG,AT_MAG};
- launchers[] = {AT};
- };
- // ====================
- // Specialists (Requires editing unit)
- // ====================
- class Soldier_M_F: Soldier_F { // Marksman
- weapons[] = {SNIPER};
- magazines[] = {SNIPER_MAG,BASE_GRENADES};
- };
- class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
- backpackItems[] += {SG};
- magazines[] += {SG_MAG,STUN_GRENADES};
- };
- // ====================
- // Leadership
- // ====================
- class medic_F: Soldier_F {// Medic
- magazines[] = {RIFLE_MAG,E_MEDIC_GRENADES};
- backpackItems[] = {MEDIC_MEDICAL};
- items[] += {RADIO_MR};
- };
- class Soldier_TL_F: Soldier_F {// FTL
- weapons[] = {AR};
- magazines[] = {AR_MAG,BASE_GRENADES};
- items[] += {LEADER_TOOLS,RADIO_MR};
- };
- class Soldier_SL_F: Soldier_TL_F {// SL
- uniform[] = {U_NVA};
- backpack[] = {B_NVA};
- headgear[] = {H_NVA};
- handguns[] = {PISTOL};
- weapons[] = {RIFLE};
- magazines[] = {GLRIFLE_MAG,PISTOL_MAG};
- items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
- };
- class officer_F: Soldier_SL_F {// CO and DC
- weapons[] = {AK};
- magazines[] = {AK_MAG,PISTOL_MAG};
- };
- class soldier_UAV_F: Soldier_F {
- backpack[] = {"O_UAV_01_backpack_F"};
- linkedItems[] += {"O_uavterminal"};
- items[] += {RADIO_MR};
- };
- // ====================
- // Weapons Teams
- // ====================
- class support_MG_F: Soldier_AR_F {// MMG
- uniform[] = {U_NVA};
- backpack[] = {B_NVA};
- headgear[] = {H_NVA};
- weapons[] = {MMG};
- handguns[] = {PISTOL};
- magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
- };
- class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
- uniform[] = {U_NVA};
- headgear[] = {H_NVA};
- weapons[] = {SMG};
- magazines[] = {SMG_MAG};
- backpack[] = {BACKPACK_LARGE};
- backpackItems[] += {MMG_MAG};
- };
- class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
- uniform[] = {U_NVA};
- backpack[] = {B_AT};
- headgear[] = {H_NVA};
- weapons[] = {AR};
- magazines[] = {AR_MAG};
- backpackItems[] += {MAT_MAG};
- launchers[] = {MAT};
- };
- class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
- uniform[] = {U_NVA};
- backpack[] = {B_AT};
- headgear[] = {H_NVA};
- backpackItems[] += {MAT_MAG2};
- };
- class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
- uniform[] = {U_NVA};
- headgear[] = {H_NVA};
- backpack[] = {B_AT};
- backpackItems[] += {SAM_MAG};
- launchers[] = {SAM};
- };
- class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
- uniform[] = {U_NVA};
- backpack[] = {B_AT};
- headgear[] = {H_NVA};
- backpackItems[] += {SAM_MAG2};
- };
- class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
- uniform[] = {U_NVA};
- headgear[] = {H_NVA};
- MORTAR_GEAR("B_Mortar_01_weapon_F")
- };
- class support_AMort_F: Fic_Spotter {// Assistant Mortar
- uniform[] = {U_NVA};
- headgear[] = {H_NVA};
- MORTAR_GEAR("B_Mortar_01_support_F")
- };
- class spotter_F: Fic_Spotter {// Spotter
- weapons[] = {SPOTTER};
- magazines[] = {SPOTTER_MAG,BASE_GRENADES};
- attachments[] = {SPOTTER_ATT};
- items[] += {RADIO_MR,"ACE_ATragMX","ACE_Kestrel4500","ACE_RangeCard","ACE_SpottingScope"};
- };
- 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[] = {SMG};
- magazines[] = {SMG_MAG,E_CREW_GRENADES};
- backpackItems[] = {RADIO_LR};
- linkedItems[] = {BASE_LINKED,BINOS,NODS};
- items[] += {BASE_MEDICAL};
- };
- 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};
- linkedItems[] = {BASE_LINKED,NODS};
- };
- class Pilot_F: Soldier_F {// Jet Pilot
- 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
- class fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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