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  1. // Author: Russian VDV, circa ~2004
  2. // This baseTemplate has been pre-configured with Eastern Bloc equipment.
  3. #include "undef.hpp" // Reset defines
  4.  
  5. // ==================== PASTE BELOW
  6. // Camo set
  7. #define CAMO_UNIFORM "rhs_uniform_flora_patchless"
  8. #define CAMO_VEST "rhs_6b23_6sh92"
  9. #define CAMO_BACKPACK "rhs_sidor"
  10. #define CAMO_HEADGEAR "rhs_6b26","rhs_6b26_ess"
  11. // Rifle
  12. #define RIFLE "hlc_rifle_aks74"
  13. #define RIFLE_MAG "hlc_30Rnd_545x39_B_AK:10"
  14. #define RIFLE_ATTACHMENTS "rhs_acc_ekp1"
  15. // GL Rifle
  16. #define GLRIFLE "hlc_rifle_aks74_GL"
  17. #define GLRIFLE_MAG "hlc_30Rnd_545x39_B_AK:10"
  18. #define GLRIFLE_MAG_SMOKE "hlc_GRD_White:8"
  19. #define GLRIFLE_MAG_RED "hlc_GRD_Red:5"
  20. #define GLRIFLE_MAG_HE "hlc_VOG25_AK:8"
  21. // Carbine
  22. #define CARBINE "hlc_rifle_aks74"
  23. #define CARBINE_MAG "hlc_30Rnd_545x39_B_AK:10"
  24. // AR
  25. #define AR "hlc_rifle_rpk74n_45rnd"
  26. #define AR_MAG "hlc_45Rnd_545x39_m_rpk:11"
  27. // AT
  28. #define AT "rhs_weap_rpg26"
  29. #define AT_MAG "rhs_rpg26_mag:1"
  30. // MMG
  31. #define MMG "rhs_weap_pkm"
  32. #define MMG_MAG "rhs_100Rnd_762x54mmR_7N13:5"
  33. // MAT
  34. #define MAT "rhs_weap_rpg7"
  35. #define MAT_MAG "rhs_rpg7_PG7VR_mag:3"
  36. #define MAT_MAG2 "rhs_rpg7_PG7VR_mag:4"
  37. #define MAT_OPTIC "rhs_acc_pgo7v3"
  38. // ==================== PASTE ABOVE
  39.  
  40. // MANPADS
  41. #define SAM "rhs_weap_igla"
  42. #define SAM_MAG "rhs_mag_9k38_rocket:2"
  43. #define SAM_MAG2 "rhs_mag_9k38_rocket:3"
  44. // Sniper Rifle & Attachments
  45. #define SNIPER "rhs_weap_t5000"
  46. #define SNIPER_MAG "rhs_5Rnd_338lapua_t5000:15"
  47. #define SNIPER_ATT "rhs_acc_dh520x56","rhs_acc_harris_swivel"
  48. // Spotter Rifle & Attachments
  49. #define SPOTTER "rhs_weap_svdp"
  50. #define SPOTTER_MAG "rhs_10Rnd_762x54mmR_7N1:18"
  51. #define SPOTTER_ATT "rhs_acc_pso1m21"
  52. // SMG (Crew)
  53. #define SMG "hlc_rifle_aks74u"
  54. #define SMG_MAG "hlc_30Rnd_545x39_B_AK:6"
  55. // PDW (Pilot)
  56. #define PDW "rhs_weap_pp2000"
  57. #define PDW_MAG "rhs_mag_9x19mm_7n21_20:6"
  58. // Shotgun (Breacher)
  59. #define SG "hlc_rifle_saiga12k"
  60. #define SG_MAG "hlc_10rnd_12g_buck_S12:3"
  61. // Pistol (Leadership, Jet Pilot)
  62. #define PISTOL "rhs_weap_makarov_pm"
  63. #define PISTOL_MAG "rhs_mag_9x18_8_57N181S:5"
  64. // Flare Pistol (Pilot)
  65. #define FLAREPISTOL "BWA3_P2A1"
  66. #define FLAREPISTOL_MAG "BWA3_1Rnd_Flare_Singlestar_Green:3","BWA3_1Rnd_Flare_Singlestar_Red:3"
  67. // Grenades
  68. #define BASE_GRENADES E_BASE_SMOKES,"rhs_mag_rgd5:2"
  69. #define LEADER_GRENADES E_LEADER_SMOKES,"rhs_mag_rgd5:2",CHEMLIGHTS
  70. // Misc Equipment
  71. #define BASE_TOOLS COMMON_TOOLS
  72. #define LEADER_TOOLS COMMON_LEADER_TOOLS
  73. #define BASE_LINKED COMMON_LINKED // ,NODS
  74. #define ALT_OPTICS_AFRF "rhs_acc_ekp1","rhs_acc_ekp8_02","rhs_acc_pkas","rhs_acc_1p63","rhs_acc_1p87","rhs_acc_ekp8_18","rhs_acc_rakursPM"
  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 "rhs_assault_umbts"
  82. #define V_LD "rhs_6b23_6sh92_vog_headset"
  83. #define B_AT "rhs_rpg_empty"
  84. #define B_EN "rhs_assault_umbts_engineer_empty"
  85. #define B_ME "rhs_medic_bag"
  86. #define GOG "rhs_balaclava","rhs_balaclava1_olive","rhs_scarf","",""
  87.  
  88. class Car {
  89.   TransportWeapons[] = {AT};
  90.   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};
  91.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  92. };
  93. class Tank {
  94.   TransportWeapons[] = {AT};
  95.   TransportMagazines[] = {CARBINE_MAG,BASE_EXP};
  96.   TransportItems[] = {BASE_MEDICAL,"ACE_Clacker"};
  97. };
  98. class Helicopter {
  99.   TransportMagazines[] = {SMG_MAG,PDW_MAG,RIFLE_MAG,CARBINE_MAG,AR_MAG,AR_MAG,GLRIFLE_MAG_HE};
  100.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  101. };
  102. class Plane {};
  103. class Ship_F {};
  104. class supplyCrate_F {
  105.   TransportWeapons[] = {AT,AT};
  106.   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};
  107.   TransportItems[] = {BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL,BASE_MEDICAL};
  108. };
  109.  
  110. // uniform[] = {};                 Uniform/clothes
  111. // vest[] = {};                    Vest/Plate Carrier/Harness/Chest rig
  112. // headgear[] = {};                Helmets, Hats
  113. // backpack[] = {};                Backpack
  114. // goggles[] = {};                 Facewear
  115. // weapons[] = {};                 Primary weapons (Rifles, MGs, DMRs etc)
  116. // handguns[] = {};                Pistols, machine-pistols etc
  117. // launchers[] = {};               AT/AA launchers
  118. // magazines[] = {};               Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  119. // items[] = {};                   Misc items, eg. Explosive detonators, wire cutters etc
  120. // backpackItems[] = {};           Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  121. // linkedItems[] = {};             Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  122. // attachments[] = {};             Primary weapon attachments.
  123. // secondaryAttachments[] = {};    Launcher attachments
  124. // handgunAttachments[] = {};      Sidearm attachments
  125. // 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.
  126. // ====================
  127.  
  128. // ====================
  129. // Base Classes
  130. // ====================
  131. class Soldier_F {// rifleman
  132.   uniform[] = {CAMO_UNIFORM};
  133.   vest[] = {CAMO_VEST};
  134.   headgear[] = {CAMO_HEADGEAR};
  135.   backpack[] = {CAMO_BACKPACK};
  136.   backpackItems[] = {BASE_MEDICAL};
  137.   weapons[] = {RIFLE};
  138.   magazines[] = {RIFLE_MAG,BASE_GRENADES};
  139.   items[] = {RADIO_SR,BASE_TOOLS};
  140.   linkedItems[] = {BASE_LINKED};
  141.   attachments[] = {RIFLE_ATTACHMENTS};
  142.   opticChoices[] = {ALT_OPTICS_AFRF};
  143.   goggles[] = {GOG};
  144. };
  145. class Fic_Soldier_Carbine: Soldier_F {// carbine-man
  146.   weapons[] = {CARBINE};
  147.   magazines[] = {CARBINE_MAG,BASE_GRENADES};
  148. };
  149. class Fic_eng: Fic_Soldier_Carbine {
  150.   items[] += {BASE_ENG};
  151.   backpack[] = {B_EN};
  152.   backpackItems[] = {TOOLKIT};
  153. };
  154. class Fic_Spotter: Soldier_F {
  155.   linkedItems[] += {RANGE_FINDER};
  156. };
  157. // ====================
  158. // GI
  159. // ====================
  160. class Soldier_AR_F: Soldier_F {// AR
  161.   weapons[] = {AR};
  162.   magazines[] = {PISTOL_MAG,AR_MAG,BASE_GRENADES};
  163.   handguns[] = {PISTOL};
  164. };
  165. class Soldier_AAR_F: Soldier_F {// AAR
  166.   backpackItems[] += {AR_MAG};
  167.   linkedItems[] += {BINOS};
  168. };
  169. class Soldier_LAT_F: Fic_Soldier_Carbine {// RAT
  170.   magazines[] += {AT_MAG};
  171.   launchers[] = {AT};
  172. };
  173. class Survivor_F: Soldier_F { // FT CLS
  174.   backpackItems[] = {CLS_MEDICAL};
  175. };
  176. class Soldier_GL_F: Soldier_F { // Grenadier
  177.   weapons[] = {GLRIFLE};
  178.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,BASE_GRENADES};
  179. };
  180. // ====================
  181. // Specialists (Requires editing unit)
  182. // ====================
  183. class Soldier_M_F: Soldier_F { // Marksman
  184.   weapons[] = {SPOTTER};
  185.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  186.   attachments[] = {SPOTTER_ATT};
  187. };
  188. class soldier_lite_F: Fic_Soldier_Carbine { // Breacher
  189.   backpackItems[] += {SG};
  190.   magazines[] += {SG_MAG,STUN_GRENADES};
  191. };
  192. // ====================
  193. // Leadership
  194. // ====================
  195. class medic_F: Fic_Soldier_Carbine {// Medic
  196.   magazines[] = {CARBINE_MAG,E_MEDIC_GRENADES};
  197.   backpackItems[] = {MEDIC_MEDICAL};
  198.   backpack[] = {B_ME};
  199.   items[] += {RADIO_MR};
  200. };
  201. class Soldier_TL_F: Soldier_F {// FTL
  202.   weapons[] = {GLRIFLE};
  203.   vest[] = {V_LD};
  204.   magazines[] = {GLRIFLE_MAG,GLRIFLE_MAG_HE,GLRIFLE_MAG_SMOKE,GLRIFLE_MAG_RED,LEADER_GRENADES};
  205.   items[] += {LEADER_TOOLS,RADIO_MR};
  206.   linkedItems[] += {BINOS};
  207. };
  208. class Soldier_SL_F: Soldier_TL_F {// SL
  209.   handguns[] = {PISTOL};
  210.   magazines[] += {PISTOL_MAG};
  211.   items[] = {BASE_TOOLS,LEADER_TOOLS,RADIO_MR,RADIO_LR,RADIO_SR};
  212. };
  213. class officer_F: Soldier_SL_F {// CO and DC
  214. };
  215. class soldier_UAV_F: Soldier_F {
  216.   backpack[] = {"O_UAV_01_backpack_F"};
  217.   linkedItems[] += {"O_uavterminal"};
  218.   items[] += {RADIO_MR};
  219. };
  220. // ====================
  221. // Weapons Teams
  222. // ====================
  223. class support_MG_F: Soldier_AR_F {// MMG
  224.   weapons[] = {MMG};
  225.   handguns[] = {PISTOL};
  226.   magazines[] = {MMG_MAG,PISTOL_MAG,BASE_GRENADES};
  227. };
  228. class Soldier_A_F: Fic_Spotter {// MMG Spotter/Ammo Bearer
  229.   backpack[] = {BACKPACK_LARGE};
  230.   backpackItems[] += {MMG_MAG};
  231. };
  232. class soldier_AT_F: Fic_Soldier_Carbine {// MAT Gunner
  233.   backpack[] = {B_AT};
  234.   backpackItems[] += {MAT_MAG};
  235.   launchers[] = {MAT};
  236.   secondaryAttachments[] = {MAT_OPTIC};
  237. };
  238. class Soldier_AAT_F: Fic_Spotter {// MAT Spotter/Ammo Bearer
  239.   backpack[] = {B_AT};
  240.   backpackItems[] += {MAT_MAG2};
  241. };
  242. class soldier_AA_F: Fic_Soldier_Carbine {// SAM Gunner
  243.   backpack[] = {B_AT};
  244.   backpackItems[] += {SAM_MAG};
  245.   launchers[] = {SAM};
  246. };
  247. class Soldier_AAA_F: Fic_Spotter {// SAM Spotter/Ammo Bearer
  248.   backpack[] = {B_AT};
  249.   backpackItems[] += {SAM_MAG2};
  250. };
  251. class support_Mort_F: Fic_Soldier_Carbine {// Mortar Gunner
  252.   MORTAR_GEAR("B_Mortar_01_weapon_F")
  253. };
  254. class support_AMort_F: Fic_Spotter {// Assistant Mortar
  255.   MORTAR_GEAR("B_Mortar_01_support_F")
  256. };
  257. class spotter_F: Fic_Spotter {// Spotter
  258.   weapons[] = {SPOTTER};
  259.   magazines[] = {SPOTTER_MAG,BASE_GRENADES};
  260.   attachments[] = {SPOTTER_ATT};
  261.   items[] += {RADIO_MR,"ACE_ATragMX","ACE_Kestrel4500","ACE_RangeCard","ACE_SpottingScope"};
  262. };
  263. class sniper_F: spotter_F {// Sniper
  264.   weapons[] = {SNIPER};
  265.   magazines[] = {PISTOL_MAG,SNIPER_MAG,BASE_GRENADES};
  266.   handguns[] = {PISTOL};
  267.   items[] = {RADIO_SR,LEADER_TOOLS,"ACE_RangeCard"};
  268.   linkedItems[] = {BASE_LINKED};
  269.   attachments[] = {SNIPER_ATT};
  270. };
  271. // ====================
  272. // Engineers
  273. // ====================
  274. class engineer_F: Fic_eng {// Engineer TL
  275.   backpackItems[] += {RADIO_MR};
  276.   handguns[] = {PISTOL};
  277.   magazines[] += {PISTOL_MAG};
  278.   items[] += {LEADER_TOOLS};
  279. };
  280. class soldier_repair_F: Fic_Eng {// Engineer Asst
  281.   handguns[] = {MINE_SWEEPER};
  282. };
  283. class soldier_exp_F: Fic_eng {// Demo Specialist
  284.   backpackItems[] += {BASE_EXP,MINE_AP,MINE_AT};
  285. };
  286. // ====================
  287. // Vehicle Crews
  288. // ====================
  289. class crew_F: Fic_Soldier_Carbine {// Crew
  290.   headgear[] = {CREW_HEADGEAR};
  291.   weapons[] = {SMG};
  292.   magazines[] = {SMG_MAG,E_CREW_GRENADES};
  293.   backpackItems[] = {RADIO_LR};
  294.   linkedItems[] = {BASE_LINKED,BINOS,NODS};
  295.   items[] += {BASE_MEDICAL};
  296. };
  297. class Helipilot_F {// Pilot
  298.   vest[] = {CAMO_VEST};
  299.   uniform[] = {CAMO_UNIFORM};
  300.   headgear[] = {PILOT_HEADGEAR};
  301.   backpack[] = {CAMO_BACKPACK};
  302.   weapons[] = {PDW};
  303.   handguns[] = {FLAREPISTOL};
  304.   magazines[] = {PDW_MAG,FLAREPISTOL_MAG,AIRCREW_GRENADES};
  305.   backpackItems[] = {RADIO_LR};
  306.   items[] = {BASE_MEDICAL,BASE_TOOLS,LEADER_TOOLS,RADIO_MR};
  307.   linkedItems[] = {BASE_LINKED,NODS};
  308. };
  309. class helicrew_F: Helipilot_F {// Helicopter Crew Chief/Co-Pilot
  310.   backpackItems[] += {TOOLKIT};
  311. };
  312. class Pilot_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 fallback: Soldier_F {}; // This means any faction member who doesn't match something will use this loadout
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