Commit 49492789 authored by Superxpdude's avatar Superxpdude

Converted player loadouts to the XPTLoadouts format.

Removed all NVGs from the BLUFOR team. Replaced them with flashlights for maximum A E S T H E T I C S.
Added ACE fortify support to BLUFOR, allowing them to place traffic cones (with and without lights), road barriers, "arrow desk" signs, and portable lights).
parent 1d8d2725
......@@ -54,7 +54,7 @@ class loadouts
class blufor_base: base
{
displayName = "rhsusf_army_ocp_riflemanl";
displayName = "BLUFOR Base Loadout";
primaryWeapon[] = {"CUP_arifle_M4A3_desert","","CUP_acc_Flashlight_desert","CUP_optic_CompM2_low_coyote",{"CUP_30Rnd_556x45_Stanag_Tracer_Red",30},{},""};
handgunWeapon[] = {"rhs_weap_rsp30_red","","","",{"rhs_mag_rsp30_red",1},{},""};
......@@ -63,16 +63,140 @@ class loadouts
uniformClass = "CUP_U_B_USArmy_TwoKnee";
headgearClass = "CUP_H_USArmy_HelmetMICH_ESS";
vestClass = "CUP_V_B_IOTV_Rifleman";
linkedItems[] = {"ItemMap","ItemMicroDAGR","TFAR_anprc152","ItemCompass","ItemWatch",""};
uniformItems[] = {{"ACE_CableTie",3},{"ItemcTabHCam",1}};
uniformItems[] = {{"ACE_CableTie",3},{"ItemcTabHCam",1},{"ACE_Fortify",1}};
vestItems[] = {{"CUP_30Rnd_556x45_Stanag_Tracer_Red",7,30},{"SmokeShell",2,1},{"ACE_HandFlare_Red",2,1}};
backpackItems[] = {};
basicMedUniform[] = {{"ACE_fieldDressing",10},{"ACE_epinephrine",2},{"ACE_morphine",1},{"ACE_adenosine",2},{"ACE_tourniquet",2}};
basicMedVest[] = {};
basicMedBackpack[] = {};
};
class B_Soldier_F: blufor_base
{
displayName = "Rifleman";
backpackClass = "CUP_B_AssaultPack_ACU";
};
class B_Soldier_SL_F: blufor_base
{
displayName = "Squad Leader";
headgearClass = "CUP_H_USArmy_Boonie";
facewearClass = "G_Shades_Black";
vestClass = "CUP_V_B_IOTV_SL";
backpackClass = "FRXA_tf_rt1523g_big_UCP";
linkedItems[] = {"ItemMap","ItemAndroid","TFAR_anprc152","ItemCompass","ItemWatch",""};
backpackItems[] = {{"ToolKit",1}};
};
class B_Officer_F: blufor_base
{
displayName = "Commander";
headgearClass = "CUP_H_USA_Cap";
uniformClass = "CUP_U_B_USArmy_Base";
facewearClass = "G_Aviator";
vestClass = "CUP_V_B_IOTV_SL";
backpackClass = "FRXA_tf_rt1523g_big_UCP";
linkedItems[] = {"ItemMap","ItemcTab","TFAR_anprc152","ItemCompass","ItemWatch",""};
};
class B_Soldier_A_F: B_Soldier_F
{
displayName = "Flare Bearer";
vestClass = "CUP_V_B_IOTV_AT";
backpackClass = "B_Carryall_cbr";
backpackItems[] = {
{"ACE_HandFlare_Red",20,1},
{"ACE_Chemlight_HiRed",15,1},
{"ACE_HandFlare_Green",10,1},
{"ACE_Chemlight_HiGreen",10,1},
{"ACE_HandFlare_Yellow",5,1},
{"ACE_HandFlare_White",5,1},
{"ACE_Chemlight_White",5,1},
{"ACE_M84",3,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1},
{"SmokeShell",2,1}
};
};
class B_Medic_F: blufor_base
{
displayName = "Medic";
uniformClass = "CUP_U_B_USArmy_UBACS";
vestClass = "CUP_V_B_IOTV_Medic";
backpackClass = "B_Kitbag_cbr";
basicMedBackpack[] = {{"ACE_fieldDressing",100},{"ACE_epinephrine",25},{"ACE_adenosine",25},{"ACE_morphine",10},{"ACE_bloodIV",10}};
};
class B_Soldier_M_F: blufor_base
{
displayName = "Sniper";
primaryWeapon[] = {"CUP_srifle_M24_des","","","cup_optic_leupoldmk4_10x40_lrt_desert",{"CUP_5Rnd_762x51_M24",5},{},"bipod_01_F_snd"};
binocular = "ACE_VectorDay";
headgearClass = "CUP_H_USArmy_Boonie";
uniformClass = "CUP_U_B_USArmy_Soft";
facewearClass = "G_Lowprofile";
vestClass = "CUP_V_B_IOTV_Rifleman";
vestItems[] = {{"CUP_5Rnd_762x51_M24",10,5},{"SmokeShell",2,1},{"ACE_HandFlare_Red",2,1},{"ACE_RangeCard",1}};
};
class B_Sniper_F: B_Soldier_M_F
{
displayName = "Sniper (M107)";
primaryWeapon[] = {"CUP_srifle_M107_Desert","","","cup_optic_leupoldmk4_20x40_lrt",{"CUP_10Rnd_127x99_M107",10},{},""};
vestItems[] = {{"CUP_10Rnd_127x99_M107",5,10},{"SmokeShell",2,1},{"ACE_HandFlare_Red",2,1},{"ACE_RangeCard",1}};
};
class B_Spotter_F: blufor_base
{
displayName = "Spotter";
binocular = "ACE_VectorDay";
headgearClass = "CUP_H_USArmy_Boonie";
uniformClass = "CUP_U_B_USArmy_Soft";
facewearClass = "G_Lowprofile";
vestClass = "CUP_V_B_IOTV_Rifleman";
};
class B_Helipilot_F: blufor_base
{
displayName = "Pilot";
primaryWeapon[] = {"CUP_arifle_M4A1_desert_carryhandle","","CUP_acc_Flashlight_desert","",{"CUP_30Rnd_556x45_Stanag_Tracer_Red",30},{},""};
handgunWeapon[] = {"rhs_weap_rsp30_red","","","",{"rhs_mag_rsp30_red",1},{},""};
binocular = "Binocular";
uniformClass = "CUP_U_B_USArmy_PilotOverall";
headgearClass = "CUP_H_USMC_Helmet_Pilot";
vestClass = "CUP_V_B_USArmy_PilotVest";
backpackClass = "FRXA_tf_rt1523g_big_UCP";
linkedItems[] = {"ItemMap","ItemAndroid","TFAR_anprc152","ItemCompass","ItemWatch",""};
uniformItems[] = {{"ACE_CableTie",3},{"ItemcTabHCam",1}};
vestItems[] = {{"CUP_30Rnd_556x45_Stanag_Tracer_Red",5,30},{"SmokeShell",2,1},{"ACE_HandFlare_Red",2,1}};
backpackItems[] = {{"ToolKit",1}};
};
};
\ No newline at end of file
......@@ -21,7 +21,7 @@ private _fnc_addClutter = {
if (side player == west) then {
// Player is BLUFOR
[_player, (getMissionConfig "CfgXPT") >> "loadouts" >> (typeOf _player)] call XPT_fnc_loadInventory;
} else {
// Player is not BLUFOR
......@@ -61,7 +61,7 @@ if (side player == west) then {
];
// Load an empty loadout first to ensure that we don't have any leftover illegal goods/weapons
[player, (getMissionConfig "CfgXPT") >> "loadouts" >> "clean_civilian"] call XPT_fnc_loadInventory;
[_player, (getMissionConfig "CfgXPT") >> "loadouts" >> "clean_civilian"] call XPT_fnc_loadInventory;
// Switch statements are case-sensitive. Make sure ALL entries are lower-case
// TODO: Adjust this to have "jobs" with matching equipment
......
......@@ -65,4 +65,16 @@ if (_timesettings == 5) then
setDate [2012,1,4,6,17];
setTimeMultiplier 120 ;
};
\ No newline at end of file
};
// ACE Fortify setup
[west, 1000, [
["RoadCone_F", 5],
["RoadCone_L_F", 5],
["RoadBarrier_F", 15],
["RoadBarrier_Small_F", 10],
["ArrowDesk_L_F", 25],
["ArrowDesk_R_F", 25],
["Land_PortableLight_double_F", 50],
["Land_PortableLight_single_F", 35]
]] call acex_fortify_fnc_registerObjects;
\ No newline at end of file
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