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CfgLoadouts.hpp
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class CfgLoadouts {
// Use POTATO to run gear assignment
usePotato = 1;
// Fast, Easy Settings to change loadouts without touching the arrays. For TVT Balancing.
// Allow Zoomed Optics (1 is true, 0 is false) <Anything like a HAMR (4x) optic won't be added, "red dot" would be fine>
allowMagnifiedOptics = 0;
// Allow changeable optics on a global level, note: optic options obey allowMagnifiedOptics rules
allowChangeableOptics = 1;
// Vehicle Loadouts -- see "us_mx_mtp.hpp" for examples
// -1. Clear and leave inventories empty empty
// 0. Leave them to vanilla defaults
// 1. Defined supplies are put into vehicle's inventory
// 2. Store supplies from vehicle inventory into ammo boxes in vehicle ACE cargo
// 3. Use ammo box definitions to create ammo boxes in vehicle's ACE cargo and clear inventory
setVehicleLoadouts = -1;
// Do Supply Box Loadouts
// -1. Clear and leave inventories empty empty
// 0. Leave them to vanilla defaults
// 1. Defined supplies are put into box's inventory
// 2. Use ammo box definitions to create ammo boxes in box's ACE cargo and clear inventory
setSupplyBoxLoadouts = 0;
class SupplyBoxes {
/* Example: setSupplyBoxLoadouts = 1
class B_supplyCrate_F {
TransportWeapons[] = {"arifle_TRG20_F"};
TransportMagazines[] = {"30Rnd_556x45_Stanag_red:8","30Rnd_556x45_Stanag_Tracer_Red:2"};
TransportItems[] = {"ACRE_PRC148:10"};
};
*/
/* Example: setSupplyBoxLoadouts = 2
class I_supplyCrate_F { // overarching box
addMarkingActions = 0; // 0 for none, 1 for single use of smoke/flare
boxCustomName = "Easy To Find Name";
boxSpace = 8; // ACE cargo space box will have
class Box_NATO_Ammo_F { // sub box
boxCount = 4; // number of boxes to create
boxCustomName = "Resupply Box";
TransportWeapons[] = {"arifle_TRG20_F:4"};
TransportMagazines[] = {"30Rnd_556x45_Stanag_red:8","30Rnd_556x45_Stanag_Tracer_Red:2"};
TransportItems[] = {"ACE_elasticBandage:25","ACE_packingBandage:15","ACE_tourniquet:5","ACE_splint:5"};
};
};
class B_supplyCrate_F { // falls back to work the same way as Mode 1 without defined sub-boxes
TransportWeapons[] = {"arifle_TRG20_F"};
TransportMagazines[] = {"30Rnd_556x45_Stanag_red:8","30Rnd_556x45_Stanag_Tracer_Red:2"};
TransportItems[] = {"ACRE_PRC148:10"};
};
*/
};
// Fallback: use a basic soldiers loadout when the unit's classname isn't found (for Alive spawning random units)
useFallback = 1;
// prefixes to strip from the units classnames
prefixes[] = {"potato_w_", "potato_e_", "potato_i_"};
// Shared defines
#include "Loadouts\common.hpp" // DO NOT COMMENT OUT, WILL BREAK EVERYTHING
// cleanup.bat will delete any loadouts not in active use (so make sure to include before running)
// Blufor/Indfor/Opfor folders are just for organization, they can be used with any faction
// e.g. Blufor\us_mx_mtp.hpp for potato_e is fine
// Loadouts can be either kept in the Loadouts\Blufor\ folders or moved up to Loadouts\
// West factions
#include "Loadouts\west_gear.hpp"
class potato_w { // BluFor
#include "Loadouts\Blufor\us_mx_mtp.hpp"
};
// Indy factions
#include "Loadouts\indy_gear.hpp"
class potato_i { // Indy
#include "Loadouts\Indfor\aaf_f2000_digi.hpp"
};
// East Factions
#include "Loadouts\east_gear.hpp"
class potato_e { // OpFor
#include "Loadouts\Opfor\csat_sama_hex.hpp"
};
// Civilians (mainly for RP missions)
#include "Loadouts\civ_gear.hpp"
#include "Loadouts\civilians.hpp" // Bare example of doing civilian loadouts
};