OCP for our US Army forces in woodland environment

This commit is contained in:
Christian 2017-12-08 20:20:02 +01:00
parent ee372143d7
commit a4cef62cb1
2 changed files with 68 additions and 67 deletions

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@ -15,8 +15,8 @@ FOB_truck_typename = "rhsusf_M1078A1P2_B_WD_CP_fmtv_usarmy"; // This is the FO
Arsenal_typename = "B_supplyCrate_F"; // This is the virtual arsenal as portable supply crates. Default is "B_supplyCrate_F".
Respawn_truck_typename = "rhsusf_M1085A1P2_B_WD_Medical_fmtv_usarmy"; // This is the mobile respawn (and medical) truck. Default is "B_Truck_01_medical_F".
huron_typename = "RHS_CH_47F"; // This is Spartan 01, a multipurpose mobile respawn as a helicopter. Default is "B_Heli_Transport_03_unarmed_F".
crewman_classname = "rhsusf_army_ucp_combatcrewman"; // This defines the crew for vehicles. Default is "B_crew_F".
pilot_classname = "rhsusf_army_ucp_helipilot"; // This defines the pilot for helicopters. Default is "B_Helipilot_F".
crewman_classname = "rhsusf_army_ocp_combatcrewman"; // This defines the crew for vehicles. Default is "B_crew_F".
pilot_classname = "rhsusf_army_ocp_helipilot"; // This defines the pilot for helicopters. Default is "B_Helipilot_F".
KP_liberation_little_bird_classname = "RHS_MELB_MH6M"; // These are the little birds which spawn on the Freedom or at Chimera base. Default is "B_Heli_Light_01_F".
KP_liberation_boat_classname = "B_Boat_Transport_01_F"; // These are the boats which spawn at the stern of the Freedom. Default is "B_Boat_Transport_01_F".
KP_liberation_truck_classname = "rhsusf_M977A4_BKIT_usarmy_wd"; // These are the trucks which are used in the logistic convoy system. Default is "B_Truck_01_transport_F".
@ -35,31 +35,31 @@ Each array below represents one of the 7 pages within the build menu.
Format: ["vehicle_classname",supplies,ammunition,fuel], Example: ["B_APC_Tracked_01_AA_F",300,150,150],
The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build. */
infantry_units = [
["rhsusf_army_ucp_riflemanl",15,0,0], //Rifleman (Light)
["rhsusf_army_ucp_rifleman",20,0,0], //Rifleman
["rhsusf_army_ucp_riflemanat",30,0,0], //Rifleman (AT)
["rhsusf_army_ucp_grenadier",25,0,0], //Grenadier
["rhsusf_army_ucp_autorifleman",25,0,0], //Autorifleman
["rhsusf_army_ucp_machinegunner",35,0,0], //Heavygunner
["rhsusf_army_ucp_marksman",30,0,0], //Marksman
["rhsusf_army_ucp_javelin",50,10,0], //AT Specialist
["rhsusf_army_ucp_aa",50,10,0], //AA Specialist
["rhsusf_army_ucp_medic",30,0,0], //Combat Life Saver
["rhsusf_army_ucp_engineer",30,0,0], //Engineer
["rhsusf_army_ucp_explosives",30,0,0], //Explosives Specialist
["rhsusf_army_ocp_riflemanl",15,0,0], //Rifleman (Light)
["rhsusf_army_ocp_rifleman",20,0,0], //Rifleman
["rhsusf_army_ocp_riflemanat",30,0,0], //Rifleman (AT)
["rhsusf_army_ocp_grenadier",25,0,0], //Grenadier
["rhsusf_army_ocp_autorifleman",25,0,0], //Autorifleman
["rhsusf_army_ocp_machinegunner",35,0,0], //Heavygunner
["rhsusf_army_ocp_marksman",30,0,0], //Marksman
["rhsusf_army_ocp_javelin",50,10,0], //AT Specialist
["rhsusf_army_ocp_aa",50,10,0], //AA Specialist
["rhsusf_army_ocp_medic",30,0,0], //Combat Life Saver
["rhsusf_army_ocp_engineer",30,0,0], //Engineer
["rhsusf_army_ocp_explosives",30,0,0], //Explosives Specialist
["rhsusf_usmc_recon_marpat_wd_rifleman",20,0,0], //Recon Rifleman
["rhsusf_usmc_recon_marpat_wd_rifleman_at",30,0,0], //Recon Rifleman (AT)
["rhsusf_usmc_recon_marpat_wd_autorifleman",25,0,0], //Recon Autorifleman
["rhsusf_usmc_recon_marpat_wd_machinegunner",35,0,0], //Recon Machine Gunner
["rhsusf_usmc_recon_marpat_wd_marksman",30,0,0], //Recon Marksman
["rhsusf_usmc_recon_marpat_wd_sniper_M107",70,5,0], //Recon Sniper (M107)
["rhsusf_army_ucp_sniper",70,5,0], //Sniper
["rhsusf_army_ucp_sniper_m107",70,5,0], //Sniper (M107)
["rhsusf_army_ucp_sniper_m24sws",70,5,0], //Sniper (M24 SWS)
["rhsusf_army_ucp_combatcrewman",10,0,0], //Crewman
["rhsusf_army_ucp_rifleman_101st",20,0,0], //Para Trooper
["rhsusf_army_ucp_helicrew",10,0,0], //Helicopter Crew
["rhsusf_army_ucp_helipilot",10,0,0], //Helicopter Pilot
["rhsusf_army_ocp_sniper",70,5,0], //Sniper
["rhsusf_army_ocp_sniper_m107",70,5,0], //Sniper (M107)
["rhsusf_army_ocp_sniper_m24sws",70,5,0], //Sniper (M24 SWS)
["rhsusf_army_ocp_combatcrewman",10,0,0], //Crewman
["rhsusf_army_ocp_rifleman_101st",20,0,0], //Para Trooper
["rhsusf_army_ocp_helicrew",10,0,0], //Helicopter Crew
["rhsusf_army_ocp_helipilot",10,0,0], //Helicopter Pilot
["rhsusf_airforce_jetpilot",10,0,0] //Pilot
];
@ -261,54 +261,54 @@ uavs = [
// Pre-made squads for the commander build menu. These shouldn't exceed 10 members.
// Light infantry squad.
blufor_squad_inf_light = [
"rhsusf_army_ucp_teamleader",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_riflemanat",
"rhsusf_army_ucp_grenadier",
"rhsusf_army_ucp_autorifleman",
"rhsusf_army_ucp_autorifleman",
"rhsusf_army_ucp_marksman",
"rhsusf_army_ucp_medic",
"rhsusf_army_ucp_engineer"
"rhsusf_army_ocp_teamleader",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_riflemanat",
"rhsusf_army_ocp_grenadier",
"rhsusf_army_ocp_autorifleman",
"rhsusf_army_ocp_autorifleman",
"rhsusf_army_ocp_marksman",
"rhsusf_army_ocp_medic",
"rhsusf_army_ocp_engineer"
];
// Heavy infantry squad.
blufor_squad_inf = [
"rhsusf_army_ucp_teamleader",
"rhsusf_army_ucp_riflemanat",
"rhsusf_army_ucp_riflemanat",
"rhsusf_army_ucp_grenadier",
"rhsusf_army_ucp_autorifleman",
"rhsusf_army_ucp_autorifleman",
"rhsusf_army_ucp_machinegunner",
"rhsusf_army_ucp_marksman",
"rhsusf_army_ucp_medic",
"rhsusf_army_ucp_engineer"
"rhsusf_army_ocp_teamleader",
"rhsusf_army_ocp_riflemanat",
"rhsusf_army_ocp_riflemanat",
"rhsusf_army_ocp_grenadier",
"rhsusf_army_ocp_autorifleman",
"rhsusf_army_ocp_autorifleman",
"rhsusf_army_ocp_machinegunner",
"rhsusf_army_ocp_marksman",
"rhsusf_army_ocp_medic",
"rhsusf_army_ocp_engineer"
];
// AT specialists squad.
blufor_squad_at = [
"rhsusf_army_ucp_teamleader",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_javelin",
"rhsusf_army_ucp_javelin",
"rhsusf_army_ucp_javelin",
"rhsusf_army_ucp_medic",
"rhsusf_army_ucp_rifleman"
"rhsusf_army_ocp_teamleader",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_javelin",
"rhsusf_army_ocp_javelin",
"rhsusf_army_ocp_javelin",
"rhsusf_army_ocp_medic",
"rhsusf_army_ocp_rifleman"
];
// AA specialists squad.
blufor_squad_aa = [
"rhsusf_army_ucp_teamleader",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_rifleman",
"rhsusf_army_ucp_aa",
"rhsusf_army_ucp_aa",
"rhsusf_army_ucp_aa",
"rhsusf_army_ucp_medic",
"rhsusf_army_ucp_rifleman"
"rhsusf_army_ocp_teamleader",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_rifleman",
"rhsusf_army_ocp_aa",
"rhsusf_army_ocp_aa",
"rhsusf_army_ocp_aa",
"rhsusf_army_ocp_medic",
"rhsusf_army_ocp_rifleman"
];
// Force recon squad.
@ -327,16 +327,16 @@ blufor_squad_recon = [
// Paratroopers squad.
blufor_squad_para = [
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st",
"rhsusf_army_ucp_rifleman_101st"
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st",
"rhsusf_army_ocp_rifleman_101st"
];
// Elite vehicles that should be unlocked through military base capture.

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@ -185,6 +185,7 @@ class Missions
* Tweaked: Cleaned all custom placed places on all maps some more and renamed the respawn marker from `respawn_west` to `respawn`.
* Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
* Tweaked: Some typos in the german stringtable. Thanks to [gqgunhed](https://github.com/gqgunhed)
* Tweaked: The US Army woodland troops got the new OCP and were able to throw away their old UCP.
* Fixed: Wounded civilian animation in dedicated server environment. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: With ACE you could take unconscious AI as POW.
* Fixed: You couldn't handcuff surrendered AI with ACE zipties.