Merge pull request #339 from PSYKO-nz/master

New presets for Sahrani
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Christian 2018-02-19 22:57:50 +01:00 committed by GitHub
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/*
Needed Mods:
- Project OPFOR
Optional Mods:
- None
*/
// Enemy infantry classes
opfor_officer = "LOP_SLA_Infantry_Officer";
opfor_squad_leader = "LOP_SLA_Infantry_SL";
opfor_team_leader = "LOP_SLA_Infantry_TL";
opfor_sentry = "LOP_SLA_Infantry_Rifleman";
opfor_rifleman = "LOP_SLA_Infantry_Rifleman_2";
opfor_rpg = "LOP_SLA_Infantry_AT";
opfor_grenadier = "LOP_SLA_Infantry_GL";
opfor_machinegunner = "LOP_SLA_Infantry_MG";
opfor_heavygunner = "LOP_SLA_Infantry_MG";
opfor_marksman = "LOP_SLA_Infantry_Marksman";
opfor_sharpshooter = "LOP_SLA_Infantry_Marksman";
opfor_sniper = "LOP_SLA_Infantry_Marksman";
opfor_at = "LOP_SLA_Infantry_AT";
opfor_aa = "LOP_SLA_Infantry_AA";
opfor_medic = "LOP_SLA_Infantry_Corpsman";
opfor_engineer = "LOP_SLA_Infantry_Engineer";
opfor_paratrooper = "LOP_SLA_Infantry_Rifleman";
// Enemy vehicles used by secondary objectives.
opfor_mrap = "LOP_SLA_UAZ";
opfor_mrap_armed = "LOP_SLA_UAZ_DshKM";
opfor_transport_helo = "LOP_SLA_Mi8MT_Cargo";
opfor_transport_truck = "LOP_SLA_Ural";
opfor_ammobox_transport = "LOP_SLA_Ural_open"; //-> Has to be able to transport resource crates! =>["LOP_SLA_Ural_open", -6.5, [0,-0.2,0.55], [0,-1.4,0.55], [0,-2.55,0.55]],
opfor_fuel_truck = "rhs_gaz66_ammo_vmf";
opfor_ammo_truck = "rhs_gaz66_ammo_vmf";
opfor_fuel_container = "Land_Pod_Heli_Transport_04_fuel_F";
opfor_ammo_container = "Land_Pod_Heli_Transport_04_ammo_F";
opfor_flag = "lop_Flag_sla_F";
/* Adding a value to these arrays below will add them to a one out of however many in the array, random pick chance.
Therefore, adding the same value twice or three times means they are more likely to be chosen more often. */
/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
militia_squad = [
"LOP_SLA_Infantry_Rifleman",
"LOP_SLA_Infantry_Rifleman_2",
"LOP_SLA_Infantry_GL",
"LOP_SLA_Infantry_Officer",
"LOP_SLA_Infantry_TL",
"LOP_SLA_Infantry_SL",
"LOP_SLA_Infantry_AA",
"LOP_SLA_Infantry_AT",
"LOP_SLA_Infantry_Marksman",
"LOP_SLA_Infantry_Corpsman",
"LOP_SLA_Infantry_Engineer"
];
// Militia vehicles. Lightweight vehicle classnames the game will pick from randomly as sector defenders.
militia_vehicles = [
"LOP_SLA_UAZ_SPG",
"LOP_SLA_UAZ_DshKM",
"LOP_SLA_UAZ_AGS",
"LOP_SLA_UAZ",
"LOP_SLA_UAZ_Open"
];
// All enemy vehicles that can spawn as sector defenders and patrols at high enemy combat readiness (aggression levels).
opfor_vehicles = [
"LOP_SLA_UAZ_SPG",
"LOP_SLA_UAZ_DshKM",
"LOP_SLA_UAZ_AGS",
"LOP_SLA_BMP2D",
"LOP_SLA_BMP2",
"LOP_SLA_BMP1D",
"LOP_SLA_BMP1",
"LOP_SLA_BTR60",
"LOP_SLA_BTR70",
"LOP_SLA_ZSU234",
"LOP_SLA_T72BB",
"LOP_SLA_T72BA"
];
// All enemy vehicles that can spawn as sector defenders and patrols but at a lower enemy combat readiness (aggression levels).
opfor_vehicles_low_intensity = [
"LOP_SLA_UAZ_SPG",
"LOP_SLA_UAZ_DshKM",
"LOP_SLA_UAZ_AGS",
"LOP_SLA_BTR60",
"LOP_SLA_BMP2"
];
// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at high enemy combat readiness (aggression levels).
opfor_battlegroup_vehicles = [
"LOP_SLA_UAZ_SPG",
"LOP_SLA_UAZ_DshKM",
"LOP_SLA_UAZ_AGS",
"LOP_SLA_Ural_open",
"LOP_SLA_Ural",
"LOP_SLA_BTR60",
"LOP_SLA_BMP1",
"LOP_SLA_ZSU234",
"LOP_SLA_T72BA",
"LOP_SLA_T72BB",
"LOP_SLA_Mi8MTV3_FAB",
"LOP_SLA_Mi8MT_Cargo",
"LOP_SLA_Mi8MTV3_UPK23"
];
// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at lower enemy combat readiness (aggression levels).
opfor_battlegroup_vehicles_low_intensity = [
"LOP_SLA_UAZ_DshKM",
"LOP_SLA_UAZ_AGS",
"LOP_SLA_Ural",
"LOP_SLA_BTR70",
"LOP_SLA_BMP1D",
"LOP_SLA_BMP2D",
"LOP_SLA_ZSU234",
"LOP_SLA_Mi8MTV3_UPK23",
"LOP_SLA_Mi8MT_Cargo"
];
/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
opfor_troup_transports = [
"LOP_SLA_Ural_open",
"LOP_SLA_Ural",
"LOP_SLA_Mi8MTV3_FAB",
"LOP_SLA_Mi8MT_Cargo",
"LOP_SLA_Mi8MTV3_UPK23"
];
// Enemy rotary-wings that will need to spawn in flight.
opfor_choppers = [
"LOP_SLA_Mi8MTV3_FAB",
"LOP_SLA_Mi8MT_Cargo",
"LOP_SLA_Mi8MTV3_UPK23"
];
// Enemy fixed-wings that will need to spawn in the air.
opfor_air = [];

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/*
Needed Mods:
- Project OPFOR
Optional Mods:
- None
*/
/* Classnames of the guerilla faction which is friendly or hostile, depending on the civil reputation
Standard loadout of the units will be replaced with a scripted one, which depends on the guerilla strength, after spawn */
KP_liberation_guerilla_units = [
"LOP_RACS_Infantry_MG",
"LOP_RACS_Infantry_Engineer",
"LOP_RACS_Infantry_TL",
"LOP_RACS_Infantry_Corpsman",
"LOP_RACS_Infantry_Rifleman",
"LOP_RACS_Infantry_AT",
"LOP_RACS_Infantry_Marksman",
"LOP_RACS_Infantry_SL"
];
// Armed vehicles
KP_liberation_guerilla_vehicles = [
"LOP_RACS_Landrover_M2",
"LOP_RACS_Offroad_M2"
];
// transport vehicles (should be able to transport at least 10 soldiers)
KP_liberation_guerilla_transports = [
"LOP_RACS_Truck"
];
/* Guerilla Equipment
There are 3 tiers for every category. If the strength of the guerillas will increase, they'll have higher tier equipment. */
/* Weapons - You've to add the weapons as array like
["Weaponclassname","Magazineclassname","magazine amount","optic","tripod"]
You can leave optic and tripod empty with "" */
KP_liberation_guerilla_weapons_1 =[
["rhs_weap_Izh","rhsgref_1Rnd_00Buck",20,"",""],
["rhs_weap_m38","rhsgref_5rnd_762x54_m38",6,"",""],
["rhs_weap_m38_rail","rhsgref_5rnd_762x54_m38",6,"",""],
["rhs_weap_kar98k","rhsgref_5rnd_792x57_kar98k",6,"",""],
["rhs_weap_mosin_sbr","rhsgref_5rnd_762x54_m38",6,"",""],
["rhs_weap_makarov_pm","rhs_mag_9x18_8_57N181S",5,"",""]
];
KP_liberation_guerilla_weapons_2 =[
["rhs_weap_ak74","rhs_30rnd_545x39_AK",3,"",""],
["rhs_weap_akm","rhs_30rnd_762x39mm",3,"",""],
["rhs_weap_akms","rhs_30rnd_762x39mm",3,"",""],
["rhs_weap_aks74u","rhs_30rnd_545x39_AK",3,"",""],
["rhs_weap_pp2000","rhs_mag_9x19mm_7n21_20",4,"",""],
["rhs_weap_svds","rhs_10rnd_762x54mmR_7N1",3,"rhs_acc_pso1m2",""]
];
KP_liberation_guerilla_weapons_3 =[
["rhs_weap_ak103","rhs_30rnd_762x39mm",4,"rhs_acc_pkas",""],
["rhs_weap_ak104","rhs_30rnd_762x39mm",4,"rhs_acc_ekp8_02",""],
["rhs_weap_ak105","rhs_30rnd_545x39_AK",4,"rhs_acc_pkas",""],
["rhs_weap_asval_grip","rhs_20rnd_9x39mm_SP5",5,"rhs_acc_pkas",""],
["rhs_weap_pkm","rhs_100Rnd_762x54mmR",2,"",""],
["rhs_weap_pkp","rhs_100Rnd_762x54mmR",2,"rhs_acc_pkas",""],
["rhs_weap_svdp","rhs_10rnd_762x54mmR_7N1",5,"rhs_acc_pso1m21",""],
["rhs_weap_aks74un","rhs_30rnd_545x39_AK",4,"rhs_acc_ekp8_02",""]
];
// Uniforms
KP_liberation_guerilla_uniforms_1 = [
"LOP_U_RACS_Fatigue_01",
"LOP_U_RACS_Fatigue_01_slv"
];
KP_liberation_guerilla_uniforms_2 = [
"LOP_U_RACS_Fatigue_01",
"LOP_U_RACS_Fatigue_01_slv"
];
KP_liberation_guerilla_uniforms_3 = [
"LOP_U_RACS_Fatigue_01",
"LOP_U_RACS_Fatigue_01_slv"
];
// Vests
KP_liberation_guerilla_vests_1 = [
"V_LegStrapBag_coyote_F",
"V_LegStrapBag_olive_F",
"V_LegStrapBag_black_F",
"V_Pocketed_coyote_F",
"V_Pocketed_olive_F",
"V_Pocketed_black_F",
"V_BandollierB_cbr",
"V_BandollierB_rgr",
"V_BandollierB_khk",
"V_BandollierB_oli",
"V_BandollierB_blk",
"V_BandollierB_ghex_F",
"rhs_vest_commander",
"rhs_vest_pistol_holder",
"V_Rangemaster_belt",
"rhs_6sh46"
];
KP_liberation_guerilla_vests_2 = [
"V_Chestrig_rgr",
"V_Chestrig_khk",
"V_Chestrig_oli",
"V_Chestrig_blk",
"V_HarnessO_brn",
"V_HarnessO_gry",
"V_HarnessO_ghex_F",
"V_HarnessOGL_brn",
"V_HarnessOGL_gry",
"V_HarnessOGL_ghex_F",
"rhsgref_alice_webbing",
"V_TacChestrig_grn_F",
"V_TacChestrig_cbr_F",
"V_TacChestrig_oli_F"
];
KP_liberation_guerilla_vests_3 = [
"V_TacVest_brn",
"V_TacVest_khk",
"V_TacVest_oli",
"V_TacVest_blk",
"V_I_G_resistanceLeader_F",
"V_TacVest_camo",
"rhs_vydra_3m",
"rhsgref_6b23_khaki_medic",
"rhsgref_6b23_khaki_nco",
"rhsgref_6b23_khaki_officer",
"rhsgref_6b23_khaki_rifleman",
"rhsgref_6b23_khaki_sniper",
"rhsgref_6b23_khaki"
];
// Headgear
KP_liberation_guerilla_headgear_1 = [
"",
"",
"",
"",
"",
"LOP_H_6B27M_RACS",
"LOP_H_6B27M_ess_RACS"
];
KP_liberation_guerilla_headgear_2 = [
"H_Bandanna_blu",
"H_Bandanna_sand",
"H_Bandanna_gry",
"H_Bandanna_camo",
"H_Bandanna_cbr",
"H_Bandanna_sgg",
"H_Bandanna_khk",
"rhsgref_fieldcap_ttsko_digi",
"rhsgref_fieldcap_ttsko_forest",
"rhsgref_fieldcap_ttsko_mountain",
"rhsgref_fieldcap_ttsko_urban",
"",
"",
"",
"",
"LOP_H_6B27M_RACS",
"LOP_H_6B27M_ess_RACS"
];
KP_liberation_guerilla_headgear_3 = [
"H_ShemagOpen_khk",
"H_ShemagOpen_tan",
"H_Shemag_olive",
"H_Booniehat_khk",
"H_Booniehat_oli",
"rhsgref_M56",
"H_Watchcap_blk",
"rhs_ssh68",
"rhsgref_ssh68_emr",
"rhs_tsh4",
"H_Beret_blk",
"H_Watchcap_camo",
"H_Watchcap_khk",
"",
"",
"",
"",
"LOP_H_6B27M_RACS",
"LOP_H_6B27M_ess_RACS"
];
// Facegear. Applies for tier 2 and 3.
KP_liberation_guerilla_facegear = [
"",
"",
"",
"G_Bandanna_shades",
"G_Bandanna_beast",
"G_Bandanna_tan",
"G_Bandanna_khk",
"G_Bandanna_oli",
"G_Bandanna_aviator",
"G_Bandanna_blk",
"rhs_balaclava",
"rhs_balaclava1_olive",
"rhs_scarf"
];