commit
cd3cc3ea5b
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/*
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Needed Mods:
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- Project OPFOR
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Optional Mods:
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- None
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*/
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// Enemy infantry classes
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opfor_officer = "LOP_SLA_Infantry_Officer";
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opfor_squad_leader = "LOP_SLA_Infantry_SL";
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opfor_team_leader = "LOP_SLA_Infantry_TL";
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opfor_sentry = "LOP_SLA_Infantry_Rifleman";
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opfor_rifleman = "LOP_SLA_Infantry_Rifleman_2";
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opfor_rpg = "LOP_SLA_Infantry_AT";
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opfor_grenadier = "LOP_SLA_Infantry_GL";
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opfor_machinegunner = "LOP_SLA_Infantry_MG";
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opfor_heavygunner = "LOP_SLA_Infantry_MG";
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opfor_marksman = "LOP_SLA_Infantry_Marksman";
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opfor_sharpshooter = "LOP_SLA_Infantry_Marksman";
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opfor_sniper = "LOP_SLA_Infantry_Marksman";
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opfor_at = "LOP_SLA_Infantry_AT";
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opfor_aa = "LOP_SLA_Infantry_AA";
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opfor_medic = "LOP_SLA_Infantry_Corpsman";
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opfor_engineer = "LOP_SLA_Infantry_Engineer";
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opfor_paratrooper = "LOP_SLA_Infantry_Rifleman";
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// Enemy vehicles used by secondary objectives.
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opfor_mrap = "LOP_SLA_UAZ";
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opfor_mrap_armed = "LOP_SLA_UAZ_DshKM";
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opfor_transport_helo = "LOP_SLA_Mi8MT_Cargo";
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opfor_transport_truck = "LOP_SLA_Ural";
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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]],
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opfor_fuel_truck = "rhs_gaz66_ammo_vmf";
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opfor_ammo_truck = "rhs_gaz66_ammo_vmf";
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opfor_fuel_container = "Land_Pod_Heli_Transport_04_fuel_F";
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opfor_ammo_container = "Land_Pod_Heli_Transport_04_ammo_F";
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opfor_flag = "lop_Flag_sla_F";
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/* Adding a value to these arrays below will add them to a one out of however many in the array, random pick chance.
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Therefore, adding the same value twice or three times means they are more likely to be chosen more often. */
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/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
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Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
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militia_squad = [
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"LOP_SLA_Infantry_Rifleman",
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"LOP_SLA_Infantry_Rifleman_2",
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"LOP_SLA_Infantry_GL",
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"LOP_SLA_Infantry_Officer",
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"LOP_SLA_Infantry_TL",
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"LOP_SLA_Infantry_SL",
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"LOP_SLA_Infantry_AA",
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"LOP_SLA_Infantry_AT",
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"LOP_SLA_Infantry_Marksman",
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"LOP_SLA_Infantry_Corpsman",
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"LOP_SLA_Infantry_Engineer"
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];
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// Militia vehicles. Lightweight vehicle classnames the game will pick from randomly as sector defenders.
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militia_vehicles = [
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"LOP_SLA_UAZ_SPG",
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"LOP_SLA_UAZ_DshKM",
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"LOP_SLA_UAZ_AGS",
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"LOP_SLA_UAZ",
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"LOP_SLA_UAZ_Open"
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];
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// All enemy vehicles that can spawn as sector defenders and patrols at high enemy combat readiness (aggression levels).
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opfor_vehicles = [
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"LOP_SLA_UAZ_SPG",
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"LOP_SLA_UAZ_DshKM",
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"LOP_SLA_UAZ_AGS",
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"LOP_SLA_BMP2D",
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"LOP_SLA_BMP2",
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"LOP_SLA_BMP1D",
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"LOP_SLA_BMP1",
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"LOP_SLA_BTR60",
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"LOP_SLA_BTR70",
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"LOP_SLA_ZSU234",
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"LOP_SLA_T72BB",
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"LOP_SLA_T72BA"
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];
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// All enemy vehicles that can spawn as sector defenders and patrols but at a lower enemy combat readiness (aggression levels).
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opfor_vehicles_low_intensity = [
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"LOP_SLA_UAZ_SPG",
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"LOP_SLA_UAZ_DshKM",
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"LOP_SLA_UAZ_AGS",
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"LOP_SLA_BTR60",
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"LOP_SLA_BMP2"
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];
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// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at high enemy combat readiness (aggression levels).
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opfor_battlegroup_vehicles = [
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"LOP_SLA_UAZ_SPG",
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"LOP_SLA_UAZ_DshKM",
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"LOP_SLA_UAZ_AGS",
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"LOP_SLA_Ural_open",
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"LOP_SLA_Ural",
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"LOP_SLA_BTR60",
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"LOP_SLA_BMP1",
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"LOP_SLA_ZSU234",
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"LOP_SLA_T72BA",
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"LOP_SLA_T72BB",
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"LOP_SLA_Mi8MTV3_FAB",
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"LOP_SLA_Mi8MT_Cargo",
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"LOP_SLA_Mi8MTV3_UPK23"
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];
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// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at lower enemy combat readiness (aggression levels).
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opfor_battlegroup_vehicles_low_intensity = [
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"LOP_SLA_UAZ_DshKM",
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"LOP_SLA_UAZ_AGS",
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"LOP_SLA_Ural",
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"LOP_SLA_BTR70",
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"LOP_SLA_BMP1D",
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"LOP_SLA_BMP2D",
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"LOP_SLA_ZSU234",
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"LOP_SLA_Mi8MTV3_UPK23",
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"LOP_SLA_Mi8MT_Cargo"
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];
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/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
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If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
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opfor_troup_transports = [
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"LOP_SLA_Ural_open",
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"LOP_SLA_Ural",
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"LOP_SLA_Mi8MTV3_FAB",
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"LOP_SLA_Mi8MT_Cargo",
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"LOP_SLA_Mi8MTV3_UPK23"
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];
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// Enemy rotary-wings that will need to spawn in flight.
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opfor_choppers = [
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"LOP_SLA_Mi8MTV3_FAB",
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"LOP_SLA_Mi8MT_Cargo",
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"LOP_SLA_Mi8MTV3_UPK23"
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];
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// Enemy fixed-wings that will need to spawn in the air.
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opfor_air = [];
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@ -0,0 +1,206 @@
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/*
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Needed Mods:
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- Project OPFOR
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Optional Mods:
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- None
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*/
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/* Classnames of the guerilla faction which is friendly or hostile, depending on the civil reputation
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Standard loadout of the units will be replaced with a scripted one, which depends on the guerilla strength, after spawn */
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KP_liberation_guerilla_units = [
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"LOP_RACS_Infantry_MG",
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"LOP_RACS_Infantry_Engineer",
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"LOP_RACS_Infantry_TL",
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"LOP_RACS_Infantry_Corpsman",
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"LOP_RACS_Infantry_Rifleman",
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"LOP_RACS_Infantry_AT",
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"LOP_RACS_Infantry_Marksman",
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"LOP_RACS_Infantry_SL"
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];
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// Armed vehicles
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KP_liberation_guerilla_vehicles = [
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"LOP_RACS_Landrover_M2",
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"LOP_RACS_Offroad_M2"
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];
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// transport vehicles (should be able to transport at least 10 soldiers)
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KP_liberation_guerilla_transports = [
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"LOP_RACS_Truck"
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];
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/* Guerilla Equipment
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There are 3 tiers for every category. If the strength of the guerillas will increase, they'll have higher tier equipment. */
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/* Weapons - You've to add the weapons as array like
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["Weaponclassname","Magazineclassname","magazine amount","optic","tripod"]
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You can leave optic and tripod empty with "" */
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KP_liberation_guerilla_weapons_1 =[
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["rhs_weap_Izh","rhsgref_1Rnd_00Buck",20,"",""],
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["rhs_weap_m38","rhsgref_5rnd_762x54_m38",6,"",""],
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["rhs_weap_m38_rail","rhsgref_5rnd_762x54_m38",6,"",""],
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["rhs_weap_kar98k","rhsgref_5rnd_792x57_kar98k",6,"",""],
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["rhs_weap_mosin_sbr","rhsgref_5rnd_762x54_m38",6,"",""],
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["rhs_weap_makarov_pm","rhs_mag_9x18_8_57N181S",5,"",""]
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];
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KP_liberation_guerilla_weapons_2 =[
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["rhs_weap_ak74","rhs_30rnd_545x39_AK",3,"",""],
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["rhs_weap_akm","rhs_30rnd_762x39mm",3,"",""],
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["rhs_weap_akms","rhs_30rnd_762x39mm",3,"",""],
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["rhs_weap_aks74u","rhs_30rnd_545x39_AK",3,"",""],
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["rhs_weap_pp2000","rhs_mag_9x19mm_7n21_20",4,"",""],
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["rhs_weap_svds","rhs_10rnd_762x54mmR_7N1",3,"rhs_acc_pso1m2",""]
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];
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KP_liberation_guerilla_weapons_3 =[
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["rhs_weap_ak103","rhs_30rnd_762x39mm",4,"rhs_acc_pkas",""],
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["rhs_weap_ak104","rhs_30rnd_762x39mm",4,"rhs_acc_ekp8_02",""],
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["rhs_weap_ak105","rhs_30rnd_545x39_AK",4,"rhs_acc_pkas",""],
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["rhs_weap_asval_grip","rhs_20rnd_9x39mm_SP5",5,"rhs_acc_pkas",""],
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["rhs_weap_pkm","rhs_100Rnd_762x54mmR",2,"",""],
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["rhs_weap_pkp","rhs_100Rnd_762x54mmR",2,"rhs_acc_pkas",""],
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["rhs_weap_svdp","rhs_10rnd_762x54mmR_7N1",5,"rhs_acc_pso1m21",""],
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["rhs_weap_aks74un","rhs_30rnd_545x39_AK",4,"rhs_acc_ekp8_02",""]
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];
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// Uniforms
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KP_liberation_guerilla_uniforms_1 = [
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"LOP_U_RACS_Fatigue_01",
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"LOP_U_RACS_Fatigue_01_slv"
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];
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KP_liberation_guerilla_uniforms_2 = [
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"LOP_U_RACS_Fatigue_01",
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"LOP_U_RACS_Fatigue_01_slv"
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];
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KP_liberation_guerilla_uniforms_3 = [
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"LOP_U_RACS_Fatigue_01",
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"LOP_U_RACS_Fatigue_01_slv"
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];
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// Vests
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KP_liberation_guerilla_vests_1 = [
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"V_LegStrapBag_coyote_F",
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"V_LegStrapBag_olive_F",
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"V_LegStrapBag_black_F",
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"V_Pocketed_coyote_F",
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"V_Pocketed_olive_F",
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"V_Pocketed_black_F",
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"V_BandollierB_cbr",
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"V_BandollierB_rgr",
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"V_BandollierB_khk",
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"V_BandollierB_oli",
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"V_BandollierB_blk",
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"V_BandollierB_ghex_F",
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"rhs_vest_commander",
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"rhs_vest_pistol_holder",
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"V_Rangemaster_belt",
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"rhs_6sh46"
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];
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KP_liberation_guerilla_vests_2 = [
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"V_Chestrig_rgr",
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"V_Chestrig_khk",
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"V_Chestrig_oli",
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"V_Chestrig_blk",
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"V_HarnessO_brn",
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"V_HarnessO_gry",
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"V_HarnessO_ghex_F",
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"V_HarnessOGL_brn",
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"V_HarnessOGL_gry",
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"V_HarnessOGL_ghex_F",
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"rhsgref_alice_webbing",
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"V_TacChestrig_grn_F",
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"V_TacChestrig_cbr_F",
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"V_TacChestrig_oli_F"
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];
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KP_liberation_guerilla_vests_3 = [
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"V_TacVest_brn",
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"V_TacVest_khk",
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"V_TacVest_oli",
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"V_TacVest_blk",
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"V_I_G_resistanceLeader_F",
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"V_TacVest_camo",
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"rhs_vydra_3m",
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"rhsgref_6b23_khaki_medic",
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"rhsgref_6b23_khaki_nco",
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"rhsgref_6b23_khaki_officer",
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"rhsgref_6b23_khaki_rifleman",
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"rhsgref_6b23_khaki_sniper",
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"rhsgref_6b23_khaki"
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];
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// Headgear
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KP_liberation_guerilla_headgear_1 = [
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"",
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"",
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"",
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"",
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"",
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"LOP_H_6B27M_RACS",
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"LOP_H_6B27M_ess_RACS"
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];
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KP_liberation_guerilla_headgear_2 = [
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"H_Bandanna_blu",
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"H_Bandanna_sand",
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"H_Bandanna_gry",
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"H_Bandanna_camo",
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"H_Bandanna_cbr",
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"H_Bandanna_sgg",
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"H_Bandanna_khk",
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"rhsgref_fieldcap_ttsko_digi",
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"rhsgref_fieldcap_ttsko_forest",
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"rhsgref_fieldcap_ttsko_mountain",
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"rhsgref_fieldcap_ttsko_urban",
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"",
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"",
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"",
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"",
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"LOP_H_6B27M_RACS",
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"LOP_H_6B27M_ess_RACS"
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];
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KP_liberation_guerilla_headgear_3 = [
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"H_ShemagOpen_khk",
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"H_ShemagOpen_tan",
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"H_Shemag_olive",
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"H_Booniehat_khk",
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"H_Booniehat_oli",
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"rhsgref_M56",
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"H_Watchcap_blk",
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"rhs_ssh68",
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"rhsgref_ssh68_emr",
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"rhs_tsh4",
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"H_Beret_blk",
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"H_Watchcap_camo",
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"H_Watchcap_khk",
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"",
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"",
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"",
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"",
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"LOP_H_6B27M_RACS",
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"LOP_H_6B27M_ess_RACS"
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];
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// Facegear. Applies for tier 2 and 3.
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KP_liberation_guerilla_facegear = [
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"",
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"",
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"",
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"G_Bandanna_shades",
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"G_Bandanna_beast",
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"G_Bandanna_tan",
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"G_Bandanna_khk",
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"G_Bandanna_oli",
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"G_Bandanna_aviator",
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"G_Bandanna_blk",
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"rhs_balaclava",
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"rhs_balaclava1_olive",
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"rhs_scarf"
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];
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Loading…
Reference in New Issue