diff --git a/Missionframework/presets/opfor/SLA.sqf b/Missionframework/presets/opfor/SLA.sqf new file mode 100644 index 00000000..488c7fbc --- /dev/null +++ b/Missionframework/presets/opfor/SLA.sqf @@ -0,0 +1,142 @@ +/* +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 = []; diff --git a/Missionframework/presets/resistance/RACS.sqf b/Missionframework/presets/resistance/RACS.sqf new file mode 100644 index 00000000..21a6f064 --- /dev/null +++ b/Missionframework/presets/resistance/RACS.sqf @@ -0,0 +1,206 @@ +/* +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" +];