// makes loot and price configs for missing compatible items. // get all model classes EP = (configProperties [configFile >> "CfgVehicles", "isClass _x" , true]); // list existing uniforms _existing = ["U_O_CombatUniform_ocamo", "U_O_GhillieSuit", "U_O_PilotCoveralls", "U_O_Wetsuit", "U_C_Poor_1", "U_C_WorkerCoveralls", "U_C_Journalist", "U_C_Scientist", "U_OrestesBody", "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard", "U_O_FullGhillie_ard", "U_C_Poloshirt_stripped", "U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_tricolour", "U_C_Poloshirt_salmon", "U_C_Poloshirt_redwhite", "U_OG_Guerilla1_1", "U_OG_Guerilla2_1", "U_OG_Guerilla2_2", "U_OG_Guerilla2_3", "U_OG_Guerilla3_1", "U_OG_Guerilla3_2", "U_OG_leader", "U_C_Driver_1", "U_C_Driver_2", "U_C_Driver_3", "U_C_Driver_4", "U_C_Driver_1_black", "U_C_Driver_1_blue", "U_C_Driver_1_green", "U_C_Driver_1_red", "U_C_Driver_1_white", "U_C_Driver_1_yellow", "U_C_Driver_1_orange", "U_C_Driver_1_red"]; _compatibleUniformClasses = EP select {(3 in getArray(_x >> "modelSides")) && !(1 in getArray(_x >> "modelSides"))}; _compatibleUniforms = []; { _uniform = getText(_x >> "uniformClass"); if !(_uniform in ["","-"]) then { _compatibleUniforms pushBackUnique _uniform; }; } forEach _compatibleUniformClasses; _badUniforms = []; { if !(_x in _compatibleUniforms) then { _badUniforms pushBackUnique _x; }; } forEach _existing; EP = _badUniforms; // remove _finalUniforms = _compatibleUniforms - _existing; _configStr = ""; { _configStr = _configStr + format[' { { "%1", "item" }, 1 },',_x]; } forEach _finalUniforms; { _configStr = _configStr + format[' class %1 { price = 7; };',_x]; } forEach _finalUniforms; copyToClipboard _configStr;