GMS_RC/@GMS/addons/GMS/Configs/GMS_configs_default.sqf

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2023-09-23 14:05:31 +00:00
/*
By Ghostrider [GRG]
Copyright 2016
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
////////////
// default settings
////////////
// list of locations that are protected against mission spawns
switch (toLower(worldName)) do
{
case "altis": {
GMS_locationBlackList append [
//Add location as [[xpos,ypos,0],minimumDistance],
// Note that there should not be a comma after the last item in this table
[[10800,10641,0],1000] // isthmus - missions that spawn here often are glitched.
];
};
case "tanoa": {
GMS_locationBlackList append [ ];
};
};
/*********************************************************************************
AI WEAPONS, UNIFORMS, VESTS AND GEAR
**********************************************************************************/
GMS_crateMoneyBlue = [100,250];
GMS_crateMoneyRed = [175, 300];
GMS_crateMoneyGreen = [300, 500];
GMS_crateMoneyOrange = [500, 750];
GMS_crateTypes = ["Box_FIA_Ammo_F","Box_FIA_Support_F","Box_FIA_Wps_F","I_SupplyCrate_F","Box_NATO_AmmoVeh_F","Box_East_AmmoVeh_F","IG_supplyCrate_F","Box_NATO_Wps_F","I_CargoNet_01_ammo_F","O_CargoNet_01_ammo_F","B_CargoNet_01_ammo_F"]; // Default crate type.
GMS_allowSalesAtBlackMktTraders = true; // Allow vehicles to be sold at Halvjes black market traders.
GMS_maximumItemPriceInAI_Loadouts = 100;
GMS_lightlyArmed_ARMA3 = [
"B_G_Offroad_01_armed_F",
"O_G_Offroad_01_armed_F",
"B_MRAP_01_gmg_F",
"B_MRAP_01_hmg_F",
"O_MRAP_02_gmg_F",
"O_MRAP_02_hmg_F",
"I_MRAP_03_hmg_F",
"I_MRAP_03_gmg_F",
"B_APC_Wheeled_01_cannon_F",
"I_APC_Wheeled_03_cannon_F"
];
GMS_light_AT_ARMA3 = [
"O_G_Offroad_01_AT_F",
"B_G_Offroad_01_AT_F",
"O_T_LSV_02_AT_F",
"O_LSV_02_AT_F",
"B_T_LSV_01_AT_F",
"B_LSV_01_AT_F"
];
GMS_tracked_AA_ARMA3 = [
"O_APC_Tracked_02_AA_F",
"B_APC_Tracked_01_AA_F"
];
GMS_tracked_APC_ARMA3 = [
"B_APC_Tracked_01_rcws_F",
"B_APC_Tracked_01_CRV_F",
"O_APC_Tracked_02_cannon_F",
"O_APC_Wheeled_02_rcws_F",
"I_APC_tracked_03_cannon_F"
];
GMS_Tanks_ARMA3 = [
//"B_MBT_01_arty_F",
//"B_MBT_01_mlrs_F",
"B_MBT_01_TUSK_F",
"O_MBT_02_cannon_F",
//"O_MBT_02_arty_F",
"I_MBT_03_cannon_F"
];
GMS_APC_CUP = [
"CUP_B_Mastiff_GMG_GB_D",
"CUP_B_Mastiff_HMG_GB_D",
"CUP_B_Ridgback_HMG_GB_D",
"CUP_B_Ridgback_GMG_GB_D",
"CUP_B_M1128_MGS_Desert",
"CUP_B_M1135_ATGMV_Desert_Slat",
"CUP_B_M1133_MEV_Desert_Slat",
"CUP_B_LAV25M240_desert_USMC",
"CUP_B_M1129_MC_MK19_Desert_Slat",
"CUP_B_LAV25_HQ_desert_USMC",
"CUP_B_BRDM2_ATGM_CDF",
"CUP_B_BTR60_CDF",
"CUP_B_M1130_CV_M2_Desert_Slat",
"CUP_B_M1126_ICV_MK19_Desert_Slat",
"CUP_O_BTR90_RU",
"CUP_O_GAZ_Vodnik_BPPU_RU",
"CUP_B_M1126_ICV_M2_Desert",
"CUP_B_M1126_ICV_MK19_Desert",
"CUP_B_M1130_CV_M2_Desert",
"CUP_B_M1126_ICV_M2_Desert_Slat",
"CUP_B_M1133_MEV_Desert",
"CUP_O_GAZ_Vodnik_AGS_RU",
"CUP_O_GAZ_Vodnik_PK_RU"
];
GMS_Tanks_CUP = [
"CUP_B_M2A3Bradley_USA_D",
//"CUP_B_M113_desert_USA",
//"CUP_B_M163_USA",
"CUP_B_M6LineBacker_USA_D",
"CUP_B_M1A1_DES_US_Army",
"CUP_B_M1A2_TUSK_MG_DES_US_Army",
//"CUP_B_AAV_USMC",
//"CUP_B_M270_DPICM_USA",
"CUP_B_ZSU23_CDF",
//"CUP_B_BMP2_CDF",
"CUP_B_T72_CDF",
//"CUP_I_T34_NAPA",
"CUP_B_Challenger2_NATO",
//"CUP_B_FV432_Bulldog_GB_D_RWS",
//"CUP_B_FV432_Bulldog_GB_D",
"CUP_B_FV510_GB_D_SLAT",
//"CUP_B_MCV80_GB_D_SLAT",
//"CUP_O_2S6_RU",
"CUP_O_BMP3_RU",
"CUP_O_T90_RU",
"CUP_O_T55_SLA" //,
//"CUP_O_BMP1P_TKA",
//"CUP_B_M270_DPICM_USA",
//"CUP_B_M2Bradley_USA_W",
//"CUP_B_FV510_GB_D",
//"CUP_B_MCV80_GB_D",
//"CUP_B_M7Bradley_USA_D",
//"CUP_O_2S6_RU",
//"CUP_O_BMP1_TKA""
];
GMS_AIPatrolVehicles = ["B_LSV_01_armed_F","I_C_Offroad_02_LMG_F","B_T_LSV_01_armed_black_F","B_T_LSV_01_armed_olive_F","B_T_LSV_01_armed_sand_F"]; // Type of vehicle spawned to defend AI bases
GMS_AIPatrolVehiclesBlue = GMS_AIPatrolVehicles;
GMS_AIPatrolVehiclesRed = GMS_AIPatrolVehicles;
GMS_AIPatrolVehiclesGreen = GMS_AIPatrolVehicles;
GMS_AIPatrolVehiclesOrange = GMS_AIPatrolVehicles;
// Blacklisted itesm
GMS_blacklistedOptics = ["optic_Nightstalker","optic_tws","optic_tws_mg"];
// AI Weapons and Attachments
GMS_bipods = ["bipod_01_F_blk","bipod_01_F_mtp","bipod_01_F_snd","bipod_02_F_blk","bipod_02_F_hex","bipod_02_F_tan","bipod_03_F_blk","bipod_03_F_oli"];
GMS_Optics_Holo = ["optic_Hamr","optic_MRD","optic_Holosight","optic_Holosight_smg","optic_Aco","optic_ACO_grn","optic_ACO_grn_smg","optic_Aco_smg","optic_Yorris"];
GMS_Optics_Reticule = ["optic_Arco","optic_MRCO"];
GMS_Optics_Scopes = [
"optic_AMS","optic_AMS_khk","optic_AMS_snd",
"optic_DMS",
"optic_KHS_blk","optic_KHS_hex","optic_KHS_old","optic_KHS_tan",
"optic_LRPS",
"optic_Nightstalker",
"optic_NVS",
"optic_SOS",
"optic_tws"
//"optic_tws_mg",
];
GMS_Optics_Apex = [
//Apex
"optic_Arco_blk_F", "optic_Arco_ghex_F",
"optic_DMS_ghex_F",
"optic_Hamr_khk_F",
"optic_ERCO_blk_F","optic_ERCO_khk_F","optic_ERCO_snd_F",
"optic_SOS_khk_F",
"optic_LRPS_tna_F","optic_LRPS_ghex_F",
"optic_Holosight_blk_F","optic_Holosight_khk_F","optic_Holosight_smg_blk_F"
];
GMS_Optics = GMS_Optics_Holo + GMS_Optics_Reticule + GMS_Optics_Scopes;
GMS_Optics = GMS_Optics + GMS_Optics_Apex;
GMS_silencers = [
"muzzle_snds_338_black","muzzle_snds_338_green","muzzle_snds_338_sand","muzzle_snds_93mmg","muzzle_snds_93mmg_tan","muzzle_snds_acp","muzzle_snds_B",
"muzzle_snds_H","muzzle_snds_H_MG","muzzle_snds_H_SW","muzzle_snds_L","muzzle_snds_M",
//Apex
"muzzle_snds_H_khk_F","muzzle_snds_H_snd_F","muzzle_snds_58_blk_F","muzzle_snds_m_khk_F","muzzle_snds_m_snd_F","muzzle_snds_B_khk_F","muzzle_snds_B_snd_F",
"muzzle_snds_58_wdm_F","muzzle_snds_65_TI_blk_F","muzzle_snds_65_TI_hex_F","muzzle_snds_65_TI_ghex_F","muzzle_snds_H_MG_blk_F","muzzle_snds_H_MG_khk_F"
];
GMS_RifleSniper = [
"srifle_EBR_F","srifle_GM6_F","srifle_LRR_F","srifle_DMR_01_F"
];
GMS_RifleAsault_556 = [
"arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_Mk20_F","arifle_Mk20C_F","arifle_Mk20_GL_F","arifle_Mk20_plain_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_plain_F","arifle_SDAR_F"
];
GMS_RifleAsault_650 = [
"arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_MXC_F","arifle_MX_F","arifle_MX_GL_F","arifle_MXM_F"
];
GMS_RifleAssault = GMS_RifleAsault_556 + GMS_RifleAsault_650;
GMS_RifleLMG = [
"LMG_Mk200_F","LMG_Zafir_F"
];
GMS_RifleOther = [
"SMG_01_F","SMG_02_F"
];
GMS_Pistols = [
"hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Pistol_Signal_F"
];
GMS_Pistols_blue = GMS_Pistols;
GMS_Pistols_red = GMS_Pistols;
GMS_Pistols_green = GMS_Pistols;
GMS_Pistols_orange = GMS_Pistols;
GMS_DLC_MMG = [
"MMG_01_hex_F","MMG_02_sand_F","MMG_01_tan_F","MMG_02_black_F","MMG_02_camo_F"
];
GMS_DLC_Sniper = [
"srifle_DMR_02_camo_F","srifle_DMR_02_F","srifle_DMR_02_sniper_F","srifle_DMR_03_F","srifle_DMR_03_tan_F","srifle_DMR_04_F","srifle_DMR_04_Tan_F","srifle_DMR_05_blk_F","srifle_DMR_05_hex_F","srifle_DMR_05_tan_F","srifle_DMR_06_camo_F","srifle_DMR_06_olive_F"
];
GMS_apexWeapons = ["arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F","arifle_AKM_FL_F","arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_hex_F",
"arifle_CTAR_ghex_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_CTARS_hex_F","arifle_CTARS_ghex_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F","arifle_SPAR_01_snd_F",
"arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F","arifle_SPAR_03_blk_F",
"arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F","arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F"];
//This defines the random weapon to spawn on the AI
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
GMS_WeaponList_Orange = GMS_RifleSniper + GMS_RifleAsault_650 + GMS_RifleLMG + GMS_DLC_Sniper + GMS_DLC_MMG;
GMS_WeaponList_Green = GMS_RifleSniper + GMS_RifleAsault_650 +GMS_RifleLMG + GMS_DLC_MMG + GMS_apexWeapons;
GMS_WeaponList_Blue = GMS_RifleOther + GMS_RifleAsault_556 +GMS_RifleAsault_650;
GMS_WeaponList_Red = GMS_RifleAsault_556 + GMS_RifleSniper + GMS_RifleAsault_650 + GMS_RifleLMG;
#ifdef useAPEX
GMS_WeaponList_Orange = GMS_WeaponList_Orange + GMS_apexWeapons;
GMS_WeaponList_Green = GMS_WeaponList_Green + GMS_apexWeapons;
#endif
GMS_backpacks = ["B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_oli","B_Carryall_khk","B_Carryall_cbr" ];
GMS_ApexBackpacks = [
"B_Bergen_mcamo_F","B_Bergen_dgtl_F","B_Bergen_hex_F","B_Bergen_tna_F","B_AssaultPack_tna_F","B_Carryall_ghex_F",
"B_FieldPack_ghex_F","B_ViperHarness_blk_F","B_ViperHarness_ghex_F","B_ViperHarness_hex_F","B_ViperHarness_khk_F",
"B_ViperHarness_oli_F","B_ViperLightHarness_blk_F","B_ViperLightHarness_ghex_F","B_ViperLightHarness_hex_F","B_ViperLightHarness_khk_F","B_ViperLightHarness_oli_F"
];
#ifdef useAPEX
GMS_backpacks = GMS_backpacks + GMS_ApexBackpacks;
#endif
private _backpacks = GMS_backpacks;
GMS_backpacks_blue = GMS_backpacks;
GMS_backpacks_red = GMS_backpacks;
GMS_backpacks_green = GMS_backpacks;
GMS_backpacks_orange = GMS_backpacks;
GMS_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_tan","H_ShemagOpen_khk"];
//This defines the skin list, some skins are disabled by default to permit players to have high visibility uniforms distinct from those of the AI.
GMS_headgear = [
"H_Cap_blk",
"H_Cap_blk_Raven",
"H_Cap_blu",
"H_Cap_brn_SPECOPS",
"H_Cap_grn",
"H_Cap_headphones",
"H_Cap_khaki_specops_UK",
"H_Cap_oli",
"H_Cap_press",
"H_Cap_red",
"H_Cap_tan",
"H_Cap_tan_specops_US",
"H_Watchcap_blk",
"H_Watchcap_camo",
"H_Watchcap_khk",
"H_Watchcap_sgg",
"H_MilCap_blue",
"H_MilCap_dgtl",
"H_MilCap_mcamo",
"H_MilCap_ocamo",
"H_MilCap_oucamo",
"H_MilCap_rucamo",
"H_Bandanna_camo",
"H_Bandanna_cbr",
"H_Bandanna_gry",
"H_Bandanna_khk",
"H_Bandanna_khk_hs",
"H_Bandanna_mcamo",
"H_Bandanna_sgg",
"H_Bandanna_surfer",
"H_Booniehat_dgtl",
"H_Booniehat_dirty",
"H_Booniehat_grn",
"H_Booniehat_indp",
"H_Booniehat_khk",
"H_Booniehat_khk_hs",
"H_Booniehat_mcamo",
"H_Booniehat_tan",
"H_Hat_blue",
"H_Hat_brown",
"H_Hat_camo",
"H_Hat_checker",
"H_Hat_grey",
"H_Hat_tan",
"H_StrawHat",
"H_StrawHat_dark",
"H_Beret_02",
"H_Beret_blk",
"H_Beret_blk_POLICE",
"H_Beret_brn_SF",
"H_Beret_Colonel",
"H_Beret_grn",
"H_Beret_grn_SF",
"H_Beret_ocamo",
"H_Beret_red",
"H_Shemag_khk",
"H_Shemag_olive",
"H_Shemag_olive_hs",
"H_Shemag_tan",
"H_ShemagOpen_khk",
"H_ShemagOpen_tan",
"H_TurbanO_blk",
//Apex
"H_MilCap_tna_F",
"H_MilCap_ghex_F",
"H_Booniehat_tna_F",
"H_Beret_gen_F",
"H_MilCap_gen_F",
"H_Cap_oli_Syndikat_F",
"H_Cap_tan_Syndikat_F",
"H_Cap_blk_Syndikat_F",
"H_Cap_grn_Syndikat_F"
];
GMS_helmets = [
"H_HelmetB",
"H_HelmetB_black",
"H_HelmetB_camo",
"H_HelmetB_desert",
"H_HelmetB_grass",
"H_HelmetB_light",
"H_HelmetB_light_black",
"H_HelmetB_light_desert",
"H_HelmetB_light_grass",
"H_HelmetB_light_sand",
"H_HelmetB_light_snakeskin",
"H_HelmetB_paint",
"H_HelmetB_plain_blk",
"H_HelmetB_sand",
"H_HelmetB_snakeskin",
"H_HelmetCrew_B",
"H_HelmetCrew_I",
"H_HelmetCrew_O",
"H_HelmetIA",
"H_HelmetIA_camo",
"H_HelmetIA_net",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo",
"H_HelmetO_ocamo",
"H_HelmetO_oucamo",
"H_HelmetSpecB",
"H_HelmetSpecB_blk",
"H_HelmetSpecB_paint1",
"H_HelmetSpecB_paint2",
"H_HelmetSpecO_blk",
"H_HelmetSpecO_ocamo",
"H_CrewHelmetHeli_B",
"H_CrewHelmetHeli_I",
"H_CrewHelmetHeli_O",
"H_HelmetCrew_I",
"H_HelmetCrew_B",
"H_HelmetCrew_O",
"H_PilotHelmetHeli_B",
"H_PilotHelmetHeli_I",
"H_PilotHelmetHeli_O",
"H_Helmet_Skate",
"H_HelmetB_TI_tna_F",
// Apex
//"H_HelmetO_ViperSP_hex_F",
//"H_HelmetO_ViperSP_ghex_F",
"H_HelmetB_tna_F",
"H_HelmetB_Enh_tna_F",
"H_HelmetB_Light_tna_F",
"H_HelmetSpecO_ghex_F",
"H_HelmetLeaderO_ghex_F",
"H_HelmetO_ghex_F",
"H_HelmetCrew_O_ghex_F"
];
GMS_headgearList = GMS_headgear + GMS_helmets;
GMS_headgear_blue = GMS_headgearList;
GMS_headgear_red = GMS_headgearList;
GMS_headgear_green = GMS_headgearList;
GMS_headgear_orange = GMS_headgearList;
//This defines the skin list, some skins are disabled by default to permit players to have high visibility uniforms distinct from those of the AI.
GMS_SkinList_Male = [
//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
"U_AntigonaBody",
"U_AttisBody",
"U_B_CombatUniform_mcam","U_B_CombatUniform_mcam_tshirt","U_B_CombatUniform_mcam_vest","U_B_CombatUniform_mcam_worn","U_B_CombatUniform_sgg","U_B_CombatUniform_sgg_tshirt","U_B_CombatUniform_sgg_vest","U_B_CombatUniform_wdl","U_B_CombatUniform_wdl_tshirt","U_B_CombatUniform_wdl_vest",
"U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3",
"U_B_GhillieSuit",
"U_B_HeliPilotCoveralls","U_B_PilotCoveralls",
"U_B_SpecopsUniform_sgg",
"U_B_survival_uniform",
"U_B_Wetsuit",
//"U_BasicBody",
"U_BG_Guerilla1_1","U_BG_Guerilla2_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1","U_BG_Guerilla3_2",
"U_BG_leader",
"U_C_Commoner_shorts","U_C_Commoner1_1","U_C_Commoner1_2","U_C_Commoner1_3","U_C_Commoner2_1","U_C_Commoner2_2","U_C_Commoner2_3",
"U_C_Farmer","U_C_Fisherman","U_C_FishermanOveralls","U_C_HunterBody_brn","U_C_HunterBody_grn",
//"U_C_Journalist",
"U_C_Novak",
//"U_C_Poloshirt_blue","U_C_Poloshirt_burgundy","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_stripped","U_C_Poloshirt_tricolour",
"U_C_Poor_1","U_C_Poor_2","U_C_Poor_shorts_1","U_C_Poor_shorts_2","U_C_PriestBody","U_C_Scavenger_1","U_C_Scavenger_2",
//"U_C_Scientist","U_C_ShirtSurfer_shorts","U_C_TeeSurfer_shorts_1","U_C_TeeSurfer_shorts_2",
"U_C_WorkerCoveralls","U_C_WorkerOveralls","U_Competitor",
"U_I_CombatUniform","U_I_CombatUniform_shortsleeve","U_I_CombatUniform_tshirt","U_I_G_resistanceLeader_F",
"U_I_G_Story_Protagonist_F",
"U_I_GhillieSuit",
"U_I_HeliPilotCoveralls",
"U_I_OfficerUniform",
"U_I_pilotCoveralls",
"U_I_Wetsuit",
"U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_IG_Guerilla3_2",
"U_IG_leader",
"U_IG_Menelaos",
//"U_KerryBody",
//"U_MillerBody",
//"U_NikosAgedBody",
//"U_NikosBody",
"U_O_CombatUniform_ocamo","U_O_CombatUniform_oucamo",
"U_O_GhillieSuit",
"U_O_OfficerUniform_ocamo",
"U_O_PilotCoveralls",
"U_O_SpecopsUniform_blk",
"U_O_SpecopsUniform_ocamo",
"U_O_Wetsuit",
"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_OI_Scientist",
//"U_OrestesBody",
"U_Rangemaster",
// DLC
"U_B_FullGhillie_ard","U_I_FullGhillie_ard","U_O_FullGhillie_ard","U_B_FullGhillie_sard","U_O_FullGhillie_sard","U_I_FullGhillie_sard","U_B_FullGhillie_lsh","U_O_FullGhillie_lsh","U_I_FullGhillie_lsh",
//Apex
"U_B_T_Soldier_F",
"U_B_T_Soldier_AR_F",
"U_B_T_Soldier_SL_F",
//"U_B_T_Sniper_F",
//"U_B_T_FullGhillie_tna_F",
"U_B_CTRG_Soldier_F",
"U_B_CTRG_Soldier_2_F",
"U_B_CTRG_Soldier_3_F",
"U_B_GEN_Soldier_F",
"U_B_GEN_Commander_F",
"U_O_T_Soldier_F",
"U_O_T_Officer_F",
//"U_O_T_Sniper_F",
//"U_O_T_FullGhillie_tna_F",
"U_O_V_Soldier_Viper_F",
"U_O_V_Soldier_Viper_hex_F",
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_3_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Camo_F",
"U_C_man_sport_1_F",
"U_C_man_sport_2_F",
"U_C_man_sport_3_F",
"U_C_Man_casual_1_F",
"U_C_Man_casual_2_F",
"U_C_Man_casual_3_F",
"U_C_Man_casual_4_F",
"U_C_Man_casual_5_F",
"U_C_Man_casual_6_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_Soldier_urb_3_F"
];
GMS_SkinList = GMS_SkinList_Male;
GMS_SkinList_blue = GMS_SkinList;
GMS_SkinList_red = GMS_SkinList;
GMS_SkinList_green = GMS_SkinList;
GMS_SkinList_orange = GMS_SkinList;
GMS_vests = [
// DLC Vests
"V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierIAGL_oli"
];
GMS_vests_blue = GMS_vests;
GMS_vests_red = GMS_vests;
GMS_vests_green = GMS_vests;
GMS_vests_orange = GMS_vests;
//CraftingFood
GMS_Meats=[
];
GMS_Drink = [
];
GMS_Food = [
];
GMS_ConsumableItems = GMS_Meats + GMS_Drink + GMS_Food;
GMS_throwableExplosives = ["HandGrenade","MiniGrenade"];
GMS_otherExplosives = ["1Rnd_HE_Grenade_shell","3Rnd_HE_Grenade_shell","DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag"];
GMS_explosives = GMS_throwableExplosives + GMS_otherExplosives;
GMS_medicalItems = ["FAK"];
GMS_specialItems = GMS_throwableExplosives + GMS_medicalItems;
GMS_binocs = ["Binocular","Rangefinder","Laserdesignator"];
GMS_NVG = ["NVG"];
GMS_buildingMaterials = [];
GMS_loot = [];
GMS_UMS_uniforms =
[
"U_I_Wetsuit",
"U_O_Wetsuit",
"U_B_Wetsuit"
];
GMS_UMS_headgear =
[
"G_Diving",
"G_B_Diving",
"G_O_Diving",
"G_I_Diving"
];
GMS_UMS_vests =
[
"V_RebreatherB",
"V_RebreatherIA",
"V_RebreatherIR"
];
GMS_UMS_weapons =
[
"arifle_SDAR_F"
];
if ((tolower GMSCore_modtype) isEqualTo "exile") then
{
GMS_UMS_submarines =
[
"Exile_Boat_SDV_CSAT",
"Exile_Boat_SDV_Digital",
"Exile_Boat_SDV_Grey"
];
GMS_UMS_crates = ["Exile_Container_SupplyBox"];
};
if ((tolower GMSCore_modtype) isEqualTo "epoch") then
{
GMS_UMS_submarines = ["B_SDV_01_EPOCH"];
GMS_UMS_crates = GMS_crateTypes;
//GMS_UMS_crates = ["container_epoch"];
};
if ((toLower GMSCore_modtype) isEqualTo "default") then
{
GMS_UMS_submarines =
[
"B_SDV_01_F"
];
GMS_UMS_crates = GMS_crateTypes;
};
GMS_UMS_unarmedSurfaceVessels =
[
"B_Boat_Transport_01_F",
"I_Boat_Transport_01_F"
];
GMS_UMS_armedSurfaceVessels =
[
"B_Boat_Armed_01_minigun_F",
"I_Boat_Armed_01_minigun_F"
];
GMS_UMS_surfaceVessels = GMS_UMS_unarmedSurfaceVessels + GMS_UMS_armedSurfaceVessels;
GMS_UMS_shipWrecks =
[
"Land_Boat_06_wreck_F",
"Land_Boat_05_wreck_F",
"Land_Boat_04_wreck_F",
"Land_Boat_02_abandoned_F",
"Land_Boat_01_abandoned_red_F",
"Land_Boat_01_abandoned_blue_F"
];
/***************************************************************************************
DEFAULT CONTENTS OF LOOT CRATES FOR EACH MISSION
Note however that these configurations can be used in any way you like or replaced with mission-specific customized loot arrays
for examples of how you can do this see \Major\Compositions.sqf
***************************************************************************************/
// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
GMS_lootCountsOrange = [8,32,8,30,16,1]; // Orange
GMS_lootCountsGreen = [7,24,6,16,18,1]; // Green
GMS_lootCountsRed = [5,16,4,10,6,1]; // Red
GMS_lootCountsBlue = [4,12,3,6,6,1]; // Blue
GMS_BoxLoot_Orange =
// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
[
GMS_WeaponList_Orange,
[] + GMS_launcherTypes,
GMS_Optics,
[],
[],
GMS_backpacks_orange
];
GMS_BoxLoot_Green =
[
GMS_WeaponList_Green,
[] + GMS_launcherTypes,
GMS_Optics,
[],
[],
GMS_backpacks_green
];
GMS_BoxLoot_Blue =
[
GMS_WeaponList_Blue,
[],
GMS_Optics,
[],
[],
GMS_backpacks_blue
];
GMS_BoxLoot_Red =
[
GMS_WeaponList_Red,
[],
GMS_Optics,
[],
[],
GMS_backpacks_red
];
GMS_contructionLoot = GMS_BoxLoot_Orange;
GMS_highPoweredLoot = GMS_BoxLoot_Orange;
GMS_supportLoot = GMS_BoxLoot_Orange;
GMS_configs_loaded = true;
["[GMS] Default Configurations Loaded"] call GMS_fnc_log;