/* 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 "\x\addons\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;