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arma_editing:missions:framework:gear [2017/04/20 15:37] thendash created |
arma_editing:missions:framework:gear [2017/11/22 14:57] |
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- | ===== Choosing Gear ===== | ||
- | The are several considerations when choosing a loadout for your mission. | ||
- | === Faction === | ||
- | The faction of choice has an obvious impact on the loadout, including camouflage patters and weapon selection. | ||
- | The uniform is usually the primary identifier of a faction, so at this stage choose gear for the following: | ||
- | * Uniform | ||
- | * Vest | ||
- | * Helmet | ||
- | * Backpack | ||
- | === Unit Type === | ||
- | The unit type will have an impact primarily on the choice of primary weapon. | ||
- | At this stage choose gear for the following: | ||
- | * Primary Weapon | ||
- | * Primary ammunition | ||
- | * Secondary Weapon | ||
- | * Secondary ammunition | ||
- | * Cross loaded ammunition | ||
- | * Unit specific equipment | ||
- | |||
- | === Mission === | ||
- | The type, time, and location of a mission will have an impact on required equipment. | ||
- | * NVGs | ||
- | * Explosives | ||
- | * Flares | ||
- | * Flashlights | ||
- | * Diving equipment | ||
- | |||
- | === Default Gear === | ||
- | The following equipment is usually considered default for all unit types. | ||
- | * Radio | ||
- | * Map | ||
- | * Map flashlight | ||
- | * Compass | ||
- | * Watch | ||
- | * Smoke grenades | ||
- | * Frag grenades | ||
- | * Basic medical supplies | ||
- | * Quick Clot | ||
- | * Basic Bandage | ||
- | * Packing Bandage | ||
- | * Elastic Bandage | ||
- | * Tourniquet | ||
- | * Combat Pills | ||
- | |||
- | ===== Gear Script ===== | ||
- | The Clearbackblast mission framework includes a gear script that is automatically run on all player units at mission start. | ||
- | Set the gear script for each faction using the file at: | ||
- | <code>cbb_framework_a3.VR\CBB\gear\CBB_gear_init.sqf</code> | ||
- | The default BLUFOR gear script is based on the US Army faction: | ||
- | <code>CBB_soldier_west_rhs_usarmy.sqf</code> | ||
- | |||
- | ==== Making a New Gear Script ==== | ||
- | - Copy an existing gear script. | ||
- | - Modify the filename as you desire. Consider including the faction. | ||
- | - Modify the gear init script so that the desired faction points to your new gear script<code> | ||
- | cbb_framework_a3.VR\CBB\gear\CBB_gear_init.sqf | ||
- | |||
- | 9. CBB_soldierprep_west = compile preprocessFileLineNumbers ("CBB\gear\XXXXXX.sqf"); | ||
- | 10. CBB_soldierprep_east = compile preprocessFileLineNumbers ("CBB\gear\XXXXXX.sqf"); | ||
- | 11. CBB_soldierprep_resistance = compile preprocessFileLineNumbers ("CBB\gear\XXXXXX.sqf"); | ||
- | </code> | ||
- | |||
- | ==== Modifying an Existing Gear Script ==== | ||
- | The included gear scripts are well commented and serve as perfect starting positions for making a gear script. | ||
- | |||
- | === Default Gear === | ||
- | Default gear is defined, starting at line 119. | ||
- | <code>_standardUniformItems = [ | ||
- | ]; | ||
- | _standardVestItems = [ | ||
- | ["rhs_mag_m67",2], | ||
- | ["rhs_mag_an_m8hc",1], | ||
- | ["rhs_mag_m18_green",1], | ||
- | ["ACE_Flashlight_MX991",1] | ||
- | ]; | ||
- | _standardBackpackItems = [ | ||
- | ["cbb_mp_vs17_item",1], | ||
- | ["ACE_quikClot",10], | ||
- | ["ACE_packingBandage",4], | ||
- | ["ACE_tourniquet",4], | ||
- | ["ACE_combatPills",2], | ||
- | ["ACE_bodyBag",1], | ||
- | ["ACE_Sandbag_empty",1] | ||
- | ]; | ||
- | _standardItems = [ | ||
- | ["Chemlight_green",1], | ||
- | ["Chemlight_red",1] | ||
- | ];</code> | ||
- | |||
- | === Default Uniform === | ||
- | The default uniform is defined starting at line 145. | ||
- | <code>_headgear = ["rhsusf_ach_helmet_ocp", "rhsusf_ach_helmet_ESS_ocp"]; | ||
- | _facegear = []; // Only used if _replaceGoggles is true. | ||
- | _binoOptic = ["Binocular"]; | ||
- | _nvOptic = ["rhsusf_ANPVS_15"]; | ||
- | _uniform = ["rhs_uniform_cu_ocp"]; | ||
- | _vest = ["rhsusf_iotv_ocp_rifleman"]; | ||
- | _backpack = ["rhsusf_assault_eagleaiii_ocp"];</code> | ||
- | |||
- | === Default Weapon === | ||
- | The default primary and secondary weapons, and launchers are defined starting at line 157. | ||
- | <code>_priWeapon = ["rhs_weap_m4a1_carryhandle", "rhs_weap_m4a1_carryhandle_pmag", "rhs_weap_m4a1_carryhandle_mstock"]; | ||
- | _priWeaponUGL = ["rhs_weap_m4a1_carryhandle_m203"]; // Gear script does not send this at the end, this is just a shortcut to allow for easy assignment on a per-unit basis of a random selection of UGL-equipped rifles. (See Grenadier for example.) | ||
- | _priWeaponRandomAttachmentOptic = []; | ||
- | _priWeaponRandomAttachmentMuzzle = []; | ||
- | _priWeaponRandomAttachmentLight = []; | ||
- | _priWeaponRandomAttachmentBipod = []; // Note: This is also where various alternate weapon grips are defined. | ||
- | _priWeaponAttachments = []; // Not randomized; these attachments are always given to a unit. | ||
- | |||
- | _launcher = []; | ||
- | _launcherAttachments = []; | ||
- | _launcherAmmo = []; // Not yet implemented / may not be useful. | ||
- | |||
- | _sideArm = []; | ||
- | _sideArmAttachments = [];</code> | ||
- | |||
- | === Unit Type === | ||
- | Each *case* starting at line 199 represents a different unit type and includes entries for all equipment slots. | ||
- | Simply modify the existing classnames or add new ones. | ||
- | <code>case "co": { | ||
- | _headgear = ["rhsusf_patrolcap_ocp"]; | ||
- | _binoOptic = ["ACE_Vector"]; | ||
- | //_nvOptic = ["rhsusf_ANPVS_15"]; | ||
- | |||
- | //_uniform = ["rhs_uniform_cu_ocp"]; | ||
- | _vest = ["rhsusf_iotv_ocp_Squadleader"]; | ||
- | //_backpack = ["rhsusf_assault_eagleaiii_ocp"]; | ||
- | |||
- | _uniformItems = [ | ||
- | ["ACE_microDAGR",1], | ||
- | ["ACE_MapTools",1] | ||
- | ]; | ||
- | _vestItems = [ | ||
- | ]; | ||
- | _backpackItems = [ | ||
- | ["ACRE_PRC117F",1], | ||
- | ["ACRE_PRC148",1] | ||
- | ]; | ||
- | _gearItems = [ | ||
- | ["rhs_mag_30Rnd_556x45_M855A1_Stanag",5], | ||
- | ["rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red",2], | ||
- | ["rhsusf_mag_7x45acp_MHP",3], | ||
- | ["rhs_mag_m18_green",1], | ||
- | ["rhs_mag_m18_purple",2] | ||
- | ]; | ||
- | |||
- | //_priWeapon = ["rhs_weap_m4a1_carryhandle_pmag"]; | ||
- | _priWeaponRandomAttachmentOptic = ["rhsusf_acc_compm4", "rhsusf_acc_eotech_552", "rhsusf_acc_eotech_xps3"]; | ||
- | //_priWeaponRandomAttachmentMuzzle = []; | ||
- | //_priWeaponRandomAttachmentLight = []; | ||
- | _priWeaponRandomAttachmentBipod = ["_NONE_", "rhsusf_acc_grip2", "rhsusf_acc_grip3"]; | ||
- | |||
- | _sideArm = ["rhsusf_weap_m1911a1"]; | ||
- | };</code> |