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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>​ 
  • Last modified: 7 years ago
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