This is an old revision of the document!
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:
cbb_framework_a3.VR\CBB\gear\CBB_gear_init.sqf
The default BLUFOR gear script is based on the US Army faction:
CBB_soldier_west_rhs_usarmy.sqf
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
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");
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.
_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] ];
Default Uniform
The default uniform is defined starting at line 145.
_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"];
Default Weapon
The default primary and secondary weapons, and launchers are defined starting at line 157.
_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 = [];
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.
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"]; };