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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

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

  1. Copy an existing gear script.
  2. Modify the filename as you desire. Consider including the faction.
  3. 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"];
	};
  • Last modified: 6 years ago
  • (external edit)