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arma_editing:missions:framework:gear [2017/11/04 03:29]
Theowningone
arma_editing:missions:framework:gear [2017/11/22 14:57] (current)
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     rhsusf_army_ocp_explosives = "​Engineer";​     rhsusf_army_ocp_explosives = "​Engineer";​
     rhsusf_army_ocp_fso = "​JTAC";​     rhsusf_army_ocp_fso = "​JTAC";​
-    rhsusf_army_ocp_grenadier = "​Grenadier";​ 
-    rhsusf_army_ocp_helicrew = "​Pilot";​ 
-    rhsusf_army_ocp_helipilot = "​Pilot";​ 
-    rhsusf_army_ocp_javelin = "​CSW_HAT";​ 
-    rhsusf_army_ocp_javelin_assistant = "​CSW_HAT_Assistant";​ 
-    rhsusf_army_ocp_jfo = "​JTAC";​ 
-    rhsusf_army_ocp_machinegunner = "​MachineGunner";​ 
-    rhsusf_army_ocp_machinegunnera = "​MachineGunner_Assistant";​ 
-    rhsusf_army_ocp_marksman = "​Marksman";​ 
-    rhsusf_army_ocp_medic = "​Medic";​ 
-    rhsusf_army_ocp_officer = "​Commander";​ 
-    rhsusf_army_ocp_rifleman = "​Rifleman";​ 
-    rhsusf_army_ocp_riflemanat = "​Rifleman_AT";​ 
-    rhsusf_army_ocp_riflemanl = "​Commander";​ 
-    rhsusf_army_ocp_rifleman_1stcav = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_101st = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_10th = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_82nd = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m16 = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m4 = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m590 = "​Breacher";​ 
-    rhsusf_army_ocp_sniper = "​Marksman";​ 
-    rhsusf_army_ocp_sniper_m107 = "​Sniper";​ 
-    rhsusf_army_ocp_sniper_m24sws = "​Sniper";​ 
-    rhsusf_army_ocp_squadleader = "​Squad_Leader";​ 
-    rhsusf_army_ocp_teamleader = "​Team_Leader";​ 
-    rhsusf_army_ocp_uav = "​JTAC";​ 
-    rhsusf_army_ocp_arb_autorifleman = "​AutomaticRifleman";​ 
-    rhsusf_army_ocp_arb_autoriflemana = "​AutomaticRifleman_Assistant";​ 
-    rhsusf_army_ocp_arb_engineer = "​Engineer";​ 
-    rhsusf_army_ocp_arb_grenadier = "​Grenadier";​ 
-    rhsusf_army_ocp_arb_machinegunner = "​MachineGunner";​ 
-    rhsusf_army_ocp_arb_machinegunnera = "​MachineGunner_Assistant";​ 
-    rhsusf_army_ocp_arb_marksman = "​Marksman";​ 
-    rhsusf_army_ocp_arb_medic = "​Medic";​ 
-    rhsusf_army_ocp_arb_rifleman = "​Rifleman";​ 
-    rhsusf_army_ocp_arb_riflemanat = "​Rifleman_AT";​ 
-    rhsusf_army_ocp_arb_riflemanl = "​Commander";​ 
-    rhsusf_army_ocp_arb_rifleman_m590 = "​Breacher";​ 
-    rhsusf_army_ocp_arb_sniper_m107 = "​Sniper";​ 
-    rhsusf_army_ocp_arb_squadleader = "​Squad_Leader";​ 
-    rhsusf_army_ocp_arb_teamleader = "​Team_Leader";​ 
 </​sxh>​ </​sxh>​
  
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   - ClassMapping   - ClassMapping
  
 +But more on those later.
  
 +An example of the basic settings:
 +<sxh c++>
 +class rhs_usarmy
 +{
 +    displayName = "RHS US Army";
 +
 +    replaceGoggles = 0;
 +
 +    medicClasses[] ​     = {};
 +    doctorClasses[] ​    = {"​Medic"​};​
 +
 +    engineerClasses[] ​  = {"​Vehicle_Commander"​};​
 +    repairClasses[] ​    = {"​Repairman",​ "​Engineer",​ "​Vehicle_Crew"​};​
 +
 +    eodClasses[] ​       = {"​Engineer"​};​
 +
 +    class Definitions
 +    {
 +        #include "​definitions.hpp"​
 +    };
 +
 +    class Loadouts
 +    {
 +        #include "​loadouts.hpp" ​
 +    };  ​
 +};
 +</​sxh>​
 +
 +  * **displayName** - This is the name of equipment set that is used in menus, make it pretty!
 +  * **replaceGoggles** - Determines if a user's custom face object (glasses, mask, etc.) should be replaced with the equipment set's values.
 +  * **medicClasses** - An array of classes that will be flagged as medics. Medics have basic field training, and can perform some advanced medical treatment.
 +  * **doctorClasses** - An array of classes what will be flagged as doctors. Doctors can perform all advanced medical treatment.
 +  * **engineerClass** - 
 +
 +\\
 +\\
 +
 +
 +
 +
 +=== Equipment ===
 +Equipment is defined in the ''​Equipment''​ class inside of your equipment set's class.
 +
 +
 +==== Property List ====
 +=== List of properties that support randomization ===
 +
 +Each of these properties are defined as an array, supporting randomization. Some examples and their descriptions:​
 +
 +  * ''​primaryWeapon[] = {};''​ This soldier will not get a primary weapon.
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle"​};''​ This soldier will get an ''​rhs_weap_m16a4_carryhandle''​
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle",​ "​rhs_weap_m16a4_carryhandle_grip"​};''​ This soldier will get a ''​rhs_weap_m16a4_carryhandle''​ or a ''​rhs_weap_m16a4_carryhandle_grip''​
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle",""​};''​ This soldier has a chance to not get a primary weapon.
 +
 +The list of properties supporting randomization are as follows:
 +
 +  * ''​primaryWeapon''​
 +  * ''​primaryWeaponMagazine''​
 +  * ''​primaryWeaponMagazineSecondary''​
 +  * ''​primaryWeaponBipod''​
 +  * ''​primaryWeaponMuzzle''​
 +  * ''​primaryWeaponOptic''​
 +  * ''​primaryWeaponRailAttachment''​
 +  * ''​launcher''​
 +  * ''​launcherMagazine''​
 +  * ''​launcherOptic''​
 +  * ''​launcherRailAttachment''​
 +  * ''​sidearm''​
 +  * ''​sidearmMagazine''​
 +  * ''​sidearmMuzzle''​
 +  * ''​sidearmOptic''​
 +  * ''​sidearmRailAttachment''​
 +  * ''​binocular''​
 +  * ''​nightVision''​
 +  * ''​headgear''​
 +  * ''​uniform''​
 +  * ''​vest''​
 +  * ''​backpack''​
 +  * ''​facegear''​
  • Last modified: 6 years ago
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