customCloneVsCis.sqf 17 KB

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  1. // If you want more modifications to be supported by this file, let's discuss it on the forums.
  2. // No required mods.
  3. // RHS USAF, BWMod, F-15C, F/A-18 are optional (just load the mods on server & client).
  4. // Apex & Jets DLC are also included but not required (required only to drive/pilot anything from each DLC inc/ the Tanoa map).
  5. /* - Support classnames.
  6. Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not, just don't try! */
  7. FOB_typename = "land_ContMining_open"; // This is the main FOB HQ building. Default is "Land_Cargo_HQ_V1_F".
  8. FOB_box_typename = "B_Slingload_01_Cargo_F"; // This is the FOB as a container. Default is "B_Slingload_01_Cargo_F".
  9. FOB_truck_typename = "B_Truck_01_box_F"; // This is the FOB as a vehicle. Default is "B_Truck_01_box_F".
  10. Arsenal_typename = "B_supplyCrate_F"; // This is the virtual arsenal as portable supply crates. Default is "B_supplyCrate_F".
  11. Respawn_truck_typename = "B_Truck_01_medical_F"; // This is the mobile respawn (and medical) truck. Default is "B_Truck_01_medical_F".
  12. huron_typename = "swop_LAAT_cargo"; // This is Spartan 01, a multipurpose mobile respawn as a helicopter. Default is "B_Heli_Transport_03_unarmed_F".
  13. opfor_ammobox_transport = "O_Truck_03_transport_F"; // Make sure this thing can transport ammo boxes (see box_transport_config in IA_liberation_config.sqf) otherwise things will break! Default is "O_Truck_03_transport_F".
  14. crewman_classname = "SWOP_Clonetrooper_pilot"; // This defines the crew for vehicles. Default is "B_crew_F".
  15. pilot_classname = "SWOP_Clonetrooper_pilot"; // This defines the pilot for helicopters. Default is "B_Helipilot_F".
  16. IA_liberation_little_bird_classname = "swop_LAAT"; // These are the little birds which spawn on the Freedom or at Chimera base. Default is "B_Heli_Light_01_F".
  17. IA_liberation_boat_classname = "B_Boat_Transport_01_F"; // These are the boats which spawn at the stern of the Freedom. Default is "B_Boat_Transport_01_F".
  18. IA_liberation_small_storage_building = "ContainmentArea_02_sand_F"; // A small storage area for resources. Default is "ContainmentArea_02_sand_F".
  19. IA_liberation_large_storage_building = "ContainmentArea_01_sand_F"; // A large storage area for resources. Default is "ContainmentArea_01_sand_F".
  20. IA_liberation_recycle_building = "land_SW_K2SO"; // The building defined to unlock FOB recycling functionality. Default is "Land_CarService_F".
  21. IA_liberation_air_vehicle_building = "Land_Mining_drill"; // The building defined to unlock FOB air vehicle functionality. Default is "Land_Radar_Small_F".
  22. IA_liberation_heli_slot_building = "Land_HelipadSquare_F"; // The helipad used to increase the GLOBAL rotary-wing cap. Default is "Land_HelipadSquare_F".
  23. IA_liberation_plane_slot_building = "Land_TentHangar_V1_F"; // The hangar used to increase the GLOBAL fixed-wing cap. Default is "Land_TentHangar_V1_F".
  24. IA_liberation_supply_crate = "CargoNet_01_box_F"; // This defines the supply crates, as in resources. Default is "CargoNet_01_box_F".
  25. IA_liberation_ammo_crate = "B_CargoNet_01_ammo_F"; // This defines the ammunition crates. Default is "B_CargoNet_01_ammo_F".
  26. IA_liberation_fuel_crate = "CargoNet_01_barrels_F"; // This defines the fuel crates.
  27. /* - Friendly classnames.
  28. Each array below represents one of the 7 pages within the build menu.
  29. Format: ["vehicle_classname",supplies,ammunition,fuel], Example: ["B_APC_Tracked_01_AA_F",300,150,150],
  30. The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build. */
  31. infantry_units = [
  32. ["SWOP_101_a",10,0,0],
  33. ["SWOP_101",10,0,0],
  34. ["SWOP_101_shield",10,0,0],
  35. ["SWOP_101_mg",10,0,0],
  36. ["SWOP_104_a",10,0,0],
  37. ["SWOP_104",10,0,0],
  38. ["SWOP_104_mg",10,0,0],
  39. ["SWOP_212_a",10,0,0],
  40. ["SWOP_212",10,0,0],
  41. ["SWOP_212_shadow",10,0,0],
  42. ["SWOP_212_shield",10,0,0],
  43. ["SWOP_212_mg",10,0,0],
  44. ["SWOP_212_geon_r",10,0,0],
  45. ["SWOP_212_geon_r_a",10,0,0],
  46. ["SWOP_212_geon_r_SL",10,0,0],
  47. ["SWOP_212_geon",10,0,0],
  48. ["SWOP_212_geon_a",10,0,0],
  49. ["SWOP_212_geon_mg",10,0,0],
  50. ["SWOP_212_geon_SL",10,0,0],
  51. ["SWOP_327_a",10,0,0],
  52. ["SWOP_327",10,0,0],
  53. ["SWOP_327_sniper",10,0,0],
  54. ["SWOP_442_a",10,0,0],
  55. ["SWOP_442",10,0,0],
  56. ["SWOP_442_shield",10,0,0],
  57. ["SWOP_442_mg",10,0,0],
  58. ["SWOP_501_airborne",10,0,0],
  59. ["SWOP_501_ARF",10,0,0],
  60. ["SWOP_501_BARC",10,0,0],
  61. ["SWOP_501_a",10,0,0],
  62. ["SWOP_501",10,0,0],
  63. ["SWOP_501_mg",10,0,0],
  64. ["SWOP_501_AA",10,0,0],
  65. ["SWOP_501_pilot",10,0,0],
  66. ["SWOP_501_sniper",10,0,0],
  67. ["SWOP_74_airborne",10,0,0],
  68. ["SWOP_74_BARC",10,0,0],
  69. ["SWOP_74_a",10,0,0],
  70. ["SWOP_74",10,0,0],
  71. ["SWOP_74_mg",10,0,0],
  72. ["SWOP_74_AA",10,0,0],
  73. ["SWOP_74_pilot",10,0,0],
  74. ["SWOP_74_sniper",10,0,0],
  75. ["SWOP_Clonetrooper_ARF",10,0,0],
  76. ["SWOP_Clonetrooper_BARC",10,0,0],
  77. ["SWOP_Clonetrooper_a",10,0,0],
  78. ["SWOP_Clonetrooper_pilot",10,0,0],
  79. ["SWOP_Clonetrooper_KS_SL",10,0,0],
  80. ["SWOP_Clonetrooper_KS_a",10,0,0],
  81. ["SWOP_Clonetrooper_KS",10,0,0]
  82. ];
  83. light_vehicles = [
  84. ["O_SWOP_HoverT_2",350,0,250], //M109A6
  85. ["O_SWOP_HoverTa_2",400,300,250], //M109A6
  86. ["O_SWOP_HoverTf_2",400,400,250], //M109A6
  87. ["O_SWOP_HoverTr_2",400,550,250], //M109A6
  88. ["O_JM_landspeeder_1",100,100,75], //M109A6
  89. ["SW_BARC",100,150,100] //M109A6
  90. ];
  91. heavy_vehicles = [
  92. ["O_JM_TX130r_1",600,500,300], //M109A6
  93. ["O_JM_TX130m1r_1",600,500,300], //M109A6
  94. ["O_JM_TX130m2r_1",700,700,350] //M109A6
  95. ];
  96. air_vehicles = [
  97. ["swclonerecondroid",75,0,25], //R1 Recon Drone
  98. ["swop_aw",350,300,375], //Awing
  99. ["swop_awchl",350,300,375], //Awing
  100. ["swop_awch",350,300,375], //Awing
  101. ["swop_awbl",350,300,375], //Awing
  102. ["swop_awb",350,300,375], //Awing
  103. ["swop_awgl",350,300,375], //Awing
  104. ["swop_awg",350,300,375], //Awing
  105. ["swop_awrl",350,300,375], //Awing
  106. ["swop_MF",350,300,375], //Millennium Falcon
  107. ["swop_xw",500,550,475], //Xwing
  108. ["swop_xwb",500,550,475], //Xwing
  109. ["swop_xwg",500,550,475], //Xwing
  110. ["swop_xwf",500,550,475], //Xwing
  111. ["swop_yw",500,550,475], //Ywing - Rebels
  112. ["swop_ywRed",500,550,475], //Ywing - Rebels
  113. ["swop_ywGreen",500,550,475], //Ywing - Rebels
  114. ["Swop_Uwing",500,550,475], //Uwing
  115. ["swop_arc_t",550,650,650], //ARC-170
  116. ["swop_eta2_c1",500,550,475], //JediStarFighter
  117. ["swop_eta2_c2",500,550,475], //JediStarFighter
  118. ["swop_eta2_c3",500,550,475], //JediStarFighter
  119. ["swop_Vwing",500,550,475], //Vwing
  120. ["swop_ywclones",500,550,475], //Ywing - Clones
  121. ["swop_LAAT_cargo",500,550,475] //LAAT Cargo
  122. ];
  123. static_vehicles = [
  124. ["Republic_ATTE",500,500,0],
  125. ["SW_AV7",500,500,0],
  126. ["SW_FIELDGUN",500,500,0],
  127. ["SW_DropTurretObject",200,150,0],
  128. ["EWEBSWBF_REP",200,150,0],
  129. ["PORTABLEGUN_REP",200,150,0]
  130. ];
  131. buildings = [
  132. ["Land_Cargo_House_V1_F",0,0,0],
  133. ["Land_Cargo_Patrol_V1_F",0,0,0],
  134. ["Land_Cargo_Tower_V1_F",0,0,0],
  135. ["Flag_NATO_F",0,0,0],
  136. ["Flag_UK_F",0,0,0],
  137. ["Flag_US_F",0,0,0],
  138. ["Flag_White_F",0,0,0],
  139. ["Land_Medevac_house_V1_F",0,0,0],
  140. ["Land_Medevac_HQ_V1_F",0,0,0],
  141. ["Flag_RedCrystal_F",0,0,0],
  142. ["CamoNet_BLUFOR_F",0,0,0],
  143. ["CamoNet_BLUFOR_open_F",0,0,0],
  144. ["CamoNet_BLUFOR_big_F",0,0,0],
  145. ["Land_PortableLight_single_F",0,0,0],
  146. ["Land_PortableLight_double_F",0,0,0],
  147. ["Land_HelipadCircle_F",0,0,0], //Strictly aesthetic - as in it does not increase helicopter cap!
  148. ["PortableHelipadLight_01_blue_F",0,0,0],
  149. ["PortableHelipadLight_01_green_F",0,0,0],
  150. ["PortableHelipadLight_01_red_F",0,0,0],
  151. ["Land_CampingChair_V1_F",0,0,0],
  152. ["Land_CampingChair_V2_F",0,0,0],
  153. ["Land_CampingTable_F",0,0,0],
  154. ["MapBoard_altis_F",0,0,0],
  155. ["MapBoard_stratis_F",0,0,0],
  156. ["MapBoard_seismic_F",0,0,0],
  157. ["Land_Pallet_MilBoxes_F",0,0,0],
  158. ["Land_PaperBox_open_empty_F",0,0,0],
  159. ["Land_PaperBox_open_full_F",0,0,0],
  160. ["Land_PaperBox_closed_F",0,0,0],
  161. ["Land_DieselGroundPowerUnit_01_F",0,0,0],
  162. ["Land_ToolTrolley_02_F",0,0,0],
  163. ["Land_WeldingTrolley_01_F",0,0,0],
  164. ["Land_Workbench_01_F",0,0,0],
  165. ["Land_GasTank_01_blue_F",0,0,0],
  166. ["Land_GasTank_01_khaki_F",0,0,0],
  167. ["Land_GasTank_01_yellow_F",0,0,0],
  168. ["Land_GasTank_02_F",0,0,0],
  169. ["Land_BarrelWater_F",0,0,0],
  170. ["Land_BarrelWater_grey_F",0,0,0],
  171. ["Land_WaterBarrel_F",0,0,0],
  172. ["Land_WaterTank_F",0,0,0],
  173. ["Land_BagFence_Round_F",0,0,0],
  174. ["Land_BagFence_Short_F",0,0,0],
  175. ["Land_BagFence_Long_F",0,0,0],
  176. ["Land_BagFence_Corner_F",0,0,0],
  177. ["Land_BagFence_End_F",0,0,0],
  178. ["Land_BagBunker_Small_F",0,0,0],
  179. ["Land_BagBunker_Large_F",0,0,0],
  180. ["Land_BagBunker_Tower_F",0,0,0],
  181. ["Land_HBarrier_1_F",0,0,0],
  182. ["Land_HBarrier_3_F",0,0,0],
  183. ["Land_HBarrier_5_F",0,0,0],
  184. ["Land_HBarrierBig_F",0,0,0],
  185. ["Land_HBarrierWall4_F",0,0,0],
  186. ["Land_HBarrierWall6_F",0,0,0],
  187. ["Land_HBarrierWall_corner_F",0,0,0],
  188. ["Land_HBarrierWall_corridor_F",0,0,0],
  189. ["Land_HBarrierTower_F",0,0,0],
  190. ["Land_CncBarrierMedium_F",0,0,0],
  191. ["Land_CncBarrierMedium4_F",0,0,0],
  192. ["Land_Concrete_SmallWall_4m_F",0,0,0],
  193. ["Land_Concrete_SmallWall_8m_F",0,0,0],
  194. ["Land_CncShelter_F",0,0,0],
  195. ["Land_CncWall1_F",0,0,0],
  196. ["Land_CncWall4_F",0,0,0],
  197. ["Land_Sign_WarningMilitaryArea_F",0,0,0],
  198. ["Land_Sign_WarningMilAreaSmall_F",0,0,0],
  199. ["Land_Sign_WarningMilitaryVehicles_F",0,0,0],
  200. ["Land_Razorwire_F",0,0,0],
  201. ["Land_ClutterCutter_large_F",0,0,0],
  202. ["Land_barricada",0,0,0],
  203. ["Land_wall_laser",0,0,0],
  204. ["Land_corner_laser",0,0,0]
  205. ];
  206. support_vehicles = [
  207. [Arsenal_typename,100,200,0],
  208. [Respawn_truck_typename,200,0,75],
  209. [FOB_box_typename,300,500,0],
  210. [FOB_truck_typename,300,500,75],
  211. [IA_liberation_small_storage_building,0,0,0],
  212. [IA_liberation_large_storage_building,0,0,0],
  213. [IA_liberation_recycle_building,250,0,0],
  214. [IA_liberation_air_vehicle_building,1000,0,0],
  215. [IA_liberation_heli_slot_building,250,0,0],
  216. [IA_liberation_plane_slot_building,500,0,0],
  217. ["ACE_medicalSupplyCrate_advanced",50,0,0],
  218. ["ACE_Box_82mm_Mo_HE",50,40,0],
  219. ["ACE_Box_82mm_Mo_Smoke",50,10,0],
  220. ["ACE_Box_82mm_Mo_Illum",50,10,0],
  221. ["B_APC_Tracked_01_CRV_F",500,250,350], //CRV-6e Bobcat
  222. ["B_Truck_01_Repair_F",325,0,75], //HEMTT Repair
  223. ["B_Truck_01_fuel_F",125,0,275], //HEMTT Fuel
  224. ["B_Truck_01_ammo_F",125,200,75], //HEMTT Ammo
  225. ["B_Slingload_01_Repair_F",275,0,0], //Huron Repair
  226. ["B_Slingload_01_Fuel_F",75,0,200], //Huron Fuel
  227. ["B_Slingload_01_Ammo_F",75,200,0], //Huron Ammo
  228. ["B_Truck_01_transport_F",100,0,200] //HEMTT Transport
  229. ];
  230. // All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
  231. uavs = [
  232. ["swclonerecondroid",75,0,25] //R1 Recon Drone
  233. ];
  234. // Pre-made squads for the commander build menu. These shouldn't exceed 10 members.
  235. // Light infantry squad.
  236. blufor_squad_inf_light = [
  237. "SWOP_101_a",
  238. "SWOP_101_a",
  239. "SWOP_101_a",
  240. "SWOP_101_a",
  241. "SWOP_101_a",
  242. "SWOP_101",
  243. "SWOP_101",
  244. "SWOP_101_mg",
  245. "SWOP_101"
  246. ];
  247. // Heavy infantry squad.
  248. blufor_squad_inf = [
  249. "SWOP_501_mg",
  250. "SWOP_501_mg",
  251. "SWOP_501_a",
  252. "SWOP_501_a",
  253. "SWOP_501",
  254. "SWOP_501",
  255. "SWOP_501_sniper",
  256. "SWOP_501_AA",
  257. "SWOP_501_a"
  258. ];
  259. // AT specialists squad.
  260. blufor_squad_at = [
  261. "SWOP_212_AA",
  262. "SWOP_212_AA",
  263. "SWOP_212_AA",
  264. "SWOP_212_a"
  265. ];
  266. // AA specialists squad.
  267. blufor_squad_aa = [
  268. "SWOP_212_AA",
  269. "SWOP_212_AA",
  270. "SWOP_212_AA",
  271. "SWOP_212_a"
  272. ];
  273. // Force recon squad.
  274. blufor_squad_recon = [
  275. "SWOP_101_a",
  276. "SWOP_101_a",
  277. "SWOP_101_a",
  278. "SWOP_101",
  279. "SWOP_101_mg",
  280. "SWOP_101"
  281. ];
  282. // Paratroopers squad.
  283. blufor_squad_para = [
  284. "SWOP_74_airborne",
  285. "SWOP_74_AA",
  286. "SWOP_74_mg",
  287. "SWOP_74_a",
  288. "SWOP_74_a",
  289. "SWOP_74_a",
  290. "SWOP_74_airborne",
  291. "SWOP_74_airborne",
  292. "SWOP_74_airborne",
  293. "SWOP_74_airborne"
  294. ];
  295. //
  296. //
  297. //
  298. //
  299. //
  300. //
  301. /* - Badguy classnames.
  302. All enemy infantry are defined here. */
  303. opfor_officer = "SWOP_CIS_droid_tactic_black"; //Officer
  304. opfor_team_leader = "SWOP_CIS_camo_droid_com"; //Team Leader
  305. opfor_squad_leader = "SWOP_CIS_camo_droid_sergeant"; //Squad Leader
  306. opfor_sentry = "SWOP_CIS_camo_droid"; //Rifleman (Lite)
  307. opfor_rifleman = "SWOP_CIS_camo_droid"; //Rifleman
  308. opfor_rpg = "SWOP_CIS_camo_droid_AT"; //Rifleman (LAT)
  309. opfor_grenadier = "SWOP_CIS_camo_droid_AT"; //Grenadier
  310. opfor_machinegunner = "SWOP_CIS_droid_mg"; //Autorifleman
  311. opfor_heavygunner = "SWOP_CIS_droid_mg"; //Heavy Gunner
  312. opfor_marksman = "SWOP_CIS_magnaguard"; //Marksman
  313. opfor_sharpshooter = "SWOP_CIS_camo_droid_sniper"; //Sharpshooter
  314. opfor_sniper = "SWOP_CIS_camo_droid_sniper"; //Sniper
  315. opfor_at = "SWOP_CIS_camo_droid_AT"; //AT Specialist
  316. opfor_aa = "SWOP_CIS_camo_droid_AT"; //AA Specialist
  317. opfor_medic = "SWOP_CIS_droid_guard"; //Combat Life Saver
  318. opfor_engineer = "SWOP_CIS_droid_pilot"; //Engineer
  319. opfor_paratrooper = "SWOP_CIS_droid_guard"; //Paratrooper
  320. // Enemy vehicles used by secondary objectives.
  321. opfor_mrap = "O_SWOP_AAT_1"; //GAZ-233011
  322. opfor_mrap_armed = "O_SWOP_AAT_1"; //GAZ-233014 (Armed)
  323. opfor_transport_helo = "swop_HMP_droidgunship_transport"; //Mi-8MT (Cargo)
  324. opfor_transport_truck = "O_SWOP_MTT_1"; //Ural-4320 Transport (Covered)
  325. opfor_fuel_truck = "O_Truck_02_fuel_F"; //Ural-4320 Fuel
  326. opfor_ammo_truck = "O_Truck_02_Ammo_F"; //GAZ-66 Ammo
  327. opfor_fuel_container = "Land_Pod_Heli_Transport_04_fuel_F"; //Taru Fuel Pod
  328. opfor_ammo_container = "Land_Pod_Heli_Transport_04_ammo_F"; //Taru Ammo Pod
  329. opfor_flag = "FlagCarrierTFKnight_EP1"; //Russian Flag
  330. /* Adding a value to these arrays below will add them to a one out of however many in the array, random pick chance.
  331. Therefore, adding the same value twice or three times means they are more likely to be chosen more often.
  332. Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders. */
  333. militia_squad = [
  334. "SWOP_CIS_droid_guard",
  335. "SWOP_CIS_droid",
  336. "SWOP_CIS_droid_sniper",
  337. "CAA_CIS_b2droid_laser",
  338. "CAA_CIS_Battledroid_AT",
  339. "SWOP_CIS_droid_pilot"
  340. ];
  341. // Militia vehicles. Lightweight vehicle classnames the game will pick from randomly as sector defenders.
  342. militia_vehicles = [
  343. "O_SWOP_AAT_1" //GAZ-233014 (Armed)
  344. ];
  345. // All enemy vehicles that can spawn as sector defenders and patrols at high enemy combat readiness (aggression levels)
  346. opfor_vehicles = [
  347. "O_SWOP_AAT_1",
  348. "O_SWOP_Hailfire_1",
  349. "O_SWOP_MTT_1"
  350. ];
  351. // All enemy vehicles that can spawn as sector defenders and patrols but at a lower enemy combat readiness (aggression levels).
  352. opfor_vehicles_low_intensity = [
  353. "O_SWOP_AAT_1"
  354. ];
  355. // All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at high enemy combat readiness (aggression levels).
  356. opfor_battlegroup_vehicles = [
  357. "O_SWOP_AAT_1",
  358. "O_SWOP_Hailfire_1",
  359. "O_SWOP_MTT_1"
  360. ];
  361. // All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at lower enemy combat readiness (aggression levels).
  362. opfor_battlegroup_vehicles_low_intensity = [
  363. "O_SWOP_AAT_1"
  364. ];
  365. /* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
  366. If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
  367. opfor_troup_transports = [
  368. "O_SWOP_MTT_1"
  369. ];
  370. // Enemy rotary-wings that will need to spawn in flight.
  371. opfor_choppers = [
  372. "swop_HMP_droidgunship",
  373. "swop_HMP_droidgunship_transport"
  374. ];
  375. // Enemy fixed-wings that will need to spawn in the air.
  376. opfor_air = [
  377. "swop_hbomber",
  378. "swop_geofighter",
  379. "swop_tridroid",
  380. "swop_vulture"
  381. ];
  382. /* - Other various mission classnames.
  383. Civilian classnames. */
  384. civilians = [
  385. "C_man_p_beggar_F",
  386. "C_man_polo_1_F",
  387. "C_man_polo_2_F",
  388. "C_man_polo_3_F",
  389. "C_man_polo_4_F",
  390. "C_man_polo_5_F",
  391. "C_man_polo_6_F",
  392. "C_man_1_1_F",
  393. "C_man_hunter_1_F",
  394. "C_journalist_F",
  395. "C_man_w_worker_F"
  396. ];
  397. // Civilian vehicle classnames.
  398. civilian_vehicles = [
  399. "C_Quadbike_01_F",
  400. "C_Hatchback_01_F",
  401. "C_Hatchback_01_sport_F",
  402. "C_Offroad_01_F",
  403. "C_Offroad_01_repair_F",
  404. "C_SUV_01_F",
  405. "C_Van_01_fuel_F",
  406. "C_Van_01_transport_F",
  407. "C_Van_01_box_F",
  408. "C_Truck_02_fuel_F",
  409. "C_Truck_02_transport_F",
  410. "C_Truck_02_covered_F",
  411. "C_Truck_02_box_F"
  412. ];
  413. // Elite vehicles that should be unlocked through military base capture.
  414. elite_vehicles = [
  415. ];
  416. if (IA_liberation_debug) then {private _text = format ["[IA LIBERATION] [DEBUG] Unit preset %1 intitialized for: %2", IA_liberation_preset, (name player)];_text remoteExec ["diag_log",2];};