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V0.96.8 Add Enemy preset RHSUSAF #872

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1 change: 1 addition & 0 deletions Missionframework/KPLIB_config.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -78,6 +78,7 @@ KPLIB_presetPlayer = 0;
18 = CUP Chernarus Defense Force
19 = CUP British Armed Forces (Desert)
20 = CUP British Armed Forces (Woodland)
21 = RHS USAF (WoodlandS)
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*/
KPLIB_presetEnemy = 0;

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2 changes: 2 additions & 0 deletions Missionframework/KPLIB_transportConfigs.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -130,6 +130,8 @@ KPLIB_transportConfigs = [
["RHS_Ural_Open_MSV_01", -6.5, [0,-0.2,0.55], [0,-1.4,0.55], [0,-2.55,0.55]],
["RHS_Ural_Open_VDV_01", -6.5, [0,-0.2,0.55], [0,-1.4,0.55], [0,-2.55,0.55]],
["RHS_Ural_VDV_01", -6.5, [0,-0.2,0.55], [0,-1.4,0.55], [0,-2.55,0.55]],
["RHS_Mi8mt_Cargo_vvsc", -6.5, [0,3.2,-1.2], [0,2,-1.2], [0,1,-1.2]],
["RHS_Mi8mt_vvs"], -6.5, [0,3.2,-1.2], [0,2,-1.2], [0,1,-1.2]],
["rhsusf_CH53E_USMC_D", -11.0, [0,7,-3.2], [0,7,-2.0], [0,5.5,-3.2], [0,5.5,-2.0], [0,4,-3.2], [0,4,-2.0], [0,2.5,-3.2], [0,2.5,-2.0], [0,1.0,-3.2], [0,1.0,-2.0], [0,-0.5,-3.2], [0,-0.5,-2.0]],
["rhsusf_CH53E_USMC", -11.0, [0,7,-3.2], [0,7,-2.0], [0,5.5,-3.2], [0,5.5,-2.0], [0,4,-3.2], [0,4,-2.0], [0,2.5,-3.2], [0,2.5,-2.0], [0,1.0,-3.2], [0,1.0,-2.0], [0,-0.5,-3.2], [0,-0.5,-2.0]],
["rhsusf_M1078A1P2_B_D_flatbed_fmtv_usarmy", -5.0, [0,-0.2,0.45], [0,-1.9,0.45]],
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152 changes: 152 additions & 0 deletions Missionframework/presets/enemies/rhs_usaf_wdl.sqf
Original file line number Diff line number Diff line change
@@ -0,0 +1,152 @@
/*
File: rhs_usaf_wdl.sqf
Author: Dabako - https://github.com/dabako
Date: 2021-04-19
Last Update: 2021-04-19
License: MIT License - http://www.opensource.org/licenses/MIT

Description:
United States Army Woodland enemy preset.

Needed Mods:
- RHS USAF

Optional Mods:
- None
*/

// Enemy infantry classes
KPLIB_o_officer = "rhsusf_army_ucp_officer"; // Officer
KPLIB_o_squadLeader = "rhsusf_army_ucp_squadleader"; // Squad Leader
KPLIB_o_teamLeader = "rhsusf_army_ucp_teamleader"; // Team Leader
KPLIB_o_sentry = "rhsusf_army_ucp_riflemanl"; // Rifleman (Lite)
KPLIB_o_rifleman = "rhsusf_army_ucp_rifleman_m4"; // Rifleman M4
KPLIB_o_riflemanLAT = "rhsusf_army_ucp_maaws"; // Rifleman (MAAWS)
KPLIB_o_grenadier = "rhsusf_army_ucp_grenadier"; // Grenadier
KPLIB_o_machinegunner = "rhsusf_army_ucp_autorifleman"; // Autorifleman
KPLIB_o_heavyGunner = "rhsusf_army_ucp_machinegunner"; // Heavy Gunner
KPLIB_o_marksman = "rhsusf_army_ucp_marksman"; // Marksman
KPLIB_o_sharpshooter = "rhsusf_army_ucp_m107"; // Sharpshooter
KPLIB_o_sniper = "rhsusf_army_ucp_sniper"; // Sniper
KPLIB_o_atSpecialist = "rhsusf_army_ucp_javelin"; // AT Specialist
KPLIB_o_aaSpecialist = "rhsusf_army_ucp_aa"; // AA Specialist
KPLIB_o_medic = "rhsusf_army_ucp_medic"; // Combat Life Saver
KPLIB_o_engineer = "rhsusf_army_ucp_engineer"; // Engineer
KPLIB_o_paratrooper = "O_soldier_PG_F"; // Paratrooper
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Change to RHS unit


// Enemy vehicles used by secondary objectives.
KPLIB_o_mrap = "rhsusf_M1220_usarmy_wd"; // M1220 MRAP
KPLIB_o_mrapArmed = "thsusf_M1120_M2_usarmy_wd"; // HMMWV (M2)
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KPLIB_o_transportHeli = "RHS_UH60M"; // UH 60 M
KPLIB_o_transportTruck = "rhsusf_M1083A1P2_WD_fmtv_usarmy"; // M1083A1P2 (Covered)
KPLIB_o_transportTruckAmmo = "rhsusf_M1083A1P2_WD_flatbed_fmtv_usarmy"; // M1083A1P2 (Open)
KPLIB_o_fuelTruck = "rhsusf_M978A4_BKIT_usarmy_wd"; // M978A4 Fuel
KPLIB_o_ammoTruck = "rhsusf_M977A4_AMMO_BKIT_usarmy_wd"; // M977A4 Ammo
KPLIB_o_fuelContainer = "Land_Pod_Heli_Transport_04_fuel_F"; // Taru Fuel Pod
KPLIB_o_ammoContainer = "Land_Pod_Heli_Transport_04_ammo_F"; // Taru Ammo Pod
KPLIB_o_flag = "Flag_US_F"; // Flag

/* Adding a value to these arrays below will add them to a one out of however many in the array, random pick chance.
Therefore, adding the same value twice or three times means they are more likely to be chosen more often. */

/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
KPLIB_o_militiaInfantry = [
"rhsusf_army_ucp_riflemanl", // Rifleman (Lite)
"rhsusf_army_ucp_riflemanl", // Rifleman (Lite)
"rhsusf_army_ucp_rifleman", // Rifleman
"rhsusf_army_ucp_rifleman", // Rifleman
"rhsusf_army_ucp_riflemanat", // Rifleman (AT)
"rhsusf_army_ucp_autorifleman", // Autorifleman
"rhsusf_army_ucp_marksman", // Marksman
"rhsusf_army_ucp_medic", // Medic
"rhsusf_army_ucp_engineer" // Engineer
];

// Militia vehicles. Lightweight vehicle classnames the game will pick from randomly as sector defenders. Can also be empty for only infantry milita.
KPLIB_o_militiaVehicles = [
"rhsusf_m1025_w_m2" // HMMWV (M2)
];

// All enemy vehicles that can spawn as sector defenders and patrols at high enemy combat readiness (aggression levels).
KPLIB_o_armyVehicles = [
"rhsusf_m1151_m2_v1_usarmy_wd", // HMMWV (M2)
"rhsusf_m1151_m2crows_usarmy_wd", // HMMWV (M2 Crows)
"rhsusf_m1151_mk19_v2_usarmy_wd", // HMMWV (MK19)
"rhsusf_m1151_m240_usarmy_wd", // HMMWV (TOW)
"RHS_M2A3_BUSKI_wd ", // M2A3 Bradley
"RHS_M2A3_wd", // M2A3 Bradley
"RHS_M6_wd", // M6 AA Bradley
"RHS_M6_wd", // M6 AA Bradley
"rhsusf_m1a1aimwd_usarmy", // M1A1 Abrams
"rhsusf_m1a1aim_tuski_wd", // M1A1 Abrams TUSK I
"rhsusf_m1a2sep1wd_usarmy", // M1A2 Abrams
"rhsusf_m1a2sep1tuskiiwd_usarmy" // M1A2 Abrams TUSK II
];

// All enemy vehicles that can spawn as sector defenders and patrols but at a lower enemy combat readiness (aggression levels).
KPLIB_o_armyVehiclesLight = [
"rhsusf_m1025_w_m2", // HMMWV (HMG)
"rhsusf_m1025_w_m2", // HMMWV (HMG)
"rhsusf_m1045_w_s", // HMMWV (TOW)
"rhsusf_m1240a1_m2_usarmy_wd", // M-ATV (HMG)
"rhsusf_m113_usarmy" // M113
];

// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at high enemy combat readiness (aggression levels).
KPLIB_o_battleGrpVehicles = [
"rhsusf_m1151_m2_v1_usarmy_wd", // HMMWV (M2)
"rhsusf_m1025_w_m2", // HMMWV (M2)
"rhsusf_m1025_w_mk19", // HMMWV (MK19)
"rhsusf_m966_w", // HMMWV (TOW)
"rhsusf_M1232_M2_usarmy_wd", // M1232 Transport (M2)
"rhsusf_M1078A1P2_WD_fmtv_usarmy", // M1078A1P2 Transport (Covered)
"rhsusf_stryker_m1127_m2_wd", // Stryker
"RHS_M2A2_wd", // Bradley
"RHS_M6_wd", // M6 AA Bradley
"RHS_M6_wd", // M6 AA Bradley
"rhsusf_m1a1aimwd_usarmy", // M1A1 Abrams
"rhsusf_m1a2sep1wd_usarmy", // M1A2 Abrams
"rhsusf_m1a2sep1tskiwd_usarmy", // M1A2 Abrams TUSK I
"rhsusf_m1a2sep1tskiiwd_usarmy", // M1A2 Abrams TUSK II
"RHS_UH1Y_d", // UH1Y (Armed)
"RHS_UH60M_d", // UH60M
"RHS_CH_47F_10", // Chinhook
"RHS_AH64D_wd" // AH64D
];

// All enemy vehicles that can spawn as battlegroups, either assaulting or as reinforcements, at lower enemy combat readiness (aggression levels).
KPLIB_o_battleGrpVehiclesLight = [
"rhsusf_m1025_w_m2", // HMMWV (M2)
"rhsusf_m1151_ma_v1_usarmy_wd", // HMMWV (M2)
"rhsusf_M1232_M2_usarmy_wd", // M1232 Transport (M2)
"rhsusf_m113_usarmy_M240", // M113 (M240)
"RHS_M2A2_wd", // M2A2 Bradley
"RHS_M6_wdF", // M6 AA Bradley
"RHS_UH1Y_d", // UH1Y (Armed)
"RHS_UH60M_d" // UH60M
];

/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
KPLIB_o_troopTransports = [
"rhsusf_M1078A1P2_WD_fmtv_usarmy", // M1078A1P2 Transport (Covered)
"rhsusf_stryker_m1127_m2_wd", // Stryker
"rhsusf_M1232_M2_usarmy_wd", // M1232 Transport (M2)
"RHS_UH60M_d", // UH60M
"RHS_CH_47F_10" // Chinhook
];

// Enemy rotary-wings that will need to spawn in flight.
KPLIB_o_helicopters = [
"RHS_UH60M_d", // UH60M
"RHS_UH1Y_d", // UH1Y (Armed)
"RHS_AH64D_wd", // AH64D
"RHS_CH_47F_10" // Chinhook
];

// Enemy fixed-wings that will need to spawn in the air.
KPLIB_o_planes = [
"RHS_A10", // A10
"rhsuf_f22" // F22
];
1 change: 1 addition & 0 deletions Missionframework/presets/init_presets.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@ switch (KPLIB_presetEnemy) do {
case 18: {[] call compile preprocessFileLineNumbers "presets\enemies\cup_cdf.sqf";};
case 19: {[] call compile preprocessFileLineNumbers "presets\enemies\cup_baf_desert.sqf";};
case 20: {[] call compile preprocessFileLineNumbers "presets\enemies\cup_baf_woodland.sqf";};
case 21: {[] call compile preprocessFileLineNumbers "presets\enemies\rhs_usaf_wdl.sqf";};
default {[] call compile preprocessFileLineNumbers "presets\enemies\custom.sqf";};
};

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