// some BASic definesx #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 // Wood wounds #define BASWood_WOUNDS wounds[] = {"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa","xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen","xicht_h.paa","xicht_a_zranen","xicht_i.paa","xicht_a_zranen","xicht_j.paa","xicht_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_l.paa","xicht_a_zranen","xicht_m.paa","xicht_a_zranen","xicht_n.paa","xicht_a_zranen","xicht_o.paa","xicht_o_zranen","xicht_p.paa","xicht_a_zranen","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa","xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xicht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen","xicht_x.paa","xicht_a_zranen","xicht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xicht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xicht_a_zranen","xicht_2i.paa","xicht_a_zranen","xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o.paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen","xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa","xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen","xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a_zranen","xicht_2z.paa","xicht_a_zranen","\BAS_deraw\wood\a_front","\BAS_deraw\wood_d\a_front_d","\BAS_deraw\wood\BODY1","\BAS_deraw\wood_d\BODY1d","\BAS_deraw\wood\cepice_side","\BAS_deraw\wood_d\cepice_side_d","\BAS_deraw\wood\cepice_up","\BAS_deraw\wood_d\cepice_up_d","\BAS_deraw\wood\leftarm","\BAS_deraw\wood_d\leftarmd","\BAS_deraw\wood\leftleg","\BAS_deraw\wood_d\leftlegd","\BAS_deraw\wood\mich0b","\BAS_deraw\wood_d\mich0b_d","\BAS_deraw\wood\mich04","\BAS_deraw\wood_d\mich04_d","\BAS_deraw\wood\rightarm","\BAS_deraw\wood_d\rightarmd","\BAS_deraw\wood\rightleg","\BAS_deraw\wood_d\rightlegd"}; class CfgPatches { class BAS_deraw { units[] = { //Delta BAS_DeltaTeamLeader, BAS_DeltaOperatorGL, BAS_DeltaOperator2, BAS_DeltaMK, BAS_DeltaRTO, BAS_DeltaSniper, BAS_DeltaMGunner, BAS_DeltaAT, //Delta Covert BAS_DeltaTeamLeaderS, BAS_DeltaOperatorS, BAS_DeltaOperator2S, BAS_DeltaRTOS, BAS_DeltaATS, BAS_DeltaSniperS, //Ranger BAS_RangerOfficer, BAS_Ranger, BAS_RangerMK, BAS_RangerGL, BAS_RangerMedic, BAS_RangerRTO, BAS_RangerMGunner, BAS_RangerHvyMG, BAS_RangerAT, BAS_RangerAA, BAS_RangerLD, BAS_RangerSniper, //Ranger Covert BAS_RangerOfficerS, BAS_RangerS, BAS_RangerMedicS, BAS_RangerRTOS, BAS_RangerATS, BAS_RangerLDS, //Normal Soldier BAS_Soldier }; requiredAddons[] = {"BIS_Resistance","BAS_Weap"}; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgModels { class Default {}; class Man: Default {}; class BAS_DeltaSoldier: Man { sections[] = { "head injury","body injury", "l arm injury","r arm injury","p arm injury", "l leg injury","r leg injury","p leg injury", "medic", "hlava", "krk", "zasleh", "BASflag" }; sectionsInherit = Head; }; class BAS_DeltaGorro: BAS_DeltaSoldier {}; class BAS_RangerFloppy: BAS_DeltaSoldier {}; class BAS_RangerHelmet: BAS_DeltaSoldier {}; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWG: SoldierWB{}; class SoldierWMG: SoldierWB{}; class SoldierWLAW: SoldierWB{}; class SoldierWAT: SoldierWLAW{}; class SoldierWAA: SoldierWLAW{}; class SoldierWMortar: SoldierWG{}; class OfficerWNight: SoldierWB{}; class SoldierWSniper: SoldierWB{}; class OfficerW: SoldierWB{}; class SoldierWMedic: SoldierWB{}; ////////////////////////////////WOODLAND DAY//////////////////////////////////////// class BAS_DeltaTeamLeader : SoldierWB { displayName = "Delta Team Leader"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOG","Glock","Binocular","NVGoggles","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","SmokeShell","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaOperatorGL : SoldierWG { displayName = "Delta Operator GL"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ReflexM203","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaOperator : BAS_DeltaTeamLeader { displayName = "Delta Operator"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOG","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaOperator2 : BAS_DeltaTeamLeader { displayName = "Delta Operator M14"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M14Aimpoint","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","BAS_M14Mag","HandGrenade","HandGrenade","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaMK : BAS_DeltaTeamLeader { displayName = "Delta Operator MK"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M4MKReflex","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_mkshell","BAS_mkshell","BAS_mkshell","Handgrenade","Handgrenade","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaRTO : SoldierWB { displayName = "Delta Radio Operator"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","BAS_Satcom","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","SmokeShell","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaSniper : SoldierWSniper { displayName = "Delta Sniper"; model = "\BAS_deraw\BAS_DeltaGorro.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 3.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M24SWS","Binocular","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaMGunner : SoldierWMG { displayName = "Delta M.Gunner"; model = "\BAS_deraw\BAS_DeltaGorro.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 3.000000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M249SPW","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaAT : SoldierWAT { displayName = "Delta AT"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOG","BAS_AT4Launcher","NVGoggles","Glock","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_AT4Rocket","BAS_AT4Rocket","BAS_AT4Rocket","GlockMAG","GlockMAG","GlockMAG","GlockMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; ////////////////////////////////WOODLAND SUPPRESSED//////////////////////////////////////// class BAS_DeltaTeamLeaderS : SoldierWB { displayName = "Delta (S) Team Leader"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_MP5SDAIMPOINT","GlockS","Binocular","NVGoggles","Throw","Put"}; magazines[] = {"BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","HandGrenade","HandGrenade","HandGrenade","SmokeShell","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaOperatorS : BAS_DeltaTeamLeaderS { displayName = "Delta (S) Operator GL"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ReflexSM203","NVGoggles","GlockS","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaOperator2S : BAS_DeltaTeamLeaderS { displayName = "Delta (S) Operator"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M4REFLEXS","NVGoggles","GlockS","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag",PipeBomb,"HandGrenade","HandGrenade","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaRTOS : SoldierWB { displayName = "Delta (S) Radio Operator"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_MP5SDAIMPOINT","BAS_Satcom","NVGoggles","GlockS","Throw","Put"}; magazines[] = {"BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","BAS_MP5SDMag","HandGrenade","HandGrenade","SmokeShell","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaATS : SoldierWAT { displayName = "Delta (S) AT"; model = "\BAS_deraw\BAS_DeltaSoldier.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEXS","BAS_AT4Launcher","NVGoggles","GlockS","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_AT4Rocket","BAS_AT4Rocket","BAS_AT4Rocket","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_DeltaSniperS : SoldierWSniper { displayName = "Delta (S) Sniper"; model = "\BAS_deraw\BAS_DeltaGorro.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASflag","medic"}; cost = 400000 sensitivity = 1.25; accuracy = 3.500000; nightVision = 1; camouflage = 0.750000; canHideBodies = 1; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M24SWS","NVGoggles","GlockS","Throw","Put"}; magazines[] = {"BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","GlockSMAG","GlockSMAG","GlockSMAG","GlockSMAG"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; ///RANGERS class BAS_RangerOfficer : SoldierWB { displayName = "Ranger Officer"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOG","BAS_Beretta","Binocular","NVGoggles","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","SmokeShell","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_Ranger: SoldierWB { displayName = "Ranger"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","BAS_Beretta","NVGoggles","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerMK: SoldierWB { displayName = "Ranger MK"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4MKACOG","BAS_Beretta","NVGoggles","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_mkshell","BAS_mkshell","BAS_mkshell","Handgrenade","Handgrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerGL : SoldierWG { displayName = "Ranger GL"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ReflexM203","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerMedic : SoldierWMedic { displayName = "Ranger Medic"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; attendant = 1; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M4REFLEX","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_RangerRTO : SoldierWB { displayName = "Ranger Radio Operator"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","BAS_Satcom","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","SmokeShell","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerMGunner : SoldierWMG { displayName = "Ranger M.Gunner"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 3.000000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M249SPW","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","BAS_M249Mag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerHvyMG : SoldierWMG { displayName = "Ranger Hvy M.Gunner"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 3.000000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M240B","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M240Mag","BAS_M240Mag","BAS_M240Mag","BAS_M240Mag","BAS_M240Mag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerAT : SoldierWAT { displayName = "Ranger AT"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOG","BAS_AT4Launcher","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_AT4Rocket","BAS_AT4Rocket","BAS_AT4Rocket","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerAA : SoldierWAA { displayName = "Ranger AA"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","AALauncher","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","AALauncher","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerLD : SoldierWB { displayName = "Ranger LD"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","BAS_soflam","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_soflam","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class BAS_RangerSniper : SoldierWSniper { displayName = "Ranger Sniper"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 110000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M24SWS","Binocular","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_M24Mag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; // RANGER COVERT class BAS_RangerOfficerS : SoldierWB { displayName = "Ranger (S) Team Leader"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ReflexSM203","Binocular","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; class BAS_RangerS : SoldierWB { displayName = "Ranger (S) Operator GL"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ReflexSM203","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_M433grenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; class BAS_RangerMedicS : SoldierWMedic { displayName = "Ranger (S) Medic"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; attendant = true; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"BAS_M4REFLEXS","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS class UserActions { class Selfheal { displayName = "First Aid"; position = "axisgoggles"; radius = 1.00000; condition = "player == this && (getdammage this)>=0.5"; statement = "this exec {\bas_deraw\heal.sqs}"; }; }; }; class BAS_RangerRTOS : SoldierWB { displayName = "Ranger (S) Radio Operator"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEXS","BAS_Satcom","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; class BAS_RangerATS : SoldierWAT { displayName = "Ranger (S) AT"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4ACOGS","BAS_AT4Launcher","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_AT4Rocket","BAS_AT4Rocket","BAS_AT4Rocket","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; class BAS_RangerLDS : SoldierWB { displayName = "Ranger (S) LD"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEXS","BAS_soflam","NVGoggles","BAS_Beretta","Throw","Put"}; magazines[] = {"BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","BAS_M4SMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_soflam","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS }; class BAS_Soldier: SoldierWB { displayName = "Soldier"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "BAS - Men"; scope = 1; hiddenSelections[] = {"BASpatch","medic"}; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 3; armorStructural = 2.0; armorHead = 1.2; armorBody = 0.8; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"BAS_M4REFLEX","BAS_Beretta","NVGoggles","Throw","Put"}; magazines[] = {"BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","BAS_M4Mag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag","BAS_BerettaMag"}; BASWood_WOUNDS animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; };