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_unit
= _this select 0;
params ["
_unit
", "
_type
"]
;
_type
= _this select 1;
AKchoice = true
;
_facewearPoss = random 1;
_facewearPoss = random 1;
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_headgearPoss = random 1;
_balaclavaPoss = random 1;
_balaclavaPoss = random 1;
_machineGunPoss = random 1;
_machineGunPoss = random 1;
_sniperRiflePoss = random 1;
_sniperRiflePoss = random 1;
_launcherPoss = random 1;
_launcherPoss = random 1;
_torchPoss = random 1;
_torchPoss = random 1;
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_uniform =
[
_uniform =
selectRandom [
"U_BG_Guerilla1_1",
"U_BG_Guerrilla_6_1",
"U_BG_leader",
"U_BG_Guerilla1_1",
"rhs_chdkz_uniform_2",
"rhs_chdkz_uniform_3",
"rhs_chdkz_uniform_4"
"U_BG_Guerrilla_6_1",
]
;
"U_BG_leader",
"rhs_chdkz_uniform_2",
"rhs_chdkz_uniform_3",
"rhs_chdkz_uniform_4"
]
call BIS_fnc_selectRandom
;
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_grenades = [
_grenades = [
"HandGrenade",
"HandGrenade",
"HandGrenade",
"Chemlight_green",
"HandGrenade",
"Chemlight_green",
"MiniGrenade",
"SmokeShell",
"SmokeShell",
"SmokeShell",
"HandGrenade",
"SmokeShellYellow",
"Chemlight_red"
"HandGrenade",
"Chemlight_green",
"Chemlight_green",
"MiniGrenade",
"SmokeShell",
"SmokeShell",
"SmokeShell",
"SmokeShellYellow",
"Chemlight_red"
];
];
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_magazines = [
_magazines = [
"rhs_30Rnd_545x39_AK",
"rhs_30Rnd_545x39_AK_no_tracers",
"rhs_30Rnd_545x39_AK",
"rhs_30Rnd_545x39_7N10_AK",
"rhs_30Rnd_545x39_7N22_AK",
"rhs_45Rnd_545x39_AK",
"rhs_30Rnd_545x39_AK_no_tracers",
"rhs_45Rnd_545x39_7N10_AK",
"rhs_45Rnd_545x39_7N22_AK"
"rhs_30Rnd_545x39_7N10_AK",
"rhs_30Rnd_545x39_7N22_AK",
"rhs_45Rnd_545x39_AK",
"rhs_45Rnd_545x39_7N10_AK",
"rhs_45Rnd_545x39_7N22_AK"
];
];
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_weapon = [
"rhs_weap_ak74m",
"rhs_weap_ak74m_camo",
"rhs_weap_ak74m_desert",
"rhs_weap_ak74m_folded",
"rhs_weap_ak74m_camo_folded",
"rhs_weap_ak74m_desert_folded",
"rhs_weap_ak74m_2mag",
"rhs_weap_ak74m_2mag_camo",
"rhs_weap_ak105"
] call BIS_fnc_selectRandom;
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_weapon
MG = [
_weapon
= selectRandom ["rhs_weap_ak74m", "rhs_weap_ak74m_camo", "rhs_weap_ak74m_desert",
"rhs_weap_pkm",
"rhs_weap_ak74m_folded", "rhs_weap_ak74m_camo_folded", "rhs_weap_ak74m_desert_folded",
"rhs_weap_pkp"
"rhs_weap_ak74m_2mag", "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak105"
] call BIS_fnc_selectRandom;
];
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_weapon
DMR
=
[
_weapon
MG
=
selectRandom [
"rhs_weap_
pkm",
"rhs_weap_
pkp"]
;
"rhs_weap_svdp",
"rhs_weap_
svdp_wd",
"rhs_weap_
svds"
] call BIS_fnc_selectRandom
;
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_backpack = [
_weaponDMR = selectRandom ["rhs_weap_svdp", "rhs_weap_svdp_wd", "rhs_weap_svds"];
"B_AssaultPack_blk",
"B_AssaultPack_rgr",
"B_AssaultPack_dgtl",
"B_FieldPack_khk",
"B_FieldPack_cbr",
"B_Kitbag_cbr",
"B_TacticalPack_blk",
"B_TacticalPack_oli",
"rhs_sidor",
"rhs_assault_umbts"
] call BIS_fnc_selectRandom;
_vest = [
"V_BandollierB_cbr",
"V_BandollierB_blk",
"V_BandollierB_oli",
"V_HarnessOGL_brn",
"rhs_6sh46",
"rhs_assault_umbts"
] call BIS_fnc_selectRandom;
_bandanna = [
"G_Bandanna_blk",
"G_Bandanna_oli",
"G_Bandanna_beast",
"G_Bandanna_tan",
"G_Bandanna_khk",
"rhs_scarf"
] call BIS_fnc_selectRandom;
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_
balaclava
=
[
_
backpack
=
selectRandom ["B_AssaultPack_blk", "B_AssaultPack_rgr", "B_AssaultPack_dgtl
",
"G_Balaclava_oli
",
"B_FieldPack_khk", "B_FieldPack_cbr", "B_Kitbag_cbr", "B_TacticalPack
_blk",
"G_Balaclava
_blk",
"B_TacticalPack
_oli
", "rhs_sidor",
"rhs_
assault_umbts
"
"H_Shemag
_oli
ve",
]
;
"H_ShemagOpen_tan",
"rhs_
balaclava1_olive
"
]
call BIS_fnc_selectRandom
;
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_headgear = [
_vest = selectRandom ["V_BandollierB_cbr", "V_BandollierB_blk", "V_BandollierB
_oli",
"H_Bandanna_khk",
"V_HarnessOGL_brn",
"rhs_
6sh46",
"rhs_
assault_umbts
"
"H_Bandanna_mcamo",
]
;
"H_Booniehat_mcamo",
"H_Booniehat_tan",
"H_Booniehat_dgtl",
"H_Cap_blk",
"H_Cap
_oli",
"H_Hat_brown",
"rhs_beanie_green",
"rhs_
Booniehat_flora",
"rhs_
Booniehat_marpatd
"
]
call BIS_fnc_selectRandom
;
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_helmet = [
_bandanna = selectRandom ["G_Bandanna_blk", "G_Bandanna_oli", "G_Bandanna_beast",
"rhs_6b26_green",
"G_Bandanna_tan", "G_Bandanna_khk", "rhs_scarf"
"rhs_6b27m_green",
];
"rhs_6b27m_digi",
"rhs_6b28_green",
"rhs_ssh68"
] call BIS_fnc_selectRandom;
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_magazine = _magazines call BIS_fnc_selectRandom;
_balaclava = selectRandom ["G_Balaclava_oli", "G_Balaclava_blk", "H_Shemag_olive",
"H_ShemagOpen_tan", "rhs_balaclava1_olive"
_unit unassignItem "NVGoggles";
];
_unit removeItem "NVGoggles";
_unit unassignItem "NVGoggles_OPFOR";
_unit removeItem "NVGoggles_OPFOR";
_unit unassignItem "NVGoggles_INDEP";
_unit removeItem "NVGoggles_INDEP";
switch (_type) do {
case 1 : {
removeAllWeapons _unit;
removeHeadgear _unit;
removeGoggles _unit;
if (_facewearPoss > 0.2) then {
if (_balaclavaPoss < 0.2) then {_unit addGoggles _balaclava} else{_unit addGoggles _bandanna; _unit addHeadgear _headgear};
};
};
case 2 : {
removeAllWeapons _unit;
_unit addMagazine _magazine;
_unit addWeapon _weapon;
for "_i" from 1 to 2 do {
_unit addItem (_magazines call BIS_fnc_selectRandom);
};
};
case 3 : {
removeAllWeapons _unit;
removeHeadgear _unit;
removeGoggles _unit;
_unit addMagazine _magazine;
_unit addWeapon _weapon;
_unit addVest _vest;
for "_i" from 1 to 3 do {
_unit addItem (_magazines call BIS_fnc_selectRandom);
};
if (_facewearPoss > 0.2) then {
if (_balaclavaPoss < 0.2) then {_unit addGoggles _balaclava} else{_unit addGoggles _bandanna; _unit addHeadgear _headgear};
};
};
case 4 : {
removeAllWeapons _unit;
removeHeadgear _unit;
removeGoggles _unit;
_unit addVest _vest;
_unit forceAddUniform _uniform;
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if (_sniperRiflePoss < 0.1) then {
_headgear = selectRandom ["H_Bandanna_khk", "H_Bandanna_mcamo", "H_Booniehat_mcamo",
AKchoice = false;
"H_Booniehat_tan", "H_Booniehat_dgtl", "H_Cap_blk", "H_Cap_oli", "H_Hat_brown",
_unit addMagazine "rhs_10Rnd_762x54mmR_7N1";
"rhs_beanie_green", "rhs_Booniehat_flora", "rhs_Booniehat_marpatd"
_unit addWeapon _weaponDMR;
];
_unit addBackpack _backpack;
_unit addMagazine (
_grenades call BIS_fnc_
selectRandom
);
_helmet = selectRandom ["rhs_6b26_green", "rhs_6b27m_green", "rhs_6b27m_digi", "rhs_6b28_green", "rhs_ssh68"];
for "
_i
" from 1 to 3 do {
_unit addItem "rhs_10Rnd_762x54mmR_7N1";
_magazine = selectRandom _magazines;
};
}
{_unit removeItem _x} forEach ["NVGoggles", "NVGoggles_OPFOR", "NVGoggles_INDEP"];
else {
if (_machineGunPoss < 0.1) then {
AKchoice = false;
removeAllWeapons _unit;
_unit addMagazine "rhs_100Rnd_762x54mmR";
_unit addWeapon _weaponMG;
if (_type == 1 || {_type == 3}) then {
_unit addBackpack _backpack;
removeHeadgear _unit;
_unit addMagazine (
_grenades call BIS_fnc_
selectRandom
);
removeGoggles _unit;
for "
_i
" from 1 to 2 do {
_unit addItem "rhs_100Rnd_762x54mmR";
if (_facewearPoss > 0.2) then {
};
if (_balaclavaPoss < 0.2) then {
} else {
if (_launcherPoss < 0.1) then {
_unit addGoggles _balaclava;
_unit addMagazine "rhs_rpg7_PG7VL_mag";
} else {
_unit addWeapon "rhs_weap_rpg7";
_unit addGoggles _bandanna;
_unit addBackpack "rhs_rpg_empty";
_unit addHeadgear _headgear;
_unit addItemToBackpack "rhs_rpg7_PG7VL_mag";
};
};
};
};
};
};
if (_type == 2 || {_type == 3}) then {
if (_facewearPoss > 0.35) then {
_unit addMagazine _magazine;
if (_balaclavaPoss < 0.2) then {
_unit addGoggles _balaclava
} else
{
_unit addGoggles _bandanna;
_unit addHeadgear _headgear
};
_unit addWeapon _weapon;
} else {
_unit addHeadgear _helmet
};
for "" from 1 to 2 do {
_unit addItem (selectRandom _magazines);
if (
AKchoice) then
{
};
_unit addMagazine _magazine;
};
_unit addWeapon _weapon;
for "
_i
" from 1 to 3 do {
if (_type == 3) then {_unit addVest _vest};
_unit addItem (
_magazines call BIS_fnc_
selectRandom
);
};
if (_type != 4) exitWith {};
};
removeHeadgear _unit;
if (_torchPoss < 0.2) then
{
removeGoggles _unit;
_unit addPrimaryWeaponItem "rhs_acc_2dpZenit";
_unit addVest _vest;
_unit assignItem "rhs_acc_2dpZenit";
_unit forceAddUniform _uniform;
_unit setskill ["spotDistance",
(
0 + random 0.2
)
];
_AKchoice = true;
_unit setskill ["spotTime",
(
0 + random 0.2
)
];
};
if (_sniperRiflePoss < 0.1) then {
_
AKchoice = false;
for "
_i
" from 1 to 2 do {
_unit addMagazine "rhs_10Rnd_762x54mmR_7N1";
_unit addMagazine (
_grenades call BIS_fnc_
selectRandom
);
_unit addWeapon _weaponDMR;
};
_unit addBackpack _backpack;
_unit addMagazine (
selectRandom
_grenades
);
};
for "
" from 1 to 3 do {
_unit addItem "rhs_10Rnd_762x54mmR_7N1";
};
}
else {
if (_machineGunPoss < 0.1) then {
_
AKchoice = false;
_unit addMagazine "rhs_100Rnd_762x54mmR";
_unit addWeapon _weaponMG;
_unit addBackpack _backpack;
_unit addMagazine (
selectRandom
_grenades
);
for "
" from 1 to 2 do {
_unit addItem "rhs_100Rnd_762x54mmR";
};
} else {
if (_launcherPoss < 0.1) then {
_unit addMagazine "rhs_rpg7_PG7VL_mag";
_unit addWeapon "rhs_weap_rpg7";
_unit addBackpack "rhs_rpg_empty";
_unit addItemToBackpack "rhs_rpg7_PG7VL_mag";
};
};
};
if (_facewearPoss > 0.35) then {
if (_balaclavaPoss < 0.2) then {
_unit addGoggles _balaclava
;
} else
{
_unit addGoggles _bandanna;
_unit addHeadgear _headgear
;
};
} else {
_unit addHeadgear _helmet
;
};
if (
_
AKchoice) then
{
_unit addMagazine _magazine;
_unit addWeapon _weapon;
for "
" from 1 to 3 do {
_unit addItem (
selectRandom
_magazines
);
};
};
if (_torchPoss < 0.2) then
{
_unit addPrimaryWeaponItem "rhs_acc_2dpZenit";
_unit assignItem "rhs_acc_2dpZenit";
_unit setskill ["spotDistance",
0 + random 0.2
];
_unit setskill ["spotTime",
0 + random 0.2
];
};
for "
" from 1 to 2 do {
_unit addMagazine (
selectRandom
_grenades);
};
};
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_unit = _this select 0; _type = _this select 1; AKchoice = true; _facewearPoss = random 1; _headgearPoss = random 1; _balaclavaPoss = random 1; _machineGunPoss = random 1; _sniperRiflePoss = random 1; _launcherPoss = random 1; _torchPoss = random 1; _uniform = [ "U_BG_Guerilla1_1", "U_BG_Guerrilla_6_1", "U_BG_leader", "rhs_chdkz_uniform_2", "rhs_chdkz_uniform_3", "rhs_chdkz_uniform_4" ] call BIS_fnc_selectRandom; _grenades = [ "HandGrenade", "HandGrenade", "HandGrenade", "Chemlight_green", "Chemlight_green", "MiniGrenade", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShellYellow", "Chemlight_red" ]; _magazines = [ "rhs_30Rnd_545x39_AK", "rhs_30Rnd_545x39_AK_no_tracers", "rhs_30Rnd_545x39_7N10_AK", "rhs_30Rnd_545x39_7N22_AK", "rhs_45Rnd_545x39_AK", "rhs_45Rnd_545x39_7N10_AK", "rhs_45Rnd_545x39_7N22_AK" ]; _weapon = [ "rhs_weap_ak74m", "rhs_weap_ak74m_camo", "rhs_weap_ak74m_desert", "rhs_weap_ak74m_folded", "rhs_weap_ak74m_camo_folded", "rhs_weap_ak74m_desert_folded", "rhs_weap_ak74m_2mag", "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak105" ] call BIS_fnc_selectRandom; _weaponMG = [ "rhs_weap_pkm", "rhs_weap_pkp" ] call BIS_fnc_selectRandom; _weaponDMR = [ "rhs_weap_svdp", "rhs_weap_svdp_wd", "rhs_weap_svds" ] call BIS_fnc_selectRandom; _backpack = [ "B_AssaultPack_blk", "B_AssaultPack_rgr", "B_AssaultPack_dgtl", "B_FieldPack_khk", "B_FieldPack_cbr", "B_Kitbag_cbr", "B_TacticalPack_blk", "B_TacticalPack_oli", "rhs_sidor", "rhs_assault_umbts" ] call BIS_fnc_selectRandom; _vest = [ "V_BandollierB_cbr", "V_BandollierB_blk", "V_BandollierB_oli", "V_HarnessOGL_brn", "rhs_6sh46", "rhs_assault_umbts" ] call BIS_fnc_selectRandom; _bandanna = [ "G_Bandanna_blk", "G_Bandanna_oli", "G_Bandanna_beast", "G_Bandanna_tan", "G_Bandanna_khk", "rhs_scarf" ] call BIS_fnc_selectRandom; _balaclava = [ "G_Balaclava_oli", "G_Balaclava_blk", "H_Shemag_olive", "H_ShemagOpen_tan", "rhs_balaclava1_olive" ] call BIS_fnc_selectRandom; _headgear = [ "H_Bandanna_khk", "H_Bandanna_mcamo", "H_Booniehat_mcamo", "H_Booniehat_tan", "H_Booniehat_dgtl", "H_Cap_blk", "H_Cap_oli", "H_Hat_brown", "rhs_beanie_green", "rhs_Booniehat_flora", "rhs_Booniehat_marpatd" ] call BIS_fnc_selectRandom; _helmet = [ "rhs_6b26_green", "rhs_6b27m_green", "rhs_6b27m_digi", "rhs_6b28_green", "rhs_ssh68" ] call BIS_fnc_selectRandom; _magazine = _magazines call BIS_fnc_selectRandom; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit unassignItem "NVGoggles_OPFOR"; _unit removeItem "NVGoggles_OPFOR"; _unit unassignItem "NVGoggles_INDEP"; _unit removeItem "NVGoggles_INDEP"; switch (_type) do { case 1 : { removeAllWeapons _unit; removeHeadgear _unit; removeGoggles _unit; if (_facewearPoss > 0.2) then { if (_balaclavaPoss < 0.2) then {_unit addGoggles _balaclava} else{_unit addGoggles _bandanna; _unit addHeadgear _headgear}; }; }; case 2 : { removeAllWeapons _unit; _unit addMagazine _magazine; _unit addWeapon _weapon; for "_i" from 1 to 2 do { _unit addItem (_magazines call BIS_fnc_selectRandom); }; }; case 3 : { removeAllWeapons _unit; removeHeadgear _unit; removeGoggles _unit; _unit addMagazine _magazine; _unit addWeapon _weapon; _unit addVest _vest; for "_i" from 1 to 3 do { _unit addItem (_magazines call BIS_fnc_selectRandom); }; if (_facewearPoss > 0.2) then { if (_balaclavaPoss < 0.2) then {_unit addGoggles _balaclava} else{_unit addGoggles _bandanna; _unit addHeadgear _headgear}; }; }; case 4 : { removeAllWeapons _unit; removeHeadgear _unit; removeGoggles _unit; _unit addVest _vest; _unit forceAddUniform _uniform; if (_sniperRiflePoss < 0.1) then { AKchoice = false; _unit addMagazine "rhs_10Rnd_762x54mmR_7N1"; _unit addWeapon _weaponDMR; _unit addBackpack _backpack; _unit addMagazine (_grenades call BIS_fnc_selectRandom); for "_i" from 1 to 3 do { _unit addItem "rhs_10Rnd_762x54mmR_7N1"; }; } else {if (_machineGunPoss < 0.1) then { AKchoice = false; _unit addMagazine "rhs_100Rnd_762x54mmR"; _unit addWeapon _weaponMG; _unit addBackpack _backpack; _unit addMagazine (_grenades call BIS_fnc_selectRandom); for "_i" from 1 to 2 do { _unit addItem "rhs_100Rnd_762x54mmR"; }; } else {if (_launcherPoss < 0.1) then { _unit addMagazine "rhs_rpg7_PG7VL_mag"; _unit addWeapon "rhs_weap_rpg7"; _unit addBackpack "rhs_rpg_empty"; _unit addItemToBackpack "rhs_rpg7_PG7VL_mag"; }; }; }; if (_facewearPoss > 0.35) then { if (_balaclavaPoss < 0.2) then {_unit addGoggles _balaclava} else{_unit addGoggles _bandanna; _unit addHeadgear _headgear}; } else {_unit addHeadgear _helmet}; if (AKchoice) then{ _unit addMagazine _magazine; _unit addWeapon _weapon; for "_i" from 1 to 3 do { _unit addItem (_magazines call BIS_fnc_selectRandom); }; }; if (_torchPoss < 0.2) then{ _unit addPrimaryWeaponItem "rhs_acc_2dpZenit"; _unit assignItem "rhs_acc_2dpZenit"; _unit setskill ["spotDistance",(0 + random 0.2)]; _unit setskill ["spotTime",(0 + random 0.2)]; }; for "_i" from 1 to 2 do { _unit addMagazine (_grenades call BIS_fnc_selectRandom); }; }; };
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params ["_unit", "_type"]; _facewearPoss = random 1; _balaclavaPoss = random 1; _machineGunPoss = random 1; _sniperRiflePoss = random 1; _launcherPoss = random 1; _torchPoss = random 1; _uniform = selectRandom ["U_BG_Guerilla1_1", "U_BG_Guerrilla_6_1", "U_BG_leader", "rhs_chdkz_uniform_2", "rhs_chdkz_uniform_3", "rhs_chdkz_uniform_4" ]; _grenades = ["HandGrenade", "HandGrenade", "HandGrenade", "Chemlight_green", "Chemlight_green", "MiniGrenade", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShellYellow", "Chemlight_red" ]; _magazines = ["rhs_30Rnd_545x39_AK", "rhs_30Rnd_545x39_AK_no_tracers", "rhs_30Rnd_545x39_7N10_AK", "rhs_30Rnd_545x39_7N22_AK", "rhs_45Rnd_545x39_AK", "rhs_45Rnd_545x39_7N10_AK", "rhs_45Rnd_545x39_7N22_AK" ]; _weapon = selectRandom ["rhs_weap_ak74m", "rhs_weap_ak74m_camo", "rhs_weap_ak74m_desert", "rhs_weap_ak74m_folded", "rhs_weap_ak74m_camo_folded", "rhs_weap_ak74m_desert_folded", "rhs_weap_ak74m_2mag", "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak105" ]; _weaponMG = selectRandom ["rhs_weap_pkm", "rhs_weap_pkp"]; _weaponDMR = selectRandom ["rhs_weap_svdp", "rhs_weap_svdp_wd", "rhs_weap_svds"]; _backpack = selectRandom ["B_AssaultPack_blk", "B_AssaultPack_rgr", "B_AssaultPack_dgtl", "B_FieldPack_khk", "B_FieldPack_cbr", "B_Kitbag_cbr", "B_TacticalPack_blk", "B_TacticalPack_oli", "rhs_sidor", "rhs_assault_umbts" ]; _vest = selectRandom ["V_BandollierB_cbr", "V_BandollierB_blk", "V_BandollierB_oli", "V_HarnessOGL_brn", "rhs_6sh46", "rhs_assault_umbts" ]; _bandanna = selectRandom ["G_Bandanna_blk", "G_Bandanna_oli", "G_Bandanna_beast", "G_Bandanna_tan", "G_Bandanna_khk", "rhs_scarf" ]; _balaclava = selectRandom ["G_Balaclava_oli", "G_Balaclava_blk", "H_Shemag_olive", "H_ShemagOpen_tan", "rhs_balaclava1_olive" ]; _headgear = selectRandom ["H_Bandanna_khk", "H_Bandanna_mcamo", "H_Booniehat_mcamo", "H_Booniehat_tan", "H_Booniehat_dgtl", "H_Cap_blk", "H_Cap_oli", "H_Hat_brown", "rhs_beanie_green", "rhs_Booniehat_flora", "rhs_Booniehat_marpatd" ]; _helmet = selectRandom ["rhs_6b26_green", "rhs_6b27m_green", "rhs_6b27m_digi", "rhs_6b28_green", "rhs_ssh68"]; _magazine = selectRandom _magazines; {_unit removeItem _x} forEach ["NVGoggles", "NVGoggles_OPFOR", "NVGoggles_INDEP"]; removeAllWeapons _unit; if (_type == 1 || {_type == 3}) then { removeHeadgear _unit; removeGoggles _unit; if (_facewearPoss > 0.2) then { if (_balaclavaPoss < 0.2) then { _unit addGoggles _balaclava; } else { _unit addGoggles _bandanna; _unit addHeadgear _headgear; }; }; }; if (_type == 2 || {_type == 3}) then { _unit addMagazine _magazine; _unit addWeapon _weapon; for "" from 1 to 2 do { _unit addItem (selectRandom _magazines); }; }; if (_type == 3) then {_unit addVest _vest}; if (_type != 4) exitWith {}; removeHeadgear _unit; removeGoggles _unit; _unit addVest _vest; _unit forceAddUniform _uniform; _AKchoice = true; if (_sniperRiflePoss < 0.1) then { _AKchoice = false; _unit addMagazine "rhs_10Rnd_762x54mmR_7N1"; _unit addWeapon _weaponDMR; _unit addBackpack _backpack; _unit addMagazine (selectRandom _grenades); for "" from 1 to 3 do { _unit addItem "rhs_10Rnd_762x54mmR_7N1"; }; } else { if (_machineGunPoss < 0.1) then { _AKchoice = false; _unit addMagazine "rhs_100Rnd_762x54mmR"; _unit addWeapon _weaponMG; _unit addBackpack _backpack; _unit addMagazine (selectRandom _grenades); for "" from 1 to 2 do { _unit addItem "rhs_100Rnd_762x54mmR"; }; } else { if (_launcherPoss < 0.1) then { _unit addMagazine "rhs_rpg7_PG7VL_mag"; _unit addWeapon "rhs_weap_rpg7"; _unit addBackpack "rhs_rpg_empty"; _unit addItemToBackpack "rhs_rpg7_PG7VL_mag"; }; }; }; if (_facewearPoss > 0.35) then { if (_balaclavaPoss < 0.2) then { _unit addGoggles _balaclava; } else { _unit addGoggles _bandanna; _unit addHeadgear _headgear; }; } else { _unit addHeadgear _helmet; }; if (_AKchoice) then { _unit addMagazine _magazine; _unit addWeapon _weapon; for "" from 1 to 3 do { _unit addItem (selectRandom _magazines); }; }; if (_torchPoss < 0.2) then { _unit addPrimaryWeaponItem "rhs_acc_2dpZenit"; _unit assignItem "rhs_acc_2dpZenit"; _unit setskill ["spotDistance", 0 + random 0.2]; _unit setskill ["spotTime", 0 + random 0.2]; }; for "" from 1 to 2 do { _unit addMagazine (selectRandom _grenades); };
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