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ardvarkdb
Oct 24 2009, 02:35
Australian Special Air Service Regiment for Arma 2
By Ardvarkdb

http://img.photobucket.com/albums/v298/ardvarkdb/sasrlogo2.jpg

Version 1.2 10/25/09
- Fixed all known texture and normal map issues (the leg holster straps but no leg holster).
- Fixed the model issue on the Scout units.
- Added a Woodland Machine gunner.
- Added all missing items (radio, map, watch, etc.) to all units
- Replaced all heads with head proxy, which fixed almost all issues with the heads i.e. eyes closed, bad looking textures, all camo faces, etc.
- Added additional groups to the editor (Woodland Squad, Woodland Patrol, Desert Squad, Desert Patrol)
-This update should fix 95% of the problems mentioned (all but the custom chopper bug).

Various operators from the Australian Special Air Service Regiment (SASR). Units based off of Jonny's U.S. Special Forces models. These units can be found under the Blufor / Ard Australian SASR in the Editor: ARD SASR DESERT & ARD SASR WOODLAND.

Signed Addon for Multiplayer (not tested)
Includes 13 soldiers in light and heavy gear, totaling 26 units

Special thanks to Jonny for his excellent models and textures which I used as a base for these.

Additional Images
Town Assault (http://img.photobucket.com/albums/v298/ardvarkdb/sasr2-2.jpg)
Woodland Patrol (http://img.photobucket.com/albums/v298/ardvarkdb/sasr3-1.jpg)
Woodland Saboteur (http://img.photobucket.com/albums/v298/ardvarkdb/sasr1a.jpg)
Desert Machinegunner (http://img.photobucket.com/albums/v298/ardvarkdb/sasr4a.jpg)


This is my first A2 port, so I'm sure there are problems. Let me know what works and what doesn't so this and future addons can be improved!

Download link V1.2
Mediafire (http://www.mediafire.com/?gdkyvkmzahz)
Armaholic (http://www.armaholic.com/page.php?id=8009)
ArmedAssault.info (http://www.armedassault.info/index.php?game=1&cat=addons&id=1111)
Eprison (http://www.eprison.de/files/13/671/6068)
Use this addon at your own risk and enjoy!

Rellikki
Oct 24 2009, 02:50
Whenever I try to test them, my game crashes and dumps 16mb worth of text in my arma2.rpt file about skeleton errors. This seemed to happen with most of the Desert units, which were the only ones I tested so far, or at least tried to.
Anyway, the addOn looks top-notch. I hope you can manage to fix that pretty serious issue. I'm looking forward for your other addOns too (?) :)

ardvarkdb
Oct 24 2009, 02:54
Re-uploaded the file. Something must have happened during the binarization process. Sorry about that. Should be working now. I downloaded it myself and tested it and it loaded up fine so I hope it works for everyone else.

I do plan on eventually porting over some of my other stuff, but maybe not everything. There are 38 multicam SF units, and I just can't see going through and replacing all the hands and heads and various other bits for each one, so I will probably release a "condensed" pack :) I also might revisit the MGS4 PMCs, do a bit of a redux, since it pains me to see the quality of those compared to where I feel I am now.

Rellikki
Oct 24 2009, 06:42
Thanks, the addOn finally works.

I noticed that the conversations don't work for these units and it gives an error Undefined variable in expression: _uselanguage, when the AI try to conversate with each other. I also got several missing rvmat file errors, which you probably are aware of already.

I'm looking forward for the next version. :rolleyes: With less pumpkins.

SIG21
Oct 24 2009, 06:52
I was really looking forward to this or some of your other units beeing ported...
Will there be a serious version or will you stick to the "pumpkin-issue"?

Old Bear
Oct 24 2009, 07:25
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=3248):

http://www.armedassault.info/mirrorgen2/1210209.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1111)

We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=406)
If a release or contact information is missing, feel free to drop a PM, it will then be added.

And here is the BBCode if you want to add our Mirror to your release post :

http://www.armedassault.info/mirrorgen2/1210209.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1111)
If you prefer a text only BBCode please copy and paste the code below :

ArmedAssault.info Mirror :
DOWNLOAD - Australian SASR (v.1.0) - [18MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1111)[/SPOILER]

Christian.1987
Oct 24 2009, 07:28
Very Nice Work ardvarkdb. Good Job

TheVipersFang
Oct 24 2009, 08:06
Great job Ardvarkdb! I am glad to see that you choose the Aussie units, there WERE the best...

Max255[PL]
Oct 24 2009, 09:03
Any1 else have halloween while using this units? :confused:

Delta One Zero
Oct 24 2009, 09:59
I also might revisit the MGS4 PMCs, do a bit of a redux, since it pains me to see the quality of those compared to where I feel I am now.

Nice to see this, I rather liked your MGS4 PMC units.
However is it likely that you could give them the Safariland holster that Jonny made on these versus the one they were using in ArmA 1?
As the Praying Mantis PMC's during the Middle East level (which I believe the model you had was loosely based on due to the Land CIRAS) had Safariland holsters (usually in Black.)

http://img251.imageshack.us/img251/1341/prayingmantis.th.jpg (http://img251.imageshack.us/i/prayingmantis.jpg/)
Thank you very much for any consideration you give to this.

Foxhound
Oct 24 2009, 11:08
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=8010).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=8009)
Australian Special Air Service Regiment v1.1 (http://www.armaholic.com/page.php?id=8009)

ardvarkdb
Oct 24 2009, 12:11
Thanks, the addOn finally works.

I noticed that the conversations don't work for these units and it gives an error Undefined variable in expression: _uselanguage, when the AI try to conversate with each other. I also got several missing rvmat file errors, which you probably are aware of already.

I'm looking forward for the next version. :rolleyes: With less pumpkins.

hehe. I"m a fan of Halloween so I had to do something...

The rvmat error was caused when I binarized the files. Sometimes it deletes the rvmats, sometimes it doesn't. It will be fine in the full release (due out soon). As for the uselanguage error, I have no idea what that is about. Is there something I need to change in the config?

TheVipersFang
Oct 24 2009, 12:39
Just one request... PLEASE swap the helmet on the Automatic Rifleman for an ACH helmet (MICH TC-2000 Combat Helmet) :butbut:

The pumkin heads thing was funny, I had to look twice at first!

Rellikki
Oct 24 2009, 13:08
hehe. I"m a fan of Halloween so I had to do something...

The rvmat error was caused when I binarized the files. Sometimes it deletes the rvmats, sometimes it doesn't. It will be fine in the full release (due out soon). As for the uselanguage error, I have no idea what that is about. Is there something I need to change in the config?
I think the problem is that you're using SoldierWB and SoldierWMedic as the base classes for your units, while they don't have the most up-to-date config definitions. Those classes are only used as another base classes for the Arma 2 default units. You should try using, for example, USMC_Soldier_Base and USMC_Soldier_Medic instead.

ardvarkdb
Oct 24 2009, 13:19
I think the problem is that you're using SoldierWB and SoldierWMedic as the base classes for your units, while they don't have the most up-to-date config definitions. Those classes are only used as another base classes for the Arma 2 default units. You should try using, for example, USMC_Soldier_Base and USMC_Soldier_Medic instead.
Thanks, I realized that this morning and have since fixed it, and the greeting stuff works fine. It also added some nice camo faces :)

I'm finishing up adding groups, and then I'll be uploading a new version with the real units. I'll post again when the new file is up.

Aelin
Oct 24 2009, 13:48
thanks a lot!!!great job!!hope the new dl is ready this evening,so I can play!!!!!

Chrisgs
Oct 24 2009, 13:52
looking good

ardvarkdb
Oct 24 2009, 14:22
The actual addon has been released. Version 1.1 is available for download in the first post.

Includes all 26 soldiers, but only a group for the woodland units. I was having trouble getting two groups in for some reason. All pumpkins have been squashed...

Enjoy

nicolas_br
Oct 24 2009, 15:27
I've noticed that the woodland units don't have an Automatic Rifleman. Is this WAD?

EDIT:
The units have no maps, so in-game you can only see black. They also have no radios so they don't say anything. These are new Arma 2 features, so it's quite understandable. Other than that, they look great, I was really missing this kind of SF soldiers.

ardvarkdb
Oct 24 2009, 18:11
EDIT:
The units have no maps, so in-game you can only see black. They also have no radios so they don't say anything. These are new Arma 2 features, so it's quite understandable. Other than that, they look great, I was really missing this kind of SF soldiers.

What do you mean by no maps? The faces? The body? They spoke just fine on my end when I walked up and spoke with them, but maybe you are referring to something else. If anyone else is having this problem and could provide a screen I would appreciate it. I'm trying to sort through all this new A2 stuff :j:

As for the woodland gunner, I made x number of models, and only one ended up with MG gear, and he happened to be on the desert side.

Updated the first post with an Armaholic Mirror (Thanks!)

nicolas_br
Oct 24 2009, 19:04
I mean literally the item map. To see what I mean just put an average BI soldier in the editor an press "G" and look in the inferior part of the inventory. You'll see various items- compass, watch, radio, map, gps in some. If you remove the map, for example, when pressing "M" you'll see nothing but a black screen with the briefing. Removing the radio, on the other hand, makes it so that you can't hear any communication, although you can give orders and receive them, you just don't hear anything. Your units don't have these items, which weren't present in Arma 1. Nothing major, really, very easy to fix, sorry if I was unclear at first.

ardvarkdb
Oct 24 2009, 19:23
Sorry, I think I just wasn't sure what you were referring to. I'll have to put these things in for the next update. Thanks for noticing and explaining, I appreciate it.

Cescollino
Oct 24 2009, 21:45
would be possible to have some units without the camouflage on face and some weapons with handgrip?
thanks

Johannes
Oct 24 2009, 23:23
The units are looking very nice. Just wants me to work more on my arma2 stuff

Rellikki
Oct 25 2009, 06:59
I noticed that all of the characters' eyes are closed in game. I'm not 100% sure what's that about, but did you use the model.cfg file included in the Arma 2 sample models package when you binarized the addOn? Using that should do the trick, I think.

EMERY
Oct 25 2009, 12:30
i get this bug in any custom chopper

http://i254.photobucket.com/albums/hh95/EMERY9966/chopseat.jpg

http://i254.photobucket.com/albums/hh95/EMERY9966/chop2.jpg

ardvarkdb
Oct 25 2009, 15:09
Currently working on an update. Here are a list of changes so far that have been implemented:
1.) Fixed some texture and normal map issues (the leg holster straps but no leg holster). Had the wrong gear textures on the MG units.
2.) Added Woodland Machine gunner
3.) Added all missing items (radio, map, watch, etc.) to all units
4.) Replaced all heads with head proxy, which fixed almost all issues with the heads i.e. eyes closed, bad looking textures, all camo faces, etc.

Things to look at:
1.) Custom choopper bug. Not sure if this is something with my units or other custom addons, as they work fine in the default Arma 2 vehicles.
2.) Adding more groups to the groups menu. Currently there are only woodland units in the groups menu.
3.) Create custom face icons for command menu.

EMERY
Oct 25 2009, 15:12
sweet thanks for the update

welldone

da12thMonkey
Oct 25 2009, 15:35
There are a couple of missing faces on the right-hand glove of the desert Scout and Scout H units: Down at the wrist.

http://img12.imageshack.us/img12/7683/sasr1.jpg

AKM
Oct 25 2009, 15:40
ArdvarkDB: Good to hear that the head proxy is fixing issues. I have an LoD issue with your units. That said, I have an LoD issue with all units to include default ones; the game decides that it wants to display a blocky monstrosity of a unit instead of the detailed model one would expect to see at five meters distance. This is random and rather jarring, but it's not due to your units. It did however draw my attention to your "patrol order" units wearing softcaps and J-hats; when the LoD ratchets down they're wearing MICH (or some similar type) helmets. When the LoD corrects itself they're back to baseball caps or J-hats.

I am running v1.1 and they're still not carrying maps, GPS, radios, etc. Bit of a problem on any mission requiring landnav. ;)

Binkowski
Oct 25 2009, 18:27
@<hidden>

That's strange. In Nixo's ranger units. One of his guys has short sleeves and it shows the same thing. Maybe it's something to do with textures?

ardvarkdb
Oct 25 2009, 18:53
@<hidden>

That's strange. In Nixo's ranger units. One of his guys has short sleeves and it shows the same thing. Maybe it's something to do with textures?

Yeah, that shadow shows up on anything that has a sleeve shorter than just a rolled up sleeve. As far as I could tell it has to do with the hhl sdm file. I tried tweaking it several times and even using a completely different rvmat file with different normals, smdi's, sdm's, etc and it still occurred, so I just gave up on it b/c it didn't bother me too much.

As far as a new version goes, I have fixed that model error da12thMonkey, and I've updated everything else (implementing some new groups thanks to Binkowski), and adding some portraits and then I'll have a new version posted.

Ithen
Oct 25 2009, 20:32
Great work! I love the shemaghs =)


I also might revisit the MGS4 PMCs, do a bit of a redux, since it pains me to see the quality of those compared to where I feel I am now.
I'd love you for doing that ;)

ardvarkdb
Oct 25 2009, 21:46
Updated first post with link to version 1.2, which should fix almost all bugs and issues reported (thanks for catching everything).

Here's a picture to enjoy.
http://img.photobucket.com/albums/v298/ardvarkdb/sasrinsurgentb.jpg (http://img.photobucket.com/albums/v298/ardvarkdb/sasrinsurgent.jpg)
(click for larger version)
SASR units aid CDF forces in capturing some insurgents.

Delta One Zero
Oct 25 2009, 22:27
Thanks very much for these, looking forward to making a few missions using these alongside the Emery/Rubenwolf Landrovers.

turzy
Oct 25 2009, 22:51
Yea thanks for these, great units indeed!. Oddly though when I use them with the AUS landys as soon as i get in any custom aircraft the figures go into static X as in Emery's picture on page 3.


EDIT: Actually it seems that any units seem to go into the X position in custom aircraft (such as littlebird) until i remove the landy's so ignore this.. Must be something conflicting somewhere.

EMERY
Oct 26 2009, 05:56
yes i see we will have to get together and see what is conflicting if anyone knows why this would be happening pls contact me asap
via armaholics

Cescollino
Oct 26 2009, 09:36
every unit of my arma2 become afro..im not racist but..:confused:

TheVipersFang
Oct 26 2009, 12:41
Still an excellent Job by Ardvarkdb. It is a light of reassurance to see you putting in the extra effort to get the result.

Rommel
Oct 26 2009, 12:48
http://aaf.mioforo.com/download/file.php?id=22&mode=view

http://aaf.mioforo.com/download/file.php?id=24&mode=view

http://aaf.mioforo.com/download/file.php?id=26&mode=view

http://aaf.mioforo.com/download/file.php?id=23&mode=view

http://aaf.mioforo.com/download/file.php?id=27&mode=view
http://aaf.mioforo.com/download/file.php?id=28&mode=view

Just some random shots I took, using AAW Steyrs and PA Rovers. Loving them. Good work.

Binkowski
Oct 26 2009, 19:36
Thanks for the update!

Hicks15
Oct 27 2009, 04:41
They look good, downloading right now.

nicolas_br
Oct 29 2009, 20:56
Whoever makes a replacement pack for these wins the internets!

Clawhammer
Nov 21 2009, 09:22
I found an disturbing bug:
http://img412.imageshack.us/img412/5412/arma22009112111020228.th.jpg (http://img412.imageshack.us/i/arma22009112111020228.jpg/)

It appers on the A_SASR_12b.p3d model, but only on some weapons specific weapons. Its definitely appears when he wears the Bis M4/M203 with ACOG and the M4 M203 with green camo.

Secound reason is that its only appear at a certain distance (I belive by switch through the LOD's)

Hope it can be fixed that is really disturbing when you are in fight an see your mates transforming into Zombies.

Rubberkite
Dec 2 2009, 22:40
Hi ardvarkdb Thank you for these nice units...

I'm Working in a new gamemode, I Ask you the permission to use your Units

And I ask you if you can give me a config or an how to to convert the unit side to Indipendend

Because I need enemy force for both RED and BLU forces that defend the Sharani United Island :)

Your Unit are perfect with woodland and desert for north and south terrain and vegetation.

I try to change the config but I've no expirience and also if I change the side inside de config the units appears as blue side, I great appreciate if you can tell me how to,

greetings ...

Rubber

Rubberkite
Dec 2 2009, 22:55
This is my edited config I hope to find some help


// config.bin - 23:36:40 12/02/09, generated in 0.11 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled

#define private 0
#define protected 1
#define public 2

#define true 1
#define false 0

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

class CfgPatches {
class Ard_SASR_INF1 {
units[] = {"A_SASR_1a", "A_SASR_2a", "A_SASR_3a", "A_SASR_4a", "A_SASR_5a", "A_SASR_6a", "A_SASR_7a", "A_SASR_8a", "A_SASR_9a", "A_SASR_10a", "A_SASR_11a", "A_SASR_12a", "A_SASR_1b", "A_SASR_2b", "A_SASR_3b", "A_SASR_4b", "A_SASR_5b", "A_SASR_6b", "A_SASR_7b", "A_SASR_8b", "A_SASR_9b", "A_SASR_10b", "A_SASR_11b", "A_SASR_12b", "A_SASR_13a", "A_SASR_13b", "A_SASR_14a", "A_SASR_14b"};
weapons[] = {};
requiredVersion = 1.0;
};
};

class CfgVehicleClasses {
class ARD_SASR_SOFW {
displayName = "ARD SASR Woodland";
};

class ARD_SASR_SOFD {
displayName = "ARD SASR Desert";
};
};

class CfgFactionClasses {
class ArdSASR {
displayName = "ARD Australian SASR";
priority = 2;
side = TGuerrila;
};
};

class CfgVehicles {
class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class Man : Land {};

class Soldier : Man {};

class Civilian : Man {};

class USMC_Soldier : Soldier {};

class USMC_Soldier_GL : USMC_Soldier {};

class USMC_Soldier_Medic : USMC_Soldier {};

class USMC_Soldier_Officer : USMC_Soldier {};

class USMC_Soldier_MG : USMC_Soldier {};

class A_SASR_1a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Team Leader";
model = "\ARD_SASR\A_SASR_1a";
portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc1.rvmat", "ARD_SASR\data\soc1_wound1.rvmat", "ARD_SASR\data\soc1_wound2.rvmat"};
};
};

class A_SASR_1b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Team Leader H";
model = "\ARD_SASR\A_SASR_1b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc1.rvmat", "ARD_SASR\data\soc1_wound1.rvmat", "ARD_SASR\data\soc1_wound2.rvmat"};
};
};

class A_SASR_2a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Rifleman";
model = "\ARD_SASR\A_SASR_2a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
canHideBodies = true;
canDeactivateMines = true;
picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
icon = "\Ca\characters2\data\icon\i_special_CA.paa";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc2.rvmat", "ARD_SASR\data\soc2_wound1.rvmat", "ARD_SASR\data\soc2_wound2.rvmat"};
};
};

class A_SASR_2b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Rifleman H";
model = "\ARD_SASR\A_SASR_2b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc2.rvmat", "ARD_SASR\data\soc2_wound1.rvmat", "ARD_SASR\data\soc2_wound2.rvmat"};
};
};

class A_SASR_3a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Rifleman";
model = "\ARD_SASR\A_SASR_3a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc3.rvmat", "ARD_SASR\data\soc3_wound1.rvmat", "ARD_SASR\data\soc3_wound2.rvmat"};
};
};

class A_SASR_3b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Rifleman H";
model = "\ARD_SASR\A_SASR_3b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc3.rvmat", "ARD_SASR\data\soc3_wound1.rvmat", "ARD_SASR\data\soc3_wound2.rvmat"};
};
};

class A_SASR_4a : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Scout";
model = "\ARD_SASR\A_SASR_4a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc4.rvmat", "ARD_SASR\data\soc4_wound1.rvmat", "ARD_SASR\data\soc4_wound2.rvmat"};
};
};

class A_SASR_4b : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Scout H";
model = "\ARD_SASR\A_SASR_4b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc4.rvmat", "ARD_SASR\data\soc4_wound1.rvmat", "ARD_SASR\data\soc4_wound2.rvmat"};
};
};

class A_SASR_5a : USMC_Soldier_Medic {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Medic";
model = "\ARD_SASR\A_SASR_5a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc5.rvmat", "ARD_SASR\data\soc5_wound1.rvmat", "ARD_SASR\data\soc5_wound2.rvmat"};
};
};

class A_SASR_5b : USMC_Soldier_Medic {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Medic H";
model = "\ARD_SASR\A_SASR_5b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc5.rvmat", "ARD_SASR\data\soc5_wound1.rvmat", "ARD_SASR\data\soc5_wound2.rvmat"};
};
};

class A_SASR_6a : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Grenadier";
model = "\ARD_SASR\A_SASR_6a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc6.rvmat", "ARD_SASR\data\soc6_wound1.rvmat", "ARD_SASR\data\soc6_wound2.rvmat"};
};
};

class A_SASR_6b : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Grenadier H";
model = "\ARD_SASR\A_SASR_6b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc6.rvmat", "ARD_SASR\data\soc6_wound1.rvmat", "ARD_SASR\data\soc6_wound2.rvmat"};
};
};

class A_SASR_7a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Scout";
model = "\ARD_SASR\A_SASR_7a";
identityTypes[] = {"Head_USMC_Camo", "FR_Glasses"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {M4SPR, "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "HandGrenade", "HandGrenade", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {M4SPR, "M9", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "HandGrenade", "HandGrenade", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc7.rvmat", "ARD_SASR\data\soc7_wound1.rvmat", "ARD_SASR\data\soc7_wound2.rvmat"};
};
};

class A_SASR_7b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Scout H";
model = "\ARD_SASR\A_SASR_7b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {M4SPR, "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "HandGrenade", "HandGrenade", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {M4SPR, "M9", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "20Rnd_556x45_Stanag", "HandGrenade", "HandGrenade", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc7.rvmat", "ARD_SASR\data\soc7_wound1.rvmat", "ARD_SASR\data\soc7_wound2.rvmat"};
};
};

class A_SASR_8a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Saboteur";
model = "\ARD_SASR\A_SASR_8a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_AIM_SD_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"PipeBomb", "PipeBomb", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD"};
respawnweapons[] = {"M4A1_AIM_SD_camo", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"PipeBomb", "PipeBomb", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc8.rvmat", "ARD_SASR\data\soc8_wound1.rvmat", "ARD_SASR\data\soc8_wound2.rvmat"};
};
};

class A_SASR_8b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Saboteur H";
model = "\ARD_SASR\A_SASR_8b";
identityTypes[] = {"Head_USMC_Camo", "FR_Glasses"};
faceType = "HeadMask1Black";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_AIM_SD_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"PipeBomb", "PipeBomb", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD"};
respawnweapons[] = {"M4A1_AIM_SD_camo", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"PipeBomb", "PipeBomb", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD", "30Rnd_556x45_StanagSD"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc8.rvmat", "ARD_SASR\data\soc8_wound1.rvmat", "ARD_SASR\data\soc8_wound2.rvmat"};
};
};

class A_SASR_9a : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Patrol";
model = "\ARD_SASR\A_SASR_9a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc9.rvmat", "ARD_SASR\data\soc9_wound1.rvmat", "ARD_SASR\data\soc9_wound2.rvmat"};
};
};

class A_SASR_9b : USMC_Soldier_GL {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Patrol H";
model = "\ARD_SASR\A_SASR_9b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};
respawnweapons[] = {"M4A1_HWS_GL_camo", "NVGoggles", "Binocular", "Throw", "Put"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc9.rvmat", "ARD_SASR\data\soc9_wound1.rvmat", "ARD_SASR\data\soc9_wound2.rvmat"};
};
};

class A_SASR_10a : USMC_Soldier_Medic {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Medic";
model = "\ARD_SASR\A_SASR_10a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc10.rvmat", "ARD_SASR\data\soc10_wound1.rvmat", "ARD_SASR\data\soc10_wound2.rvmat"};
};
};

class A_SASR_10b : USMC_Soldier_Medic {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Medic H";
model = "\ARD_SASR\A_SASR_10b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc10.rvmat", "ARD_SASR\data\soc10_wound1.rvmat", "ARD_SASR\data\soc10_wound2.rvmat"};
};
};

class A_SASR_11a : USMC_Soldier_MG {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Automatic Rifleman";
model = "\ARD_SASR\A_SASR_11a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
respawnweapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc11.rvmat", "ARD_SASR\data\soc11_wound1.rvmat", "ARD_SASR\data\soc11_wound2.rvmat"};
};
};

class A_SASR_11b : USMC_Soldier_MG {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Automatic Rifleman H";
model = "\ARD_SASR\A_SASR_11b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
respawnweapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc11.rvmat", "ARD_SASR\data\soc11_wound1.rvmat", "ARD_SASR\data\soc11_wound2.rvmat"};
};
};

class A_SASR_14a : USMC_Soldier_MG {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Automatic Rifleman";
model = "\ARD_SASR\A_SASR_14a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
respawnweapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc11.rvmat", "ARD_SASR\data\soc11_wound1.rvmat", "ARD_SASR\data\soc11_wound2.rvmat"};
};
};

class A_SASR_14b : USMC_Soldier_MG {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Automatic Rifleman H";
model = "\ARD_SASR\A_SASR_14b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
respawnweapons[] = {"Mk_48", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "100Rnd_762x51_M240", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc11.rvmat", "ARD_SASR\data\soc11_wound1.rvmat", "ARD_SASR\data\soc11_wound2.rvmat"};
};
};

class A_SASR_12a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Officer";
model = "\ARD_SASR\A_SASR_12a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc12.rvmat", "ARD_SASR\data\soc12_wound1.rvmat", "ARD_SASR\data\soc12_wound2.rvmat"};
};
};

class A_SASR_12b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Officer H";
model = "\ARD_SASR\A_SASR_12b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc12.rvmat", "ARD_SASR\data\soc12_wound1.rvmat", "ARD_SASR\data\soc12_wound2.rvmat"};
};
};

class A_SASR_13a : USMC_Soldier {
vehicleClass = ARD_SASR_SOFW;
faction = "ArdSASR";
displayName = "Operator";
model = "\ARD_SASR\A_SASR_13a";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc13.rvmat", "ARD_SASR\data\soc13_wound1.rvmat", "ARD_SASR\data\soc13_wound2.rvmat"};
};
};

class A_SASR_13b : USMC_Soldier {
vehicleClass = ARD_SASR_SOFD;
faction = "ArdSASR";
displayName = "Operator H";
model = "\ARD_SASR\A_SASR_13b";
identityTypes[] = {"USMC_Glasses", "Head_USMC"};
faceType = "Man";
scope = public;
nightVision = true;
camouflage = 0.6; // how dificult to spot - bigger - better spotable
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};
respawnweapons[] = {"M4A1_Aim_camo", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9"};

class Wounds {
tex[] = {};
mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat", "ARD_SASR\data\soc13.rvmat", "ARD_SASR\data\soc13_wound1.rvmat", "ARD_SASR\data\soc13_wound2.rvmat"};
};
};
};

class CfgGroups {
class GUER {
name = $STR_GUER;

class ARDSASR {
name = "Ard Australian SASR";

class Infantry {
name = "Infantry";

class SASRW_Squad {
name = "Woodland Squad";
faction = ARDSASR;
rarityGroup = 0.8;

class Unit0 {
side = TGuerrila;
vehicle = "A_SASR_12b";
rank = SERGEANT;
position[] = {0, 5, 0};
};

class Unit1 {
side = TGuerrila;
vehicle = "A_SASR_3b";
rank = CORPORAL;
position[] = {3, 0, 0};
};

class Unit2 {
side = TGuerrila;
vehicle = "A_SASR_5a";
rank = CORPORAL;
position[] = {5, 0, 0};
};

class Unit3 {
side = TGuerrila;
vehicle = "A_SASR_14a";
rank = CORPORAL;
position[] = {7, 0, 0};
};

class Unit4 {
side = TGuerrila;
vehicle = "A_SASR_7b";
rank = CORPORAL;
position[] = {9, 0, 0};
};

class Unit5 {
side = TGuerrila;
vehicle = "A_SASR_12a";
rank = CORPORAL;
position[] = {11, 0, 0};
};

class Unit6 {
side = TGuerrila;
vehicle = "A_SASR_13a";
rank = CORPORAL;
position[] = {13, 0, 0};
};

class Unit7 {
side = TGuerrila;
vehicle = "A_SASR_8a";
rank = CORPORAL;
position[] = {15, 0, 0};
};

class Unit8 {
side = TGuerrila;
vehicle = "A_SASR_9a";
rank = CORPORAL;
position[] = {17, 0, 0};
};

class Unit9 {
side = TGuerrila;
vehicle = "A_SASR_3a";
rank = CORPORAL;
position[] = {19, 0, 0};
};
};

class SASRD_Squad {
name = "Desert Squad";
faction = ARDSASR;
rarityGroup = 0.8;

class Unit0 {
side = TGuerrila;
vehicle = "A_SASR_1a";
rank = SERGEANT;
position[] = {0, 5, 0};
};

class Unit1 {
side = TGuerrila;
vehicle = "A_SASR_2b";
rank = CORPORAL;
position[] = {3, 0, 0};
};

class Unit2 {
side = TGuerrila;
vehicle = "A_SASR_4b";
rank = CORPORAL;
position[] = {5, 0, 0};
};

class Unit3 {
side = TGuerrila;
vehicle = "A_SASR_6a";
rank = CORPORAL;
position[] = {7, 0, 0};
};

class Unit4 {
side = TGuerrila;
vehicle = "A_SASR_11b";
rank = CORPORAL;
position[] = {9, 0, 0};
};

class Unit5 {
side = TGuerrila;
vehicle = "A_SASR_6b";
rank = CORPORAL;
position[] = {11, 0, 0};
};

class Unit6 {
side = TGuerrila;
vehicle = "A_SASR_10b";
rank = CORPORAL;
position[] = {13, 0, 0};
};

class Unit7 {
side = TGuerrila;
vehicle = "A_SASR_13b";
rank = CORPORAL;
position[] = {15, 0, 0};
};

class Unit8 {
side = TGuerrila;
vehicle = "A_SASR_2a";
rank = CORPORAL;
position[] = {17, 0, 0};
};

class Unit9 {
side = TGuerrila;
vehicle = "A_SASR_11a";
rank = CORPORAL;
position[] = {19, 0, 0};
};
};

class SASRW_Patrol {
name = "Woodland Patrol";
faction = ARDSASR;
rarityGroup = 0.8;

class Unit0 {
side = TGuerrila;
vehicle = "A_SASR_3a";
rank = SERGEANT;
position[] = {0, 5, 0};
};

class Unit1 {
side = TGuerrila;
vehicle = "A_SASR_5a";
rank = CORPORAL;
position[] = {3, 0, 0};
};

class Unit2 {
side = TGuerrila;
vehicle = "A_SASR_7a";
rank = CORPORAL;
position[] = {5, 0, 0};
};

class Unit3 {
side = TGuerrila;
vehicle = "A_SASR_14a";
rank = CORPORAL;
position[] = {7, 0, 0};
};
};

class SASRD_Patrol {
name = "Desert Patrol";
faction = ARDSASR;
rarityGroup = 0.8;

class Unit0 {
side = TGuerrila;
vehicle = "A_SASR_2a";
rank = SERGEANT;
position[] = {0, 5, 0};
};

class Unit1 {
side = TGuerrila;
vehicle = "A_SASR_10a";
rank = CORPORAL;
position[] = {3, 0, 0};
};

class Unit2 {
side = TGuerrila;
vehicle = "A_SASR_11a";
rank = CORPORAL;
position[] = {5, 0, 0};
};

class Unit3 {
side = TGuerrila;
vehicle = "A_SASR_4a";
rank = CORPORAL;
position[] = {7, 0, 0};
};
};
};
};
};
};

ardvarkdb
Dec 3 2009, 02:27
This is my edited config I hope to find some help


You'll need to change all of the USMC Soldier classes in the config to be Guerrilla classes. For example, replace every instance of "USMC_Soldier" with "GUE_Soldier_1". You'll need to change all of the USMC ones. You can find the guerrilla classes here (http://forums.bistudio.com/showthread.php?t=73241).

Hope that helps. Glad you like the units :)

Rommel
Dec 3 2009, 02:49
Also getting LOD errors at around 50m, entire torso goes haywire.

Rubberkite
Dec 3 2009, 09:22
You'll need to change all of the USMC Soldier classes in the config to be Guerrilla classes. For example, replace every instance of "USMC_Soldier" with "GUE_Soldier_1". You'll need to change all of the USMC ones. You can find the guerrilla classes here (http://forums.bistudio.com/showthread.php?t=73241).

Hope that helps. Glad you like the units :)

I hope this work, I've fear that will generate some rpt problem, there is a sort of link between p3d and soldier class, anyway I'll try to replace the config as you suggest

I also ask you the permission to include your work in my addonpack who is the base for some mission and for a new GAMEMODE that I've planned to relase about 01 2010.... Of course the credit for the unit are your, I just change the config to use as indipendent / guerrilla side that defend sharani village and city... using your nice woodland and desert for north and south

Last question, sorry for time taken:

is correct this for group:


class CfgGroups {
class GUER {
name = $STR_GUER;

and for the identities I need to change also these:

identityTypes[] = {"USMC_Glasses", "Head_USMC"};

thank you
Rubber

Rubberkite
Dec 3 2009, 21:07
I've replaced the config file, I've Removed Group because I don't know the correct sintax

The Unit are in the Guerrilla SIDE but arma crash with the unit installed

here my arma.rpt about error:


SetFace error: class CfgFaces.Man.Sto not found
Error: Error during SetFace - class CfgFaces.Man.Sto not found
Warning Message: Cannot open object ard_sasr\a_sasr_4a.p3d
Warning Message: Cannot load material file ard_sasr\data\soc4.rvmat.
Cannot load material file ard_sasr\data\soc4.rvmat
Warning Message: Cannot load material file ard_sasr\data\soc4_wound1.rvmat.
Cannot load material file ard_sasr\data\soc4_wound1.rvmat
Warning Message: Cannot load material file ard_sasr\data\soc4_wound2.rvmat.
Cannot load material file ard_sasr\data\soc4_wound2.rvmat
SetFace error: class CfgFaces.Man.Sto not found
Error: Error during SetFace - class CfgFaces.Man.Sto not found

Rubberkite
Dec 4 2009, 10:40
problem solved :)

here is the post http://forums.bistudio.com/showthread.php?p=1505022#post1505022

was a problem in the PBO / UNPBO of the files

:bounce3:

Now I can use your units for defending City and Villages on Saharani

:)

Binkowski
Dec 6 2009, 03:02
Great units! One thing, can you make contact with whoever can change the Armedassault.info mirror? It still has v1.0 of the units (the ones that crash). Thanks.

Cougs
Aug 10 2010, 00:29
Has anyone tried these in Arrowhead? Is there any reason they wouldn't work? Like - is the engine or rendering the same or whatever?

I'll give it a go and see how well it works.

TheRev709
Aug 10 2010, 02:16
Most addons and original models from Arma 2 work in OA, they just don't have the proper thermal imaging texture, so theres no detail while using FLIR

Cougs
Aug 11 2010, 05:51
FYI Armaholic link broken for me. Mediafire still works.

Darkhorse 1-6
Aug 11 2010, 06:09
ALL Armaholic links are down. Check the front page next time. ;)

Cougs
Aug 11 2010, 07:10
Oh - there is a front page?

Cougs
Aug 12 2010, 00:30
Note: It seems this mod works in OA but FYI it still requires A2 to be installed.

Fletch94
Jan 21 2011, 11:44
Hey wondering if you are going to update them to multicam cammo, or just use the TF86 models and wack some Australian flags on either would be awesome

bugkill
Jan 21 2011, 18:01
Nice work! Any chance of updating your SF units from ARMA and porting them over?

Colosseum
Sep 12 2011, 21:45
Any chance of getting backpack proxies for these guys for OA? I love the units but hate not being able to use backpacks with them.

ardvarkdb
Sep 13 2011, 02:12
@<hidden>: Sorry, I won't be updating any of the Arma 1 addons.

@<hidden>: I sent all the mlods to Sabre to do a retexture a while back. Not sure if he has any plans for a public release or what, but that is likely the only way this addon will be updated. If he does plan to do a reskin and release it then it shouldn't be hard for him to toss in the backpack proxy and update the config.

Colosseum
Sep 13 2011, 04:19
Great! Thanks for the quick response. I'll keep my eye out for the release.

Lennard
Sep 13 2011, 15:06
@<hidden>: I sent all the mlods to Sabre to do a retexture a while back. Not sure if he has any plans for a public release or what, but that is likely the only way this addon will be updated. If he does plan to do a reskin and release it then it shouldn't be hard for him to toss in the backpack proxy and update the config.

I'd be willing to lend a hand if needed.