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    • Spot on it's working good now, thank you for your help! I will post some of it below for anyone who wants to take it and run with it, or make it more efficient as I take the painstaking brute force approach lol. Right now its 3x seperate functions. I think its a very lightweight and effective way to basically make your own "faction" with what Arma 3 gives you plus working in hidden textures. I have never been fully satisfied with vanilla A3 factions especially with the FIA, who in my mind should be scaled down akin to armed civilians, and I wanted some randomness. So Arma 3 being the best platform ever and with the help of the community I have it. You guys rock!   init.sqf  // detect and change all editor placed units private _mapUnits = allUnits select {!isPlayer _x && _x isKindOf "CAManBase"}; {[_x] call CB_fnc_factionConfig;} forEach _mapUnits; // add MEH to catch anything spawned CB_MEH_factions = addMissionEventHandler ["EntityCreated", { params ["_entity"]; if (_entity IsKindof 'CAManBase') then {[_entity] spawn CB_fnc_factionConfig}; }]; CB_fnc_factionConfig - directs the units to their assigned loadout function with a if/then. As many or as little as you need. Next I will post my FIA example /* Name: factionConfig Author: Raider Description: Removes AI equipment when spawned/detected and assigns a pre-defined loadout function based on faction. Used pieces of code from Beerkan / Larrow / pierremgi / Bohemia fourms ------> https://forums.bohemia.net/forums/topic/180646-list-of-all-hidden-texture-inits/ ------> https://forums.bohemia.net/forums/topic/182390-how-to-turn-init-code-in-to-a-script/?tab=comments#comment-3528029 Known issues: Nothing for vehicles/aircraft. Naked units on the battlefield is your debug Factions can be one of the following West: "BLU_F" (NATO), "BLU_T_F" (NATO Pacific), "BLU_W_F" (NATO Woodland), "BLU_G_F" (FIA), "BLU_CTRG_F" (CTRG), BLU_GEN_F (BLUFOR Police) East: "OPF_F" (CSAT), "OPF_G_F" (FIA), "OPF_T_F" (CSAT Tanoa), "OPF_R_F" (Spetznaz), "OPF_GEN_F" (OPFOR Police) Guer: "IND_F" (AAF), "IND_E_F", (LDF) "IND_G_F" (FIA), "IND_C_F" (SYNDIKAT Tanoa), "IND_L_F" (Looters) Civ: "CIV_F" (Civilians), "CIV_IDAP_F" (IDAP) helpful -> if (faction _unit isEqualTo "FACTION AS A STRING" && _unit IsKindof 'CAManBase') then {YOUR SCRIPT/FUNCTION GOES HERE}; */ // handles private _unit = _this select 0; if (isPlayer _unit) exitWith {}; //ignore special units with this variable // factions to re-paint if (faction _unit isEqualTo "BLU_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORnato}; // standard NATO if (faction _unit isEqualTo "BLU_CTRG_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORspecops}; // CTRG if (faction _unit isEqualTo "BLU_G_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_BLUFORion}; // FIA as IoN security if (faction _unit isEqualTo "OPF_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_OPFORcsat}; // standard CSAT if (faction _unit isEqualTo "OPF_R_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_OPFORspecops}; // Spetznaz as Viper guys if (faction _unit isEqualTo "IND_G_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_INDFORfia}; // standard FIA if (faction _unit isEqualTo "IND_C_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_INDFORspecops}; // Syndikat as common criminals if (faction _unit isEqualTo "CIV_F" && _unit IsKindof 'CAManBase') then {[_unit] spawn CB_fnc_loadout_CIV}; // standard civ's CB_fnc_loaddout_INDFORfia - Inside one of the loadouts, defined arrays and other miscellanious commands you can tweak or change. The end is the switch/case to get detailed control over individual classnames. Its ugly and painstaking but, it works! /* Name: INDFORfia Author: Raider Description: Custom loadout function Known issues: Nothing for vehicles/aircraft Helpful code: selectRandomWeighted ["STRING", #, "STRING", #, "STRING", #] bluforUnit linkItem "NVGoggles" opforUnit linkItem "NVGoggles_OPFOR" independentUnit linkItem "NVGoggles_INDEP" addPrimaryWeaponItem "weapon attachment" addHandgunItem "weapon attachment" "acc_flashlight" "acc_pointer_IR" "acc_flashlight_pistol" */ // debug // systemChat "FIA function worked"; // handles private _unit = _this select 0; private _side = side _unit; private _unitType = typeOf _unit; /* not used for FIA // skills _unit allowfleeing 0; // 0 = will never run away _unit setskill ['aimingAccuracy',(0.3 + random 0.3)]; _unit setskill ['aimingShake',(0.3 + random 0.3)]; _unit setskill ['aimingSpeed',(0.3 + random 0.3)]; _unit setskill ['commanding',(0.3 + random 0.3)]; _unit setskill ['courage',1]; // 1 = John Wick (I was gonna say John Wayne but thats too old) _unit setskill ['general',(0.3 + random 0.4)]; _unit setskill ['reloadSpeed',(0.3 + random 0.3)]; _unit setskill ['spotDistance',(0.2 + random 0.3)]; _unit setskill ['spotTime',(0.2 + random 0.3)]; // modifiers _unit setUnitTrait ["audibleCoef", 0]; // 0 = silent ninja _unit setUnitTrait ["camouflageCoef", 0]; // 0 = ghost assassin _unit setUnitTrait ["loadCoef", 0]; // 0 = super human */ // all get naked removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; _unit unlinkItem hmd _unit; sleep 0.1; /* if you want to change ethnicity (European CSAT or Tanoan LDF for example), or give recon units camo faces _faces = selectRandom [ "WhiteHead_01", "WhiteHead_05", "WhiteHead_04", "WhiteHead_06", "WhiteHead_07", "WhiteHead_08", "AfricanHead_02", "AsianHead_A3_02", "AfricanHead_03", "WhiteHead_09", "WhiteHead_16", "WhiteHead_11", "WhiteHead_14", "WhiteHead_15", "AfricanHead_01", "TanoanHead_A3_02", "TanoanHead_A3_01", "LivonianHead_5", "WhiteHead_27", "LivonianHead_3", "WhiteHead_32" ]; _unit setFace _faces; _reconFaces = selectRandom [ "WhiteHead_22_a", "WhiteHead_22_l", "WhiteHead_22_sa", "PersianHead_A3_04_sa", "GreekHead_A3_10_l", "GreekHead_A3_10_sa" ]; */ _uniforms = selectRandomWeighted [ "U_I_L_Uniform_01_tshirt_black_F", .5, "U_I_L_Uniform_01_tshirt_olive_F", .5, "U_I_L_Uniform_01_tshirt_skull_F", .5, "U_I_L_Uniform_01_tshirt_sport_F", .5, "U_C_Mechanic_01_F", .5, "U_C_Poor_1", .5, "U_IG_Guerilla1_1", .45, "U_IG_Guerilla1_2_F", .45, "U_C_Uniform_Farmer_01_F", .45, "U_I_C_Soldier_Bandit_2_F", .4, "U_I_C_Soldier_Bandit_5_F", .4, "U_C_Man_casual_4_F", .35, "U_C_Poloshirt_tricolour", .35, "U_C_E_LooterJacket_01_F", .35 ]; _unit forceAddUniform _uniforms; //hidden textures _fiaFatigues = selectRandom [ "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa", "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa", "A3\Characters_F\Civil\Data\poor_co.paa", "A3\Characters_F\Civil\Data\poor_v2_co.paa" ]; // chance to be cool _coolGuy = [1, 10] call BIS_fnc_randomInt; if ((uniform _unit) == "U_IG_Guerilla1_1" && _coolGuy > 5) then {_unit setObjectTextureGlobal [0, _fiaFatigues]; _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; if (random 1 > 0.5) then { _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.33,0.31,0.24,0.3)"]; //Olive pants and boots }; if (random 1 < 0.5) then { _unit setobjectTextureGlobal [1, "#(argb,8,8,3)color(0.1,0.1,0.1,0.3)"]; //Black pants and boots }; }; //hidden textures _farmerSlacks = selectRandom [ "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_co.paa", "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa" ]; if ((uniform _unit) == "U_C_Uniform_Farmer_01_F") then {_unit setObjectTextureGlobal [0, _farmerSlacks]}; sleep 0.5; _vests = selectRandom [ "V_LegStrapBag_olive_F", "V_LegStrapBag_coyote_F", "V_LegStrapBag_black_F", "V_Pocketed_black_F", "V_Pocketed_coyote_F", "V_Pocketed_olive_F", "V_HarnessO_brn", "V_HarnessO_gry", "V_HarnessO_ghex_F" ]; _unit addVest _vests; _leaderVest = selectRandom [ "V_TacVest_camo", "V_TacVest_blk", "V_TacVest_brn" ]; _headgear = selectRandom [ "H_Beret_blk", "H_Bandanna_gry", "H_Bandanna_blu", "H_Bandanna_cbr", "H_Booniehat_taiga", "H_Booniehat_wdl", "H_Booniehat_dgtl", "H_Cap_blk", "H_Cap_blu", "H_Cap_red", "H_Cap_tan", "H_Cap_blk_Raven", "H_Bandanna_camo" ]; _unit addHeadGear _headgear; // chance for no headgear _bald = [1, 10] call BIS_fnc_randomInt; if (_bald > 5) then {removeHeadgear _unit}; //Leader gets sniper bait if ((leader group _unit) isEqualto _unit) then {_unit addHeadGear "H_Bandanna_khk_hs";}; _mask = selectRandomWeighted [ "G_Balaclava_oli",.5, "G_Bandanna_shades",.5, "G_Bandanna_blk",.5, "G_Balaclava_Flecktarn",.5, "G_Balaclava_Tropentarn",.5, "G_Bandanna_tan",.5, "G_Balaclava_BlueStrips",.45, "G_Bandanna_sport",.45, "G_Bandanna_khk",.45, "G_Balaclava_blk",.45, "G_Bandanna_beast",.45, "G_Bandanna_shades",.45, "G_Bandanna_BlueFlame1",.4, "G_Bandanna_Syndikat1",.4, "G_Bandanna_BlueFlame2",.4, "G_Bandanna_oli",.4, "G_Bandanna_OrangeFlame1",.4, "G_Bandanna_RedFlame1",.4, "G_Bandanna_Skull1",.4, "G_Bandanna_Skull2",.4 ]; _unit addGoggles _mask; // chance for no facewear _lame = [1, 10] call BIS_fnc_randomInt; if (_lame < 5) then {removeGoggles _unit}; _authorizedEyePro = selectRandom ["G_Shades_Black", "G_Shades_Red"]; _authorizedSmallBag = selectRandom ["B_AssaultPack_dgtl", "B_Messenger_Black_F", "B_Messenger_Coyote_F"]; _authorizedMediumBag = selectRandom ["B_Kitbag_sgg", "B_TacticalPack_ocamo"]; _authorizedLargeBag = selectRandom ["B_Carryall_cbr", "B_Carryall_taiga_F"]; sleep 0.5; // equipment common to all _unit linkItem "ItemWatch"; _unit addItemToUniform "FirstAidKit"; /* nvgs not used for FIA // _giveNVGs = sunOrMoon; // if (_giveNVGs < 1) then {_unit linkItem "NVGoggles_OPFOR";}; // if (_giveNVGs > 1) then {_unit addGoggles _authorizedEyePro}; // _unit assignItem 'acc_flashlight'; */ // basic weapons _Gweapon = selectRandom [ "arifle_AKM_F", "arifle_AKS_F", "arifle_AK12U_F", "arifle_CTAR_blk_F" ]; _Gbeltfed = selectRandom [ "LMG_03_F", "arifle_RPK12_F" ]; /* test with a small team first to get a feel for the vibe I_G_Soldier_F - rifle I_G_Soldier_TL_F - team lead I_G_Soldier_AR_F - auto I_G_Soldier_A_F - ammo bearer I_G_Soldier_GL_F - grenadier I_G_Soldier_SL_F - squad leader */ // second chance for clothes if ((uniform _unit) == "") then {_unit forceAddUniform _uniforms}; sleep 0.5; // class specific switch _side do { case independent: { switch _unitType do { case "I_G_Soldier_F": { [_unit, _Gweapon , 6] call BIS_fnc_addWeapon; _unit addItemToVest "HandGrenade"; }; case "I_G_Soldier_TL_F": { [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; _unit linkItem "ItemRadio"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "SmokeShellYellow"; }; case "I_G_Soldier_AR_F": { [_unit, _Gbeltfed, 5] call BIS_fnc_addWeapon; _unit addBackPack _authorizedSmallBag; _unit addItemToVest "HandGrenade"; }; case "I_G_Soldier_A_F": { [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; _unit addBackPack _authorizedLargeBag; _unit addItemToVest "HandGrenade"; _unit addItemToBackpack "SmokeShellYellow"; for "_i" from 1 to 2 do {_unit addItemToBackpack "Chemlight_yellow";}; for "_i" from 1 to 2 do {_unit addItemToBackpack "HandGrenade";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_762x39_Mag_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_762x39_Mag_Green_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "75Rnd_762x39_Mag_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "75Rnd_762x39_Mag_Tracer_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "200Rnd_556x45_Box_F";}; for "_i" from 1 to 3 do {_unit addItemToBackpack "30Rnd_580x42_Mag_Tracer_F";}; }; case "I_G_Soldier_SL_F": { _unit forceAddUniform "U_IG_leader"; _unit addVest _leaderVest; _unit addWeapon "Binocular"; _unit linkItem "ItemMap"; _unit linkItem "ItemRadio"; _unit addItemToVest "HandGrenade"; _unit addItemToVest "SmokeShellYellow"; [_unit, _Gweapon , 4] call BIS_fnc_addWeapon; }; case "I_G_Soldier_GL_F": { _40mm = selectRandom [ "V_HarnessOGL_gry", "V_HarnessOGL_brn", "V_HarnessOGL_ghex_F" ]; _unit addVest _40mm; [_unit, "arifle_CTAR_GL_blk_F", 4] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "1Rnd_HE_Grenade_shell"; for "_i" from 1 to 6 do {_unit addItemToVest "1Rnd_HE_Grenade_shell";}; }; case "SOMECLASS": { }; case "SOMECLASS": { }; case "SOMECLASS": { }; default {}; }; }; }; /* you could add weapon lights at night _giveLights = sunOrMoon; if (_giveLights < 1) then {_unit addPrimaryWeaponItem "acc_flashlight"; removeGoggles _unit}; */  
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