Decrease civ amount (+tabs)
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@@ -217,7 +217,7 @@ GRLIB_vulnerability_timer = 1800; // Time
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GRLIB_radiotower_size = 3500; // Radio Tower scanning range.
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GRLIB_surrender_chance = 80; // Chance that enemy infantry will surrender after heavy losses are encountered.
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GRLIB_civilians_amount = 0; // Civilian count multiplier.
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GRLIB_civilians_amount = 1; // Civilian count multiplier.
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GRLIB_cleanup_delay = 300; // Time in seconds until bodies of dead soldiers are cleaned up.
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GRLIB_blufor_cap = 100; // Cap for BLUFOR.
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@@ -1,25 +1,10 @@
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/*
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Needed Mods:
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- None
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Optional Mods:
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- BWMod
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- RHSUSAF
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- F-15C
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- F/A-18
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- CUP Weapons
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- CUP Vehicles
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- USAF Main Pack
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- USAF Fighters Pack
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- USAF Utility Pack
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*/
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/*
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--- Support classnames ---
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Each of these should be unique.
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The same classnames for different purposes may cause various unpredictable issues with player actions.
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Or not, just don't try!
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*/
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FOB_typename = "Land_Cargo_HQ_V1_F"; // This is the main FOB HQ building.
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FOB_box_typename = "B_Slingload_01_Cargo_F"; // This is the FOB as a container.
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FOB_truck_typename = "B_Truck_01_box_F"; // This is the FOB as a vehicle.
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@@ -49,6 +34,7 @@ KP_liberation_fuel_crate = "CargoNet_01_barrels_F"; // This
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The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build.
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IMPORTANT: The last element inside each array must have no comma at the end!
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*/
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infantry_units = [
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["UA_Azov_forwardobserver",15,0,0], // Rifleman (Light)
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["UA_Azov_rifleman",20,0,0], // Rifleman
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@@ -461,8 +447,3 @@ blufor_squad_para = [
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"B_soldier_PG_F",
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"B_soldier_PG_F"
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];
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@@ -1,11 +1,3 @@
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/*
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Needed Mods:
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- None
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Optional Mods:
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- None
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*/
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// Civilian classnames.
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civilians = [
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"c_civil_cloth_01",
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@@ -1,11 +1,3 @@
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/*
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Needed Mods:
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- RHS AFRF
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Optional Mods:
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- None
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*/
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// Enemy infantry classes
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opfor_officer = "RUS_spn_deputyplatooncommander"; // Officer
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opfor_squad_leader = "RUS_spn_platooncommander"; // Squad Leader
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@@ -42,6 +34,7 @@ Therefore, adding the same value twice or three times means they are more likely
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/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
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Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
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militia_squad = [
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"RUS_MSV_sr_efreitor",
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"RUS_MSV_sr_grenadier",
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@@ -225,6 +218,7 @@ opfor_battlegroup_vehicles_low_intensity = [
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/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
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If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
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opfor_troup_transports = [
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"RUS_MSV_bmp1",
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"RUS_MSV_bmp1k",
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@@ -155,7 +155,7 @@ switch (GRLIB_civilian_activity) do {
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case 1: {GRLIB_civilian_activity = 0.5;};
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case 2: {GRLIB_civilian_activity = 1;};
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case 3: {GRLIB_civilian_activity = 2;};
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default {GRLIB_csat_aggressivity = 1;};
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default {GRLIB_civilian_activity = 0.5;};
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};
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switch (GRLIB_resources_multiplier) do {
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