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Spruce up the rebel airdrop loot


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5 hours ago, Gen. Henry Arnold said:

Maybe 

I was testing out some stuff and this is what I came up with. I think its pretty balanced
 

_weaponArrayOne = [
    ["srifle_EBR_F", "20Rnd_762x51_Mag"], 1, //Mk18
    ["arifle_Katiba_F", "30Rnd_65x39_caseless_green"], 2, 
    ["arifle_MXM_F", "30Rnd_65x39_caseless_mag"], 1, 
    ["srifle_DMR_03_multicam_F", "20Rnd_762x51_Mag"], 2, //Mk1
    ["arifle_AK12_F", "30Rnd_762x39_AK12_Mag_F"], 1, 
    ["arifle_ARX_hex_F", "30Rnd_65x39_caseless_green"], 2, //Type 115
    ["SMG_03_TR_khaki", "50Rnd_570x28_SMG_03"], 1, //ADR
    ["", ""], 3];

for "_i" from 1 to 4 do {
    _weaponAndMag = selectRandomWeighted _weaponArrayOne;
    _weapon = _weaponAndMag select 0;
    _mag = _weaponAndMag select 1;
    AirdropCrate addWeaponCargoGlobal [_weapon, 1];
    AirdropCrate addMagazineCargoGlobal [_mag, 3 + (round random 4)];
};

_weaponArrayTwo = [
    ["LMG_Mk200_F", "200Rnd_65x39_cased_Box"], 2, 
    ["LMG_03_F", "200Rnd_556x45_Box_F"], 2, //LIM
    ["launch_RPG7_F", "RPG7_F"], 1, 
    ["V_HarnessOGL_brn", ""], 1, //Sui vest
    ["",""], 4];

for "_i" from 1 to 2 do {
    _weaponAndMag = selectRandomWeighted _weaponArrayTwo;
    _weapon = _weaponAndMag select 0;
    _mag = _weaponAndMag select 1;
    AirdropCrate addItemCargoGlobal [_weapon, 1];
    AirdropCrate addMagazineCargoGlobal [_mag, 1 + (round random 1)];
};

_itemArray = [
    "HandGrenade", 1, 
    "optic_Arco_blk_F", 2
    "optic_Hamr", 2]; //RCO scope

for "_i" from 1 to 2 do {
    _item = selectRandomWeighted _itemArray;
    if (_item == "HandGrenade") then {
        AirdropCrate addItemCargoGlobal [_item, 1 + (round random 3)];
    }
    else {
        AirdropCrate addItemCargoGlobal [_item, 3 + (round random 2)];
    };
};

Edited by Trioxide
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