cB Custom Loadout Demo v0.3

This mission is to demonstrate the use of custom player loadouts. If you need a selection of different custom loadouts, this is the set of scripts for you. Use the radio commands to test different loadouts.

Contains Silenced, Ironsights and ACOG loadouts. Different loadouts for Force Recon, US Army, Insurgents and other units.

Created by: Wolffy.au

Usage:
For Single Player or Multiplayer with AI, add the following to your INIT.SQF file:

if(isServer) then {
	{
		call{[_x] execVM "crB_scripts\PlayerInit.sqf";};
	} forEach (playableUnits + switchableUnits);
};

For Multiplayer with Human units, add the following to your INIT.SQF file:

call{[] execVM "crB_scripts\JIP.sqf";};


Change Log:
Version 0.3
- Added: Camera Mode, Teleport and Loadout options
- Added: Added many additional units and loadouts
- Added: check for ACE initialisation
- Changed: ACE Rucksack functions
- Changed: ACE ammo box for both East and West
- Changed: No longer removes loadouts from unknown units
- Removed: optional initialisation functions
Version 0.2
- Changed name to Custom Loadout Demo
- Changed default loadout to ACE Weapons
- Changed all units playable
- Changed decreased respawn wait for testing
- Fixed broken weapons on respawn bug
- Added Xeno ACE Ammo creation script and flagpole
Version 0.1 - Initial Release

Thanks to:
    Weapons on Respawn/ACE Ammo by Xeno

Visit us a http://creoBellum.org

Developer notes:
Here is a list of nifty components to be found in this mission.

Weapons on Respawn/ACE Ammo by Xeno
- Xeno did all the coding to keep all your ACE weapons on respawn and the ACE ammo crate, so I think he deserves a mention. :)

creoBellum scripts:
Here are some of my own scripts, which you are free to use with credits intact.

Player Weapon Loadout (PlayerInit.sqf)
- Sets up weapon loadout based on mission selector and unit model. Works for human and AI playable units.
