Automatic Crewman Loadout
This mod simply assigns a predetermined loadout for crew members of certain vehicles. Why? Because immersion, that’s why. Crew members of vehicles must either be the driver/pilot of the vehicle or have control over vehicle mounted weapons. When a bot or the player (if enabled) enters a vehicle whose name has been included in the Vehicle Names list, their loadout will be automatically changed to match that which has been configured by this mod. This mod comes with mutators, one for each team. You can configure which team(s) to apply this mod to with the drop down menu at the top of the mutator’s configuration menu.
To understand how to configure the crewman loadout, continue reading below.
Configure the following items with the names of the weapons/equipment you would like crewman to receive. If the soldier in question already has a valid crewman loadout, then it will remain unchanged. Names are not case sensitive.
– Primary weapons: The names of the primary weapons that the loadout can change to. Separate all items with a ; character. Avoid including spaces between ; characters.
– Secondary weapons: Same as previous but for secondary weapons.
– Gear 1/2/3: Same as previous but for gear slots. It is recommended to have the wrench and other repair tools appear in one or more of these slots, though this is not required.
You can also change the name of the crewman, but this should only be done if you have a mod such as Skill Based Custom Names or Custom Classes that alters the name of the bot for each spawn. Otherwise, the name change will be permanent.
The next step is to configure the vehicles list.
The loadout of a bot/player will be modified if they enter a vehicle whose name is included in the Vehicle Names list. To add a vehicle to its list you must type out its name exactly as it appears in-game. There are two ways to find its name.
Open up the vehicle configuration menu, select the vehicle you want in the appropriate slot, and read its name from there. Names are formatted by "VEHICLE NAME" – "MOD NAME". In the example image seen in the gallery, the name of the vehicle is the "Lancer IFV Woodland", from the mod’s name is "Vanilla+ – Base Camo Variants". You can ignore the mod name when configuring, only the vehicle name matters. To add this vehicle to the list, simply add the text "Lancer IFV Woodland" without the "" to Vehicle Names. Once again, separate vehicles with a ; character.

If the name of the vehicle is too long to fit in the vehicle configuration menu, you can alternatively use the Vehicle Name Finder option.
– Create an empty configuration and enable only this mod.
– Enable one of the mutators provided by this mod. Ensure that its team is set to the one you intend to play as.
– In the mutator’s settings menu, enable the Vehicle Name Finder by ticking the checkbox.
– Now go to the configuration’s vehicle configuration menu, and select the vehicle(s) you want to know the name of.
– Select a map that will spawn these vehicles. Vehicle Testing is recommended as it spawns all vehicle types. If needed, enable Configure Flags and set all flags to your team to access certain vehicles more easily.
– Spawn in, find and enter the vehicle you want to know the name.
– Open up the game’s console log (PageUp key by default). In the log, you should see two lines of text near the bottom. The first line shows the vehicle’s name as it appears in the vehicle configuration menu, and the second line shows a possibly simplified version of the name that you can also use in the configuration. More on this later.
– You can keep the console open and still move around in-game. Find and enter the vehicles you want to see the names of. The names will be printed to the bottom of the console every time you enter a new vehicle. Keep track of these names so that you can enter them into the list later.
Static emplacements count as vehicles too!
If a vehicle has different variants (such as regional variants, commonly seen with mods like Vanilla+), you can include the names of those variants in the Variant Types list. Then, when you configure the vehicles names in the list above, you can omit the variant name of the vehicle when typing its name. In the example of "Lancer IFV Woodland", by adding the item "Woodland" to the Variant Types list, we can simply type "Lancer IFV" into the Vehicle Names list, omitting "Woodland" from the name. This ensure that you do not have to keep track of several different names for what is essentially the same vehicle with a different paint job.
If the name of the variant includes one of the following characters
( ) . % + – * ? [ ^ $
then be sure to include a % character before that character itself. So if your variant name is (Woodland), you must type it in the Variant Types list as %(Woodland%), with a % appearing before each parenthesis. This is because Ravenscript (the scripting language used to code this mod) is Lua based, and the aforementioned characters are considered to be "magic". To learn more about this, go to this webpage: https://www.lua.org/pil/20.2.html.
If you do not wish to type in the names of every single vehicle that you wish to include, you can enable the auto detect settings for certain vehicle types. This can be helpful for configurations with a large variety of vehicles that can spawn in (such as configurations made in the Beta Branch/post EA32).
– Auto detection for planes and helicopters is straightforward through Ravenscript as there are explicit isAirplane and isHelicopter members that can be checked.
– Auto detection for APCs, tanks, and attack boats is a bit more roundabout. If the vehicle is a car or a boat that is not considered to be a transport by the game, then it will be detected by this mod as a tank or attack boat, respectively. If the vehicle is a transport with access to countermeasures, it will be considered an APC, as it is being assumed that other wheeled transport vehicles do not have access to countermeasures. This logic should hold for most modded vehicles.
If you have made it to this point, you will now receive an imaginary certificate of literacy. This certificate exempts you from having to subscribe to the Ability To Read mod. If you have further questions, you can ask them in the comments now, but only after you are certain that it has not already be answered somewhere in the description.
For those who just scrolled straight to the bottom.