class AcreRacks {
    class Rack_1 {
        displayName = "Dashboard Lower";      // Name displayed in the interaction menu
        shortName = "D.Low";                  // Short name displayed on the HUD. Maximum of 5 characters
        componentName = "ACRE_VRC103";        // Rack type (able to mount a PRC117F)
        allowedPositions[] = {"commander"}; // Who can configure the radio and open the radio GUI. Same wildcards as the intercom. It also allows transmitting/receiving
        disabledPositions[] = {};
        defaultComponents[] = {};
        mountedRadio = "ACRE_PRC117F";        // Predefined mounted radio
        isRadioRemovable = 0;                 // Radio cannot be removed
        intercom[] = {"Intercom_Crew"};                      // Radio not wired to any intercom. All units in intercom can receive/send transmittions (ACE3 interaction menu) but they cannot manipulate the radio (GUI interface)
    };
    class Rack_2 {
        displayName = "Dashboard Upper";      // Name displayed in the interaction menu
        shortName = "D.Up";                   // Short name displayed on the HUD. Maximum of 5 characters
        componentName = "ACRE_VRC110";        // Able to mount a PRC152
        allowedPositions[] = {"commander"}; // Who can configure the radio and open the radio GUI. Same wildcards as the intercom. It also allows transmitting/receiving
        disabledPositions[] = {};             // Who cannot access the radio (default: {})
        defaultComponents[] = {};             // Use this to attach simple components like Antennas, they will first attempt to fill empty connectors but will overide existing connectors. Not yet fully implemented. (default: {})
        mountedRadio = "";                    // Predefined mounted radio (default: "", meaning none)
        isRadioRemovable = 1;                 // Radio can be removed (default: 0)
        intercom[] = {};                      // Radio not wired to any intercom. All units in intercom can receive/send transmittions (ACE3 interaction menu) but they cannot manipulate the radio (GUI interface) (default: {})
    };
};

class AcreIntercoms {
    class Intercom_Crew {
        displayName = "Crew intercom";             // Name of the intercom network displayed to the players
        shortName = "Crew";                        // Short name of the intercom network. Maximum of 5 characters
        // Seats with stations configured that have intercom access. In this case, units in commander, driver, gunner and turret (excluding FFV) have access to this intercom
        // If left empty it has the same effect
        allowedPositions[] = {"crew"};
        // In this case the commander turret does not have access to crew intercom (unit is "turned out"). This can be useful for historical vehicles (default: {})
        disabledPositions[] = {};
        // Despite not having regular access to the network, units in cargo positions can have limited connections to communicate with the crew. These positions do not transmit automatically in the limited network; units in this position must toggle the functionality manually. (default: {})
        limitedPositions[] = {{"cargo", "all"}};
        // This is the number of simultaneous connections that units defined in the previous array can have (default: 0)
        numLimitedPositions = 1;
        // Seats with master stations have the possibility of broadcasting a message in that network (default: {})
        masterPositions[] = {"commander"};
        // The intercom initial configuration is enabled upon entering a vehicle (default: 0)
        connectedByDefault = 1;
    };
};

tf_isolatedAmount = 0.7;
tf_RadioType = "braf_radio_backpack_olive_notvp";
tf_hasLRradio = 1;