i did it like this.
// Raktarkeszlet
uClearResourceStock();
//Fegyverek
uAddDevicesToStock(#weap_eShell,250);
uAddDevicesToStock(#weap_blinder,250);
uAddDevicesToStock(#weap_eBomb,250);
uAddDevicesToStock(#weap_Plasma,250);
uAddDevicesToStock(#weap_liLaser,250);
uAddDevicesToStock(#weap_heLaser,250);
uAddDevicesToStock(#weap_Flak,250);
uAddDevicesToStock(#weap_Torp,250);
uAddDevicesToStock(#weap_Gun,250);
uAddDevicesToStock(#weap_Miss,250);
uAddDevicesToStock(#weap_eShell2,250);
uAddDevicesToStock(#weap_eTorp,250);
uAddDevicesToStock(#weap_eBomb2,250);
uAddDevicesToStock(#weap_Plasma2,250);
uAddDevicesToStock(#weap_liLaser2,250);
uAddDevicesToStock(#weap_heLaser2,250);
uAddDevicesToStock(#weap_Flak2,250);
uAddDevicesToStock(#weap_Torp2,250);
uAddDevicesToStock(#weap_Gun2,250);
uAddDevicesToStock(#weap_Miss2,250);
uAddDevicesToStock(#weap_eShell3,250);
uAddDevicesToStock(#weap_eBomb3,250);
uAddDevicesToStock(#weap_Plasma3,250);
uAddDevicesToStock(#weap_liLaser3,250);
uAddDevicesToStock(#weap_heLaser3,250);
uAddDevicesToStock(#weap_Flak3,250);
uAddDevicesToStock(#weap_Torp3,250);
uAddDevicesToStock(#weap_Gun3,250);
uAddDevicesToStock(#weap_Miss3,250);
uAddDevicesToStock(#weap_SigLaser,250);
uAddDevicesToStock(#weap_Ionwhip,250);
uAddDevicesToStock(#weap_TechScanner,250);
uAddDevicesToStock(#weap_GateDisruptor,250);
uAddDevicesToStock(#weap_oaLaser,250);
uAddDevicesToStock(#weap_oliLaser,250);
uAddDevicesToStock(#weap_oMassDrv,250);
uAddDevicesToStock(#weap_omGun,250);
uAddDevicesToStock(#weap_olGun,250);
uAddDevicesToStock(#weap_osTorp,250);
uAddDevicesToStock(#weap_otoMiss,250);
uAddDevicesToStock(#weap_oswMiss,250);
uAddDevicesToStock(#weap_oFlak,250);
uAddDevicesToStock(#weap_heLaser3Cheat,250);
uAddDevicesToStock(#weap_eSkeeter,250);
// Squads
uAddDevicesToStock(#weap_Fighter,250);
uAddDevicesToStock(#weap_Marine,250);
uAddDevicesToStock(#weap_Gunboat,250);
uAddDevicesToStock(#weap_Bomber,250);
uAddDevicesToStock(#weap_Cyborg,250);
uAddDevicesToStock(#weap_aFighter,250);
uAddDevicesToStock(#weap_aGunboat,250);
uAddDevicesToStock(#weap_aBomber,250);
uAddDevicesToStock(#weap_oMarine,250);
uAddDevicesToStock(#weap_oFighter,250);
// Shields
uAddDevicesToStock(#shld_1_b123,25);
uAddDevicesToStock(#shld_1_s123,25);
uAddDevicesToStock(#shld_1_b124,25);
uAddDevicesToStock(#shld_1_s124,25);
uAddDevicesToStock(#shld_1_b125,25);
uAddDevicesToStock(#shld_1_s125,25);
uAddDevicesToStock(#shld_f123,25);
uAddDevicesToStock(#shld_am,25);
// Engines
uAddDevicesToStock(#eng_sPlasEng,25);
uAddDevicesToStock(#eng_bPlasEng,25);
uAddDevicesToStock(#eng_secPlasEng,25);
uAddDevicesToStock(#eng_sChemEng,25);
uAddDevicesToStock(#eng_bChemEng,25);
AddDevicesToStock(#eng_secChemEng,25);
uAddDevicesToStock(#eng_sIonEng,25);
uAddDevicesToStock(#eng_bIonEng,25);
uAddDevicesToStock(#eng_secIonEng,25);
uAddDevicesToStock(#eng_sFusEng,25);
uAddDevicesToStock(#eng_bFusEng,25);
uAddDevicesToStock(#eng_secFusEng,25);
uAddDevicesToStock(#eng_sPhotEng,25);
uAddDevicesToStock(#eng_secPhotEng,25);
uAddDevicesToStock(#eng_bAmatEng,25);
uAddDevicesToStock(#eng_comDrive,25);
uAddDevicesToStock(#eng_acomDrive,25);
uAddDevicesToStock(#eng_tacDrive,25);
uAddDevicesToStock(#eng_atacDrive,25));
uAddDevicesToStock(#eng_stealthDrive,25);
// Support
uAddDevicesToStock(#supp_osensor,25);
uAddDevicesToStock(#supp_sensor,25);
uAddDevicesToStock(#supp_sensor2,25);
uAddDevicesToStock(#supp_sensor3,25);
uAddDevicesToStock(#supp_ecm,25);
uAddDevicesToStock(#supp_ecm2,25);
uAddDevicesToStock(#supp_osecm,25);
uAddDevicesToStock(#supp_oseccm,25);
uAddDevicesToStock(#supp_eccm,25);
uAddDevicesToStock(#supp_eccm2,25);
uAddDevicesToStock(#supp_bWGen,25);
uAddDevicesToStock(#supp_cWGen,25);
uAddDevicesToStock(#supp_tWGen,25);
uAddDevicesToStock(#supp_bWGen2,25);
uAddDevicesToStock(#supp_cWGen2,25);
uAddDevicesToStock(#supp_tWGen2,25);
uAddDevicesToStock(#supp_bWGen3,25);
uAddDevicesToStock(#supp_cWGen3,25);
uAddDevicesToStock(#supp_tWGen3,25);
uAddDevicesToStock(#supp_secWGen,25);
uAddDevicesToStock(#supp_secWGen2,25);
uAddDevicesToStock(#supp_sOWGen,25);
uAddDevicesToStock(#supp_bOWGen,25);
uAddDevicesToStock(#supp_osgen,25);
uAddDevicesToStock(#supp_sSGen,25);
uAddDevicesToStock(#supp_mSGen,25);
uAddDevicesToStock(#supp_bSGen,25);
uAddDevicesToStock(#supp_sSGen2,25);
uAddDevicesToStock(#supp_mSGen2,25);
uAddDevicesToStock(#supp_bSGen2,25);
uAddDevicesToStock(#supp_sSGen3,25);
uAddDevicesToStock(#supp_mSGen3,25);
uAddDevicesToStock(#supp_bSGen3,25);
uAddDevicesToStock(#supp_longRange,25);
uAddDevicesToStock(#supp_cloaking1,25);
uAddDevicesToStock(#supp_ipblocker,25);
uAddDevicesToStock(#supp_jamming,25);
uAddDevicesToStock(#supp_cloaking2,25);
uAddDevicesToStock(#supp_ores,25);
uAddDevicesToStock(#supp_res,25);
uAddDevicesToStock(#supp_res2,25);
uAddDevicesToStock(#supp_res3,25);
uAddDevicesToStock(#supp_res4,25);
,uDifficultyLevel()=2,
// Resource pontok a hajokhoz
AngelwingC:uSetResourcePoints(100);
// Hajo javitas, inicializalas
//Res:1, Rep:0
uRepairPlayersFleet(1,1);
// Devtype lock, unclock
// uEnableDevType(devtype, enable)