admiral\admiral.h Tb description.ext _ b hull3\briefing\blufor.sqf ͟b hull3\briefing\civilian.sqf ` _ hull3\briefing\indfor.sqf ` _ hull3\briefing\opfor.sqf ` _ hull3\hull3.h %b hull3\LICENSE ` _8 hull3\SR_G.h o b7 initPlayerLocal.sqf -ba initServer.sqf 8b mission.sqm .bT scripts\client_gau.sqf Ub- scripts\client_lock.sqf b scripts\server_cqc.sqf 4b scripts\server_createBase.sqf ȏb[[ scripts\server_createUnit.sqf Sb snds\gau8.wav <2_| class Admiral {
isEnabled = 1;
isBehaviorEnabled = 1;
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class Camp {
defaultUnitTemplate = "AAF_WOODLAND";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "AAF_WOODLAND";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "AAF_WOODLAND";
defaultZoneTemplate = "Cqc";
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Steel Rain";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 37;
};
respawn = 0;
respawndelay = 3;
respawnTemplates[] = {"Hull3_RespawnHandler"};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 1;
code = "hull3_mission_date = %1";
};
class Hull3_TimeOfDay {
title = "Time of Day";
values[] = {0,1,2,3,4,5,6,7};
texts[] = {"Dawn", "Early Morning", "Morning", "Noon", "Afternoon", "Evening", "Dusk", "Night"};
default = 1;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 0;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Storm"};
default = 4;
code = "hull3_mission_weather = %1";
};
class Hull3_SafetyTimer {
title = "Safety Timer";
values[] = {9999,0};
texts[] = {"On", "Off"};
default = 9999;
code = "hull3_mission_safetyTimerEnd = %1";
};
};
class CfgSounds {
sounds[] = {};
class brrrt {
name = "brrrt";
sound[] = {"snds\gau8.wav", 1, 1, 5000};
titles[] = {0,""};
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
After NATO forces successfully liberated CSAT from Altis. The local forces took a disliking to our totally, 100% fairly elected US planted president.
After a violent coup the AAF forced US forces to the east of Altis.
ENEMY FORCES
AAF - Technicals, MRAPs, Armour and AA.
FRIENDLY FORCES
Brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrt
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
The AAF has a good foothold on the west of Altis guarded by outdated but dangerous anti-air stationed along the red line.
Knock out the 5 temporary radar sites/stations marked on the map. Each one will have AA (either Igla's or ZUs).
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Use stand-off range where you can to use your AIR or TOW assets to avoid getting in to knife fights with armour.
MOVEMENT PLAN
Your vehicles are very weak, taking heads up fights with tanks is going to suck. Pick a route that you've scouted and avoid getting in the middle of everything.
FIRE SUPPORT PLAN
I mean... really? BRRRRRRRRRRRRRRRRT
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Rearm/refuel on runway.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];
player createDiaryRecord ["Diary", ["Humvee Turrets", "
There is a turn in/out option now to duck down, however this sometimes seems to break where you can no longer get in the GUNNER seat.
If this happens then get in the vehicle ALONE and click here. You should now be able to get back in the gunner seat!
"]];// CIVFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// INDFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// OPFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
class Hull3 {
isEnabled = 1;
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Faction {
class CUP_USA_OCP {
gear = "SR_G";
languages[] = {
{"west", 100}
};
};
};
class Gear {
#include "SR_G.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
};The MIT License (MIT)
Copyright (c) 2014 László Major
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.class SR_G {
class Rifleman {
primaryWeapon = "CUP_arifle_M4A1_black";
primaryWeaponItems[] = {"CUP_optic_CompM4", "CUP_acc_Flashlight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_M4A1_BUIS_GL";
primaryWeaponItems[] = {"CUP_optic_Eotech553_Black", "CUP_acc_Flashlight"};
handgunWeapon = "hlc_Pistol_M11";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"hlc_13Rnd_9x19_B_P228", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_FlareWhite_M203", 2},
{"Laserbatteries", 1}
};
assignItems[] = {"ItemGPS"};
binocular = "Laserdesignator_01_khk_F";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_M4A1_black";
primaryWeaponItems[] = {"CUP_acc_Flashlight"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_30Rnd_556x45_Stanag", 4}};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS", "ACE_NVG_Wide"};
};
class CO : Officer {
};
class XO : CO {
backpackMagazines[] = {
{"CUP_1Rnd_Smoke_M203", 8},
{"CUP_1Rnd_SmokeRed_M203", 8},
{"Laserbatteries", 1}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_M4A1_black";
primaryWeaponItems[] = {"CUP_optic_CompM2_low", "CUP_acc_Flashlight"};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_Stanag", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
backpackMedicalItems[] = {
{"ACE_fieldDressing", 30},
{"ACE_morphine", 30},
{"ACE_epinephrine", 30},
{"ACE_bloodIV_500", 24},
{"ACE_splint", 4}
};
};
class FTL : Leader {
};
class AR : Rifleman {
primaryWeapon = "CUP_lmg_m249_pip3";
primaryWeaponItems[] = {};
vestMagazines[] = {{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 1}};
backpackMagazines[] = {
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_200Rnd_TE1_Red_Tracer_556x45_M249", 2}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_200Rnd_TE1_Red_Tracer_556x45_M249", 2}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeaponItems[] = {"CUP_optic_CompM2_low", "CUP_acc_Flashlight"};
secondaryWeapon = "CUP_launch_M136";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
};
class MMGG : Rifleman {
primaryWeapon = "CUP_lmg_M240";
primaryWeaponItems[] = {};
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 1}};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}
};
};
class MMGAG : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class HMGG : Rifleman {
backpack = "CUP_B_M2_Gun_Bag";
backpackMagazines[] = {};
backpackMedicalItems[] = {};
};
class HMGAG : HMGG {
backpack = "CUP_B_M2_MiniTripod_Bag";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
};
class HMGAC : Rifleman {
};
class MATG : RAT {
secondaryWeapon = "launch_MRAWS_green_rail_F";
secondaryWeaponItems[] = {"MRAWS_HEAT_F"};
backpackMagazines[] = {
{"MRAWS_HEAT_F", 4},
{"MRAWS_HE_F", 2}
};
};
class MATAG : Rifleman {
backpackMagazines[] = {
{"MRAWS_HEAT_F", 4},
{"MRAWS_HE_F", 2}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATAC : MATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class HATG : MATG {
secondaryWeapon = "CUP_launch_Javelin";
secondaryWeaponItems[] = {"CUP_Javelin_M"};
backpackMagazines[] = {{"CUP_Javelin_M", 1}};
};
class HATAG : MATAG {
backpackMagazines[] = {
{"HandGrenade", 1},
{"CUP_Javelin_M", 1}
};
};
class HATAC : HATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class DHATG : Rifleman {
backpack = "CUP_B_Tow_Gun_Bag";
backpackMagazines[] = {};
backpackMedicalItems[] = {};
};
class DHATAG : HMGG {
backpack = "CUP_B_TOW_Tripod_Bag";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
};
class DHATAC : Rifleman {
};
class SAMG : Rifleman {
secondaryWeapon = "CUP_launch_FIM92Stinger";
secondaryWeaponItems[] = {"CUP_Stinger_M"};
backpackMagazines[] = {{"CUP_Stinger_M", 1}};
};
class SAMAG : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"CUP_Stinger_M", 1}
};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
};
class SAMAC : SAMAG {
uniformRadios[] = {"ACRE_PRC343"};
binocular = "Binocular";
assignItems[] = {};
};
class GMGG : Rifleman {
backpack = "CUP_B_Mk19_Gun_Bag";
backpackMagazines[] = {};
backpackMedicalItems[] = {};
};
class GMGAG : HMGG {
backpack = "CUP_B_Mk19_Tripod_Bag";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
};
class GMGAC : Rifleman {
};
class MTRG : Rifleman {
backpack = "CUP_B_M252_Gun_Bag";
backpackMagazines[] = {};
backpackMedicalItems[] = {};
};
class MTRAG : MTRG {
backpack = "CUP_B_M252_Bipod_Bag";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
};
class MTRAC : Rifleman {
};
class ENG : Rifleman {
primaryWeaponItems[] = {"CUP_optic_CompM2_low", "CUP_acc_Flashlight"};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"DemoCharge_Remote_Mag", 3},
{"SLAMDirectionalMine_Wire_Mag", 2}
};
assignItems[] = {"ItemGPS"};
vestItems[] = {
{"ACE_DefusalKit", 1},
{"ACE_M26_Clacker", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class ENGA : ENG {
uniformRadios[] = {"ACRE_PRC343"};
};
class SN : Rifleman {
primaryWeapon = "CUP_srifle_M24_blk";
handgunWeapon = "hlc_Pistol_M11";
primaryWeaponItems[] = {"CUP_optic_LeupoldMk4", "CUP_bipod_VLTOR_Modpod_black"};
vestMagazines[] = {
{"CUP_5Rnd_762x51_M24", 4},
{"hlc_13Rnd_9x19_B_P228", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_5Rnd_762x51_M24", 3}
};
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class SP : Rifleman {
binocular = "ACE_VectorDay";
};
class VC : Crew {
binocular = "ACE_VectorDay";
};
class VG : Crew {
};
class VD : Crew {
};
class P : Crew {
};
class PCM : P {
};
class Vehicle {
weapons[] = {{"CUP_launch_M136", 4}};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 20},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 10},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 10},
{"CUP_1Rnd_Smoke_M203", 5},
{"CUP_FlareWhite_M203", 5},
{"ACE_HandFlare_White", 5},
{"HandGrenade", 5},
{"SmokeShell", 5}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {
};
class Truck : Vehicle {
weapons[] = {{"CUP_launch_M136", 10}};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 40},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 20},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 20},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 10},
{"CUP_1Rnd_Smoke_M203", 10},
{"CUP_FlareWhite_M203", 10},
{"SatchelCharge_Remote_Mag", 5},
{"ACE_HandFlare_White", 10},
{"MRAWS_HEAT_F", 5},
{"CUP_Javelin_M", 5},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Armored : Truck {
weapons[] = {{"CUP_launch_M136", 10}};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 40},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 20},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 20},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 10},
{"CUP_1Rnd_Smoke_M203", 10},
{"CUP_FlareWhite_M203", 10},
{"MRAWS_HEAT_F", 5},
{"SatchelCharge_Remote_Mag", 5},
{"ACE_HandFlare_White", 10},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
call compileScript ["scripts\client_gau.sqf"];
call compileScript ["scripts\client_lock.sqf"];
ark_sr_infClasses = getArray (configfile >> "Admiral" >> "UnitTemplates" >> "AAF_WOODLAND" >> "infantry");
call compileScript ["scripts\server_cqc.sqf"];
call compileScript ["scripts\server_createUnit.sqf"];
call compileScript ["scripts\server_createBase.sqf"];
raP T
version 6 EditorData sourceName ark_co36_steel_rain addons A3_Characters_F ace_nouniformrestrictions ace_parachute CUP_AirVehicles_A10 A3_Ui_F gmx_aaf_vehicles_land_tracked_gepard admiral CUP_WheeledVehicles_NewM1036 CUP_WheeledVehicles_NewSOV ark_ace_rearm CUP_WheeledVehicles_MTVR AddonsMetaData dlcs CUP_Vehicles gmx_aaf randomSeed ScenarioData CustomAttributes ; Mission T moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider u MarkerIDProvider LayerIndexProvider Camera nextID nextID nextID pos FP1A>Fdir MZ5->Kup ^Ep?)easide *X( ]@? List items Item0 Item1 . Item2 Item3 Item4 [ Item5 Item6 S Item7 Item8 Item9 , Item10 className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com . className ace_nouniformrestrictions name ACE3 - No Uniform Restrictions author ACE-Team url https://ace3.acemod.org/ className ace_parachute name ACE3 - Parachute author ACE-Team url https://ace3.acemod.org/ className CUP_AirVehicles_A10 name CUP_AirVehicles_A10 [ className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className gmx_aaf_vehicles_land_tracked_gepard name gmx_aaf_vehicles_land_tracked_gepard author Global Mobilization Extra S className Admiral name admiral author Kami className CUP_WheeledVehicles_NewM1036 name CUP_WheeledVehicles_NewM1036 className CUP_WheeledVehicles_NewSOV name CUP_WheeledVehicles_NewSOV , className ark_ace_rearm name ARK Inhouse - ACE Rearm author ARK url http://www.ark-group.org className CUP_WheeledVehicles_MTVR name CUP_WheeledVehicles_MTVR author Cyruz Header ; gameType Coop minPlayers maxPlayers $ ; Category0 P name Multiplayer Attribute0 Attribute1
nAttributes property RespawnButton expression true Value
data
singleType SCALAR value ?
property RespawnTemplates expression true Value L data \ singleType ARRAY value items Item0 data singleType STRING value None Intel
Entities Connections L T briefingName ark_co36_steel_rain overviewText What better to fight AA than A-10s? | Slot: CAS resistanceWest timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< %items $ Item0 ^
Item1 o Item2 Item3 Item4 {" Item5 % Item6 + Item7 1 Item8 4 Item9 : Item10 @ Item11 tD Item12 G Item13 M Item14 hS Item15 T Item16 W Item17 t Item18 ā Item19 w Item20 } Item21 Item22 Item23 Item24
Item25 O Item26 Item27 Item28 + Item29 |+ Item30 8 Item31 ]; Item32 > Item33 |D Item34 QJ Item35 pK L dataType Group side West Entities
Attributes i id o items Item0
Item1 Y Item2 Item3 i dataType Object PositionInfo T side West flags Attributes t id type B_officer_F Y position ɵF@L@SFt skill ? rank CAPTAIN init [this, ["faction", "CUP_USA_OCP"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init; description US Army - Commanding Officer@CO isPlayer isPlayable Y dataType Object PositionInfo side West flags Attributes id type B_medic_F position ϵF@L@7F skill ? rank SERGEANT init [this, ["faction", "CUP_USA_OCP"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init; description US Army - Platoon Medic@CO isPlayable dataType Object PositionInfo ) side West flags Attributes I id type B_Soldier_F position ӵF@L@/FI skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "Rifleman"]] call hull3_unit_fnc_init; description US Army - Platoon Rifleman@CO isPlayable dataType Object PositionInfo q side West flags Attributes id type B_officer_F i position ٵF@L@+F skill ? rank LIEUTENANT init [this, ["faction", "CUP_USA_OCP"], ["gear", "XO"], ["marker", "XO", "ColorYellow"]] call hull3_unit_fnc_init; description US Army - Executive Officer@CO isPlayable i o dataType Group side West Entities Attributes id items Item0 Item1 M dataType Object PositionInfo R side West flags Attributes r id type B_Soldier_SL_F M position yF@L@Fr skill ? rank SERGEANT init [this, ["faction", "CUP_USA_OCP"], ["gear", "SL"], ["marker", "ASL", "ColorRed"]] call hull3_unit_fnc_init; description US Army - Alpha Squad Leader@Alpha SL isPlayable M dataType Object PositionInfo side West flags Attributes id type B_medic_F position }F@L@F skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "Medic"], ["marker", "AM", "ColorRed"]] call hull3_unit_fnc_init; description US Army - Alpha Squad Medic@Alpha SL isPlayable dataType Group side West Entities Attributes id
items Item0 C Item1 Item2 Item3 U dataType Object PositionInfo side West flags Attributes id type B_Soldier_TL_F position uF@L@ѓF skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "FTL"], ["marker", "A1", "ColorRed"]] call hull3_unit_fnc_init; description US Army - Alpha 1 Fireteam Leader@Alpha 1 isPlayable dataType Object PositionInfo $ side West flags Attributes D id
type B_soldier_AR_F position wF@L@͓FD skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "AR"]] call hull3_unit_fnc_init; description US Army - Alpha 1 Automatic Rifleman@Alpha 1 isPlayable dataType Object PositionInfo w side West flags Attributes id type B_Soldier_A_F U position }F@L@U͓F skill ? init [this, ["faction", "CUP_USA_OCP"], ["gear", "AAR"]] call hull3_unit_fnc_init; description US Army - Alpha 1 Assistant Automatic Rifleman@Alpha 1 isPlayable U dataType Object PositionInfo side West flags Attributes id type B_soldier_LAT_F position ځF@L@͓F skill ? init [this, ["faction", "CUP_USA_OCP"], ["gear", "RAT"]] call hull3_unit_fnc_init; description US Army - Alpha 1 Rifleman (AT)@Alpha 1 isPlayable dataType Group side West Entities Attributes u" id {" items Item0 # Item1 Item2 Item3 5! u" dataType Object PositionInfo side West flags Attributes id type B_Soldier_TL_F position sF@L@oF skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "FTL"], ["marker", "A2", "ColorRed"]] call hull3_unit_fnc_init; description US Army - Alpha 2 Fireteam Leader@Alpha 2 isPlayable dataType Object PositionInfo side West flags Attributes $ id type B_soldier_AR_F position wF@L@F$ skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "AR"]] call hull3_unit_fnc_init; description US Army - Alpha 2 Automatic Rifleman@Alpha 2 isPlayable dataType Object PositionInfo W side West flags Attributes w id type B_Soldier_A_F 5! position {F@L@Fw skill ? init [this, ["faction", "CUP_USA_OCP"], ["gear", "AAR"]] call hull3_unit_fnc_init; description US Army - Alpha 2 Assistant Automatic Rifleman@Alpha 2 isPlayable 5! dataType Object PositionInfo ! side West flags Attributes ! id type B_soldier_LAT_F u" position F@L@F! skill ? init [this, ["faction", "CUP_USA_OCP"], ["gear", "RAT"]] call hull3_unit_fnc_init; description US Army - Alpha 2 Rifleman (AT)@Alpha 2 isPlayable u" {" dataType Group side West Entities " Attributes % id % items Item0 " Item1 [$ % dataType Object PositionInfo ^# side West flags Attributes ~# id type B_Soldier_SL_F [$ position ڱF@L@F~# skill ? rank SERGEANT init [this, ["faction", "CUP_USA_OCP"], ["gear", "SL"], ["marker", "BSL", "ColorBlue"]] call hull3_unit_fnc_init; description US Army - Bravo Squad Leader @Bravo SL isPlayable [$ dataType Object PositionInfo $ side West flags Attributes $ id type B_medic_F % position ڷF@L@F$ skill ? rank CORPORAL init [this, ["faction", "CUP_USA_OCP"], ["gear", "Medic"], ["marker", "BM", "ColorBlue"]] call hull3_unit_fnc_init; description US Army - Bravo Squad Medic@Bravo SL isPlayable % % dataType Group side West Entities &