admiral\admiral.h ĉfh description.ext ĉfw hull3\auga3_aus.h ĉfj hull3\briefing\blufor.sqf ĉfU hull3\briefing\civilian.sqf ĉf hull3\briefing\indfor.sqf ĉf hull3\briefing\opfor.sqf ĉf hull3\cup_tka_od.h ĉf hull3\hull3.h ĉf hull3\license ĉf8 hull3\mission_params.h ̘g init.sqf n _ initplayerlocal.sqf ĉf initServer.sqf X c mission.sqm ͘gs pbo.json ĉfs class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_TK_INS";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_TK_INS";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_TK_INS";
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 = "Golden Bandit";
onLoadMission = "Made with Hull3";
author = "Dextrus";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 38;
};
respawn = 0;
respawndelay = 3;
respawnTemplates[] = {"Hull3_RespawnHandler"};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 0;
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 = 7;
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 = 5;
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 CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
class AUGA3_AUS {
class Rifleman {
primaryWeapon = "hlc_rifle_auga3_b";
primaryWeaponItems[] = {"CUP_optic_leupoldmk4_cq_t", "CUP_acc_zenit_2ds"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 6},
{"hlc_30Rnd_556x45_T_AUG", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"hlc_30Rnd_556x45_B_AUG", 4},
{"hlc_30Rnd_556x45_T_AUG", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "CUP_NVG_HMNVS"};
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 = "hlc_rifle_auga3_GL_B";
handgunWeapon = "CUP_hgun_PMM";
handgunItems[] = {"cup_acc_lcu_pm_laser"};
vestMagazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 6},
{"1Rnd_HE_Grenade_shell", 4},
{"1Rnd_Smoke_Grenade_shell", 2},
{"1Rnd_SmokeRed_Grenade_shell", 2},
{"hlc_30Rnd_556x45_T_AUG", 2},
{"CUP_12Rnd_9x18_PMM_M", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"hlc_30Rnd_556x45_B_AUG", 4},
{"hlc_30Rnd_556x45_T_AUG", 2},
{"1Rnd_Smoke_Grenade_shell", 2},
{"1Rnd_SmokeRed_Grenade_shell", 2},
{"UGL_FlareWhite_F", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class CO : Officer {
};
class XO : CO {
backpackMagazines[] = {
{"1Rnd_Smoke_Grenade_shell", 8},
{"1Rnd_SmokeRed_Grenade_shell", 8}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
vestMagazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 6},
{"hlc_30Rnd_556x45_T_AUG", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"hlc_30Rnd_556x45_B_AUG", 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_arifle_RPK74M_top_rail";
vestMagazines[] = {{"CUP_60rnd_545x39_AK74M_M", 1}};
backpackMagazines[] = {
{"CUP_60rnd_545x39_AK74M_M", 4}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_60rnd_545x39_AK74M_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_RShG2";
vestMagazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 6},
{"hlc_30Rnd_556x45_T_AUG", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"hlc_30Rnd_556x45_B_AUG", 4},
{"hlc_30Rnd_556x45_T_AUG", 2}
};
};
class MMGG : Rifleman {
primaryWeapon = "CUP_lmg_PKM_top_rail_B50_vfg";
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 1}};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 4}
};
};
class MMGAG : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"hlc_30Rnd_556x45_T_AUG", 2},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 4}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATG : RAT {
secondaryWeapon = "launch_RPG32_green_F";
secondaryWeaponItems[] = {"RPG32_F"};
backpackMagazines[] = {
{"RPG32_F", 4},
{"RPG32_HE_F", 2}
};
};
class MATAG : Rifleman {
backpackMagazines[] = {
{"RPG32_F", 4},
{"RPG32_HE_F", 2}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATAC : MATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class Vehicle {
weapons[] = {
{"CUP_launch_RShG2", 4}
};
magazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 20},
{"hlc_30Rnd_556x45_T_AUG", 10},
{"CUP_60rnd_545x39_AK74M_M", 10},
{"1Rnd_Smoke_Grenade_shell", 5},
{"UGL_FlareWhite_F", 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_RShG2", 10}
};
magazines[] = {
{"hlc_30Rnd_556x45_B_AUG", 80},
{"hlc_30Rnd_556x45_T_AUG", 40},
{"CUP_60rnd_545x39_AK74M_M", 40},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 20},
{"1Rnd_Smoke_Grenade_shell", 10},
{"UGL_FlareWhite_F", 20},
{"1Rnd_HE_Grenade_shell", 20},
{"RPG32_F", 10},
{"DemoCharge_Remote_Mag", 20},
{"ACE_HandFlare_White", 10},
{"HandGrenade", 20},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 4},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Credible intel has been passed down on the location of three valuable enemy weapons caches in the Shapur area. Our task is to locate them and ensure the insurgents are left with burning scrap before sunrise.
ENEMY FORCES
Insurgent forces with some stolen armour.
FRIENDLY FORCES
Takistani Special Service Group, B Squadron
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Somewhere in the Shapur 3 compound is a blue car containing the locations of our targets. Move in and secure it.
Proceed south into Shapur e-Dalanper, locate and destroy all three weapon caches. Remember to bring charges, our supply boxes contain plenty.
In order to make your escape, you will need to secure the local airfield, do not expect the enemy to have maintained any of the aircraft there. It is entirely likely you will need to procure fuel. The old oil storage facility should have a few trucks left over.
The flight back to headquarters is a long one, the plane will require a full tank of fuel, otherwise you risk crashing into the desert.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
We aren't here to recapture lost ground, focus on the mission at hand. In and out as quickly as possible.
MOVEMENT PLAN
The sun will rise within the hour, we must move fast if we are to maintain the element of surprise.
FIRE SUPPORT PLAN
Should you require a rearm during the mission, allied militia forces have stashed ammunition in this shed in the abandoned military base.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Intel in the car can be accessed by walking up to the vehicle and using ACE interact.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];
// 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 CUP_TKA_OD {
class Rifleman {
headGear = "CUP_H_GER_M92";
goggles = "CUP_FR_Neckscarf2";
uniform = "CUP_U_O_SLA_Desert";
vest = "CUP_V_O_TK_Vest_1_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
vest = "CUP_V_O_SLA_M23_1_BRN_ARM";
uniform = "CUP_U_O_TK_MixedCamo";
};
class Officer : Leader {
headGear = "CUP_H_CZ_Pakol_headset_b_grey";
};
class CO : Officer {
headGear = "CUP_H_CZ_Pakol_headset_f_brown";
goggles = "CUP_FR_Neckscarf3";
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
uniform = "CUP_U_O_TK_Green";
backpack = "ark_backpack_large";
vest = "CUP_V_O_TK_Vest_2_ARM";
};
class FTL : Leader {
goggles = "CUP_TK_Neckscarf";
};
class AR : Rifleman {
goggles = "CUP_G_Scarf_Face_Tan";
vest = "CUP_V_O_SLA_M23_1_OD_ARM";
};
class AAR : Rifleman {
goggles = "CUP_FR_Neckscarf";
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
goggles = "CUP_G_Scarf_Face_Tan";
vest = "CUP_V_O_SLA_M23_1_BRN_ARM";
};
class MMGG : AR {
goggles = "CUP_G_Scarf_Face_White";
backpack = "ark_backpack_large";
};
class MMGAG : AAR {
uniform = "CUP_U_O_TK_MixedCamo";
goggles = "CUP_G_Scarf_Face_White";
};
class MATG : RAT {
backpack = "ark_backpack_large";
};
class MATAG : AAR {
uniform = "CUP_U_O_TK_MixedCamo";
};
class MATAC : MATAG {
};
};
class Hull3 {
isEnabled = 1;
#include "mission_params.h"
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_TKA_OD {
gear = "AUGA3_AUS";
uniform = "CUP_TKA_OD";
};
};
class Gear {
#include "AUGA3_AUS.h"
};
class Uniform {
#include "CUP_TKA_OD.h"
};
};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 MissionParams {
// Date YYYY-MM-DD
date[] = {
{2035, 6, 1}, // New Moon
{2035, 6, 12} // Full Moon
};
// Time HH24:mm
time[] = {
{4, 00}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{18, 50}, // Dusk
{3, 30} // Night
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.6, 0, 0} // Heavy
};
weather[] = {
{-1}, // Random 0
// Overcast, Rain, Rainbow, Lightnings, Wind Strength, Wind Gusts, Waves
{0, 0, 0, 0, 1, 0, 0}, // Clear (Calm) 1
{0, 0, 0, 0, 5, 0, 0.25}, // Clear (Light Winds) 2
{0, 0, 0, 0, 10, 0, 0.50}, // Clear (Stong Winds) 3
{0.48, 0, 0, 0, 1, 0, 0}, // Overcast (Calm) 4
{0.48, 0, 0, 0, 5, 0, 0}, // Overcast (Light Winds) 5
{0.48, 0, 0, 0, 10, 0, 0.50}, // Overcast (Strong Winds) 6
{1, 1, 0, 0.25, 5, 0, 0.25}, // Rain (Light Winds) 7
{1, 1, 0, 0.50, 10, 0, 0.50}, // Rain (Strong Winds) 8
{1, 1, 0, 1, 20, 0, 1} // Storm 9
};
};ark_reveal_intel = [
"revealIntel",
"Search for Intel",
"\a3\ui_f\data\igui\cfg\simpletasks\types\download_ca.paa",
{
[
20,
"",
{
intel setVariable ["ark_var_isStopped", true, true];
"cache_1" setMarkerAlpha 1;
"cache_2" setMarkerAlpha 1;
"cache_3" setMarkerAlpha 1;
hint parseText "Intel has been acquired.";
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Search interrupted!"]] call CBA_fnc_notify;
},
"Digging through the glove box..."
] call ace_common_fnc_progressBar;
},
{!(intel getVariable ["ark_var_isStopped", false])},
{},
[],
[0,0,0],
10 // Distance
] call ace_interact_menu_fnc_createAction;
[intel, 0, ["ACE_MainActions"], ark_reveal_intel] call ace_interact_menu_fnc_addActionToObject;
"cache_1" setMarkerPosLocal getpos (cache_1);
"cache_2" setMarkerPosLocal getpos (cache_2);
"cache_3" setMarkerPosLocal getpos (cache_3);["AT_ADMIRAL_CLASSNAME", "init", {
params ["_unit"];
if (local _unit) then {
private _pWep = primaryWeapon _unit;
_unit setVariable ["ark_var_pwep", _pWep, false];
_unit removeWeapon _pWep;
_unit addEventHandler ["Fired", {
params ["_unit", "_weapon"];
if (local _unit) then {
if (_weapon isEqualTo "CUP_launch_RPG7V") then {
_unit addWeapon (_unit getVariable "ark_var_pwep");
_unit removeEventHandler ["Fired", _thisEventHandler];
};
};
}];
}
}] call CBA_fnc_addClassEventHandler; raP o
version 6 EditorData sourceName ark_co37_golden_bandit addons # A3_Characters_F CUP_Misc_e_Config CUP_Editor_Rocks_Config gmx_tak_vehicles_land_tracked_ural4320 CUP_Misc3_Config A3_Weapons_F_Ammoboxes ace_cargo A3_Props_F_Enoch_Military_Camps A3_Ui_F CUP_Creatures_Military_TakiInsurgents CUP_WheeledVehicles_Hilux CUP_WheeledVehicles_Volha admiral ark_chase_ai gm_weapons_ammoboxes CUP_TrackedVehicles_T55 A3_Structures_F_Argo_Military_Fortifications A3_Structures_F_Enoch_Military_Barracks CUP_CAMisc A3_Structures_F_EPA_Mil_Scrapyard CUP_CABuildings2_Misc_Cargo A3_Structures_F_Ind_Cargo CUP_CAStructures_E_Ind_Ind_Shed gmx_tak_vehicles_air_planes_l410 A3_Structures_F_Items_Vessels cba_xeh A3_Structures_F_Walls A3_Structures_F_Exp_Walls_Slum A3_Structures_F_EPA_Civ_Constructions gmx_tak_vehicles_land_tracked_ural375d CUP_Creatures_StaticWeapons A3_Modules_F ark_clear_cargo ark_ai_sentry gm_objects_fortification AddonsMetaData dlcs gmx_tak Contact CUP_Units CUP_Vehicles gm Argo Enoch Expansion randomSeed ScenarioData < CustomAttributes Mission 0 o moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider 8 MarkerIDProvider K LayerIndexProvider ^ Camera q nextID 0 K nextID ^ nextID q pos dDpCeQDdir PSup ~L?rҾaside d. x43:? List < !items Item0 d Item1 Item2 * Item3 s Item4 Item5 8 Item6 Item7
Item8
Item9 - Item10 Item11 Item12 , Item13 Item14 Item15 w
Item16
Item17 P Item18 Item19 , Item20 Item21 Item22 Item23 Item24 q Item25 Item26 Item27 Item28 ] Item29 Item30 K Item31 < className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className CUP_Misc_e_Config name CUP_Misc_e_Config * className CUP_Editor_Rocks_Config name CUP_Editor_Rocks_Config s className gmx_tak_vehicles_land_tracked_ural4320 name gmx_tak_vehicles_land_tracked_ural4320 author Global Mobilization Extra className CUP_Misc3_Config name CUP_Misc3_Config 8 className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/
className A3_Props_F_Enoch name Arma 3 Contact Platform - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com
className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com - className CUP_Creatures_Military_TakiInsurgents name CUP_Creatures_Military_TakiInsurgents className CUP_WheeledVehicles_Hilux name CUP_WheeledVehicles_Hilux className CUP_WheeledVehicles_Volha name CUP_WheeledVehicles_Volha , className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami- className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org className gm_weapons_ammoboxes name gm_weapons_ammoboxes author Global Mobilization url global-mobilization.com w
className CUP_TrackedVehicles_T55 name CUP_TrackedVehicles_T55
className A3_Structures_F_Argo name Arma 3 Malden - Buildings and Structures author Bohemia Interactive url https://www.arma3.com P className A3_Structures_F_Enoch_Military name Arma 3 Contact Platform - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CAMisc name CUP_CAMisc , className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CABuildings2_Misc_Cargo name CUP_CABuildings2_Misc_Cargo className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_E_Ind_Ind_Shed name CUP_CAStructures_E_Ind_Ind_Shed className gmx_tak_vehicles_air_planes_l410 name gmx_tak_vehicles_air_planes_l410 author Global Mobilization Extra q className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Exp name Arma 3 Apex - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className gmx_tak_vehicles_land_tracked_ural375d name gmx_tak_vehicles_land_tracked_ural375d author Global Mobilization Extra className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons ] className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org K className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org className gm_objects_fortification name gm_objects_fortification author Global Mobilization url global-mobilization.com < author Dextrus Header _ gameType Coop minPlayers maxPlayers % Category0 0 name Multiplayer Attribute0 Attribute1 i nAttributes 0 property RespawnButton expression true Value 3 i data C i singleType SCALAR value ?i property RespawnTemplates expression true Value 0 data 0 singleType ARRAY value 0 items Item0 0 data 0 singleType STRING value None 0 Intel ` Entities Connections } o briefingName ark_co37_golden_bandit overviewText Takistani operators destroy insurgent caches in a pre-dawn raid timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T<