admiral\admiral.h YgPf description.ext Cf hull3\briefing\blufor.sqf kPf hull3\briefing\civilian.sqf $e hull3\briefing\indfor.sqf $e hull3\briefing\opfor.sqf $e hull3\guns.h jPf hull3\hull3.h f hull3\LICENSE $e8 hull3\uniform.h Nf initPlayerLocal.sqf hPf
initServer.sqf kPf mission.sqm lPf zone_spawned_unit.sqf &e; class Admiral {
isEnabled = 1;
isBehaviorEnabled = 0;
groupSpawnDelay = 2;
class Events {
zone_spawned_unit = "zone_spawned_unit.sqf";
};
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class ZoneTemplates {
class Camp {
infFireteamSize = 1;
infWaypointAmount = 4;
techWaypointAmount = 3;
armourWaypointAmount = 3;
waypointBehaviours[] = {"AWARE"};
canSpawnFfvCrew = 0;
aimingAccuracy = 0.2;
aimingShake = 0.2;
aimingSpeed = 0.5;
spotDistance = 0.65;
spotTime = 1;
courage = 1;
reloadSpeed = 1;
commanding = 1;
general = 0.7;
};
};
class Camp {
defaultUnitTemplate = "CUP_RU_RATNIK_DE";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_RU_RATNIK_DE";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_RU_RATNIK_DE";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class CUP_RU_RATNIK_DE {
technicals[] = {"CUP_O_Tigr_M_233114_DESERT_PK_RU", "CUP_O_Tigr_M_233114_DESERT_KORD_RU", "CUP_O_UAZ_AGS30_RU", "CUP_O_UAZ_SPG9_RU", "CUP_O_GAZ_Vodnik_PK_RU", "CUP_O_GAZ_Vodnik_AGS_RU"};
armour[] = {"CUP_O_GAZ_Vodnik_KPVT_RU", "CUP_O_GAZ_Vodnik_BPPU_RU", "CUP_O_BTR80_DESERT_RU", "CUP_O_BTR80A_DESERT_RU", "CUP_O_T90M_DESERT_RU"};
th[] = {"CUP_O_Mi8MT_kord_RU"};
ah[] = {"CUP_O_Mi8_RU"};
};
};
};
#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Guns for hire";
onLoadMission = "Made with Hull3";
author = "Cyruz";
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 = 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 = 6;
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[] = {0,1,2,3,4,5,6,7,8,9,10,11,12};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Rain (Storm)", "Snow (Light Winds)", "Snow (Strong Winds)", "Snow (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 CfgDebriefingSections {
#if __has_include("\z\ace\addons\killtracker\killtracker.inc")
#include "\z\ace\addons\killtracker\killtracker.inc"
#endif
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
You've been hired by an anonymous Western contractor to disarm and recover a soviet-era nuclear warhead that seems to have found it's way in to Takistan. Intel tells you Russia are also aware and will be trying to recapture the device.
ENEMY FORCES
Pink Russians
FRIENDLY FORCES
ARK Platoon PMC
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Disarm and defend the nuclear warhead until it's safe to travel. HQ is in negotiation for a contract for our extraction, we're assured this will be done by the time the device is disarmed.
JIP: We have a secret one-way tunnel (don't ask) for reinforcements. ACE interact with the entrance to get to the compound.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
The weapon is in a small building that should shield it from small arms. Cover it as best you can while it's automated disarm sequence happens.
EXTRACTION PLAN
If needed there are 4 armoured offroads stashed on the east end of the village.
FIRE SUPPORT PLAN
HAT for vehicles
SPECIAL TASKS
Survive
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Nuke disarm can only happen after safety off. Will take around 25 minutes to fully complete.
Ammo boxes are carryable!
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];
// 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 SCAR_H_US {
class Rifleman {
primaryWeapon = "CUP_arifle_Mk17_STD";
primaryWeaponItems[] = {"CUP_optic_G33_HWS_COYOTE", "CUP_acc_Flashlight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_B_SCAR", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1},
{"ACE_EntrenchingTool", 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_Mk17_STD_EGLM";
handgunWeapon = "CUP_hgun_M9";
vestMagazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 4},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2},
{"CUP_15Rnd_9x19_M9", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_B_SCAR", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_FlareWhite_M203", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_Mk17_CQC";
primaryWeaponItems[] = {"CUP_optic_Eotech553_Coyote"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_20Rnd_762x51_B_SCAR", 4}};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS"};
};
class CO : Officer {
};
class XO : CO {
backpackMagazines[] = {
{"CUP_1Rnd_Smoke_M203", 8},
{"CUP_1Rnd_SmokeRed_M203", 8}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_Mk17_CQC_FG";
vestMagazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_20Rnd_762x51_B_SCAR", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
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_Mk48_des";
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 1}};
backpackMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 3}};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}
};
binocular = "ACE_VectorDay";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_Mk17_CQC_FG";
secondaryWeapon = "CUP_launch_M136";
vestMagazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_B_SCAR", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 2}
};
};
class HATG : RAT {
secondaryWeapon = "CUP_launch_Javelin";
secondaryWeaponItems[] = {"CUP_Javelin_M"};
backpackMagazines[] = {
{"CUP_Javelin_M", 1}
};
};
class HATAG : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"CUP_Javelin_M", 1}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class HATAC : Rifleman {
assignItems[] = {};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343"};
};
class P : Crew {
};
class PCM : P {
};
class Vehicle {
weapons[] = {};
magazines[] = {};
items[] = {};
medicalItems[] = {};
};
class Car : Vehicle {
weapons[] = {
{"CUP_launch_M136", 4}
};
magazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 40},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 20},
{"CUP_Javelin_M", 15}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 20},
{"ACE_splint", 6}
};
};
class Truck : Vehicle {
weapons[] = {
{"CUP_launch_M136", 10}
};
magazines[] = {
{"CUP_20Rnd_762x51_B_SCAR", 80},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_SCAR", 40},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 60},
{"CUP_1Rnd_Smoke_M203", 20},
{"CUP_1Rnd_HE_M203", 20},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
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_ION_PMC {
gear = "SCAR_H_US";
uniform = "CUP_ION_PMC";
};
};
class Gear {
#include "guns.h"
};
class Uniform {
#include "uniform.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 CUP_ION_PMC {
class Rifleman {
headGear = "CUP_H_OpsCore_Spray_NoHS";
goggles = "CUP_FR_NeckScarf2";
uniform = "CUP_I_B_PARA_Unit_11";
vest = "CUP_V_JPC_lightbelt_coy_ARM";
backpack = "ark_backpack_med";
insignia = "";
};
class Leader : Rifleman {
};
class Officer : Leader {
};
class CO : Officer {
headGear = "CUP_H_OpsCore_Covered_MCAM";
goggles = "CUP_G_Oakleys_Drk";
uniform = "CUP_I_B_PARA_Unit_1";
vest = "CUP_V_JPC_communicationsbelt_coy_ARM";
backpack = "ark_backpack_med";
};
class XO : CO {
};
class SL : Officer {
headGear = "CUP_H_OpsCore_Tan";
goggles = "CUP_G_White_Scarf_Shades";
uniform = "CUP_I_B_PARA_Unit_2";
vest = "CUP_V_JPC_tlbelt_coy_ARM";
};
class Medic : Rifleman {
headGear = "CUP_H_OpsCore_Tan";
goggles = "CUP_G_ESS_KHK";
uniform = "CUP_I_B_PARA_Unit_7";
vest = "CUP_V_JPC_medicalbelt_coy_ARM";
insignia = "";
};
class FTL : Leader {
headGear = "CUP_H_OpsCore_Tan";
goggles = "CUP_G_ESS_KHK_Scarf_Tan";
uniform = "CUP_I_B_PARA_Unit_6";
vest = "CUP_V_JPC_weaponsbelt_coy_ARM";
};
class AR : Rifleman {
goggles = "CUP_G_ESS_KHK_Scarf_Face_Tan";
uniform = "CUP_I_B_PARA_Unit_8";
};
class AAR : Rifleman {
};
class RAT : Rifleman {
goggles = "CUP_G_ESS_KHK_Scarf_Tan";
uniform = "CUP_I_B_PARA_Unit_14";
vest = "CUP_V_JPC_Fastbelt_coy_ARM";
backpack = "ark_backpack_med";
};
class HATG : RAT {
backpack = "ark_backpack_large";
};
class HATAG : FTL {
backpack = "ark_backpack_large";
};
class HATAC : AAR {
backpack = "ark_backpack_large";
};
class P : Rifleman {
headGear = "H_PilotHelmetHeli_O";
goggles = "";
uniform = "CUP_I_B_PMC_Unit_41";
vest = "CUP_V_B_JPC_Tan_Light_ARM";
backpack = "ark_backpack_small";
};
class PCM : P {
};
};
//Moar orange
PPeffect_colorC = ppEffectCreate ["ColorCorrections",1500];
PPeffect_colorC ppEffectAdjust [1,1.00178,0.00178254,[0.441474,0.278075,0,0.131016],[1.66262,0.830778,-0.149614,0.855971],[1.91943,-0.279027,0.255735,0]];
PPeffect_colorC ppEffectEnable true;
PPeffect_colorC ppEffectCommit 0;
PPeffect_grain = ppEffectCreate ["FilmGrain",1550];
PPeffect_grain ppEffectAdjust [0.0811943,0.5,0,0.2,0.1];
PPeffect_grain ppEffectEnable true;
PPeffect_grain ppEffectCommit 0;
// Nuke actions
private _startAct = [
"startAct",
"Defuse device",
"\A3\ui_f\data\igui\cfg\simpleTasks\types\use_ca.paa",
{
player playActionNow "PutDown";
[
3,
_target,
{
params ["_target"];
_target setVariable ["ark_gfh_canDisarm", false, true];
_target setVariable ["ark_gfh_canCheck", true, true];
remoteExec ["ark_gfh_fnc_disarmBomb", 2];
[["\A3\ui_f\data\map\mapcontrol\taskIconDone_ca.paa", 2.0], ["Defuse process started"]] call CBA_fnc_notify;
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Action aborted!"]] call CBA_fnc_notify;
},
"Starting defuse process..."
] call ace_common_fnc_progressBar;
},
{_target getVariable ["ark_gfh_canDisarm", false]},
{},
[],
[0,0,0.5],
3
] call ace_interact_menu_fnc_createAction;
private _checkAct = [
"checkAct",
"Check Progress",
"\A3\ui_f\data\igui\cfg\simpleTasks\types\use_ca.paa",
{
[["\A3\ui_f\data\igui\cfg\simpleTasks\types\download_ca.paa", 2.0], ["Defuse progress:"], [str ark_cc_progress + " %", 2.0]] call CBA_fnc_notify;
},
{_target getVariable ["ark_gfh_canCheck", false]},
{},
[],
[0,0,0.5],
3
] call ace_interact_menu_fnc_createAction;
private _endAct = [
"endAct",
"Finish defuse",
"\A3\ui_f\data\igui\cfg\simpleTasks\types\use_ca.paa",
{
_target setVariable ["ark_gfh_canFinish", false, true];
remoteExec ["ark_gfh_fnc_endBomb", 2];
},
{_target getVariable ["ark_gfh_canFinish", false]},
{},
[],
[0,0,0.5],
3
] call ace_interact_menu_fnc_createAction;
{
["Land_Device_disassembled_F", 0, [], _x] call ace_interact_menu_fnc_addActionToClass;
} forEach [_startAct, _checkAct, _endAct];
private _tpAct = [
"tpAct",
"Enter Tunnel",
"\A3\ui_f\data\igui\cfg\simpleTasks\types\navigate_ca.paa",
{player setPosASL (getPosASL ark_tunnelExit)},
{true},
{},
[],
[0,0,0],
3
] call ace_interact_menu_fnc_createAction;
[ark_tunnelEntry, 0, [], _tpAct] call ace_interact_menu_fnc_addActionToObject;setTimeMultiplier 0.1;
ark_gfh_hash_compatTracers = createHashMap;
ark_ghf_fnc_compatibleTracers = {
params ["_unit"];
private _wep = primaryWeapon _unit;
private _currentMag = (primaryWeaponMagazine _unit) #0;
private _newMag = ark_gfh_hash_compatTracers get _wep;
if (isNil "_newMag") then {
private _roundCount = getNumber (configfile >> "CfgMagazines" >> _currentMag >> "count");
private _tracerMags = [];
private _mags = [_wep] call CBA_fnc_compatibleMagazines;
{
if (getNumber (configfile >> "CfgMagazines" >> _x >> "tracersEvery") == 1 && { getNumber (configfile >> "CfgMagazines" >> _x >> "count") == _roundCount }) then {
private _ammo = getText (configfile >> "CfgMagazines" >> _x >> "ammo");
if (getNumber (configfile >> "CfgAmmo" >> _ammo >> "tracerStartTime") != -1) then {
_tracerMags pushback _x;
};
};
} forEach _mags;
if (_tracerMags isEqualTo []) then {
_newMag = "";
} else {
_newMag = _tracerMags #0;
};
ark_gfh_hash_compatTracers set [_wep,_newMag];
};
if (_newMag == "") exitWith {};
_unit addPrimaryWeaponItem _newMag;
_unit removeMagazines _currentMag;
_unit addMagazines [_newMag, 3];
};
ark_gfh_fnc_createCas = {
params ["_pos", "_dir"];
private _dummy = "LaserTargetCBase" createVehicle _pos;
_dummy enableSimulationGlobal false;
_dummy hideObjectGlobal true;
_dummy setVariable ["vehicle","CUP_O_Su25_Dyn_RU"];
_dummy setVariable ["type", 2];
_dummy setDir _dir;
[_dummy,nil,true] call BIS_fnc_moduleCAS;
[{deleteVehicle _this}, _dummy, 10] call CBA_fnc_waitAndExecute;
};
ark_gfh_fnc_disarmBomb = {
ark_cc_progress = 0;
[{
params ["", "_id"];
ark_cc_progress = ark_cc_progress + 1;
publicVariable "ark_cc_progress";
playSound3D ["a3\missions_f_beta\data\sounds\firing_drills\checkpoint_clear.wss", objNull, false, getPosASL ark_nuke, 2];
if (ark_cc_progress == 100) exitWith {
_id call CBA_fnc_removePerFrameHandler;
ark_nuke setVariable ["ark_gfh_canCheck", false, true];
ark_nuke setVariable ["ark_gfh_canFinish", true, true];
playSound3D ["a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss", objNull, false, getPosASL ark_nuke, 5];
};
}, 16] call CBA_fnc_addPerFrameHandler;
};
ark_gfh_fnc_endBomb = {
[false] call ark_chase_ai_fnc_enableSpawning;
{[_x] call adm_api_fnc_disableCamp} forEach [inf_1, inf_2, inf_3, inf_4, inf_5, t_1, a_1];
format ["C.I.A Bob: Thanks %1 for repairing and arming that Russian nuke. We'll have a much higher chances of securing our funding next year if Congress thinks Russia is using nuclear weapons on foreign soil. Payment will be forwarded to your families if applicable...", (name player)] remoteExec ["systemChat", -2];
ark_gfh_bombTimer = 180;
ark_gfh_bombFreq = 0.35;
private _pfh = [{
params ["", "_id"];
playSound3D ["a3\sounds_f\air\Heli_Light_01\warning.wss", ark_nuke, true, (getPosASL ark_nuke), 2.5, ark_gfh_bombFreq, 200];
ark_gfh_bombTimer = ark_gfh_bombTimer - 1;
ark_gfh_bombFreq = ark_gfh_bombFreq + 0.01;
if (ark_gfh_bombTimer isEqualTo 0) exitWith {
_id call CBA_fnc_removePerFrameHandler;
"gm_ModuleOrdnanceRocket_rocket_luna_nuc_3r10" createVehicle (getpos ark_nuke);
ark_gfh_bombTimer = nil;
ark_gfh_bombFreq = nil;
};
}, 1] call CBA_fnc_addPerFrameHandler;
};
["mission.safetytimer.ended", {ark_nuke setVariable ["ark_gfh_canDisarm", true, true]}] call hull3_event_fnc_addEventHandler;
["CAManBase", "init", {
params ["_unit"];
if (local _unit && { !isPlayer _unit }) then {
_unit call ark_ghf_fnc_compatibleTracers
};
}] call CBA_fnc_addClassEventHandler; raP
version 6 EditorData sourceName ark_co37_guns_for_hire addons A3_Characters_F A3_Modules_F A3_Modules_F_Curator_Misc CUP_CAStructures_E_Wall_Wall_L gm_objects_fortification CUP_CAMisc CUP_Misc3_Config A3_Structures_F_EPA_Mil_Scrapyard ace_cargo CUP_Misc_e_Config A3_Structures_F_Mil_Helipads A3_Structures_F_Items_Vessels ace_dragging A3_Structures_F_Civ_Market CUP_CAStructures_E_Misc_Misc_Interier CUP_CAStructures_E_Misc_Misc_Market ace_field_rations gm_structures_euro_80 A3_Props_F_Enoch_Military_Decontamination A3_Structures_F_Enoch_Commercial_FuelStation_03 ace_refuel A3_Structures_F_EPA_Civ_Constructions CUP_CAMisc_E_WF A3_Structures_F_Training Admiral ark_rotor ark_chase_ai ace_chemlights Vehicles_F_lxWS_Offroad_01 A3_Structures_F_EPC_Items_Electronics A3_Ui_F AddonsMetaData dlcs gm Enoch ws randomSeed ScenarioData | CustomAttributes Mission n moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider m MarkerIDProvider LayerIndexProvider Camera nextID # nextID nextID $ pos 7I)F2C6Edir R(*
a?up XGa?>aside ʹ? '>= List | items Item0 i Item1 Item2 q Item3 Item4 U Item5 Item6
Item7 E Item8 Item9 >
Item10 {
Item11 Item12 Item13 Item14 \ Item15 Item16 .
Item17
Item18 J Item19 Item20 O Item21 Item22 Item23 " Item24 Item25 Item26 v Item27
| className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com q className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_E_Wall_Wall_L name CUP_CAStructures_E_Wall_Wall_L U className gm_objects_fortification name gm_objects_fortification author Global Mobilization url global-mobilization.com className CUP_CAMisc name CUP_CAMisc
className CUP_Misc3_Config name CUP_Misc3_Config E className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/ >
className CUP_Misc_e_Config name CUP_Misc_e_Config {
className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ className CUP_CAStructures_E_Misc_Misc_Interier name CUP_CAStructures_E_Misc_Misc_Interier \ className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market className ace_field_rations name ACE3 - Field Rations author ACE-Team url https://ace3.acemod.org/ .
className gm_structures_euro_80 name gm_structures_euro_80 author Global Mobilization url global-mobilization.com
className A3_Props_F_Enoch name Arma 3 Contact Platform - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com J className A3_Structures_F_Enoch_Commercial name Arma 3 Contact Platform - Commercial Buildings author Bohemia Interactive url https://www.arma3.com className ace_refuel name ACE3 - Refuel author ACE-Team url https://ace3.acemod.org/ O className CUP_CAMisc_E_WF name CUP_CAMisc_E_WF className Admiral name Admiral author Kami className ark_rotor name ARK Inhouse - Rotor author ARK url http://www.ark-group.org " className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org className ace_chemlights name ace_chemlights author ACE-Team url https://ace3.acemod.org/ className Vehicles_F_lxWS name Arma 3 Western Sahara - Vehicles author Rotators Collective url https://www.arma3.com v className A3_Structures_F_EPC name Arma 3 Win Episode - Buildings and Structures 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 | author Cyruz Header gameType Coop minPlayers maxPlayers % Category0 n name Multiplayer Attribute0 5 Attribute1 nAttributes n property RespawnTemplates expression true Value t data singleType ARRAY value items Item0 data singleType STRING value None property RespawnButton expression true Value 8 n data H n singleType SCALAR value ?n Intel Entities : Connections briefingName ark_co49_guns_for_hire overviewText PMC are tasked with disarming a nuke | Default Time/Weather timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T<: !items Item0 Item1 Item2 /" Item3 ( Item4 O/ Item5 2 Item6 9 Item7 @ Item8 C Item9 bJ Item10 P Item11 U Item12 V Item13 Y Item14 Item15 w? Item16 BI Item17
K Item18 L Item19 N Item20 rP Item21 OR Item22 1] Item23 h Item24 r Item25 } Item26 0 Item27 Item28 & Item29 Item30 Item31 dataType Group side West Entities Attributes } id atlOffset 8 items Item0 Z Item1 Item2 Item3 } dataType Object PositionInfo side West flags Attributes id type B_officer_F atlOffset 8 position (FPKC Eangles ̌@ != skill ? rank CAPTAIN init [this, ["faction", "CUP_ION_PMC"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init; description ION PMC - Commanding Officer@CO isPlayer isPlayable dataType Object PositionInfo q side West flags Attributes id type B_medic_F atlOffset 8 position (FpCOEangles Y@ != skill ? rank SERGEANT init [this, ["faction", "CUP_ION_PMC"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init; description ION PMC - Platoon Medic@CO isPlayable dataType Object PositionInfo side West flags Attributes 5 id type B_Soldier_F atlOffset 8 position (F荎C/Eangles Y@ !=5 skill ? rank CORPORAL init [this, ["faction", "CUP_ION_PMC"], ["gear", "Rifleman"]] call hull3_unit_fnc_init; description ION PMC - Platoon Rifleman@CO isPlayable dataType Object PositionInfo m side West flags Attributes id type B_officer_F atlOffset 8} position (F_CEangles l@ q> skill ? rank LIEUTENANT init [this, ["faction", "CUP_ION_PMC"], ["gear", "XO"], ["marker", "XO", "ColorYellow"]] call hull3_unit_fnc_init; description ION PMC - Executive Officer@CO isPlayable } dataType Group side West Entities Attributes )" id atlOffset 8/" items Item0 Item1 )" dataType Object PositionInfo side West flags Attributes id type B_Soldier_SL_F atlOffset 8 position (FhCaEangles _@ = skill ? rank SERGEANT init [this, ["faction", "CUP_ION_PMC"], ["gear", "SL"], ["marker", "ASL", "ColorRed"]] call hull3_unit_fnc_init; description ION PMC - Alpha Squad Leader@Alpha SL isPlayable dataType Object PositionInfo ! side West flags Attributes M! id type B_medic_F atlOffset 8)" position (FvCSEangles _@ v=M! skill ? rank CORPORAL init [this, ["faction", "CUP_ION_PMC"], ["gear", "Medic"], ["marker", "AM", "ColorRed"]] call hull3_unit_fnc_init; description ION PMC - Alpha Squad Medic@Alpha SL isPlayable )" /" dataType Group side West Entities " Attributes ( id
atlOffset 8( items Item0 " Item1 _$ Item2 % Item3 Q' ( dataType Object PositionInfo H# side West flags Attributes # id type B_Soldier_TL_F atlOffset 8_$ position (FC>Eangles A@ ~=# skill ? rank CORPORAL init [this, ["faction", "CUP_ION_PMC"], ["gear", "FTL"], ["marker", "A1", "ColorRed"]] call hull3_unit_fnc_init; description ION PMC - Alpha 1 Fireteam Leader@Alpha 1 isPlayable _$ dataType Object PositionInfo $ side West flags Attributes % id
type B_soldier_AR_F atlOffset 8% position (FC^Eangles A@ ~=% skill ? rank CORPORAL init [this, ["faction", "CUP_ION_PMC"], ["gear", "AR"]] call hull3_unit_fnc_init; description ION PMC - Alpha 1 Automatic Rifleman@Alpha 1 isPlayable % dataType Object PositionInfo [&