admiral\admiral.h ڥh description.ext a8 hull3\briefing\blufor.sqf =u[B hull3\briefing\civilian.sqf _0X hull3\briefing\indfor.sqf _0X hull3\briefing\opfor.sqf _0X hull3\CUP_BAF_WD.h
h^ hull3\hull3.h ȥh hull3\L85_BAF.h եh hull3\LICENSE _0X8 init.sqf _0X mission.sqm ۥh# class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_CHDKZ";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_CHDKZ";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_CHDKZ";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class CUP_CHDKZ {
technicals[] = {"CUP_O_UAZ_MG_CHDKZ", "CUP_O_GAZ_Vodnik_PK_RU", "CUP_O_UAZ_MG_CHDKZ", "CUP_O_UAZ_SPG9_CHDKZ","CUP_O_UAZ_AGS30_CHDKZ"};
armour[] = {"CUP_O_BRDM2_CHDKZ", "CUP_O_BRDM2_CHDKZ", "CUP_O_BRDM2_CHDKZ", "CUP_O_BTR60_CHDKZ", "CUP_O_BMP2_CHDKZ", "CUP_O_BMP2_CHDKZ"};
};
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
allowProfileGlasses = 0;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Last Guardians";
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};
texts[] = {"Dawn"};
default = 0;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {2};
texts[] = {"Heavy"};
default = 2;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {9};
texts[] = {"Storm"};
default = 9;
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";
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
With the war coming to a close, insurgent forces have retreated to the countryside. From here they conduct guerrilla operations against friendly garrisons and the civilian populace, severely hampering regeneration efforts. Intelligence handed down yeserday evening to British troops in the area suggests a major base of operations to the north of their current location. However, overnight an unexpected change in forecast has grounded all planned air support and shifted the balance of power back to the defenders. With only the element of surprise on their side, the brave men of Ark Platoon must forge ahead and bring hope to the ravaged province.
ENEMY FORCES
Recent satellite imagery shows large concentrations of infantry, plus technicals and armour in the area.
FRIENDLY FORCES
Due to time and weather constraints, we are proceeding alone for the duration.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Neutralise insurgents using the abandoned petrol station as a staging post for raids.
Capture both bridges along the MSR to limit enemy mobility and enable elements from 26 Engineer Regiment to move in and begin reconstruction efforts.
Clear and hold suspected enemy HQ, reclaiming stolen assets and destroying any weapons caches found.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Having terrosised the region for some time, the Chedaki know the terrain well. The overnight shift in weather has grounded any air support we may have otherwise received. We should proceed carefully.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Plenty of ammunition at spawn, plus one ammo truck should a mid-mission resupply become necessary.
"]];
// 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_BAF_WD {
class Rifleman {
headGear = "CUP_H_BAF_DPM_Mk6_EMPTY";
goggles = "";
uniform = "CUP_U_B_BDUv2_gloves_DPM";
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_Rifleman_ARM";
backpack = "ark_backpack_med";
insignia = "";
};
class Leader : Rifleman {
headGear = "CUP_H_BAF_DPM_Mk6_EMPTY_PRR";
uniform = "CUP_U_B_BDUv2_roll_gloves_DPM";
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_Grenadier_ARM";
};
class Officer : Leader {
headGear = "CUP_H_BAF_Officer_Beret_PRR_U";
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_Officer_ARM";
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
headGear = "CUP_H_BAF_DPM_Mk6_NETTING_PRR";
uniform = "CUP_U_B_BDUv2_roll2_gloves_DPM";
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_Medic_ARM";
backpack = "ark_backpack_large";
insignia = "";
};
class FTL : Leader {
};
class AR : Rifleman {
headGear = "CUP_H_BAF_DPM_Mk6_GOGGLES_PRR";
uniform = "CUP_U_B_BDUv2_roll2_gloves_DPM";
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_AutomaticRifleman_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
vest = "CUP_V_B_BAF_DPM_Osprey_Mk3_Scout_ARM";
};
class MMGG : AR {
backpack = "ark_backpack_large";
};
class MMGAG : AAR {
};
class MATG : RAT {
backpack = "ark_backpack_large";
};
class MATAG : AAR {
};
class MATAC : MATAG {
};
class SN : Rifleman {
headGear = "CUP_H_BAF_DPM_Mk6_NETTING_PRR";
goggles = "CUP_FR_NeckScarf2";
uniform = "CUP_U_B_BDUv2_roll_gloves_DPM";
backpack = "ark_backpack_small";
};
};
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_BAF_WD {
gear = "L85_BAF";
uniform = "CUP_BAF_WD";
};
};
class Gear {
#include "L85_BAF.h"
};
class Uniform {
#include "CUP_BAF_WD.h"
};
class MissionParams {
// Date YYYY-MM-DD
date[] = {
{2035, 6, 1}, // New Moon
{2035, 6, 12} // Full Moon
};
// Time HH24:mm
time[] = {
{4, 50}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{18, 50}, // Dusk
{0, 0} // Night
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.4, 0, 0} // Heavy
};
// Overcast, Rain, Rainbow, Lightnings, Wind Strength, Wind Gusts, Waves, Snow
weather[] = {
{-1}, // Random
{0, 0, 0, 0, 1, 0, 0, 0}, // Clear (Calm)
{0, 0, 0, 0, 5, 0, 0.25, 0}, // Clear (Light Winds)
{0, 0, 0, 0, 10, 0, 0.50, 0}, // Clear (Stong Winds)
{0.48, 0, 0, 0, 1, 0, 0, 0}, // Overcast (Calm)
{0.48, 0, 0, 0, 5, 0, 0.25, 0}, // Overcast (Light Winds)
{0.48, 0, 0, 0, 10, 0, 0.50, 0}, // Overcast (Strong Winds)
{1, 0.33, 0, 0.25, 5, 0, 0.25, 0}, // Rain (Light Winds)
{1, 0.66, 0, 0.50, 10, 0, 0.50, 0}, // Rain (Strong Winds)
{1, 1, 0, 1, 2, 0, 0.2, 0}, // Storm
};
};
};class L85_BAF {
class Rifleman {
primaryWeapon = "CUP_arifle_L85A2";
primaryWeaponItems[] = {"CUP_optic_SUSAT_3D"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 2},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 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 {
handgunWeapon = "CUP_hgun_Browning_HP";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2},
{"CUP_13Rnd_9x19_Browning_HP", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class CO : Officer {
};
class XO : CO {
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_Stanag_L85", 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_minimipara";
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 {
primaryWeapon = "CUP_arifle_L86A2";
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 1},
{"CUP_200Rnd_TE1_Red_Tracer_556x45_M249", 2}
};
binocular = "Binocular";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_M72A6";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
};
class MMGG : Rifleman {
primaryWeapon = "CUP_lmg_L7A2_Flat";
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 MATG : RAT {
secondaryWeapon = "launch_MRAWS_green_rail_F";
secondaryWeaponItems[] = {"MRAWS_HEAT55_F"};
backpackMagazines[] = {
{"MRAWS_HEAT55_F", 4}
};
};
class MATAG : Rifleman {
backpackMagazines[] = {
{"MRAWS_HEAT55_F", 4}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATAC : MATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class SN : Rifleman {
primaryWeapon = "CUP_srifle_AWM_wdl_SBPMII";
primaryWeaponItems[] = {"CUP_optic_SB_3_12x50_PMII", "CUP_bipod_Harris_1A2_BLK"};
handgunWeapon = "CUP_hgun_Browning_HP";
vestMagazines[] = {
{"CUP_20Rnd_762x51_L129_M", 4},
{"CUP_13Rnd_9x19_Browning_HP", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_L129_M", 3}
};
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Truck {
weapons[] = {
{"CUP_launch_M72A6", 20}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 100},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 80},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 60},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 40},
{"ACE_HandFlare_White", 20},
{"MRAWS_HEAT55_F", 20},
{"HandGrenade", 50},
{"SmokeShell", 50}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 100},
{"ACE_splint", 24}
};
};
};
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. raP #
version 6 EditorData sourceName ark_co37_last_guardians addons 7 A3_Characters_F A3_Weapons_F_Ammoboxes ace_cargo A3_Ui_F admiral CUP_Misc3_Config CUP_Barn_Metal CUP_CAStructures_PMC_Ruins CUP_HouseRuins A3_Structures_F_Civ_Constructions A3_Structures_F_Argo_Military_Fortifications A3_Structures_F_Civ_Garbage CUP_CAStructures_E_Misc_Misc_Market CUP_Editor_Plants_Config A3_Structures_F_Mil_Shelters CUP_Editor_Rocks_Config A3_Structures_F_Mil_Barracks A3_Structures_F_Ind_Transmitter_Tower A3_Structures_F_Households_WIP CUP_CAStructures_E_Ind_Ind_Coltan_Mine CUP_Ind_Tank A3_Structures_F_Households_Slum A3_Structures_F_Enoch_Ruins A3_Structures_F_Enoch_Wrecks A3_Structures_F_Enoch_Industrial_Farms A3_Structures_F_Enoch_Civilian_Houses A3_Structures_F_Enoch_Commercial_VillageStore_01 A3_Structures_F_EPA_Mil_Scrapyard CUP_Editor_Structures_Config CUP_CABuildings2_Misc_Cargo A3_Structures_F_Civ_Market CUP_WheeledVehicles_Datsun CUP_AirVehicles_Mi8 CUP_CAMisc CUP_WheeledVehicles_UAZ CUP_WheeledVehicles_Ural A3_Props_F_Exp_Commercial_Market A3_Structures_F_Enoch_Civilian_Camps A3_Structures_F_Enoch_Cultural_Chapel_02 A3_Structures_F_Enoch_Civilian_Sheds CUP_Misc_e_Config CUP_CAStructures_Ruins A3_Structures_F_Wrecks A3_Props_F_Enoch_Military_Garbage A3_Structures_F_Enoch_Commercial_FuelStation_03 A3_Structures_F_Enoch_Industrial_Power A3_Structures_F_Enoch_Military_Barracks CUP_WheeledVehicles_MTVR CUP_Creatures_Military_Chedaki CUP_Creatures_StaticWeapons CUP_Terrains_Winter_Plants_Trees ark_chase_ai ark_ai_sentry ark_clear_cargo A3_Modules_F AddonsMetaData K dlcs Argo Enoch CUP_Vehicles Expansion CUP_Units randomSeed ScenarioData CustomAttributes Mission # moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider Camera K nextID _ nextID nextID pos ;"BVB;kCdir 5U`A>up }SX?Yw=aside 2> X4|?K List [ /items . Item0
Item1 Item2 Item3 Item4 m Item5 Item6
Item7 C
Item8
Item9
Item10 M Item11 Item12 > Item13 Item14 Item15 c Item16 Item17 e Item18 Item19 Item20 Item21 = Item22 Item23 } Item24 Item25 h Item26 Item27 Item28 I Item29 x Item30 Item31 Item32 Item33 8 Item34 u Item35 Item36 = Item37 Item38 Item39 Item40 ( Item41 y Item42 Item43 l Item44 Item45 F className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com 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_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com m className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami- className CUP_Misc3_Config name CUP_Misc3_Config
className CUP_Barn_Metal name CUP_Barn_Metal C
className CUP_CAStructures_PMC_Ruins name CUP_CAStructures_PMC_Ruins
className CUP_HouseRuins name CUP_HouseRuins
className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com M className A3_Structures_F_Argo name Arma 3 Malden - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market > className CUP_Editor_Plants_Config name CUP_Editor_Plants_Config className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Editor_Rocks_Config name CUP_Editor_Rocks_Config c className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Households name Arma 3 - Houses author Bohemia Interactive url https://www.arma3.com e className CUP_CAStructures_E_Ind_Ind_Coltan_Mine name CUP_CAStructures_E_Ind_Ind_Coltan_Mine className CUP_Ind_Tank name CUP_Ind_Tank className A3_Structures_F_Enoch name Arma 3 Contact Platform - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Enoch_Industrial name Arma 3 Contact Platform - Industrial Structures author Bohemia Interactive url https://www.arma3.com = className A3_Structures_F_Enoch_Civilian name Arma 3 Contact Platform - Civilian Buildings author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Enoch_Commercial name Arma 3 Contact Platform - Commercial Buildings author Bohemia Interactive url https://www.arma3.com } className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Editor_Structures_Config name CUP_Editor_Structures_Config h className CUP_CABuildings2_Misc_Cargo name CUP_CABuildings2_Misc_Cargo className CUP_WheeledVehicles_Datsun name CUP_WheeledVehicles_Datsun className CUP_AirVehicles_Mi8 name CUP_AirVehicles_Mi8 I className CUP_CAMisc name CUP_CAMisc x className CUP_WheeledVehicles_UAZ name CUP_WheeledVehicles_UAZ className CUP_WheeledVehicles_Ural name CUP_WheeledVehicles_Ural className A3_Props_F_Exp name Arma 3 Apex - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Enoch_Cultural name Arma 3 Contact Platform - Cultural Buildings author Bohemia Interactive url https://www.arma3.com 8 className CUP_Misc_e_Config name CUP_Misc_e_Config u className CUP_CAStructures_Ruins name CUP_CAStructures_Ruins className A3_Structures_F_Wrecks name Arma 3 - Vehicle Wrecks author Bohemia Interactive url https://www.arma3.com = className A3_Props_F_Enoch name Arma 3 Contact Platform - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com 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_WheeledVehicles_MTVR name CUP_WheeledVehicles_MTVR className CUP_Creatures_Military_Chedaki name CUP_Creatures_Military_Chedaki ( className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons y className CUP_Terrains_Winter_Plants_Trees name CUP_Terrains_Winter_Plants_Trees author CUP Terrains - CypeRevenge, Raunhofer className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org l className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org F className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com author Dextrus Header gameType Coop minPlayers maxPlayers % Category0 D Category1 name Multiplayer Attribute0 Attribute1 nAttributes property RespawnButton expression true Value data singleType SCALAR value ? property RespawnTemplates expression true Value @ data P singleType ARRAY value t items Item0 data singleType STRING value None name Scenario Attribute0 nAttributes property Init expression if !(is3DEN) then {[] call compile _value;}; Value [ data k singleType STRING value Intel Entities C" Connections # briefingName ark_co37_last_guardians overviewText British forces fight both insurgents and the weather timeOfChanges FstartWeather >startWind forecastWeather >forecastWind forecastWaves forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T