admiral\admiral.h R[ cba_settings.sqf l[, description.ext lb hull3\briefing\blufor.sqf 6lb hull3\briefing\civilian.sqf R[ hull3\briefing\indfor.sqf R[ hull3\briefing\opfor.sqf R[ hull3\brit_60_od.h _ hull3\fal_60s.h lbH hull3\hull3.h @\
hull3\license R[8 initplayerlocal.sqf %g initserver.sqf A%g
mission.sqm %g> zone_spawned_unit.sqf [ class Admiral {
isEnabled = 1;
class Events {
zone_spawned_unit = "zone_spawned_unit.sqf";
};
class Camp {
defaultUnitTemplate = "ARK_NVA";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "ARK_NVA";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "ARK_NVA";
defaultZoneTemplate = "Cqc";
};
};force ace_mk6mortar_useAmmoHandling = false;#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Malayan Emergency";
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 = 1;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2,3};
texts[] = {"None", "Light", "Heavy", "Jungle Mist"};
default = 3;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9,10};
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", "Jungle Weather"};
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";
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
In June 1948 a state of emergency was declared in Malaya, South East Asia, after the murder of three rubber planters by the Malayan Races’ Liberation Army (MRLA), a guerrilla army pursuing an independent Malaya. After 12 years of Commonwealth fighting we've deployed the Royal Marines to use a blitzkrieg style attack on 3 key MRLA points to try and turn the tide of the conflict.
ENEMY FORCES
MRLA
FRIENDLY FORCES
Royal Marines
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Use your high mobility to hit three key strategic targets.
Objective A - The Outpost: The MRLA have occupied a shelled village and are using it as a command post. Your first LZ is mapped out for you already due to planning time constraints, you'll need to pick the rest yourself.
Objective B - The Fire base: This is an MRLA artillery position they use to shell local towns, attacking this will likely cause a counter-attack.
Objective C - The Camp: MRLA HQ, clear the area and make sure to destory any armour. Hold til you've won or extract if you can't
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Find close but safe LZs, bounce around the AO doing cool stuff.
MOVEMENT PLAN
Puma power
FIRE SUPPORT PLAN
Not really
SPECIAL TASKS
Fast rope if you dare, we'd recommend less than 40m height.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Complete objectives in order as AI is cleaned up.
"]];
// 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 BRIT_60_OD {
class Rifleman {
headGear = "CUP_H_SLA_BeanieGreen";
goggles = "";
uniform = "usm_bdu_odg";
vest = "CUP_V_B_ALICE_ARM";
backpack = "CUP_B_AlicePack_OD";
};
class Leader : Rifleman {
vest = "V_TacChestrig_grn_F_ARM";
};
class Officer : Leader {
headGear = "MNP_Beret_RM";
};
class Crew : Rifleman {
headGear = "CUP_H_BAF_PILOT";
uniform = "usm_bdu_odg";
};
class CO : Officer {};
class XO : CO {
backpack = "usm_pack_st138_prc77";
};
class SL : Officer {};
class Medic : Rifleman {
backpack = "ark_backpack_med";
};
class FTL : Leader {
headGear = "usm_bdu_boonie_odg";
};
class AR : Rifleman {
backpack = "ark_backpack_large";
};
class AAR : Rifleman {};
class RAT : Rifleman {};
class P : Crew {};
};
class FAL_60s {
class Rifleman {
primaryWeapon = "CUP_arifle_Gewehr1";
primaryWeaponItems[] = {};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_20Rnd_762x51_FNFAL_M", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_FNFAL_M", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {{"ACE_Flashlight_KSF1", 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_Gewehr1";
vestMagazines[] = {
{"CUP_20Rnd_762x51_FNFAL_M", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_FNFAL_M", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 2}
};
assignItems[] = {};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC148"};
};
class Crew : Rifleman {
primaryWeapon = "";
handgunWeapon = "CUP_hgun_Colt1911";
uniformMagazines[] = {
{"ACE_HandFlare_Red", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC148"};
vestMagazines[] = {{"CUP_7Rnd_45ACP_1911", 4}};
backpackMagazines[] = {};
assignItems[] = {};
};
class CO : Officer {
};
class XO : CO {
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
vestMagazines[] = {
{"CUP_20Rnd_762x51_FNFAL_M", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_20Rnd_762x51_FNFAL_M", 2}
};
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC148"};
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_FNMAG";
primaryWeaponItems[] = {};
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 2}};
backpackMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_Gewehr1";
secondaryWeapon = "CUP_launch_MAAWS";
secondaryWeaponItems[] = {"CUP_MAAWS_HEAT_M"};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_MAAWS_HEAT_M", 2},
{"CUP_MAAWS_HEDP_M", 1}
};
};
class P : Crew {
};
class Vehicle {
weapons[] = {};
magazines[] = {
{"CUP_20Rnd_762x51_FNFAL_M", 15},
{"CUP_20Rnd_762x51_FNFAL_M", 15},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 10},
{"ACE_HandFlare_White", 5},
{"HandGrenade", 5},
{"SmokeShell", 5}
};
items[] = {{"Toolkit", 1}};
radios[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {
};
class Truck : Vehicle {
weapons[] = {};
magazines[] = {
{"CUP_20Rnd_762x51_FNFAL_M", 40},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_FNFAL_M", 20},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 50},
{"SatchelCharge_Remote_Mag", 5},
{"CUP_MAAWS_HEAT_M", 20},
{"CUP_MAAWS_HEDP_M", 10},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"Toolkit", 1}
};
radios[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Armored : Truck {};
};
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 MissionParams {
// Date YYYY-MM-DD
date[] = {
{1960, 6, 1}, // New Moon
{1960, 6, 12} // Full Moon
};
// Time HH24:mm
time[] = {
{4, 50}, // Dawn
{6, 30}, // 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
{0.25, 0.05, 100} // Jungle Mist
};
// Overcast, Rain, Rainbow, Lightnings, Wind Strength, Wind Gusts, Waves, Humidity
weather[] = {
{-1}, // Random
{0, 0, 0, 0, 0, 0, 0, 0}, // Clear (Calm)
{0.01, 0, 0, 0, 0.25, 0.5, 0.25, 0.2}, // Clear (Light Winds)
{0.01, 0, 0, 0, 0.50, 0.75, 0.75, 0.2}, // Clear (Stong Winds)
{0.48, 0, 0, 0, 0, 0, 0.1, 0.2}, // Overcast (Calm)
{0.48, 0, 0, 0, 0.25, 0.5, 0.25, 0.2}, // Overcast (Light Winds)
{0.48, 0, 0, 0, 0.50, 0.75, 0.75, 0.2}, // Overcast (Strong Winds)
{1, 1, 0, 0, 0.25, 0.5, 0.75, 0.9}, // Rain (Light Winds)
{1, 1, 0, 0, 0.50, 0.75, 0.75, 0.9}, // Rain (Strong Winds)
{1, 1, 0, 1, 0.75, 1, 1, 1}, // Storm
{1, 0, 0, 0, 0, 0, 0, 0} // Jungle Weather
};
};
class Gear {
#include "FAL_60s.h"
};
class Uniform {
#include "BRIT_60_OD.h"
};
class Faction {
class USM_USA_70_OD {
gear = "FAL_60s";
uniform = "BRIT_60_OD";
};
};
};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.{_x hideObject true} forEach nearestTerrainObjects
[
[worldSize/2, worldSize/2],
["hide","bush"],
worldSize,
false
];ark_fnc_rb_mortarController = {
[{
params ["_args", "_id"];
if (!alive morGunner) exitWith {
[_this #1] call CBA_fnc_removePerFrameHandler;
};
[morGunner] spawn ark_fnc_rb_mortarDoFire;
}, 45] call CBA_fnc_addPerFrameHandler;
};
ark_fnc_rb_mortarDoFire = {
params ["_unit"];
private _radius = 150;
private _nearPlayers = playableUnits select {_x inArea secondObjective};
private _target = getPos (selectRandom _nearPlayers);
if (_target isEqualTo []) then {
_radius = 500;
_target = getPos _unit;
};
private _mortarAmount = random [3,5,7];
for "_i" from 1 to _mortarAmount do {
private _targetAdj = [(_target #0) + ((_radius)*sin(random 360)), (_target #1) + ((_radius)*cos(random 360)), (_target #2)];
if (_targetAdj inRangeOfArtillery [[_unit], "8Rnd_82mm_Mo_shells"] ) then {
_unit doArtilleryFire [_targetAdj, "8Rnd_82mm_Mo_shells", 1];
} else {
diag_log format ["ARK MORTARS -- %2 out of range of %1", _unit, _targetAdj];
};
sleep 3;
};
private _mortar = vehicle _unit;
_mortar setVehicleAmmoDef 1;
_mortar setVehicleAmmo 1;
};
ark_fnc_cleanUpAI = {
params ["_trigger"];
private _side = [adm_camp_defaultUnitTemplate] call adm_common_fnc_getUnitTemplateSide;
{
if ((side _x == _side) && (!isPlayer _x) && (_x inArea _trigger)) then {
if (isNull objectParent _x) then {
deleteVehicle _x;
} else {
private _vehicle = objectParent _x;
{_vehicle deleteVehicleCrew _x} forEach crew _vehicle;
deleteVehicle _vehicle;
};
};
} forEach allUnits;
};
["ARK_NVA_Soldier_LAT_F", "init", {
params ["_unit"];
if (local _unit) then {
_unit removeWeapon (primaryWeapon _unit);
_unit addEventHandler ["Fired", {
params ["_unit", "_weapon"];
if (local _unit) then {
if (_weapon isEqualTo "CUP_launch_RPG7V") then {
_unit addWeapon "CUP_arifle_AKM_Early";
_unit removeEventHandler ["Fired", _thisEventHandler];
};
};
}];
}
}] call CBA_fnc_addClassEventHandler;
setTimeMultiplier 0.25;
[{["ace_medical_playerDamageThreshold", 10, true, "server"] call CBA_settings_fnc_set}] call CBA_fnc_execNextFrame; raP >
version 6 EditorData | sourceName ark_co37_malayan_emergency addons A3_Characters_F ace_nouniformrestrictions CUP_AirVehciles_SA330 CUP_WheeledVehicles_BTR40 ark_custom_units admiral A3_Structures_F_Argo_Military_Fortifications CUP_WheeledVehicles_Ural aif_arma1buildings ark_ai_sentry CUP_Creatures_StaticWeapons CUP_TrackedVehicles_T55 A3_Structures_F_Argo_Military_Bunkers A3_Structures_F_Exp_Civilian_Slum_03 A3_Modules_F ark_chase_ai A3_Ui_F AddonsMetaData dlcs CUP_Vehicles Argo CUP_Units Expansion randomSeed ScenarioData CustomAttributes q Mission
> moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider 0 MarkerIDProvider C LayerIndexProvider V Camera i nextID C nextID V nextID f i pos
nDC.Ddir 2!RW?up o{[?L?aside {? <> List items Item0 Item1 % Item2 Item3 Item4 : Item5 Item6 Item7 Item8 Item9 ) Item10 Item11 Item12 . Item13 Item14 =
Item15
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 CUP_AirVehciles_SA330 name CUP_AirVehciles_SA330 className CUP_WheeledVehicles_BTR40 name CUP_WheeledVehicles_BTR40 : className ark_custom_units name ARK Inhouse - Custom Units author ARK url http://www.ark-group.org className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami- className A3_Structures_F_Argo name Arma 3 Malden - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_WheeledVehicles_Ural name CUP_WheeledVehicles_Ural className aif_arma1buildings name aif_arma1buildings ) className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons className CUP_TrackedVehicles_T55 name CUP_TrackedVehicles_T55 . className A3_Structures_F_Exp_Civilian name Arma 3 Apex - Civilian Buildings 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 =
className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org
className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com author Cyruz Header 9 q gameType Coop minPlayers maxPlayers % q Category0 Category1
name Multiplayer Attribute0 Attribute1 R nAttributes
property RespawnButton expression true Value R data , R singleType SCALAR value ?R property RespawnTemplates expression true Value
data
singleType ARRAY value
items Item0
data
singleType STRING value None
name Scenario Attribute0 Q
nAttributes
property cba_settings_hasSettingsFile expression false Value
data
singleType BOOL value
Intel Entities Connections 7 > briefingName ark_co43_malayan_emergency overviewText 1960s Brits take to Jungle | Leave default weather/time | Slot: TH timeOfChanges FstartWeather >startWind forecastWeather >forecastWind forecastWaves forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< items Item0 Item1 p Item2 Item3 ! Item4 ' Item5 + Item6 2 Item7 8 Item8 Y<