admiral\admiral.h _bh description.ext ]bp hull3\AK12_RU.h Iab hull3\briefing\blufor.sqf n _ hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf Iab" hull3\CUP_RU_MOD_WD.h Vb hull3\hull3.h \Vb hull3\LICENSE n _8 initPlayerLocal.sqf !}^b initServer.sqf Vab mission.sqm ۓabI scripts\client_explosives.sqf z"_b scripts\client_lights.sqf ]bP scripts\client_nvgs.sqf |^b scripts\client_switch.sqf }^b scripts\server_bomb.sqf "_b scripts\server_helo.sqf }^b scripts\server_rpg.sqf B"_b, scripts\server_sim.sqf 5"_bJ class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_TK_LOC";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_TK_LOC";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_TK_LOC";
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 = "Daybreak";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 39;
};
respawn = 0;
respawndelay = 3;
respawnTemplates[] = {"Hull3_RespawnHandler"};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 1;
code = "hull3_mission_date = %1";
};
class Hull3_TimeOfDay {
title = "Time of Day";
values[] = {0,1,2,3,4,5,6,7};
texts[] = {"Dawn", "Early Morning", "Morning", "Noon", "Afternoon", "Evening", "Dusk", "Night"};
default = 1;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 0;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Storm"};
default = 2;
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 AK12_RU {
class Rifleman {
primaryWeapon = "CUP_arifle_AK12_bicolor";
primaryWeaponItems[] = {"CUP_optic_OKP_7_rail", "CUP_acc_ANPEQ_15", "CUP_muzzle_TGPA_desert"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK12_Tan_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK12_Tan_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {"CUP_NVG_1PN138"};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_AK12_GP34_bicolor";
primaryWeaponItems[] = {"CUP_optic_OKP_7_rail","CUP_acc_ANPEQ_15", "CUP_muzzle_TGPA_desert"};
handgunWeapon = "hgun_Rook40_F";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK12_Tan_M", 4},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2},
{"16Rnd_9x21_Mag", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK12_Tan_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2},
{"CUP_FlareRed_GP25_M", 2},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2}
};
assignItems[] = {"ItemGPS", "CUP_NVG_1PN138"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS", "CUP_NVG_1PN138"};
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class CO : Officer {
};
class XO : CO {
backpackMagazines[] = {
{"CUP_1Rnd_SMOKE_GP25_M", 8},
{"CUP_FlareRed_GP25_M", 8},
{"CUP_1Rnd_SmokeRed_GP25_M", 8}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_AK12_AFG_bicolor";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK12_Tan_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_545x39_AK12_Tan_M", 2}
};
assignItems[] = {"ItemGPS", "CUP_NVG_1PN138"};
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_Pecheneg_top_rail_B50_vfg";
primaryWeaponItems[] = {"CUP_optic_1P87_RIS", "CUP_acc_ANPEQ_15", "CUP_muzzle_snds_KZRZP_PK"};
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 2}};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 5}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_AK12_VG_bicolor";
secondaryWeapon = "CUP_launch_RPG7V";
secondaryWeaponItems[] = {"CUP_PG7VL_M"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK12_Tan_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK12_Tan_M", 4},
{"CUP_PG7VL_M", 2}
};
};
class SN : Rifleman {
primaryWeapon = "CUP_srifle_SVD_des";
handgunWeapon = "hgun_Rook40_F";
primaryWeaponItems[] = {"CUP_optic_PSO_1", "CUP_muzzle_snds_KZRZP_SVD_desert", "CUP_SVD_camo_d_half"};
vestMagazines[] = {
{"CUP_10Rnd_762x54_SVD_M", 4},
{"16Rnd_9x21_Mag", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_10Rnd_762x54_SVD_M", 3}
};
assignItems[] = {"ItemGPS", "CUP_NVG_1PN138"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class SP : Rifleman {
binocular = "ACE_Vector";
};
class Vehicle {
weapons[] = {
{"CUP_launch_RPG26", 2}
};
magazines[] = {
{"CUP_10Rnd_762x54_SVD_M", 20},
{"CUP_30Rnd_545x39_AK12_Tan_M", 10},
{"ACE_HandFlare_Red", 5},
{"HandGrenade", 5},
{"SmokeShell", 5}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 20},
{"ACE_splint", 4}
};
};
class Car : Vehicle {};
class Truck : Vehicle {
weapons[] = {
{"CUP_launch_RPG26", 4}
};
magazines[] = {
{"CUP_30Rnd_545x39_AK12_Tan_M", 40},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK12_Tan_M", 20},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 20},
{"CUP_1Rnd_SMOKE_GP25_M", 10},
{"CUP_PG7VL_M", 6},
{"CUP_FlareRed_GP25_M", 10},
{"SatchelCharge_Remote_Mag", 5},
{"ACE_HandFlare_Red", 10},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Armored : Truck {};
};
// BLUFOR 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
"]];
// 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","
This region of Afghanistan is contested in a proxy war between the US and Russia. Neither side is seen to be deploying troops directly to the area but rather trying to influence local relations via more shady means. This unfortunately means the US armed a local militas with AA missiles which they then used to shoot down one of our MI-26 helos. A show of strength must be sent quickly.
ENEMY FORCES
Local Afghanistani milita
FRIENDLY FORCES
Spetsnaz
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
We've got intel that two CIA operatives are being held in a local town, eliminate them. Optionally you can disable power to compound if you want an advantage in CQC.
Kill the milita leader, it will send a message that anyone working with the US will meet the same fate. He may be hiding but he's been spotted with a pickup truck outside his dwelling.
Finally destroy our downed MI-26 so we can deny any accusations of us operating in Afghanistan. Due to the 'high quality' of our explosives they're stuck on a 10 minute timer. We'll need to ensure they actually go off before leaving.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Take the objectives in the given order (required).
MOVEMENT PLAN
Vehicles are available but it's a significant risk over walking.
FIRE SUPPORT PLAN
SVD sniper/spotter team for scouting and intel.
SPECIAL TASKS
The MI-26 was carring explosives so no need to worry about bringing any (ACE action on the create at the rear of the helo).
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];
class CUP_RU_MOD_WD {
class Rifleman {
headGear = "H_HelmetAggressor_cover_F";
goggles = "G_Balaclava_blk";
uniform = "U_O_R_Gorka_01_brown_F";
vest = "CUP_V_RUS_Smersh_New_Light_ARM";
backpack = "ark_backpack_med";
insignia = "Spetsnaz223rdDetachment";
};
class Leader : Rifleman {
vest = "CUP_V_RUS_Smersh_New_Radio_ARM";
};
class Officer : Leader {};
class CO : Officer {};
class XO : CO {
backpack = "gm_ge_backpack_sem35_oli";
};
class SL : Officer {};
class Medic : Rifleman {
goggles = "CUP_G_TK_RoundGlasses_blk";
vest = "CUP_V_RUS_Smersh_New_Buttpack_ARM";
backpack = "ark_backpack_large";
insignia = "USP_PATCH_ID_MEDIC_GRN";
};
class FTL : Leader {};
class AR : Rifleman {
vest = "CUP_V_RUS_Smersh_New_Buttpack_ARM";
};
class AAR : Rifleman {};
class RAT : Rifleman {};
class SN : Rifleman {
goggles = "";
headGear = "CUP_H_RUS_Balaclava_Ratnik_Headphones";
backpack = "ark_backpack_small";
};
class SP : SN {
headGear = "CUP_H_RUS_Balaclava_Ratnik_Headphones_v2";
};
};
class Hull3 {
isEnabled = 1;
class General {
enableEnvironment = 1;
};
class MissionParams {
date[] = {
{2035, 6, 1}, // New Moon
{2035, 1, 10} // Full Moon
};
time[] = {
{3, 30}, // Dawn
{6, 20}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{18, 50}, // Dusk
{0, 0} // Night
};
};
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Gear {
#include "AK12_RU.h"
};
class Uniform {
#include "CUP_RU_MOD_WD.h"
};
class Faction {
class CUP_RU_MOD_WD {
gear = "AK12_RU";
uniform = "CUP_RU_MOD_WD";
};
};
};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.call compileScript ["scripts\client_nvgs.sqf"];
call compileScript ["scripts\client_lights.sqf"];
call compileScript ["scripts\client_switch.sqf"];
call compileScript ["scripts\client_explosives.sqf"];
call compileScript ["scripts\server_sim.sqf"];
call compileScript ["scripts\server_helo.sqf"];
call compileScript ["scripts\server_bomb.sqf"];
call compileScript ["scripts\server_rpg.sqf"];
[true, ["cia"], ["Kill the two CIA operatives held in Yanotabir", "Eliminate CIA operatives"], [9938.06,16417.2,0], "CREATED", -1, true, "kill"] call BIS_fnc_taskCreate;
[true, ["power","cia"], ["OPTIONAL: Disable power to knock out the lights", "Disable power"], [9896.13,16374.5,0], "CREATED", -1, true, "repair"] call BIS_fnc_taskCreate;
[true, ["warlord"], ["Kill the US backed local Afghani milita leader", "Eliminate local leader"], [9587.25,15353.8,0], "CREATED", -1, true, "attack"] call BIS_fnc_taskCreate;
[true, ["crash"], ["Destroy our downed MI-26 so we can deny any accusations of us operating in Afghanistan", "Destroy our downed MI-26"], [9680.28,14327.9,0], "CREATED", -1, true, "destroy"] call BIS_fnc_taskCreate;
[{!alive cia1 && !alive cia2}, {
["cia","SUCCEEDED"] call BIS_fnc_taskSetState;
["warlord","ASSIGNED"] call BIS_fnc_taskSetState;
missionNamespace setVariable ["ark_db_task1",true,false];
}] call CBA_fnc_waitUntilAndExecute;
[{!alive warlord}, {
["warlord","SUCCEEDED"] call BIS_fnc_taskSetState;
["crash","ASSIGNED"] call BIS_fnc_taskSetState;
[truck1,true] call ark_fnc_enableSim;
missionNamespace setVariable ["ark_db_task2",true,false];
call ark_db_fnc_helo;
}] call CBA_fnc_waitUntilAndExecute; raP I
version 6 EditorData sourceName ark_co38_daybreak addons . CUP_WheeledVehicles_Kamaz CUP_WheeledVehicles_UAZ A3_Soft_F_Quadbike_01 A3_Structures_F_Argo_Military_Fortifications A3_Structures_F_Items_Vessels cba_xeh A3_Structures_F_Enoch_Military_Barracks A3_Modules_F A3_Structures_F_Ind_PowerLines CUP_CAStructures_E_Misc_Misc_cables A3_Structures_F_Ind_DieselPowerPlant A3_Structures_F_Exp_Walls_BackAlleys ace_logistics_wirecutter A3_Structures_F_Civ_Garbage OPXmisc A3_Structures_F_EPA_Civ_Constructions A3_Props_F_Enoch_Industrial_Electric A3_Structures_F_Civ_Lamps A3_Characters_F_Enoch A3_Weapons_F A3_Characters_F_Enoch_Facewear ark_vests admiral CUP_Creatures_Military_TakiInsurgents CUP_CAStructures_E_HouseK A3_Props_F_Orange_Furniture CUP_Editor_Buildings_Config CUP_Editor_Structures_Config CUP_WheeledVehicles_Hilux CUP_Weapons_AK CUP_Weapons_Ammunition acre_main A3_Characters_F A3_Characters_F_Orange_Facewear A3_Weapons_F_Items ace_medical_engine ace_medical_treatment CUP_WheeledVehicles_V3S CUP_AirVehicles_MI6 A3_Data_F_ParticleEffects ark_chase_ai ark_ai_sentry ark_clear_cargo ace_nouniformrestrictions ace_explosives A3_Modules_F_Curator_Misc AddonsMetaData dlcs CUP_Vehicles Argo Enoch Expansion Contact CUP_Units ORANGE CUP_Weapons randomSeed ScenarioData CustomAttributes . Mission I moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider * LayerIndexProvider = Camera P nextID 8 = nextID P pos pFXAFdir nVX?f"k6up )L>(y?eLaside 1 F^ List )items ( Item0 Item1 Item2 9 Item3 Item4 L
Item5
Item6 Y Item7 Item8 Item9
Item10 k
Item11
Item12 s Item13 Item14 4 Item15 Item16 j Item17 Item18 S Item19 Item20 Item21 < Item22 Item23 Item24 s Item25 Item26 Item27 > Item28 Item29 = Item30 Item31 Item32 h Item33 Item34 ! Item35 Item36 Item37 d Item38 Item39 H className CUP_WheeledVehicles_Kamaz name CUP_WheeledVehicles_Kamaz className CUP_WheeledVehicles_UAZ name CUP_WheeledVehicles_UAZ 9 className A3_Soft_F name Arma 3 Alpha - Unarmored Land Vehicles author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Argo name Arma 3 Malden - Buildings and Structures author Bohemia Interactive url https://www.arma3.com L
className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com Y className A3_Structures_F_Enoch_Military name Arma 3 Contact Platform - Military Buildings and Structures 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 A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com
className CUP_CAStructures_E_Misc_Misc_cables name CUP_CAStructures_E_Misc_Misc_cables k
className A3_Structures_F_Exp name Arma 3 Apex - Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className ace_logistics_wirecutter name ACE3 - Logistics Wire Cutter author ACE-Team url http://ace3mod.com/ s className OPXmisc name OPXmisc className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com 4 className A3_Props_F_Enoch name Arma 3 Contact Platform - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className A3_Characters_F_Enoch name Arma 3 Contact Platform - Characters and Clothing author Bohemia Interactive url https://www.arma3.com j className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com className ark_vests name ARK Inhouse - Vests author ARK url http://www.ark-group.org S className Admiral name admiral author Kami className CUP_Creatures_Military_TakiInsurgents name CUP_Creatures_Military_TakiInsurgents className CUP_CAStructures_E_HouseK name CUP_CAStructures_E_HouseK < className A3_Props_F_Orange name Arma 3 Orange - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className CUP_Editor_Buildings_Config name CUP_Editor_Buildings_Config className CUP_Editor_Structures_Config name CUP_Editor_Structures_Config s className CUP_WheeledVehicles_Hilux name CUP_WheeledVehicles_Hilux className CUP_Weapons_AK name CUP_Weapons_AK className CUP_Weapons_Ammunition name CUP_Weapons_Ammunition > className acre_main name ACRE2 - Main author ACRE2Team url https://github.com/IDI-Systems/acre2 className A3_Characters_F_Orange name Arma 3 Orange - Characters and Clothing author Bohemia Interactive url https://www.arma3.com = className ace_medical_engine name ACE3 - Medical Engine author ACE-Team url http://ace3mod.com/ className ace_medical_treatment name ACE3 - Medical Treatment author ACE-Team url http://ace3mod.com/ className CUP_WheeledVehicles_V3S name CUP_WheeledVehicles_V3S h className CUP_AirVehicles_MI6 name CUP_AirVehicles_MI6 className A3_Data_F name Arma 3 - Main Configuration 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 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 d className ace_nouniformrestrictions name ACE3 - No Uniform Restrictions author ACE-Team url http://ace3mod.com/ className ace_explosives name ACE3 - Explosives author ACE-Team url http://ace3mod.com/ H className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com author Cyruz Header . gameType Coop minPlayers maxPlayers &