admiral\admiral.h 2"`9 description.ext [:bt hull3\ACRE.h :b hull3\briefing\indfor.sqf &d hull3\briefing\opfor.sqf *`J hull3\hull3.h za hull3\LICENSE n _8 hull3\RECON_G.h &d/ hull3\RECON_U.h '`V hull3\SAR_G.h aT hull3\SAR_U.h `7 init.sqf n _ initPlayerLocal.sqf $&d initServer.sqf &d mission.sqm 2&dpb class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Cqc";
};
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"},
{"east", "resistance", "friend"},
{"resistance", "east", "friend"},
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Dead Dryad";
onLoadMission = "Made with Hull3";
author = "Dextrus";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 36;
};
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 = 5;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 1;
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 = 7;
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 ACRE {
class ShortRange {
channels[] = {
{"ALPHA", 1},
{"BRAVO", 2},
{"CHARLIE", 3},
{"RECON", 1}
};
};
};// INDFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Returning from a long-range patrol, our team was shot down over enemy territory, likely by SPAAG. With daylight dwindling, headquarters will be scrambling a CSAR team to locate the us, racing both the night and the rapidly approaching enemy. Until then, we are on our own.
ENEMY FORCES
Horizon Island Legion regulars.
FRIENDLY FORCES
Whoever survived the crash. A CSAR force are mobilising to rescue us, but they may be some time.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Find your way back to base. This can be achieved either on foot, by signalling to the rescue team searching for you or finding your own means of escape.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
MOVEMENT PLAN
We know moving east will lead us to safety. However, we are deep in enemy territory and they are sure to have outposts dotted around, maybe we will find something to aid our rescue in one of them.
FIRE SUPPORT PLAN
The helicopter contains additional supplies but not much, so we will have to pick our battles. One of the pilots should have been carrying a flare gun, too.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Safety automatically comes off after 2 minutes.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];// OPFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Returning from a long-range patrol, a Spetsnaz recon team was shot down over enemy territory. With daylight dwindling, we must quickly scramble our CSAR team to locate the survivors, racing both the night and the rapidly approaching enemy.
ENEMY FORCES
Horizon Island Legion regulars.
FRIENDLY FORCES
Our platoon of search and rescue specialists. Plus a six-man recon team and the three-man air crew transporting them.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Locate the crash survivors and return them to base. All we know for sure is they were returning from somewhere west of us. Due to the secretive nature of the mission, the helicopter was not fitted with any electronic devices that might give away it's location.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
That recon team can look after themselves, but night is falling fast. Get our boys home before the sun goes down or everyone's job will become far more difficult.
MOVEMENT PLAN
West of the river is enemy territory, so take care to avoid hostile camps and outposts.
Take care when planning your search paths. Recent intel has located SPAAG positions here and here. There may very well also be more that haven't yet been identified.
FIRE SUPPORT PLAN
We have three transport helicopters at our disposal, plus an Mi-24 for close air support. Don't forget it also has limited capacity to carry troops. Make use of that function should the situation arise.
SPECIAL TASKS
Find and destroy the downed helicopter to prevent it falling into enemy hands.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Safety automatically comes off after 2 minutes.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];class Hull3 {
isEnabled = 1;
#include "ACRE.h"
class Briefing {
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
};
class Faction {
class SAR {
gear = "SAR_G";
uniform = "SAR_U";
languages[] = {{"east", 100}};
side = "east";
};
class RECON {
gear = "RECON_G";
uniform = "RECON_U";
languages[] = {{"east", 100}};
side = "resistance";
};
};
class Gear {
#include "RECON_G.h"
#include "SAR_G.h"
};
class Uniform {
#include "RECON_U.h"
#include "SAR_U.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 RECON_G {
class Rifleman {
primaryWeapon = "CUP_arifle_AK74M_railed_camo";
primaryWeaponItems[] = {"CUP_acc_zenit_2ds", "CUP_muzzle_tgpa_woodland"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_camo_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch","CUP_NVG_1PN138"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_AK74M_GL_railed_camo";
handgunWeapon = "hgun_Rook40_F";
handgunItems[] = {"muzzle_snds_l"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 6},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 1},
{"16Rnd_9x21_Mag", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_camo_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_Flarered_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2}
};
binocular = "Binocular";
};
class Officer : Leader {
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
primaryWeaponItems[] = {"CUP_acc_zenit_2ds"};
handgunWeapon = "gm_wz78_blk";
handgunItems[] = {"gm_1Rnd_265mm_flare_single_red_DM13"};
uniformMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 2},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2}
};
backpackMagazines[] = {};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
primaryWeaponItems[] = {"CUP_acc_zenit_2ds", "CUP_muzzle_tgpa"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_545x39_AK74M_camo_M", 2}
};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
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_woodland";
primaryWeaponItems[] = {"cup_muzzle_snds_kzrzp_pk_woodland"};
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 1},
{"HandGrenade", 1},
{"SmokeShell", 1}
};
backpackMagazines[] = {{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 3}
};
};
class AAR : Rifleman {
primaryWeaponItems[] = {"CUP_acc_zenit_2ds", "CUP_muzzle_tgpa_woodland", "optic_mrco"};
binocular = "Binocular";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_RPG26";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1}
};
backpackItems[] = {{"CUP_launch_RPG26", 2}};
};
class P : Crew {
};
class PCM : P {
};
class Heli {
weapons[] = {
{"CUP_launch_RPG26", 3}
};
magazines[] = {
{"CUP_30Rnd_545x39_AK74M_camo_M", 20},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK_camo_M", 10},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 10},
{"CUP_1Rnd_SMOKE_GP25_M", 10},
{"CUP_1Rnd_HE_GP25_M", 8},
{"DemoCharge_Remote_Mag", 6},
{"ACE_HandFlare_red", 2},
{"CUP_Flarered_GP25_M", 2},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};class RECON_U {
class Rifleman {
headGear = "CUP_H_FR_BandanaGreen";
goggles = "";
uniform = "CUP_U_O_RUS_VSR98_worn_VDV_rolled_up_gloves2";
vest = "V_SmershVest_01_F_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
uniform = "CUP_U_O_RUS_VSR98_worn_gloves_VDV";
headgear = "H_Booniehat_oli";
vest = "V_SmershVest_01_radio_F_ARM";
};
class Officer : Leader {
headgear = "H_Cap_oli_hs";
};
class Crew : Rifleman {
headGear = "gm_gc_headgear_zsh3_wht";
goggles = "";
vest = "CUP_V_CZ_vest20_ARM";
uniform = "CUP_U_B_USArmy_PilotOverall";
backpack = "ark_backpack_small";
};
class SL : Officer {
};
class Medic : Rifleman {
backpack = "ark_backpack_large";
};
class FTL : Leader {
};
class AR : Rifleman {
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
};
class P : Crew {
};
class PCM : P {
};
};
class SAR_G {
class Rifleman {
primaryWeapon = "CUP_arifle_AK74M";
primaryWeaponItems[] = {"CUP_optic_kobra", "CUP_acc_zenit_2ds", "CUP_muzzle_mfsup_flashhider_545x39_black"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch","CUP_NVG_1PN138"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_AK74M_GL";
handgunWeapon = "hgun_Rook40_F";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 1},
{"16Rnd_9x21_Mag", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 2},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_FlareWhite_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
primaryWeaponItems[] = {};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_30Rnd_545x39_AK74M_M", 4}};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS", "ACE_NVG_Wide"};
};
class CO : Officer {
};
class XO : CO {
backpackMagazines[] = {
{"CUP_1Rnd_SMOKE_GP25_M", 8},
{"CUP_FlareWhite_GP25_M", 8},
{"CUP_1Rnd_SmokeRed_GP25_M", 8}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
primaryWeaponItems[] = {"CUP_acc_zenit_2ds", "CUP_muzzle_mfsup_flashhider_545x39_black"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_545x39_AK74M_M", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
backpackMedicalItems[] = {
{"ACE_fieldDressing", 30},
{"ACE_morphine", 30},
{"ACE_epinephrine", 30},
{"ACE_bloodIV_500", 24},
{"ACE_splint", 4}
};
};
class FTL : Leader {
};
class AR : Rifleman {
primaryWeapon = "CUP_arifle_RPK74M";
vestMagazines[] = {{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 2}};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 6}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_RPG7V";
secondaryWeaponItems[] = {"CUP_PG7VL_M"};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_PG7VL_M", 2}
};
};
class P : Crew {
};
class PCM : P {
};
class Vehicle {
weapons[] = {
{"CUP_launch_RPG26", 2}
};
magazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 20},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 10},
{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 10},
{"CUP_1Rnd_SMOKE_GP25_M", 5},
{"CUP_PG7VL_M", 2},
{"ACE_HandFlare_White", 5},
{"HandGrenade", 5},
{"CUP_FlareWhite_GP25_M", 5},
{"SmokeShell", 5}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {
};
class Truck : Vehicle {
weapons[] = {
{"CUP_launch_RPG26", 4}
};
magazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 40},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 20},
{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 20},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 10},
{"CUP_1Rnd_SMOKE_GP25_M", 10},
{"CUP_PG7VL_M", 12},
{"SatchelCharge_Remote_Mag", 5},
{"ACE_HandFlare_White", 10},
{"CUP_FlareWhite_GP25_M", 10},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Armored : Truck {
weapons[] = {{"CUP_launch_RPG26", 4}};
magazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 40},
{"CUP_30Rnd_TE1_Green_Tracer_545x39_AK74M_M", 20},
{"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK74M_M", 20},
{"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M", 10},
{"CUP_1Rnd_SMOKE_GP25_M", 10},
{"CUP_PG7VL_M", 12},
{"SatchelCharge_Remote_Mag", 5},
{"ACE_HandFlare_White", 10},
{"CUP_FlareWhite_GP25_M", 10},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};class SAR_U {
class Rifleman {
headGear = "CUP_H_RUS_Altyn";
goggles = "";
uniform = "CUP_U_O_RUS_VSR93_worn_gloves_VDV";
vest = "CUP_Vest_RUS_6B45_Sh117_Nut_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
headGear = "CUP_H_RUS_Altyn_Goggles";
vest = "CUP_Vest_RUS_6B45_Sh117_VOG_Nut_ARM";
uniform = "CUP_U_O_RUS_VSR93_worn_VDV_rolled_up";
};
class Officer : Leader {
headGear = "CUP_H_RUS_Cap_EMR";
goggles = "";
};
class Crew : Rifleman {
headGear = "gm_gc_headgear_zsh3_wht";
goggles = "";
vest = "CUP_V_CZ_vest20_ARM";
uniform = "CUP_U_B_USArmy_PilotOverall";
backpack = "ark_backpack_small";
};
class CO : Officer {
headgear = "CUP_H_RUS_Beret_Spetsnaz";
};
class XO : Officer {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
backpack = "ark_backpack_large";
};
class FTL : Leader {
goggles = "G_Bandanna_oli";
};
class AR : Rifleman {
goggles = "G_Bandanna_oli";
uniform = "CUP_U_O_RUS_VSR93_worn_VDV_rolled_up_gloves2";
vest = "CUP_Vest_RUS_6B45_Sh117_PKP_Nut_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
goggles = "G_Bandanna_oli";
};
class P : Crew {
};
class PCM : P {
};
};
if ((side group player) isEqualTo RESISTANCE) then {
hint "I am RESISTANCE";
[{!isNil "hull3_marker_isGroupEnabled" && !isNil "hull3_marker_isFireTeamEnabled"}, {
hull3_marker_isGroupEnabled = false;
hull3_marker_isFireTeamEnabled = false;
}] call CBA_fnc_waitUntilAndExecute;
};
private _mrk = createMarkerLocal ["aa_1", [3305.85,3017.46]];
_mrk setMarkerShapeLocal "ELLIPSE";
_mrk setMarkerColorLocal "ColorRed";
_mrk setMarkerBrushLocal "FDiagonal";
_mrk setMarkerSizeLocal [400, 400];
_mrk setMarkerAlphaLocal 0;
if ((side group player) isEqualTo EAST) then {_mrk setMarkerAlphaLocal 1};
private _mrk = createMarkerLocal ["aa_2", [1606.27,5086.45]];
_mrk setMarkerShapeLocal "ELLIPSE";
_mrk setMarkerColorLocal "ColorRed";
_mrk setMarkerBrushLocal "FDiagonal";
_mrk setMarkerSizeLocal [400, 400];
_mrk setMarkerAlphaLocal 0;
if ((side group player) isEqualTo EAST) then {_mrk setMarkerAlphaLocal 1};[{
[nil, nil, nil, ['confirm']] call compile preProcessFileLineNumbers 'x\ark\addons\hull3\mission_host_safetytimer_stop.sqf';
}, [], 120] call CBA_fnc_waitAndExecute;
ark_fnc_enableSim = {
params ["_veh","_enabled"];
_veh enableSimulationGlobal _enabled;
{_x enableSimulationGlobal _enabled} forEach crew _veh;
};
// Disable simulation for vehicles + crews at game start
{[_x,false] call ark_fnc_enableSim;} forEach [heli_1, heli_2, heli_3];
//Global vars -- Wait til postInit to call for admiral to init!
ark_bb_fnc_setVars = {
ark_bb_var_unitTemplate = adm_camp_defaultUnitTemplate;
ark_bb_var_side = [ark_bb_var_unitTemplate] call adm_common_fnc_getUnitTemplateSide;
ark_bb_var_skillArray = ["Camp"] call adm_common_fnc_getZoneTemplateSkillValues;
ark_bb_var_classNames = [ark_bb_var_unitTemplate, "infantry"] call adm_common_fnc_getUnitTemplateArray;
ark_bb_var_unitPool = [];
ark_bb_var_maxUnits = 12;
ark_bb_var_maxDistance = 400;
ark_bb_var_minDistance = 250;
};
ark_bb_fnc_unitSpawner = {
[
{
if ((count ark_bb_var_unitPool) < ark_bb_var_maxUnits) then {
private _unit = call ark_bb_fnc_createUnit;
if (isNil "_unit") exitWith {diag_log "ARK - GH - INFO - Unable to create unit due to no spawn pos - Exiting current loop ark_bb_fnc_unitSpawner"};
private _nearEnemy = _unit call ark_bb_fnc_nearEnemies;
if (isNil "_nearEnemy" || { _nearEnemy isEqualTo [] } ) exitWith {diag_log "ARK - GH - INFO - Unable to find a near enemy, should only occur if all dead! - Exiting current loop ark_bb_fnc_unitSpawner"};
[_unit,_nearEnemy] call ark_bb_fnc_doMove;
};
},
5
] call CBA_fnc_addPerFrameHandler;
};
//Create unit in Pos where players can't see it
ark_bb_fnc_createUnit = {
private _pos = call ark_bb_fnc_findSpawnPos;
if (isNil "_pos" || { _pos isEqualTo [] }) exitWith {diag_log format ["ARK - GH - ERROR - Bad spawn position returned: %1",_pos]};
private _grp = createGroup ark_bb_var_side;
_grp deleteGroupWhenEmpty true;
_grp enableAttack false;
private _unit = [(ASLtoATL _pos), _grp, ark_bb_var_classNames, ark_bb_var_skillArray] call adm_common_fnc_placeMan;
_unit setBehaviour "AWARE";
_unit setSpeedMode "FULL";
_unit setUnitPos "UP";
{_unit disableAI _x} forEach ["SUPPRESSION", "AUTOCOMBAT"];
if ((typeOf _unit) in ["CUP_B_HIL_Officer", "CUP_B_HIL_Soldier", "CUP_B_HIL_Soldier_AT4", "CUP_B_HIL_Medic"]) then {
_unit addPrimaryWeaponItem "CUP_acc_flashlight";
};
if ((typeOf _unit) in ["CUP_B_HIL_MMG"]) then {
_unit removeWeapon "CUP_LMG_FNMAG_RIS";
_unit addWeapon "CUP_LMG_M240_B";
_unit addPrimaryWeaponItem "CUP_acc_flashlight";
};
ark_bb_var_unitPool pushBack _unit;
_unit addEventHandler ["Killed", {
params ["_unit"];
ark_bb_var_unitPool deleteAt (ark_bb_var_unitPool find _unit);
}];
_unit addEventHandler ["Deleted", {
params ["_unit"];
ark_bb_var_unitPool deleteAt (ark_bb_var_unitPool find _unit);
}];
_unit;
};
//Check that no player has eyes on the spawn pos
ark_bb_fnc_findSpawnPos = {
private _units = allPlayers select {alive _x && { _x inArea trgMainAO } && { isNull objectParent _x } };
if (_units isEqualTo []) exitWith {diag_log "ARK - GH - INFO - No players available alive or on foot - Exiting ark_bb_fnc_findSpawnPos"};
private _distance = ark_bb_var_minDistance;
private _validPositions = [];
while {count _validPositions == 0 && _distance <= ark_bb_var_maxDistance} do {
{
for "_direction" from 0 to 350 step 10 do {
private _position = AGLToASL (_x getPos [_distance, _direction]);
private _visibleToAnyone = _units findIf {
[objNull, "VIEW"] checkVisibility [eyePos _x, _position] > 0.2
} != -1;
if (!(_visibleToAnyone) && { !(surfaceIsWater _position) }) then {
_validPositions pushBack _position;
};
};
} forEach _units;
_distance = _distance + 50;
};
selectRandom _validPositions; // return
};
// Find nearest enemies and default to playableUnits if none within ark_bb_var_maxDistance
ark_bb_fnc_nearEnemies = {
params ["_unit"];
private _nearEnemies = _unit nearEntities ["Man", ark_bb_var_maxDistance] select {isPlayer _x && {alive _x}};
if (_nearEnemies isEqualTo []) then {
_nearEnemies = playableUnits;
};
selectRandom _nearEnemies; //return
};
// Hunt those cunts
ark_bb_fnc_doMove = {
params ["_unit","_target"];
[
{
params ["_args", "_id"];
_args params ["_unit","_target"];
if (isNil "_unit" || { !alive _unit }) exitWith {
_id call CBA_fnc_removePerFrameHandler;
};
if (!alive _target) then {
_target = _unit call ark_bb_fnc_nearEnemies;
};
_unit enableGunLights "ForceOn";
private _targetPos = _target getPos [1, random 360];
if (_unit distance2D _targetPos < ark_bb_var_maxDistance) then {
_unit setDestination [_targetPos, "LEADER PLANNED", true];
_unit doMove _targetPos;
} else {
deleteVehicle _unit;
};
},
30,
[_unit,_target]
] call CBA_fnc_addPerFrameHandler;
};
["mission.safetytimer.ended", {
call ark_bb_fnc_setVars;
}] call hull3_event_fnc_addEventHandler;
[{count (allPlayers select {_x inArea trgMainAO}) > 0}, {
call ark_bb_fnc_unitSpawner;
}] call CBA_fnc_waitUntilAndExecute; raP lb
version 6 EditorData Z sourceName ark_co39_dead_dryad addons - A3_Characters_F ace_nouniformrestrictions Characters_f_lxWS ace_parachute CUP_AirVehicles_Mi24 gm_vehicles_air_helicopters_mi2_gc_airforce_mi2 A3_Ui_F CUP_TrackedVehicles_M113 CUP_Misc3_Config CUP_CAStructures_E_Misc_Misc_Market A3_Structures_F_Civ_Camping A3_Structures_F_Exp_Military_Fortifications A3_Structures_F_EPA_Mil_Scrapyard ace_cargo A3_Structures_F_Civ_Market A3_Structures_F_EPB_Items_Vessels CUP_Misc_e_Config A3_Structures_F_Ind_Transmitter_Tower A3_Structures_F_Items_Vessels CUP_CAMisc A3_Structures_F_Ind_Cargo A3_Structures_F_Heli_Ind_Cargo A3_Structures_F_Walls A3_Structures_F_Mil_Fortification A3_Structures_F_Mil_Helipads ace_dragging A3_Structures_F_Civ_Constructions A3_Structures_F_Heli_Ind_Machines A3_Structures_F_EPA_Civ_Constructions CUP_WheeledVehicles_M151 CUP_AirVehciles_AW159 CUP_Buildings_Config CUP_WarfareBuildings CUP_StandaloneTerrains_Core_Faction CUP_WheeledVehicles_MTVR A3_Modules_F CUP_WheeledVehicles_Ural CUP_Creatures_Military_HIL ark_custom_units admiral ark_ai_sentry ark_clear_cargo A3_Modules_F_Effects CUP_AirVehicles_Mi8 ark_chase_ai AddonsMetaData dlcs CUP_Vehicles gm Expansion Heli CUP_Units randomSeed ScenarioData CustomAttributes A Mission lb moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider ! LayerIndexProvider 4 Camera G nextID ! nextID 4 nextID G pos fE:BEdir MIqwup Hix?Saside rsO? List %items $ Item0 j Item1 Item2 v Item3
Item4 s
Item5
Item6 j Item7 Item8 ' Item9 b Item10 Item11 G
Item12
Item13 l Item14 Item15 c Item16 Item17 % Item18 T Item19 Item20 z Item21 Item22 * Item23 o Item24 Item25 Item26 V Item27 Item28 Item29 k Item30 Item31 + Item32 b Item33 Item34 < Item35 } 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/ v className Characters_f_lxWS name Arma 3 Western Sahara - Characters and Clothing author Rotators Collective url https://www.arma3.com
className ace_parachute name ACE3 - Parachute author ACE-Team url https://ace3.acemod.org/ s
className CUP_AirVehicles_Mi24 name CUP_AirVehicles_Mi24
className gm_vehicles_air_helicopters_mi2_gc_airforce_mi2 name gm_vehicles_air_helicopters_mi2_gc_airforce_mi2 author Global Mobilization url global-mobilization.com j className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className CUP_TrackedVehicles_M113 name CUP_TrackedVehicles_M113 ' className CUP_Misc3_Config name CUP_Misc3_Config b className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com G
className A3_Structures_F_Exp name Arma 3 Apex - Buildings and Structures 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 l className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/ className A3_Structures_F_EPB name Arma 3 Adapt Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com c className CUP_Misc_e_Config name CUP_Misc_e_Config className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com % className CUP_CAMisc name CUP_CAMisc T className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com z className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ className CUP_WheeledVehicles_M151 name M151A2 author Cleggy * className CUP_AirVehciles_AW159 name CUP_AirVehciles_AW159 o className CUP_Buildings_Config name CUP_Buildings_Config className CUP_WarfareBuildings name CUP_WarfareBuildings className CUP_StandaloneTerrains_Core_Faction name CUP_StandaloneTerrains_Core_Faction V className CUP_WheeledVehicles_MTVR name CUP_WheeledVehicles_MTVR className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com className CUP_WheeledVehicles_Ural name CUP_WheeledVehicles_Ural k className CUP_Creatures_Military_HIL name CUP_Creatures_Military_HIL className ark_custom_units name ARK Inhouse - Custom Units author ARK url http://www.ark-group.org + className Admiral name admiral author Kami b 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 < className CUP_AirVehicles_Mi8 name CUP_AirVehicles_Mi8 } className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org author Dextrus Header A gameType Coop minPlayers maxPlayers - A Category0 V name Multiplayer Attribute0 Attribute1 nAttributes property RespawnButton expression true Value data singleType SCALAR value ? property RespawnTemplates expression true Value R data b singleType ARRAY value items Item0 data singleType STRING value None Intel
Entities Connections #D lb briefingName ark_co36_dead_dryad overviewText The hunt is on for a downed recon team... Slot TH resistanceWest resistanceEast ?timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< mitems l Item0 Item1 , Item2 = Item3 1O Item4 ` Item5 g Item6 y Item7 } Item8 w~ Item9 Item10 ͊ Item11 Item12 ) Item13 Item14 ٤ Item15 A Item16 % Item17 Item18 ݧ Item19 5 Item20 Item21 y Item22 H Item23 Item24 Item25 Item26 Item27 Item28 Item29 ! Item30 e# Item31 $ Item32 % Item33 & Item34 ( Item35 Q) Item36 * Item37 + Item38 , Item39 - Item40 . Item41 :0 Item42 }1 Item43 2 Item44 3 Item45 4 Item46 5 Item47 7 Item48 8 Item49 .9 Item50 U: Item51 _; Item52 \ Item53 k Item54 \ Item55 Item56 Item57 B Item58 Item59 Item60 Item61 , Item62
Item63 Item64 Item65 Item66 % Item67 H Item68 Item69 Item70 Item71 Item72 Item73 4 Item74 9 Item75 v Item76 y Item77 Item78 Item79 Item80 Item81 / Item82 Item83 Item84 } Item85
Item86 Item87 Item88 Item89 O Item90 0 Item91 Item92 F Item93 Item94 Item95 Item96 H Item97 o Item98 " Item99 # Item100 h$ Item101 6% Item102 & Item103 * Item104 - Item105 2 Item106 7 Item107 < #D dataType Group side East Entities - Attributes + id , items Item0 k Item1 ^# Item2 @&