admiral\admiral.h 6]c description.ext Yc hull3\AUS_WD_NEW.h ]c hull3\briefing\blufor.sqf _0X hull3\briefing\civilian.sqf _0X hull3\briefing\indfor.sqf
nUcY hull3\briefing\opfor.sqf _0X hull3\hull3.h ]cM hull3\LICENSE _0X8 hull3\UBCS_G.h 3Yc hull3_blood.paa Y9 initPlayerLocal.sqf O]c
initServer.sqf N]c mission.sqm vT]c sound\drums.ogg $b sound\gen_idle.wav Rcg sound\gen_start.wav Rc sound\gen_stop.wav Rcv: sound\intro_radio.ogg FTcd[ class Admiral {
isEnabled = 1;
class ZoneTemplates {
};
class Camp {
defaultUnitTemplate = "emu_o";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "emu_o";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "emu_o";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class emu_o {
side = "east";
infantry[] = {"liru_emu_o", "liru_emu_o","liru_emu_o", "liru_emu_o","liru_emu_toxic_o","liru_emu_chad_o","liru_emu_chad_o","liru_emu_chad_o","liru_emu_chad_o"};
};
};
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Predators";
onLoadMission = "Made with Hull3";
author = "Ja - AAARRRGGGHHHH - rate";
loadScreen = "hull3_blood.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 43;
};
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[] = {0,1,2,3,4,5,6,7};
texts[] = {"Dawn", "Early Morning", "Morning", "Noon", "Afternoon", "Evening", "Dusk", "Night"};
default = 0;
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 CfgSounds
{
class drums {
name = "drums";
sound[] = {"\sound\drums.ogg", 5, 1, 50};
titles[] = {0,""};
};
class gen_start {
name = "gen_start";
sound[] = {"\sound\gen_start.wav", 1, 1, 50};
titles[] = {0,""};
};
class gen_stop {
name = "gen_stop";
sound[] = {"\sound\gen_stop.wav", 1, 1, 50};
titles[] = {0,""};
};
class gen_idle {
name = "gen_idle";
sound[] = {"\sound\gen_idle.wav", 1, 1, 50};
titles[] = {0,""};
};
class intro_radio {
name = "intro_radio";
sound[] = {"\sound\intro_radio.ogg", 1, 1, 50};
titles[] = {0,""};
};
};class AUS_WD_NEW {
class Rifleman {
headGear = "acp_AUS_AUSCAM_H_Booniehat_AUS_AUSCAM";
goggles = "";
uniform = "acp_AUS_AUSCAM_U_B_CombatUniform_AUS_AUSCAM";
vest = "acp_AUS_AUSCAM_V_PlateCarrier1_AUS_AUSCAM_ARM";
backpack = "ark_backpack_med";
insignia = "";
};
class Leader : Rifleman {
uniform = "acp_AUS_AUSCAM_U_B_CombatUniform_vest_AUS_AUSCAM";
vest = "acp_AUS_AUSCAM_V_CarrierRigKBT_01_light_AUS_AUSCAM_F_ARM";
};
class Officer : Leader {
headGear = "acp_AUS_AUSCAM_H_Booniehat_AUS_AUSCAM_hs";
};
class Crew : Rifleman {
headGear = "H_HelmetCrew_I";
uniform = "MNP_CombatUniform_Australia_S";
vest = "MNP_Vest_Australia_B_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
backpack = "ark_backpack_large";
insignia = "";
};
class FTL : Leader {
};
class AR : Rifleman {
uniform = "acp_AUS_AUSCAM_U_B_CombatUniform_vest_AUS_AUSCAM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
};
class MMGG : AR {
backpack = "ark_backpack_large";
};
class MMGAG : AAR {
};
class HMGG : AR {
};
class HMGAG : AAR {
};
class HMGAC : AAR {
};
class MATG : RAT {
backpack = "ark_backpack_large";
};
class MATAG : AAR {
};
class MATAC : MATAG {
};
class HATG : RAT {
backpack = "ark_backpack_large";
};
class HATAG : AAR {
};
class HATAC : HATAG {
};
class DHATG : AR {
};
class DHATAG : AAR {
};
class DHATAC : AAR {
};
class SAMG : AR {
};
class SAMAG : AAR {
};
class SAMAC : AAR {
};
class GMGG : AR {
};
class GMGAG : AAR {
};
class GMGAC : AAR {
};
class MTRG : AR {
};
class MTRAG : AAR {
};
class MTRAC : AAR {
};
class ENG : Rifleman {
uniform = "MNP_CombatUniform_Australia_S";
backpack = "ark_backpack_large";
};
class ENGA : ENG {
};
class SN : Rifleman {
headGear = "MNP_Boonie_AUS";
goggles = "G_Bandanna_oli";
uniform = "MNP_CombatUniform_Australia_S";
vest = "MNP_Vest_Australia_B_ARM";
backpack = "ark_backpack_small";
};
class SP : SN {
};
class VC : Crew {
};
class VG : Crew {
};
class VD : Crew {
};
class P : Crew {
headGear = "H_PilotHelmetHeli_O";
uniform = "MNP_CombatUniform_Australia";
vest = "V_TacVest_oli_ARM";
backpack = "B_Parachute";
};
class PCM : P {
};
};// 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","
We've been having a delightful walkabout in the Aussie outback. Time to return home for beers. unfortunately, we're late for our flight and the wagon's out of fuel, so we'll need to get a shift on.
ENEMY FORCES
None hopefully.
FRIENDLY FORCES
Upto 3x infantry squads.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Reach the pickup convoys here and here and get a lift back to the airfield.
Board the waiting flight back home.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Reach the airfield.
MOVEMENT PLAN
Stick together.
FIRE SUPPORT PLAN
If you run into the local wildlife, you the weapons you are carrying to defend yourselves.
SPECIAL EQUIPMENT
We are setting off just before dawn but all leaders have been equipped with flareguns to help with the first 15-20 minutes of dark.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Various units were moving through the area and may have spare ammo. If they've run into trouble they should of marked their location with red smoke.
If (or when) you crash the extract bird, there may be alternative aircraft at the airbase... but there may not be enough seats....
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Ja - AAARRRGGGHHHH - rate
"]];
// 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 Hull3 {
isEnabled = 1;
class uniform {
#include "AUS_WD_NEW.h"
};
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 FOW_AUS {
gear = "AUGA3_AUS";
uniform = "AUS_WD_NEW";
};
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 1, 3}, // Medium
{0.3, 0.02, 180} // Heavy
};
};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 UBCS_G {
class Rifleman {
primaryWeapon = "CUP_arifle_HK417_12";
primaryWeaponItems[] = {"optic_Hamr", "CUP_acc_LLM01_L", "CUP_muzzle_mfsup_Flashhider_762x51_Black"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "CUP_hgun_Glock17_blk";
handgunItems[] = {"CUP_acc_Glock17_Flashlight", "optic_MRD_black"};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1},
{"CUP_17Rnd_9x19_glock17", 3}
};
vestMagazines[] = {
{"CUP_20Rnd_762x51_HK417", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 4}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_HK417", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "CUP_NVG_HMNVS"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1},
{"ACE_EntrenchingTool", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_HK417_12_M203";
vestMagazines[] = {
{"CUP_20Rnd_762x51_HK417", 6},
{"1Rnd_HE_Grenade_shell", 8},
{"CUP_FlareRed_M203", 4},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 4},
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_20Rnd_762x51_HK417", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 2},
{"CUP_FlareRed_M203", 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_20Rnd_762x51_HK417", 6},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_20Rnd_762x51_HK417", 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_Mk48";
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 3}};
backpackMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}};
};
class AAR : Rifleman {
vestMagazines[] = {
{"CUP_20Rnd_762x51_HK417", 8},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 4}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {};
class Vehicle {
weapons[] = {};
magazines[] = {
{"CUP_20Rnd_762x51_HK417", 120},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_HK417", 60},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 60},
{"CUP_FlareRed_M203", 20},
{"ACE_HandFlare_Red", 10},
{"HandGrenade", 5},
{"SmokeShell", 5}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {};
class Truck : Vehicle {};
class Armored : Truck {};
};
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