admiral\admiral.h _ description.ext _s hull3\briefing\blufor.sqf If hull3\briefing\civilian.sqf ` _ hull3\briefing\indfor.sqf ` _ hull3\briefing\opfor.sqf ` _ hull3\hull3.h f hull3\LICENSE ` _8 hull3\PS_G.h Jf[ hull3\PS_U.h $fO initPlayerLocal.sqf =c initServer.sqf <ch mission.sqm fT zone_spawned_unit.sqf U _g class Admiral {
isEnabled = 1;
areNVGsEnabled = 0;
class Events {
zone_spawned_unit = "zone_spawned_unit.sqf";
};
class Camp {
defaultUnitTemplate = "CUP_RU_RATNIK_WD";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_RU_RATNIK_WD";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_RU_RATNIK_WD";
defaultZoneTemplate = "Cqc";
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Per Sedia";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 45;
};
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 = 6;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Sea Mist", "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 = 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";
};
};
allowProfileGlasses = 0;
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
The US has managed to lose a drone in Russian air space, it's last known GPS coords place it on the island of Suursaari. The US can't actually set foot on Russian soil so as the lowest bidder, we've been awarded the contract! You've had some local Norwegian fishermen smuggle you on to the island along with your rearm crates.
ENEMY FORCES
Russian military
FRIENDLY FORCES
Burned out vets, combat junkies and soldiers of fortune.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Locate the crashed drone and download the intel from the blackbox. This will place an item in the person who collects the datas inventory, if that person dies, make sure to recover it from them. It's a Hunt IR terminal.
As you make your way toward extract, disable the SAM site to aid in your later pick up.
Finally extract via stolen boats from the fishing port.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
We only have an approximate location for the drone so you'll need to search around for it, look for a smoke column.
MOVEMENT PLAN
Through the woods, you're on foot for this one.
FIRE SUPPORT PLAN
5.56mm
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
All actions, downloading the intel and setting charges on the SAM site are via ACE, no need for specialised engineers.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
Happy late birthday Mr.Chair
"]];
// 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 Hull3 {
isEnabled = 1;
class MissionParams {
// Time HH24:mm
time[] = {
{3, 30}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{22, 05}, // Dusk
{0, 0} // Night
};
fog[] = {
{0, 0, 0}, // Light
{0.25, 1, 3.5}, // Medium
{0.4, 0, 0} // Heavy
};
};
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 "PS_G.h"
};
class Uniform {
#include "PS_U.h"
unitBaseClass = "Rifleman";
};
class Faction {
class CUP_ION_PMC {
gear = "PS_G";
uniform = "PS_U";
};
};
};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 PS_G {
class Rifleman {
primaryWeapon = "arifle_XMS_Base_lxWS";
primaryWeaponItems[] = {"suppressor_l_lxWS", "optic_Hamr", "ACE_DBAL_A3_Red"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "CUP_hgun_P30L_Match_blk";
handgunItems[] = {"CUP_17Rnd_9x19_P30L"};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"MiniGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1},
{"SmokeShellRed", 1},
{"CUP_17Rnd_9x19_P30L", 2}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemGPS"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_XL50", 1},
{"ACE_wirecutter", 1},
{"ACE_EntrenchingTool", 1},
{"CUP_NVG_PVS15_black", 1},
{"ACE_IR_Strobe_Item", 1},
{"ACE_Can_RedGull", 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 = "arifle_XMS_GL_lxWS";
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 6},
{"1Rnd_HE_Grenade_shell", 4},
{"1Rnd_Pellet_Grenade_shell_lxWS", 4},
{"1Rnd_Smoke_Grenade_shell", 2},
{"1Rnd_SmokeRed_Grenade_shell", 2},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"UGL_FlareWhite_F", 2},
{"UGL_FlareRed_F", 2},
{"1Rnd_Smoke_Grenade_shell", 2},
{"1Rnd_SmokeRed_Grenade_shell", 2},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
binocular = "ACE_Vector";
};
class Officer : Leader {
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "arifle_XMS_Shot_lxWS";
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2},
{"SmokeShell", 4},
{"6rnd_HE_Mag_lxWS", 2},
{"6Rnd_12Gauge_Pellets", 2},
{"6rnd_Smoke_Mag_lxWS", 2},
{"6Rnd_12Gauge_Slug", 2}
};
backpackMagazines[] = {
{"SmokeShellRed", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 2}
};
binocular = "ACE_Vector";
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 = "arifle_XMS_M_lxWS";
vestMagazines[] = {{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag_ar15", 4}};
backpackMagazines[] = {
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag_ar15", 6}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag_ar15", 4}
};
binocular = "ACE_Vector";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_M136";
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 2}
};
};
class Vehicle {
weapons[] = {
{"CUP_launch_M136", 15}
};
magazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL", 50},
{"CUP_30Rnd_556x45_PMAG_BLACK_PULL_Tracer_Red", 25},
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag_ar15", 50},
{"1Rnd_HE_Grenade_shell", 25},
{"1Rnd_Pellet_Grenade_shell_lxWS", 25},
{"1Rnd_Smoke_Grenade_shell", 25},
{"1Rnd_SmokeRed_Grenade_shell", 25},
{"UGL_FlareWhite_F", 25},
{"UGL_FlareRed_F", 25},
{"ACE_40mm_Flare_ir", 25},
{"6Rnd_12Gauge_Pellets", 25},
{"6rnd_HE_Mag_lxWS", 25},
{"6rnd_Smoke_Mag_lxWS", 25},
{"6Rnd_12Gauge_Slug", 25},
{"CUP_17Rnd_9x19_P30L", 25},
{"MiniGrenade", 25},
{"ACE_Chemlight_HiRed", 25},
{"HandGrenade", 25},
{"SmokeShell", 25},
{"SmokeShellRed", 25}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};class PS_U {
class Rifleman {
headGear = "lxWS_H_PASGT_goggles_black_F";
goggles = "";
uniform = "acp_Solid_Black_U_B_CTRG_Soldier_Solid_Black_F";
vest = "acp_Solid_Black_V_PlateCarrier1_Solid_Black_ARM";
backpack = "ark_backpack_large";
insignia = "USP_PATCH_GAME_ARMA_ION_GREY";
};
class Leader : Rifleman {
uniform = "acp_Solid_Black_U_B_CTRG_Soldier_3_Solid_Black_F";
};
class Officer : Leader {
headGear = "H_Beret_Headset_lxWS";
};
class CO : Officer {
};
class XO : CO {
headGear = "H_turban_02_mask_black_lxws";
};
class SL : Officer {
};
class Medic : Rifleman {
goggles = "CUP_Beard_Black";
};
class FTL : Leader {
goggles = "G_Headset_lxWS";
};
class AR : Rifleman {
goggles = "CUP_FR_NeckScarf3";
uniform = "acp_Solid_Black_U_B_CTRG_Soldier_2_Solid_Black_F";
};
class AAR : Rifleman {
};
class RAT : Rifleman {
goggles = "G_Balaclava_blk_lxWS";
};
};ark_fnc_showUI = {
params ["_shown"];
showChat _shown;
showHUD _shown;
diwako_dui_main_toggled_off = !(_shown);
player setVariable ["acre_sys_core_isDisabled", !(_shown), true];
};
ark_fnc_intro = {
private _msg1 = format ["%1", [dayTime, "HH:MM"] call BIS_fnc_timeToString];
private _msg2 = format ["%1", str (date #2) + "/" + str (date #1) + "/" + str (date #0)];
private _msg3 = "LONG: 60.0579319 | LAT: 26.9826442";
private _msg4 = "Suursaari";
[[_msg1,2,2], [_msg2,2,2], [_msg3,2,2], [_msg4,2,2,5]] spawn BIS_fnc_EXP_camp_SITREP;
};
ark_fnc_cam = {
[false] call ark_fnc_showUI;
titleCut ["", "BLACK", 0.001];
sleep 1;
call ark_fnc_intro;
titleCut ["", "BLACK IN", 4];
private _cam = "camera" camCreate (getMarkerPos "cam");
private _pPos = getPosASL player;
private _cPos = getMarkerPos "cam";
_cam cameraEffect ["INTERNAL", "back"];
_cam camSetPos (_cPos vectorAdd [0, 0, 25]);
_cam camSetDir (_cPos vectorFromTo _pPos);
_cam camSetTarget player;
_cam camCommitPrepared 0;
_cam camSetPos _pPos;
_cam camCommitPrepared 20;
sleep 20;
_cam cameraEffect ["terminate","back"];
camDestroy _cam;
[true] call ark_fnc_showUI;
};
ark_act_collectIntel = [
"collectIntel",
"Collect Intel",
"", // Icon needed
{
[
30,
"",
{
if (drone1 getVariable ["ark_var_canRecoverIntel", true]) then {
drone1 setVariable ["ark_var_canRecoverIntel",false,true];
[["\A3\ui_f\data\map\mapcontrol\taskIconDone_ca.paa", 2.0], ["Intel collected!"]] call CBA_fnc_notify;
["task1","SUCCEEDED"] call BIS_fnc_taskSetState;
["task2","ASSIGNED"] call BIS_fnc_taskSetState;
"mkrDrone" setMarkerAlpha 0;
player addItem "ACE_HuntIR_monitor";
} else {
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Intel has already been collected!"]] call CBA_fnc_notify;
};
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Collection aborted!"]] call CBA_fnc_notify;
},
"Downloading Intel..."
] call ace_common_fnc_progressBar;
},
{drone1 getVariable ["ark_var_canRecoverIntel", true]},
{},
[],
[0,0,0],
7 // Distance
] call ace_interact_menu_fnc_createAction;
ark_act_destroySAM = [
"destroySAM",
"Set Charges",
"", // Icon needed
{
[
10,
"",
{
if (sam1 getVariable ["ark_var_canSetCharges", true]) then {
sam1 setVariable ["ark_var_canSetCharges",false,true];
[["\A3\ui_f\data\map\mapcontrol\taskIconDone_ca.paa", 2.0], ["60 second timer set..."]] call CBA_fnc_notify;
["task2","SUCCEEDED"] call BIS_fnc_taskSetState;
["task3","ASSIGNED"] call BIS_fnc_taskSetState;
[sam1] remoteExec ["ark_fnc_doDie", 2];
[truck1,true] remoteExec ["ark_fnc_enableSim", 2];
} else {
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Charges already set!"]] call CBA_fnc_notify;
};
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Aborted placing charges!"]] call CBA_fnc_notify;
},
"Setting Charges..."
] call ace_common_fnc_progressBar;
},
{sam1 getVariable ["ark_var_canSetCharges", true]},
{},
[],
[0,0,0],
7 // Distance
] call ace_interact_menu_fnc_createAction;
[drone1, 0, ["ACE_MainActions"], ark_act_collectIntel] call ace_interact_menu_fnc_addActionToObject;
[sam1, 0, ["ACE_MainActions"], ark_act_destroySAM] call ace_interact_menu_fnc_addActionToObject;
if (!didJIP) then {
["CBA_loadingScreenDone", {
[] spawn ark_fnc_cam;
}] call CBA_fnc_addEventHandler;
};
setTimeMultiplier 0.1;
[
{cba_missionTime > 90},
{
{
private _vehicle = _x;
{_vehicle deleteVehicleCrew _x} forEach crew _vehicle;
deleteVehicle _vehicle;
} forEach [plane1,plane2,plane3,boat1,boat2,boat3];
}
] call CBA_fnc_waitUntilAndExecute;
ark_fnc_doDie = {
params ["_veh"];
[{
private _objectPos = getPos _this;
_this setDamage 1;
[{"HelicopterExploSmall" createVehicle _this},_objectPos,2] call CBA_fnc_waitAndExecute;
[{"HelicopterExploBig" createVehicle _this},_objectPos,3] call CBA_fnc_waitAndExecute;
}, _veh, 60] call CBA_fnc_waitAndExecute;
};
ark_fnc_enableSim = {
params ["_veh","_enabled"];
_veh enableSimulationGlobal _enabled;
{_x enableSimulationGlobal _enabled} forEach crew _veh;
};
ark_fnc_removeCoax = {
params ["_veh"];
_veh removeWeaponTurret ["CUP_Vhmg_DSHKM_veh", [0,0]];
_veh removeWeaponTurret ["CUP_Vhmg_PKT_veh_Noeject_FCS", [0]];
{_veh removeMagazinesTurret [_x,[0]]} forEach ["CUP_22Rnd_2A46_APFSDS_T_M"];
_veh addMagazineTurret ["CUP_17Rnd_2A46_HE_T_M",[0]];
};
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;
};
tnk1 call ark_fnc_removeCoax;
{[_x,false] call ark_fnc_enableSim} forEach [truck1,tnk1];
[true, ["task1"], ["Download data from crashed drone", "Recover Intel"], getMarkerPos "mkrDrone", "CREATED", -1, true, "search"] call BIS_fnc_taskCreate;
[true, ["task2"], ["Destroy SAM site", "Destroy SAM site"], getMarkerPos "mkrSAM", "CREATED", -1, true, "destroy"] call BIS_fnc_taskCreate;
[true, ["task3"], ["Evacuate by boat", "Escape"], getMarkerPos "mkrBoats", "CREATED", -1, true, "run"] call BIS_fnc_taskCreate;
["mission.safetytimer.ended", {"task1" call BIS_fnc_taskSetCurrent}] call hull3_event_fnc_addEventHandler;
raP P
version 6 EditorData sourceName ark_co44_per_sedia addons * A3_Characters_F A3_Ui_F ace_nouniformrestrictions CUP_WaterVehicles_Fishing_Boat CUP_AirVehicles_SU34 A3_Structures_F_Enoch_Military_Training CUP_Editor_Plants_Config CUP_AirVehicles_MQ9 A3_Modules_F_Effects A3_Rocks_F_Sharp A3_Rocks_F_Enoch A3_Rocks_F_Exp_Cliff A3_Rocks_F admiral CUP_Buildings_Config gm_structures_euro_80 CUP_CAMisc CUP_Misc3_Config A3_Structures_F_EPA_Mil_Scrapyard ace_cargo A3_Structures_F_Mil_BagBunker A3_Structures_F_Mil_Fortification A3_Structures_F_Civ_Market CUP_Misc_e_Config A3_Structures_F_Civ_Garbage CUP_WheeledVehicles_Kamaz CUP_Creatures_Military_Russia A3_Static_F_Sams_SAM_System_04 A3_Boat_F_Exp_Boat_Transport_02 A3_Structures_F_EPB_Naval_Fishing plp_beachobjects plp_containers CUP_Editor_Structures_Config CUP_CWA_Misc A3_Props_F_Exp_Commercial_Market ace_dragging CUP_CAStructures_E_Misc_Misc_Market CUP_TrackedVehicles_T72 ark_clear_cargo ark_chase_ai Vehicles_F_lxWS Weapons_F_lxWS_Ammoboxes AddonsMetaData dlcs CUP_Vehicles Enoch Expansion CUP_Units ws randomSeed ScenarioData CustomAttributes b Mission P moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider t MarkerIDProvider LayerIndexProvider Camera nextID a nextID nextID g pos
EAnYEdir HU{eG>up ʸ,>őJ?aside a? > List (items ' Item0 Item1 } Item2 Item3 r Item4 Item5 <
Item6
Item7 4 Item8 u Item9 Item10 k Item11 Item12 y
Item13
Item14
Item15 s Item16 Item17 Item18 u Item19 Item20 g Item21 Item22 ( Item23 u Item24 Item25 C Item26 Item27 ^ Item28 Item29 Item30 # Item31 V Item32 Item33 K Item34 Item35 Item36 d Item37 Item38 d className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com } className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className ace_nouniformrestrictions name ACE3 - No Uniform Restrictions author ACE-Team url https://ace3.acemod.org/ r className CUP_WaterVehicles_Fishing_Boat name CUP_WaterVehicles_Fishing_Boat className CUP_AirVehicles_SU34 name CUP_AirVehicles_SU34 author Sabre[Dust], Community Upgrade Project <
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_Editor_Plants_Config name CUP_Editor_Plants_Config 4 className CUP_AirVehicles_MQ9 name CUP_AirVehicles_MQ9 u className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com className A3_Rocks_F name Arma 3 - Rocks and Stones author Bohemia Interactive url https://www.arma3.com k className A3_Rocks_F_Enoch name Arma 3 Contact Platform - Rocks and Stones author Bohemia Interactive url https://www.arma3.com className A3_Rocks_F_Exp name Arma 3 Apex - Rocks and Stones author Bohemia Interactive url https://www.arma3.com y
className Admiral name admiral author Kami
className CUP_Buildings_Config name CUP_Buildings_Config
className gm_structures_euro_80 name gm_structures_euro_80 author Global Mobilization url global-mobilization.com s className CUP_CAMisc name CUP_CAMisc className CUP_Misc3_Config name CUP_Misc3_Config className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com u className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/ className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com g className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Misc_e_Config name CUP_Misc_e_Config ( className CUP_WheeledVehicles_Kamaz name CUP_WheeledVehicles_Kamaz u className CUP_Creatures_Military_Russia name CUP_Creatures_Military_Russia className A3_Static_F_Sams name Arma 3 Sams - Turrets author Bohemia Interactive url https://www.arma3.com C className A3_Boat_F_Exp name Arma 3 Apex - Boats and Submersibles author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_EPB name Arma 3 Adapt Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com ^ className plp_beachobjects name plp_beachobjects className plp_containers name plp_containers className CUP_Editor_Structures_Config name CUP_Editor_Structures_Config # className CUP_CWA_Misc name CUP_CWA_Misc V className A3_Props_F_Exp name Arma 3 Apex - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ K className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market className CUP_TrackedVehicles_T72 name CUP_TrackedVehicles_T72 className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org d className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org className Vehicles_F_lxWS name Arma 3 Creator DLC: Western Sahara - Vehicles author Rotators Collective url https://sahara.rotators.net/ d className Weapons_F_lxWS name Arma 3 Creator DLC: Western Sahara - Weapons and Accessories author Rotators Collective url https://sahara.rotators.net/ author Cyruz Header * b gameType Coop minPlayers maxPlayers , b Category0 w name Multiplayer Attribute0 Attribute1 4 nAttributes property RespawnButton expression true Value 4 data 4 singleType SCALAR value ?4 property RespawnTemplates expression true Value s data singleType ARRAY value items Item0 data singleType STRING value None Intel + Entities Connections Ty P briefingName ark_co44_per_sedia overviewText PMC forces capture a lost drone | Default Time/Weather timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< items Item0 Item1 # Item2 c' Item3 - Item4 4 Item5 7 Item6 #> Item7 D Item8 tH Item9 O Item10 U Item11 Y Item12 _ Item13 ^f Item14
g Item15 Item16 Item17 S) Item18 z_ Item19 d Item20 Ze Item21 n Item22 p Item23 s Item24 (u Item25 >w Ty dataType Group side West Entities X Attributes # id atlOffset 4# items Item0 Item1 1 Item2 Item3 +" # dataType Object PositionInfo side West flags Attributes L id type B_officer_F atlOffset 41 position 0ER*@}1\Eangles t5@BH@S@L skill ? rank CAPTAIN init [this, ["faction", "CUP_ION_PMC"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init; description ION PMC - Commanding Officer@CO isPlayer isPlayable 1 dataType Object PositionInfo side West flags Attributes id type B_medic_F atlOffset 4 position EB-4@.Y\Eangles \@`H@@ skill ? rank SERGEANT init [this, ["faction", "CUP_ION_PMC"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init; description ION PMC - Platoon Medic@CO isPlayable dataType Object PositionInfo 9! side West flags Attributes q! id type B_Soldier_F atlOffset +" position ζE(@zY\Eangles [@