admiral\admiral.h sYc description.ext ?Zc
hull3\briefing\blufor.sqf [c hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf n _ hull3\hull3.h 7YcX hull3\UBCS_G.h AYc hull3\UBCS_U.h 4,Yc init.sqf [c initPlayerLocal.sqf ~Zc initServer.sqf Yc mission.sqm [c scripts\client_cars.sqf ,[c scripts\client_credits.sqf [c scripts\client_fog.sqf "c scripts\client_intro.sqf [c, scripts\client_lights.sqf Yc scripts\client_nvgs.sqf ,Yc scripts\client_sounds.sqf w8#cb scripts\client_valve.sqf \Yc scripts\credits\funcs.hpp ._Q scripts\credits\functions\fn_controlDegarble.sqf _ scripts\credits\functions\fn_createCell.sqf _i scripts\credits\functions\fn_degarble.sqf (_ scripts\credits\functions\fn_generateGarble.sqf _ scripts\credits\functions\fn_preInit.sqf Y5_ scripts\credits\functions\fn_showCredits.sqf 1'_'
scripts\credits\functions\fn_showLogo.sqf 0_; scripts\global_config.sqf ,LYc scripts\nuke\nuke_effect.sqf [c scripts\nuke\nuke_shock.sqf Yc scripts\server_cars.sqf [c scripts\server_extract.sqf Yc scripts\server_gas.sqf gYc> scripts\server_wrecks.sqf Yc snds\ambient_crows.ogg "cP snds\ambient_hoot.ogg "c snds\ambient_howl.ogg "c1 snds\ambient_swamp.ogg M!c3
snds\engineStart.ogg ]:R ubcs_logo.paa ά[c{ class Admiral {
isEnabled = 1;
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class Camp {
defaultUnitTemplate = "SYND_BANDIT";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "SYND_BANDIT";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "SYND_BANDIT";
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 = "shitbirds";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 47;
};
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", "Light", "Heavy"};
default = 2;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Rain (Storm)", "Snow (Light Winds)", "Snow (Strong Winds)", "Snow (Storm)"};
default = 10;
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 {
sounds[] = {};
class ambient_swamp {
name = "ambient_swamp";
sound[] = {"snds\ambient_swamp.ogg", 1, 1};
titles[] = {0,""};
};
class ambient_crows {
name = "ambient_crows";
sound[] = {"snds\ambient_crows.ogg", 2.5, 1};
titles[] = {0,""};
};
class ambient_hoot {
name = "ambient_hoot";
sound[] = {"snds\ambient_hoot.ogg", 2.5, 1};
titles[] = {0,""};
};
class ambient_howl {
name = "ambient_howl";
sound[] = {"snds\ambient_howl.ogg", 2.5, 1};
titles[] = {0,""};
};
class engineStart {
name = "engineStart";
sound[] = {"snds\engineStart.ogg", 2, 1};
titles[] = { 0, "" };
};
};
class CfgFunctions {
#include "scripts\credits\funcs.hpp"
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
There may have been a small contaminate leak in the Racoon city marsh. Nothing to do with us maybe dumping medical waste in this location. You know the drill by now, we will need to manufacture an industrial accident to make sure nothing related to Umbrella is found.
ENEMY FORCES
While the area has been evacuated, there are some local looters who are armed and refuse to leave. HQ considers them hostile, shoot on site.
FRIENDLY FORCES
U.B.C.S
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Small boats were used to insert to the area from upstream.
Clear the looters out from the woodmill.
An Umbrella clean up team was burning 'waste' in the scrapyard. Satelite shows their vehicles still there but they're not responding on radio. The vehicles are free to use.
At the natural gas storage facility, turn (ACE Interact) the 3 valves on the top of storage cylinders 1, 4, 5 to overpressure the system. HQ estimates you'll have between 5 and 10 minutes before detonation. Once the alarm sounds a dangerous amount of pressure has been reached.
Finally extract in the clean up team's helicopter which was left at the helipad.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Keep on your toes. This isn't your first biohazard clean up, hopefully it won't be your last. You know from experience that if any 'infected' survivors are found, headshots kill, body shots just waste ammo and time.
MOVEMENT PLAN
Walk til you're at the vehicles, you can use them going forward. They can be a bit unreliable sometimes, if they overheat you'll need to give them a minute to cool down...
FIRE SUPPORT PLAN
7.62
SPECIAL TASKS
Some infected will drop loot (medical supplies). You can see this by the loot sparkles coming from their corpses.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
On extract, try and get altitude and stay stable, the potential gas explosion could be quite large...
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];
// CIVFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// INDFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// OPFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
class Hull3 {
isEnabled = 1;
class General {
enableEnvironment = 1;
};
class MissionParams {
// Time HH24:mm
time[] = {
{4, 50}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{20, 55}, // Dusk
{0, 0} // Night
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.4, 0, 0} // Heavy
};
// Overcast, Rain, Rainbow, Lightnings, Wind Strength, Wind Gusts, Waves, Snow
weather[] = {
{-1}, // Random
{0, 0, 0, 0, 1, 0, 0, 0}, // Clear (Calm)
{0, 0, 0, 0, 5, 0, 0.25, 0}, // Clear (Light Winds)
{0, 0, 0, 0, 10, 0, 0.50, 0}, // Clear (Stong Winds)
{0.48, 0, 0, 0, 1, 0, 0, 0}, // Overcast (Calm)
{0.48, 0, 0, 0, 5, 0, 0.25, 0}, // Overcast (Light Winds)
{0.48, 0, 0, 0, 10, 0, 0.50, 0}, // Overcast (Strong Winds)
{1, 0.33, 0, 0.25, 5, 0, 0.25, 0}, // Rain (Light Winds)
{1, 0.66, 0, 0.50, 10, 0, 0.50, 0}, // Rain (Strong Winds)
{1, 1, 0, 1, 20, 0, 1, 0}, // Storm
{1, 0.13, 0, 0, 2.5, 0, 0, 1}, // Snow (Light Winds)
{1, 0.66, 0, 0.50, 10, 0, 0.50, 1}, // Snow (Strong Winds)
{1, 1, 0, 1, 20, 0, 1, 1} // Snow Storm
};
// See https://community.bistudio.com/wiki/setRain for details
snow[] = {
"a3\data_f\snowflake4_ca.paa", // rainDropTexture
4, // texDropCount
0.01, // minRainDensity
25, // effectRadius
0.05, // windCoef
2.5, // dropSpeed
0.5, // rndSpeed
0.5, // rndDir
0.07, // dropWidth
0.07, // dropHeight
{
1,
1,
1,
0.5
}, // dropColor
0.0, // lumSunFront
0.2, // lumSunBack
0.5, // refractCoef
0.5, // refractSaturation
true, // snow
false // dropColorStrong
};
};
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Uniform {
#include "UBCS_U.h"
};
class Gear {
#include "UBCS_G.h"
};
class Faction {
class UBCS {
gear = "UBCS_G";
uniform = "UBCS_U";
};
};
};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 {};
};
class UBCS_U {
class Rifleman {
headGear = "CUP_H_OpsCore_Green_SF";
goggles = "acp_Solid_Ranger_Green_G_Balaclava_Solid_Ranger_Green";
uniform = "acp_Solid_Black_U_B_CombatUniform_vest_Solid_Black";
vest = "acp_Solid_Ranger_Green_V_PlateCarrier1_Solid_Ranger_Green_ARM";
backpack = "ark_backpack_med";
insignia = "USP_PATCH_GAME_RE_UMBRELLA_ALT";
};
class Leader : Rifleman {
goggles = "acp_Solid_Ranger_Green_G_Bandanna_Solid_Ranger_Green"
uniform = "acp_Solid_Black_U_B_CombatUniform_Solid_Black";
vest = "acp_Solid_Ranger_Green_V_PlateCarrier2_Solid_Ranger_Green_ARM";
};
class Officer : Leader {
goggles = ""
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
goggles = "G_Squares_Tinted";
backpack = "ark_backpack_large";
};
class FTL : Leader {
};
class AR : Rifleman {
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
};
};
call compileScript ["scripts\global_config.sqf"];
[] call fpz_api_fnc_init;
// Do this to get order init
if (isServer) then {
{[_x, -1] call fpz_api_fnc_registerZone} forEach [zTrg1,zTrg2,zTrg3,zTrg4];
[{triggerActivated hTrg1}, {
[(getMarkerPos "hSpawn1"), 50, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrgHighway1}, {
[(getMarkerPos "hSpawnHighway1"), 10, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrgHighway2}, {
[(getMarkerPos "hSpawnHighway2"), 10, true, true] call fpz_api_fnc_spawnHorde;
[(getMarkerPos "hSpawnHighway2_1"), 10, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrgHighway3}, {
[(getMarkerPos "hSpawnHighway3"), 20, true, true] call fpz_api_fnc_spawnHorde;
[(getMarkerPos "hSpawnHighway3_1"), 20, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg2}, {
[(getMarkerPos "hSpawn2"), 50, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg3}, {
[(getMarkerPos "hSpawn3"), 50, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg3_1}, {
[(getMarkerPos "hSpawn3_1"), 20, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg3_2}, {
[(getMarkerPos "hSpawn3_2"), 30, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg3_3}, {
[(getMarkerPos "hSpawn3_3"), 30, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg4}, {
[(getMarkerPos "hSpawn4"), 50, true, true] call fpz_api_fnc_spawnHorde;
[{[(getMarkerPos "hSpawn5"), 50, true, true] call fpz_api_fnc_spawnHorde}, [], 20] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg6}, {
[(getMarkerPos "hSpawn6"), 30, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
[{triggerActivated hTrg7}, {
[(getMarkerPos "hSpawn7"), 30, true, true] call fpz_api_fnc_spawnHorde;
}] call CBA_fnc_waitUntilAndExecute;
};call compileScript ["scripts\client_cars.sqf"];
call compileScript ["scripts\client_credits.sqf"];
call compileScript ["scripts\client_fog.sqf"];
call compileScript ["scripts\client_intro.sqf"];
call compileScript ["scripts\client_lights.sqf"];
call compileScript ["scripts\client_nvgs.sqf"];
call compileScript ["scripts\client_sounds.sqf"];
call compileScript ["scripts\client_valve.sqf"];
[] spawn {
waitUntil {time > 0};
if (cba_missionTime < 60) then {
[] spawn ark_fnc_clientIntro;
};
};call compileScript ["scripts\server_cars.sqf"];
call compileScript ["scripts\server_extract.sqf"];
call compileScript ["scripts\server_gas.sqf"];
call compileScript ["scripts\server_wrecks.sqf"];
// Slow time to give a bit more dusk
setTimeMultiplier 0.25;
raP
version 6 EditorData sourceName ark_co46_shitbirds addons A3_Characters_F A3_Ui_F admiral CUP_WaterVehicles_Zodiac A3_Soft_F_Enoch_Offroad_01 A3_Soft_F_Orange_Van_02 A3_Modules_F A3_Structures_F_Ind_Pipes gm_structures_euro_80 A3_Structures_F_Items_Tools A3_Structures_F_Heli_Items_Airport A3_Air_F_Heli_Heli_Transport_03 A3_Structures_F_EPA_Items_Electronics A3_Structures_F_Wrecks plp_containers CUP_Misc3_Config CUP_StandaloneTerrains_Core A3_Props_F_Enoch_Military_Decontamination A3_Characters_F_Exp_Civil A3_Weapons_F JLTS_weapons_Core SE_S10 ark_custom_units A3_Modules_F_Effects AddonsMetaData O dlcs Expansion Enoch Orange Heli randomSeed ScenarioData CustomAttributes - Mission moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider Camera O nextID nextID nextID pos jmDBEdir b}>Knup =,w?,aside 2sw 7O List _ items Item0 { Item1 Item2 v Item3 Item4 Item5 Item6 Item7 Item8 Item9 Item10
Item11
Item12 2 Item13 Item14 K Item15 Item16 Item17
Item18
Item19 6 Item20 Item21 Item22 c 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 v className Admiral name admiral author Kami className CUP_WaterVehicles_Zodiac name CUP_WaterVehicles_Zodiac className A3_Soft_F_Enoch name Arma 3 Contact Platform - Unarmored Land Vehicles author Bohemia Interactive url https://www.arma3.com className A3_Soft_F_Orange name Arma 3 Orange - Unarmored Land Vehicles 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 gm_structures_euro_80 name gm_structures_euro_80 author Global Mobilization url global-mobilization.com className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com
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