admiral\admiral.h v.b description.ext 0bV
hull3\briefing\blufor.sqf 2b hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf n _ hull3\hull3.h
(bE hull3\LICENSE n _8 hull3\M4_US.h D(b hull3\USM_RAN_2020.h (b9 initPlayerLocal.sqf 2b initServer.sqf 2bm mission.sqm /4bGW class Admiral {
isEnabled = 1;
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class Camp {
defaultUnitTemplate = "SYND_REBEL";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "SYND_REBEL";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "SYND_REBEL";
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 = "Shoot and Scoot";
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 = 1;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 0;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Storm"};
default = 5;
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 CfgSounds {
sounds[] = {};
class arty_ack {
name = "arty_ack";
sound[] = {"@a3\dubbing_f\modules\supports\artillery_acknowledged.ogg", 2.5, 1, 250};
titles[] = {0,""};
};
class arty_send {
name = "arty_send";
sound[] = {"@a3\dubbing_f\modules\supports\artillery_request.ogg", 2.5, 1, 250};
titles[] = {0,""};
};
class convoy_ack {
name = "convoy_ack";
sound[] = {"@a3\dubbing_f\modules\supports\uav_request.ogg", 2.5, 1, 250};
titles[] = {0,""};
};
class convoy_send {
name = "convoy_send";
sound[] = {"@a3\dubbing_f\modules\supports\uav_acknowledged.ogg", 2.5, 1, 250};
titles[] = {0,""};
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Isla Duala is in the midst of a violent uprising, seemingly backed by foreign forces.
ENEMY FORCES
Local rebels
FRIENDLY FORCES
The 'good' foreign forces
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Firstly destroy the Russian LCAC that's docked in the bay of Hazena. It's too big to destroy with conventional explosives so you'll have to physically GPS mark it for a cruise missile strike. This is done via the unloaded missile rack for convience!
Secondly investigate the situation at the US embassy in Tarisol. Satelite intel shows rebels are storing GRAD vehicles there, mark one them for a cruise missile strike.
Finally, setup an ambush on a convoy that's headed through Bolabongo. They should be approaching from the nearby airfield to the east. There TOW launchers already setup on two rooftops. Once you're happy you've done significant damage, extract before being overwhelmed!
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Fly around, looking cool and taking names.
MOVEMENT PLAN
Use the TH to transport yourselves around, you can take any approach you see fit.
FIRE SUPPORT PLAN
TH can double as a budget AH.
HELO TASKS
Keep your distance from the airfield near Bolabongo! If the convoy sees you early you could ruin the ambush! Wait to pop out once infantry have already engaged!
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Placing a GPS marker is just ACE interact with the object and 'Mark Target'. You don't get an ETA so make sure you run ASAP!
"]];
// 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 MissionParams {
// Date YYYY-MM-DD
date[] = {
{2020, 6, 20}, // New Moon
{2020, 6, 20} // Full Moon
};
time[] = {
{4, 50}, // Dawn
{5, 30}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{18, 50}, // Dusk
{0, 0} // Night
};
weather[] = {
{-1}, // Random
{0, 0, 0, 0, 1, 0, 0}, // Clear (Calm)
{0, 0, 0, 0, 5, 0, 0.25}, // Clear (Light Winds)
{0, 0, 0, 0, 10, 0, 0.50}, // Clear (Stong Winds)
{0.33, 0, 0, 0, 1, 0, 0}, // Overcast (Calm)
{0.33, 0, 0, 0, 5, 0, 0.25}, // Overcast (Light Winds)
{0.33, 0, 0, 0, 10, 0, 0.50}, // Overcast (Strong Winds)
{1, 1, 0, 0.25, 5, 0, 0.25}, // Rain (Light Winds)
{1, 1, 0, 0.50, 10, 0, 0.50}, // Rain (Strong Winds)
{1, 1, 0, 1, 20, 0, 1} // Storm
};
};
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 "USM_RAN_2020.h"
};
class Gear {
#include "M4_US.h"
};
class Faction {
class USM_RAN_90_WD {
gear = "M4_US";
uniform = "USM_RAN_2020";
};
};
};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 M4_US {
class Rifleman {
primaryWeapon = "CUP_arifle_M4A1_SOMMOD_Grip_black";
primaryWeaponItems[] = {"ACE_acc_pointer_red","optic_Holosight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "CUP_hgun_M17_Black";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"CUP_21Rnd_9x19_M17_Black", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
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_mk18_m203_black";
primaryWeaponItems[] = {"ACE_acc_pointer_red","optic_Holosight"};
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 6},
{"CUP_1Rnd_HEDP_M203", 4},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2},
{"CUP_21Rnd_9x19_M17_Black", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_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 {
backpackMagazines[] = {
{"CUP_1Rnd_Smoke_M203", 8},
{"CUP_1Rnd_SmokeRed_M203", 8}
};
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 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_m249_SQuantoon";
primaryWeaponItems[] = {"ACE_acc_pointer_red","optic_Holosight"};
vestMagazines[] = {{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 1}};
backpackMagazines[] = {
{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 2}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 2}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_M4A1_SOMMOD_black";
secondaryWeapon = "CUP_launch_M136";
vestMagazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 6},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 4},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 2}
};
};
class P : Rifleman {
primaryWeapon = "";
uniformMagazines[] = {
{"CUP_21Rnd_9x19_M17_Black", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS", "ACE_NVG_Wide"};
};
class PCM : P {
};
class Vehicle {
weapons[] = {
{"CUP_launch_M136", 12}
};
magazines[] = {
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL", 120},
{"CUP_30Rnd_556x45_PMAG_BLACK_RPL_Tracer_Red", 120},
{"CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 60},
{"CUP_1Rnd_Smoke_M203", 20},
{"CUP_1Rnd_HEDP_M203", 20},
{"HandGrenade", 5},
{"SmokeShell", 5}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {};
class Truck : Vehicle {};
class Armored : Truck {};
};
class USM_RAN_2020 {
class Rifleman {
headGear = "CUP_H_OpsCore_Tan_NoHS";
goggles = "";
uniform = "CUP_U_CRYE_TAN_US_Full";
vest = "CUP_V_CPC_Fastbelt_coy_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
headGear = "CUP_H_OpsCore_Tan";
goggles = "CUP_G_Oakleys_Drk";
vest = "CUP_V_CPC_communicationsbelt_coy_ARM";
};
class CO : Leader {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Leader {
};
class Medic : Rifleman {
goggles = "CUP_TK_NeckScarf";
backpack = "ark_backpack_large";
vest = "CUP_V_CPC_medicalbelt_coy_ARM";
};
class FTL : Leader {
goggles = "CUP_G_Oakleys_Embr";
vest = "CUP_V_CPC_tlbelt_coy_ARM";
};
class AR : Rifleman {
goggles = "CUP_G_ESS_BLK";
uniform = "CUP_U_CRYE_TAN_US_Roll";
vest = "CUP_V_CPC_lightbelt_coy_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
goggles = "G_Bandanna_tan";
vest = "CUP_V_CPC_weaponsbelt_coy_ARM";
uniform = "CUP_U_CRYE_TAN_US_Roll";
};
class P {
headGear = "H_PilotHelmetHeli_O";
goggles = "G_Bandanna_oli";
uniform = "CUP_U_B_USArmy_PilotOverall";
vest = "CUP_V_B_PilotVest_ARM";
backpack = "ark_backpack_med";
};
class PCM : P {
headGear = "H_CrewHelmetHeli_O";
};
};
ark_sas_fnc_addActions = {
params ["_obj"];
private _action = [
str _obj,
"Mark Target",
"\a3\ui_f\data\igui\cfg\simpletasks\types\download_ca.paa",
{
[
5,
[_target],
{
_args params ["_taget"];
_taget setVariable ["ark_sas_var_canUse", false, true];
_taget remoteExec ["ark_sas_fnc_fireVLS", 2];
player remoteExec ["ark_sas_fnc_radioComms", -2];
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Aborted!"]] call CBA_fnc_notify;
},
"Sending GPS location to USS Nimitz"
] call ace_common_fnc_progressBar;
},
{_target getVariable ["ark_sas_var_canUse", true]}
] call ace_interact_menu_fnc_createAction;
[_obj, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
};
ark_sas_fnc_radioComms = {
params ["_unit"];
playSound "arty_send";
private _sndMsg = selectRandom ["'Requesting strike on target'","'I touched something important looking'","'Fire mission requested on my location'","'Requesting high velocity freedom directly to my position'"];
systemChat format ["%1: %2",(name _unit),_sndMsg];
[{
playSound "arty_ack";
systemChat "USS Nimitz: 'Target location received, rounds sent'";
}, [], 5] call CBA_fnc_waitAndExecute;
};
ark_sas_fnc_droneComms = {
playSound "convoy_ack";
systemChat "USS Nimitz: 'Requesting aerial recon on the convoy'";
[{
playSound "convoy_send";
systemChat "MQ-1C Gray Eagle: 'Acknowledged, convoy leaving airfield now!'";
}, [], 5] call CBA_fnc_waitAndExecute;
};
private _aceActions = [];
{
if (!isNull _x) then {
_aceActions pushBack _x;
};
} forEach [hcTrg,grad1,grad2];
{_x call ark_sas_fnc_addActions} forEach _aceActions;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;
};
ark_sas_fnc_fireVLS = {
params ["_obj"];
private "_tgt";
if (_obj isEqualTo hcTrg) then {
_tgt = hcTgt;
} else {
_tgt = _obj;
};
west reportRemoteTarget [_tgt, 300];
_tgt confirmSensorTarget [west, true];
VLS fireAtTarget [_tgt, "weapon_vls_01"];
};
ark_sas_fnc_roadObjects = {
private _roadsArr = [2500.01,9748.07,0] nearRoads 300;
private _wreckArr = [
"Land_Wreck_BMP2_F",
"Land_Wreck_BRDM2_F",
"Land_Wreck_Hunter_F",
"Land_Wreck_Offroad_F",
"Land_Wreck_Offroad2_F",
"Land_Wreck_Skodovka_F",
"Land_Wreck_T72_hull_F",
"Land_Wreck_Truck_dropside_F",
"Land_Wreck_UAZ_F",
"Land_Tyre_F",
"Land_Tyres_F",
"Land_PaperBox_closed_F",
"Land_Printer_01_F",
"Land_GarbageHeap_01_F",
"Land_GarbageHeap_02_F",
"Land_GarbageHeap_03_F",
"Land_GarbageHeap_04_F",
"Land_WoodenCrate_01_F",
"Land_CinderBlocks_01_F",
"Tarp_01_Small_Green_F",
"Tarp_01_Small_Black_F",
"M113Wreck",
"datsun01Wreck",
"hiluxWreck",
"Land_Barricade_01_10m_F",
"Land_Barricade_01_4m_F",
"Fort_Barricade",
"Fort_Barricade_EP1",
"plp_up_MetalFenceRustyShortSide",
"plp_up_MobileBarrierShortBlk_S"
];
for "_i" from 0 to (count _roadsArr - 1) step 2 do {
private _roadPos = getPos (_roadsArr select _i);
private _pos = [_roadPos #0 + random [-5,0,5], _roadPos #1 + random [-5,0,5], _roadPos #2];
private _veh = (selectRandom _wreckArr) createVehicleLocal _pos;
private _newPos = getPosWorld _veh;
private _vectorDirUp = [vectorDir _veh, vectorUp _veh];
private _model = getModelInfo _veh select 1;
deleteVehicle _veh;
private _simpleVeh = createSimpleObject [_model, _newPos];
_simpleVeh setVectorDirAndUp _vectorDirUp;
_simpleVeh setDir (random 360);
};
};
call ark_sas_fnc_roadObjects;
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 [helo1,v1,v2,v3,v4,v5,v6,v7,v8,v9];
// Setup tasks
[true, ["task1"], ["Scuttle the docked Russian LCAC", "Scuttle LCAC"], getMarkerPos "mkrObj1", "CREATED", -1, true, "destroy"] call BIS_fnc_taskCreate;
[true, ["task2"], ["Investigate the embassy and destroy GRADs", "Investigate Embassy"], getMarkerPos "mkrObj2", "CREATED", -1, true, "search"] call BIS_fnc_taskCreate;
[true, ["task3"], ["Ambush reinforcement convoy", "Ambush Convoy"], getMarkerPos "mkrObj3", "CREATED", -1, true, "wait"] call BIS_fnc_taskCreate;
[
{!alive hc},
{
["task1","SUCCEEDED"] call BIS_fnc_taskSetState;
[{"task2" call BIS_fnc_taskSetCurrent}] call CBA_fnc_execNextFrame;
}
] call CBA_fnc_waitUntilAndExecute;
[
{!alive grad1 || {!alive grad2}},
{
["task2","SUCCEEDED"] call BIS_fnc_taskSetState;
[{"task3" call BIS_fnc_taskSetCurrent}] call CBA_fnc_execNextFrame;
}
] call CBA_fnc_waitUntilAndExecute;
[
{triggerActivated gradTrg},
{
[cleanTrg1] call ark_fnc_cleanUpAI;
}
] call CBA_fnc_waitUntilAndExecute;
[
{triggerActivated trgAmbush},
{
[cleanTrg2] call ark_fnc_cleanUpAI;
{[_x,true] call ark_fnc_enableSim} forEach [v1,v2,v3,v4,v5,v6,v7,v8,v9];
remoteExec ["ark_sas_fnc_droneComms", -2];
}
] call CBA_fnc_waitUntilAndExecute;
["mission.safetytimer.ended", {
"task1" call BIS_fnc_taskSetCurrent;
}] call hull3_event_fnc_addEventHandler;
raP CW
version 6 EditorData " sourceName ark_co46_shoot_and_scoot addons M A3_Boat_F_Jets_Carrier_01 A3_Static_F_Jets_AAA_System_01 A3_Static_F_Destroyer_Ship_MRLS_01 A3_Static_F_Jets_SAM_System_01 CUP_AirVehicles_UH60 A3_Soft_F_Gamma_Truck_01 A3_Soft_F_Exp_Truck_01 ace_rearm ace_cargo A3_Characters_F_Common ark_clear_cargo ark_ai_sentry CUP_WaterVehicles_RHIB ark_custom_units CUP_WheeledVehicles_Ural CUP_CAMisc_E_WF CUP_StandaloneTerrains_Core_Faction CUP_Misc3_Config CUP_CABuildings_Misc A3_Props_F_Enoch_Infrastructure_Traffic CUP_Editor_Signs_Config A3_Structures_F_Mil_Flags CUP_Creatures_Military_USArmy CUP_Weapons_Items A3_Weapons_F acre_main ace_attach A3_Weapons_F_Items ace_medical_engine ace_medical_treatment CUP_Weapons_NVG A3_Characters_F ark_vests A3_Structures_F_Exp_Civilian_Accessories CUP_StandaloneTerrains_Core gm_structures_euro_80 A3_Structures_F_Heli_Furniture ace_sitting A3_Props_F_Enoch_Items_Documents CUP_CAMisc CUP_Editor_Buildings_Config A3_Structures_F_Items_Vessels A3_Structures_F_EPA_Items_Tools A3_Structures_F_Civ_Camping ace_dragging plp_containers A3_Structures_F_Items_Tools A3_Props_F_Orange_Humanitarian_Garbage A3_Characters_F_Enoch_Facewear A3_Structures_F_Furniture admiral ark_rotor A3_Props_F_Jets_Military_Trolley gm_weapons_ammoboxes cba_ai CUP_WaterVehicles_Zubr A3_Soft_F_Orange_Van_02 A3_Characters_F_Exp ark_hidden_items A3_Soft_F_Exp_Offroad_02 CUP_AirVehicles_UH1H CUP_TrackedVehicles_BMP3 CUP_WheeledVehicles_BTR90 CUP_WheeledVehicles_Kamaz CUP_TrackedVehicles_T72 CUP_Creatures_StaticWeapons A3_Structures_F_Mil_BagFence CUP_Editor_Structures_Config CUP_CAStructures_E_Misc_Misc_Interier OPXmisc A3_Structures_F_EPB_Items_Vessels CUP_Misc_e_Config plp_materials ark_chase_ai A3_Ui_F ace_nouniformrestrictions A3_Modules_F_Curator_Misc AddonsMetaData j dlcs
Jets CUP_Vehicles Expansion CUP_Units CUP_Weapons Heli Enoch ORANGE gm Tank randomSeed ScenarioData ' CustomAttributes :( Mission ) CW moveGridStep ?angleGridStep
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