admiral\admiral.h `eQ description.ext f hull3\briefing\blufor.sqf a hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf n _ hull3\hull3.h @`? hull3\LICENSE n _8 hull3\mission_params.h e hull3\SNOWGOON_G.h g! hull3\SNOWGOON_U.h e$ init.sqf n _ initPlayerLocal.sqf ;f} initServer.sqf e mission.sqm g class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_RU_RATNIK_SN";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_RU_RATNIK_SN";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_RU_RATNIK_SN";
defaultZoneTemplate = "Cqc";
};
class CUP_RU_RATNIK_SN {
technicals[] = {"CUP_O_UAZ_MG_RU", "CUP_O_UAZ_MG_RU", "CUP_O_UAZ_AGS30_RU", "CUP_O_UAZ_SPG9_RU", "CUP_O_UAZ_SPG9_RU", "CUP_O_GAZ_Vodnik_PK_RU", "CUP_O_GAZ_Vodnik_AGS_RU"};
armour[] = {"CUP_O_BMP2_RU", "CUP_O_GAZ_Vodnik_KPVT_RU", "CUP_O_T72_RU", "CUP_O_BTR90_RU", "CUP_O_GAZ_Vodnik_BPPU_RU", "CUP_O_BTR80_GREEN_RU", "CUP_O_BTR80A_GREEN_RU"};
th[] = {"CUP_O_Mi8AMT_RU"};
ah[] = {"CUP_O_Ka50_DL_RU"};
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Snowgoons";
onLoadMission = "Made with Hull3";
author = "Dextrus";
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 = 0;
code = "hull3_mission_safetyTimerEnd = %1";
};
};
class CfgSounds {
sounds[] = {};
class rafala_9 {
name = "rafala_9";
sound[] = {"@x\ark\addons\ark_sounds\sounds\stormSoundsd\rafala_9.ogg", 5, 1};
titles[] = {0,""};
};
};
class CfgDebriefingSections {
#if __has_include("\z\ace\addons\killtracker\killtracker.inc")
#include "\z\ace\addons\killtracker\killtracker.inc"
#endif
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
After a successful mission, it was revealed quite suddenly that our extraction vehicle had not passed any of it's MOTs and, as these things go, fell rather abruptly from the sky.
Subsequently and with very little other option, we must make our way on foot through enemy occupied land in search of alternate transportation.
ENEMY FORCES
This area is deep in Russian territory, anything is possible.
FRIENDLY FORCES
We are far from home. Don't expect any help.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Escape and evade enemy forces who will surely be pressing down upon us.
You will need to acquire your own transport out, here is what we know for certain:
The town of Bierbach is an enemy garrison, likely containing troop trucks and other such light vehicles.
Further east, we have intel that armoured vehicles are currently being serviced, likely indoors, out of the harsh weather. We were unable to determine, however, what they are.
Satellite reconnaisance has uncovered the presence of an active LZ used to ferry troops and supplies to and fro. Due to the adverse conditions it is likely that whatever landed there is ripe for the picking.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Our task is to escape, try not to get bogged down in extended skirmishes.
MOVEMENT PLAN
The snowstorms may provide some cover as we move, but do not depend on it.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Safety comes off after 60 seconds.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus and 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;
#include "mission_params.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 SNOWGOONS {
gear = "SNOWGOON_G";
uniform = "SNOWGOON_U";
languages[] = {{"west", 100}};
side = "west";
};
};
class Gear {
#include "SNOWGOON_G.h"
};
class Uniform {
#include "SNOWGOON_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 MissionParams {
// Time HH24:mm
time[] = {
{3, 10}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{20, 00}, // Dusk
{0, 0} // Night
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.5, 0, 0} // Heavy
};
};class SNOWGOON_G {
class Rifleman {
primaryWeapon = "CUP_arifle_XM8_Carbine";
primaryWeaponItems[] = {"CUP_optic_ISM_PCAP", "CUP_acc_Flashlight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShellRed", 1}
};
vestMagazines[] = {
{"HandGrenade", 1},
{"CUP_30Rnd_556x45_XM8", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_30Rnd_556x45_XM8", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1},
{"CUP_NVG_PVS15_winter", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 12},
{"ACE_morphine", 2},
{"ACE_epinephrine", 1},
{"ACE_splint", 1},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_XM8_Carbine_GL";
handgunWeapon = "CUP_hgun_M9";
vestMagazines[] = {
{"CUP_30Rnd_556x45_XM8", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2},
{"CUP_1Rnd_HEDP_M203", 4},
{"1Rnd_SmokeRed_Grenade_shell", 4},
{"CUP_15Rnd_9x19_M9", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_30Rnd_556x45_XM8", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 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 {
primaryWeapon = "CUP_arifle_XM8_Compact";
vestMagazines[] = {
{"CUP_30Rnd_556x45_XM8", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2},
{"SmokeShellRed", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_XM8", 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_XM8_SAW_Shark";
vestMagazines[] = {{"CUP_100Rnd_556x45_BetaCMag", 2}};
backpackMagazines[] = {
{"CUP_100Rnd_556x45_BetaCMag", 4}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_100Rnd_556x45_BetaCMag", 2},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 3}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_XM8_Compact_FG"
secondaryWeapon = "gm_pzf44_2_oli";
vestMagazines[] = {
{"CUP_30Rnd_556x45_XM8", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2}
};
backpackMagazines[] = {
{"gm_1Rnd_44x537mm_heat_dm32_pzf44_2", 2},
{"CUP_30Rnd_556x45_XM8", 2},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 2}
};
};
class Truck {
weapons[] = {
{"CUP_launch_M72A6", 20}
};
magazines[] = {
{"CUP_30Rnd_556x45_XM8", 100},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_XM8", 80},
{"CUP_100Rnd_556x45_BetaCMag", 60},
{"gm_1Rnd_44x537mm_heat_dm32_pzf44_2", 20},
{"CUP_1Rnd_HEDP_M203", 30},
{"1Rnd_SmokeRed_Grenade_shell", 30},
{"ACE_HandFlare_White", 50},
{"HandGrenade", 40},
{"SmokeShellRed", 40}
};
items[] = {
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 100},
{"ACE_splint", 24}
};
};
};class SNOWGOON_U {
class Rifleman {
headGear = "CUP_H_PMC_Beanie_Headphones_Khaki";
goggles = "CUP_G_ESS_KHK_Facewrap_White";
uniform = "CUP_U_B_BDUv2_gloves_Winter";
vest = "CUP_V_PMC_CIRAS_OD_Patrol_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
headgear = "CUP_H_PMC_Beanie_Headphones_Winter";
uniform = "CUP_U_B_BDUv2_gloves_M81_Winter";
vest = "CUP_V_PMC_CIRAS_Winter_TL_ARM";
};
class Officer : Leader {
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
headgear = "CUP_H_PMC_Beanie_Headphones_Winter";
uniform = "CUP_U_B_BDUv2_gloves_Winter_M81";
vest = "CUP_V_PMC_CIRAS_OD_Veh_ARM";
backpack = "ark_backpack_large";
};
class FTL : Leader {
goggles = "CUP_G_ESS_RGR_Facewrap_Tropical";
};
class AR : Rifleman {
uniform = "CUP_U_B_BDUv2_gloves_dirty_Winter_M81";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
headgear = "CUP_H_PMC_Beanie_Headphones_Winter";
goggles = "CUP_G_ESS_RGR_Facewrap_Tropical";
};
};ark_script_fnc_foggyBreath = {
waituntil {!isnull (finddisplay 46)};
while {alive player} do {
private _nearMen = player nearEntities ["Man", 40];
{
if (vehicle _x == _x) then {
if (_x distance player < 40) then {
private _pos = _x selectionposition "neck";
private _ps = "#particlesource" createvehiclelocal (getpos _x);
_ps setparticleparams [
[ "a3\data_f\ParticleEffects\Universal\Universal.p3d", 16, 12, 13, 0],
"",
"Billboard",
0.5,
0.5,
[_pos select 0, (_pos select 1) + 0.15, _pos select 2],
[0, 0.2, -0.2],
1,1.275,1,0.2,
[0, 0.2, 0],
[[1, 1, 1, 0.07],
[1, 1, 1, 0.07],
[1, 1, 1, 0]],
[1000],
1,
0.04,
"",
"",
_x];
_ps setparticlerandom [ 2, [ 0, 0, 0], [ 0.25, 0.25, 0.25], 0, 0.5, [ 0, 0, 0, 0.2], 0, 0, 10];
_ps setdropinterval 0.01;
uiSleep 1;
deletevehicle _ps;
};
};
uiSleep 0.25;
} foreach _nearMen;
uiSleep random [1,3,5];
};
};
ark_gg_fnc_ambientFog = {
params [
["_maxDist", 80, [0]],
["_minDist", 10, [0]],
["_amount", 12, [0]],
["_dropTimer", 0.15, [0]],
["_maxSize", 7, [0]],
["_minSize", 3, [0]],
["_height", -0.3, [0]],
["_transparency", 0.4, [0]],
["_color", [1,1,1], [[]], 3],
["_spawn", 15, [0]],
["_maxLifetime", 15, [0]],
["_minLifetime", 8, [0]],
["_windAffected", true, [false]],
["_windstrength", 1, [0]],
["_windForward", 0, [0]],
["_windRight", 0, [0]],
["_windUp", 0, [0]],
["_cond", {true}, [{}]]
];
diwako_ambientFogglets = true;
[{
params ["_args", "_pfhHandle"];
_args params [
"_maxDist",
"_minDist",
"_amount",
"_maxSize",
"_minSize",
"_height",
"_transparency",
"_color",
"_spawn",
"_maxLifetime",
"_minLifetime",
"_windAffected",
"_windstrength",
"_windForward",
"_windRight",
"_windUp",
"_cond"
];
if !(diwako_ambientFogglets) exitWith {
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
};
if (call _cond) then {
private _pos = positionCameraToWorld [0,0,0];
private _right = _windRight;
private _forward = _windForward;
private _cc = + _color;
_cc pushBack _transparency;
private _col = + _color;
_col pushBack 0;
if (_windAffected) then {
private _wind = wind;
_right = (_wind select 0) * _windstrength;
_forward = (_wind select 1) * _windstrength;
};
private _radius = 0;
private _lifetime = 0;
private _randomdir = 0;
private _dirPeroid = 0;
private _dirIntensity = 0;
for [{_i=1},{_i<=_amount},{_i=_i+1}] do {
_radius= _minDist + random (_maxDist - _minDist);
_randomdir = random 360;
_lifetime = _minLifetime + random (_maxLifetime - _minLifetime);
drop ["\A3\data_f\cl_basic","","Billboard",_spawn,_lifetime,[(_pos select 0)+_radius*sin _randomdir,(_pos select 1)+_radius*cos _randomdir,_height],[_right,_forward,_windUp],5,0.2,0.1568,0,[_minSize + random (_maxSize - _minSize)],[_col,_cc,_cc,_cc,_cc,_cc,_cc,_col],[0],_dirPeroid,_dirIntensity,"", "",""];
};
};
}, _dropTimer, [
_maxDist,
_minDist,
_amount,
_maxSize,
_minSize,
_height,
_transparency,
_color,
_spawn,
_maxLifetime,
_minLifetime,
_windAffected,
_windstrength,
_windForward,
_windRight,
_windUp,
_cond
] ] call CBA_fnc_addPerFrameHandler;
};
["ark_sg_eh_snowStorm", {
if (!alive player) exitWith {};
player setUnitTrait ["camouflageCoef", 0.01, true];
player setUnitTrait ["audibleCoef", 0.01, true];
playSound "rafala_9";
[
50, // ["_maxDist", 80, [0]],
10, // ["_minDist", 10, [0]],
20, // ["_amount", 15, [0]],
0.10, // ["_dropTimer", 0.15, [0]],
10, // ["_maxSize", 7, [0]],
7, // ["_minSize", 3, [0]],
nil, // ["_height", -0.3, [0]],
0.35, // ["_transparency", 0.3, [0]],
[1,1,1], // ["_color", [1,1,1], [[]], 3],
nil, // ["_spawn", 15, [0]],
nil, // ["_maxLifetime", 15, [0]],
nil, // ["_minLifetime", 8, [0]],
true // ["_windAffected", true, [false]],
] call ark_gg_fnc_ambientFog;
[{
["ark_sg_eh_noStorm"] call CBA_fnc_localEvent
}, [], 30] call CBA_fnc_waitAndExecute;
}] call CBA_fnc_addEventHandler;
["ark_sg_eh_noStorm", {
diwako_ambientFogglets = false;
player setUnitTrait ["camouflageCoef", 0.6, true];
player setUnitTrait ["audibleCoef", 0.6, true];
}] call CBA_fnc_addEventHandler;
// Run these for first start + JIP to make sure unitTraits are reset on JIP/DC
["ark_sg_eh_noStorm"] call CBA_fnc_localEvent;
[] spawn ark_script_fnc_foggyBreath;//whiteout timer
[{
[
{
["ark_sg_eh_snowStorm"] call CBA_fnc_globalEvent;
},
300
] call CBA_fnc_addPerFrameHandler;
}, [], 360] call CBA_fnc_waitAndExecute; raP
version 6 EditorData sourceName ark_co46_snowgoons addons # A3_Characters_F A3_Ui_F CUP_Creatures_Military_Russia admiral ark_clear_cargo A3_Modules_F_Effects A3_Modules_F_Curator_Misc ark_ai_sentry ark_chase_ai CUP_CAMisc CUP_Misc3_Config A3_Structures_F_EPA_Mil_Scrapyard ace_cargo A3_Structures_F_Mil_BagBunker A3_Structures_F_Mil_Helipads CUP_WheeledVehicles_Kamaz A3_Structures_F_Items_Vessels cba_xeh CUP_AirVehciles_MH47E CUP_AirVehicles_Mi8 A3_Structures_F_Mil_Cargo CUP_TrackedVehicles_MTLB A3_Structures_F_Ind_Tank CUP_Terrains_Winter_Objects A3_Weapons_F_Ammoboxes CUP_Misc_e_Config CUP_WheeledVehicles_UAZ CUP_WarfareBuildings CUP_StandaloneTerrains_Core_Faction A3_Structures_F_Heli_Ind_Machines ace_field_rations CUP_Editor_Buildings_Config A3_Structures_F_EPA_Civ_Camping ace_dragging ark_rotor AddonsMetaData 6 dlcs CUP_Units CUP_Vehicles Heli randomSeed ScenarioData 4 CustomAttributes Mission ( moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider Camera 6 nextID v nextID nextID A pos mEnB)JCdir ϻј'v?up u(v?>aside ? %{2JB;6 List F 4 items Item0 Item1 K Item2 Item3 Item4 v Item5 Item6 d Item7 Item8 \
Item9
Item10
Item11 / Item12 Item13 ( Item14 Item15
Item16
Item17
Item18 Item19 [ Item20 Item21 c Item22 Item23 & Item24 o Item25 Item26 Item27 Item28 Item29 j Item30 4 className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com K className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className CUP_Creatures_Military_Russia name CUP_Creatures_Military_Russia className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami- v className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com d className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org \
className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org
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 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 className CUP_WheeledVehicles_Kamaz name CUP_WheeledVehicles_Kamaz
className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className CUP_AirVehciles_MH47E name CUP_AirVehciles_MH47E
className CUP_AirVehicles_Mi8 name CUP_AirVehicles_Mi8 className CUP_TrackedVehicles_MTLB name CUP_TrackedVehicles_MTLB [ className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com className CUP_Terrains_Winter_Objects name CUP_Terrains_Winter_Objects author CUP Terrains - Community Upgrade Project c className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com className CUP_Misc_e_Config name CUP_Misc_e_Config & className CUP_WheeledVehicles_UAZ name CUP_WheeledVehicles_UAZ o className CUP_WarfareBuildings name CUP_WarfareBuildings className CUP_StandaloneTerrains_Core_Faction name CUP_StandaloneTerrains_Core_Faction className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className ace_field_rations name ACE3 - Field Rations author ACE-Team url https://ace3.acemod.org/ className CUP_Editor_Buildings_Config name CUP_Editor_Buildings_Config j className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ className ark_rotor name ARK Inhouse - Rotor author ARK url http://www.ark-group.org 4 author Dextrus Header W gameType Coop minPlayers maxPlayers . Category0 ( name Multiplayer Attribute0 Attribute1 nAttributes ( property RespawnTemplates expression true Value . data > singleType ARRAY value b items Item0 data singleType STRING value None property RespawnButton expression true Value ( data ( singleType SCALAR value ?( Intel X Entities Connections
briefingName ark_co46_snowgoons overviewText After a minor mechanical mishap, ARK Special Squadron find an alternate means of transportation home timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< $items # Item0 Item1 Item2 l# Item3 * Item4 0 Item5 ,7 Item6 ; Item7 A Item8 H Item9 xO Item10 *S Item11 Y Item12 ` Item13 >g Item14 g Item15 h Item16 i Item17 j Item18 j Item19 Zk Item20 k Item21 )p Item22 s Item23 t Item24 { Item25 } Item26 ~ Item27 - Item28 Ȍ Item29 a Item30 y Item31 X Item32 Item33 Item34
dataType Group side West Entities Attributes id atlOffset 6 items Item0 ] Item1 Item2 Item3 dataType Object PositionInfo side West flags Attributes id type B_officer_F atlOffset 6 position _E}CBnCangles @+:v@ skill ? rank CAPTAIN init [this, ["faction", "SNOWGOONS"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init; description ARK Special Squadron - Commanding Officer@CO isPlayer isPlayable dataType Object PositionInfo o side West flags Attributes id type B_medic_F position sECB^lCangles @%:@ skill ? rank SERGEANT init [this, ["faction", "SNOWGOONS"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init; description ARK Special Squadron - Platoon Medic@CO isPlayable dataType Object PositionInfo side West flags Attributes . id type B_Soldier_F position KEΤCB^lCangles @@C:v@. skill ? rank CORPORAL init [this, ["faction", "SNOWGOONS"], ["gear", "Rifleman"]] call hull3_unit_fnc_init; description ARK Special Squadron - Platoon Rifleman@CO isPlayable dataType Object PositionInfo q side West flags Attributes id type B_officer_F atlOffset 6 position _E΄CBiCangles @9v@ skill ? rank LIEUTENANT init [this, ["faction", "SNOWGOONS"], ["gear", "XO"], ["marker", "XO", "ColorYellow"]] call hull3_unit_fnc_init; description ARK Special Squadron - Executive Officer@CO isPlayable formation DIAMOND dataType Group side West Entities Attributes R# id atlOffset l# items Item0 ( Item1 ! R# dataType Object PositionInfo side West flags Attributes id type B_Soldier_SL_F atlOffset ! position cE_DB{Cangles |@ :y@ skill ? rank SERGEANT init [this, ["faction", "SNOWGOONS"], ["gear", "SL"], ["marker", "ASL", "ColorRed"]] call hull3_unit_fnc_init; description ARK Special Squadron - Alpha Squad Leader@Alpha SL isPlayable ! dataType Object PositionInfo 3" side West flags Attributes k" id type B_medic_F R# position wE,DBB>yCangles |@:y@k" skill ? rank CORPORAL init [this, ["faction", "SNOWGOONS"], ["gear", "Medic"], ["marker", "AM", "ColorRed"]] call hull3_unit_fnc_init; description ARK Special Squadron - Alpha Squad Medic@Alpha SL isPlayable R# formation DIAMOND l# dataType Group side West Entities # Attributes ) id
* items Item0 # Item1 % Item2 ' Item3 ( ) dataType Object PositionInfo e$ side West flags Attributes $ id type B_Soldier_TL_F % position bE&CDBUyCangles |@E9y@$ skill ? rank CORPORAL init [this, ["faction", "SNOWGOONS"], ["gear", "FTL"], ["marker", "A1", "ColorRed"]] call hull3_unit_fnc_init; description ARK Special Squadron - Alpha 1 Fireteam Leader@Alpha 1 isPlayable % dataType Object PositionInfo &