admiral\admiral.h %_b{ description.ext JebR hull3\briefing\blufor.sqf k`eb hull3\briefing\civilian.sqf _0X hull3\briefing\indfor.sqf _0X hull3\briefing\opfor.sqf _0X hull3\CUP_USA_OCP.h DUbL hull3\hull3.h =` hull3\LICENSE _0X8 hull3\M4A1_ACOG.h vWLb initPlayerLocal.sqf Peb initServer.sqf Yebt mission.sqm `eb scripts\fnc_ambientFog.sqf p3Lb scripts\fnc_buildingFiller.sqf ULb scripts\fnc_cleanUpAI.sqf |$LbO scripts\fnc_disableZone.sqf $Lbw scripts\fnc_disarmRockets.sqf [eb scripts\fnc_enableZone.sqf }#Lb scripts\fnc_invisTargets.sqf 2Lb scripts\fnc_roadObjects.sqf 9 Lb scripts\fnc_timer.sqf \eb class Admiral {
isEnabled = 1;
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class UnitTemplates {
class CUP_TK_LOC {
side = "resistance";
camouflage[] = {"desert"};
infantry[] = {"CUP_I_TK_GUE_Soldier_AR","CUP_I_TK_GUE_Demo","CUP_I_TK_GUE_Soldier","CUP_I_TK_GUE_Soldier_AK_47S","CUP_I_TK_GUE_Mechanic","CUP_I_TK_GUE_Soldier_MG","CUP_I_TK_GUE_Commander","CUP_I_TK_GUE_Soldier_AR","CUP_I_TK_GUE_Demo","CUP_I_TK_GUE_Soldier","CUP_I_TK_GUE_Soldier_AK_47S","CUP_I_TK_GUE_Mechanic","CUP_I_TK_GUE_Soldier_MG","CUP_I_TK_GUE_Commander","CUP_I_TK_GUE_Soldier_AT"};
crewmen[] = {"CUP_I_TK_GUE_Mechanic"};
pilots[] = {"CUP_I_TK_GUE_Mechanic"};
technicals[] = {"CUP_I_Hilux_AGS30_TK", "CUP_I_Hilux_DSHKM_TK", "CUP_I_Hilux_SPG9_TK", "CUP_I_Hilux_zu23_TK", "CUP_I_BTR40_MG_TKG", "CUP_I_Hilux_armored_AGS30_TK", "CUP_I_Hilux_armored_DSHKM_TK", "CUP_I_Hilux_armored_SPG9_TK", "CUP_I_Hilux_armored_zu23_TK"};
armour[] = {"CUP_I_Hilux_armored_BMP1_TK", "CUP_I_Hilux_armored_BTR60_TK", "CUP_I_BMP1_TK_GUE", "CUP_I_BRDM2_TK_Gue", "CUP_I_T34_TK_GUE", "CUP_I_T55_TK_GUE"};
th[] = {"CUP_I_UH1H_slick_TK_GUE"};
ah[] = {"CUP_I_UH1H_gunship_TK_GUE"};
};
};
class Camp {
defaultUnitTemplate = "CUP_TK_LOC";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_TK_LOC";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_TK_LOC";
defaultZoneTemplate = "Cqc";
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
allowProfileGlasses = 0;
onLoadName = "Iron Bullet";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 50;
};
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 = 5;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Dust Storm"};
default = 2;
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 = 6;
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 winter_wind {
name = "winter_wind";
sound[] = {"@x\ark\addons\ark_sounds\sounds\stormSoundsd\winter_wind.ogg", 0.15, 1};
titles[] = {0,""};
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Operation Iron Bullet was a mission designed to collect dangerous ordnance and transport it out of Baghdad where it can be safely handled or destroyed.
ENEMY FORCES
Angry locals
FRIENDLY FORCES
US Army
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Collect the 5 missing missile batteries loacted around Fallujah. Complete in any order you wish.
Missiles must be ACE dragged to a vehicle and loaded in.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Sweep through and locate the missiles in each of the designated zones. Expect the buildings holding the missiles to be heavily occupied and/or possibly marked by flags. Don't split squads on this, it's reported there are around 6 to 8 loose squads near each sector.
MOVEMENT PLAN
Vehicles. You'll need them to load the missiles in to. This does unfortunately mean you'll need to drive them right to the objectives. Driving in to the middle of the hornets nest is unwise, advise walking them in from a certain point and clearing contacts as you go.
FIRE SUPPORT PLAN
Liberal M2 use required.
RECOVERING MISSILES
When you locate a missile rack, you'll need to ACE interact with it to defuse it, this takes 20 seconds.
To ensure the missiles are stable, please allow five minutes before moving them (there will be NO option to drag them!)
Once 5 minutes has passed, you'll be able to ACE interact and drag them. Once you're at the vehicle, you can ACE interact with it again to load it! Do not unload it or fuck around.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
You can do objectives in any order but avoid driving through multiple objectives at once as you'll enable lots of AI and hurt performance!
"]];
// 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 CUP_USA_OCP {
class Rifleman {
headGear = "CUP_H_USArmy_HelmetACH_OCP";
goggles = "CUP_G_ESS_BLK_Ember";
uniform = "CUP_U_B_USArmy_ACU_OCP";
vest = "CUP_V_B_IOTV_OCP_Rifleman_USArmy_ARM";
backpack = "ark_backpack_med";
insignia = "USP_PATCH_USA_ARMY_225ENG_OCP";
};
class Leader : Rifleman {
uniform = "CUP_U_B_USArmy_ACU_Rolled_OCP";
vest = "CUP_V_B_IOTV_OCP_SL_USArmy_ARM";
};
class Officer : Leader {
headGear = "CUP_H_US_patrol_cap_OCP";
vest = "CUP_V_B_IOTV_OCP_TL_USArmy_ARM";
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
uniform = "CUP_U_B_USArmy_ACU_Kneepad_OCP";
vest = "CUP_V_B_IOTV_OCP_Medic_USArmy_ARM";
backpack = "ark_backpack_large";
insignia ="USP_PATCH_USA_ARMY_30MED_OCP";
};
class FTL : Leader {
headGear = "CUP_H_USArmy_HelmetACH_Headset_OCP";
uniform = "CUP_U_B_USArmy_ACU_Kneepad_Rolled_OCP";
vest = "CUP_V_B_IOTV_OCP_Grenadier_USArmy_ARM";
};
class AR : Rifleman {
uniform = "CUP_U_B_USArmy_ACU_Kneepad_Rolled_Gloves_OCP";
vest = "CUP_V_B_IOTV_OCP_SAW_USArmy_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
uniform = "CUP_U_B_USArmy_ACU_Rolled_Gloves_OCP";
vest = "CUP_V_B_IOTV_OCP_Rifleman_Deltoid_USArmy_ARM";
};
};
class Hull3 {
isEnabled = 1;
class MissionParams {
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.3, 0, 0} // Heavy
};
};
class General {
enableEnvironment = 1; //Disabled locally
};
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Group {
assignedTeams[] = {
{"FTL", "RED"},
{"AR", "BLUE"},
{"AAR", "BLUE"},
{"RAT", "RED"},
{"Rifleman", "YELLOW"}
};
};
class Gear {
#include "M4A1_ACOG.h"
};
class Uniform {
#include "CUP_USA_OCP.h"
};
class Faction {
class CUP_USA_OCP {
gear = "M4A1_ACOG";
uniform = "CUP_USA_OCP";
};
};
};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 M4A1_ACOG {
class Rifleman {
primaryWeapon = "CUP_arifle_M4A1_black";
primaryWeaponItems[] = {"CUP_optic_ACOG_3D", "CUP_acc_Flashlight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_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_M4A1_BUIS_GL";
handgunWeapon = "CUP_hgun_M9";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"CUP_15Rnd_9x19_M9", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_FlareWhite_M203", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_M4A1_black";
primaryWeaponItems[] = {"CUP_acc_Flashlight"};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_30Rnd_556x45_Stanag", 4}};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS", "ACE_NVG_Wide"};
};
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_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_Stanag", 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_pip3";
primaryWeaponItems[] = {"CUP_optic_ACOG_3D", "CUP_acc_Flashlight"};
vestMagazines[] = {{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 1}};
backpackMagazines[] = {
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_200Rnd_TE1_Red_Tracer_556x45_M249", 2}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 2},
{"CUP_200Rnd_TE1_Red_Tracer_556x45_M249", 2}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeaponItems[] = {"CUP_optic_ACOG_3D", "CUP_acc_Flashlight"};
secondaryWeapon = "CUP_launch_M136";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
};
class Vehicle {
weapons[] = {{"CUP_launch_M136", 10}};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 60},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 30},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 40},
{"CUP_100Rnd_TE4_LRT4_Red_Tracer_762x51_Belt_M", 20},
{"HandGrenade", 10},
{"SmokeShell", 10}
};
items[] = {
{"ACE_M26_Clacker", 1},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {};
class Truck : Vehicle {};
class Armored : Truck {};
};
call compileScript ["scripts\fnc_ambientFog.sqf"];
call compileScript ["scripts\fnc_disarmRockets.sqf"];
enableEnvironment [false, false];
player setUnitTrait ["camouflageCoef", 0.25];
player setUnitTrait ["audibleCoef", 0.25];
[{playSound "winter_wind"}, 35] call CBA_fnc_addPerFrameHandler;
{_x hideObject true} forEach nearestTerrainObjects [[worldSize/2, worldSize/2],["hide","bush"],worldSize,false];
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [1, 0.9, -0.002, [0.0, 0.0, 0.0, 0.0], [1.0, 0.6, 0.4, 0.6], [0.199, 0.587, 0.114, 0.0]];
"colorCorrections" ppEffectCommit 0;
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.121524,0.5,0,0.2,0.1];
"filmGrain" ppEffectCommit 0;
[
200, // ["_maxDist", 80, [0]],
30, // ["_minDist", 10, [0]],
15, // ["_amount", 15, [0]],
0.15, // ["_dropTimer", 0.15, [0]],
10, // ["_maxSize", 7, [0]],
3, // ["_minSize", 3, [0]],
nil, // ["_height", -0.3, [0]],
0.15, // ["_transparency", 0.3, [0]],
[0.6,0.5,0.29], // ["_color", [1,1,1], [[]], 3],
nil, // ["_spawn", 15, [0]],
nil, // ["_maxLifetime", 15, [0]],
nil, // ["_minLifetime", 8, [0]],
true, // ["_windAffected", true, [false]],
0.5, // ["_windstrength", 1, [0]],
nil, // ["_windForward", 0, [0]],
nil, // ["_windRight", 0, [0]],
nil, // ["_windUp", 0, [0]],
nil // ["_cond", {true}, [{}]]
] call ark_ib_fnc_ambientFog;
["ark_ib_eh_hideTarget", {hideObject _this}] call CBA_fnc_addEventHandler;
if (didJIP) then {
if (!isNil "ark_ib_var_invisTargets" && { ark_ib_var_invisTargets isNotEqualTo []}) then {
{
["ark_ib_eh_hideTarget", _x] call CBA_fnc_localEvent;
} forEach ark_ib_var_invisTargets;
};
};call compileScript ["scripts\fnc_roadObjects.sqf"];
call compileScript ["scripts\fnc_invisTargets.sqf"];
call compileScript ["scripts\fnc_buildingFiller.sqf"];
call compileScript ["scripts\fnc_enableZone.sqf"];
call compileScript ["scripts\fnc_disableZone.sqf"];
call compileScript ["scripts\fnc_cleanUpAI.sqf"];
call compileScript ["scripts\fnc_timer.sqf"];
["ace_cargoLoaded", {
if (_item isKindOf "Land_Missle_Trolley_02_F") then {
_item call ark_ib_fnc_disableZone;
[(str _item),"SUCCEEDED"] call BIS_fnc_taskSetState;
};
}] call CBA_fnc_addEventHandler;
{_x call ark_ib_fnc_roadObjects} forEach [house1,house2,house3,house4,house5];
{_x call ark_ib_fnc_enableZone} forEach [zone1,zone2,zone3,zone4,zone5];
[{!isNil "adm_camp_defaultunittemplate"}, {
{_x call ark_ib_fnc_buildingFiller} forEach [house2,house3,house4,house5];
}] call CBA_fnc_waitUntilAndExecute;
[true, ["rocket1"], ["Party in the park", "Locate missiles #1"], (getMarkerPos "marker_1"), "CREATED", -1, true, "move1"] call BIS_fnc_taskCreate;
[true, ["rocket2"], ["Hospital hoedown", "Locate missiles #2"], (getMarkerPos "marker_2"), "CREATED", -1, true, "move2"] call BIS_fnc_taskCreate;
[true, ["rocket3"], ["Kitchen conga", "Locate missiles #3"], (getMarkerPos "marker_3"), "CREATED", -1, true, "move3"] call BIS_fnc_taskCreate;
[true, ["rocket4"], ["Machine shop swing", "Locate missiles #4"], (getMarkerPos "marker_4"), "CREATED", -1, true, "move4"] call BIS_fnc_taskCreate;
[true, ["rocket5"], ["Factory frolic", "Locate missiles #5"], (getMarkerPos "marker_5"), "CREATED", -1, true, "move5"] call BIS_fnc_taskCreate; raP
version 6 EditorData sourceName ark_co49_iron_bullet addons A3_Characters_F CUP_WheeledVehicles_RG31 CUP_Misc_e_Config A3_Props_F_Jets_Military_Trolley CUP_CAMisc_E_WF CUP_CAMisc A3_Structures_F_EPA_Mil_Scrapyard A3_Structures_F_Civ_Camping ace_sitting ace_dragging A3_Structures_F_Civ_Market A3_Structures_F_Civ_Garbage CUP_Misc3_Config A3_Structures_F_Civ_Constructions A3_Structures_F_Civ_Accessories A3_Structures_F_Items_Vessels A3_Structures_F_Mil_BagFence A3_Structures_F_EPA_Civ_Camping Admiral A3_Ui_F CUP_CAStructuresHouse_A_Hospital A3_Modules_F A3_Structures_F_Enoch_Military_Radar A3_Structures_F_Enoch_Industrial_Houses A3_Structures_F_Enoch_Industrial_CementWorks ark_ace_rearm CUP_Creatures_Military_TakiInsurgents CUP_WheeledVehicles_Hilux ark_chase_ai AddonsMetaData dlcs CUP_Vehicles Jets Enoch CUP_Units randomSeed ScenarioData < CustomAttributes Mission . moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider } MarkerIDProvider LayerIndexProvider Camera nextID nextID nextID pos #EBvEdir ܾbqGM?up
ufN?m?aside H~? 1= List ! < items Item0 1 Item1 Item2 Item3 B Item4 Item5
Item6 9 Item7 Item8 U Item9 Item10
Item11 R
Item12
Item13 Item14 Item15 Item16 f Item17
Item18
Item19 ! Item20 Item21 < className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className CUP_WheeledVehicles_RG31 name CUP_WheeledVehicles_RG31 className CUP_Misc_e_Config name CUP_Misc_e_Config B className A3_Props_F_Jets name Arma 3 Jets - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className CUP_CAMisc_E_WF name CUP_CAMisc_E_WF
className CUP_CAMisc name CUP_CAMisc 9 className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com U className ace_sitting name ACE3 - Sitting author ACE-Team url http://ace3mod.com/ className ace_dragging name ACE3 - Dragging author ACE-Team url http://ace3mod.com/
className CUP_Misc3_Config name CUP_Misc3_Config R
className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className Admiral name Admiral author Kami className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className CUP_CAStructuresHouse_A_Hospital name CUP_CAStructuresHouse_A_Hospital className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com f className A3_Structures_F_Enoch_Military name Arma 3 Contact Platform - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className A3_Structures_F_Enoch_Industrial name Arma 3 Contact Platform - Industrial Structures author Bohemia Interactive url https://www.arma3.com
className ark_ace_rearm name ARK Inhouse - ACE Rearm author ARK url http://www.ark-group.org ! className CUP_Creatures_Military_TakiInsurgents name CUP_Creatures_Military_TakiInsurgents className CUP_WheeledVehicles_Hilux name CUP_WheeledVehicles_Hilux className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org < author Cyruz Header ] gameType Coop minPlayers maxPlayers + Category0 . name Multiplayer Attribute0 Attribute1 nAttributes . property RespawnTemplates expression true Value 4 data D singleType ARRAY value h items Item0 data singleType STRING value None property RespawnButton expression true Value . data . singleType SCALAR value ?. Intel ^ Entities 6 Connections briefingName ark_co49_iron_bullet overviewText US Army are tasked with collecting dangerous ordnance | Vehicles are required to recover objectives! resistanceWest timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T<6 items Item0 Item1 Item2 $ Item3 1 Item4 = Item5 jD Item6 P Item7 \ Item8 d Item9 r Item10 C Item11 Item12 ֭ Item13 Item14 ^ dataType Group side West Entities < Attributes id items Item0 z Item1 Item2 Item3 dataType Object PositionInfo side West flags Attributes id type B_officer_F position E@LDangles Յ? skill ? rank CAPTAIN init [this, ["faction", "CUP_USA_OCP"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init; description US Army - Commanding Officer@CO isPlayer isPlayable dataType Object PositionInfo q side West flags Attributes id type B_medic_F position E@EtDangles Յ? skill ? rank SERGEANT init [this, ["faction", "CUP_USA_OCP"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init; description US Army - Platoon Medic@CO isPlayable dataType Object PositionInfo side West flags Attributes ; id type B_Soldier_F CustomAttributes b position "E@