admiral\admiral.h e$ description.ext =e hull3\briefing\blufor.sqf :Ie hull3\briefing\civilian.sqf *qn^ hull3\briefing\indfor.sqf e hull3\briefing\opfor.sqf Ee hull3\EB_G.h e hull3\EB_U.h BeC hull3\hull3.h e hull3\LICENSE *qn^8 init.sqf *e~ initPlayerLocal.sqf e initServer.sqf b mission.sqm Ue plank.h e zone_spawned_unit.sqf *qn^; class Admiral {
isEnabled = 1;
isBehaviorEnabled = 0;
groupSpawnDelay = 2;
class Events {
zone_spawned_unit = "zone_spawned_unit.sqf";
};
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class ZoneTemplates {
class Camp {
infFireteamSize = 1;
infWaypointAmount = 4;
techWaypointAmount = 3;
armourWaypointAmount = 3;
waypointBehaviours[] = {"AWARE"};
canSpawnFfvCrew = 0;
aimingAccuracy = 0.2;
aimingShake = 0.2;
aimingSpeed = 0.5;
spotDistance = 0.65;
spotTime = 1;
courage = 1;
reloadSpeed = 1;
commanding = 1;
general = 0.7;
};
};
class Camp {
defaultUnitTemplate = "FIA_GUER";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "FIA_GUER";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "FIA_GUER";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class FIA_GUER {
technicals[] = {"B_G_Offroad_01_armed_F", "B_G_Offroad_01_AT_F", "B_G_Offroad_01_armed_F", "B_G_Offroad_01_armor_AT_lxWS", "B_G_Offroad_01_armor_armed_lxWS"};
armour[] = {"CUP_B_BTR60_FIA", "CUP_B_MTLB_pk_FIA", "CUP_B_BTR80_FIA", "CUP_B_BTR80A_FIA"};
th[] = {"CUP_O_UH1H_slick_SLA"};
ah[] = {"CUP_O_UH1H_gunship_SLA"};
};
};
};
#include "admiral\admiral.h"
#include "hull3\hull3.h"
#include "plank.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "edessa bay";
onLoadMission = "Made with Hull3";
author = "dancemoox";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 52;
};
respawn = 0;
respawndelay = 3;
respawnTemplates[] = {"Hull3_RespawnHandler"};
class Params {
class Hull3_Date {
title = "Moon Phase";
values[] = {0,1};
texts[] = {"New Moon", "Full Moon"};
default = 0;
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 = 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 = 1;
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";
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Our CDF patrol has penetrated the Russian defences and recaptured this fortified complex. We are to hold in place, disrupt the Russian counter attack before withdrawing.
ENEMY FORCES
Russians, lots and lots of badly trained Russians.
FRIENDLY FORCES
An extraction force are preparing, it will be some time until they can set off however..
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Defend the indicated area for as long as possible, call for extraction when it is available.
Given we are surrounded, defend in all directions.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Remain within the indicated AO perimeter at all times.
FORTIFICATION PLAN
An ammunition dump has been established in the eastern outbuilding.
JIP EXTRACT
Extract must wait to be called in before moving off.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by dancemoox
"]];// 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","
Anti Government forces have begun a massed uprising across the province, we must hold the southern coastal road at all costs.
ENEMY FORCES
Anti Government rebels armed with Soviet armour and captured AAF small arms.
FRIENDLY FORCES
We are the AAF platoon tasked with holding checkpoint five, the southern coastal road to the capital.
A reinforcement force are preparing, it will be some time until they can set off however..
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Defend the indicated area for as long as possible, call for reinforcements when required.
We are surrounded, defend in all directions apart from the sea.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Remain within the indicated AO perimeter at all times.
FORTIFICATION PLAN
An ammunition can be found in both storage buildings.
JIP REINFORCEMENT
Reinforcements must wait to be called in before moving off.
Once reinforcements arrive hold in place until the attack fizzles out.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by dancemoox
"]];// OPFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
The Altian civil war has been raging for years with no clear victor in sight. The AAF continue to topple weak governments whilst competing officers fight each other as well as the rebels.
Given the instability a United Nations peace keeping mission (UN Mission Altis) was established in an attempt to bring stability to the Mediterranean island. One of the larger force contributors was Egypt who obviously have their own reasons for a secure Mediterranean.
However given time some factions of the AAF have begun to see the UN Mission in Altis as a hindrance and outright enemy.
ENEMY FORCES
Altis Armed Forces most likely a splinter element rather than the legitimate army itself.
FRIENDLY FORCES
An extraction force are preparing, it will be some time until they can set off however..
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Defend the indicated area for as long as possible, call for extraction when it is available.
Given we are surrounded, defend in all directions.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Remain within the indicated AO perimeter at all times.
FORTIFICATION PLAN
An ammunition dump has been established on the western ground floor.
UAV SUPPORT
If slotted we have a UAV operator with control of several armed K40 Ababil-3 Hellfire equipped drones.
These can be utilised for reconnaissance as well as fire support, they can however not be rearmed. Additionally the UAV operator should manually pilot the drones into the air.
JIP EXTRACT
Extract must wait to be called in before moving off.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by dancemoox
"]];class EB_G {
class Rifleman {
primaryWeapon = "arifle_Mk20_F";
primaryWeaponItems[] = {"CUP_optic_Aimpoint_5000", "saber_light_lxWS"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_handgrenade_conc_dm51", 2},
{"gm_smokeshell_red_dm23", 2},
{"ACE_HandFlare_Red", 2}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_smokeshell_red_dm23", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_MX991", 1},
{"ACE_wirecutter", 1},
{"ACE_EntrenchingTool", 1},
{"CUP_NVG_PVS7", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "arifle_Mk20_GL_F";
handgunWeapon = "CUP_hgun_Browning_HP";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_HEDP_M203", 4},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"CUP_13Rnd_9x19_Browning_HP", 3}
};
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_smokeshell_red_dm23", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_1Rnd_StarFlare_Red_M203", 2}
};
assignItems[] = {"ItemGPS"};
binocular = "Binocular";
};
class Officer : Leader {
assignItems[] = {"ItemGPS"};
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "arifle_Mk20C_F";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
backpackMagazines[] = {};
assignItems[] = {"ItemGPS"};
};
class CO : Officer {
};
class XO : CO {
backpackRadios[] = {"ACRE_PRC152"};
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "arifle_Mk20C_F";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"gm_smokeshell_red_dm23", 4}
};
backpackMagazines[] = {
{"gm_smokeshell_red_dm23", 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_E2";
primaryWeaponItems[] = {};
vestMagazines[] = {{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 2}};
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_smokeshell_red_dm23", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 4}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_smokeshell_red_dm23", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "arifle_Mk20C_F";
secondaryWeapon = "CUP_launch_MAAWS";
secondaryWeaponItems[] = {"CUP_optic_MAAWS_Scope", "MRAWS_HEAT55_F"};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag", 6},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2}
};
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 2},
{"gm_smokeshell_red_dm23", 1},
{"CUP_30Rnd_556x45_Stanag", 4},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 2},
{"MRAWS_HEAT55_F", 2},
{"MRAWS_HE_F", 1}
};
};
class SN : Rifleman {
primaryWeapon = "CUP_srifle_M21";
handgunWeapon = "CUP_hgun_Browning_HP";
primaryWeaponItems[] = {"CUP_optic_artel_m14"};
uniformItems[] = {
{"HLC_ISOPOD", 1},
{"ACE_Tripod", 1}
};
vestMagazines[] = {
{"CUP_20Rnd_TE1_Red_Tracer_762x51_DMR", 4},
{"CUP_13Rnd_9x19_Browning_HP", 3}
};
backpackMagazines[] = {
{"gm_handgrenade_frag_dm51", 1},
{"gm_smokeshell_red_dm23", 1},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_DMR", 3}
};
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class SP : Rifleman {
binocular = "ACE_Vector";
};
class VC : Crew {
binocular = "ACE_Vector";
};
class VG : Crew {
};
class VD : Crew {
};
class P : Crew {
backpackMedicalItems[] = {};
};
class Vehicle {
weapons[] = {
{"CUP_launch_M136", 25}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 200},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 100},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 200},
{"CUP_1Rnd_HE_M203", 25},
{"CUP_1Rnd_HEDP_M203", 25},
{"CUP_1Rnd_StarCluster_Red_M203", 25},
{"CUP_1Rnd_StarFlare_Red_M203", 25},
{"CUP_1Rnd_SmokeRed_M203", 25},
{"CUP_20Rnd_TE1_Red_Tracer_762x51_DMR", 25},
{"CUP_13Rnd_9x19_Browning_HP", 25},
{"gm_handgrenade_conc_dm51", 25},
{"gm_handgrenade_frag_dm51", 25},
{"gm_smokeshell_red_dm23", 25},
{"ACE_HandFlare_Red", 25}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 200},
{"ACE_splint", 12}
};
};
class Launchers {
weapons[] = {};
magazines[] = {
{"MRAWS_HEAT55_F", 25},
{"MRAWS_HE_F", 15},
{"MRAWS_HEAT_F", 5}
};
items[] = {};
medicalItems[] = {};
};
class Extract {
weapons[] = {
{"CUP_launch_M136", 5}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 50},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 25},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 50},
{"gm_handgrenade_conc_dm51", 10},
{"gm_handgrenade_frag_dm51", 10},
{"gm_smokeshell_red_dm23", 10},
{"ACE_HandFlare_Red", 10}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};class EB_U {
class Rifleman {
headGear = "H_HelmetIA";
goggles = "";
uniform = "U_I_CombatUniform";
vest = "V_PlateCarrierIA1_dgtl_ARM";
backpack = "ark_backpack_med";
insignia = "USP_PATCH_GAME_ARMA_AAF";
};
class Leader : Rifleman {
uniform = "U_I_CombatUniform_shortsleeve";
vest = "V_PlateCarrierIA2_dgtl_ARM";
};
class Officer : Leader {
headGear = "H_MilCap_dgtl";
};
class Crew : Rifleman {
headGear = "H_HelmetCrew_I";
uniform = "U_I_HeliPilotCoveralls";
vest = "V_PlateCarrierIA1_dgtl_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
backpack = "ark_backpack_large";
};
class FTL : Leader {
vest = "V_PlateCarrierIAGL_dgtl_ARM";
};
class AR : Rifleman {
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
goggles = "gm_ge_facewear_dustglasses";
backpack = "ark_backpack_large";
};
class SN : Rifleman {
headGear = "H_Booniehat_dgtl";
uniform = "U_I_GhillieSuit";
vest = "V_PlateCarrierIA1_dgtl_ARM";
backpack = "ark_backpack_small";
};
class SP : SN {
};
class VC : Crew {
};
class VG : Crew {
};
class VD : Crew {
};
class P : Crew {
headGear = "H_PilotHelmetHeli_I";
};
};class Hull3 {
isEnabled = 1;
class MissionParams {
date[] = {
{2035, 24, 11},
{2035, 24, 11}
};
time[] = {
{3, 30},
{5, 50},
{7, 30},
{12, 0},
{15, 0},
{17, 50},
{18, 50},
{0, 0}
};
};
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 IND_F {
gear = "EB_G";
uniform = "EB_U";
languages[] = {
{"west", 100}
};
};
};
class Gear {
#include "EB_G.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
class Uniform {
#include "EB_U.h"
unitBaseClass = "Rifleman";
};
};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.if (isServer) then {
{_x forceFlagTexture "\A3\Data_F\Flags\flag_AAF_CO.paa"} forEach [tank_1, tank_2, ifv_1, ifv_2];
};ark_fnc_plank_assignFortifications = {
private _unit = _this select 0;
private _gearClass = _unit getVariable "hull3_gear_class";
if (isNil {_unit getVariable "plank_areFortsAssigned"}) then {
call {
if (_gearClass in ["CO", "XO", "SL"]) exitWith {[_unit, [1, 4, 0, 4, 0, 0, 0, 1, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["FTL"]) exitWith {[_unit, [0, 4, 0, 4, 0, 1, 0, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["Rifleman", "AR", "AAR", "SP"]) exitWith {[_unit, [0, 4, 0, 4, 0, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["Medic"]) exitWith {[_unit, [0, 4, 2, 4, 0, 0, 1, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["RAT"]) exitWith {[_unit, [0, 4, 0, 4, 0, 0, 0, 0, 1]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["SN"]) exitWith {[_unit, [0, 4, 0, 4, 1, 0, 0, 0, 0]] call plank_api_fnc_forceAddFortifications};
};
_unit setVariable ["plank_areFortsAssigned", true, true];
};
};
ark_fnc_plank_fill_dragon = {
private _box = _this select 1;
[_box, 9999] remoteExecCall ["ace_rearm_fnc_makeSource", 2];
private ["_magazines"];
_magazines = [
["CUP_20Rnd_762x51_DMR", 50],
["CUP_20Rnd_TE1_Red_Tracer_762x51_DMR", 25]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
};
ark_fnc_plank_fill_MMG_Ammo = {
private _box = _this select 1;
[_box, 9999] remoteExecCall ["ace_rearm_fnc_makeSource", 2];
private ["_magazines"];
_magazines = [
["CUP_30Rnd_556x45_Stanag", 50],
["CUP_30Rnd_556x45_Stanag_Tracer_Red", 25],
["CUP_1Rnd_HE_M203", 10],
["CUP_1Rnd_HEDP_M203", 10],
["CUP_1Rnd_StarCluster_Red_M203", 10],
["CUP_1Rnd_StarFlare_Red_M203", 10],
["CUP_1Rnd_SmokeRed_M203", 10],
["CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 50],
["gm_handgrenade_frag_dm51", 15],
["gm_handgrenade_conc_dm51", 15],
["gm_smokeshell_red_dm23", 15],
["ACE_HandFlare_Red", 15]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
//_box call ark_fnc_plank_setBoxColour_t4;
};
ark_fnc_plank_fill_SN_Ammo = {
private _box = _this select 1;
[_box, 9999] remoteExecCall ["ace_rearm_fnc_makeSource", 2];
private ["_magazines"];
_magazines = [
["MRAWS_HEAT55_F", 25],
["MRAWS_HE_F", 15]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
//_box call ark_fnc_plank_setBoxColour_t4;
};
ark_fnc_plank_fill_Ammo = {
private _box = _this select 1;
private ["_magazines", "_items"];
_magazines = [
["CUP_30Rnd_556x45_Stanag", 150],
["CUP_30Rnd_556x45_Stanag_Tracer_Red", 50],
["CUP_1Rnd_HE_M203", 25],
["CUP_1Rnd_HEDP_M203", 25],
["CUP_1Rnd_StarCluster_Red_M203", 25],
["CUP_1Rnd_StarFlare_Red_M203", 25],
["CUP_1Rnd_SmokeRed_M203", 25],
["CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 150],
["CUP_20Rnd_TE1_Red_Tracer_762x51_DMR", 50],
["CUP_13Rnd_9x19_Browning_HP", 15],
["gm_handgrenade_frag_dm51", 25],
["gm_handgrenade_conc_dm51", 25],
["gm_smokeshell_red_dm23", 25],
["ACE_HandFlare_Red", 25]
];
_items = [
["ACE_fieldDressing", 150]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
{_box addItemCargoGlobal _x;} foreach _items;
//_box call ark_fnc_plank_setBoxColour_t3;
};
ark_fnc_plank_fill_medic_box = {
private _box = _this select 1;
private ["_items"];
_items = [
["ACE_fieldDressing", 90],
["ACE_morphine", 60],
["ACE_epinephrine", 60],
["ACE_bloodIV_500", 48],
["ACE_splint", 16]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addItemCargoGlobal _x;} foreach _items;
// _box call ark_fnc_plank_setBoxColour_t4;
};
//ark_fnc_plank_setBoxColour_t3 = {
// params ["_box"];
// [{_this setObjectTextureGlobal [0, "\gm\gm_weapons\gm_ammoboxes\data\wud\gm_ammobox_wood_03_ext_01_wud_co.paa"];}, _box] call CBA_fnc_execNextFrame;
//};
// ark_fnc_plank_setBoxColour_t4 = {
// params ["_box"];
// [{_this setObjectTextureGlobal [0, "gm\gm_weapons\gm_ammoboxes\data\oli\gm_ammobox_aluminium_01_medic_oli_co.paa"];}, _box] call CBA_fnc_execNextFrame;
//};
if (!didJIP) then {
[player] call ark_fnc_plank_assignFortifications;
["mission.safetytimer.ended", {[player] call plank_api_fnc_forceRemoveAllFortifications;}] call hull3_event_fnc_addEventHandler;
};ark_script_fnc_fireArty = {
params ["_vehicle","_target"];
private _gunner = effectiveCommander _vehicle;
{_gunner disableAI _x} forEach ["AUTOTARGET","FSM","AUTOCOMBAT"];
private _roundCount = 4; // How many shots fired in one cycle
private _delay = 60; // How long between cycles
[
{
params ["_args", "_id"];
_args params ["_gunner","_target","_roundCount"];
if (!alive _gunner) exitWith {_id call CBA_fnc_removePerFrameHandler};
[_gunner, _target, _roundCount] call ark_script_fnc_doFireArty;
},
_delay,
[_gunner,_target,_roundCount]
] call CBA_fnc_addPerFrameHandler;
};
ark_script_fnc_doFireArty = {
params ["_gunner","_target","_roundCount"];
private _veh = vehicle _gunner;
private _mag = currentMagazine _veh;
private _targetPos = getMarkerPos _target;
if ((_targetPos inRangeOfArtillery [[_gunner], _mag]) isEqualTo false) exitWith {
systemChat format ["ARK Arty: Error target %1 is out of range of %2",_target,_gunner];
};
_gunner doArtilleryFire [_targetPos, _mag, _roundCount];
_veh setVehicleAmmoDef 1;
_veh setVehicleAmmo 1;
}; raP
version 6 EditorData s sourceName ark_co51_edessa_bay addons A3_Ui_F gmx_aaf_vehicles_land_wheeled_luchs gmx_aaf_vehicles_land_wheeled_kat1 gmx_aaf_vehicles_land_tracked_leopard1 CUP_WheeledVehicles_LR gmx_aaf_vehicles_land_tracked_m109 CUP_AirVehicles_AV8B A3_Structures_F_Mil_Cargo A3_Structures_F_Households_WIP A3_Structures_F_Mil_Shelters A3_Structures_F_Mil_Flags gm_objects_searchlight_gc_bgs_searchlight A3_Weapons_F_Ammoboxes A3_Modules_F_Curator_Curator ark_ace_rearm ark_clear_cargo A3_Modules_F Admiral ark_rotor ark_chase_ai A3_Characters_F ace_nouniformrestrictions CUP_AirVehicles_UH1H gm_characters_pl_characters gm_vehicles_land_tracked_2s1_pl_army_2s1 ace_explosives ace_parachute AddonsMetaData dlcs gmx_aaf CUP_Vehicles gm randomSeed ScenarioData CustomAttributes Mission } moveGridStep ?angleGridStep ?scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider ' MarkerIDProvider : LayerIndexProvider M Camera ` nextID n : nextID $ M nextID ` pos E2aA.,Fdir C@f?up !Fr?nCH>aside ? K? List items Item0 Item1 q Item2 Item3 w Item4 Item5 H Item6 Item7
Item8 Item9
Item10
Item11 I Item12 Item13 A Item14 Item15 /
Item16 f
Item17
Item18 2 Item19 Item20 > Item21 Item22
Item23 Item24 className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com q className gmx_aaf_vehicles_land_wheeled_luchs name gmx_aaf_vehicles_land_wheeled_luchs author Global Mobilization Extra className gmx_aaf_vehicles_land_wheeled_kat1 name gmx_aaf_vehicles_land_wheeled_kat1 author Global Mobilization Extra w className gmx_aaf_vehicles_land_tracked_leopard1 name gmx_aaf_vehicles_land_tracked_leopard1 author Global Mobilization Extra className CUP_WheeledVehicles_LR name CUP_WheeledVehicles_LR H className gmx_aaf_vehicles_land_tracked_m109 name gmx_aaf_vehicles_land_tracked_m109 author Global Mobilization Extra className CUP_AirVehicles_AV8B name CUP_AirVehicles_AV8B
className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Households name Arma 3 - Houses author Bohemia Interactive url https://www.arma3.com
className gm_objects_searchlight_gc_bgs_searchlight name gm_objects_searchlight_gc_bgs_searchlight author Global Mobilization url global-mobilization.com
className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com I className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules 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 A 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 /
className Admiral name Admiral author Kami f
className ark_rotor name ARK Inhouse - Rotor 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 2 className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className ace_nouniformrestrictions name ACE3 - No Uniform Restrictions author ACE-Team url https://ace3.acemod.org/ > className CUP_AirVehicles_UH1H name CUP_AirVehicles_UH1H className gm_characters_pl_characters name gm_characters_pl_characters author Global Mobilization url global-mobilization.com
className gm_vehicles_land_tracked_2s1_pl_army_2s1 name gm_vehicles_land_tracked_2s1_pl_army_2s1 author Global Mobilization url global-mobilization.com className ace_explosives name ACE3 - Explosives author ACE-Team url https://ace3.acemod.org/ className ace_parachute name ACE3 - Parachute author ACE-Team url https://ace3.acemod.org/ author dancemoox Header gameType Coop minPlayers maxPlayers ' Category0 } name Multiplayer Attribute0 D Attribute1 nAttributes } property RespawnButton expression true Value data singleType SCALAR value ? property RespawnTemplates expression true Value } data } singleType ARRAY value ) } items Item0 F } data V } singleType STRING value None } Intel Entities _ Connections : briefingName ark_co51_edessa_bay overviewText AAF troops hold the coast road to Kavala | CAS or Artillery | JIP Reinforcements resistanceWest timeOfChanges FstartWeather >startWind forecastWeather >forecastWind forecastWaves forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T<_ #items " Item0 Item1 L! Item2 " Item3 {" Item4 z Item5 u Item6 Item7 H Item8 Item9 Item10 Item11 Item12 M Item13 3 Item14 w3 Item15 3 Item16 : Item17 f> Item18 E Item19 K Item20 CR Item21 U Item22 \ Item23 'c Item24 i Item25 |o Item26 r Item27 Rv Item28 y Item29 Item30 ɋ Item31 Item32 3 Item33 ң : dataType Layer name Time Triggers state Entities ^ id atlOffset zd?L!
items Item0 Item1 Item2 w Item3 U Item4 3 Item5 J Item6 O Item7 , Item8 f L! dataType Trigger position FFRB$zF Attributes 4 id type EmptyDetector name tgr_safety_off condition call{hull3_mission_safetyTimerAbort} sizeA sizeB dataType Trigger position rF\BB=yF Attributes id type EmptyDetector w name tgr_time_10 condition call{triggeractivated tgr_safety_off;} sizeA sizeB timeout D D Dw dataType Trigger position F(BxF Attributes id type EmptyDetector U name tgr_time_15 condition call{triggeractivated tgr_safety_off;} sizeA sizeB timeout aD aD aDU dataType Trigger position FOB&axF