admiral\admiral.h Ҟce description.ext c hull3\BBT_G.h kc hull3\BBT_U.h )̶c hull3\briefing\blufor.sqf c
hull3\briefing\civilian.sqf 2^ hull3\briefing\indfor.sqf 2^ hull3\briefing\opfor.sqf 2^ hull3\hull3.h cI hull3\LICENSE 2^8 init.sqf 쵶c= initServer.sqf 2^ mission.sqm жc: class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "GMX_CHDKZ";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "GMX_CHDKZ";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "GMX_CHDKZ";
defaultZoneTemplate = "Cqc";
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Bushmaster bad time";
onLoadMission = "Made with Hull3";
author = "dancemoox";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 54;
};
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 = 2;
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";
};
};
allowProfileGlasses = 0;
class BBT_G {
class Rifleman {
primaryWeapon = "CUP_arifle_AK105_railed";
primaryWeaponItems[] = {"CUP_optic_ZDDot", "CUP_acc_Flashlight"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemGPS"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_KSF1", 1},
{"ACE_wirecutter", 1},
{"ACE_EntrenchingTool", 1}
};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {
{"ACE_fieldDressing", 10},
{"ACE_tourniquet", 2}
};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Leader : Rifleman {
primaryWeapon = "CUP_arifle_AK74M_GL_railed";
primaryWeaponItems[] = {"CUP_optic_ZDDot", "CUP_acc_Flashlight"};
handgunWeapon = "CUP_hgun_PMM";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2},
{"CUP_12Rnd_9x18_PMM_M", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2},
{"CUP_1Rnd_SMOKE_GP25_M", 2},
{"CUP_1Rnd_SmokeRed_GP25_M", 2},
{"CUP_IlumFlareWhite_GP25_M", 2}
};
binocular = "Binocular";
};
class Officer : Leader {
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "B_UavTerminal"};
binocular = "ACE_VectorDay";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
primaryWeaponItems[] = {"CUP_optic_MRad", "CUP_acc_Flashlight"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_30Rnd_545x39_AK74M_M", 4}};
backpackMagazines[] = {};
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemGPS"};
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_545x39_AK74M_M", 2}
};
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_RPK74M_railed";
primaryWeaponItems[] = {"CUP_optic_ZDDot", "CUP_acc_Flashlight"};
vestMagazines[] = {{"CUP_60Rnd_TE1_Red_Tracer_545x39_AK74M_M", 1}};
backpackMagazines[] = {{"CUP_60Rnd_TE1_Red_Tracer_545x39_AK74M_M", 4}};
};
class AAR : Rifleman {
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 4}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_60Rnd_TE1_Red_Tracer_545x39_AK74M_M", 4}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
secondaryWeapon = "CUP_launch_NLAW";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_545x39_AK74M_M", 4},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2}
};
};
class ENG : Rifleman {
primaryWeapon = "CUP_arifle_AKS74U_railed";
vestMagazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 6},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 2}
};
backpackMagazines[] = {
{"DemoCharge_Remote_Mag", 3},
{"SatchelCharge_Remote_Mag", 2}
};
vestItems[] = {
{"ACE_DefusalKit", 1},
{"ACE_M26_Clacker", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
binocular = "ACE_VectorDay";
};
class ENGA : ENG {
uniformRadios[] = {"ACRE_PRC343"};
binocular = "";
};
class VC : Crew {
binocular = "ACE_VectorDay";
};
class VG : Crew {
};
class VD : Crew {
};
class Vehicle {
weapons[] = {{"CUP_launch_NLAW", 25}};
magazines[] = {
{"CUP_30Rnd_545x39_AK74M_M", 100},
{"CUP_30Rnd_TE1_Red_Tracer_545x39_AK74M_M", 50},
{"CUP_60Rnd_TE1_Red_Tracer_545x39_AK74M_M", 100},
{"CUP_1Rnd_HE_GP25_M", 25},
{"CUP_1Rnd_SMOKE_GP25_M", 25},
{"CUP_1Rnd_SmokeRed_GP25_M", 25},
{"CUP_IlumFlareWhite_GP25_M", 25},
{"CUP_12Rnd_9x18_PMM_M", 10},
{"SatchelCharge_Remote_Mag", 15},
{"DemoCharge_Remote_Mag", 25},
{"ACE_HandFlare_White", 25},
{"HandGrenade", 25},
{"SmokeShell", 25}
};
items[] = {
{"ACE_M26_Clacker", 2},
{"ACE_UAVBattery", 2}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
class BBT_U {
class Rifleman {
headGear = "gmx_cdf2022_army_headgear_m92_digittsko";
goggles = "";
uniform = "gmx_cdf2022_army_uniform_soldier_digittsko";
vest = "gmx_cdf2022_army_vest_armor_90_rifleman_digittsko_ARM";
backpack = "ark_backpack_med";
insignia = "USP_PATCH_GAME_ARMA_CDF";
};
class Leader : Rifleman {
headGear = "gmx_cdf2022_army_headgear_m92_glasses_digittsko";
uniform = "gmx_cdf2022_army_uniform_soldier_rolled_digittsko";
vest = "gmx_cdf2022_army_vest_armor_90_leader_digittsko_ARM";
};
class Officer : Leader {
headGear = "gmx_cdf2022_army_beret_grn";
};
class Crew : Rifleman {
headGear = "H_Tank_eaf_F";
uniform = "gmx_cdf2022_army_uniform_crew_digittsko";
vest = "gmx_cdf2022_army_vest_armor_90_crew_digittsko_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
headGear = "gmx_cdf2022_army_headgear_m92_glasses_digittsko";
};
class Medic : Rifleman {
vest = "gmx_cdf2022_army_vest_armor_90_medic_digittsko_ARM";
backpack = "ark_backpack_large";
};
class FTL : Leader {
};
class AR : Rifleman {
vest = "gmx_cdf2022_army_vest_armor_90_machinegunner_digittsko_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
headGear = "gmx_cdf2022_army_headgear_m92_glasses_digittsko";
};
class ENG : Rifleman {
headGear = "gmx_cdf2022_army_headgear_m92_glasses_digittsko";
vest = "gmx_cdf2022_army_vest_armor_90_demolition_digittsko_ARM";
backpack = "ark_backpack_large";
};
class ENGA : ENG {
};
class VC : Crew {
};
class VG : Crew {
};
class VD : Crew {
};
};
// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
ChDKZ rebels are in control of the eastern coastline of Chernarus. They are using the rail line to move men and munitions to the front including artillery.
ENEMY FORCES
ChDKZ rebels, poorly trained and equipped with stolen arms and equipment.
FRIENDLY FORCES
We are an armoured recon force being dispatched to probe the rebel lines.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Advance along the Coastal road assaulting the following objectives in turn:
Clear rebel forces from Kamyshovo, eliminate the forward commander and destroy any vehicles and supplies found.
Assault and clear the rebel firebase at Krutoy Cap, these guns are targeting civilians and government buildings and must be silenced.
Clear rebel forces from Solnichniy, additionally investigate the nearby quarry. Intelligence indicates prisoners were being transported to that location.
Assault and destroy the Cement Factory being used as a munitions depot.
Finally push as far north as Nizhnoye, repel any counter attack and hold in place.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Undertake objectives in the given order, stretch our legs a little bit as these vehicles are smaller on the inside than the Pentagon brochure lead us to believe.
MOVEMENT PLAN
Remain on the Coastal Road flats, the surrounding hillside hamlets are less than sympathetic.
FIRE SUPPORT PLAN
Our vehicles should provide enough fire support as we advance.
SQUAD TRANSPORT
Each squad has a dedicated M2A2 Bradley for transport and fire support.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Vehicles can rearm from each other using ACE.
CO and XO have access to a both a spotting UAV that can recon our route of advance. Note it will automatically refuel itself once empty so does not need to land. As well as munitions dropping drones armed with either 40mm HE or 57mm HEAT.
JIP Reinforcements should not set off until the main force has reached or is attacking Solnichniy.
"]];
// 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","
*** 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 Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
class Faction {
class GMX_CDF_MC {
gear = "BBT_G";
uniform = "BBT_U";
languages[] = {
{"west", 100}
};
};
};
class Gear {
#include "BBT_G.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
class Uniform {
#include "BBT_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.droneyMcDroneface addEventHandler ["Fuel", {
params ["_vehicle", "_fuel"];
if (!local _vehicle) exitWith {};
if (!_fuel) then {
_vehicle setFuel 1;
};
}];
if (isServer) then {
{_x forceFlagTexture "\A3\Air_F\Data\plane_flag_CO.paa"} forEach [ifv_1, ifv_2, ifv_3, ifv_4, apc];
};ark_tgc_fnc_nwController = {
params ["_nw"];
private _gunner = gunner _nw;
{_gunner disableAI _x} forEach ["AUTOTARGET","FSM","AUTOCOMBAT"];
[
{
params ["_args", "_id"];
_args params ["_gunner"];
if (!alive _gunner) exitWith {_id call CBA_fnc_removePerFrameHandler};
[_gunner, getMarkerPos "mkr_tgt"] call ark_tgc_fnc_nwDoFire;
},
60,
[_gunner]
] call CBA_fnc_addPerFrameHandler;
};
ark_tgc_fnc_nwDoFire = {
params ["_unit","_target"];
_unit doArtilleryFire [_target, "CUP_30Rnd_122mmHE_D30_M", 6];
private _nw = vehicle _unit;
_nw setVehicleAmmoDef 1;
_nw setVehicleAmmo 1;
}; raP 6
version 6 EditorData
sourceName ark_co53_bushmaster_bad_time addons C A3_Modules_F ark_ai_sentry ark_clear_cargo ark_ace_rearm CUP_WarfareBuildings CUP_StandaloneTerrains_Core_Faction CUP_CAMisc CUP_Misc_e_Config CUP_Buildings_Config CUP_CABuildings_Misc CUP_Misc3_Config CUP_WheeledVehicles_NewHMMWV CUP_WheeledVehicles_NewM998 CUP_TrackedVehicles_NewM113 CUP_TrackedVehicles_Bradley admiral ark_rotor gmx_chdkz_characters gmx_chdkz_weapons_machineguns_dshkm gmx_chdkz_vehicles_land_tracked_ot64 gmx_chdkz_weapons_launchers_spg9 gmx_chdkz_vehicles_land_tracked_uaz469 gmx_chdkz_vehicles_land_tracked_pt76 gmx_chdkz_vehicles_land_tracked_t55 A3_Structures_F_System A3_Structures_F_Civ_Camping cba_xeh A3_Structures_F_Civ_Accessories CUP_CAStructures_Rail CUP_Editor_Buildings_Config CUP_WaterVehicles_Fishing_Boat A3_Props_F_Exp_Naval_Boats CUP_WheeledVehicles_UAZ CUP_CAStructuresHouse_HouseV LSR_patch_contact_in_cup_c A3_Structures_F_Items_Vessels A3_Structures_F_Heli_Ind_Machines A3_Structures_F_Mil_Flags CUP_CWA_Misc CUP_AirVehicles_Mi8 CUP_ibr_plants A3_Structures_F_Dominants_Lighthouse gmx_chdkz_vehicles_land_tracked_ural4320 gmx_chdkz_vehicles_land_tracked_ural375d gmx_chdkz_vehicles_land_tracked_bmp1 gmx_chdkz_vehicles_land_tracked_brdm2 A3_Structures_F_Walls A3_Structures_F_Ind_PowerLines CUP_StandaloneTerrains_Core A3_Structures_F_Training A3_Props_F_Exp_Industrial_HeavyEquipment A3_Structures_F_Tank_Decals_Horizontal plp_containers A3_Structures_F_Civ_Constructions ace_dragging A3_Structures_F_EPA_Civ_Constructions CUP_CAStructures_E_Misc_Misc_Market CUP_AirVehicles_MI6 CUP_Weapons_AmmoBoxes A3_Ui_F A3_Characters_F_Common CUP_AirVehicles_Pchela1T A3_Characters_F ace_explosives Air_1_F_lxWS CUP_Creatures_StaticWeapons A3_Modules_F_Curator_Curator AddonsMetaData R dlcs
CUP_Vehicles gm gmx_chdkz Expansion Enoch Heli Tank CUP_Weapons ws CUP_Units randomSeed ScenarioData n" CustomAttributes " Mission d$ 6 moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider Camera R nextID nextID nextID pos z;Fz:C9FFdir !?up 7[?n>aside q 2F-?R List b n" :items 9 Item0 Item1 Item2
Item3 o
Item4
Item5 Item6 ~ Item7 Item8 Item9 - Item10 p Item11 Item12 Item13 O Item14 Item15 Item16 ( Item17 Item18 Item19 R Item20 Item21 V Item22 Item23 f Item24 Item25 n Item26 Item27 < Item28 Item29 Item30 r Item31 Item32 Item33 l Item34 Item35 Item36 Item37 Item38 = Item39 Item40 Y Item41 Item42 g Item43 Item44 = Item45 Item46 Item47 i Item48 Item49 b Item50 Item51 Item52 Z Item53 Item54 ! Item55 ! Item56 ! n" className A3_Modules_F name Arma 3 Alpha - 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_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org o
className ark_ace_rearm name ARK Inhouse - ACE Rearm author ARK url http://www.ark-group.org
className CUP_WarfareBuildings name CUP_WarfareBuildings className CUP_StandaloneTerrains_Core_Faction name CUP_StandaloneTerrains_Core_Faction ~ className CUP_CAMisc name CUP_CAMisc className CUP_Misc_e_Config name CUP_Misc_e_Config className CUP_Buildings_Config name CUP_Buildings_Config - className CUP_CABuildings_Misc name CUP_CABuildings_Misc p className CUP_Misc3_Config name CUP_Misc3_Config className CUP_WheeledVehicles_NewHMMWV name CUP_WheeledVehicles_NewHMMWV className CUP_WheeledVehicles_NewM998 name CUP_WheeledVehicles_NewM998 O className CUP_TrackedVehicles_NewM113 name CUP_TrackedVehicles_NewM113 className CUP_TrackedVehicles_Bradley name CUP_TrackedVehicles_Bradley className Admiral name admiral author Kami ( className ark_rotor name ARK Inhouse - Rotor author ARK url http://www.ark-group.org className gmx_chdkz_characters name gmx_chdkz_characters className gmx_chdkz_weapons_machineguns_dshkm name gmx_chdkz_weapons_machineguns_dshkm author Global Mobilization Extra R className gmx_chdkz_vehicles_land_tracked_ot64 name gmx_chdkz_vehicles_land_tracked_ot64 author Global Mobilization Extra className gmx_chdkz_weapons_launchers_spg9 name gmx_chdkz_weapons_launchers_spg9 author Global Mobilization Extra V className gmx_chdkz_vehicles_land_tracked_uaz469 name gmx_chdkz_vehicles_land_tracked_uaz469 author Global Mobilization Extra className gmx_chdkz_vehicles_land_tracked_pt76 name gmx_chdkz_vehicles_land_tracked_pt76 author Global Mobilization Extra f className gmx_chdkz_vehicles_land_tracked_t55 name gmx_chdkz_vehicles_land_tracked_t55 author Global Mobilization Extra className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com n className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_Rail name CUP_CAStructures_Rail < className CUP_Editor_Buildings_Config name CUP_Editor_Buildings_Config className CUP_WaterVehicles_Fishing_Boat name CUP_WaterVehicles_Fishing_Boat className A3_Props_F_Exp name Arma 3 Apex - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com r className CUP_WheeledVehicles_UAZ name CUP_WheeledVehicles_UAZ className CUP_CAStructuresHouse_HouseV name CUP_CAStructuresHouse_HouseV className LSR_patch_contact_in_cup_c name patch_contact_in_cup_c author 16AA 3LSR l className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CWA_Misc name CUP_CWA_Misc className CUP_AirVehicles_Mi8 name CUP_AirVehicles_Mi8 className CUP_ibr_plants name CUP_ibr_plants = className gmx_chdkz_vehicles_land_tracked_ural4320 name gmx_chdkz_vehicles_land_tracked_ural4320 author Global Mobilization Extra className gmx_chdkz_vehicles_land_tracked_ural375d name gmx_chdkz_vehicles_land_tracked_ural375d author Global Mobilization Extra Y className gmx_chdkz_vehicles_land_tracked_bmp1 name gmx_chdkz_vehicles_land_tracked_bmp1 author Global Mobilization Extra className gmx_chdkz_vehicles_land_tracked_brdm2 name gmx_chdkz_vehicles_land_tracked_brdm2 author Global Mobilization Extra g className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com className CUP_StandaloneTerrains_Core name CUP_StandaloneTerrains_Core = className A3_Structures_F_Tank name Arma 3 Tank - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className plp_containers name plp_containers className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ i className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market b className CUP_AirVehicles_MI6 name CUP_AirVehicles_MI6 className CUP_Weapons_AmmoBoxes name CUP_Weapons_AmmoBoxes className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com Z className CUP_AirVehicles_Pchela1T name CUP_AirVehicles_Pchela1T className ace_explosives name ACE3 - Explosives author ACE-Team url https://ace3.acemod.org/ ! className Air_1_F_lxWS name Arma 3 Western Sahara - Aircraft author Rotators Collective url https://www.arma3.com ! className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons ! className A3_Modules_F_Curator name Arma 3 Zeus Update - Scripted Modules author Bohemia Interactive url https://www.arma3.com n" author dancemoox Header " " gameType Coop minPlayers maxPlayers O " Category0 " d$ name Multiplayer Attribute0 +# Attribute1 # nAttributes d$ property RespawnButton expression true Value g# # data w# # singleType SCALAR value ?# property RespawnTemplates expression true Value # d$ data # d$ singleType ARRAY value $ d$ items Item0 -$ d$ data =$ d$ singleType STRING value None d$ Intel $ Entities .&