admiral\admiral.h \d cba_settings.sqf J-`, description.ext 6d hull3\briefing\blufor.sqf X7d hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf n _ hull3\hull3.h 7d hull3\LICENSE n _8 hull3\M4_US.h 5d4 hull3\USM_RAN_90_WD.h C7d" init.sqf n _ initPlayerLocal.sqf dO
initServer.sqf &d! mission.sqm ld3= plank.h 6d zone_spawned_unit.sqf \[ class Admiral {
isEnabled = 1;
isBehaviorEnabled = 0;
groupSpawnDelay = 2;
class Events {
zone_spawned_unit = "zone_spawned_unit.sqf";
};
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 = "CUP_RACS_WD";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_RACS_WD";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_RACS_WD";
defaultZoneTemplate = "Cqc";
};
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class UnitTemplates {
class CUP_RACS_WD {
infantry[] = {"CUP_I_RACS_SL_wdl", "CUP_I_RACS_SL_wdl", "CUP_I_RACS_Soldier_wdl", "CUP_I_RACS_Soldier_wdl", "CUP_I_RACS_Soldier_LAT_wdl", "CUP_I_RACS_AR_wdl", "CUP_I_RACS_MMG_wdl", "CUP_I_RACS_Medic_wdl", "CUP_I_RACS_Officer_wdl"};
technicals[] = {"CUP_I_LR_MG_RACS", "CUP_O_LR_SPG9_TKA", "CUP_B_nM1025_Mk19_USA_DES"};
armour[] = {"CUP_I_M113A1_RACS", "CUP_I_LAV25M240_RACS", "CUP_I_AAV_RACS", "CUP_I_M163_Vulcan_RACS", "CUP_I_M60A3_RACS"};
};
};
};force ace_mk6mortar_useAmmoHandling = false;#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 = "Tense Rhetoric";
onLoadMission = "Made with Hull3";
author = "Dextrus";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 55;
};
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 = 3;
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[] = {0,1,2,3,4,5,6,7,8,9,10,11,12};
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 = 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","
During a joint operation clearing insurgent pockets from the northern islands of the Kolgujev archipelago, RACS troops suddenly opened fire on assisting US troops. Facing heavy opposition, friendly troops have withdrawn to the last defensible location in the vicinity and radioed for immediate extraction.
ENEMY FORCES
Royal Army Corps of Sahrani
FRIENDLY FORCES
US Army Rangers
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Hold your position until the extract team can mobilise.
Ammunition stores can be found here.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Dig in and hold out until rescue arrives.
MOVEMENT PLAN
Remain within the town and surrounding area, as we are flanked on all sides by high cliffs.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Slot a TH, then an AH when jipping in
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];
// 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 USM_RAN_90_WD {
gear = "M4_US";
uniform = "USM_RAN_90_WD";
};
};
class Gear {
#include "M4_US.h"
};
class Uniform {
#include "USM_RAN_90_WD.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 M4_US {
class Rifleman {
primaryWeapon = "CUP_arifle_Colt727";
primaryWeaponItems[] = {"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},
{"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_Colt727_M203";
primaryWeaponItems[] = {};
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 {
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_E2";
primaryWeaponItems[] = {};
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 {
secondaryWeapon = "CUP_launch_M72A6";
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 MATG : RAT {
secondaryWeapon = "launch_MRAWS_green_rail_F";
secondaryWeaponItems[] = {"MRAWS_HEAT_F"};
backpackMagazines[] = {
{"MRAWS_HEAT_F", 4},
{"MRAWS_HE_F", 2}
};
};
class MATAG : Rifleman {
backpackMagazines[] = {
{"MRAWS_HEAT_F", 4},
{"MRAWS_HE_F", 2}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATAC : MATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class P : Crew {
};
class PCM : P {
};
class Car {
weapons[] = {};
magazines[] = {
{"SatchelCharge_Remote_Mag", 10},
{"APERSMine_Range_Mag", 20},
{"SLAMDirectionalMine_Wire_Mag", 10}
};
items[] = {
{"ACE_M26_Clacker", 2},
};
medicalItems[] = {};
};
class Truck : Car {
weapons[] = {
{"CUP_launch_M72A6", 30}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag", 150},
{"CUP_30Rnd_556x45_Stanag_Tracer_Red", 100},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 100},
{"CUP_1Rnd_HE_M203", 25},
{"CUP_1Rnd_HEDP_M203", 25},
{"CUP_1Rnd_Smoke_M203", 20},
{"CUP_1Rnd_StarFlare_White_M203", 35},
{"CUP_1Rnd_StarFlare_Red_M203", 35},
{"CUP_1Rnd_StarCluster_White_M203", 15},
{"CUP_1Rnd_StarCluster_Red_M203", 15},
{"ACE_HandFlare_White", 10},
{"MRAWS_HEAT_F", 10},
{"HandGrenade", 20},
{"SmokeShell", 20}
};
items[] = {};
medicalItems[] = {
{"ACE_fieldDressing", 150},
{"ACE_splint", 12}
};
};
};
class USM_RAN_90_WD {
class Rifleman {
headGear = "usm_helmet_pasgt_w";
goggles = "";
uniform = "usm_bdu_w";
vest = "usm_vest_rba_lbv_rm_ARM";
backpack = "ark_backpack_med";
insignia = "";
};
class Leader : Rifleman {
uniform = "usm_bdu_w";
vest = "usm_vest_rba_lbv_gr_ARM";
};
class Officer : Leader {
headGear = "usm_bdu_cap_wdl";
};
class Crew : Rifleman {
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
backpack = "ark_backpack_large";
vest = "usm_vest_rba_lbv_rm_ARM";
insignia = "";
};
class FTL : Leader {
headGear = "usm_helmet_pasgt_g_w";
vest = "usm_vest_rba_lbv_rmp_ARM";
};
class AR : Rifleman {
uniform = "usm_bdu_w";
vest = "usm_vest_rba_lbv_mg_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
headGear = "usm_helmet_pasgt_g_w";
};
class MATG : RAT {
backpack = "ark_backpack_large";
};
class MATAG : RAT {
backpack = "ark_backpack_large";
};
class MATAC : MATAG {
};
class P : Crew {
headGear = "CUP_H_SPH4_khaki_visor";
uniform = "CUP_U_B_USArmy_PilotOverall";
vest = "usm_vest_rba_ARM";
backpack = "B_Parachute";
};
class PCM : P {
headGear = "CUP_H_SPH4_khaki";
};
};
{
_x switchLight "OFF";
} forEach nearestObjects [(getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [], worldSize/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, [0, 1, 4, 0, 2, 0, 1]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["FTL", "MATAG"]) exitWith {[_unit, [1, 0, 4, 2, 2, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["Medic", "AR", "AAR", "Rifleman", "MATAC"]) exitWith {[_unit, [0, 0, 4, 0, 2, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["RAT"]) exitWith {[_unit, [0, 0, 4, 2, 2, 0, 0]] call plank_api_fnc_forceAddFortifications};
if (_gearClass in ["MATG"]) exitWith {[_unit, [0, 0, 4, 2, 2, 1, 0]] call plank_api_fnc_forceAddFortifications};
};
_unit setVariable ["plank_areFortsAssigned", true, true];
};
};
ark_fnc_plank_fill_AT_Ammo = {
private _box = _this select 1;
[_box, 9999] remoteExecCall ["ace_rearm_fnc_makeSource", 2];
private ["_magazines", "_items"];
_magazines = [
["MRAWS_HEAT55_F", 25],
["MRAWS_HEAT_F", 15],
["MRAWS_HE_F", 5]
];
_items = [
["ACE_fieldDressing", 25]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
{_box addItemCargoGlobal _x;} foreach _items;
};
ark_fnc_plank_fill_Ammo = {
private _box = _this select 1;
private ["_magazines", "_weapons", "_items"];
_magazines = [
["CUP_30Rnd_556x45_Stanag", 250],
["CUP_30Rnd_556x45_Stanag_Tracer_Red", 150],
["CUP_100Rnd_TE4_Red_Tracer_556x45_M249", 250],
["ACE_Chemlight_White", 10],
["Chemlight_red", 10],
["CUP_1Rnd_HE_M203", 25],
["CUP_1Rnd_HEDP_M203", 25],
["CUP_1Rnd_Smoke_M203", 15],
["CUP_1Rnd_SmokeRed_M203", 15],
["CUP_1Rnd_StarFlare_White_M203", 35],
["CUP_1Rnd_StarFlare_Red_M203", 35],
["CUP_1Rnd_StarCluster_White_M203", 15],
["CUP_1Rnd_StarCluster_Red_M203", 15],
["MRAWS_HEAT55_F", 10],
["MRAWS_HEAT_F", 5],
["MRAWS_HE_F", 5],
["ACE_HandFlare_White", 10],
["ACE_HandFlare_Red", 10],
["B_IR_Grenade", 10],
["HandGrenade", 25],
["SmokeShell", 25],
["SmokeShellRed", 25]
];
_weapons = [
["CUP_launch_M72A6", 50]
];
_items = [
["ACE_fieldDressing", 150]
];
clearMagazineCargoGlobal _box;
clearWeaponCargoGlobal _box;
clearItemCargoGlobal _box;
clearBackpackCargoGlobal _box;
{_box addMagazineCargoGlobal _x;} foreach _magazines;
{_box addWeaponCargoGlobal _x;} foreach _weapons;
{_box addItemCargoGlobal _x;} foreach _items;
};
if (!didJIP) then {
[player] call ark_fnc_plank_assignFortifications;
["mission.safetytimer.ended", {[player] call plank_api_fnc_forceRemoveAllFortifications;}] call hull3_event_fnc_addEventHandler;
};ark_fnc_enableSim = {
params ["_veh","_enabled"];
_veh enableSimulationGlobal _enabled;
{_x enableSimulationGlobal _enabled} forEach crew _veh;
};
// Disable simulation for vehicles + crews at game start
{[_x,false] call ark_fnc_enableSim;} forEach [ah_1, ah_2, ah_3, ah_4];
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 = 240; // 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, ((random 800) -400);
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 f sourceName ark_co54_tense_rhetoric addons A3_Characters_F ace_nouniformrestrictions ace_parachute A3_Modules_F A3_Structures_F_Enoch_Ruins A3_Structures_F_Enoch_Civilian_Houses A3_Structures_F_Enoch_Civilian_Police A3_Structures_F_Enoch_Walls_Brick A3_Rocks_F_Sharp A3_Ui_F gm_objects_fortification CUP_AirVehicles_UH60 CUP_AirVehicles_CH47 CUP_AirVehicles_AH64 CUP_AirVehicles_AH6 CUP_Weapons_AmmoBoxes A3_Structures_F_EPB_Civ_Camping ace_interaction ace_cargo ace_dragging A3_Structures_F_Civ_Camping admiral ark_rotor CUP_Creatures_Military_RACS ark_chase_ai CUP_AirVehicles_UH1H CUP_Creatures_StaticWeapons A3_Modules_F_Curator_Curator AddonsMetaData dlcs Enoch gm CUP_Vehicles CUP_Weapons CUP_Units randomSeed ScenarioData CustomAttributes Mission h /= moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider - LayerIndexProvider @ Camera S nextID - nextID @ nextID S pos DީB N,Fdir >z9Ͼ>Iup Sj?(aside \ `/? List items Item0 Item1 Item2
Item3 s Item4 Item5 Item6 + Item7 Item8
Item9
Item10
Item11 Item12 c Item13 Item14 Item15 Item16 Item17 M
Item18
Item19 8 Item20 o Item21 Item22 # Item23 Item24 Item25 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 ace_parachute name ACE3 - Parachute author ACE-Team url https://ace3.acemod.org/ s className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Enoch name Arma 3 Contact Platform - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Enoch_Civilian name Arma 3 Contact Platform - Civilian Buildings author Bohemia Interactive url https://www.arma3.com + className A3_Rocks_F name Arma 3 - Rocks and Stones author Bohemia Interactive url https://www.arma3.com className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com
className gm_objects_fortification name gm_objects_fortification author Global Mobilization url global-mobilization.com
className CUP_AirVehicles_UH60 name CUP_AirVehicles_UH60
className CUP_AirVehicles_CH47 name CUP_AirVehicles_CH47 className CUP_AirVehicles_AH64 name CUP_AirVehicles_AH64 c className CUP_AirVehicles_AH6 name CUP_AirVehicles_AH6 className CUP_Weapons_AmmoBoxes name CUP_Weapons_AmmoBoxes className A3_Structures_F_EPB name Arma 3 Adapt Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className ace_interaction name ACE3 - Interaction author ACE-Team url https://ace3.acemod.org/ className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/ M
className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/
className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com 8 className Admiral name admiral author Kami o className ark_rotor name ARK Inhouse - Rotor author ARK url http://www.ark-group.org className CUP_Creatures_Military_RACS name CUP_Creatures_Military_RACS # className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org className CUP_AirVehicles_UH1H name CUP_AirVehicles_UH1H 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 author Dextrus Header gameType Coop minPlayers maxPlayers 6 Category1 , Category2 h name Multiplayer Attribute0 w Attribute1 nAttributes property RespawnButton expression true Value data singleType SCALAR value ? property RespawnTemplates expression true Value ( data 8 singleType ARRAY value \ items Item0 y data singleType STRING value None name Scenario Attribute0 nAttributes h property cba_settings_hasSettingsFile expression false Value 4 h data D h singleType BOOL value h Intel Entities F Connections 5 /= briefingName ark_co51_tense_rhetoric overviewText Rangers hold out against a sudden but inevitable betrayal | Weather optional timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T