admiral\admiral.h e_e`z description.ext `v hull3\briefing\blufor.sqf n _ hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf ]e` hull3\DS_G.h :Ma hull3\DS_U.h Ma:
hull3\hull3.h e`( hull3\LICENSE n _8 init.sqf e` initPlayerLocal.sqf gU9` mission.sqm гdM class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_CDF_MOU";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_CDF_MOU";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_CDF_MOU";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class CUP_CDF_MOU {
technicals[] = {"CUP_B_UAZ_MG_CDF", "CUP_B_UAZ_MG_CDF", "CUP_B_UAZ_AGS30_CDF", "CUP_B_UAZ_SPG9_CDF"};
armour[] = {"CUP_B_BRDM2_CDF", "CUP_B_BTR60_CDF", "CUP_B_BTR80_CDF"};
};
};
};
#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "dark skies";
onLoadMission = "Made with Hull3";
author = "dancemoox";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 66;
};
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 = 7;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "Heavy"};
default = 1;
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","
*** 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
"]];
// 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","
We have been tasked with undertaking a midnight raid into the CDF town of Zelenogorsk.
ENEMY FORCES
Chernarus Defence Forces
FRIENDLY FORCES
We are the only ChDKZ cell operating near Zelenogorsk tonight.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Undertake a raid into Zelenogorsk undertaking the following objectives:
Eliminate the town Garrison and destroy the CDF logistics depot.
Shut down the Power Substation before destroying the power transformers.
Destroy the locomotives and supply trains within the Railyard.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Objectives within Zelenogorsk can be undertaken in any order.
Once all objectives have been complete and we have done sufficient damage to the CDF counter attack we should extract west.
MOVEMENT PLAN
Urals can transport fifteen, unarmed Hilux offroads can transport six.
Command and Combat Engineers have dedicated use of unarmed Hilux, weapons teams the use of their associated vehicles.
FIRE SUPPORT PLAN
Armed Hilux offroads are to provide both direct and indirect firesupport.
SPECIAL TASKS
Recover any intelligence materials found within the logistics depot, these may prove valuable later.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
We lack sources of illumination beyond streetlights and flares, copious use of both GL and mortar launched as well as hand thrown flares is recommended.
All vehicles can be used to rearm armed Hilux offroads.
A small ammo dump of munitions we won't be taking with us has been prepared in the south west shed, the one beside the flagpole.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by dancemoox
"]];
class DS_G {
class Rifleman {
primaryWeapon = "CUP_arifle_AK47";
primaryWeaponItems[] = {"CUP_acc_Zenit_2DS"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"ACE_HandFlare_Green", 2},
{"SmokeShellGreen", 2},
{"MiniGrenade", 2},
{"HandGrenade", 2}
};
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 7},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 3}
};
backpackMagazines[] = {
{"HandGrenade", 2},
{"SmokeShellGreen", 1},
{"CUP_30Rnd_762x39_AK47_M", 5},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 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_AK47_GL";
handgunWeapon = "CUP_hgun_TT";
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 3},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SmokeGreen_GP25_M", 2},
{"CUP_FlareGreen_GP25_M", 2},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2},
{"CUP_8Rnd_762x25_TT", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellGreen", 1},
{"CUP_30Rnd_762x39_AK47_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2},
{"CUP_1Rnd_SmokeGreen_GP25_M", 2},
{"CUP_FlareGreen_GP25_M", 2}
};
binocular = "Binocular";
};
class Officer : Leader {
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_AKS";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_30Rnd_762x39_AK47_M", 4}};
backpackMagazines[] = {};
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_AKS";
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 4},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2},
{"SmokeShellGreen", 2}
};
backpackMagazines[] = {
{"SmokeShellGreen", 4},
{"CUP_30Rnd_762x39_AK47_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_RPK74";
vestMagazines[] = {{"CUP_75Rnd_TE4_LRT4_Green_Tracer_762x39_RPK_M", 4}};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellGreen", 1},
{"CUP_75Rnd_TE4_LRT4_Green_Tracer_762x39_RPK_M", 4}
};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellGreen", 1},
{"CUP_75Rnd_TE4_LRT4_Green_Tracer_762x39_RPK_M", 3}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_AKS";
secondaryWeapon = "CUP_launch_RPG7V";
secondaryWeaponItems[] = {"CUP_optic_PGO7V3", "CUP_PG7VL_M"};
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 5},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellGreen", 1},
{"CUP_30Rnd_762x39_AK47_M", 4},
{"CUP_PG7VL_M", 2}
};
};
class ENG : Rifleman {
primaryWeapon = "CUP_arifle_AKS";
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 5},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2}
};
backpackMagazines[] = {
{"CUP_PipeBomb_M", 2},
{"APERSTripMine_Wire_Mag", 2}
};
vestItems[] = {
{"ACE_DefusalKit", 1},
{"ACE_Cellphone", 1},
{"ACE_DeadManSwitch", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class ENGA : ENG {
uniformRadios[] = {"ACRE_PRC343"};
};
class VC : Crew {
primaryWeapon = "CUP_arifle_AK47_GL";
vestMagazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 3},
{"CUP_1Rnd_HE_GP25_M", 4},
{"CUP_1Rnd_SmokeGreen_GP25_M", 2},
{"CUP_FlareGreen_GP25_M", 2},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2},
{"CUP_8Rnd_762x25_TT", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellGreen", 1},
{"CUP_30Rnd_762x39_AK47_M", 6},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 2},
{"CUP_1Rnd_SmokeGreen_GP25_M", 2},
{"CUP_FlareGreen_GP25_M", 2}
};
binocular = "Binocular";
};
class VG : Crew {
};
class VD : Crew {
};
class Vehicle {
weapons[] = {{"CUP_launch_RPG26", 10}};
magazines[] = {
{"CUP_30Rnd_762x39_AK47_M", 50},
{"CUP_30Rnd_TE1_Green_Tracer_762x39_AK47_M", 25},
{"CUP_75Rnd_TE4_LRT4_Green_Tracer_762x39_RPK_M", 25},
{"CUP_1Rnd_SmokeGreen_GP25_M", 25},
{"CUP_FlareGreen_GP25_M", 25},
{"CUP_1Rnd_HE_GP25_M", 25},
{"ACE_HandFlare_Green", 50},
{"CUP_PG7VL_M", 25},
{"CUP_8Rnd_762x25_TT", 10},
{"HandGrenade", 25},
{"MiniGrenade", 25},
{"SmokeShellGreen", 25},
{"CUP_PipeBomb_M", 10},
{"APERSTripMine_Wire_Mag", 5}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
class DS_U {
class Rifleman {
headGear = "";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_01_wdl";
vest = "gm_gc_army_vest_80_rifleman_str_ARM";
backpack = "ark_backpack_med";
};
class Leader : Rifleman {
headGear = "gmx_chdkz_army_headgear_cap_wdl";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_01_wdl";
vest = "gm_pl_army_vest_80_leader_gry_ARM";
};
class Officer : Leader {
headGear = "gmx_chdkz_army_headgear_cap_blk";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_01_win";
vest = "gm_pl_army_vest_80_leader_gry_ARM";
};
class Crew : Rifleman {
headGear = "CUP_H_ChDKZ_Beret";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_02_mix_04";
vest = "gmx_chdkz_army_vest_pilot_wdl_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
headGear = "CUP_H_ChDKZ_Cap";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_01_mix_01";
vest = "gm_pl_army_vest_80_rifleman_gry_ARM";
backpack = "ark_backpack_large";
};
class FTL : Leader {
};
class AR : Rifleman {
headGear = "";
goggles = "G_Balaclava_oli";
uniform = "gmx_chdkz_army_uniform_soldier_01_mix_03";
vest = "gmx_chdkz_vest_combatvest3_grn_ARM";
};
class AAR : Rifleman {
headGear = "";
goggles = "G_Balaclava_oli";
uniform = "gmx_chdkz_army_uniform_soldier_01_mix_02";
vest = "gm_pl_army_vest_80_mg_gry_ARM";
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
headGear = "gm_ge_headgear_hat_beanie_blk";
goggles = "";
uniform = "gmx_chdkz_army_uniform_soldier_01_mix_04";
vest = "gm_pl_army_vest_80_at_gry_ARM";
};
class ENG : Rifleman {
headGear = "CUP_H_RUS_K6_3_Shield_Up_khaki";
vest = "gmx_chdkz_vest_combatvest3_grn_ARM";
backpack = "ark_backpack_large";
};
class ENGA : ENG {
headGear = "CUP_H_RUS_K6_3_Shield_Down_khaki";
};
class VC : Crew {
uniform = "gmx_chdkz_army_uniform_soldier_02_mix_02";
};
class VG : Crew {
};
class VD : Crew {
uniform = "gmx_chdkz_army_uniform_soldier_02_mix_01";
};
};
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 CUP_CHKDZ {
gear = "DS_G";
uniform = "DS_U";
};
};
class Gear {
#include "DS_G.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
class Uniform {
#include "DS_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.ark_ts_var_lightObjects = (getmarkerPos "mkr_Power") nearObjects 7000;
ark_ts_fnc_initSwitch = {
switch1 animateSource ["switchposition",1];
switch1 animateSource ["switchlight",1];
private _actionOff = [
"Turn Off",
"Pull Lever",
"",
{
_target animateSource ["switchposition",-1];
_target animateSource ["switchlight",0];
_target setVariable ["ark_ts_var_canActivate", false, true];
playSound3D ["A3\Missions_F_Oldman\Data\sound\Light_Switch\Light_Switch_01.wss", _target, false, getposASL _target, 5, 0.75, 50];
["ark_ts_eh_powerOff", ["global"]] call CBA_fnc_globalEventJIP;
},
{_target getVariable ["ark_ts_var_canActivate", true]},
{},
[],
[0.24,-0.10,0.5],
3
] call ace_interact_menu_fnc_createAction;
["Land_TransferSwitch_01_F", 0, [], _actionOff] call ace_interact_menu_fnc_addActionToClass;
};
["ark_ts_eh_powerOff", {
{
_x switchLight "OFF";
} forEach ark_ts_var_lightObjects;
}] call CBA_fnc_addEventHandler;
call ark_ts_fnc_initSwitch; raP I
version 6 EditorData g sourceName ark_co65_dark_skies addons 4 A3_Characters_F ace_nouniformrestrictions Characters_f_lxWS ace_explosives A3_Ui_F CUP_Weapons_AmmoBoxes A3_Structures_F_Civ_Camping cba_xeh CUP_Misc3_Config CUP_WheeledVehicles_Hilux CUP_WheeledVehicles_Ural CUP_CAStructures_Misc_Powerlines A3_Modules_F A3_Modules_F_ObjectModifiers ark_ace_rearm ark_clear_cargo ark_ai_sentry ark_chase_ai A3_Structures_F_Enoch_Industrial_Materials A3_Structures_F_Enoch_Civilian_Constructions plp_containers A3_Supplies_F_Heli_CargoNets CUP_Editor_Structures_Config A3_Structures_F_Furniture gm_structures_euro_80 A3_Structures_F_Items_Documents A3_Structures_F_Items_Stationery CUP_Weapons_Items A3_Missions_F_Oldman A3_Structures_F_Orange_Humanitarian_Flags A3_Props_F_Orange_Items_Decorative A3_Structures_F_EPA_Items_Food A3_Structures_F_Bootcamp_Items_Food A3_Structures_F_Heli_Items_Food A3_Props_F_Orange_Humanitarian_Supplies A3_Structures_F_Items_Food A3_Structures_F_Bootcamp_Items_Electronics A3_Structures_F_System A3_Props_F_Enoch_Military_Decontamination CUP_CASigns2 CUP_CAMisc A3_Props_F_Enoch_Infrastructure_Traffic CUP_Misc_e_Config A3_Structures_F_Heli_Items_Airport A3_Props_F_Enoch_Industrial_Electric gm_vehicles_land_wheeled_bicycle_gc_army_bicycle CUP_WheeledVehicles_S1203 CUP_WheeledVehicles_UAZ Admiral ark_rotor CUP_Creatures_Military_CDF CUP_AirVehicles_Mi24 AddonsMetaData dlcs CUP_Weapons CUP_Vehicles Enoch Heli ORANGE Contact gm CUP_Units randomSeed ScenarioData CustomAttributes Mission I moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider . LayerIndexProvider A Camera T nextID . nextID A nextID T pos jE{CEdir d55?up d5?5?aside ? /;4 List )items ( Item0 Item1 0
Item2
Item3 G Item4 Item5 $ Item6 i Item7 Item8 (
Item9 u
Item10
Item11 Item12 Item13 Item14 t Item15 Item16 H Item17 Item18 Item19 Item20 Q Item21 Item22 $ Item23 a Item24 Item25 | Item26 Item27 Item28 D Item29 Item30 u Item31 Item32 Item33 Item34 Item35 Item36 ` Item37 Item38 Item39 I className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com 0
className ace_nouniformrestrictions name ACE3 - No Uniform Restrictions author ACE-Team url https://ace3.acemod.org/
className Characters_f_lxWS name Arma 3 Western Sahara - Characters and Clothing author Rotators Collective url https://www.arma3.com G className ace_explosives name ACE3 - Explosives author ACE-Team url https://ace3.acemod.org/ className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com $ className CUP_Weapons_AmmoBoxes name CUP_Weapons_AmmoBoxes i className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Misc3_Config name CUP_Misc3_Config (
className CUP_WheeledVehicles_Hilux name CUP_WheeledVehicles_Hilux u
className CUP_WheeledVehicles_Ural name CUP_WheeledVehicles_Ural
className CUP_CAStructures_Misc_Powerlines name CUP_CAStructures_Misc_Powerlines className A3_Modules_F name Arma 3 Alpha - 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 className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org t className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org H className A3_Structures_F_Enoch_Industrial name Arma 3 Contact Platform - Industrial 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 plp_containers name plp_containers className A3_Supplies_F_Heli name Arma 3 Helicopters - Ammoboxes and Supplies author Bohemia Interactive url https://www.arma3.com Q className CUP_Editor_Structures_Config name CUP_Editor_Structures_Config className gm_structures_euro_80 name gm_structures_euro_80 author Global Mobilization url global-mobilization.com $ className CUP_Weapons_Items name CUP_Weapons_Items a className A3_Missions_F_Oldman name Arma 3 Old Man - Playable Content author Bohemia Interactive url https://www.arma3.com className A3_Structures_F_Orange name Arma 3 Orange - Buildings and Structures author Bohemia Interactive url https://www.arma3.com | className A3_Props_F_Orange name Arma 3 Orange - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com 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_Bootcamp name Arma 3 Bootcamp Update - Buildings and Structures author Bohemia Interactive url https://www.arma3.com D className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className A3_Props_F_Enoch name Arma 3 Contact Platform - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com u className CUP_CASigns2 name CUP_CASigns2 className CUP_CAMisc name CUP_CAMisc className CUP_Misc_e_Config name CUP_Misc_e_Config className gm_vehicles_land_wheeled_bicycle_gc_army_bicycle name gm_vehicles_land_wheeled_bicycle_gc_army_bicycle author Global Mobilization url global-mobilization.com className CUP_WheeledVehicles_S1203 name CUP_WheeledVehicles_S1203 className CUP_WheeledVehicles_UAZ name CUP_WheeledVehicles_UAZ ` className Admiral name Admiral author Kami className ark_rotor name ARK Inhouse - Rotor author ARK url http://www.ark-group.org className CUP_Creatures_Military_CDF name CUP_Creatures_Military_CDF I className CUP_AirVehicles_Mi24 name CUP_AirVehicles_Mi24 author dancemoox Header gameType Coop minPlayers maxPlayers A Category0 name Multiplayer Attribute0 I Attribute1 nAttributes property RespawnButton expression true Value data singleType SCALAR value ? property RespawnTemplates expression true Value data
singleType ARRAY value . items Item0 K data [ singleType STRING value None Intel Entities * Connections { I briefingName ark_co65_dark_skies overviewText ChDKZ raid CDF strongholds timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T<* items Item0 Item1 &