admiral\admiral.h nY_h description.ext fy hull3\briefing\blufor.sqf ^X` hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf n _ hull3\briefing\opfor.sqf n _ hull3\CUP_BAF_DE.h f+ hull3\hull3.h f hull3\L85_BAF.h f hull3\LICENSE n _8 init.sqf W_P initplayerlocal.sqf ihp initserver.sqf f mission.sqm 9ih~ class Admiral {
isEnabled = 1;
class Camp {
defaultUnitTemplate = "CUP_TKA_OD";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_TKA_OD";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_TKA_OD";
defaultZoneTemplate = "Cqc";
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
allowProfileGlasses = 0;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Block Party";
onLoadMission = "Made with sand, lots and lots of sand";
author = "Dextrus and Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 67;
};
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[] = {0,1,2,3};
texts[] = {"None", "Light", "Dusty", "Heavy"};
default = 2;
code = "hull3_mission_fog = %1";
};
class Hull3_Weather {
title = "Weather";
values[] = {0,1,2,3,4,5,6,7,8,9};
texts[] = {"Random", "Clear (Calm)", "Clear (Light Winds)", "Clear (Strong Winds)", "Overcast (Calm)", "Overcast (Light Winds)", "Overcast (Strong Winds)", "Rain (Light Winds)", "Rain (Strong Winds)", "Storm"};
default = 5;
code = "hull3_mission_weather = %1";
};
class Hull3_SafetyTimer {
title = "Safety Timer";
values[] = {9999,0};
texts[] = {"On", "Off"};
default = 9999;
code = "hull3_mission_safetyTimerEnd = %1";
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
class CfgSounds {
sounds[] = {};
class winter_wind {
name = "winter_wind";
sound[] = {"@x\ark\addons\ark_sounds\sounds\stormSoundsd\winter_wind.ogg", 0.15, 1};
titles[] = {0,""};
};
};// BLUFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
Ahead of a major offensive into the city, ARK Squadron have been chosen to undertake a raid deep behind enemy lines to knock out key enemy infrastructure. The success of the invasion hinges on this mission succeeding.
ENEMY FORCES
Iraqi Army units still hold the majority of the city. Expect everything up to and including armour. We have also received intel that local, regime friendly militias have mobilised, so remain vigilant
FRIENDLY FORCES
A secondary assault team are stationed to the south-east, should we require reinforcement.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Take out this artillery battery in Resafa and prevent the enemy from recapturing the assets.
UAV footage shows some of the enemy's most advanced armour being refitted at a service station in the Old City. Put them on the scrap heap.
Intelligence suggests this construction site in Muhandisin is being used as a key OPFOR headquarters. Capture and hold it at all costs.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
MOVEMENT PLAN
This sandstorm could work to our advantage, use it as cover to move troops into position before attacking. Beware though, the enemy will have thought of this too.
FIRE SUPPORT PLAN
Due to adverse weather conditions no support is available at present.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
SUSAT scopes work with NVGs by switching CBA optics mode to 3D. If you don't have it configured, navigate to Settings/Controls/Configure Addons/CBA Weapons and bind 'Next Optics State'
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus and Cyruz
"]];
// CIVFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// INDFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
// OPFOR Notes
// Situation
player createDiaryRecord ["Diary", ["Situation","
*** Insert general information about the situation here.***
ENEMY FORCES
*** Insert information about enemy forces here.***
FRIENDLY FORCES
*** Insert information about friendly forces here.***
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
*** Insert the mission here. ***
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
*** Insert very short summary of plan here. ***
MOVEMENT PLAN
*** Insert movement instructions here. ***
FIRE SUPPORT PLAN
*** Insert fire support instructions here. ***
SPECIAL TASKS
*** Insert instructions for specific units here. ***
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
*** Insert information on administration and logistics here. ***
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by
"]];
class CUP_BAF_DE {
class Rifleman {
headGear = "CUP_H_BAF_DDPM_Mk6_EMPTY";
goggles = "";
uniform = "CUP_U_B_BDUv2_gloves_DDPM";
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_Rifleman_ARM";
backpack = "ark_backpack_med";
insignia = "";
};
class Leader : Rifleman {
headGear = "CUP_H_BAF_DDPM_Mk6_EMPTY_PRR";
uniform = "CUP_U_B_BDUv2_roll_gloves_DDPM";
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_Grenadier_ARM";
};
class Officer : Leader {
headGear = "CUP_H_BAF_Officer_Beret_PRR_U";
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_Officer_ARM";
};
class CO : Officer {
};
class XO : CO {
backpack = "ark_backpack_large";
};
class SL : Officer {
};
class Medic : Rifleman {
headGear = "CUP_H_BAF_DDPM_Mk6_NETTING_PRR";
uniform = "CUP_U_B_BDUv2_roll_gloves_DDPM";
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_Medic_ARM";
backpack = "ark_backpack_large";
insignia = "";
};
class FTL : Leader {
};
class AR : Rifleman {
headGear = "CUP_H_BAF_DDPM_Mk6_GOGGLES_PRR";
uniform = "CUP_U_B_BDUv2_roll2_gloves_DDPM";
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_AutomaticRifleman_ARM";
};
class AAR : Rifleman {
backpack = "ark_backpack_large";
};
class RAT : Rifleman {
vest = "CUP_V_B_BAF_DDPM_Osprey_Mk3_Scout_ARM";
};
class MATG : RAT {
backpack = "ark_backpack_large";
};
class MATAG : AAR {
};
class MATAC : MATAG {
};
};
class Hull3 {
isEnabled = 1;
class MissionParams {
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.3, 0, 0}, // Dusty
{0.4, 0, 0}, // Heavy
};
};
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_BAF_DE {
gear = "L85_BAF";
uniform = "CUP_BAF_DE";
};
};
class Gear {
#include "L85_BAF.h"
};
class Uniform {
#include "CUP_BAF_DE.h"
};
};class L85_BAF {
class Rifleman {
primaryWeapon = "CUP_arifle_L85A2";
primaryWeaponItems[] = {"CUP_optic_SUSAT_3D"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 2},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "CUP_NVG_HMNVS"};
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_L85A2_GL";
handgunWeapon = "CUP_hgun_Browning_HP";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_Smoke_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2},
{"CUP_13Rnd_9x19_Browning_HP", 3}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_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 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_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4},
{"CUP_30Rnd_556x45_Stanag_L85", 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_L110A1";
vestMagazines[] = {{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 1}};
backpackMagazines[] = {
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 4}
};
};
class AAR : Rifleman {
primaryWeapon = "CUP_arifle_L86A2";
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 3}
};
binocular = "Binocular";
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_M72A6";
vestMagazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 6},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShell", 1},
{"CUP_30Rnd_556x45_Stanag_L85", 4},
{"CUP_30Rnd_556x45_Stanag_L85_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 Vehicle {
weapons[] = {
{"CUP_launch_M72A6", 4}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 40},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 20},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 20},
{"CUP_1Rnd_HE_M203", 20},
{"CUP_1Rnd_Smoke_M203", 20},
{"CUP_FlareWhite_M203", 20},
{"ACE_HandFlare_White", 10},
{"HandGrenade", 20},
{"SmokeShell", 20}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Car : Vehicle {
};
class Truck : Vehicle {
weapons[] = {
{"CUP_launch_M72A6", 20}
};
magazines[] = {
{"CUP_30Rnd_556x45_Stanag_L85", 80},
{"CUP_30Rnd_556x45_Stanag_L85_Tracer_Red", 60},
{"CUP_200Rnd_TE4_Red_Tracer_556x45_M249", 60},
{"CUP_1Rnd_HE_M203", 40},
{"CUP_1Rnd_Smoke_M203", 40},
{"CUP_FlareWhite_M203", 40},
{"SatchelCharge_Remote_Mag", 10},
{"ACE_HandFlare_White", 30},
{"MRAWS_HEAT_F", 20},
{"HandGrenade", 40},
{"SmokeShell", 40}
};
items[] = {
{"ACE_M26_Clacker", 2}
};
medicalItems[] = {
{"ACE_fieldDressing", 100},
{"ACE_splint", 24}
};
};
};
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_fnc_cleanUpAI = {
params ["_trigger"];
private _side = [adm_camp_defaultUnitTemplate] call adm_common_fnc_getUnitTemplateSide;
{
if ((side _x == _side) && (!isPlayer _x) && (_x inArea _trigger)) then {
if (isNull objectParent _x) then {
deleteVehicle _x;
} else {
private _vehicle = objectParent _x;
{_vehicle deleteVehicleCrew _x} forEach crew _vehicle;
deleteVehicle _vehicle;
};
};
} forEach allUnits;
};mission_fnc_ambientFog= {
params [
["_maxDist", 80, [0]],
["_minDist", 10, [0]],
["_amount", 12, [0]],
["_dropTimer", 0.15, [0]],
["_maxSize", 7, [0]],
["_minSize", 3, [0]],
["_height", -0.3, [0]],
["_transparency", 0.4, [0]],
["_color", [1,1,1], [[]], 3],
["_spawn", 15, [0]],
["_maxLifetime", 15, [0]],
["_minLifetime", 8, [0]],
["_windAffected", true, [false]],
["_windstrength", 1, [0]],
["_windForward", 0, [0]],
["_windRight", 0, [0]],
["_windUp", 0, [0]],
["_cond", {true}, [{}]]
];
if (missionNameSpace getVariable ["diwako_ambientFogglets", false]) exitWith {};
diwako_ambientFogglets = true;
[{
if (isGamePaused) exitWith {};
params ["_args", "_pfhHandle"];
_args params [
"_maxDist",
"_minDist",
"_amount",
"_maxSize",
"_minSize",
"_height",
"_transparency",
"_color",
"_spawn",
"_maxLifetime",
"_minLifetime",
"_windAffected",
"_windstrength",
"_windForward",
"_windRight",
"_windUp",
"_cond"
];
if !(diwako_ambientFogglets) exitWith {
[_pfhHandle] call CBA_fnc_removePerFrameHandler;
};
if (call _cond) then {
private _pos = positionCameraToWorld [0,0,0];
private _right = _windRight;
private _forward = _windForward;
private _cc = + _color;
_cc pushBack _transparency;
private _col = + _color;
_col pushBack 0;
if (_windAffected) then {
private _wind = wind;
_right = (_wind select 0) * _windstrength;
_forward = (_wind select 1) * _windstrength;
};
private _radius = 0;
private _lifetime = 0;
private _randomdir = 0;
private _dirPeroid = 0;
private _dirIntensity = 0;
for [{_i=1},{_i<=_amount},{_i=_i+1}] do {
_radius= _minDist + random (_maxDist - _minDist);
_randomdir = random 360;
_lifetime = _minLifetime + random (_maxLifetime - _minLifetime);
drop ["\A3\data_f\cl_basic","","Billboard",_spawn,_lifetime,[(_pos select 0)+_radius*sin _randomdir,(_pos select 1)+_radius*cos _randomdir,_height],[_right,_forward,_windUp],5,0.2,0.1568,0,[_minSize + random (_maxSize - _minSize)],[_col,_cc,_cc,_cc,_cc,_cc,_cc,_col],[0],_dirPeroid,_dirIntensity,"", "",""];
};
};
}, _dropTimer, [
_maxDist,
_minDist,
_amount,
_maxSize,
_minSize,
_height,
_transparency,
_color,
_spawn,
_maxLifetime,
_minLifetime,
_windAffected,
_windstrength,
_windForward,
_windRight,
_windUp,
_cond
] ] call CBA_fnc_addPerFrameHandler;
};
[
200, // ["_maxDist", 80, [0]],
50, // ["_minDist", 10, [0]],
18, // ["_amount", 15, [0]],
0.10, // ["_dropTimer", 0.15, [0]],
8, // ["_maxSize", 7, [0]],
4, // ["_minSize", 3, [0]],
0.75, // ["_height", -0.3, [0]],
0.15, // ["_transparency", 0.3, [0]],
[0.6,0.5,0.29], // ["_color", [1,1,1], [[]], 3],
nil, // ["_spawn", 15, [0]],
nil, // ["_maxLifetime", 15, [0]],
nil, // ["_minLifetime", 8, [0]],
true, // ["_windAffected", true, [false]],
nil, // ["_windstrength", 1, [0]],
nil, // ["_windForward", 0, [0]],
nil, // ["_windRight", 0, [0]],
0.1, // ["_windUp", 0, [0]],
nil // ["_cond", {true}, [{}]]
] call mission_fnc_ambientFog;
player setUnitTrait ["camouflageCoef", 0.20];
player setUnitTrait ["audibleCoef", 0.20];
[{playSound "winter_wind"}, 55] call CBA_fnc_addPerFrameHandler;
{_x hideObject true} forEach nearestTerrainObjects
[
[worldSize/2, worldSize/2],
["hide","bush"],
worldSize,
false
];
{
_x switchLight "OFF";
} forEach nearestObjects [(getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [], worldSize/2];
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [0.703208,0.997326,-0.0026738,[0.518717,0.264706,0,0.171123],[1,1,1,1],[0.5,0.25,0.25,0]];
"colorCorrections" ppEffectCommit 0;
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.121524,0.5,0,0.2,0.1];
"filmGrain" ppEffectCommit 0;ark_script_fnc_ambientBattle = {
private _allsounds = [
"A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions1.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions2.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions3.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions4.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions5.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight1.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight2.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight3.wss",
"A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight4.wss"
];
[
{
params ["_args", "_id"];
_args params ["_snds"];
private _source = selectRandom [distant_sound_obj,distant_sound_obj_1,distant_sound_obj_2];
playSound3D [(selectRandom _snds), _source, false, getPosASL _source, 5, 1, 3000];
},
7,
[_allsounds]
] call CBA_fnc_addPerFrameHandler;
};
call ark_script_fnc_ambientBattle; raP ~
version 6 EditorData H sourceName ark_co66_block_party addons = A3_Characters_F Admiral CUP_Creatures_Military_Taki CUP_Creatures_StaticWeapons CUP_CAMisc CUP_Misc3_Config A3_Structures_F_EPA_Mil_Scrapyard ace_cargo CUP_Misc_e_Config A3_Structures_F_Walls A3_Structures_F_Civ_Market A3_Structures_F_Mil_BagFence gm_objects_fortification CUP_Weapons_AmmoBoxes CUP_TrackedVehicles_BMP CUP_WheeledVehicles_BTR60 A3_Structures_F_EPB_Items_Military CUP_Editor_Buildings_Config A3_Structures_F_Items_Vessels A3_Supplies_F_Heli_CargoNets ace_dragging cba_xeh A3_Structures_F_Civ_Constructions A3_Structures_F_Mil_Fortification ace_logistics_wirecutter ace_concertina_wire A3_Structures_F_EPA_Civ_Constructions CUP_TrackedVehicles_T72 CUP_A2_EditorObjects CUP_WheeledVehicles_Ural CUP_CAMisc_E_WF ace_field_rations A3_Structures_F_Heli_Ind_Machines A3_Structures_F_Wrecks A3_Props_F_Orange_Humanitarian_Camps A3_Structures_F_Civ_Camping A3_Structures_F_Furniture CUP_CAStructures_E_Misc_Misc_Interier A3_Structures_F_EPB_Furniture A3_Structures_F_Households_Slum A3_Structures_F_Heli_Civ_Constructions CUP_CAStructures_E_Misc_Misc_Market A3_Structures_F_Exp_Commercial_Market A3_Ui_F ark_chase_ai A3_Structures_F_Heli_Ind_Cargo A3_Structures_F_System A3_Weapons_F_Ammoboxes A3_Props_F_Enoch_Military_Camps A3_Structures_F_Ind_Cargo A3_Structures_F_Mil_Flags A3_Structures_F_EPB_Items_Vessels A3_Structures_F_Ind_WindPowerPlant A3_Structures_F_Ind_Transmitter_Tower A3_Structures_F_Civ_Accessories ace_sitting CUP_WheeledVehicles_LR A3_Structures_F_EPA_Civ_Camping A3_Modules_F ark_clear_cargo ark_ai_sentry AddonsMetaData dlcs CUP_Units gm CUP_Weapons CUP_Vehicles Heli Orange Expansion Contact randomSeed ScenarioData CustomAttributes B Mission ~ moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider " Camera 5 nextID
nextID " nextID 5 pos NE3Bl=Edir Ej?ʾ驽up .>|;k?aside 鸽 1Q~ List ,items + Item0
Item1 5 Item2 Item3 Item4 ; Item5 j Item6 Item7 =
Item8
Item9
Item10 _ Item11 Item12 v Item13 Item14 ( Item15 u Item16 Item17 \ Item18 Item19 T Item20 Item21 I Item22 Item23 Item24 6 Item25 o Item26 Item27 u Item28 Item29 Item30 Item31 k Item32 Item33 ` Item34 Item35 ; Item36 Item37 ] Item38 Item39 G Item40 Item41
Item42 | className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com 5 className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami- className CUP_Creatures_Military_Taki name CUP_Creatures_Military_Taki className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons ; className CUP_CAMisc name CUP_CAMisc j className CUP_Misc3_Config name CUP_Misc3_Config className A3_Structures_F_EPA name Arma 3 Survive Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com =
className ace_cargo name ACE3 - Cargo author ACE-Team url https://ace3.acemod.org/
className CUP_Misc_e_Config name CUP_Misc_e_Config
className A3_Structures_F name Arma 3 - 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 gm_objects_fortification name gm_objects_fortification author Global Mobilization url global-mobilization.com v className CUP_Weapons_AmmoBoxes name CUP_Weapons_AmmoBoxes className CUP_TrackedVehicles_BMP name CUP_TrackedVehicles_BMP author Community Cupgrade Project ( className CUP_WheeledVehicles_BTR60 name CUP_WheeledVehicles_BTR60 u className A3_Structures_F_EPB name Arma 3 Adapt Episode - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Editor_Buildings_Config name CUP_Editor_Buildings_Config \ className A3_Supplies_F_Heli name Arma 3 Helicopters - Ammoboxes and Supplies author Bohemia Interactive url https://www.arma3.com className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ T className ace_logistics_wirecutter name ACE3 - Logistics Wire Cutter author ACE-Team url https://ace3.acemod.org/ className ace_concertina_wire name ACE3 - Concertina Wire author ACE-Team url https://ace3.acemod.org/ I className CUP_TrackedVehicles_T72 name CUP_TrackedVehicles_T72 className CUP_A2_EditorObjects name CUP_A2_EditorObjects author MemphisBelle className CUP_WheeledVehicles_Ural name CUP_WheeledVehicles_Ural 6 className CUP_CAMisc_E_WF name CUP_CAMisc_E_WF o className ace_field_rations name ACE3 - Field Rations author ACE-Team url https://ace3.acemod.org/ className A3_Structures_F_Heli name Arma 3 Helicopters - Buildings and Structures author Bohemia Interactive url https://www.arma3.com u className A3_Structures_F_Wrecks name Arma 3 - Vehicle Wrecks 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 CUP_CAStructures_E_Misc_Misc_Interier name CUP_CAStructures_E_Misc_Misc_Interier className A3_Structures_F_Households name Arma 3 - Houses author Bohemia Interactive url https://www.arma3.com k className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market className A3_Structures_F_Exp_Commercial name Arma 3 Apex - Commercial Buildings 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 ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org ; className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories 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 ] className A3_Structures_F_Ind name Arma 3 - Industrial Structures author Bohemia Interactive url https://www.arma3.com className ace_sitting name ACE3 - Sitting author ACE-Team url https://ace3.acemod.org/ G className CUP_WheeledVehicles_LR name CUP_WheeledVehicles_LR className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com
className ark_clear_cargo name ARK Inhouse - Clear Cargo author ARK url http://www.ark-group.org | className ark_ai_sentry name ARK Inhouse - AI Sentry author ARK url http://www.ark-group.org author Dextrus Header
B gameType Coop minPlayers maxPlayers B B Category0 f Category1 name Multiplayer Attribute0 Attribute1 # nAttributes property RespawnButton expression true Value # data # singleType SCALAR value ?# property RespawnTemplates expression true Value b data r singleType ARRAY value items Item0 data singleType STRING value None name Scenario Attribute0 " nAttributes property cba_settings_hasSettingsFile expression false Value n data ~ singleType BOOL value Intel Entities ! Connections cP ~ briefingName ark_co66_block_party overviewText British troops raid enemy positions in ahead of a push to take the city - hardcore mode: night/new moon timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T