admiral\admiral.hcVdescription.extczhull3\briefing\blufor.sqfn_khull3\briefing\civilian.sqfn_hull3\briefing\indfor.sqfn_hull3\briefing\opfor.sqfn_hull3\hull3.hchull3\LICENSEn_8init.sqfn_mission.sqmpcbtclass Admiral { isEnabled = 1; class Camp { defaultUnitTemplate = "Base"; defaultZoneTemplate = "Camp"; }; class Patrol { defaultUnitTemplate = "Base"; defaultZoneTemplate = "Patrol"; }; class Cqc { defaultUnitTemplate = "Base"; defaultZoneTemplate = "Cqc"; }; };#include "admiral\admiral.h" #include "hull3\hull3.h" allowProfileGlasses = 0; enableDebugConsole = 1; disableChannels[]={{2,true,true},{4,true,true},{6,true,true}}; onLoadName = "Town Sweep"; onLoadMission = "Made with Hull3"; author = "Ark"; loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 69; }; respawn = 0; respawndelay = 3; respawnTemplates[] = {"Hull3_RespawnHandler"}; class TownSweep { isEnabled = 1; }; class Params { class TownSweep_Camouflage { title = "Camouflage"; values[] = {0,1,2}; texts[] = {"Woodland", "Desert", "Snow"}; default = 1; }; 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 = 0; 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","
Clear the marked town(s).

ENEMY FORCES
Infantry, technicals and possible armour.

FRIENDLY FORCES
Infantry and MMG only. "]]; // Mission player createDiaryRecord ["Diary", ["Mission","
Clear the marked town(s). "]]; // Execution player createDiaryRecord ["Diary", ["Execution","
MOVEMENT PLAN
Use group deploy to get to the towns. "]]; // Administration player createDiaryRecord ["Diary", ["Administration","
For hosts (all variables and functions are server only):

Number of players. Can change the value before activating a town to affect the number of enemies. (Default: number of players at mission start)
ts_spawn_playerCount

This value multiplied by ts_spawn_playerCount gives the rough number of enemies spawned. CQC and Patrol included. (Default: 2)
ts_spawn_ai_multiplier

A technical group is spawned per given number of players. (Default: 10)
ts_spawn_ai_technicalsPerPlayers

An armour group is spawned per given number of players. (Default: 30)
ts_spawn_ai_armourPerPlayers

Select random town. Will be inactive.
[] call ts_spawn_fnc_selectRandomLocation

Activate currently selected town.
[] call ts_spawn_fnc_activateLocation

Enable group deploy.
[] call ts_fnc_enableGroupDeploy

Array of spawned foritications.
ts_spawn_placedFortifications

"]]; // Credits player createDiaryRecord ["Diary", ["Credits", "
Made by Ark "]]; // 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_USA_70_OD { gear = "M14_US"; uniform = "USM_USA_70_OD"; }; }; };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.raP^t version6EditorDatasourceNameark_co68_town_sweepaddonsA3_Characters_FAddonsMetaDatarandomSeedScenarioDatasCustomAttributesMissionc^tmoveGridStep?angleGridStep >scaleGridStep?autoGroupingDist AtogglesItemIDProviderOCamerabnextIDhbposDIC0dirG,Wa\?up`oq]??aside@?84=ListsitemsItem0sclassNameA3_Characters_FnameArma 3 Alpha - Characters and ClothingauthorBohemia Interactiveurlhttps://www.arma3.comsauthorArkHeadergameTypeCoopminPlayersmaxPlayersDCategory0cnameMultiplayerAttribute0*Attribute1nAttributescpropertyRespawnTemplatesexpressiontrueValueidataysingleTypeARRAYvalueitemsItem0datasingleTypeSTRINGvalueNonepropertyRespawnButtonexpressiontrueValue-cdata=csingleTypeSCALARvalue?cIntelEntities^tbriefingNameark_co68_town_sweepoverviewTextTown Sweep (Set camouflage)timeOfChangesFstartWeather>startWind=startWaves=forecastWeather>forecastWind=forecastWaves=forecastLightnings=wavesForcedwindForcedyearmonthday hour minutestartFogDecayT<forecastFogDecayT<itemsItem0Item1 Item2Item3 Item4|Item5#Item6['Item7|-Item83Item9^:Item10=Item11DItem12JItem13 QItem14zTItem15ZItem16`Item17fItem18VjItem19mItem20q^tdataTypeGroupsideWestEntitiesIAttributesz id itemsItem0Item1 Item2 Item3 z dataTypeObjectPositionInfosideWestflagsAttributes-idtypeB_officer_F positionD>AnCanglesv@-skill?rankCAPTAINinit [this, ["faction", "USM_USA_70_OD"], ["gear", "CO"], ["marker", "CO", "ColorYellow"]] call hull3_unit_fnc_init;descriptionCommanding Officer@COisPlayerisPlayable dataTypeObjectPositionInfo sideWestflagsAttributes idtypeB_medic_FatlOffset6 positionlDcABanglesv@v@ skill?rankSERGEANTinit [this, ["faction", "USM_USA_70_OD"], ["gear", "Medic"], ["marker", "COM", "ColorYellow"]] call hull3_unit_fnc_init;descriptionPlatoon Medic@COisPlayable dataTypeObjectPositionInfo sideWestflagsAttributesB idtypeB_Soldier_FatlOffset6 positionDWABanglesv@v@B skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;descriptionPlatoon Rifleman@COisPlayable dataTypeObjectPositionInfor sideWestflagsAttributes idtypeB_officer_FatlOffset6z positionD_ABangles,b@$; skill?rankLIEUTENANTinit [this, ["faction", "USM_USA_70_OD"], ["gear", "XO"], ["marker", "XO", "ColorYellow"]] call hull3_unit_fnc_init;descriptionExecutive Officer@COisPlayablez dataTypeGroupsideWestEntities AttributesiditemsItem0 Item1ndataTypeObjectPositionInfocsideWestflagsAttributesidtypeB_Soldier_SL_FnpositionjYC,cmABangles?@"<skill?rankSERGEANTinit [this, ["faction", "USM_USA_70_OD"], ["gear", "SL"], ["marker", "ASL", "ColorRed"]] call hull3_unit_fnc_init;descriptionAlpha Squad Leader@Alpha SLisPlayablendataTypeObjectPositionInfosideWestflagsAttributesidtypeB_medic_FpositionjYC5TmABanglesC@7<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "Medic"], ["marker", "AM", "ColorRed"]] call hull3_unit_fnc_init;descriptionAlpha Squad Medic@Alpha SLisPlayabledataTypeGroupsideWestEntities6Attributesid itemsItem0tItem1Item2XItem3dataTypeObjectPositionInfosideWestflagsAttributesid typeB_Soldier_TL_FpositionjYCVdABangles@7<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "FTL"], ["marker", "A1", "ColorRed"]] call hull3_unit_fnc_init;descriptionAlpha 1 Fireteam Leader@Alpha 1isPlayabledataTypeObjectPositionInfoesideWestflagsAttributesid typeB_soldier_AR_FXpositionjC dA'Bangles@7<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "AR"]] call hull3_unit_fnc_init;descriptionAlpha 1 Automatic Rifleman@Alpha 1isPlayableXdataTypeObjectPositionInfosideWestflagsAttributesid typeB_Soldier_A_FpositionjYCYeA߰BanglesY@ÿ<skill?init [this, ["faction", "USM_USA_70_OD"], ["gear", "AAR"]] call hull3_unit_fnc_init;descriptionAlpha 1 Assistant Automatic Rifleman@Alpha 1isPlayabledataTypeObjectPositionInfo(sideWestflagsAttributes`id typeB_soldier_LAT_FpositionjYCcAfA3BanglesY@ÿ<`skill?init[this, ["faction", "USM_USA_70_OD"], ["gear", "RAT"]] call hull3_unit_fnc_init;descriptionAlpha 1 Rifleman (AT)@Alpha 1isPlayable dataTypeGroupsideWestEntitiesfAttributesvidatlOffset|itemsItem0Item14Item2Item3vdataTypeObjectPositionInfo%sideWestflagsAttributes]idtypeB_Soldier_TL_FatlOffset4positionjCг]ABangles@JI<]skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "FTL"], ["marker", "A2", "ColorRed"]] call hull3_unit_fnc_init;descriptionAlpha 2 Fireteam Leader@Alpha 2isPlayable4dataTypeObjectPositionInfosideWestflagsAttributesidtypeB_soldier_AR_FatlOffsetpositionjC]ABangles@<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "AR"]] call hull3_unit_fnc_init;descriptionAlpha 2 Automatic Rifleman@Alpha 2isPlayabledataTypeObjectPositionInfo(sideWestflagsAttributes`idtypeB_Soldier_A_FatlOffsetpositionjC*h^A1Bangles@<`skill?init [this, ["faction", "USM_USA_70_OD"], ["gear", "AAR"]] call hull3_unit_fnc_init;descriptionAlpha 2 Assistant Automatic Rifleman@Alpha 2isPlayabledataTypeObjectPositionInfosideWestflagsAttributesidtypeB_soldier_LAT_FatlOffsetvpositionjC"P_A=Bangles@7<skill?init[this, ["faction", "USM_USA_70_OD"], ["gear", "RAT"]] call hull3_unit_fnc_init;descriptionAlpha 2 Rifleman (AT)@Alpha 2isPlayablev|dataTypeGroupsideWestEntitiesAttributes#idatlOffset#itemsItem0Item1Item2!Item3"#dataTypeObjectPositionInfosideWestflagsAttributesidtypeB_Soldier_TL_FatlOffsetpositionjYCWABanglesC@7<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "FTL"], ["marker", "A3", "ColorRed"]] call hull3_unit_fnc_init;descriptionAlpha 3 Fireteam Leader@Alpha 3isPlayabledataTypeObjectPositionInfo% sideWestflagsAttributes] idtypeB_soldier_AR_FatlOffset!positionjYCֱWA/Bangles~@<] skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "AR"]] call hull3_unit_fnc_init;descriptionAlpha 3 Automatic Rifleman@Alpha 3isPlayable!dataTypeObjectPositionInfo!sideWestflagsAttributes!idtypeB_Soldier_A_FatlOffset"positionjC[XABangles~@5id%typeB_Soldier_TL_FatlOffset6position,DVdABangles@ԣ<>5skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "FTL"], ["marker", "B3", "ColorBlue"]] call hull3_unit_fnc_init;descriptionBravo 3 Fireteam Leader@Bravo 3isPlayable6dataTypeObjectPositionInfo6sideWestflagsAttributes6id&typeB_soldier_AR_FatlOffset7positionDcA[BanglesW@Σ<6skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "AR"]] call hull3_unit_fnc_init;descriptionBravo 3 Automatic Rifleman@Bravo 3isPlayable7dataTypeObjectPositionInfo 8sideWestflagsAttributesB8id'typeB_Soldier_A_FatlOffset8positionlDeA]Bangles l@ÿvABanglesv@.+#;<skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "Medic"], ["marker", "CM", "ColorGreen"]] call hull3_unit_fnc_init;descriptionCharlie Squad Medic@Charlie SLisPlayable==dataTypeGroupsideWestEntities >AttributesDid1DitemsItem0^>Item1?Item2LAItem3BDdataTypeObjectPositionInfo>sideWestflagsAttributes?id-typeB_Soldier_TL_F?position D0tA+Bangles@L<?skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "FTL"], ["marker", "C1", "ColorGreen"]] call hull3_unit_fnc_init;descriptionCharlie 1 Fireteam Leader@Charlie 1isPlayable?dataTypeObjectPositionInfoU@sideWestflagsAttributes@id.typeB_soldier_AR_FLApositionl D:cuA?Banglesh@hU<@skill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "AR"]] call hull3_unit_fnc_init;descriptionCharlie 1 Automatic Rifleman@Charlie 1isPlayableLAdataTypeObjectPositionInfoAsideWestflagsAttributesAid/typeB_Soldier_A_FBposition DuABangles#zTitemsItem0|QItem1RtTdataTypeObjectPositionInfoQsideWestflagsAttributes%Rid<typeB_Soldier_SL_FRpositionlD7vABangles|@v@%Rskill?rankSERGEANTinit [this, ["faction", "USM_USA_70_OD"], ["gear", "SL"], ["marker", "DSL", "ColorBrown"]] call hull3_unit_fnc_init;descriptionDelta Squad Leader@Delta SLisPlayableRdataTypeObjectPositionInfofSsideWestflagsAttributesSid=typeB_medic_FtTposition,D/NvA'Bangles"<;Sskill?rankCORPORALinit [this, ["faction", "USM_USA_70_OD"], ["gear", "Medic"], ["marker", "DM", "ColorBrown"]] call hull3_unit_fnc_init;descriptionDelta Squad Medic@Delta SLisPlayabletTzTdataTypeGroupsideWestEntitiesTAttributesZidCZitemsItem0UItem1VItem2WItem3FYZdataTypeObjectPositionInfosUsideWestflagsAttributesUid?typeB_Soldier_TL_FVposition,DyABanglesÿ<#