admiral\admiral.h na] description.ext bx hull3\briefing\blufor.sqf ~b hull3\briefing\civilian.sqf n _ hull3\briefing\indfor.sqf 3ra hull3\briefing\opfor.sqf n _ hull3\hull3.h %bB hull3\LICENSE n _8 hull3\SS_G.h lb! hull3\SS_U.h b init.sqf b mission.sqm .bR1 class Admiral {
isEnabled = 1;
sideRelations[] = {
{"west", "resistance", "enemy"},
{"resistance", "west", "enemy"}
};
class Camp {
defaultUnitTemplate = "CUP_TK_INS";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_TK_INS";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_TK_INS";
defaultZoneTemplate = "Cqc";
};
class UnitTemplates {
class CUP_TK_INS {
technicals[] = {"CUP_O_Hilux_AGS30_TK_INS", "CUP_O_Hilux_DSHKM_TK_INS", "CUP_O_Hilux_SPG9_TK_INS", "CUP_O_Hilux_armored_AGS30_TK_INS", "CUP_O_Hilux_armored_DSHKM_TK_INS", "CUP_O_Hilux_armored_SPG9_TK_INS"};
armour[] = {"CUP_O_Hilux_armored_BMP1_TK_INS", "CUP_O_Hilux_armored_BTR60_TK_INS"};
};
};
};
#include "admiral\admiral.h"
#include "hull3\hull3.h"
allowProfileGlasses = 0;
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "sweepstakes";
onLoadMission = "Made with Hull3";
author = "dancemoox";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 75;
};
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 = 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 = 1w;
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","
Insurgents control the majority of this province of Takistan, we have been isolated within the Garmsar patrol outpost awaiting orders to clear the Insurgent strongholds.
Now that the enemy have committed the bulk of their forces we have been given the green light to attack and wipe the Insurgents out once and for all.
ENEMY FORCES
Rebel Insurgents bent on the destruction of the Takistan state.
Their access to captured Government vehicles is limited however they have had ample time to convert civilian vehicles to their advantage.
FRIENDLY FORCES
We are the only TK Army unit within the immediate area.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Advance on the hamlets of Garmarud and Imarat eliminating Insurgent resistance and destroying weapons and explosives caches wherever found.
Secure the town of Bastam, intelligence intercepts indicate one of the Insurgents senior leaders is conducting a meeting within the Bastam mosque, he must be eliminated before he can escape.
Finally advance on the Insurgent arms depot and destroy it as well as eliminating their bomb maker.
Be aware the Insurgents use dangerously unstable UXO as traps to protect their munitions caches these should not be approached by untrained personnel.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Undertake objectives in the given order, avoid blowing your feet or worse off on UXO.
MOVEMENT PLAN
Infantry have dedicated M113A1 for transport and support, these should be commanded by the infantry squad leader.
Remain within the valley during the advance to Bastam, we've no way of knowing what other nasty surprises lurk on the high ground.
SPECIAL TASKS
When caches are located they should be swept by and made safe by engineers before regular infantry come into close proximity.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Deactivated examples of the Insurgent arms caches and scavenged UXO aka danger potatoes have been set up outside the HQ building.
Explosives can be rendered safe by the engineers either by manually defusing UXO or by use of the ED-1D Pelter disruptor remote drone.
Should UXO be located in a difficult to access location placed or thrown explosive charges can be used to destructively defuse the UXO.
The ED-1D can be recharged with UAV batteries, the drone can be rearmed and repaired in the same was as a regular vehicle. Should it flip it must be righted by hand.
Engineer teams have spare drones packed into equipment boxes that should be loaded into their M113A1 CEV before departing.
Avoid driving Johnny Five into people, no disassemble!
"]];
// 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","
Insurgents control the majority of this province of Takistan, we have been isolated within the Garmsar patrol outpost awaiting orders to clear the Insurgent strongholds.
Now that the enemy have committed the bulk of their forces we have been given the green light to attack and wipe the Insurgents out once and for all.
ENEMY FORCES
Rebel Insurgents bent on the destruction of the Takistan state.
Their access to captured Government vehicles is limited however they have had ample time to convert civilian vehicles to their advantage.
FRIENDLY FORCES
We are the only TK Army unit within the immediate area.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Advance on the hamlets of Garmarud and Imarat eliminating Insurgent resistance and destroying weapons and explosives caches wherever found.
Secure the town of Bastam, intelligence intercepts indicate one of the Insurgents senior leaders is conducting a meeting within the Bastam mosque, he must be eliminated before he can escape.
Finally advance on the Insurgent arms depot and destroy it as well as eliminating their bomb maker.
Be aware the Insurgents use dangerously unstable UXO as traps to protect their munitions caches these should not be approached by untrained personnel.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Undertake objectives in the given order, avoid blowing your feet or worse off on UXO.
MOVEMENT PLAN
Infantry have dedicated BMP-1 for transport and support, these should be commanded by the infantry squad leader.
Remain within the valley during the advance to Bastam, we've no way of knowing what other nasty surprises lurk on the high ground.
SPECIAL TASKS
When caches are located they should be swept by an demolitions specialist before regular infantry come into close proximity.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
Deactivated examples of the Insurgent arms caches and scavenged UXO aka danger space potatoes have been set up outside the HQ building.
Explosives can be defused by the squad demolitions specialist after careful approach using the metal detector to locate UXO and their defusal kit to disarm.
Should UXO be located in a difficult to access location placed or thrown explosive charges can be used to destructively defuse the UXO.
Each infantry squad leader has a dual role, firstly as the leader for their infantry squad and secondary as the attached BMP-1 vehicle commander when mounted.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by dancemoox
"]];
// 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_TKA {
gear = "SS_G";
uniform = "SS_U";
languages[] = {
{"west", 100}
};
};
};
class Gear {
#include "SS_G.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
class Uniform {
#include "SS_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.class SS_G {
class Rifleman {
primaryWeapon = "CUP_arifle_G36K_RIS";
primaryWeaponItems[] = {"CUP_optic_HensoldtZO_RDS", "CUP_acc_LLM01_L"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "hgun_P07_blk_F";
handgunItems[] = {"16Rnd_9x21_Mag"};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"HandGrenade", 2},
{"ACE_Chemlight_HiRed", 1},
{"SmokeShellRed", 2},
{"16Rnd_9x21_Mag", 2}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_30Rnd_556x45_G36", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2}
};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemGPS", "CUP_NVG_PVS15_tan"};
assignItems[] = {};
binocular = "";
uniformItems[] = {
{"ACE_Flashlight_XL50", 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_G36K_RIS_AG36";
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_HEDP_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_1Rnd_StarCluster_Red_M203", 2},
{"CUP_1Rnd_StarFlare_Red_M203", 2},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_30Rnd_556x45_G36", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"CUP_1Rnd_HE_M203", 4},
{"CUP_1Rnd_HEDP_M203", 2},
{"CUP_1Rnd_SmokeRed_M203", 2},
{"CUP_1Rnd_StarCluster_Red_M203", 2},
{"CUP_1Rnd_StarFlare_Red_M203", 2}
};
uniformItems[] = {
{"ACE_Flashlight_XL50", 1},
{"ACE_wirecutter", 1},
{"ACE_IR_Strobe_Item", 1}
};
binocular = "Binocular";
};
class Officer : Leader {
binocular = "ACE_Vector";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_arifle_G36C";
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
backpackMagazines[] = {};
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
primaryWeapon = "CUP_arifle_G36C_VFG";
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"SmokeShellRed", 4}
};
backpackMagazines[] = {
{"SmokeShellRed", 4},
{"CUP_30Rnd_556x45_G36", 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_MG36";
vestMagazines[] = {{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag", 4}};
backpackMagazines[] = {{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag", 6}};
};
class AAR : Rifleman {
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag", 6}
};
binocular = "Binocular";
};
class RAT : Rifleman {
primaryWeapon = "CUP_arifle_G36C_VFG";
secondaryWeapon = "launch_MRAWS_sand_F";
secondaryWeaponItems[] = {"CUP_acc_LLM01_L", "MRAWS_HEAT_F"};
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2}
};
backpackMagazines[] = {
{"CUP_30Rnd_556x45_G36", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"MRAWS_HEAT_F", 1},
{"MRAWS_HE_F", 1}
};
};
class VC : Crew {
binocular = "ACE_Vector";
};
class VG : Crew {
};
class VD : Crew {
};
class ENG : Rifleman {
primaryWeapon = "CUP_arifle_G36C_VFG";
uniformMagazines[] = {
{"HandGrenade", 2},
{"ACE_Chemlight_HiRed", 5},
{"SmokeShellRed", 2},
{"16Rnd_9x21_Mag", 2},
{"ACE_IR_Strobe_Item", 5}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"DemoCharge_Remote_Mag", 5}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
assignItems[] = {"ACE_M26_Clacker", "ACE_DefusalKit", "B_UavTerminal"};
uniformItems[] = {
{"ACE_Flashlight_XL50", 1},
{"ACE_wirecutter", 1},
{"ACE_IR_Strobe_Item", 1},
{"ACE_UAVBattery", 1}
};
binocular = "ACE_Vector";
backpackMagazines[] = {};
};
class ENGA : ENG {
uniformMagazines[] = {
{"HandGrenade", 1},
{"ACE_Chemlight_HiRed", 5},
{"SmokeShellRed", 1},
{"16Rnd_9x21_Mag", 2},
{"ACE_IR_Strobe_Item", 5}
};
vestMagazines[] = {
{"CUP_30Rnd_556x45_G36", 6},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"DemoCharge_Remote_Mag", 5}
};
backpackMagazines[] = {
{"HandGrenade", 1},
{"SmokeShellRed", 1},
{"CUP_30Rnd_556x45_G36", 4},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 2},
{"DemoCharge_Remote_Mag", 5}
};
binocular = "Binocular";
};
class Vehicle {
weapons[] = {{"CUP_launch_M136", 20}};
magazines[] = {
{"CUP_30Rnd_556x45_G36", 100},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 50},
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag", 100},
{"CUP_1Rnd_HE_M203", 25},
{"CUP_1Rnd_HEDP_M203", 25},
{"CUP_1Rnd_StarCluster_Red_M203", 25},
{"CUP_1Rnd_StarFlare_Red_M203", 25},
{"CUP_1Rnd_SmokeRed_M203", 25},
{"16Rnd_9x21_Mag", 10},
{"HandGrenade", 5},
{"SmokeShellRed", 5},
{"DemoCharge_Remote_Mag", 25},
{"MRAWS_HEAT_F", 50},
{"MRAWS_HE_F", 25}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class CEV : Vehicle {
weapons[] = {
{"CUP_launch_M136", 10},
{"ACE_VMH3", 2}
};
magazines[] = {
{"CUP_30Rnd_556x45_G36", 50},
{"CUP_30Rnd_TE1_Red_Tracer_556x45_G36", 25},
{"CUP_100Rnd_TE1_Red_Tracer_556x45_BetaCMag", 50},
{"16Rnd_9x21_Mag", 50},
{"HandGrenade", 5},
{"SmokeShellRed", 5},
{"DemoCharge_Remote_Mag", 50},
{"B_IR_Grenade", 25},
{"ACE_Chemlight_HiRed", 25}
};
items[] = {
{"ACE_M26_Clacker", 2},
{"ACE_DefusalKit", 2},
{"ACE_UAVBattery", 2},
{"B_UavTerminal", 2}
};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
};
class SS_U {
class Rifleman {
headGear = "acp_TUN_GTS_H_HelmetHBK_F_TUN_GTS";
goggles = "CUP_G_ESS_KHK";
uniform = "acp_TUN_GTS_U_I_CombatUniform_TUN_GTS";
vest = "acp_TUN_GTS_V_CarrierRigKBT_01_light_TUN_GTS_F_ARM";
backpack = "ark_backpack_large";
};
class Leader : Rifleman {
headGear = "CUP_H_TK_Beret";
goggles = "CUP_G_ESS_KHK_Scarf_Tan";
};
class Officer : Leader {
uniform = "acp_TUN_GTS_U_I_E_Uniform_sweater_TUN_GTS_01_F";
};
class Crew : Rifleman {
headGear = "H_Tank_eaf_F";
goggles = "CUP_G_ESS_KHK_Scarf_Face_Tan";
uniform = "acp_TUN_GTS_U_I_CombatUniform_shortsleeve_TUN_GTS";
vest = "acp_TUN_GTS_V_CarrierRigKBT_01_TUN_GTS_F_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
uniform = "acp_TUN_GTS_U_I_CombatUniform_shortsleeve_TUN_GTS";
};
class Medic : Rifleman {
backpack = "ark_backpack_huge";
};
class FTL : Leader {
headGear = "acp_TUN_GTS_H_HelmetHBK_headset_F_TUN_GTS";
};
class AR : Rifleman {
uniform = "acp_TUN_GTS_U_I_E_Uniform_tanktop_TUN_GTS_01_F";
};
class AAR : Rifleman {
};
class RAT : Rifleman {
};
class ENG : Rifleman {
headGear = "acp_TUN_GTS_H_HelmetHBK_ear_F_TUN_GTS";
goggles = "CUP_G_ESS_KHK";
uniform = "acp_TUN_GTS_U_I_CombatUniform_shortsleeve_TUN_GTS";
vest = "acp_TUN_GTS_V_CarrierRigKBT_01_heavy_TUN_GTS_F_ARM";
backpack = "B_UGV_02_Demining_backpack_F";
};
class ENGA : ENG {
headGear = "acp_TUN_GTS_H_HelmetHBK_chops_F_TUN_GTS";
backpack = "ark_backpack_large";
};
class VC : Crew {
};
class VG : Crew {
};
class VD : Crew {
};
};
if (isServer) then {
{_x forceFlagTexture "\ca\ca_e\data\flag_tka_co.paa"} forEach [apc_a, apc_b, apc_c, apc_d, tank_1, tank_2, ifv_1, ifv_2, eng_1, eng_2, apc_co];
};
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;
}; raP N1
version 6 EditorData sourceName ark_co74_sweepstakes addons 1 CUP_Misc_e_Config A3_Signs_F CUP_Misc3_Config gm_weapons_ammoboxes CUP_CAMisc_ACR_Sign_Mines A3_Structures_F_Orange_Signs_Mines gm_structures_euro_80 A3_Weapons_F_Orange_Explosives gm_vehicles_land_tracked_leopard1_dk_army_leopard1 gm_vehicles_land_tracked_m113_dk_army_m113 gm_vehicles_land_tracked_m92_dk_army_m92 gm_vehicles_land_wheeled_u1300l_dk_army_u1300l ark_ace_rearm A3_Modules_F ark_clear_cargo ark_ai_sentry A3_Modules_F_ObjectModifiers Admiral A3_Structures_F_Civ_Market A3_Structures_F_Enoch_Decals_Horizontal A3_Structures_F_Orange_Humanitarian_Flags A3_Structures_F_Mil_BagFence ace_explosives CUP_WheeledVehicles_V3S CUP_Creatures_Military_TakiInsurgents CUP_WheeledVehicles_BTR40 CUP_Creatures_StaticWeapons A3_Structures_F_Items_Vessels ace_cargo A3_Props_F_Orange_Humanitarian_Supplies plp_containers A3_Weapons_F_Explosives A3_Structures_F_Bootcamp_Items_Electronics CUP_Editor_Signs_Config A3_Structures_F_Items_Electronics CUP_WheeledVehicles_Hilux CUP_Weapons_AK CUP_Weapons_Ammunition A3_Weapons_F acre_main CUP_Creatures_People_Civil_Takistan CUP_Weapons_Grenades A3_Weapons_F_Items ace_medical_engine ace_medical_treatment ark_vests A3_Ui_F A3_Characters_F A3_Supplies_F_Exp_Ammoboxes AddonsMetaData 9 dlcs gm ORANGE Enoch CUP_Vehicles CUP_Units CUP_Weapons Expansion randomSeed ScenarioData CustomAttributes R Mission N1 moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider LayerIndexProvider Camera 9 nextID nextID nextID pos v"F#zC|Edir Q^?̾Z>up 4>j?>>aside y> Rfr9 List I ,items + Item0 U Item1 Item2 Item3 9
Item4
Item5 Item6 Item7 Item8 Item9 ^
Item10 Item11 Item12 ` Item13 Item14 J Item15 Item16 $ Item17 [ Item18 Item19 z Item20 Item21 q Item22 Item23 Item24 l Item25 Item26 Item27 Item28 Item29 i Item30 Item31 O Item32 Item33 Item34 Item35 Item36 Item37 , Item38 Item39 Item40 q Item41 Item42 l className CUP_Misc_e_Config name CUP_Misc_e_Config className A3_Signs_F name Arma 3 - Signs author Bohemia Interactive url https://www.arma3.com className CUP_Misc3_Config name CUP_Misc3_Config 9
className gm_weapons_ammoboxes name gm_weapons_ammoboxes author Global Mobilization url global-mobilization.com
className CUP_CAMisc_ACR_Sign_Mines name CUP_CAMisc_ACR_Sign_Mines className A3_Structures_F_Orange name Arma 3 Orange - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className gm_structures_euro_80 name gm_structures_euro_80 author Global Mobilization url global-mobilization.com className A3_Weapons_F_Orange name Arma 3 Orange - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com className gm_vehicles_land_tracked_leopard1_dk_army_leopard1 name gm_vehicles_land_tracked_leopard1_dk_army_leopard1 author Global Mobilization url global-mobilization.com ^
className gm_vehicles_land_tracked_m113_dk_army_m113 name gm_vehicles_land_tracked_m113_dk_army_m113 author Global Mobilization url global-mobilization.com className gm_vehicles_land_tracked_m92_dk_army_m92 name gm_vehicles_land_tracked_m92_dk_army_m92 author Global Mobilization url global-mobilization.com className gm_vehicles_land_wheeled_u1300l_dk_army_u1300l name gm_vehicles_land_wheeled_u1300l_dk_army_u1300l author Global Mobilization url global-mobilization.com ` className ark_ace_rearm name ARK Inhouse - ACE Rearm author ARK url http://www.ark-group.org className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com J 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 $ className Admiral name Admiral author Kami [ className A3_Structures_F name Arma 3 - Buildings and Structures 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 z className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com className ace_explosives name ACE3 - Explosives author ACE-Team url http://ace3mod.com/ q className CUP_WheeledVehicles_V3S name CUP_WheeledVehicles_V3S className CUP_Creatures_Military_TakiInsurgents name CUP_Creatures_Military_TakiInsurgents className CUP_WheeledVehicles_BTR40 name CUP_WheeledVehicles_BTR40 l className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons className ace_cargo name ACE3 - Cargo author ACE-Team url http://ace3mod.com/ className A3_Props_F_Orange name Arma 3 Orange - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className plp_containers name plp_containers className A3_Weapons_F name Arma 3 Alpha - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com i className A3_Structures_F_Bootcamp name Arma 3 Bootcamp Update - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Editor_Signs_Config name CUP_Editor_Signs_Config O className CUP_WheeledVehicles_Hilux name CUP_WheeledVehicles_Hilux className CUP_Weapons_AK name CUP_Weapons_AK className CUP_Weapons_Ammunition name CUP_Weapons_Ammunition className acre_main name ACRE2 - Main author ACRE2Team url https://github.com/IDI-Systems/acre2 className CUP_Creatures_People_Civil_Takistan name CUP_Creatures_People_Civil_Takistan className CUP_Weapons_Grenades name CUP_Weapons_Grenades , className ace_medical_engine name ACE3 - Medical Engine author ACE-Team url http://ace3mod.com/ className ace_medical_treatment name ACE3 - Medical Treatment author ACE-Team url http://ace3mod.com/ className ark_vests name ARK Inhouse - Vests author ARK url http://www.ark-group.org q className A3_Ui_F name Arma 3 - User Interface author Bohemia Interactive url https://www.arma3.com className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com l className A3_Supplies_F_Exp name Arma 3 Apex - Ammoboxes and Supplies author Bohemia Interactive url https://www.arma3.com author dancemoox Header R gameType Coop minPlayers maxPlayers T R Category0 g name Multiplayer Attribute0 Attribute1 nAttributes property RespawnTemplates expression true Value data type value 0 type ARRAY 0 items Item0 M data ] type z value None type STRING property RespawnButton expression true Value data type value ? type SCALAR Intel < Entities Connections N1 briefingName ark_co74_sweepstakes overviewText Takistan Army patrol a valley resistanceWest timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< )items ( Item0 ! Item1 w Item2 ] Item3 U Item4 Item5 H Item6 Item7 Item8 Item9 Item10 M Item11 Item12 c Item13 O Item14 Item15 Item16 Item17 Item18 Item19 J# Item20 ) Item21 0 Item22 3 Item23 : Item24 (A Item25 G Item26 /O Item27 X Item28 ia Item29 _h Item30 t Item31 Item32 k Item33 Item34 Item35 Item36 [ Item37 " Item38 Item39 ɬ dataType Layer name Player Bits Entities " id t atlOffset 5>w items Item0 "# Item1 # Item2 $ Item3 y% Item4 - Item5 W. Item6 &/ Item7 / Item8 1 Item9 "3 Item10 O Item11 l Item12 u Item13 @ Item14 Item15 Item16 Item17 { Item18 Y; Item19 V Item20 q Item21 Item22 7 w dataType Object PositionInfo # side Empty flags Attributes # id type FlagCarrierTakistan_EP1 # position [#F?[CZEangles @ # # dataType Object PositionInfo `$ side Empty flags Attributes $ id type Land_Sign_Mines_F atlOffset Y?$ position #F"C;aEangles ;3@ $ disableSimulation $ dataType Object PositionInfo #% side Empty flags Attributes [% id type FoldTable y% position Z#F0C*oEangles @g@nF;[% disableSimulation y% dataType Object PositionInfo %&