admiral\admiral.h S4gW admiral\unitTemplates.h S4g description.ext ?g^ hull3\ARMOUR.h /g hull3\briefing\blufor.sqf S4g hull3\briefing\civilian.sqf S4g hull3\briefing\indfor.sqf S4g hull3\briefing\opfor.sqf S4g
hull3\hull3.h v<g' hull3\LICENSE S4g8 hull3\WEAPONS.h Y6gU init.sqf S4gP initPlayerLocal.sqf S4g mission.sqm d@g}r class Admiral {
isEnabled = 1;
#include "unitTemplates.h"
class Camp {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Camp";
};
class Patrol {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Patrol";
};
class Cqc {
defaultUnitTemplate = "CUP_HIL_CCE";
defaultZoneTemplate = "Cqc";
};
sideRelations[] = {
{"east", "resistance", "enemy"},
{"resistance", "east", "enemy"},
{"west", "resistance", "friend"},
{"resistance", "west", "friend"},
};
};class UnitTemplates {
class SYND_REBEL {
infantry[] = {"I_C_Soldier_Bandit_6_F_ARK", "I_C_Soldier_Bandit_6_F_ARK", "I_C_Soldier_Bandit_5_F_ARK", "I_C_Soldier_Bandit_4_F_ARK", "I_C_Soldier_Bandit_2_F_ARK", "I_C_Soldier_Bandit_7_F_ARK", "I_C_Soldier_Bandit_3_F_ARK", "I_C_Soldier_Para_2_F_ARK", "I_C_Soldier_Para_2_F_ARK", "I_C_Soldier_Para_6_F_ARK", "I_C_Soldier_Para_6_F_ARK", "I_C_Soldier_Para_1_F_ARK", "I_C_Soldier_Para_4_F_ARK", "I_C_Soldier_Para_7_F_ARK"};
};
};#include "admiral\admiral.h"
#include "hull3\hull3.h"
enableDebugConsole = 1;
disableChannels[]={{2,true,true},{4,true,true},{6,true,true}};
onLoadName = "Iron Pilgrims";
onLoadMission = "Made with Hull3";
author = "Dextrus";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 78;
};
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 = 2;
code = "hull3_mission_timeOfDay = %1";
};
class Hull3_Fog {
title = "Fog";
values[] = {0,1,2};
texts[] = {"None", "Light", "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 = 9;
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 ARMOUR {
class Rifleman {
headGear = "acp_Solid_Black_H_HelmetHBK_chops_F_Solid_Black";
goggles = "acp_Solid_Black_G_Balaclava_TI_G_Solid_Black_F";
uniform = "acp_Solid_Black_U_O_R_Gorka_01_Solid_Black_F";
vest = "acp_Solid_Black_V_PlateCarrierGL_Solid_Black_ARM";
backpack = "ark_backpack_large";
};
class Leader : Rifleman {
headGear = "acp_Solid_Black_H_HelmetHBK_ear_F_Solid_Black";
};
class Officer : Leader {
};
class Crew : Rifleman {
headGear = "lxWS_H_HelmetCrew_I";
vest = "acp_Solid_Black_V_PlateCarrier1_Solid_Black_ARM";
backpack = "ark_backpack_small";
};
class CO : Officer {
};
class XO : CO {
};
class SL : Officer {
};
class Medic : Rifleman {
};
class FTL : Leader {
};
class AR : Rifleman {
};
class AAR : Rifleman {
backpack = "ark_backpack_large"
};
class RAT : Rifleman {
};
class MATG : RAT {
};
class MATAG : Officer {
};
class MATAC : AAR {
backpack = "ark_backpack_large"
};
class ENG : Rifleman {
};
class ENGA : ENG {
};
class VC : Crew {
};
class VG : Crew {
};
class VD : Crew {
};
};
// 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","
The Third Pacific Campaign rages on. No nation withstands the roaring might of the Empire of ARK. It is inevitable that world domination will be achieved.
In order to progress further into the region, a supply base must be established. The Pulau Islands provide a perfect location. However, their leadership has been less than receptive to our generous offers and have turned away our envoys and rejected all attempts at negotiation. Their defiance to the will of the Emperor cannot stand. The upstart archipelago will now feel the harsh steel of justice.
The Arkstartes have been deployed.
Our initial landings were a costly success but a beachhead has been established. Our forces are poised to push inland and mete out the Emperor's will. We have our objectives. We will not rest until they are complete.
ENEMY FORCES
Whilst small, the islands field a modern and fully equipped military. Each citizen also remains in a militia force after their conscription term is complete, so expect a presence of paramilitary fighters.
FRIENDLY FORCES
Company HQ has assigned MAT teams, grenadiers and IFVs to assist our push. Two squads and reserve fighting vehicles also stand ready, should we need them.
"]];
// Mission
player createDiaryRecord ["Diary", ["Mission","
Disable the enemy radar position using explosive charges.
Local guerrillas are massing weapons somewhere on the eastern side of the island, download the co-ordinates from the laptop hidden somewhere in Tinobu and destroy the caches.
Assault and clear the coastal positions here, here and here, then withdraw back to the airbase. Regular forces will move in to hold the location.
"]];
// Execution
player createDiaryRecord ["Diary", ["Execution","
COMMANDER'S INTENT
Suppress the rebellion by any means necessary. Leave no survivors.
MOVEMENT PLAN
Tread lightly, the jungle knows no mercy.
FIRE SUPPORT PLAN
Until the coastal batteries are diabled, no offshore assets can be brought to bear.
You will have to make do with the attachments provided to the platoon.
"]];
// Administration
player createDiaryRecord ["Diary", ["Administration","
FV432s are for general infantry transport and to rearm the IFVs.
The laptop intel can be acquired by using ACE interaction.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Dextrus
"]];
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 Gear {
#include "WEAPONS.h"
};
class Uniform {
#include "ARMOUR.h"
};
class Faction {
class ARKSTARTES {
gear = "WEAPONS";
uniform = "ARMOUR";
languages[] = {{"east", 100}};
side = "east";
};
};
class MissionParams {
// Date YYYY-MM-DD
date[] = {
{2035, 6, 1}, // New Moon
{2035, 6, 12} // Full Moon
};
// Time HH24:mm
time[] = {
{4, 50}, // Dawn
{5, 50}, // Early Morning
{9, 0}, // Morning
{12, 0}, // Noon
{15, 0}, // Afternoon
{17, 50}, // Evening
{18, 50}, // Dusk
{0, 0} // Night
};
// Fog Strength, Decay, Base
fog[] = {
{0, 0, 0}, // Light
{0.2, 0, 0}, // Medium
{0.4, 0, 0} // Heavy
};
// Overcast, Rain, Rainbow, Lightnings, Wind Strength, Wind Gusts, Waves, Snow
weather[] = {
{-1}, // Random
{0, 0, 0, 0, 1, 0, 0, 0}, // Clear (Calm)
{0, 0, 0, 0, 5, 0, 0.25, 0}, // Clear (Light Winds)
{0, 0, 0, 0, 10, 0, 0.50, 0}, // Clear (Stong Winds)
{0.48, 0, 0, 0, 1, 0, 0, 0}, // Overcast (Calm)
{0.48, 0, 0, 0, 5, 0, 0.25, 0}, // Overcast (Light Winds)
{0.48, 0, 0, 0, 10, 0, 0.50, 0}, // Overcast (Strong Winds)
{1, 0.33, 0, 0.25, 5, 0, 0.25, 0}, // Rain (Light Winds)
{1, 0.66, 0, 0.50, 10, 0, 0.50, 0}, // Rain (Strong Winds)
{1, 1, 0, 1, 2, 0, 0.15, 0}, // Storm
};
};
};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 WEAPONS {
class Rifleman {
primaryWeapon = "sgun_aa40_lxWS";
primaryWeaponItems[] = {"saber_light_lxWS","optic_Aco"};
secondaryWeapon = "CUP_hgun_Mk23";
secondaryWeaponItems[] = {"CUP_12Rnd_45ACP_mk23","CUP_acc_mk23_lam_f"};
handgunWeapon = "";
handgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {
{"CUP_12Rnd_45ACP_mk23", 3},
{"HandGrenade", 2},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 2}
};
vestMagazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 3},
};
backpackMagazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 3},
{"8Rnd_12Gauge_AA40_HE_lxWS", 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 {
assignItems[] = {"ItemGPS"};
binocular = "ACE_VectorDay";
};
class Officer : Leader {
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class Crew : Rifleman {
primaryWeapon = "CUP_smg_MP7";
primaryWeaponItems[] = {"CUP_optic_MRad"};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
uniformMagazines[] = {
{"CUP_20Rnd_46x30_MP7", 3},
{"ACE_Chemlight_HiRed", 2},
{"SmokeShell", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
vestMagazines[] = {{"CUP_20Rnd_46x30_MP7", 2}
};
backpackMagazines[] = {
{"SmokeShell", 1},
{"SmokeShellYellow", 1}
};
assignItems[] = {"ItemGPS"};
};
class CO : Officer {
};
class XO : CO {
backpackRadios[] = {"ACRE_PRC117F"};
};
class SL : Officer {
};
class Medic : Rifleman {
vestMagazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 4},
{"SmokeShell", 4}
};
backpackMagazines[] = {
{"SmokeShellBlue", 4}
};
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_M60E4";
primaryWeaponItems[] = {"saber_light_lxWS","CUP_optic_MRad"};
vestMagazines[] = {{"CUP_100Rnd_TE4_LRT4_Yellow_Tracer_762x51_Belt_M", 2}
};
backpackMagazines[] = {
{"CUP_100Rnd_TE4_LRT4_Yellow_Tracer_762x51_Belt_M", 3}
};
};
class AAR : Rifleman {
binocular = "Binocular";
backpackMagazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 2},
{"CUP_100Rnd_TE4_LRT4_Yellow_Tracer_762x51_Belt_M", 2}
};
};
class RAT : Rifleman {
secondaryWeapon = "CUP_launch_M136";
};
class MATG : RAT {
secondaryWeapon = "launch_I_Titan_short_F";
secondaryWeaponItems[] = {"Titan_AT"};
backpackMagazines[] = {
{"Titan_AT", 1},
{"Titan_AP", 1}
};
};
class MATAG : Rifleman {
backpackMagazines[] = {
{"Titan_AT", 1},
{"Titan_AP", 1}
};
binocular = "ACE_VectorDay";
assignItems[] = {"ItemGPS"};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class MATAC : MATAG {
assignItems[] = {};
binocular = "Binocular";
uniformRadios[] = {"ACRE_PRC343"};
};
class ENG : Rifleman {
primaryWeaponItems[] = {};
vestMagazines[] = {};
backpackMagazines[] = {
{"DemoCharge_Remote_Mag", 5}
};
assignItems[] = {"ItemGPS"};
vestItems[] = {
{"ACE_DefusalKit", 1},
{"ACE_M26_Clacker", 1}
};
uniformRadios[] = {"ACRE_PRC343", "ACRE_PRC152"};
};
class ENGA : ENG {
uniformRadios[] = {"ACRE_PRC343"};
};
class VC : Crew {
binocular = "ACE_VectorDay";
};
class VG : Crew {
};
class VD : Crew {
};
class Car {
weapons[] = {
{"CUP_launch_M136", 10}
};
magazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 40},
{"8Rnd_12Gauge_AA40_HE_lxWS", 20},
{"CUP_100Rnd_TE4_LRT4_Yellow_Tracer_762x51_Belt_M", 20},
{"ACE_HandFlare_White", 10},
{"CUP_12Rnd_45ACP_mk23", 10},
{"CUP_20Rnd_46x30_MP7", 20},
{"Titan_AT", 10},
{"Titan_AP", 5},
{"HandGrenade", 20},
{"SmokeShell", 20}
};
items[] = {{"ItemGPS", 1}};
medicalItems[] = {
{"ACE_fieldDressing", 50},
{"ACE_splint", 12}
};
};
class Truck {
weapons[] = {
{"CUP_launch_M136", 30}
};
magazines[] = {
{"20Rnd_12Gauge_AA40_Slug_lxWS", 100},
{"8Rnd_12Gauge_AA40_HE_lxWS", 50},
{"CUP_100Rnd_TE4_LRT4_Yellow_Tracer_762x51_Belt_M", 50},
{"SatchelCharge_Remote_Mag", 20},
{"CUP_12Rnd_45ACP_mk23", 40},
{"ACE_HandFlare_White", 10},
{"Titan_AT", 40},
{"Titan_AP", 40},
{"HandGrenade", 40},
{"SmokeShell", 40}
};
items[] = {
{"ACE_M26_Clacker", 2},
{"ItemGPS", 1}
};
medicalItems[] = {
{"ACE_fieldDressing", 100},
{"ACE_splint", 50}
};
};
};
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;
};[player, 0.07, 1, true] call BIS_fnc_sandstorm;
"colorCorrections" ppEffectEnable true;
"colorCorrections" ppEffectAdjust [0.930481,0.836899,0.07754,[0.739305,0.605615,0.679144,-0.109626],[1.28235,1.28235,0.801071,0.780216],[0.404284,0.67166,-0.237427,0]];
"colorCorrections" ppEffectCommit 0;
ark_reveal_intel = [
"revealIntel",
"Reveal Cache Locations",
"\a3\ui_f\data\igui\cfg\simpletasks\types\download_ca.paa",
{
[
20,
"",
{
laptop setVariable ["ark_var_isStopped", true, true];
"mkrIntel1" setMarkerAlpha 1;
"mkrIntel2" setMarkerAlpha 1;
},
{
[["\A3\ui_f\data\map\mapcontrol\taskIconFailed_ca.paa", 2.0], ["Download Interrupted!"]] call CBA_fnc_notify;
},
"Downloading Coordinates"
] call ace_common_fnc_progressBar;
},
{!(laptop getVariable ["ark_var_isStopped", false])},
{},
[],
[0,0,0],
10 // Distance
] call ace_interact_menu_fnc_createAction;
[laptop, 0, ["ACE_MainActions"], ark_reveal_intel] call ace_interact_menu_fnc_addActionToObject; raP yr
version 6 EditorData sourceName ark_co78_iron_pilgrims addons % ark_clear_cargo ark_ai_sentry A3_Modules_F ark_ace_rearm A3_Ui_F CUP_Weapons_AmmoBoxes A3_Structures_F_Mil_Shelters A3_Structures_F_Exp_Military_Fortifications A3_Data_F_ParticleEffects CUP_CWA_Misc CUP_TrackedVehicles_Bulldog CUP_TrackedVehicles_FV510 CUP_Creatures_Military_HIL ark_custom_units CUP_WheeledVehicles_Boxer admiral CUP_AirVehicles_CH47 CUP_WheeledVehicles_MTVR A3_Soft_F_Exp_Offroad_02 A3_Soft_F_Orange_Van_02 A3_Props_F_Argo_Items_Electronics cba_xeh A3_Structures_F_Items_Electronics A3_Weapons_F_Orange A3_Structures_F_Items_Documents A3_Structures_F_Civ_Camping ace_dragging A3_Props_F_Orange_Humanitarian_Camps A3_Weapons_F_Bootcamp_Ammoboxes ark_chase_ai CUP_Creatures_StaticWeapons CUP_WheeledVehicles_M151 A3_Structures_F_Tank_Military_Fortifications CUP_Misc3_Config A3_Structures_F_Argo_Military_Bunkers CUP_CAStructures_E_Misc_Misc_Market A3_Characters_F AddonsMetaData dlcs CUP_Weapons Expansion CUP_Vehicles CUP_Units Tank Orange Argo randomSeed ScenarioData CustomAttributes _ Mission yr moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles
ItemIDProvider R MarkerIDProvider e LayerIndexProvider x Camera nextID W
e nextID
x nextID pos LEDYB4Edir ~վ&#"?up 䶾hB?*5?aside U?/5K? List #items " Item0 Item1 Item2 p Item3 Item4 Z Item5 Item6
Item7
Item8 / Item9 Item10 Item11 + Item12 x Item13 Item14 8
Item15
Item16
Item17 , Item18 w Item19 Item20 Item21 Item22 Item23 & Item24 Item25 Item26 Item27 G Item28 Item29 Item30 J Item31 Item32 Item33 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 p 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 Z 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
className A3_Structures_F_Mil name Arma 3 - Military Buildings and Structures author Bohemia Interactive url https://www.arma3.com
className A3_Structures_F_Exp name Arma 3 Apex - Buildings and Structures author Bohemia Interactive url https://www.arma3.com / className A3_Data_F name Arma 3 - Main Configuration author Bohemia Interactive url https://www.arma3.com className CUP_CWA_Misc name CUP_CWA_Misc className CUP_TrackedVehicles_Bulldog name CUP_TrackedVehicles_Bulldog + className CUP_TrackedVehicles_FV510 name CUP_TrackedVehicles_FV510 x className CUP_Creatures_Military_HIL name CUP_Creatures_Military_HIL className ark_custom_units name ARK Inhouse - Custom Units author ARK url http://www.ark-group.org 8
className CUP_WheeledVehicles_Boxer name CUP_WheeledVehicles_Boxer
className Admiral name ARK Inhouse - Admiral author Kami url https://github.com/kami-
className CUP_AirVehicles_CH47 name CUP_AirVehicles_CH47 , className CUP_WheeledVehicles_MTVR name CUP_WheeledVehicles_MTVR w className A3_Soft_F_Exp name Arma 3 Apex - Unarmored Land Vehicles author Bohemia Interactive url https://www.arma3.com className A3_Soft_F_Orange name Arma 3 Orange - Unarmored Land Vehicles author Bohemia Interactive url https://www.arma3.com className A3_Props_F_Argo name Arma 3 Malden - Decorative and Mission Objects 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 className A3_Structures_F name Arma 3 - Buildings and Structures author Bohemia Interactive url https://www.arma3.com & className A3_Weapons_F_Orange name Arma 3 Orange - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com className ace_dragging name ACE3 - Dragging author ACE-Team url https://ace3.acemod.org/ className A3_Props_F_Orange name Arma 3 Orange - Decorative and Mission Objects author Bohemia Interactive url https://www.arma3.com className A3_Weapons_F_Bootcamp name Arma 3 Bootcamp Update - Weapons and Accessories author Bohemia Interactive url https://www.arma3.com G className ark_chase_ai name ARK Inhouse - Chase AI author ARK url http://www.ark-group.org className CUP_Creatures_StaticWeapons name CUP_Creatures_StaticWeapons className CUP_WheeledVehicles_M151 name M151A2 author Cleggy J className A3_Structures_F_Tank name Arma 3 Tank - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_Misc3_Config name CUP_Misc3_Config className A3_Structures_F_Argo name Arma 3 Malden - Buildings and Structures author Bohemia Interactive url https://www.arma3.com className CUP_CAStructures_E_Misc_Misc_Market name CUP_CAStructures_E_Misc_Misc_Market author Dextrus Header ' _ gameType Coop minPlayers maxPlayers N _ Category0 t name Multiplayer Attribute0 Attribute1 1 nAttributes property RespawnButton expression true Value 1 data 1 singleType SCALAR value ?1 property RespawnTemplates expression true Value p data singleType ARRAY value items Item0 data singleType STRING value None Intel ( Entities Connections HB yr briefingName ark_co78_iron_pilgrims overviewText TRANSMISSION RECEIVED>>>STAND BY>>>THE ADEPTUS ARKSTARTES HAVE BEEN DEPLOYED. resistanceWest timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< +items * Item0 Item1 q% Item2 &