description.ext ۛV( hull3\briefing\blufor.sqf =U hull3\briefing\civilian.sqf =U hull3\briefing\indfor.sqf =U hull3\briefing\opfor.sqf =U hull3\gear.h SBU hull3\hull3.h =U hull3\uni.h AU init.sqf =U mission.sqm mbR mission.sqm.oldBackup bZ #include "hull3\hull3.h"
enableDebugConsole = 1;
disabledAI=1;
onLoadName = "Ring of fire";
onLoadMission = "Made with Hull3";
author = "Cyruz";
loadScreen = "x\ark\addons\hull3\resources\hull3_logo.paa";
class Header
{
gameType = DM;
minPlayers = 1;
maxPlayers = 40;
};
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 = 1;
code = "hull3_mission_weather = %1";
};
class Hull3_SafetyTimer {
title = "Safety Timer";
values[] = {9999,0};
texts[] = {"On", "Off"};
default = 0;
code = "hull3_mission_safetyTimerEnd = %1";
};
};
class CfgDebriefingSections {
class acex_killTracker {
title = "Acex Killed Events";
variable = "acex_killTracker_outputText";
};
};
allowProfileGlasses = 0;
// 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
"]];
// BLUFOR Notes
// Mission
player createDiaryRecord ["Diary", ["Mission","
Get to the center, kill everyone else.
"]];
// Credits
player createDiaryRecord ["Diary", ["Credits", "
Made by Cyruz
"]];
// 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
"]];
// 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
"]];
class gear {
class Rifleman {
primaryWeapon = "";
primaryWeaponItems[] = {};
secondaryWeapon = "";
secondaryWeaponItems[] = {};
handgunWeapon = "";
addHandgunItems[] = {};
uniformWeapons[] = {};
vestWeapons[] = {};
backpackWeapons[] = {};
uniformMagazines[] = {};
vestMagazines[] = {};
backpackMagazines[] = {};
basicAssignItems[] = {"ItemMap", "ItemCompass", "ItemWatch"};
assignItems[] = {"ItemGPS"};
binocular = "";
uniformItems[] = {};
vestItems[] = {};
backpackItems[] = {};
uniformRadios[] = {"ACRE_PRC343"};
vestRadios[] = {};
backpackRadios[] = {};
uniformMedicalItems[] = {};
vestMedicalItems[] = {};
backpackMedicalItems[] = {};
code = "";
// These will override the uniform template, if not empty
headGear = "";
uniform = "";
goggles = "";
vest = "";
backpack = "";
};
class Vehicle {
weapons[] = {};
magazines[] = {};
items[] = {};
radios[] = {};
medicalItems[] = {};
code = "";
};
};class Hull3 {
isEnabled = 1;
class Uniform {
#include "uni.h"
unitBaseClass = "Rifleman";
};
class Gear {
#include "gear.h"
unitBaseClass = "Rifleman";
vehicleBaseClass = "Vehicle";
};
class Faction {
class CIV_F {
gear = "gear";
uniform = "uni";
languages[] = {
{"west", 100}
};
};
};
class Briefing {
blufor = "hull3\briefing\blufor.sqf";
opfor = "hull3\briefing\opfor.sqf";
indfor = "hull3\briefing\indfor.sqf";
civilian = "hull3\briefing\civilian.sqf";
};
};class uni {
class Rifleman {
headGear = "";
goggles = "";
uniform = "U_C_Poloshirt_stripped";
vest = "";
backpack = "";
};
}; raP R version 6 EditorData 9 sourceName ark_gtvt40_ring_of_fire addons A3_Ui_F A3_Weapons_F_Bootcamp_Ammoboxes A3_Characters_F A3_Characters_F_Exp_Civil A3_Modules_F_Sites AddonsMetaData V randomSeed q ScenarioData N Intro c Mission | OutroLoose P OutroWin Q R moveGridStep ?angleGridStep
>scaleGridStep ?autoGroupingDist Atoggles ItemIDProvider MarkerIDProvider Camera V nextID S nextID pos KDnƳBDdir :?/*Ͼ.
?up @>j?y>aside fb? 25LV List f N items Item0 Item1 ! Item2 Item3 C Item4 N className A3_Ui_F name Arma 3 - User Interface 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 className A3_Characters_F name Arma 3 Alpha - Characters and Clothing author Bohemia Interactive url https://www.arma3.com C className A3_Characters_F_Exp name Arma 3 Apex - Characters and Clothing author Bohemia Interactive url https://www.arma3.com className A3_Modules_F name Arma 3 Alpha - Scripted Modules author Bohemia Interactive url https://www.arma3.com N author Cyruz c Intel t | timeOfChanges DstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =year month day hour minute startFogDecay T<forecastFogDecay T<| Intel Entities P briefingName ark_gtvt40_ring_of_fire overviewText The prize is in the center... timeOfChanges FstartWeather >startWind =startWaves =forecastWeather >forecastWind =forecastWaves =forecastLightnings =wavesForced windForced year month day hour minute startFogDecay T<forecastFogDecay T< ,items + Item0 &
Item1
Item2 n Item3 Item4 Item5 Item6 Item7 4 Item8 Item9 ^ Item10 Item11 Item12 Item13 Item14 G Item15 Item16 q! Item17 # Item18 $ Item19 0&