description.extۛV(hull3\briefing\blufor.sqf=Uhull3\briefing\civilian.sqf=Uhull3\briefing\indfor.sqf=Uhull3\briefing\opfor.sqf=Uhull3\gear.hSBUhull3\hull3.h=Uhull3\uni.hAUinit.sqf=Umission.sqmmbRmission.sqm.oldBackupbZ#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 = ""; }; };raPR version6EditorData9sourceNameark_gtvt40_ring_of_fireaddonsA3_Ui_FA3_Weapons_F_Bootcamp_AmmoboxesA3_Characters_FA3_Characters_F_Exp_CivilA3_Modules_F_SitesAddonsMetaDataVrandomSeedqScenarioDataNIntrocMission|OutroLoosePOutroWinQRmoveGridStep?angleGridStep >scaleGridStep?autoGroupingDist AtogglesItemIDProviderMarkerIDProviderCameraVnextIDSnextIDposKDnƳBDdir:?/*Ͼ. ?up@>j?y>asidefb?25LVListfNitemsItem0Item1!Item2Item3CItem4NclassNameA3_Ui_FnameArma 3 - User InterfaceauthorBohemia Interactiveurlhttps://www.arma3.com!classNameA3_Weapons_F_BootcampnameArma 3 Bootcamp Update - Weapons and AccessoriesauthorBohemia Interactiveurlhttps://www.arma3.comclassNameA3_Characters_FnameArma 3 Alpha - Characters and ClothingauthorBohemia Interactiveurlhttps://www.arma3.comCclassNameA3_Characters_F_ExpnameArma 3 Apex - Characters and ClothingauthorBohemia Interactiveurlhttps://www.arma3.comclassNameA3_Modules_FnameArma 3 Alpha - Scripted ModulesauthorBohemia Interactiveurlhttps://www.arma3.comNauthorCyruzcIntelt|timeOfChangesDstartWeather>startWind=startWaves=forecastWeather>forecastWind=forecastWaves=forecastLightnings=yearmonthdayhour minutestartFogDecayT<forecastFogDecayT<|IntelEntitiesPbriefingNameark_gtvt40_ring_of_fireoverviewTextThe prize is in the center...timeOfChangesFstartWeather>startWind=startWaves=forecastWeather>forecastWind=forecastWaves=forecastLightnings=wavesForcedwindForcedyearmonthday hour minutestartFogDecayT<forecastFogDecayT<,items+Item0& Item1 Item2n Item3 Item4Item5Item6Item74Item8Item9^Item10Item11Item12Item13Item14GItem15Item16q!Item17#Item18$Item190&Item20'Item21Z)Item22*Item23},Item24 .Item25/Item26'1Item272Item28J4Item295Item30t7Item31 9Item32:Item333<Item34=Item35]?Item36@Item37BItem38DItem39EItem40FGItem41HItem42pJP dataTypeMarkerpositionD?HB*Dnamea1markerTypeELLIPSEtypeEmptycolorNameColorEASTaBbBid dataTypeObjectPositionInfo$ sideEmptyflagsAttributes\ idtypeBox_FIA_Wps_Fn positionD Bl*Danglesy@;@߻u<\ skill?n dataTypeGroupsideCivilianEntities Attributes id itemsItem0 dataTypeObjectPositionInfoG sideCivilianflagsAttributes idtypeC_man_1 positionDrBDangles;;@; skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable dataTypeGroupsideCivilianEntitiesJ AttributesiditemsItem0g dataTypeObjectPositionInfo sideCivilianflagsAttributes idtypeC_man_1position?DAmBDangles@z>; skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayabledataTypeGroupsideCivilianEntitiesAttributesiditemsItem0dataTypeObjectPositionInfocsideCivilianflagsAttributesidtypeC_man_1position4yDBDangles.+#;}>;skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayabledataTypeGroupsideCivilianEntitiesfAttributesiditemsItem0dataTypeObjectPositionInfosideCivilianflagsAttributes)id typeC_man_1position=DBwDangleshK?;)skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayabledataTypeGroupsideCivilianEntitiesAttributes.id 4itemsItem0.dataTypeObjectPositionInfosideCivilianflagsAttributesid typeC_man_1.positionѐD8'BDanglesh@z0?v@skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable.4dataTypeGroupsideCivilianEntitiesAttributesid itemsItem0dataTypeObjectPositionInfosideCivilianflagsAttributesLid typeC_man_polo_2_Fposition-D-WBDanglesv@@.+#;Lskill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayabledataTypeGroupsideCivilianEntitiesAttributesXid^itemsItem04XdataTypeObjectPositionInfosideCivilianflagsAttributesidtypeC_man_polo_2_FXposition DZkBHDanglesv@`W?JI<skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayableX^dataTypeGroupsideCivilianEntitiesAttributesiditemsItem0dataTypeObjectPositionInfo>sideCivilianflagsAttributesvidtypeC_man_polo_2_Fposition/cDBDDangles@3?hUDangles#<@L</skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable//dataTypeGroupsideCivilianEntities/Attributes!1id0'1itemsItem00!1dataTypeObjectPositionInfor0sideCivilianflagsAttributes0id1typeC_man_1!1position1DpB(CDangles|@1@v@0skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable!1'1dataTypeGroupsideCivilianEntitiesu1Attributes2id22itemsItem012dataTypeObjectPositionInfo2sideCivilianflagsAttributes82id3typeC_man_12positionӜDS%BADangles~@Q@ԣ<82skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable22dataTypeGroupsideCivilianEntities3AttributesD4id4J4itemsItem0 3D4dataTypeObjectPositionInfo3sideCivilianflagsAttributes3id5typeC_man_polo_2_FD4position<أD,LByDangles.+#;G@#<3skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayableD4J4dataTypeGroupsideCivilianEntities4Attributes5id65itemsItem045dataTypeObjectPositionInfo*5sideCivilianflagsAttributesb5id7typeC_man_polo_2_F5positionָDTB:8Danglesh@i@Σ3<itemsItem0 ;-<dataTypeObjectPositionInfo~;sideCivilianflagsAttributes;id?typeC_man_polo_3_F-<position4D* BLvDangles|@@h@;skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayable-<3<dataTypeGroupsideCivilianEntities<Attributes=id@=itemsItem0<=dataTypeObjectPositionInfo=sideCivilianflagsAttributesK=idAtypeC_man_polo_3_F=positionpDhB<3Dangles@f @߻uAttributesW?idB]?itemsItem03>W?dataTypeObjectPositionInfo>sideCivilianflagsAttributes>idCtypeC_man_polo_3_FW?position]D*BJ?Dangles#<o@L<>skill?init[this, ["faction", "CIV_F"], ["gear", "Rifleman"]] call hull3_unit_fnc_init;isPlayableW?]?dataTypeGroupsideCivilianEntities?Attributes@idD@itemsItem0?@dataTypeObjectPositionInfo=@sideCivilianflagsAttributesu@idEtypeC_man_polo_3_F@positionstartWind=startWaves=forecastWeather>forecastWind=forecastWaves=forecastLightnings=yearmonthdayhour minutestartFogDecayT<forecastFogDecayTstartWind=startWaves=forecastWeather>forecastWind=forecastWaves=forecastLightnings=yearmonthdayhour minutestartFogDecayT<forecastFogDecayT