Briefing.sqf 6M< description.ext gM* DocsWordPad\Briefing.rtf !%SL
DocsWordPad\ChecklisteAddTask.rtf ~M DocsWordPad\ChecklisteNotUseACE2.rtf *~M DocsWordPad\StepByStepHQRadioMessage.rtf }M DocsWordPad\ToDoListe.rtf XN functions\airport\AbschaltenStromGenerator1Airport.sqf 63M functions\airport\AbschaltenStromGenerator2Airport.sqf 63M functions\airport\CloseToAirportTriggerStart.sqf M# functions\airport\HelisVerhaltenBeiAlarm.sqf lM functions\airport\LetThisHeliStart.sqf fM? functions\airport\PrepaireAirport.sqf M functions\airport\PrepaireAllGegnAufklHelis.sqf kaM` functions\airport\StartLookOutForDocumentsAirport.sqf M functions\airport\SwitchOffLightsAirportSeite1.sqf BMZ functions\airport\SwitchOffLightsAirportSeite2.sqf
M functions\airport\TakeDocuments1Airport.sqf M functions\airport\WaitAufklHeli1SomeTime.sqf {aM functions\airport\WaitAufklHeli2SomeTime.sqf {aM functions\alarm\StartAlarm1InAirport.sqf N functions\alarm\StartAlarm2InAirport.sqf [N functions\alarm\StartAlarmInLager1.sqf [N functions\alarm\StartAlarmInLager2.sqf [N functions\animations\Dancing.sqf 9M functions\animations\DoFullWorkout.sqf h9M functions\animations\DoFullWorkoutPlusStretchKick.sqf ;M functions\animations\LyingOnTheGround.sqf :M functions\animations\ObservWithBinocularForSomeTime.sqf BM functions\animations\SitGroundAndSmoke.sqf ;M functions\animations\SitGroundCheckWeapon.sqf ;M functions\animations\StandAndSeeOnWatch.sqf ;M4 functions\animations\StandAtEase.sqf ;M functions\animations\StandWaitAndLookNormalForSomeTime.sqf BM functions\animations\TalkStanding.sqf ;M functions\animations\TalkStanding2.sqf ;M functions\camera\ExecIntro.sqf 0MX functions\camera\intro.sqf M" functions\camera\outroAllWays.sqf oM
functions\camera\outroFailed.sqf aqM functions\camera\ShowTitelBild.sqf 0M functions\conversations\ConversationAlarmAirport.sqf hM functions\conversations\ConversationAlarmLager1.sqf hM functions\conversations\ConversationCloseToAirport.sqf hM functions\conversations\ConversationLager2LookOutForDocuments.sqf Mp functions\conversations\ConversationLostEvacChopper.sqf NlM1 functions\conversations\ConversationStartFluchtGeneral.sqf M functions\conversations\ConversationTask1.sqf @M functions\conversations\ConversationTask1Failed.sqf M functions\conversations\ConversationTask2.sqf ،M functions\conversations\ConversationTask3.sqf M functions\conversations\ConversationTask4.sqf M functions\conversations\ConversationTask4Ungenau.sqf 3M( functions\conversations\ConversationTask5.sqf RM functions\conversations\ConversationTask6.sqf M functions\conversations\ConversationTask7.sqf ȲM functions\conversations\ConversationTask8.sqf }M
functions\conversations\ConversationTookDokum1Lager1.sqf M8 functions\conversations\ConversationTookDokum1Lager2.sqf ƘM8 functions\environment\DynamicDayTime.sqf 2M functions\environment\DynamicWeather.sqf 2MN functions\globfunc\CloseAllDoors.sqf UM- functions\globfunc\CreateThisBoatVehicle.sqf 2M functions\globfunc\cutTextProz.sqf 2MR functions\globfunc\EvacChopperLostEndMission.sqf 2Md functions\globfunc\EvGiveNachtsichtToHim.sqf AMJ functions\globfunc\GenAndSendEvacHeli.sqf 2M functions\globfunc\hintProz.sqf 2M9 functions\globfunc\ied.sqf gMB functions\globfunc\LetThisPersonLeaveVehicle.sqf 2M functions\globfunc\StartSmokeOnGround.sqf 2M functions\globfunc\titletextProz.sqf 2MV functions\HandlePlayerAfterDeath.sqf !4M functions\JIP\TaskZiel1Handle.sqf 2M functions\JIP\TaskZiel2Handle.sqf 2Ma functions\JIP\TaskZiel3Handle.sqf 2M functions\JIP\TaskZiel4Handle.sqf M_ functions\JIP\TaskZiel5Handle.sqf 2Mz functions\JIP\TaskZiel6Handle.sqf 2M functions\JIP\TaskZiel7Handle.sqf M functions\JIP\TaskZiel8Handle.sqf 2MU functions\JIP\taskzugen\TaskZuGenZiel2Handle.sqf 2M functions\JIP\taskzugen\TaskZuGenZiel4Handle.sqf 2M functions\JIP\taskzugen\TaskZuGenZiel5Handle.sqf 2M functions\JIP\taskzugen\TaskZuGenZiel6Handle.sqf 2M functions\JIP\taskzugen\TaskZuGenZiel8Handle.sqf 2M functions\lager\AbschaltenStromGeneratorLager2.sqf 63M functions\lager\CloseToLager2TriggerStart.sqf 63M functions\lager\GenTask4Ungenau.sqf tMe functions\lager\PrepaireLager2.sqf 63M functions\lager\PutPersonToBed.sqf 63M functions\lager\StartFluchtGeneral.sqf αM functions\lager\SwitchOffLightsLager1und2.sqf *CM functions\lager\TakeDocuments1Lager1.sqf M functions\lager\TakeDocuments1Lager2.sqf M functions\music\PlayPanikSoundEscapeGeneral.sqf ]3M$ functions\music\PlayTaskSuccessSound.sqf ]3M functions\music\PlayTraurigPsychoSound.sqf ]3M functions\server\ExecStartUpFunctions.sqf MX functions\server\ServerJIP.sqf FMz functions\server\StartupFunctionsAndSetFriend.sqf LCM functions\sound\DeleteSoundEngineLager2.sqf 3M functions\sound\DeleteSoundEnginesAirport.sqf 3M functions\sound\StartAlarmSound1Airport.sqf jM functions\sound\StartAlarmSound2Airport.sqf jM functions\sound\StartAlarmSoundLager1.sqf jM functions\StartInitPlayer.sqf =M2 functions\startup\AddActionMenuBeamToPosForTest.sqf 3M functions\startup\AddActionMenuZielTriggers.sqf 2N functions\startup\DefinePublicAndNormVariables.sqf N
functions\startup\DefinePublicAndNormVariablesNurClient.sqf 3M functions\startup\PutPlayerToStartingPosition.sqf 2M functions\startup\SetOverAllReleaseTriggerVariables.sqf N functions\system\ChangeScreenColorScheme.sqf 3M functions\tasksbehaviour\Task1Done.sqf ;M functions\tasksbehaviour\Task1Failed.sqf ;M functions\tasksbehaviour\Task2Done.sqf ;Mx functions\tasksbehaviour\Task2DoneZusatz.sqf Nu functions\tasksbehaviour\Task3Done.sqf ;M functions\tasksbehaviour\Task3DoneZusatz.sqf N functions\tasksbehaviour\Task4Done.sqf EM functions\tasksbehaviour\Task5Done.sqf uM] functions\tasksbehaviour\Task6Done.sqf M functions\tasksbehaviour\Task7Done.sqf ;M8 functions\tasksbehaviour\Task8Done.sqf ;M functions\test\BeamToPos.sqf 3MZ functions\test\DoFastAllTasks.sqf 3MV functions\test\HideAllTriggersSpulen.sqf =M functions\test\JumpIntoEvacHeli.sqf 3Mz functions\vehicles\CreateEvacHeliWithWPs.sqf mMe functions\vehicles\UpdateMarkerEvacHeliOnMap.sqf 4M functions\weapons\ACE2\FillUpAmmoBox.sqf 4MY
functions\weapons\ACE2\FillUpAmmoBoxBluefor.sqf 4Md
functions\weapons\ACE2\GrenadierLoadout.sqf 4M functions\weapons\ACE2\JavelinLoadout.sqf 4M& functions\weapons\ACE2\M136AT4Loadout.sqf 4M` functions\weapons\ACE2\MedicLoadout.sqf 4M+
functions\weapons\ACE2\MedicSDLoadout.sqf 4MD
functions\weapons\ACE2\OperatorLoadout.sqf 4M functions\weapons\ACE2\OperatorSDLoadout.sqf 4M functions\weapons\ACE2\ReconHeavyLoadout.sqf 4Md functions\weapons\ACE2\ReconLoadout.sqf 4M functions\weapons\ACE2\ReconSDLoadout.sqf 4M functions\weapons\ACE2\SMAWLoadout.sqf 4Mi functions\weapons\ACE2\StingerLoadout.sqf 4M' functions\weapons\AusruestPlayerAtBeginning.sqf zM functions\weapons\FillUpAllAmmoBoxen.sqf 4M functions\weapons\FillUpAmmoBox.sqf 4ML functions\weapons\FillUpAmmoBoxCarrier.sqf 4Ma functions\weapons\NOTACE2\FillUpAmmoBox.sqf bML functions\weapons\NOTACE2\FillUpAmmoBoxBluefor.sqf AM functions\weapons\NOTACE2\FillUpAmmoBoxOpfor.sqf .`MQ functions\weapons\NOTACE2\GrenadierLoadout.sqf M functions\weapons\NOTACE2\GrenadierSDLoadout.sqf M functions\weapons\NOTACE2\JavelinLoadout.sqf 5M functions\weapons\NOTACE2\JavelinSDLoadout.sqf M functions\weapons\NOTACE2\M136AT4Loadout.sqf M functions\weapons\NOTACE2\M136AT4SDLoadout.sqf M functions\weapons\NOTACE2\MedicLoadout.sqf 5M functions\weapons\NOTACE2\MedicSDLoadout.sqf M functions\weapons\NOTACE2\OperatorLoadout.sqf 5M functions\weapons\NOTACE2\OperatorSDLoadout.sqf 5M functions\weapons\NOTACE2\OperatorSDRadioLoadout.sqf 5M functions\weapons\NOTACE2\ReconHeavyLoadout.sqf 5M functions\weapons\NOTACE2\ReconHeavySDLoadout.sqf M functions\weapons\NOTACE2\ReconLoadout.sqf 5M functions\weapons\NOTACE2\ReconSDLoadout.sqf M functions\weapons\NOTACE2\SMAWLoadout.sqf 5M functions\weapons\NOTACE2\SMAWSDLoadout.sqf M functions\weapons\NOTACE2\StingerLoadout.sqf ٧M functions\weapons\NOTACE2\StingerSDLoadout.sqf M} init.sqf TN JIP.sqf 6M mission.sqm N pictures\ClanWappenAnfang.paa Jjx sounds\informant\Task1TalkingString1.ogg +M sounds\informant\Task1TalkingString1Failed.ogg Mf sounds\informant\Task1TalkingString2.ogg M sounds\informant\Task1TalkingString2Failed.ogg M sounds\informant\Task1TalkingString3.ogg ԻM sounds\informant\Task1TalkingString3Failed.ogg GM~ sounds\radio\EndMessageCrossroadFailed.ogg qMk sounds\radio\EndMessageCrossroadSuccess.ogg knMw; sounds\radio\EndMessageCrossroadTeilSuccess.ogg oM_f sounds\radio\HinweisCrossroadAlarmStartedInAirport.ogg hM sounds\radio\HinweisCrossroadAlarmStartedInLager1.ogg gMi sounds\radio\HinweisCrossroadCloseToAirportString1.ogg fM sounds\radio\HinweisCrossroadCloseToAirportString2.ogg .gMN sounds\radio\HinweisCrossroadEvacChopperDown.ogg lM sounds\radio\HinweisCrossroadMi24CantMove.ogg jMh~ sounds\radio\HinweisCrossroadMi8CantMove.ogg yjMCy sounds\radio\StartMessageCrossroad.ogg ?M! sounds\radio\Task1CrossradHinweis.ogg ԱM' sounds\radio\Task1CrossradHinweisFailed.ogg \M sounds\radio\Task2CrossradHinweis.ogg UM sounds\radio\Task2CrossradVorherHinweis.ogg M sounds\radio\Task3CrossradHinweis.ogg M sounds\radio\Task4CrossradVorherHinweis.ogg M sounds\radio\Task4TalkingString1.ogg Md sounds\radio\Task4TalkingString1Su34Destroyed.ogg vM sounds\radio\Task4TalkingStringUngenau.ogg M&Q sounds\radio\Task5CrossradHinweis.ogg ЬMk sounds\radio\Task5CrossradVorherHinweis.ogg M! sounds\radio\Task6CrossradHinweis1.ogg M= sounds\radio\Task6CrossradHinweis2.ogg M sounds\radio\Task7CrossradHinweis1.ogg MB sounds\radio\Task7CrossradHinweis2.ogg .M sounds\radio\Task7CrossradHinweisFluchtStart.ogg sMDB sounds\radio\Task8CrossradHinweis.ogg /M: strings\aaaStringsForTasks.sqf 6MA strings\StringsAllgemein.sqf 6lM~
strings\StringsBriefing.sqf M strings\StringsMissionAllEnds.sqf pM strings\StringsMissionBeginn.sqf ҄M strings\StringsTask1.sqf aM# strings\StringsTask2.sqf M& strings\StringsTask3.sqf @rM strings\StringsTask4.sqf @rM strings\StringsTask5.sqf frM
strings\StringsTask6.sqf M+ strings\StringsTask7.sqf QsM strings\StringsTask8.sqf rM7 stringtable.xml mPL Tasks.sqf 6M UpdateRespawn.sqf 6M UpdateTasksStatus.sqf 6M UpdateZuGenTasks.sqf 6Ma //Briefing.sqf
//DEUTSCH
if (ClientSpracheText == "Deutsch") then
{
//Briefingeintrge
player createDiaryRecord ["Diary", ["Credits", BriefingCredits]];
player createDiaryRecord ["Diary", ["Verbuendete", BriefingAllies]];
player createDiaryRecord ["Diary", ["Feinde", BriefingEnemies]];
player createDiaryRecord ["Diary", ["Waffen", BriefingWeapons]];
player createDiaryRecord ["Diary", ["Militaerdokumente", BriefingMiliDocuments]];
player createDiaryRecord ["Diary", ["Einsatzbesprechung", BriefingBriefing]];
}
else
{
//ENGLISH; Default
//Briefingeintrge
player createDiaryRecord ["Diary", ["Credits", BriefingCredits]];
player createDiaryRecord ["Diary", ["Allies", BriefingAllies]];
player createDiaryRecord ["Diary", ["Enemies", BriefingEnemies]];
player createDiaryRecord ["Diary", ["Weapons", BriefingWeapons]];
player createDiaryRecord ["Diary", ["Military documents", BriefingMiliDocuments]];
player createDiaryRecord ["Diary", ["Briefing", BriefingBriefing]];
};
//Terminate this script
//Script beenden
if(true)exitWith{};// ====================== Description.ext =====================>
//onloadmission = "AAD10 co10 Operation Silent Wind";
//loadScreen = "ca\Missions_e\scenarios\SPE1_HikeInTheHills.Takistan\loading_HikeInTheHills_co.paa";
loadScreen = "pictures\ClanWappenAnfang.paa";
// === Header Class ==========================================>
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 10;
};
// === Punktvergabe ==========================================>
//minScore=10000;
//avgScore=15000;
//maxScore=20000;
// === Optionen ========================================>
Saving = 0;
Debriefing = 0;
ShowGPS=1;
ShowCompass=1;
ShowMap=1;
ShowNotePad=1;
ShowWatch=1;
ShowDebriefing=1;
disabledAI = 1;
// === Respawn ===============================================>
respawn=3; //3=BASE
respawndelay=5;
// === Bilder und Text ================================================>
#define CT_STATIC 0
#define ST_PICTURE 48
class RscPicture
{
idc = -1;
type = CT_STATIC;
style = ST_PICTURE;
colorBackground[] = {0, 0, 0, 0};
colorText[] = {1, 1, 1, 1};
font = Zeppelin32;
sizeEx = 1;
};
class RscText
{
idc = -1;
type = 0;
style = 0;
h = 0.05;
colorBackground[] = {0, 0, 0, 0}; // Hintergrundfarbe
colorText[] = {0, 0, 0, 0}; // Textfarbe
font = TahomaB; // Schriftarten: TahomaB, Zeppelin32, Zeppelin33, Zeppelin33Italic, Bitstream, LucidaConsoleB
sizeEx = 0.082; // Schriftgre
};
class RscTitles
{
class ClanWappenAnfang
{
idd=-1;
movingEnable = true;
duration=5; // Dauer der Einblendung
fadein=0; // Einfadezeit
name = "ClanWappenAnfang"; // Name im Editor
controls[]={Picture};
class Picture : RscPicture
{
x = 0; // X-Achse
y = -0.20; // Y-Achse
w = 1; // Fensterbreite
h = 1.25; // Fensterhhe
text = "pictures\ClanWappenAnfang.paa"; //Muss ein .paa Bild sein!
sizeEx = 1;
style=48;
};
};
class Schrift1
{
Idd=-1;
MovingEnable=0;
Duration=6; // Einblenddauer
FadeIn=1; // Einblendzeit
Name="Schrift1"; // Name
Controls[]={"Control01"};
class Control01: RscText
{
ColorText[]={1,1,1,1}; // Schriftfarbe
Font="TahomaB"; // Schriftarten: TahomaB, Zeppelin32, Zeppelin33, Zeppelin33Italic, Bitstream, LucidaConsoleB
Size=0;
Text="OPERATION SILENT WIND"; // Text
x = 0.20; // X-Achse
y = -0.37; // Y-Achse
w = 1.00; // Fensterbreite
h = 1.00; // Fensterhhe
};
};
class Schrift1Rand
{
Idd=-1;
MovingEnable=0;
Duration=6; // Einblenddauer
FadeIn=1; // Einblendzeit
Name="Schrift1Rand"; // Name
Controls[]={"Control02"};
class Control02: RscText
{
ColorText[]={0,0,0,1}; // Schriftfarbe
Font="TahomaB"; // Schriftarten: TahomaB, Zeppelin32, Zeppelin33, Zeppelin33Italic, Bitstream, LucidaConsoleB
Size=0;
Text="OPERATION SILENT WIND"; // Text
x = 0.202; // X-Achse
y = -0.368; // Y-Achse
w = 1.00; // Fensterbreite
h = 1.00; // Fensterhhe
};
};
};
// === Waffen ================================================>
class Weapons
{
//Nichts
};
// === Magazine ===============================================>
class Magazines
{
//Nichts
};
// === Musik ================================================>
class CfgMusic
{tracks[]= {};
//Nichts
};
// === Sounds ===============================================>
class CfgSounds
{
sounds[] = {Task1TalkingString1,Task1TalkingString2,Task1TalkingString3,Task1TalkingString1Failed,Task1TalkingString2Failed,Task1TalkingString3Failed,HinweisCrossroadCloseToAirportString1,HinweisCrossroadCloseToAirportString2,HinweisCrossroadMi8CantMove,HinweisCrossroadMi24CantMove,HinweisCrossroadEvacChopperDown,StartMessageCrossroad,EndMessageCrossroadSuccess,EndMessageCrossroadTeilSuccess,EndMessageCrossroadFailed,Task1CrossradHinweis,Task1CrossradHinweisFailed,Task2CrossradVorherHinweis,Task2CrossradHinweis,Task3CrossradHinweis,Task4TalkingString1,Task4TalkingString1Su34Destroyed,Task4TalkingStringUngenau,Task4CrossradVorherHinweis,Task5CrossradVorherHinweis,Task5CrossradHinweis,Task6CrossradHinweis1,Task6CrossradHinweis2,Task7CrossradHinweis1,Task7CrossradHinweisFluchtStart,Task7CrossradHinweis2,Task8CrossradHinweis};
//Informant
class Task1TalkingString1
{
name = "Task1TalkingString1";
sound[] = {sounds\informant\Task1TalkingString1.ogg, db-10, 1.0};
titles[] = {};
};
class Task1TalkingString2
{
name = "Task1TalkingString2";
sound[] = {sounds\informant\Task1TalkingString2.ogg, db-10, 1.0};
titles[] = {};
};
class Task1TalkingString3
{
name = "Task1TalkingString3";
sound[] = {sounds\informant\Task1TalkingString3.ogg, db-10, 1.0};
titles[] = {};
};
class Task1TalkingString1Failed
{
name = "Task1TalkingString1Failed";
sound[] = {sounds\informant\Task1TalkingString1Failed.ogg, db+0, 1.0};
titles[] = {};
};
class Task1TalkingString2Failed
{
name = "Task1TalkingString2Failed";
sound[] = {sounds\informant\Task1TalkingString2Failed.ogg, db+0, 1.0};
titles[] = {};
};
class Task1TalkingString3Failed
{
name = "Task1TalkingString3Failed";
sound[] = {sounds\informant\Task1TalkingString3Failed.ogg, db+0, 1.0};
titles[] = {};
};
//General Strings
class HinweisCrossroadCloseToAirportString1
{
name = "HinweisCrossroadCloseToAirportString1";
sound[] = {sounds\radio\HinweisCrossroadCloseToAirportString1.ogg, db+15, 1.0};
titles[] = {};
};
class HinweisCrossroadCloseToAirportString2
{
name = "HinweisCrossroadCloseToAirportString2";
sound[] = {sounds\radio\HinweisCrossroadCloseToAirportString2.ogg, db+15, 1.0};
titles[] = {};
};
class HinweisCrossroadAlarmStartedInLager1
{
name = "HinweisCrossroadAlarmStartedInLager1";
sound[] = {sounds\radio\HinweisCrossroadAlarmStartedInLager1.ogg, db+20, 1.0};
titles[] = {};
};
class HinweisCrossroadAlarmStartedInAirport
{
name = "HinweisCrossroadAlarmStartedInAirport";
sound[] = {sounds\radio\HinweisCrossroadAlarmStartedInAirport.ogg, db+20, 1.0};
titles[] = {};
};
//Helis
class HinweisCrossroadMi8CantMove
{
name = "HinweisCrossroadMi8CantMove";
sound[] = {sounds\radio\HinweisCrossroadMi8CantMove.ogg, db+20, 1.0};
titles[] = {};
};
class HinweisCrossroadMi24CantMove
{
name = "HinweisCrossroadMi24CantMove";
sound[] = {sounds\radio\HinweisCrossroadMi24CantMove.ogg, db+20, 1.0};
titles[] = {};
};
class HinweisCrossroadEvacChopperDown
{
name = "HinweisCrossroadEvacChopperDown";
sound[] = {sounds\radio\HinweisCrossroadEvacChopperDown.ogg, db+20, 1.0};
titles[] = {};
};
//Beginning
class StartMessageCrossroad
{
name = "StartMessageCrossroad";
sound[] = {sounds\radio\StartMessageCrossroad.ogg, db+20, 1.0};
titles[] = {};
};
//Ending
class EndMessageCrossroadSuccess
{
name = "EndMessageCrossroadSuccess";
sound[] = {sounds\radio\EndMessageCrossroadSuccess.ogg, db+20, 1.0};
titles[] = {};
};
class EndMessageCrossroadTeilSuccess
{
name = "EndMessageCrossroadTeilSuccess";
sound[] = {sounds\radio\EndMessageCrossroadTeilSuccess.ogg, db+20, 1.0};
titles[] = {};
};
class EndMessageCrossroadFailed
{
name = "EndMessageCrossroadFailed";
sound[] = {sounds\radio\EndMessageCrossroadFailed.ogg, db+20, 1.0};
titles[] = {};
};
//Task1
class Task1CrossradHinweis
{
name = "Task1CrossradHinweis";
sound[] = {sounds\radio\Task1CrossradHinweis.ogg, db+15, 1.0};
titles[] = {};
};
class Task1CrossradHinweisFailed
{
name = "Task1CrossradHinweisFailed";
sound[] = {sounds\radio\Task1CrossradHinweisFailed.ogg, db+15, 1.0};
titles[] = {};
};
//Task2
class Task2CrossradVorherHinweis
{
name = "Task2CrossradVorherHinweis";
sound[] = {sounds\radio\Task2CrossradVorherHinweis.ogg, db+15, 1.0};
titles[] = {};
};
class Task2CrossradHinweis
{
name = "Task2CrossradHinweis";
sound[] = {sounds\radio\Task2CrossradHinweis.ogg, db+15, 1.0};
titles[] = {};
};
//Task3
class Task3CrossradHinweis
{
name = "Task3CrossradHinweis";
sound[] = {sounds\radio\Task3CrossradHinweis.ogg, db+15, 1.0};
titles[] = {};
};
//Task4
class Task4TalkingString1
{
name = "Task4TalkingString1";
sound[] = {sounds\radio\Task4TalkingString1.ogg, db+15, 1.0};
titles[] = {};
};
class Task4TalkingString1Su34Destroyed
{
name = "Task4TalkingString1Su34Destroyed";
sound[] = {sounds\radio\Task4TalkingString1Su34Destroyed.ogg, db+15, 1.0};
titles[] = {};
};
class Task4TalkingStringUngenau
{
name = "Task4TalkingStringUngenau";
sound[] = {sounds\radio\Task4TalkingStringUngenau.ogg, db+15, 1.0};
titles[] = {};
};
class Task4CrossradVorherHinweis
{
name = "Task4CrossradVorherHinweis";
sound[] = {sounds\radio\Task4CrossradVorherHinweis.ogg, db+15, 1.0};
titles[] = {};
};
//Task5
class Task5CrossradVorherHinweis
{
name = "Task5CrossradVorherHinweis";
sound[] = {sounds\radio\Task5CrossradVorherHinweis.ogg, db+15, 1.0};
titles[] = {};
};
class Task5CrossradHinweis
{
name = "Task5CrossradHinweis";
sound[] = {sounds\radio\Task5CrossradHinweis.ogg, db+15, 1.0};
titles[] = {};
};
//Task6
class Task6CrossradHinweis1
{
name = "Task6CrossradHinweis1";
sound[] = {sounds\radio\Task6CrossradHinweis1.ogg, db+15, 1.0};
titles[] = {};
};
class Task6CrossradHinweis2
{
name = "Task6CrossradHinweis2";
sound[] = {sounds\radio\Task6CrossradHinweis2.ogg, db+15, 1.0};
titles[] = {};
};
//Task7
class Task7CrossradHinweis1
{
name = "Task7CrossradHinweis1";
sound[] = {sounds\radio\Task7CrossradHinweis1.ogg, db+20, 1.0};
titles[] = {};
};
class Task7CrossradHinweisFluchtStart
{
name = "Task7CrossradHinweisFluchtStart";
sound[] = {sounds\radio\Task7CrossradHinweisFluchtStart.ogg, db+20, 1.0};
titles[] = {};
};
class Task7CrossradHinweis2
{
name = "Task7CrossradHinweis2";
sound[] = {sounds\radio\Task7CrossradHinweis2.ogg, db+20, 1.0};
titles[] = {};
};
//Task8
class Task8CrossradHinweis
{
name = "Task8CrossradHinweis";
sound[] = {sounds\radio\Task8CrossradHinweis.ogg, db+15, 1.0};
titles[] = {};
};
};
// === Radio ================================================>
class CfgRadio
{
sounds[] = {};
//Nichts
};
// === Umgebung =============================================>
class CfgSFX
{
sounds[] = {};
//Nichts
};
class CfgEnvSounds
{
sounds[] = {};
//Nichts
};
// === Identitten ==========================================>
class CfgIdentities
{
//Nichts
};
// === Missionsparameter ====================================>
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{\colortbl ;\red0\green0\blue0;}
{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\sa200\sl276\slmult1\cf1\f0\fs20 Four days ago, we found the dead bodies of private Billy Smith and sergeant Simmy Johnson. Both are young guys who have been taking part of the actual armed intervention in Tschernarussia. They disappeared during a battle last week. Obviously, they have been captured by the russian Army. Well, now the bad part of that story. Both bodies have had heavy signs of torture... That wasn't a nice sight, you can believe me. The Russian must have tortured them to death. Maybe for getting Information.
However, 3 hours ago, we received a message from our recon team Delta, named Razor. It seems they found proofes where and who our both soldiers has been tortured to death. The revealed document are speaking of a special unit within the russian 4th Division. They are specialised for investigation of war prisoners.
The head of this special unit is General Teodor Bogowski. All we know about him is bad. He must be a sick and sadistic prick. Find this ashole and send him to hell. I have just had a phonecall with someone of the CIA. If our information are right, the General is actually staying on the island Utes. Ah, and before I forget it. During this mission, you don't need to be nice. All what's happening the next several hours is top secret. Feel free to take revenge for Billy Smith and Simmy Johnson. If needed, send every russian human being of this fucking island to the goddamn hell! Ah, wait. Of course our russian friends deny it. They say our both elite soldiers have been tortured to death by civilians. Yeah, that sounds plausible...
That's all, gentlemen. Dismissed!\par
\par
\par
Vor vier Tagen fanden wir die Leichen von Soldat Billy Smith und Sergeant Simmy Johnson. Beides waren junge Maenner, die an der aktuellen bewaffneten Intervention in Tschernarussland teilgenommen haben. Sie verschwanden waehrend einem Gefecht letzter Woche. Offenbar wurden sie von den Russen geschnappt. Gut, nun der schlechte Teil der Geschichte. Beide Leichen wurden offenbar vor ihrem Tod schwer misshandelt... Das war kein netter Anblick, das koennen Sie mir glauben. Die Russen haben sie offenbar zu Tode gefoltert. Wir haben Informationen ueber eine Spezialeinheit innerhalb der vierten russischen Division. Sie ist auf Befragungen spezialisiert.
Der Kopf dieser Spezialeinheit ist General Teodor Bogowski. Alles was wir wissen ueber ihn ist schlecht. Offenbar ist er ein sadistisches Schwein. Finden Sie diesen Mistkerl und senden Sie ihn zur Hoelle. Ich hatte gerade mit jemandem von der CIA ein Telefongespraech. Wenn unsere Informationen stimmen, befindet sich der General zurzeit auf der Insel Utes. Ah, und vergesst nicht. Waehrend dieser Mission muesst ihr nicht nett sein. Alles was die naechsten Stunden passieren wird, ist streng geheim. Raecht euch fuer Billy Smith und Simmy Johnson. Wie, ist euch ueberlassen. Falls noetig, sendet jeden einzelnen Russen auf dieser Insel zur gottverdammten Hoelle! Ah, wartet. Natuerlich leugnen die Russen ihre Verantwortung am Tod unserer zwei Jungs. Sie meinen, unsere beiden Elitesoldaten seien von Zivilisten geluncht worden. Ja, das toent plausibel...
Das ist alles meine Herren. Wegtreten! \par
\cf0\lang7\f1\fs22\par
}
{\rtf1\ansi\ansicpg1252\deff0\deflang2055\deflangfe2055{\fonttbl{\f0\fnil\fcharset0 Arial;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\lang2057\b\fs24\par
Checklist for adding a new task\par
Checkliste, um ein Task hinzuzuf\'fcgen\b0\par
\par
You have to create or to adapt the following files:\par
\ul Folgende Dateien m\'fcssen angepasst werden:\ulnone\par
\lang2055\par
Tasks.sqf\par
\par
UpdateRespawn.sqf\par
\par
UpdateTasksStatus.sqf\par
\tab UpdateZuGenTasks.sqf\par
\par
StringsTaskX.sqf\par
\par
aaaStringsForTasks.sqf\par
\par
TaskZielXHandle.sqf\par
\tab TaskZuGenZielXHandle.sqf\par
\par
ConversationTaskX.sqf\par
\par
TaskXDone.sqf\par
\par
AddActionMenuZielTriggers.sqf\par
\par
DefinePublicAndNormVariables.sqf\par
\par
DoAllTasks.sqf\par
\par
intro.sqf\par
\par
ExecIntro.sqf\par
\par
ServerJIP.sqf\par
\par
HideAllTriggersSpulen.sqf\par
\par
Create new HQ sound as *.odd sound file\par
\par
description.ext\par
\par
ConversationTaskX.sqf --> radiovoice einbauen\par
\par
}
{\rtf1\ansi\ansicpg1252\deff0\deflang2055\deflangfe2055{\fonttbl{\f0\fnil\fcharset0 Arial;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\lang2057\b\fs24\par
Checklist for changing an ACE2 mission to a vanilla one\par
Checkliste vorgehen Mission r\'fcckbauen f\'fcr ohne ACE2\b0\par
\par
Keep the following steps in your mind:\par
\ul Folgende Schritte m\'fcssen beachtet werden:\par
\par
\ulnone UseACE2 = 0 setzen\par
\par
Alle eigene PlayerEinheiten auf Nicht-ACE-Einheiten wechseln\par
\par
ACE2 Module bei Editor ausbauen\par
\par
\par
\par
Follow these principles while creating a mission:\par
\ul Grunds\'e4tze beim Missionenbau beachten:\ulnone\par
\par
Ausser den Spielerfiguren keine ACE Einheiten verwenden im Editor\par
\par
ACE Einheiten nur dynamisch dazuladen, falls gew\'fcnscht\par
\par
Nicht-ACE-Einheiten nur dynamisch durch ACE-Einheiten austauchen\par
\par
\lang2055\par
}
{\rtf1\ansi\ansicpg1252\deff0{\fonttbl{\f0\fnil\fcharset0 Arial;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\lang2055\b\fs24\par
Step by step create HQ radio message:\par
Vorgehen HQ Radio Message erstellen:\par
\b0\par
Balabolka:\par
1. SAPI 5 VW Paul\par
\par
\par
I.WavePad Sound Editor:\par
1. Special Effects: Telephone Effect\par
2. Special Effects: Phaser Medium\par
3. Special Effect: Distortion 75%\par
4. Special Effect: Radio Effect\par
\par
\par
II.Audacity:\par
1. Tonh\'f6he \'e4ndern, Halbtonschritte: -0.80\par
2. Tempo \'e4ndern: Wert +10%\par
3. Klickger\'e4usch am Anfang und am Ende hinzuf\'fcgen.\par
4. Neue Monospur anlegen\par
5. Weisses Rauschen erzeugen, Wert: 0.005\par
\par
\par
\par
}
{\rtf1\ansi\ansicpg1252\deff0{\fonttbl{\f0\fnil\fcharset0 Arial;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\lang2055\b\fs22\par
\par
Anstehende Arbeiten:\b0\par
\par
\par
\par
Die anderen 2 Mission, auch mit dieser Erkenntnis versehen bei\par
\tab WaitTimeInSecJIPCommToAll wieder einbauen ok\par
\tab Alarmen ok\par
\tab Task Zusatz ok\par
\tab EvacChopper ok\par
\par
\par
Mission zu zweit testen\par
\par
Testen:\par
- H\'f6ren alle das Alarmger\'e4usch bei LagerX und wieder weg?\par
- Sehen alle Conversation sobald ein Alarm losgeht?\par
- Schauen, ob Alarm nur 1x ausgel\'f6st wird wenn es mehrere Spieler hat auf Server oder sp\'e4ter einer joint.\par
\par
\par
\par
\par
\par
\par
\par
\par
\par
\par
\par
\par
}
//AbschaltenStromGenerator1Airport.sqf
//Sicherung
if(StromSeite1Airport != 1)exitWith{};
//Strom off
StromSeite1Airport = 0;
//Public machen
publicVariable "StromSeite1Airport";
//Terminate this script
//Script beenden
if(true)exitWith{};
//AbschaltenStromGenerator2Airport.sqf
//Sicherung
if(StromSeite2Airport != 1)exitWith{};
//Strom off
StromSeite2Airport = 0;
//Public machen
publicVariable "StromSeite2Airport";
//Terminate this script
//Script beenden
if(true)exitWith{};
//CloseToAirportTriggerStart.sqf
//Sicherung
if(Ziel4 == 1 && Ziel6 == 1)exitWith{};
//Nachricht sagen, dass man in Nhe des Airports ist
_d=[]execVM "functions\airport\StartLookOutForDocumentsAirport.sqf";
waitUntil {scriptDone _d};
//Task4 generieren, falls noch nicht erfolgt
//Sagen, dass eine Su-34 auf dem Flughafen ist und man dessen Crew umlegen soll
if(Ziel4 != 1 && !isNull Document1Lager1) then
{
_d=[]execVM "functions\lager\GenTask4Ungenau.sqf";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//HelisVerhaltenBeiAlarm.sqf
//Airport hat Alarm
if(Alarm1Airport == 1 OR Alarm2Airport == 1) then
{
GegnAufklHeli1 setBehaviour "AWARE";
GegnAufklHeli2 setBehaviour "AWARE";
};
//Die Scriptdatei beenden
if(true)exitWith{};
//LetThisHeliStart.sqf
_ActHeliCode = _this select 0;
switch (_ActHeliCode) do
{
case 1:
{
//Heli1 berwachungsflug ausfhren lassen; MI-24
GegnAufklHeli1 setFuel 1;
GegnAufklHeli1 setDamage 0;
StartFlugAufklHeli1 = 1;
publicVariable "StartFlugAufklHeli1";
};
case 2:
{
//Heli2 berwachungsflug ausfhren lassen; MI-8
GegnAufklHeli2 setFuel 1;
GegnAufklHeli2 setDamage 0;
StartFlugAufklHeli2 = 1;
publicVariable "StartFlugAufklHeli2";
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//PrepaireAirport.sqf
//Generatorengerusch auslsen
SoundVarGeneratorAirport = createSoundSource ["Sound_Factory03", getMarkerPos "SoundAirportGenerator", [], 0];
publicVariable "SoundVarGeneratorAirport";
//Terminate this script
//Script beenden
if(true)exitWith{};//PrepaireAllGegnAufklHelis.sqf
//Default Flughhe bestimmen
GegnAufklHeli1 flyinheight 140;
GegnAufklHeli2 flyinheight 190;
//Default Flugspeed bestimmen
GegnAufklHeli1 setSpeedMode "NORMAL";
GegnAufklHeli2 setSpeedMode "NORMAL";
//Default Verhalten bestimmen
GegnAufklHeli1 setBehaviour "SAFE";
GegnAufklHeli2 setBehaviour "SAFE";
//Helis fr den ersten Flug vorbereiten
GegnAufklHeli1 setFuel 0;
GegnAufklHeli2 setFuel 0;
//Warten bis zum allerersten Patrouillenflug
//Heli 1
Sleep 500;
if(Alarm1Airport != 1) then
{
//Heli1 berwachungsflug ausfhren lassen
_d=[1]execVM "functions\airport\LetThisHeliStart.sqf";
};
//Heli 2
Sleep 100;
if(Alarm2Airport != 1) then
{
//Heli2 berwachungsflug ausfhren lassen
_d=[2]execVM "functions\airport\LetThisHeliStart.sqf";
};
//Die Scriptdatei beenden
if(true)exitWith{};
//StartLookOutForDocumentsAirport.sqf
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestCloseAirport;};
//Trigger abschalten; Braucht es frs Debuggen
HinweisCloseToAirport = 1;
//Task hinzufgen
GenTask6 = 1;
//Public machen
publicVariable "HinweisCloseToAirport";
publicVariable "GenTask6";
//Konversation
_d=[]execVM "functions\conversations\ConversationCloseToAirport.sqf";
waitUntil {scriptDone _d};
//Terminate this script
//Script beenden
if(true)exitWith{};//SwitchOffLightsAirportSeite1.sqf
//Hinweis
hint format["%1 Nr. 1",Task5HintHinweis];
//Das Licht der Seite 1 des Flughafens ausschalten
for "_i" from 1 to 6 do
{
nearestObject [call compile format["SignAirportSeite1Lampe%1",_i], "Streetlamp"] switchLight "OFF";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//SwitchOffLightsAirportSeite2.sqf
//Hinweis
hint format["%1 Nr. 2",Task5HintHinweis];
//Das Licht der Seite 2 des Flughafens ausschalten
for "_i" from 1 to 5 do
{
nearestObject [call compile format["SignAirportSeite2Lampe%1",_i], "Streetlamp"] switchLight "OFF";
};
//Scheinwerfer ausschalten
for "_i" from 1 to 3 do
{
call compile format["AirportScheinwerfer%1",_i] setDammage 1;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TakeDocuments1Airport.sqf
//Dokument nehmen
if(!isNull Document1Airport) then
{
deleteVehicle Document1Airport;
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//WaitAufklHeli1SomeTime.sqf
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Gegn. Heli1 wieder am Warten";};
//Helikopter wieder starten lassen
StartFlugAufklHeli1 = 0;
publicVariable "StartFlugAufklHeli1";
GegnAufklHeli1 land "LAND";
//Warten
_i = 1;
while{_i == 1} do
{
_AktHoeheHeli = getPosATL GegnAufklHeli1 select 2;
if(_AktHoeheHeli < 2) then
{
//Sobald Heli am Boden ist, Treibstoff leeren
GegnAufklHeli1 setFuel 0;
//Schleife beenden
_i = 0;
};
Sleep 1;
};
//Warten bis zum nchsten Patrouillenflug
Sleep 600;
//Nur machen, wenn Heli am Boden ist
if(alive GegnAufklHeli1) then
{
_AktHoeheHeli = getPosATL GegnAufklHeli1 select 2;
if(_AktHoeheHeli < 2) then
{
//Heli1 berwachungsflug ausfhren lassen
_d=[1]execVM "functions\airport\LetThisHeliStart.sqf";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Gegn. Heli1 wieder am Starten";};
};
};
//Die Scriptdatei beenden
if(true)exitWith{};
//WaitAufklHeli2SomeTime.sqf
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Gegn. Heli2 wieder am Warten";};
//Helikopter wieder starten lassen
StartFlugAufklHeli2 = 0;
publicVariable "StartFlugAufklHeli2";
GegnAufklHeli2 land "LAND";
//Warten
_i = 1;
while{_i == 1} do
{
_AktHoeheHeli = getPosATL GegnAufklHeli2 select 2;
if(_AktHoeheHeli < 2) then
{
//Sobald Heli am Boden ist, Treibstoff leeren
GegnAufklHeli2 setFuel 0;
//Schleife beenden
_i = 0;
};
Sleep 1;
};
//Warten bis zum nchsten Patrouillenflug
Sleep 500;
//Nur machen, wenn Heli am Boden ist
if(alive GegnAufklHeli2) then
{
_AktHoeheHeli = getPosATL GegnAufklHeli2 select 2;
if(_AktHoeheHeli < 2) then
{
//Heli2 berwachungsflug ausfhren lassen
_d=[2]execVM "functions\airport\LetThisHeliStart.sqf";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Gegn. Heli2 wieder am Starten";};
};
};
//Die Scriptdatei beenden
if(true)exitWith{};
//StartAlarm1InAirport.sqf
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmAirport1;};
//Sicherung
if(Alarm1Airport == 1)exitWith{};
//Alarm auslsen
Alarm1Airport = 1;
//Gewisse Dinge nur auslsen, wenn es noch Strom hat
if (StromSeite1Airport == 1) then
{
//Heli1 berwachungsflug ausfhren lassen
_d=[1]execVM "functions\airport\LetThisHeliStart.sqf";
//Soundgerusch auslsen
_d=[]execVM "functions\sound\StartAlarmSound1Airport.sqf";
//Andere Flughafenseite alarmieren
/*if(Alarm2Airport != 1) then
{
_d=[]execVM "functions\alarm\StartAlarm2InAirport.sqf";
};*/
};
//Alarminfanterie auslsen
for "_i" from 9 to 12 do
{
if(alive call compile format["AlarmPers%1",_i]) then
{
call compile format["AlarmPers%1",_i] enableAI "MOVE";
};
};
//Nachricht
_d=[]execVM "functions\conversations\ConversationAlarmAirport.sqf";
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "Alarm1Airport";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint format["Alarm1 Airport: %1",StromSeite1Airport];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//StartAlarm2InAirport.sqf
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmAirport2;};
//Sicherung
if(Alarm2Airport == 1)exitWith{};
//Alarm auslsen
Alarm2Airport = 1;
//Gewisse Dinge nur auslsen, wenn es noch Strom hat
if (StromSeite2Airport == 1) then
{
//Heli2 berwachungsflug ausfhren lassen
_d=[2]execVM "functions\airport\LetThisHeliStart.sqf";
//Soundgerusch auslsen
_d=[]execVM "functions\sound\StartAlarmSound2Airport.sqf";
//Andere Flughafenseite alarmieren
/*if(Alarm1Airport != 1) then
{
_d=[]execVM "functions\alarm\StartAlarm1InAirport.sqf";
};*/
};
//Alarminfanterie auslsen
for "_i" from 13 to 16 do
{
if(alive call compile format["AlarmPers%1",_i]) then
{
call compile format["AlarmPers%1",_i] enableAI "MOVE";
};
};
//Nachricht
_d=[]execVM "functions\conversations\ConversationAlarmAirport.sqf";
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "Alarm2Airport";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint format["Alarm2 Airport: %1",StromSeite2Airport];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//StartAlarmInLager1.sqf
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmLager1;};
//Sicherung
if(AlarmLager1 == 1)exitWith{};
//Alarm auslsen
AlarmLager1 = 1;
//Gewisse Dinge nur auslsen, wenn es noch Strom hat
if (StromLager1und2 == 1) then
{
//Heli1 berwachungsflug ausfhren lassen
_d=[1]execVM "functions\airport\LetThisHeliStart.sqf";
//Soundgerusch auslsen
_d=[]execVM "functions\sound\StartAlarmSoundLager1.sqf";
};
//Alarminfanterie auslsen
for "_i" from 1 to 4 do
{
if(alive call compile format["AlarmPers%1",_i]) then
{
call compile format["AlarmPers%1",_i] enableAI "MOVE";
};
};
//Nachricht
_d=[]execVM "functions\conversations\ConversationAlarmLager1.sqf";
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "AlarmLager1";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Alarm Lager1";};
//Terminate this script
//Script beenden
if(true)exitWith{};//StartAlarmInLager2.sqf
//Sicherung
if(AlarmLager2 == 1)exitWith{};
//Alarm auslsen
AlarmLager2 = 1;
//Alarminfanterie auslsen
for "_i" from 5 to 8 do
{
if(alive call compile format["AlarmPers%1",_i]) then
{
call compile format["AlarmPers%1",_i] enableAI "MOVE";
};
};
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "AlarmLager2";
//Nur zum Testen
if(ReleaseVersionOrZumTest != 1) then {hint "Alarm Lager2";};
//Terminate this script
//Script beenden
if(true)exitWith{};//Dancing.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "ActsPercMstpSnonWnonDnon_DancingDuoIvan") then
{
//Animation ausfhren
_ActPerson playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//DoFullWorkout.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_idle56kliky") then
{
_ActPerson playMove "AmovPercMstpSnonWnonDnon_idle56kliky";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//DoFullWorkoutPlusStretchKick.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_idle69drepy") then
{
//Animation ausfhren
_ActPerson playMove "AmovPercMstpSnonWnonDnon_idle69drepy";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//LyingOnTheGround.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPpneMstpSnonWnonDnon") then
{
//Animation ausfhren
_ActPerson playMove "AmovPpneMstpSnonWnonDnon";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//ObservWithBinocularForSomeTime.sqf
_ActPerson = _this select 0;
_DoAnimForAnzSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 0;
while {_i <= _DoAnimForAnzSec} do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AwopPercMstpSoptWbinDnon_non") then
{
//Animation ausfhren
_ActPerson setDir 270;
_ActPerson playMove "AwopPercMstpSoptWbinDnon_non";
_ActPerson disableAI "MOVE";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Warten, bis Animation beendet werden soll
Sleep 1;
_i = _i + 1;
};
//Person Laufen wieder erlauben
if(alive _ActPerson) then
{
_ActPerson enableAI "MOVE";
_ActPerson enableAI "ANIM";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//SitGroundAndSmoke.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "amovpsitmstpsraswrfldnon_smoking") then
{
//Animation ausfhren
_ActPerson playMove "amovpsitmstpsraswrfldnon_smoking";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//SitGroundCheckWeapon.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "amovpsitmstpsraswrfldnon_weaponcheck1") then
{
//Animation ausfhren
_ActPerson playMove "amovpsitmstpsraswrfldnon_weaponcheck1";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//StandAndSeeOnWatch.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_seeWatch") then
{
//Animation ausfhren
_ActPerson playMove "AmovPercMstpSnonWnonDnon_seeWatch";
//_ActPerson disableAI "ANIM"; //Muss hier deaktiviert sein. Sonst macht er es konstant.
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//StandAtEase.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_Ease") then
{
//Animation ausfhren
_ActPerson playMove "AmovPercMstpSnonWnonDnon_Ease";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//StandWaitAndLookNormalForSomeTime.sqf
_ActPerson = _this select 0;
_DoAnimForAnzSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 0;
while { _i <= _DoAnimForAnzSec } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_Ease") then
{
//Animation ausfhren
_ActPerson setDir 270;
_ActPerson playMove "AmovPercMstpSnonWnonDnon_Ease";
_ActPerson disableAI "MOVE";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Warten, bis Animation beendet werden soll
Sleep 2;
_i = _i + 2;
};
//Person Laufen wieder erlauben
if(alive _ActPerson) then
{
_ActPerson enableAI "MOVE";
_ActPerson enableAI "ANIM";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TalkStanding.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSlowWrflDnon_talking") then
{
//Animation ausfhren
_ActPerson playMove "AmovPercMstpSlowWrflDnon_talking";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TalkStanding2.sqf
_ActPerson = _this select 0;
_WaitInSec = _this select 1;
_WaitStartInSec = _this select 2;
Sleep _WaitStartInSec;
_i = 1;
while { _i == 1 } do
{
if(alive _ActPerson) then
{
//Person ist am Leben
//Aktueller Animstatus auslesen
_AnimState = animationState _ActPerson;
//Animation ausfhren
if(_AnimState != "AmovPercMstpSnonWnonDnon_talking") then
{
//Animation ausfhren
_ActPerson playMove "AmovPercMstpSnonWnonDnon_talking";
_ActPerson disableAI "ANIM";
};
}
else
{
//Person tot, Schleife beenden
_i = 0;
};
//Allgemein etwas warten, dann das Ganze wiederholen
Sleep _WaitInSec;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//ExecIntro.sqf
//Intro
if (ShowIntro == 1 && ExecIntro == 1) then
{
//Clanwappen plus Text einblenden
//Whrend dieser Zeit den Ton komplett runter fahren
/*_d=[5]execVM "functions\camera\ShowTitelBild.sqf";
Sleep 5;*/
//Intro ausfhren
if (Ziel1 == 0) then
{
_d=[1]execVM "functions\camera\intro.sqf";
waitUntil {scriptDone _d};
};
if (Ziel1 == 1) then
{
_d=[2]execVM "functions\camera\intro.sqf";
waitUntil {scriptDone _d};
};
//Intro ab jetzt nicht mehr zeigen
ExecIntro = 0;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//intro.sqf
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This script shows the intro sequence of the camera. The location of the sequence changes with each fulfilled task.
* The intro is only shown at the very first time a player is connecting to the server.
*
* Dieses Script zeigt die Intro Kamerasequenz. Die Position der Szene wechselt mit jedem erfllten Task.
* Das Intro wird einem Spieler nur das erste Mal angezeigt, wenn er auf den Server kommt.
*=================================================================================================================================*/
_CamZielNr = _this select 0;
//StartPoints of the camera predefine
//Startpunkte der Kamera vordefinieren
_cX = 0;
_cY = 0;
_cZ = 0;
//Predefine Endpoint
//Endpunkt vordefinieren
_CamSpawnTemp = getpos CamSpawnPos1; //Default //Vorgabe
//Set game time acceleration to 1x
//Spielbeschleunigungszeit auf 1x stellen
if (ReleaseVersionOrZumTest == 1) then {setAccTime 1;};
//Make player for the needed time of the intro undestroyable
//Player fr die Zeit des Intros unzerstrbar machen
player allowDamage false;
//Night vision if the environment is too dark
//Nachtsicht, falls die Umgebung zu dunkel ist
camUseNVG false; //Default: Not using the night vision //Vorgabe: Die Nachtsicht nicht brauchen
Sleep 0.001;
/*//Define time scope for using the night vision
//Zeitspanne definieren in welcher die Nachtsicht benutzt werden soll
if ( daytime < 5.30 ) then {camUseNVG true};
if ( daytime > 18.45 ) then {camUseNVG true};*/
//Turn down the volume of the radio voices and the music to 0.
//Die Lautstrke der Funksprche und Musik auf 0 stellen.
_ActRadioVolume = RadioVolume;
_ActMusicVolume = MusicVolume;
0 fadeRadio 0;
0 fadeMusic 0;
//Prepare sequence
//Sequenz vorbereiten
cutrsc ["default","plain down",100];
//Execute starting up effect
//Einblendeffekt ausfhren
cutText ["", "BLACK IN", 4];
//Depends from the task status
//Hngt vom Taskstatus ab
//Nr. 1
if (_CamZielNr == 1) then {_cX = (-90 + (random 20)); _cY = (50 + (random 20)); _cZ = 50; _CamSpawnTemp = getpos CamSpawnPos1;};
//Nr. 2
if (_CamZielNr == 2) then {_cX = (-90 + (random 20)); _cY = (50 + (random 20)); _cZ = 50; _CamSpawnTemp = getpos CamSpawnPos2;};
//Create camera and define the effect
//Kamera erstellen und Effekt festlegen
_cam = "camera" camcreate [(_CamSpawnTemp select 0)+_cX, (_CamSpawnTemp select 1)+_cY, (_CamSpawnTemp select 2)+_cZ];
//Give camera view to the target point
//Die Kamera am Zielpunkt ausrichten
_cam camsettarget _CamSpawnTemp;
_cam camSetFOV 0.700; //Zoomlevel
_cam cameraeffect ["internal", "back"];
_cam camcommit 1;
waitUntil {camCommitted _cam};
//Preload the camera sequenze; Can cause too long loading times at the beginning with a fixed screen without any kind of animations.
//Kamerasequenz vorladen; Kann am Anfang eine zu lange Wartezeit verursachen mit einem starren Bild ohne Animation.
//waitUntil {preloadCamera _CamSpawnTemp};
//Define the end point of the camera sequence. Now, start the sequence
//Den Endpunkt der Kamerafahrt definieren und die Kamersequenz starten
_cam camSetPos _CamSpawnTemp;
_cam camcommit 24; //As highter the value as slower the camera movement. //Je hher der Wert, umso langsamer die Kamerabewegung.
//****************************************************************************************************
//Choose the music melody
//Musikstck bestimmen
//ARMA2
//_mussel = "Ambient08_Reforger"; //Schn, malerisch, nachdenklich, tragisch
//_mussel = "Ambient05_Cobalt";
//_mussel = "Short01_Defcon_Three";
//_mussel = "Track16_Valentine"; //Geil, freudiger Sound
//_mussel = "Track12_The_Movement"; //Freuig, Spannung, OrchesterFinale
//_mussel = "Track06_Abandoned_Battlespace"; //Unterschwellige Spannung, unheimlicher Wald-Sound
//_mussel = "Track04_Reinforcements"; //Trompetenspannung, Orchesterspannung, zunehmend, leichtes Finale
_mussel = "Track01_Dead_Forest"; //Spannung, Zgern, Grollen, recht kurz
//ARMA2 OA
//_mussel = "EP1_Track01"; //Langsam leise aufbauend Streicherkonzert melodis harmonisch ohne Schnrkel
//_mussel = "EP1_Track01D"; //Trommelbuschsound konstant Spannung hoch
//_mussel = "EP1_Track02"; //Leichtes angenehmes Drum and Base intro ohne Aufbau
//_mussel = "EP1_Track03"; //Melodises orientalisches Getrte. Locker und leichte Spannung
//_mussel = "EP1_Track03D"; //Starke Trommel, konstant, wenig Aufbau, wenig bis keine Melodie
//_mussel = "EP1_Track04"; //Langsam Spannung aufbauen, keine Melodie, nur fr lngeres Intro geeignet
//_mussel = "EP1_Track05"; //Mittlere Drum and Base, Schlagzeug leicht, orientalisch kommt rein, leicht melodis lpfig
//_mussel = "EP1_Track06"; //Leicht, leise orientalisches Seitenintrument mittel melodis
//_mussel = "EP1_Track07"; //Elektro, psychodelic, leichtes Schlagzeug, Drum and Base, etwas Aufbau, fesch
//_mussel = "EP1_Track07D"; //Mittlere Melodie, mittlerer Aufbau, etwas Schlagzeug
//_mussel = "EP1_Track08"; //Leichter chilliger Ambientesound mit Rassel und Base
//_mussel = "EP1_Track09"; //Elektro mittellaut mehr so psychodelic ohne grossen Aufbau, mehr chillig
//_mussel = "EP1_Track10"; //Schlagzeug, easy leichter Partysound, dann kommt orientalische Melodie rein
//_mussel = "EP1_Track11"; //Spannung, mittellaut, mittel melodis, guter Aufbau
//_mussel = "EP1_Track12"; //Spannungsaufbau, eher soft aber rasch, Schlagzeug, macht Laune
//_mussel = "EP1_Track13"; //Mittlerer Trommel KlingBing Spannung Sound. Wenig Melodie
//_mussel = "EP1_Track13D1"; //Mittlerer Trommel KlingBing Spannung Sound. Wenig Melodie
//_mussel = "EP1_Track13D2"; //Ganz leichter leiser Trommelsound. Leichte Spannung, keine Melodie
//_mussel = "EP1_Track13V"; //Leichter orientalischer Gesang, nachdenklich, leicht melodis
//_mussel = "EP1_Track14"; //Leichter chilliger Trommelsound, ohne gross Melodie, eher leise
//_mussel = "EP1_Track15"; //Kurz, sehr leiser Beginn, Spannungsaufbau Drum and Base
//****************************************************************************************************
//Play the choosen music
//Gewnschtes Musikstck abspielen
5 fadeMusic _ActMusicVolume; //Turn up the music volume //Die Musiklautstrke wieder aufdrehen
playMusic _mussel; //Play the music //Das Stck abspielen
sleep 2;
//Show the name of the mission with a shadow text
//Den Missionsnamen schattiert anzeigen
1 cutRsc ["Schrift1Rand","Plain"];
2 cutRsc ["Schrift1","Plain"];
sleep 11;
//Show the mission designer of the mission
//Den Missionsersteller anzeigen
if(UseACE2 == 1) then
{
titletext ["Version 2.4 (ACE2)\nMission made by AAD10c Pete\nwww.aad10clan.subwolves.com","PLAIN DOWN"];
}
else
{
titletext ["Version 2.4\nMission made by AAD10c Pete\nwww.aad10clan.subwolves.com","PLAIN DOWN"];
};
sleep 6;
//Dark in the whole sequence completely
//Die ganze Sequenz komplett eindunkeln
cutText ["", "BLACK OUT", 2];
sleep 2;
titletext ["","PLAIN"];
//Stop the sequence and delete the camera object
//Die Sequenz beenden und das Kameraobjekt zerstren
waitUntil {camCommitted _cam};
_cam cameraeffect ["terminate", "back"];
camdestroy _cam;
//Stop playing the music
//Die Musik nicht weiter abspielen
10 fadeMusic 0;
//Say, that the map got fully starte up meanwhile
//This has to stay here because some actions have to wait until the intro has finished.
//Sagen, dass Map nun voll gestartet wurde
//Muss hier stehen, damit gewisse Aktionen warten, bis das Intro vorbei ist.
MapFullStarted = 1;
publicVariable "MapFullStarted";
//Show entering effect out of the first person perspective
//Einblendeffekt anzeigen aus der Spielerperspektive
cutText ["", "BLACK IN", 4];
//Turn up the volume of the radio messages again
//Funksprche wieder hrbar machen
2 fadeRadio _ActRadioVolume;
//Make player again destroyable
//Player wieder verwundbar machen
player allowDamage true;
//Show info text below right as soon as the intro has finished
// Info text unten rechts sobald Intro an sich fertig ist
if (ClientSpracheText == "Deutsch") then
{
//DEUTSCH
[str("Insel Utes") , str(date select 2) + "." + str(date select 1) + "." + str(date select 0), str("Hinter feindlichen Linien")] spawn BIS_fnc_infoText;
}
else
{
//ENGLISH, Default
[str("Island of Utes") , str(date select 2) + "." + str(date select 1) + "." + str(date select 0), str("Behind enemy lines")] spawn BIS_fnc_infoText;
};
//Willkommensfunkspruch
Sleep 3;
if (Ziel1 != 1) then
{
[West,"HQ"] sideChat StartMessageCrossroad;
if (PlayRadioSoundMessages == 1) then {playSound["StartMessageCrossroad",true];};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//outroAllSuccess.sqf
_CamZielNr = _this select 0;
//Variablen deklarieren
_SiegArt = 9999;
//Zeit auf 1x stellen
setAccTime 1;
//Nachtsicht, falls gewnscht
camUseNVG false;
Sleep 0.001;
if ( daytime < 5.8 ) then {camUseNVG true};
if ( daytime > 18.2 ) then {camUseNVG true};
//Funksprche abschalten
_ActRadioVolume = RadioVolume;
0 fadeRadio 0;
//Siegesart auslesen
if ((Ziel4 == 1) && (Ziel7 == 1)) then
{
//Voller Sieg
_SiegArt = 1;
}
else
{
if (Ziel7 == 1) then
{
//Teilsieg
_SiegArt = 2;
};
};
//Default behandeln
cutrsc ["default","plain down",100];
//Abblendeffekt
cutText ["", "BLACK IN", 4];
//Kamera erstellen und laufen lassen
_cam = "camera" camcreate [0,0,0];
_cam cameraeffect ["internal", "back"];
_cam camsettarget (CamSpawnPos3);
_cam camsetrelpos [0,0,0];
_cam camcommit 0;
_cam camsettarget (EvacHeli);
_cam camcommit 55; //Je hher der Wert, umso langsamer
//Musikstck bestimmen
_mussel = ""; //Muss hier stehen
//_mussel = "Track14_Close_Quarter_Combat";
//_mussel = "Track17_Marauder_Song";
//_mussel = "Track15_Morning_Sortie";
//_mussel = "Ambient06_Khe_Sanh_Riff";
//_mussel = "Track10_Logistics";
if(_SiegArt == 1) then {_mussel = "Track08_Harvest_Red";};
if(_SiegArt == 2) then {_mussel = "Track11_Large_Scale_Assault";};
//Musikstck abspielen
0 fadeMusic 0;
playMusic _mussel;
5 fadeMusic 1;
sleep 2;
//Mission erfolgreich
if(_SiegArt == 1) then {titletext [EndHinweisMitteSuccess,"PLAIN DOWN"];};
if(_SiegArt == 2) then {titletext [EndHinweisMitteTeilSuccess,"PLAIN DOWN"];};
sleep 5;
//Abschlussfunkspruch von Crossroad
if(_SiegArt == 1) then
{
titletext [EndMessageCrossroadSuccess,"PLAIN DOWN"];
if (PlayRadioSoundMessages == 1) then {playSound["EndMessageCrossroadSuccess",true];};
};
if(_SiegArt == 2) then
{
titletext [EndMessageCrossroadTeilSuccess,"PLAIN DOWN"];
if (PlayRadioSoundMessages == 1) then {playSound["EndMessageCrossroadTeilSuccess",true];};
};
sleep 20;
//Musik langsam abschalten
5 fadeMusic 0;
//Abdunkeln
cutText ["", "BLACK OUT", 2];
sleep 2;
titletext ["","PLAIN"];
//Kamera wird aufgehoben
_cam cameraeffect ["terminate", "back"];
camdestroy _cam;
//Abblendeffekt
cutText ["", "BLACK IN", 4];
//Funksprche wieder hrbar machen
2 fadeRadio _ActRadioVolume;
//Mission beenden
if(_SiegArt == 1) then {MissionEndCode = 1;};
if(_SiegArt == 2) then {MissionEndCode = 2;};
publicVariable "MissionEndCode";
//Terminate this script
//Script beenden
if(true)exitWith{};
//outroFailed.sqf
_CamZielNr = _this select 0;
//Zeit auf 1x stellen
setAccTime 1;
//Nachtsicht, falls gewnscht
camUseNVG false;
Sleep 0.001;
if ( daytime < 5.8 ) then {camUseNVG true};
if ( daytime > 18.2 ) then {camUseNVG true};
//Funksprche abschalten
_ActRadioVolume = RadioVolume;
0 fadeRadio 0;
//Default behandeln
cutrsc ["default","plain down",100];
//Abblendeffekt
cutText ["", "BLACK IN", 4];
//Kamera erstellen und laufen lassen
_cam = "camera" camcreate [0,0,0];
_cam cameraeffect ["internal", "back"];
_cam camsettarget (CamSpawnPos4);
_cam camsetrelpos [0,0,0];
_cam camcommit 0;
_cam camsettarget (FluchtHeli);
_cam camcommit 55; //Je hher der Wert, umso langsamer
//MisserfolgsSound
_mussel = "Track19_Debriefing";
//_mussel = "Track11_Large_Scale_Assault";
//_mussel = "Track05_Warpath";
//_mussel = "Track03_First_To_Fight";
//Musikstck abspielen
0 fadeMusic 0;
playMusic _mussel;
5 fadeMusic 1;
sleep 2;
//Mission erfolgreich
titletext [EndHinweisMitteFailed,"PLAIN DOWN"];
sleep 5;
//Abschlussfunkspruch von Crossroad
titletext [EndMessageCrossroadFailed,"PLAIN DOWN"];
if (PlayRadioSoundMessages == 1) then {playSound["EndMessageCrossroadFailed",true];};
sleep 20;
//Musik langsam abschalten
5 fadeMusic 0;
//Abdunkeln
cutText ["", "BLACK OUT", 2];
sleep 2;
titletext ["","PLAIN"];
//Kamera wird aufgehoben
_cam cameraeffect ["terminate", "back"];
camdestroy _cam;
//Abblendeffekt
cutText ["", "BLACK IN", 4];
//Funksprche wieder hrbar machen
2 fadeRadio _ActRadioVolume;
//Mission beenden (verloren)
MissionEndCode = 3;
publicVariable "MissionEndCode";
//Terminate this script
//Script beenden
if(true)exitWith{};
//ShowTitelBild.sqf
_ToWaitTimeInSec = _this select 0;
_ActRadioVolume = RadioVolume;
_ActSoundVolume = SoundVolume;
_ActMusicVolume = MusicVolume;
0 fadeRadio 0;
0 fadeSound 0;
0 fadeMusic 0;
cutRsc ["ClanWappenAnfang","BLACK FADED"];
sleep _ToWaitTimeInSec;
2 fadeRadio _ActRadioVolume;
2 fadeSound _ActSoundVolume;
2 fadeMusic _ActMusicVolume;
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationAlarmAirport.sqf
//Hinweis
[West,"HQ"] sideChat HinweisCrossroadAlarmStartedInAirport;
if (PlayRadioSoundMessages == 1) then {playSound["HinweisCrossroadAlarmStartedInAirport",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationAlarmLager1.sqf
//Hinweis
[West,"HQ"] sideChat HinweisCrossroadAlarmStartedInLager1;
if (PlayRadioSoundMessages == 1) then {playSound["HinweisCrossroadAlarmStartedInLager1",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationCloseToAirport.sqf
[West,"HQ"] sideChat HinweisCrossroadCloseToAirportString1;
if (PlayRadioSoundMessages == 1) then {playSound["HinweisCrossroadCloseToAirportString1",true];};
Sleep 12;
[West,"HQ"] sideChat HinweisCrossroadCloseToAirportString2;
if (PlayRadioSoundMessages == 1) then {playSound["HinweisCrossroadCloseToAirportString2",true];};
Sleep 11;
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationLager2LookOutForDocuments.sqf
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestHinweisDokumenteLager2;};
[West,"HQ"] sideChat Task2CrossradVorherHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task2CrossradVorherHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationLostEvacChopper.sqf
//Hint
hint HinweisHintEvacChopperLost;
//HQ
[West,"HQ"] sideChat HinweisCrossroadEvacChopperDown;
if (PlayRadioSoundMessages == 1) then {playSound["HinweisCrossroadEvacChopperDown",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationStartFluchtGeneral.sqf
//Nachricht
[west,"HQ"] sideChat Task7CrossradHinweisFluchtStart;
if (PlayRadioSoundMessages == 1) then {playSound["Task7CrossradHinweisFluchtStart",true];};
Sleep 14;
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationTask1.sqf
//HinweisText
hint Task1HintHinweis;
//Gesprch mit Informant
if(alive Informant1) then
{
Sleep 2;
Informant1 globalChat Task1TalkingString1;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString1",true];};
Sleep 18;
};
if(alive Informant1) then
{
Informant1 globalChat "...";
Sleep 1;
};
if(alive Informant1) then
{
Informant1 globalChat Task1TalkingString2;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString2",true];};
Sleep 12;
};
if(alive Informant1) then
{
Informant1 globalChat "...";
Sleep 1;
};
if(alive Informant1) then
{
Informant1 globalChat Task1TalkingString3;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString3",true];};
Sleep 7;
};
//HQ
Sleep 2 + (Random 2);
[West,"HQ"] sideChat Task1CrossradHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task1CrossradHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask1Failed.sqf
//HinweisText
hint Task1HintHinweisFailed;
//Todeskampf vom Informant
if(!isNull Informant1) then
{
Informant1 globalChat Task1TalkingString1Failed;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString1Failed",true];};
Sleep 3;
};
if(!isNull Informant1) then
{
Informant1 globalChat Task1TalkingString2Failed;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString2Failed",true];};
Sleep 2;
};
if(!isNull Informant1) then
{
Informant1 globalChat Task1TalkingString3Failed;
if (PlayRadioSoundMessages == 1) then {playSound["Task1TalkingString3Failed",true];};
Sleep 2;
};
//HQ
Sleep 2 + (Random 2);
[West,"HQ"] sideChat Task1CrossradHinweisFailed;
if (PlayRadioSoundMessages == 1) then {playSound["Task1CrossradHinweisFailed",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask2.sqf
//HinweisText
hint Task2HintHinweis;
//HQ
[West,"HQ"] sideChat Task2CrossradHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task2CrossradHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask3.sqf
//HinweisText
hint Task3HintHinweis;
//HQ
[West,"HQ"] sideChat Task3CrossradHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task3CrossradHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask4.sqf
//HinweisText
if (getDammage TargetSu34 >= 0.9) then
{
//Su-34 destroyed
hint Task4HintHinweisSu34Destroyed;
}
else
{
//Crew dead
hint Task4HintHinweis;
};
//HQ
if (getDammage TargetSu34 >= 0.9) then
{
//Flugzeug wurde zerstrt
[West,"HQ"] sideChat Task4TalkingString1Su34Destroyed;
if (PlayRadioSoundMessages == 1) then {playSound["Task4TalkingString1Su34Destroyed",true];};
}
else
{
//Crew wurde umgelegt
[West,"HQ"] sideChat Task4TalkingString1;
if (PlayRadioSoundMessages == 1) then {playSound["Task4TalkingString1",true];};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask4Ungenau.sqf
//Hinweis
hint Task4HintVorherHinweisUngenau;
//HQ
[West,"HQ"] sideChat Task4TalkingStringUngenau;
if (PlayRadioSoundMessages == 1) then {playSound["Task4TalkingStringUngenau",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask5.sqf
//HinweisText
hint Task5HintFinalHinweis;
//HQ
[west,"HQ"] sideChat Task5CrossradHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task5CrossradHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask6.sqf
//VorherHinweis
hint Task6HintVorherHinweis;
//Konversation vom HQ
[West,"HQ"] sideChat Task6CrossradHinweis1;
if (PlayRadioSoundMessages == 1) then {playSound["Task6CrossradHinweis1",true];};
Sleep 15;
[West,"HQ"] sideChat Task6CrossradHinweis2;
if (PlayRadioSoundMessages == 1) then {playSound["Task6CrossradHinweis2",true];};
//HinweisText
Sleep 3;
hint Task6HintHinweis;
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask7.sqf
//Aktionscode hier
hint Task7HintHinweis;
//HQ
[west,"HQ"] sideChat Task7CrossradHinweis1;
if (PlayRadioSoundMessages == 1) then {playSound["Task7CrossradHinweis1",true];};
Sleep 13;
[west,"HQ"] sideChat Task7CrossradHinweis2;
if (PlayRadioSoundMessages == 1) then {playSound["Task7CrossradHinweis2",true];};
Sleep 12;
//Terminate this script
//Script beenden
if(true)exitWith{};
//ConversationTask4.sqf
//HinweisText
hint Task8HintHinweis;
//HQ
[West,"HQ"] sideChat Task8CrossradHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task8CrossradHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationTookDokum1Lager1.sqf
//Hinweistext ausgeben
hint Task4HintVorherHinweis;
//HQ-Message
[west,"HQ"] sideChat Task4CrossradVorherHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task4CrossradVorherHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//ConversationTookDokum1Lager2.sqf
//Hinweistext ausgeben
hint Task5HintVorherHinweis;
//HQ-Message
[west,"HQ"] sideChat Task5CrossradVorherHinweis;
if (PlayRadioSoundMessages == 1) then {playSound["Task5CrossradVorherHinweis",true];};
//Terminate this script
//Script beenden
if(true)exitWith{};//DynamicDayTime.sqf
_ActYear = _this select 0;
_ActMonth = _this select 1;
_ActDay = _this select 2;
_ActStunde = _this select 3;
_ActMinute = _this select 4;
//Tagesstunde nach Zufall raussuchen
if (_ActStunde == 9999) then
{
_ActStunde = ceil (random 24);
};
//Tagesminute nach Zufall raussuchen
if (_ActMinute == 9999) then
{
_ActMinute = ceil (random 60);
};
//Zeit einstellen
setDate [_ActYear, _ActMonth, _ActDay, _ActStunde, _ActMinute];
//Terminate this script
//Script beenden
if(true)exitWith{};//DynamicWeather.sqf
_MinOverCast = _this select 0;
_MaxOverCast = _this select 1;
_MinFog = _this select 2;
_MaxFog = _this select 3;
//Variablen deklarieren
_NewOverCastWert = 0;
_NewFogWert = 0;
_AktFakt = 1;
_AktOverCastWert = 0;
_AktFogWert = 0;
//Variablen verrechnen
_MaxOverCastTemp = _MaxOverCast - _MinOverCast;
_MaxFogTemp = _MaxFog - _MinFog;
//STARTEINSTELLUNGEN
//Sichtweite
setViewDistance 2500;
//Wetter einstellen
_AktOverCastWert = (_MinOverCast + (random _MaxOverCastTemp));
0 setOvercast _AktOverCastWert;
//Nebel einstellen
_AktFogWert = (_MinFog + (random _MaxFogTemp));
0 setFog _AktFogWert;
//Zuerst mal warten, bevor man am Wetter rumschraubt
sleep 300; //=5 Min
//DYNAMISCHES HANDLING DER WITTERUNGSBEDINGUNGEN
_i = 1;
while{_i == 1} do
{
//Faktor nach Zufall bestimmen
//Wetter wird besser oder schlechter
_ii = ceil(random 2);
if (_ii == 1) then {_AktFakt = 1;};
if (_ii == 2) then {_AktFakt = -1;};
//hint format["Wetterfaktor: %1",_AktFakt]; //Zum Testen
//WETTER verndern
_NewOverCastWert = _AktOverCastWert + (0.4*_AktFakt);
//Sicherung
if(_NewOverCastWert > _MaxOverCast)then{_NewOverCastWert = _MaxOverCast;};
if(_NewOverCastWert < _MinOverCast)then{_NewOverCastWert = _MinOverCast;};
//Wetter zuweisen
_AktOverCastWert = _NewOverCastWert;
180 setOvercast _AktOverCastWert;
//hint format["Overcast: %1",_AktOverCastWert]; //Zum Testen
//NEBEL verndern
_NewFogWert = _AktFogWert + (0.4*_AktFakt);
//Sicherung
if(_NewFogWert > _MaxFog)then{_NewFogWert = _MaxFog;};
if(_NewFogWert < _MinFog)then{_NewFogWert = _MinFog;};
//Nebel zuweisen
_AktFogWert = _NewFogWert;
180 setFog _AktFogWert;
//hint format["Fog: %1",_AktFogWert]; //Zum Testen
sleep 300; //=5 Min
};
//Terminate this script
//Script beenden
if(true)exitWith{};//CloseAllDoors.sqf
_ActPos = _this select 0;
_ReichwInMeter = _this select 1;
if(true)exitWith{};
//Arma2 Zeit geben die Mission zu starten
sleep 3;
//Nur zum Testen
//hint format["Test Wert: %1 und Wert: %2", _ActPos, _ReichwInMeter];
//Tren schliessen; //0=Schliessen, 1=ffnen
for "_i" from 0 to 7 do
{
call compile format["
{
_x animate [dvere%1 ,0];
}
foreach ((getpos _ActPos) nearobjects _ReichwInMeter);",_i];
};
//Nur zum Testen
//hint "Closed all doors.";
//Die Scriptdatei beenden
if(true)exitWith{};
//CreateThisBoatVehicle.sqf
_ActSpawnPos = _this select 0;
_VehicleTypName = _this select 1;
_BodenOderLuft = _this select 2;
_VehicleName = _this select 3;
_SetDirVehic = _this select 4;
_ArrayNr = _this select 5;
//Variablen deklarieren
_NewVehic = "";
_BodenLuftVar = "";
_ActArray = "";
//Spawnposition bestimmen
_SpawnPos = getMarkerPos format["%1",_ActSpawnPos];
//Boden oder Luft
if (_BodenOderLuft == 1) then {_BodenLuftVar = "NONE";};
if (_BodenOderLuft == 0) then {_BodenLuftVar = "FLY";};
//Vehicle generieren
_NewVehic = createVehicle [format["%1",_VehicleTypName], _SpawnPos, [], 0, format["%1",_BodenOderLuft]];
//Vehicle ausrichten
_NewVehic setDir _SetDirVehic;
//Vehicle den Namen zuweisen
_NewVehic setVehicleVarName format["%1",_VehicleName];
//Vehicle in Public berweisen
StartBooteArray set [_ArrayNr,_NewVehic];
//Terminate this script
//Script beenden
if(true)exitWith{};
//cutTextProz.sqf
_LocalOrAll = _this select 0;
_unitName = _this select 1;
_TextVar = _this select 2;
if (_LocalOrAll == 1) then
{
If (local _unitName) then
{
cutText [_TextVar,"PLAIN DOWN"];
};
}
else
{
cutText [_TextVar,"PLAIN DOWN"];
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//EvacChopperLostEndMission.sqf
//Konversation
_d=[]execVM "functions\conversations\ConversationLostEvacChopper.sqf";
//Missionsende
//Zeit lassen, zum Lesen der Messages
Sleep 15;
//Mission verloren, sofort abbrechen
MissionEndCode = 4;
publicVariable "MissionEndCode";
//Terminate this script
//Script beenden
if(true)exitWith{};//EvGiveNachtsichtToHim.sqf
_ActPerson = _this select 0;
//Nachtsicht aktivieren, falls es schon dunkel ist
if ( daytime < 5.8 ) then {_ActPerson action ["NVGOGGLES",_ActPerson];};
if ( daytime > 18.2 ) then {_ActPerson action ["NVGOGGLES",_ActPerson];};
//Terminate this script
//Script beenden
if(true)exitWith{};//GenAndSendEvacHeli.sqf
_CreateVehicleMarker = _this select 0;
_DeleteVehicleMarker = _this select 1;
_WP1Marker = _this select 2;
_WP2Marker = _this select 3; //Landeposition
_WP3Marker = _this select 4;
_WP4Marker = _this select 5;
_VehicleTypName = _this select 6;
//EvacHeli erstellen, besetzen und mit WPs versehen
_d=[_CreateVehicleMarker,_DeleteVehicleMarker,_WP1Marker,_WP2Marker,_WP3Marker,_WP4Marker,_VehicleTypName]execVM "functions\vehicles\CreateEvacHeliWithWPs.sqf";
//Nur zum Testen
//if (ReleaseVersionOrZumTest != 1) then {hint "Evac Im Anflug";};
//Terminate this script
//Script beenden
if(true)exitWith{};//hintProz.sqf
_LocalOrAll = _this select 0; //1 = local
_unitName = _this select 1;
_TextVar = _this select 2;
if (_LocalOrAll == 1) then
{
If (local _unitName) then
{
hint _TextVar;
};
}
else
{
hint _TextVar;
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//ied.sqf
_theObject = _this select 0;
_theExplosion = _this select 1;
_bombLoc = GetPos _theObject;
_bombLocX = _bombLoc select 0;
_bombLocY = _bombLoc select 1;
_bombLocZ = _bombLoc select 2;
//Default
_ammoTypeStr = "9999";
_AktHoeheObj = getPosATL _theObject select 2;
if(_AktHoeheObj > 1) then
{
//Ist kein Bodenobjekt, daher hier abbrechen
if(true)exitWith{};
};
//Hinweis nur fr den Spieler, der reinlatscht oder die Spieler, die in der Nhe sind
if(alive player && (player == _theObject OR player distance _theObject <= 10)) then
{
_HintText = "Mines!";
if (ClientSpracheText == "Deutsch") then {_HintText = "Minen!";};
hint _HintText;
};
switch (_theExplosion) do
{
//Mini
case 0:
{
_ammoTypeStr = "B_30mmA10_AP";
};
//Small (Default)
case 1:
{
_ammoTypeStr = "R_57mm_HE";
};
//Medium
case 2:
{
_ammoTypeStr = "R_80mm_HE";
};
//Large
case 3:
{
_ammoTypeStr = "Sh_122_HE";
};
//Huge
case 4:
{
_ammoTypeStr = "Bo_GBU12_LGB";
};
//Are you nuts?
case 5:
{
_ammoTypeStr = "Bo_GBU12_LGB";
for "_i" from 1 to 10 do
{
_ammoType = _ammoTypeStr createVehicle[_bombLocX, _bombLocY, _bombLocZ];
_ammoType setPos [getpos _ammoType select 0, getpos _ammoType select 1, -0.2];
};
};
};
//Create Mine
_theObject = "Mine" createVehicle[_bombLocX, _bombLocY, _bombLocZ];
_theObject setPos [getpos _theObject select 0, getpos _theObject select 1, -0.2];
//Create Ammo Sueplement Obj
_ammoType = _ammoTypeStr createVehicle[_bombLocX, _bombLocY, _bombLocZ];
_ammoType setPos [getpos _ammoType select 0, getpos _ammoType select 1, -0.2];
//Let Mine with Sueplement explode
_theObject setdammage 1;
_ammoType setdammage 1;
//Terminate this script
//Script beenden
if(true)exitWith{};//LetThisPersonLeaveVehicle.sqf
_ActVehicle = _this select 0;
_LeavePerson = _this select 1;
_ZielBeamPos = _this select 2;
_WaitTimeInSecToFlyWeiter = _this select 3;
//Heli landen lassen
_ActVehicle land "LAND";
Sleep 2;
//Die aktuelle Hhe des Helis auslesen
_ActHeight = getPosATL _ActVehicle;
_ActHeight = _ActHeight select 2;
while {_ActHeight > 1} do
{
//Kurz warten
Sleep 1;
//Aktuelle Hhe zum Boden auslesen
_ActHeight = getPosATL _ActVehicle;
_ActHeight = _ActHeight select 2;
};
//Zielperson ausladen und an Zielposition beamen
_LeavePerson action ["EJECT", vehicle _ActVehicle];
Sleep 0.5;
_LeavePerson setPos getMarkerPos format["%1",_ZielBeamPos];
//Heli weiterfliegen lassen
Sleep _WaitTimeInSecToFlyWeiter;
//Variablen updaten
LetRussHeli1FlyBack = 1;
publicVariable "LetRussHeli1FlyBack";
//Terminate this script
//Script beenden
if(true)exitWith{};//StartSmokeOnGround.sqf
_ColorCode = _this select 0;
_SmokePosition = _this select 1;
_AnzNewBeginnings = _this select 2;
for "_i" from 1 to _AnzNewBeginnings do
{
switch (_ColorCode) do
{
case 0:
{
//Red //Rot
_SmokeRedOnGround="SmokeshellRed" createVehicle _SmokePosition;
};
case 1:
{
//Green //Grn
_SmokeRedOnGround="SmokeshellGreen" createVehicle _SmokePosition;
};
};
//Only for testing
//Nur zum Testen
//hint format["Show new smokeshell Nr. %1",_i];
//Wait until the smokeshell is empty
//Warte, bis die Farbgranate leer ist
Sleep 60;
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//titletextProz.sqf
_LocalOrAll = _this select 0;
_unitName = _this select 1;
_TextVar = _this select 2;
if (_LocalOrAll == 1) then
{
If (local _unitName) then
{
titletext [_TextVar,"PLAIN DOWN"];
};
}
else
{
titletext [_TextVar,"PLAIN DOWN"];
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//HandlePlayerAfterDeath.sqf
private ["_killed"];
_killed = _this select 0;
//Respawnzeit abwarten
sleep 5; //<-- Diese Zahl muss mit der Respawnzeit bereinstimmen
//Player an die RespawnPosition beamen
player setPos getMarkerPos "respawn_west";
//Den Player neu ausrsten
_d = []execVM "functions\weapons\AusruestPlayerAtBeginning.sqf";
//AddAction Men Eintrge machen frs Testen
if (ReleaseVersionOrZumTest != 1 && ReleaseVersionOrZumTest != 1) then
{
_d = []execVM "functions\startup\AddActionMenuZielTriggers.sqf";
};
//Eigene Leiche lschen
sleep 5;
deleteVehicle _killed;
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel1Handle.sqf
//Aktueller Status auslesen
_TaskStateString = taskState task1;
//Den Strand erreichen und Kontaktperson sprechen
//Erfolg
if (Ziel1 == 1) then
{
if (_TaskStateString != "Succeeded") then
{
//Neues Ziel hinzufgen
_d=[]execVM "functions\JIP\taskzugen\TaskZuGenZiel2Handle.sqf";
//Task abhaken
"TaskZiel1" setMarkerColorLocal "ColorGreen";
task1 settaskstate "Succeeded";
//Konversation
if (Ziel2 != 1) then
{
_d = [objNull, ObjNull, task1, "Succeeded"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask1.sqf";
};
};
};
//Misserfolg
if (Ziel1 == -1) then
{
if (_TaskStateString != "Failed" && _TaskStateString != "Succeeded") then
{
//Task abhaken
"TaskZiel1" setMarkerColorLocal "ColorRed";
task1 settaskstate "Failed";
//Konversation
if (Ziel2 != 1) then
{
_d = [objNull, ObjNull, task1, "Failed"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask1Failed.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel2Handle.sqf
//Den Stromgenerator ausschalten bei Lager2
if (Ziel2 == 1) then
{
_TaskStateString = taskState task2;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel2" setMarkerColorLocal "ColorGreen";
task2 settaskstate "Succeeded";
//Konversation
if (Ziel3 != 1) then
{
_d = [objNull, ObjNull, task2, "Succeeded"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask2.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel3Handle.sqf
//Das Lager angreifen und alle eliminieren
//Sowie die Dokumente gefunden
if (Ziel3 == 1) then
{
_TaskStateString = taskState task3;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel3" setMarkerColorLocal "ColorGreen";
task3 settaskstate "Succeeded";
//Konversation vom HQ
if (Ziel4 != 1) then
{
_d = [objNull, ObjNull, task3, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask3.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel4Handle.sqf
//Die SU-34 Besatzung wurde neutralisiert
if (Ziel4 == 1) then
{
_TaskStateString = taskState task4;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel4" setMarkerColorLocal "ColorGreen";
task4 settaskstate "Succeeded";
//Konversation
if (Ziel5 != 1) then
{
_d = [objNull, ObjNull, task4, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask4.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel5Handle.sqf
//Die 2 Stromgeneratoren des Airports wurden erfolgreich ausgeschaltet
if (Ziel5 == 1) then
{
_TaskStateString = taskState task5;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel5" setMarkerColorLocal "ColorGreen";
task5 settaskstate "Succeeded";
//HQ-Message
if (Ziel6 != 1) then
{
_d = [objNull, ObjNull, task5, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask5.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel6Handle.sqf
//Dokumente gefunden, die den Ort des Generals verraten
if (Ziel6 == 1) then
{
_TaskStateString = taskState task6;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel6" setMarkerColorLocal "ColorGreen";
task6 settaskstate "Succeeded";
//HQ-Message
if (Ziel7 != 1) then
{
_d = [objNull, ObjNull, task6, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask6.sqf";
};
//Task7 updaten
"TaskZiel7" setMarkerPos getMarkerPos "DefPosForTaskZiel7";
task7 setSimpleTaskDescription [Task7StringFinal,Task7TitleString,Task7TitleString];
task7 setSimpleTaskDestination markerpos "TaskZiel7";
_d = [objNull, ObjNull, task7, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel7Handle.sqf
//General und Offiziere neutralisieren
if (Ziel7 == 1) then
{
_TaskStateString = taskState task7;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel7" setMarkerColorLocal "ColorGreen";
task7 settaskstate "Succeeded";
//HQ-Message
if (Ziel8 != 1) then
{
_d = [objNull, ObjNull, task7, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
_d=[]execVM "functions\conversations\ConversationTask7.sqf";
waitUntil {scriptDone _d};
//Feiermusik abspielen
_d=[]execVM "functions\music\PlayTaskSuccessSound.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZiel8Handle.sqf
//Extraction Point erreicht. Nun nur noch auf den Heli warten
if (Ziel8 == 1) then
{
_TaskStateString = taskState task8;
if (_TaskStateString != "Succeeded") then
{
//Ziel wurde erfllt
//Task abhaken
"TaskZiel8" setMarkerColorLocal "ColorGreen";
task8 settaskstate "Succeeded";
_d = [objNull, ObjNull, task8, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
//Konversation vom HQ
_d=[]execVM "functions\conversations\ConversationTask8.sqf";
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZuGenZiel2Handle.sqf
//Task erstellen
_ActState = TaskState task2;
if(isNil("_ActState")) then
{
//Nchste Aufgabe anzeigen
//2. Den Stromgenerator ausschalten
task2 = player createSimpleTask ["obj2"];
task2 setSimpleTaskDescription [Task2String,Task2TitleString,Task2TitleString];
task2 setSimpleTaskDestination markerpos "TaskZiel2";
task2 settaskstate "Created";
Sleep 5;
_TaskStateString = taskState task2;
if (_TaskStateString != "Succeeded") then
{
_d = [objNull, ObjNull, task2, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZuGenZiel4Handle.sqf
//Task hinzufgen
//Die Piloten neutralisieren
if (GenTask4 == 1) then
{
_ActState = TaskState task4;
if(isNil("_ActState")) then
{
task4 = player createSimpleTask ["obj4"];
task4 setSimpleTaskDescription [Task4String,Task4TitleString,Task4TitleString];
task4 setSimpleTaskDestination markerpos "TaskZiel4";
task4 settaskstate "Created";
Sleep 5;
_TaskStateString = taskState task4;
if (_TaskStateString != "Succeeded") then
{
_d = [objNull, ObjNull, task4, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZuGenZiel5Handle.sqf
//Task hinzufgen
//Die Stromgeneratoren beim Flughafen deaktivieren
if (GenTask5 == 1) then
{
_ActState = TaskState task5;
if(isNil("_ActState")) then
{
task5 = player createSimpleTask ["obj5"];
task5 setSimpleTaskDescription [Task5String,Task5TitleString,Task5TitleString];
task5 setSimpleTaskDestination markerpos "TaskZiel5";
task5 settaskstate "Created";
Sleep 5;
_TaskStateString = taskState task5;
if (_TaskStateString != "Succeeded") then
{
_d = [objNull, ObjNull, task5, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TaskZuGenZiel6Handle.sqf
//Task hinzufgen
//Die Dokumente beim Flughafen suchen
if (GenTask6 == 1) then
{
_ActState = TaskState task6;
if(isNil("_ActState")) then
{
task6 = player createSimpleTask ["obj6"];
task6 setSimpleTaskDescription [Task6String,Task6TitleString,Task6TitleString];
task6 setSimpleTaskDestination markerpos "TaskZiel6";
task6 settaskstate "Created";
Sleep 5;
_TaskStateString = taskState task6;
if (_TaskStateString != "Succeeded") then
{
_d = [objNull, ObjNull, task6, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//TaskZuGenZiel8Handle.sqf
//Task hinzufgen
//Extraction Point erstellen
if (GenTask8 == 1) then
{
_ActState = TaskState task8;
if(isNil("_ActState")) then
{
task8 = player createSimpleTask ["obj8"];
task8 setSimpleTaskDescription [Task8String,Task8TitleString,Task8TitleString];
task8 setSimpleTaskDestination markerpos "TaskZiel8";
task8 settaskstate "Created";
Sleep 5;
_TaskStateString = taskState task8;
if (_TaskStateString != "Succeeded") then
{
_d = [objNull, ObjNull, task8, "Created"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
};
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//AbschaltenStromGeneratorLager2.sqf
_ActPerson = _this select 0;
//Sicherung
if(StromLager1und2 != 1)exitWith{};
//Strom ausschalten
StromLager1und2 = 0;
//Public machen
publicVariable "StromLager1und2";
//Eintrag entfernen
if(!isNil("IDStromLager1und2"))then{_ActPerson removeAction IDStromLager1und2;};
//Terminate this script
//Script beenden
if(true)exitWith{};//CloseToLager2TriggerStart.sqf
//Conversation
_d=[]execVM "functions\conversations\ConversationLager2LookOutForDocuments.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//GenTask4Ungenau.sqf
//An gleichen ungenauen Ort bewegen wie Ziel6
"TaskZiel4" setMarkerPos getMarkerPos "TaskZiel4Ungenau";
//Task hinzufgen
GenTask4 = 1;
//Public machen
publicVariable "GenTask4";
//HQ
_d=[]execVM "functions\conversations\ConversationTask4Ungenau.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//PrepaireAirport.sqf
//Generatorengerusch auslsen
SoundVarGeneratorLager2 = createSoundSource ["Sound_Factory03", getMarkerPos "SoundLager2Generator", [], 0];
publicVariable "SoundVarGeneratorLager2";
//Terminate this script
//Script beenden
if(true)exitWith{};//PutPersonToBed.sqf
_ActPerson = _this select 0;
_ActMarkerName = _this select 1;
_ActBettPos = getMarkerPos format["%1",_ActMarkerName];
//Person hinlegen lassen
_d=[_ActPerson,5,0]execVM "functions\animations\LyingOnTheGround.sqf";
//Person ausrichten
_ActPerson setPos [_ActBettPos select 0, _ActBettPos select 1, 1.6];
_ActPerson setDir 1 + (Random 20);
//Terminate this script
//Script beenden
if(true)exitWith{};//StartFluchtGeneral.sqf
//JIP-Pause
Sleep 2;
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestFluchtGeneral;};
//Flucht starten
GeneralFlucht = 1;
publicVariable "GeneralFlucht";
//HQ
_d=[]execVM "functions\conversations\ConversationStartFluchtGeneral.sqf";
waitUntil {scriptDone _d};
//Panikmache abspielen
_d=[]execVM "functions\music\PlayPanikSoundEscapeGeneral.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//SwitchOffLightsLager1und2.sqf
//Strassenlampen ausschalten
//Lager1
for "_i" from 1 to 2 do
{
nearestObject [call compile format["SignLager1Lampe%1",_i], "Streetlamp"] switchLight "OFF";
};
for "_i" from 1 to 3 do
{
call compile format["Lager1Scheinwerfer%1",_i] setDammage 1;
};
//Lager2
for "_i" from 1 to 2 do
{
nearestObject [call compile format["SignLager2Lampe%1",_i], "Streetlamp"] switchLight "OFF";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TakeDocuments1Lager1.sqf
//Dokument nehmen
if (!isNull Document1Lager1) then
{
deleteVehicle Document1Lager1;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//TakeDocuments1Lager2.sqf
//Dokument nehmen
if (!isNull Document1Lager2) then
{
deleteVehicle Document1Lager2;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//PlayPanikSoundEscapeGeneral.sqf
//Feiermusik abspielen
0 fadeMusic 0;
playMusic "Track14_Close_Quarter_Combat";
1 fadeMusic 1;
//Sleep 13;
//5 fadeMusic 0; //Darf nicht sein, sonst wrgt es noch den Erfolgssound ab
//Terminate this script
//Script beenden
if(true)exitWith{};//PlayTaskSuccessSound.sqf
//Feiermusik abspielen
0 fadeMusic 0;
playMusic "Track10_Logistics"; //"Track14_Close_Quarter_Combat";
2 fadeMusic 1;
Sleep 20;
7 fadeMusic 0;
//Terminate this script
//Script beenden
if(true)exitWith{};//PlayTraurigPsychoSound.sqf
//TraurigSound abspielen
0 fadeMusic 0;
playMusic "Ambient08_Reforger";
1 fadeMusic 1;
Sleep 20;
5 fadeMusic 0;
//Terminate this script
//Script beenden
if(true)exitWith{};//ExecStartUpFunctions.sqf
//Muss zuerst stehen!
_d=[]execVM "functions\startup\DefinePublicAndNormVariables.sqf";
waitUntil {scriptDone _d};
//=== Hier darf nicht auf Ende des Skripts gewartet werden, weil Endlosschleifen ====
//Sichtweite und Wetter einstellen
//_d=[0.2,0.7,0,0]execVM "functions\environment\DynamicWeather.sqf";
//Tageszeit nach Zufall einstellen; In dieser Mission nicht ntig
//_d=[2009,10,1,6,05]execVM "functions\environment\DynamicDayTime.sqf";
//===================================================================================
//Waffenboxen fllen; Darf kein waitUntil haben
//_d=[]execVM "functions\weapons\FillUpAllAmmoBoxen.sqf";
//Lager2 vorbereiten
_d=[]execVM "functions\lager\PrepaireLager2.sqf";
waitUntil {scriptDone _d};
//Flughafen vorbereiten
_d=[]execVM "functions\airport\PrepaireAirport.sqf";
waitUntil {scriptDone _d};
//Die Gegn. AufklHelis vorbereiten bei Airport; Es darf hier kein waitUntil haben!
_d=[]execVM "functions\airport\PrepaireAllGegnAufklHelis.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};
//ServerJIP.sqf
_i = 1;
while{_i == 1} do
{
//Marker vom Evakuierungsheli an die aktuelle Position anpassen
_d=[]execVM "functions\vehicles\UpdateMarkerEvacHeliOnMap.sqf";
//Soundgerusch Generator Lager2 abschalten
if(StromLager1und2 != 1) then
{
_d=[]execVM "functions\sound\DeleteSoundEngineLager2.sqf";
};
//Lager2 Dokumente nehmen
if(Ziel2Zusatz == 1) then
{
_d=[]execVM "functions\lager\TakeDocuments1Lager2.sqf";
};
//Lager1 Dokumente nehmen
if(Ziel3Zusatz == 1) then
{
_d=[]execVM "functions\lager\TakeDocuments1Lager1.sqf";
};
//Soundgerusch Generator Airport abschalten
if(StromSeite1Airport != 1 && StromSeite2Airport != 1) then
{
_d=[]execVM "functions\sound\DeleteSoundEnginesAirport.sqf";
};
//Airport Dokumente nehmen
if(Ziel6 == 1) then
{
_d=[]execVM "functions\lager\TakeDocuments1Airport.sqf";
};
//EvacChopper generieren
if(GenerateEvacChopper == 1) then
{
//Damit das EvacChopperGenerieren nur 1x ausgefhrt wird
generateevacchopper = 0;
publicvariable "generateevacchopper";
//Evac erstellen
_d=["StartGenEvacHeli","DeleteEvacHeli","WP1EvacHeli","WP2EvacHeli","WP3EvacHeli","WP4EvacHeli","UH1Y_cutscene"]execVM "functions\globfunc\GenAndSendEvacHeli.sqf";
};
//JIP Warten in Sekunden
Sleep 1;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//StartupFunctionsAndSetFriend.sqf
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This script defines the relation between our friends and our enemies. Further, the server startup functions are being executed.
* Finally, the endless loop of the server join in progress script starts to run. This loop runs as long as the mission is being executed by the server.
*
* Dieses Script definiert die Freund-Feind Beziehung und startet grundlegende Funktionen des Servers.
* Zudem wird die Endlosschlaufe des join in progress scripts aktiviert und luft solange wie die Mission auf dem Server luft.
*=================================================================================================================================*/
//Set the friend and enemy relation
//Freund-Feind Beziehungen definieren
pubSideHQEast = Createcenter EAST;
pubSideHQWest = Createcenter WEST;
WEST setFriend [EAST,0]; //0 = Enemy, 1 = Friend //0 = Feind, 1 = Freund
EAST setFriend [WEST,0]; //0 = Enemy, 1 = Friend //0 = Feind, 1 = Freund
//Execute startup functions reserved only for the server or dedicated server
//Startupfunktionen fr den Server oder dedicated Server ausfhren
_d=[]execVM "functions\server\ExecStartUpFunctions.sqf";
waitUntil {scriptDone _d};
//Start endless JIP loop
//Starte Server Endlosschlaufe des JIP
_d=[]execVM "functions\server\ServerJIP.sqf";
//Do not use waitUntil because it's an endless loop!
//Kein waitUntil brauchen, da es eine Endlosschlaufe ist!
//Terminate this script
//Script beenden
if(true)exitWith{};//DeleteSoundEngineLager2.sqf
//Soundgerusch entfernen
if (!isNull SoundVarGeneratorLager2) then {deleteVehicle SoundVarGeneratorLager2;};
//Terminate this script
//Script beenden
if(true)exitWith{};//DeleteSoundEnginesAirport.sqf
//Generatorgerusch abschalten
if (!isNull SoundVarGeneratorAirport) then {deleteVehicle SoundVarGeneratorAirport;};
//Terminate this script
//Script beenden
if(true)exitWith{};//StartAlarmSound1Airport.sqf
//Sicherung
if(!isServer && !isDedicated)exitWith{};
//Gerusch erstellen
_ActAlarmSound=createSoundSource ["Sound_Alarm", getMarkerPos "AirportAlarm1Pos", [], 0];
//Warten, bis Gerusch wieder abschaltet
if(ReleaseVersionOrZumTest == 1) then
{
Sleep 60; //1min
}
else
{
Sleep 10; //Nur 10sec frs Testen
};
deleteVehicle _ActAlarmSound;
//Terminate this script
//Script beenden
if(true)exitWith{};//StartAlarmSound2Airport.sqf
//Sicherung
if(!isServer && !isDedicated)exitWith{};
//Gerusch erstellen
_ActAlarmSound=createSoundSource ["Sound_Alarm", getMarkerPos "AirportAlarm2Pos", [], 0];
//Warten, bis Gerusch wieder abschaltet
if(ReleaseVersionOrZumTest == 1) then
{
Sleep 60; //1min
}
else
{
Sleep 10; //Nur 10sec frs Testen
};
deleteVehicle _ActAlarmSound;
//Terminate this script
//Script beenden
if(true)exitWith{};//StartAlarmSoundLager1.sqf
//Sicherung
if(!isServer && !isDedicated)exitWith{};
//Gerusch erstellen
_ActAlarmSound=createSoundSource ["Sound_Alarm", getMarkerPos "Lager1AlarmPos", [], 0];
//Warten, bis Gerusch wieder abschaltet
if(ReleaseVersionOrZumTest == 1) then
{
Sleep 60; //1min
}
else
{
Sleep 10; //Nur 10sec frs Testen
};
deleteVehicle _ActAlarmSound;
//Terminate this script
//Script beenden
if(true)exitWith{};//StartInitPlayer.sqf
//Testeshalber Player unangreifbar machen
if (PlayerNotSetCaptive != 1) then {player setCaptive true;};
//Testeshalber Player unverwundbar machen
if (PlayerVerwundbar != 1) then {player allowDamage false;};
//Respawnpunkt updaten; Muss hier nochmals explizit stehen
_d=[]execVM "UpdateRespawn.sqf";
waitUntil {scriptDone _d};
//Wenn Player stirbt
_d=player addEventHandler ["killed",{[player]execVM "functions\HandlePlayerAfterDeath.sqf"}];
//Player Weapon Loadout ausrsten
_d=[]execVM "functions\weapons\AusruestPlayerAtBeginning.sqf";
waitUntil {scriptDone _d};
//AddAction Men Eintrge machen frs Testen
if (NotAllowToBeamAround != 1) then
{
_d=[]execVM "functions\startup\AddActionMenuBeamToPosForTest.sqf";
waitUntil {scriptDone _d};
};
if (NotShowTriggerManualUse != 1 && ReleaseVersionOrZumTest != 1) then
{
_d=[]execVM "functions\startup\AddActionMenuZielTriggers.sqf";
waitUntil {scriptDone _d};
};
//KI-Mitspieler
if (NotDeleteAllPlayers != 1) then
{
{if(_x != player)then{deleteVehicle _x;}}foreach units group player;
};
//Muss hier bereits 1x explizit stehen!
//Respawnpunkt updaten
_d=[]execVM "UpdateRespawn.sqf";
waitUntil {scriptDone _d};
//Player zur Startposition beamen
_d=[]execVM "functions\startup\PutPlayerToStartingPosition.sqf";
waitUntil {scriptDone _d};
//JIP
Sleep 1;
_d=[]execVM "JIP.sqf";
//Init fertig ausgefhrt
//if(ReleaseVersionOrZumTest != 1) then {hint "Player Init executed";};
//Terminate this script
//Script beenden
if(true)exitWith{};
//AddActionMenuBeamToPosForTest.sqf
IDMenuTestBeamToPos=Player addAction ["Beam to desired Pos","functions\test\BeamToPos.sqf"];
//Terminate this script
//Script beenden
if(true)exitWith{};//AddActionMenuZielTriggers.sqf
//Sicherung, betrifft nur Player1
if(player != Player1)exitWith{};
//Alle Tasks absolvieren bis auf EvacHeli
IDMenuTestDoFastAllTasks=player addAction ["Tr DoAllTasks","functions\test\DoFastAllTasks.sqf"];
//Kontaktperson ====
//Ziel 1
if(Ziel1 != 1)then{IDMenuTestZiel1=player addAction ["Tr Task1 Sergei Olikow","functions\tasksbehaviour\Task1Done.sqf"];};
//Lager2 Hafen ====
//Hinweis, man soll auf Dokumente achten
if(!isNull Document1Lager2)then{IDMenuTestHinweisDokumenteLager2=player addAction ["Tr Task2 Info Documents Lager2","functions\lager\CloseToLager2TriggerStart.sqf"];};
//Ziel 2, Generator abschalten
if(Ziel2 != 1)then{IDMenuTestZiel2=player addAction ["Tr Task2 Manipulate generator harbour","functions\tasksbehaviour\Task2Done.sqf"];};
//Dokumente Lager2 nehmen: Show Generatoren Airport
if(!isNull Document1Lager2)then{IDMenuTestShowGeneratorenAirport=player addAction ["Tr Task2 Take documents Lager2","functions\lager\TakeDocuments1Lager2.sqf"];};
//Lager1, Troop Camp ====
//Alarm auslsen Lager 1
if(AlarmLager1 != 1)then{IDMenuTestAlarmLager1=player addAction ["Tr Task3 Alarm Lager1","functions\alarm\StartAlarmInLager1.sqf"];};
//Ziel 3, Alle Feinde im Lager tot
if(Ziel3 != 1)then{IDMenuTestZiel3=player addAction ["Tr Task3 Lager1 conquered","functions\tasksbehaviour\Task3Done.sqf"];};
//Dokumente Lager1 nehmen: Su-34
if(!isNull Document1Lager1)then{IDMenuTestTakeDocumentLager1=player addAction ["Tr Task3 Take documents Lager1","functions\lager\TakeDocuments1Lager1.sqf"];};
//Airport ====
//Close to the Airport
if(HinweisCloseToAirport != 1)then{IDMenuTestCloseAirport=player addAction ["Tr Task4 Say close to Airport","functions\airport\CloseToAirportTriggerStart.sqf"];};
//Alarm auslsen Airport1
if(Alarm1Airport != 1)then{IDMenuTestAlarmAirport1=player addAction ["Tr Task4 Alarm1 Airport","functions\alarm\StartAlarm1InAirport.sqf"];};
//Alarm auslsen Airport2
if(Alarm2Airport != 1)then{IDMenuTestAlarmAirport2=player addAction ["Tr Task4 Alarm2 Airport","functions\alarm\StartAlarm2InAirport.sqf"];};
//Ziel 4 Crew Su-34 killen
if(Ziel4 != 1)then{IDMenuTestZiel4=player addAction ["Tr Task4 Kill Su34 Crew","functions\tasksbehaviour\Task4Done.sqf"];};
//Ziel 5 Beide Generatoren abschalten
if(Ziel5 != 1)then{IDMenuTestZiel5=player addAction ["Tr Task5 Turn off both airport generators","functions\tasksbehaviour\Task5Done.sqf"];};
//Ziel 6 Dokumente finden
if(Ziel6 != 1)then{IDMenuTestZiel6=player addAction ["Tr Task6 Found documents airport","functions\tasksbehaviour\Task6Done.sqf"];};
//General ====
//Flucht des Generals
if(GeneralFlucht != 1)then{IDMenuTestFluchtGeneral=player addAction ["Tr Task7 Escape General","functions\lager\StartFluchtGeneral.sqf"];};
//Ziel 7 General eliminieren
if(Ziel7 != 1)then{IDMenuTestZiel7=player addAction ["Tr Task7 Kill General","functions\tasksbehaviour\Task7Done.sqf"];};
//EvacPoint ====
//Ziel 8, EvacChopper senden
if(Ziel8 != 1)then{IDMenuTestZiel8=player addAction ["Tr Task8 Send evac chopper","functions\tasksbehaviour\Task8Done.sqf"];};
//Terminate this script
//Script beenden
if(true)exitWith{};//DefinePublicAndNormVariables.sqf
//Objektarrays
//Evac-Chopper
EvacHeliArray = [EvacHeli,Crew1,Crew2];
//Soundobjektvariablen
SoundVarGenerator1Airport = "";
SoundVarGenerator2Airport = "";
SoundVarGeneratorLager2 = "";
publicVariable "SoundVarGenerator1Airport";
publicVariable "SoundVarGenerator2Airport";
publicVariable "SoundVarGeneratorLager2";
//Allgemeine Variablen
MapFullStarted = 1;
if (ReleaseVersionOrZumTest == 1) then {MapFullStarted = 0;};
WaitTimeInSecJIPCommToAll = 3;
publicVariable "MapFullStarted";
publicVariable "WaitTimeInSecJIPCommToAll";
//Missionsende
MissionEndCode = 0; //0=Nichts, 1=Erfolg, 2=Teilerfolg, 3=Misserfolg, 4=Misserfolg-Sofort beenden
publicVariable "MissionEndCode";
//Alarm
AlarmLager1 = 0;
AlarmLager2 = 0;
Alarm1Airport = 0;
Alarm2Airport = 0;
publicVariable "AlarmLager1";
publicVariable "AlarmLager2";
publicVariable "Alarm1Airport";
publicVariable "Alarm2Airport";
//Airport
StartFlugAufklHeli1 = 0;
StartFlugAufklHeli2 = 0;
LetRussHeli1FlyBack = 0;
LetRussHeli2FlyBack = 0;
StromSeite1Airport = 1;
StromSeite2Airport = 1;
HinweisCloseToAirport = 0;
publicVariable "StartFlugAufklHeli1";
publicVariable "StartFlugAufklHeli2";
publicVariable "LetRussHeli1FlyBack";
publicVariable "LetRussHeli2FlyBack";
publicVariable "StromSeite1Airport";
publicVariable "StromSeite2Airport";
publicVariable "HinweisCloseToAirport";
//Lager
StromLager1und2 = 1;
publicVariable "StromLager1und2";
//General
GeneralFlucht = 0;
publicVariable "GeneralFlucht";
//Tasks dynamisch hinzufgen
GenTask4 = 0;
GenTask5 = 0;
GenTask6 = 0;
GenTask8 = 0;
publicVariable "GenTask4";
publicVariable "GenTask5";
publicVariable "GenTask6";
publicVariable "GenTask8";
//Evac-Chopper
GenerateEvacChopper = 0;
ClearLZForTest = 0;
publicVariable "GenerateEvacChopper";
publicVariable "ClearLZForTest";
//Missionsziele-ToDo-Done Status
Ziel1 = 0;
Ziel2 = 0;
Ziel2Zusatz = 0; //Dokumente Lager2 nehmen
Ziel3 = 0;
Ziel3Zusatz = 0; //Dokumente Lager1 nehmen
Ziel4 = 0;
Ziel5 = 0;
Ziel6 = 0;
Ziel7 = 0;
Ziel8 = 0;
publicVariable "Ziel1";
publicVariable "Ziel2";
publicVariable "Ziel2Zusatz";
publicVariable "Ziel3";
publicVariable "Ziel3Zusatz";
publicVariable "Ziel4";
publicVariable "Ziel5";
publicVariable "Ziel6";
publicVariable "Ziel7";
publicVariable "Ziel8";
//Zones von Feinden subern durch Triggeractivation
UseClearZoneTriggers = 0;
publicVariable "UseClearZoneTriggers";
Ziel1Clear = 0;
Ziel2Clear = 0;
Ziel3Clear = 0;
Ziel6Clear = 0;
Ziel7Clear = 0;
publicVariable "Ziel1Clear";
publicVariable "Ziel2Clear";
publicVariable "Ziel3Clear";
publicVariable "Ziel6Clear";
publicVariable "Ziel7Clear";
//Terminate this script
//Script beenden
if(true)exitWith{};//DefinePublicAndNormVariablesNurClient.sqf
//Kein Code ntig
//Terminate this script
//Script beenden
if(true)exitWith{};//PutPlayerToStartingPosition.sqf
//Variable deklarieren
_ActStartBoat = "";
if (StartInTheBoats == 1) then
{
if (Ziel1 != 1) then
{
//Strand wurde noch nicht erreicht. Daher im Boot starten.
if(SysIsSPorMP == 1) then
{
/*//MP-Mode
//1. Boot
for "_i" from 1 to 3 do {
if(alive call compile format["Player%1",_i]) then {_ActStartBoat = StartBoot1;};
};
//2. Boot
for "_i" from 4 to 7 do
{
if(alive call compile format["Player%1",_i]) then {_ActStartBoat = StartBoot2;};
};
//3. Boot
for "_i" from 8 to MaxAnzHumanPlayers do
{
if(alive call compile format["Player%1",_i]) then {_ActStartBoat = StartBoot3;};
};
//Spieler ins Boot beamen
player moveInCargo _ActStartBoat;*/
//Strand wurde erreicht. Daher am Strand starten
player setPos getMarkerPos "respawn_west";
player setDir 90;
}
else
{
//SP-Mode
for "_i" from 1 to MaxAnzHumanPlayers do
{
if(alive call compile format["Player%1",_i]) then
{
/*//1. Boot
if(_i == 1) then {call compile format["Player%1",_i] moveInDriver StartBoot1;};
if(_i >= 2 && _i <= 3) then {call compile format["Player%1",_i] moveInCargo StartBoot1;};
//2. Boot
if(_i == 4) then {call compile format["Player%1",_i] moveInDriver StartBoot2;};
if(_i >= 5 && _i <= 7) then {call compile format["Player%1",_i] moveInCargo StartBoot2;};
//3. Boot
if(_i == 8) then {call compile format["Player%1",_i] moveInDriver StartBoot3;};
if(_i >= 9 && _i <= MaxAnzHumanPlayers) then {call compile format["Player%1",_i] moveInCargo StartBoot3;};*/
//Leute an Land postieren, weil KI zu doof frs Fahren ist
if(_i >= 1 && _i <= MaxAnzHumanPlayers) then
{
call compile format["Player%1",_i] setPos getMarkerPos "respawn_west";
call compile format["Player%1",_i] setDir 90;
};
};
};
};
}
else
{
//Strand wurde erreicht. Daher am Strand starten
player setPos getMarkerPos "respawn_west";
player setDir 90;
};
}
else
{
//Testeshalber an Testposition starten
player setPos getMarkerPos "StartPosTestMarker";
player setDir 90;
};
//Terminate this script
//Script beenden
if(true)exitWith{};//SetOverAllReleaseTriggerVariables.sqf
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This script sets the public Variables for activate or deactivate different properties of the mission.
* This can help a lot for building and testing the mission.
*
* In diesem Script werden die public Variablen aktiviert oder deaktiviert.
* Je nach Einstellung kann dies das Bauen oder Testen der Mission stark erleichtern.
*=================================================================================================================================*/
_CodeOfReleaseStatus = _this select 0;
//=== OPERATION SILENT WIND ===
switch (_CodeOfReleaseStatus) do
{
case 0:
{
//For testing
//Zum Testen
ReleaseVersionOrZumTest = 0;
ShowIntro = 0;
NotShowTriggerManualUse = 0; //Has to stay on 0 for the release version too.
PlayerNotSetCaptive = 1;
PlayerVerwundbar = 0;
NotAllowToBeamAround = 0;
NotDeleteAllPlayers = 0;
StartInTheBoats = 0;
UseACE2 = 0; //Has to stay on 0 for the release version too.
EnforceClearZoneTriggers = 1; //Has to stay on 0 for the release version too.
PlayRadioSoundMessages = 1;
};
case 1:
{
//Release version
//Finale Version
ReleaseVersionOrZumTest = 1;
ShowIntro = 1;
NotShowTriggerManualUse = 0; //Has to stay on 0 for the release version too. Else forwarding of the tasks is not allowed. //Muss fr Release auf 0 bleiben. Sonst ist das Vorspulen von Tasks nicht mglich.
PlayerNotSetCaptive = 1;
PlayerVerwundbar = 1;
NotAllowToBeamAround = 1;
NotDeleteAllPlayers = 1;
StartInTheBoats = 1;
UseACE2 = 0; //Has to stay on 0 for the release version too. //Muss fr Release auf 0 bleiben.
EnforceClearZoneTriggers = 0; //Has to stay on 0 for the release version too. //Muss fr Release auf 0 bleiben.
PlayRadioSoundMessages = 1;
};
};
//Public machen
publicVariable "ReleaseVersionOrZumTest";
publicVariable "ShowIntro";
publicVariable "NotShowTriggerManualUse";
publicVariable "PlayerNotSetCaptive";
publicVariable "PlayerVerwundbar";
publicVariable "NotAllowToBeamAround";
publicVariable "NotDeleteAllPlayers";
publicVariable "StartInTheBoats";
publicVariable "UseACE2";
publicVariable "EnforceClearZoneTriggers";
publicVariable "PlayRadioSoundMessages";
//Terminate this script
//Script beenden
if(true)exitWith{};//ChangeScreenColorScheme.sqf
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This script changes the general color scheme of the graphics used by the program.
*
* In diesem Script wird der grundstzliche Farbton der Grafiken gendert.
*
* Sources:
* - Post process effects: http://community.bistudio.com/wiki/Post_process_effects/
*=================================================================================================================================*/
_CodeOfChangement = _this select 0;
//Choose wished color scheme
//Gewnschten Farbton auswhlen
switch (_CodeOfChangement) do
{
case 1:
{
//Paint the graphics generally more dark and brown
//Die Grafiken allgemein leicht dsterer und brauner frben
//ColorCorrections
"colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
"colorCorrections" ppEffectCommit 0; //Execute changement in 0 sec. //nderung in 0 sec. ausfhren
"colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
"colorCorrections" ppEffectCommit 0; //Execute changement in 0 sec. //nderung in 0 sec. ausfhren
"colorCorrections" ppEffectEnable true;
//FilmGrain
"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 0; //Execute changement in 0 sec. //nderung in 0 sec. ausfhren
"filmGrain" ppEffectEnable true;
};
case 2:
{
//Not in use at the moment
//Wird im Moment nicht verwendet
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//Task1Done.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel1;};
//Sicherung
if(Ziel1 == 1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel1Clear = 1;
publicVariable "Ziel1Clear";
};
//Ziel abhaken
Ziel1 = 1;
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel1";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task1Failed.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel1;};
//Sicherung
if(Ziel1 == -1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel1Clear = 1;
publicVariable "Ziel1Clear";
};
//Ziel abhaken
Ziel1 = -1;
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel1";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task2Done.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel2;};
//Sicherung
if(Ziel2 == 1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel2Clear = 1;
publicVariable "Ziel2Clear";
};
//Task2 erfllen
Ziel2 = 1;
//Vorzu-Code fr Stromgenerator ausfhren
//Gerusch wird aber nicht hier gelscht
_d=[player]execVM "functions\lager\AbschaltenStromGeneratorLager2.sqf";
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel2";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task2DoneZusatz.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestShowGeneratorenAirport;};
//Sicherung
if(Ziel2Zusatz == 1)exitWith{};
//Task erstellen
Ziel2Zusatz = 1;
GenTask5 = 1;
//Public machen
publicVariable "GenTask5";
//Meneintrag lschen
if(!isNil("IDDocument1Lager2"))then{player removeAction IDDocument1Lager2;};
//Nachricht
_d=[]execVM "functions\conversations\ConversationTookDokum1Lager2.sqf";
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "Ziel2Zusatz";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task3Done.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel3;};
//Sicherung
if(Ziel3 == 1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel3Clear = 1;
publicVariable "Ziel3Clear";
};
//Ziel abhaken
Ziel3 = 1;
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel3";
//Terminate this script
//Script beenden
if(true)exitWith{};
//Task3DoneZusatz.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestTakeDocumentLager1;};
//Sicherung
if(Ziel3Zusatz == 1)exitWith{};
//Task hinzufgen
Ziel3Zusatz = 1;
GenTask4 = 1;
//Public machen
publicVariable "GenTask4";
//Meneintrag lschen
if(!isNil("IDDocument1Lager1")) then {player removeAction IDDocument1Lager1;};
//TaskZeichen genau setzen
"TaskZiel4" setMarkerPos getMarkerPos "TaskZiel4Genau";
task4 setSimpleTaskDestination markerpos "TaskZiel4";
//Nachricht
_d=[]execVM "functions\conversations\ConversationTookDokum1Lager1.sqf";
//Public machen
Sleep WaitTimeInSecJIPCommToAll;
publicVariable "Ziel3Zusatz";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task4Done.sqf
//Sicherung
if(Ziel4 == 1)exitWith{};
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then
{
if (getDammage TargetSu34 < 0.9) then
{
//Su-34 lebt noch
for "_i" from 1 to 2 do
{
call compile format["ToKillPilot%1",_i] setDammage 1;
};
};
//Trigger sowieso lschen
Player removeAction IDMenuTestZiel4;
};
//Ziel abhaken
Ziel4 = 1;
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel4";
//Terminate this script
//Script beenden
if(true)exitWith{};//Task5Done.sqf
//Sicherung
if(Ziel5 == 1)exitWith{};
//Task abhaken
Ziel5 = 1;
//Sicherung; Strom abschalten
StromSeite1Airport = 0;
StromSeite2Airport = 0;
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then
{
_d=[]execVM "functions\airport\AbschaltenStromGenerator1Airport.sqf";
_d=[]execVM "functions\airport\AbschaltenStromGenerator2Airport.sqf";
Player removeAction IDMenuTestZiel5;
};
//Public
publicVariable "Ziel5";
publicVariable "StromSeite1Airport";
publicVariable "StromSeite2Airport";
//Terminate this script
//Script beenden
if(true)exitWith{};
//Task6Done.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel6;};
//Sicherung
if(Ziel6 == 1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel6Clear = 1;
publicVariable "Ziel6Clear";
};
//Ziel abhaken
Ziel6 = 1;
//Nur zum Testen
/*if (NotShowTriggerManualUse != 1) then
{
if(alive GegnAufklHeli1) then {GegnAufklHeli1 setDammage 1;};
if(alive GegnAufklHeli2) then {GegnAufklHeli2 setDammage 1;};
};*/
//Public machen
publicVariable "Ziel6";
//Meneintrag lschen; Muss am Schluss stehen
if(!isNil("IDDocument1Airport"))then{player removeAction IDDocument1Airport;};
//Terminate this script
//Script beenden
if(true)exitWith{};
//Task7Done.sqf
//Sicherung
if(Ziel7 == 1)exitWith{};
//Spulen
if (UseClearZoneTriggers == 1 OR EnforceClearZoneTriggers == 1) then
{
Ziel7Clear = 1;
publicVariable "Ziel7Clear";
};
//Task abhaken
Ziel7 = 1;
//Task erstellen
GenTask8 = 1;
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then
{
ZuKillPerson3 setDammage 1;
Player removeAction IDMenuTestZiel7;
};
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "Ziel7";
publicVariable "GenTask8";
//Terminate this script
//Script beenden
if(true)exitWith{};
//Task8Done.sqf
//Sicherung
if(Ziel8 == 1)exitWith{};
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then
{
Player removeAction IDMenuTestZiel8;
IDMenuTestJumpIntoEvacHeli=Player addAction ["Jump into EvacHeli","functions\test\JumpIntoEvacHeli.sqf"];
};
//Ziel abhaken
GenerateEvacChopper = 1;
Ziel8 = 1;
//Nur zum Testen; LZ von Feinden subern
if(ReleaseVersionOrZumTest != 1 OR EnforceClearZoneTriggers == 1) then
{
ClearLZForTest = 1;
publicVariable "ClearLZForTest";
};
//Am Schluss machen, Absturzgefahr fr Script
publicVariable "GenerateEvacChopper";
publicVariable "Ziel8";
//Terminate this script
//Script beenden
if(true)exitWith{};
//BeamToPos.sqf
BeamForTest = true;
_HinweisText = "Press M to open the map. After, click at the desired position on the map to go there.";
titleText [_HinweisText,"plain down"];
onMapSingleClick "BeamForTest=false;""BeamTestPos"" setMarkerPos _pos";
//Warten, bis geklickt wurde auf Map
waitUntil {!BeamForTest};
cutText ["","BLACK OUT"];
Sleep 2;
player setpos getmarkerpos "BeamTestPos";
onMapSingleClick "";
titleText ["","plain down"];
cutText ["","BLACK IN"];
Sleep 1;
"BeamTestPos" setMarkerPos [0,0];
//Terminate this script
//Script beenden
if(true)exitWith{};//DoFastAllTasks.sqf
//Nur zum Testen
if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestDoFastAllTasks;};
//Do fast alle Tasks; Nur EvacChopper nicht
_d=[]execVM "functions\tasksbehaviour\Task1Done.sqf";
_d=[]execVM "functions\lager\CloseToLager2TriggerStart.sqf";
_d=[]execVM "functions\tasksbehaviour\Task2Done.sqf";
_d=[]execVM "functions\tasksbehaviour\Task2DoneZusatz.sqf";
_d=[]execVM "functions\alarm\StartAlarmInLager1.sqf";
_d=[]execVM "functions\tasksbehaviour\Task3Done.sqf";
_d=[]execVM "functions\tasksbehaviour\Task3DoneZusatz.sqf";
_d=[]execVM "functions\lager\CloseToAirportTriggerStart.sqf";
_d=[]execVM "functions\tasksbehaviour\Task4Done.sqf";
_d=[]execVM "functions\tasksbehaviour\Task5Done.sqf";
_d=[]execVM "functions\tasksbehaviour\Task6Done.sqf";
_d=[]execVM "functions\alarm\StartAlarm1InAirport.sqf";
_d=[]execVM "functions\alarm\StartAlarm2InAirport.sqf";
_d=[]execVM "functions\lager\StartFluchtGeneral.sqf";
_d=[]execVM "functions\tasksbehaviour\Task7Done.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//HideAllTriggersSpulen.sqf
//Sicherung, betrifft nur Player1
if(player != Player1)exitWith{};
player removeAction IDMenuTestDoFastAllTasks;
player removeAction IDMenuTestZiel1;
player removeAction IDMenuTestHinweisDokumenteLager2;
player removeAction IDMenuTestZiel2;
player removeAction IDMenuTestShowGeneratorenAirport;
player removeAction IDMenuTestAlarmLager1;
player removeAction IDMenuTestZiel3;
player removeAction IDMenuTestTakeDocumentLager1;
player removeAction IDMenuTestCloseAirport;
player removeAction IDMenuTestZiel4;
player removeAction IDMenuTestZiel5;
player removeAction IDMenuTestZiel6;
player removeAction IDMenuTestAlarmAirport1;
player removeAction IDMenuTestAlarmAirport2;
player removeAction IDMenuTestFluchtGeneral;
player removeAction IDMenuTestZiel7;
player removeAction IDMenuTestZiel8;
//Terminate this script
//Script beenden
if(true)exitWith{};//JumpIntoEvacHeli.sqf
Player moveInCargo EvacHeli;
//Terminate this script
//Script beenden
if(true)exitWith{};//CreateEvacHeliWithWPs.sqf
//Variablen deklarieren
AnzStartCrewEvacHeli = 0;
//Schauen, ob es diesen Hubschrauber schon gibt
_ActHeliObjVar = (EvacHeliArray select 0);
//Abbrechen, da Hubschrauber schon generiert wurde
if (!isNil("_ActHeliObjVar"))exitWith
{
if(ReleaseVersionOrZumTest != 1) then {hint "Hubschrauer schon einmal generiert.";};
};
_CreateVehicleMarker = _this select 0;
_DeleteVehicleMarker = _this select 1;
_WP1Marker = _this select 2;
_WP2Marker = _this select 3; //Landeposition
_WP3Marker = _this select 4;
_WP4Marker = _this select 5;
_VehicleTypName = _this select 6;
_SpawnPos = getMarkerPos format["%1",_CreateVehicleMarker];
_DeletePos = getMarkerPos format["%1",_DeleteVehicleMarker];
_WP1Pos = getMarkerPos format["%1",_WP1Marker];
_WP2Pos = getMarkerPos format["%1",_WP2Marker];
_WP3Pos = getMarkerPos format["%1",_WP3Marker];
_WP4Pos = getMarkerPos format["%1",_WP4Marker];
//Gruppe erstellen
_ActGrp = creategroup west;
//Helikopter generieren
_ActVehicle = createVehicle [format["%1",_VehicleTypName], _SpawnPos, [], 0, "FLY"];
_vclname = "EvacHeli";
_ActVehicle SetVehicleVarName _vclname;
_ActVehicle Call Compile Format ["%1=_this;PublicVariable '%1'",_vclname];
_ActVehicle flyInHeight 30;
_ActVehicle setDir 340;
//Besatzung generieren
//Pilot erstellen
_ActPilot = _ActGrp createUnit ["USMC_Soldier_Pilot", _SpawnPos, [], 0, "NONE"];
//Gunner erstellen
//_ActGunner = _ActGrp createUnit ["USMC_Soldier_Pilot", _SpawnPos, [], 0, "NONE"];
//Die Besatzung den Heli unmittelbar besteigen lassen
_ActPilot assignAsDriver _ActVehicle;
_ActPilot moveindriver _ActVehicle;
//_ActGunner moveInCargo [_ActVehicle,0]; //Copilot
//Heli und Crew in Variable schreiben
AnzStartCrewEvacHeli = count crew _ActVehicle;
EvacHeliArray set [0,_ActVehicle];
EvacHeliArray set [1,_ActPilot];
EvacHeliArray set [2,_ActGunner];
publicVariable "EvacHeliArray";
//Heli unzerstrbar machen
_ActVehicle allowDamage false;
//Pilot unzerstrbar machen
_ActPilot allowDamage false;
//VerschHeli mit einem Marker auf der Map stets markieren
_marker = createMarker ["MarkerEvacHeli", position EvacHeli];
_marker setMarkerColor "ColorBlue";
_marker setMarkerType "b_air";
_marker setMarkerText "Evac";
if (ClientSpracheText == "Deutsch") then {_marker setMarkerText "Evakuierung";};
//=== Dem Heli WPs zuweisen ===
//Anflug
//StartWP erstellen
_WPStart = _ActGrp addWaypoint [_SpawnPos, 0];
_WPStart setWaypointCombatMode "BLUE"; //Nie feuern
_WPStart setWaypointBehaviour "CARELESS"; //"CARELESS"; "SAFE"; "AWARE"; "COMBAT"
_WPStart setWaypointType "MOVE";
_WPStart setWaypointSpeed "NORMAL";
//WP1
_WP1 = "";
if(_WP1Marker != "9999") then
{
_WP1 = _ActGrp addWaypoint [_WP1Pos, 0];
_WP1 setWaypointType "MOVE";
};
//WP2; Landen und Aufnehmen
_WP2 = "";
if(_WP2Marker != "9999") then
{
_WP2 = _ActGrp addWaypoint [_WP2Pos, 0];
_WP2 setWaypointStatements ["true", "EvacHeli land 'LAND';"];
_WP2 setWaypointType "LOAD";
};
//Mark pickup position with green smoke
//Aufnahmeposition mit grnem Rauch markieren
_d=[0,_WP2Pos,2]execVM "functions\globfunc\StartSmokeOnGround.sqf";
//Testeshalber in den Chopper springen um zu sehen, ob da alles glatt geht
/*if (ReleaseVersionOrZumTest != 1) then
{
Sleep 2;
Player moveInCargo _ActVehicle;
};*/
//Nur Testeshalber Chopper gleich wieder lschen
/*if (ReleaseVersionOrZumTest != 1) then
{
Sleep 10;
deleteVehicle EvacHeli;
hint "EvacChopperDeleted";
};*/
//WP3 vorladen
_WP3Exist = 0;
//Heimreise abwarten; Der Heli wartet bei der Landestelle bis er weiterfliegen darf
//Heli darf erst weiterfliegen, wenn alle der Playergroup eingestiegen sind
_i = 1;
while {_i == 1 && alive EvacHeli} do
{
//Parameter setzen
_StartBack = 9999;
_AktHoeheHeli = getPosATL EvacHeli select 2;
if(_AktHoeheHeli < 2) then
{
//WP3
if(_WP3Marker != "9999" && _WP3Exist != 1) then
{
_WP3 = _ActGrp addWaypoint [_WP3Pos, 0];
_WP3 setWaypointType "MOVE";
};
_WP3Exist = 1;
//Helo am Boden halten sobald er gelandet ist
EvacHeli flyInHeight 0;
EvacHeli forceSpeed 0;
//Zum Testen
//hint "Am Boden Warten";
};
//Damit Heli nicht gleich wieder losfliegt wenn dazwischen keine Player auf dem Server waren
for "_ii" from 1 to MaxAnzHumanPlayers do
{
if(alive call compile format["Player%1",_ii]) then
{
_StartBack = 1;
};
};
//Damit Heli nur losfliegt, wenn alle Player eingestiegen sind
for "_ii" from 1 to MaxAnzHumanPlayers do
{
if(alive call compile format["Player%1",_ii]) then
{
if(vehicle call compile format["Player%1",_ii] != EvacHeli)then
{
_StartBack = 0;
};
};
};
//Damit Heli nur losfliegt, wenn auch Geiseln eingestiegen sind
//if(alive Geisel1 && canMove Geisel1)then{if(vehicle Geisel1 != EvacHeli)then{_StartBack = 0;};};
//if(alive Geisel2 && canMove Geisel2)then{if(vehicle Geisel2 != EvacHeli)then{_StartBack = 0;};};
//Wenn alle im Evac sind --> losfliegen
if (_StartBack == 1) then
{
//Schleife stoppen
_i = 0;
//WP lschen
deleteWaypoint [_WP3Pos, 0];
};
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then
{
hint "Evac auf dem Weg zur Landezone.";
};
//Kurz warten
Sleep 2;
};
//Sicherung; wenn es Evac nicht mehr gibt abbrechen, sonst weitermachen
if (!alive EvacHeli) exitWith
{
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then
{
hint "Evac auf dem Weg zur Landezone zerstoert.";
};
};
//Nur zum Testen
if (ReleaseVersionOrZumTest != 1) then {hint "Evac Start Rueckflug";};
//Rckflug
EvacHeli flyInHeight 30;
EvacHeli forceSpeed 180;
//WP3
_WP3 = "";
if(_WP3Marker != "9999") then
{
_WP3 = _ActGrp addWaypoint [_WP3Pos, 0];
_WP3 setWaypointStatements ["true", "d=[]execVM 'functions\camera\outroAllWays.sqf';"];
_WP3 setWaypointType "MOVE";
_WP3 setWaypointSpeed "FULL";
};
//WP4
_WP4 = "";
if(_WP4Marker != "9999") then
{
_WP4 = _ActGrp addWaypoint [_WP4Pos, 0];
_WP4 setWaypointType "MOVE";
};
//Letzter WP; Vehicle lschen
_LastWP = _ActGrp addWaypoint [_DeletePos, 0];
_LastWP setWaypointStatements ["true", "deleteVehicle (EvacHeliArray select 0); deleteVehicle (EvacHeliArray select 1); deleteVehicle (EvacHeliArray select 2); deleteMarker 'MarkerEvacHeli';"];
_LastWP setWaypointType "MOVE";
//Die Scriptdatei beenden
if(true)exitWith{};
//UpdateMarkerEvacHeliOnMap.sqf
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This script is showing the marker of the transport chopper at its actual position on the map.
*
* Dieses Script zeigt den Marker vom Transporthubschrauber stets an seiner aktuellen Position auf der Karte.
*=================================================================================================================================*/
//Adjust marker of the transport chopper to its actual position. Only if the chopper and marker still exist.
//Marker vom Transporthelikopter an die aktuelle Position anpassen. Nur wenn es den Heli und Marker noch gibt.
if(!isNull EvacHeli && alive EvacHeli)then
{
if(getMarkerType "MarkerEvacHeli" == "b_air")then
{
"MarkerEvacHeli" setMarkerPos getPos EvacHeli;
};
};
//Terminate this script
//Script beenden
if(true)exitWith{};
//FillUpAmmoBox.sqf
_ActAmmoBox = _this select 0;
clearmagazinecargo _ActAmmoBox;
clearweaponcargo _ActAmmoBox;
//Sturmgewehre
_ActAmmoBox addweaponcargo ["aks_74_pso",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["aks_74_kobra",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["ak_74_gl",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["30rnd_545x39_AK",200];
//LMG/MG
_ActAmmoBox addweaponcargo ["Pk",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["100rnd_762x54_pk",300];
//Sniperwaffen
_ActAmmoBox addweaponcargo ["huntingrifle",1 + (Random 7)];
_ActAmmoBox addmagazinecargo ["5x_22_LR_17_HMR",40];
_ActAmmoBox addweaponcargo ["KSVK",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["5rnd_127x108_ksvk",35];
_ActAmmoBox addweaponcargo ["SVD",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["10rnd_762x54_svd",70];
_ActAmmoBox addWeaponCargo ["VSS_Vintorez",1 + (Random 10)];
_ActAmmoBox addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
//Pistolen
_ActAmmoBox addweaponcargo ["makarov",1 + (Random 15)];
_ActAmmoBox addmagazinecargo ["8rnd_9x18_makarov",75];
//Anti-Tank
_ActAmmoBox addweaponcargo ["RPG18",2];
_ActAmmoBox addmagazinecargo ["RPG18",15];
_ActAmmoBox addweaponcargo ["RPG7v",1 + (Random 2)];
_ActAmmoBox addmagazinecargo ["PG7v",5];
_ActAmmoBox addmagazinecargo ["PG7vl",5];
_ActAmmoBox addmagazinecargo ["PG7vr",5];
_ActAmmoBox addmagazinecargo ["og7",5];
//Anti-Air
_ActAmmoBox addweaponcargo ["strela",1];
_ActAmmoBox addmagazinecargo ["strela",2];
//Handgranaten
_ActAmmoBox addmagazinecargo ["handgrenade_east",20 + (Random 25)];
//Rauchgranaten
_ActAmmoBox addmagazinecargo ["smokeshell",2];
_ActAmmoBox addmagazinecargo ["smokeshellred",2];
_ActAmmoBox addmagazinecargo ["smokeshellgreen",2];
_ActAmmoBox addmagazinecargo ["smokeshellyellow",2];
_ActAmmoBox addmagazinecargo ["smokeshellorange",2];
_ActAmmoBox addmagazinecargo ["smokeshellpurple",2];
//Minen
_ActAmmoBox addmagazinecargo ["minee",1 + (Random 4)];
//Sprengstze
_ActAmmoBox addmagazinecargo ["pipebomb",1 + (Random 4)];
//Gewehrgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_HE_GP25",20 + (Random 25)];
//Gewehrrauchgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_smoke_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokered_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokegreen_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokeyellow_GP25",2];
//Medizin
_ActAmmoBox addmagazinecargo ["ACE_Morphine",20];
_ActAmmoBox addmagazinecargo ["ACE_Bandage",20];
_ActAmmoBox addmagazinecargo ["ACE_Epinephrine",20];
//Terminate this script
//Script beenden
if(true)exitWith{};
//FillUpAmmoBoxCarrier.sqf
_ActAmmoBox = _this select 0;
clearmagazinecargo _ActAmmoBox;
clearweaponcargo _ActAmmoBox;
//MPs
_ActAmmoBox addweaponcargo ["ACE_MP5SD",15];
_ActAmmoBox addmagazinecargo ["30Rnd_9x19_MP5SD",80];
_ActAmmoBox addweaponcargo ["ACE_MP5A4",15];
_ActAmmoBox addmagazinecargo ["ACE_30Rnd_9x19_S_MP5",80];
_ActAmmoBox addweaponcargo ["ACE_UMP45_SD",15];
_ActAmmoBox addmagazinecargo ["ACE_25Rnd_1143x23_B_UMP45",80];
//Sturmgewehre
_ActAmmoBox addweaponcargo ["M16A4_ACG_GL",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",250];
_ActAmmoBox addweaponcargo ["G36_C_SD_eotech",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_G36SD",100];
_ActAmmoBox addweaponcargo ["ACE_G36A1_D_CQB",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_G36",100];
_ActAmmoBox addweaponcargo ["M4A1_AIM_SD_camo",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_StanagSD",100];
_ActAmmoBox addweaponcargo ["ACE_G3A3_RSAS",15];
_ActAmmoBox addmagazinecargo ["ACE_20Rnd_762x51_B_G3",100];
//LMG/MG
_ActAmmoBox addweaponcargo ["ACE_M249Para_M145_CQB",10];
_ActAmmoBox addmagazinecargo ["200Rnd_556x45_M249",50];
_ActAmmoBox addweaponcargo ["Mk_48",10];
_ActAmmoBox addmagazinecargo ["100Rnd_762x51_M240",50];
//Sniperwaffen
_ActAmmoBox addweaponcargo ["ACE_SCAR_L_SNIPER",8];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",50];
_ActAmmoBox addweaponcargo ["ACE_M110",8];
_ActAmmoBox addmagazinecargo ["ACE_20Rnd_762x51_S_M110",50];
_ActAmmoBox addweaponcargo ["ACE_AS50",8];
_ActAmmoBox addmagazinecargo ["ACE_5Rnd_127x99_B_TAC50",50];
_ActAmmoBox addWeaponCargo ["M4SPR",8];
_ActAmmoBox addMagazineCargo ["30Rnd_556x45_Stanag",50];
//Pistolen
_ActAmmoBox addweaponcargo ["ACE_USP",10];
_ActAmmoBox addmagazinecargo ["ACE_12Rnd_45ACP_USP",50];
_ActAmmoBox addweaponcargo ["M9SD",10];
_ActAmmoBox addmagazinecargo ["15Rnd_9x19_M9SD",50];
//Anti-Tank
_ActAmmoBox addweaponcargo ["SMAW",2];
_ActAmmoBox addmagazinecargo ["SMAW_HEAA",6];
_ActAmmoBox addweaponcargo ["ACE_CarlGustav_M3",2];
_ActAmmoBox addmagazinecargo ["ACE_CarlGustav_HEAT",6];
//Anti-Air
_ActAmmoBox addweaponcargo ["Stinger",3];
_ActAmmoBox addmagazinecargo ["Stinger",5];
//Handgranaten
_ActAmmoBox addmagazinecargo ["HandGrenade_West",20];
//Blendgranaten
_ActAmmoBox addmagazinecargo ["ACE_Flashbang",10];
//Rauchgranaten
_ActAmmoBox addmagazinecargo ["smokeshell",4];
_ActAmmoBox addmagazinecargo ["smokeshellred",4];
_ActAmmoBox addmagazinecargo ["smokeshellgreen",4];
_ActAmmoBox addmagazinecargo ["smokeshellyellow",4];
_ActAmmoBox addmagazinecargo ["smokeshellorange",4];
_ActAmmoBox addmagazinecargo ["smokeshellpurple",4];
//Minen
_ActAmmoBox addmagazinecargo ["minee",10];
//Sprengstze
_ActAmmoBox addmagazinecargo ["pipebomb",10];
//C4
_ActAmmoBox addmagazinecargo ["ACE_C4_M",15];
//Gewehrgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_HE_M203",50];
//Gewehrrauchgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_Smoke_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeRed_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeGreen_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeYellow_M203",10];
//Medizin
_ActAmmoBox addmagazinecargo ["ACE_Morphine",20];
_ActAmmoBox addmagazinecargo ["ACE_Bandage",20];
_ActAmmoBox addmagazinecargo ["ACE_Epinephrine",20];
//Terminate this script
//Script beenden
if(true)exitWith{};
//GrenadierLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_HK416_D14_COMPM3_M320";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGrenade = "1Rnd_HE_M203";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
player addMagazine "ACE_C4_M";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Gewehrgranaten (6x Granaten)
player addMagazine _PrimWaffeGrenade;
player addMagazine _PrimWaffeGrenade;
player addMagazine _PrimWaffeGrenade;
player addMagazine _PrimWaffeGrenade;
player addMagazine _PrimWaffeGrenade;
player addMagazine _PrimWaffeGrenade;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (2x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//JavelinLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Typ AA-Weapon
_AntiTankWeapon = "Javelin";
_AntiTankMuni = "Javelin";
//Anti-Tank Weapon
player addWeapon _AntiTankWeapon;
player addMagazine _AntiTankMuni;
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//M136AT4Loadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Typ Anti-Tank Weapon
_AntiTankWeapon = "M136"; //"ACE_M136_CSRS";
//Anti-Tank Weapon
player addWeapon _AntiTankWeapon;
//Sprengstoff/Anti-Tank Muni
player addMagazine "ACE_C4_M";
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//MedicLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Sanitter-Rucksack
player addWeapon "ACE_Rucksack_MOLLE_Green_Medic"; //"ACE_Rucksack_MOLLE_WMARPAT_Medic";
_success = [player, "ACE_Morphine", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Bandage", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Epinephrine", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_LargeBandage", 2] call ACE_fnc_PackMagazine;
_success = [player, "ACE_IV", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Plasma", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Splint", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Tourniquet", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Rucksack_MOLLE_Green_Medic"] call ACE_fnc_PutWeaponOnBack;
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//MedicLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_HK416_D10_COMPM3_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Sanitter-Rucksack
player addWeapon "ACE_Rucksack_MOLLE_Green_Medic"; //"ACE_Rucksack_MOLLE_WMARPAT_Medic";
_success = [player, "ACE_Morphine", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Bandage", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Epinephrine", 5] call ACE_fnc_PackMagazine;
_success = [player, "ACE_LargeBandage", 2] call ACE_fnc_PackMagazine;
_success = [player, "ACE_IV", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Plasma", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Splint", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Tourniquet", 1] call ACE_fnc_PackMagazine;
_success = [player, "ACE_Rucksack_MOLLE_Green_Medic"] call ACE_fnc_PutWeaponOnBack;
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
//Flashbangs
player addMagazine "ACE_Flashbang";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//OperatorLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Flashbangs
player addMagazine "ACE_Flashbang";
//Sprengstoff/Anti-Tank Muni
player addMagazine "ACE_C4_M";
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//OperatorSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_HK416_D10_COMPM3_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Flashbangs
player addMagazine "ACE_Flashbang";
//Sprengstoff/Anti-Tank Muni
player addMagazine "ACE_C4_M";
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconHeavyLoadout.sqf
_ActPerson = _this select 0;
//Alle Waffen lschen
removeAllWeapons _ActPerson;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_TAC50";
_PrimWaffeMuni = "ACE_5Rnd_127x99_S_TAC50";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
//_ActPerson addMagazine _PrimWaffeMuni;
//_ActPerson addMagazine _PrimWaffeMuni;
//Sprengstoff/Anti-Tank Muni
//_ActPerson addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addWeapon _PrimWaffe;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
//Waffe ziehen
_ActPerson selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addWeapon _SekWaffe;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[_ActPerson]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconLoadout.sqf
_ActPerson = _this select 0;
//Alle Waffen lschen
removeAllWeapons _ActPerson;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
//Hauptwaffe
_PrimWaffe = "DMR";
_PrimWaffeMuni = "20Rnd_762x51_DMR";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
//Handgranaten
_ActPerson addMagazine _HandGranate;
//Flashbangs
player addMagazine "ACE_Flashbang";
//Sprengstoff/Anti-Tank Muni
player addMagazine "ACE_C4_M";
player addMagazine "ACE_C4_M";
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addWeapon _PrimWaffe;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
//Waffe ziehen
_ActPerson selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addWeapon _SekWaffe;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[_ActPerson]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconSDLoadout.sqf
_ActPerson = _this select 0;
//Alle Waffen lschen
removeAllWeapons _ActPerson;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
//Hauptwaffe
_PrimWaffe = "VSS_vintorez";
_PrimWaffeMuni = "20Rnd_9x39_SP5_VSS";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Mehr Munition
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
//Handgranaten
_ActPerson addMagazine _HandGranate;
//Flashbangs
player addMagazine "ACE_Flashbang";
//Sprengstoff/Anti-Tank Muni
player addMagazine "ACE_C4_M";
player addMagazine "ACE_C4_M";
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addWeapon _PrimWaffe;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
_ActPerson addMagazine _PrimWaffeMuni;
//Waffe ziehen
_ActPerson selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addWeapon _SekWaffe;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
_ActPerson addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[_ActPerson]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//SMAWLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Typ AA Waffe
_AntiTankWeapon = "SMAW";
_AntiTankMuni = "SMAW_HEAA";
//Anti-Tank Weapon
player addWeapon _AntiTankWeapon;
player addMagazine _AntiTankMuni;
player addMagazine _AntiTankMuni;
//player addMagazine _AntiTankMuni;
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//StingerLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
//Feldstecher
player addWeapon "Binocular";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Ohrenstpsel
player addWeapon "ACE_Earplugs";
//Sturmhaube
player addWeapon "ACE_GlassesBalaklava";
//MapTools
player addWeapon "ACE_Map_Tools";
//Karte
player addWeapon "ACE_Map";
//Handschellen
player addWeapon "ACE_KeyCuffs";
player addWeapon "ACE_KeyCuffs";
//Medizin
player addMagazine "ACE_Morphine";
player addMagazine "ACE_Bandage";
player addMagazine "ACE_Epinephrine";
//Waffen
_PrimWaffe = "ACE_SCAR_L_ACOG_CQB";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
//Pistole/Granaten
_SekWaffe = "ACE_P226";
_SekWaffeMuni = "ACE_15Rnd_9x19_P226";
_HandGranate = "HandGrenade_West";
//Typ Anti-Air Weapon
_AntiAirWeapon = "Stinger";
_AntiAirMuni = "Stinger";
//Anti-Air Weapon
player addWeapon _AntiAirWeapon;
player addMagazine _AntiAirMuni;
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//AusruestPlayerAtBeginning.sqf
if(UseACE2 == 1) then
{
//P1 Troop Leader (Operator)
if (!isNil("Player1"))then{if (player == Player1) then {_d=[player]execVM "functions\weapons\ACE2\OperatorLoadout.sqf";};};
//P2 Operator SD/Radio
if (!isNil("Player2"))then{if (player == Player2) then {_d=[player]execVM "functions\weapons\ACE2\OperatorSDRadioLoadout.sqf";};};
//P3 Recon/Sniper SD
if (!isNil("Player3"))then{if (player == Player3) then {_d=[player]execVM "functions\weapons\ACE2\ReconLoadout.sqf";};};
//P4 Grenadier
if (!isNil("Player4"))then{if (player == Player4) then {_d=[player]execVM "functions\weapons\ACE2\GrenadierLoadout.sqf";};};
//P5 Recon/Sniper Heavy
if (!isNil("Player5"))then{if (player == Player5) then {_d=[player]execVM "functions\weapons\ACE2\ReconHeavyLoadout.sqf";};};
//P6 Anti-Tank SMAW
if (!isNil("Player6"))then{if (player == Player6) then {_d=[player]execVM "functions\weapons\ACE2\SMAWLoadout.sqf";};};
//P7 Anti-Tank Javelin
if (!isNil("Player7"))then{if (player == Player7) then {_d=[player]execVM "functions\weapons\ACE2\JavelinLoadout.sqf";};};
//P8 Anti-Aircraft
if (!isNil("Player8"))then{if (player == Player8) then {_d=[player]execVM "functions\weapons\ACE2\StingerLoadout.sqf";};};
//P9 Medic
if (!isNil("Player9"))then{if (player == Player9) then {_d=[player]execVM "functions\weapons\ACE2\MedicLoadout.sqf";};};
//P10 Medic SD
if (!isNil("Player10"))then{if (player == Player10) then {_d=[player]execVM "functions\weapons\ACE2\MedicSDLoadout.sqf";};};
}
else
{
//P1 Troop Leader (Operator) SD
if (!isNil("Player1"))then{if (player == Player1) then {_d=[player]execVM "functions\weapons\NOTACE2\OperatorSDLoadout.sqf";};};
//P2 Operator SD/Radio
if (!isNil("Player2"))then{if (player == Player2) then {_d=[player]execVM "functions\weapons\NOTACE2\OperatorSDRadioLoadout.sqf";};};
//P3 Recon/Sniper SD
if (!isNil("Player3"))then{if (player == Player3) then {_d=[player]execVM "functions\weapons\NOTACE2\ReconSDLoadout.sqf";};};
//P4 Grenadier SD
if (!isNil("Player4"))then{if (player == Player4) then {_d=[player]execVM "functions\weapons\NOTACE2\GrenadierSDLoadout.sqf";};};
//P5 Recon/Heavy Sniper SD
if (!isNil("Player5"))then{if (player == Player5) then {_d=[player]execVM "functions\weapons\NOTACE2\ReconHeavySDLoadout.sqf";};};
//P6 Anti-Tank SMAW SD
if (!isNil("Player6"))then{if (player == Player6) then {_d=[player]execVM "functions\weapons\NOTACE2\SMAWSDLoadout.sqf";};};
//P7 Anti-Tank Javelin SD
if (!isNil("Player7"))then{if (player == Player7) then {_d=[player]execVM "functions\weapons\NOTACE2\JavelinSDLoadout.sqf";};};
//P8 Anti-Aircraft SD
if (!isNil("Player8"))then{if (player == Player8) then {_d=[player]execVM "functions\weapons\NOTACE2\StingerSDLoadout.sqf";};};
//P9 Medic SD
if (!isNil("Player9"))then{if (player == Player9) then {_d=[player]execVM "functions\weapons\NOTACE2\MedicSDLoadout.sqf";};};
//P10 Medic SD
if (!isNil("Player10"))then{if (player == Player10) then {_d=[player]execVM "functions\weapons\NOTACE2\MedicSDLoadout.sqf";};};
};
//Terminate this script
//Script beenden
if(true)exitWith{};//FillUpAllAmmoBoxen.sqf
//Bewusst warten, bis ganze Map sich aufstarten konnte
Sleep 7;
_d=[AmmoBox1Lager1]execVM "functions\weapons\FillUpAmmoBox.sqf";
_d=[AmmoBox1Lager2]execVM "functions\weapons\FillUpAmmoBox.sqf";
_d=[AmmoBox2Airport]execVM "functions\weapons\FillUpAmmoBox.sqf";
_d=[AmmoBox3Airport]execVM "functions\weapons\FillUpAmmoBox.sqf";
_d=[AmmoBox2General]execVM "functions\weapons\FillUpAmmoBox.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//FillUpAmmoBox.sqf
_ActAmmoBox = _this select 0;
if(UseACE2 == 1) then
{
//Mit ACE2
_d=[_ActAmmoBox]execVM "functions\weapons\ACE2\FillUpAmmoBox.sqf";
}
else
{
//Ohne ACE2
_d=[_ActAmmoBox]execVM "functions\weapons\NOTACE2\FillUpAmmoBox.sqf";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//FillUpAmmoBoxCarrier.sqf
_ActAmmoBox = _this select 0;
if(UseACE2 == 1) then
{
//Mit ACE2
_d=[_ActAmmoBox]execVM "functions\weapons\ACE2\FillUpAmmoBoxCarrier.sqf";
}
else
{
//Ohne ACE2
_d=[_ActAmmoBox]execVM "functions\weapons\NOTACE2\FillUpAmmoBoxCarrier.sqf";
};
//Terminate this script
//Script beenden
if(true)exitWith{};//FillUpAmmoBox.sqf
_ActAmmoBox = _this select 0;
clearmagazinecargo _ActAmmoBox;
clearweaponcargo _ActAmmoBox;
//Sturmgewehre
_ActAmmoBox addweaponcargo ["aks_74_pso",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["aks_74_kobra",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["ak_74_gl",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["30rnd_545x39_AK",200];
//LMG/MG
_ActAmmoBox addweaponcargo ["Pk",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["100rnd_762x54_pk",300];
//Sniperwaffen
_ActAmmoBox addweaponcargo ["huntingrifle",1 + (Random 7)];
_ActAmmoBox addmagazinecargo ["5x_22_LR_17_HMR",40];
_ActAmmoBox addweaponcargo ["KSVK",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["5rnd_127x108_ksvk",35];
_ActAmmoBox addweaponcargo ["SVD",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["10rnd_762x54_svd",70];
_ActAmmoBox addWeaponCargo ["VSS_Vintorez",1 + (Random 10)];
_ActAmmoBox addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
//Pistolen
_ActAmmoBox addweaponcargo ["makarov",1 + (Random 15)];
_ActAmmoBox addmagazinecargo ["8rnd_9x18_makarov",75];
//Anti-Tank
_ActAmmoBox addweaponcargo ["RPG18",2];
_ActAmmoBox addmagazinecargo ["RPG18",15];
_ActAmmoBox addweaponcargo ["RPG7v",1 + (Random 2)];
_ActAmmoBox addmagazinecargo ["PG7v",5];
_ActAmmoBox addmagazinecargo ["PG7vl",5];
_ActAmmoBox addmagazinecargo ["PG7vr",5];
_ActAmmoBox addmagazinecargo ["og7",5];
//Anti-Air
_ActAmmoBox addweaponcargo ["strela",1];
_ActAmmoBox addmagazinecargo ["strela",2];
//Handgranaten
_ActAmmoBox addmagazinecargo ["handgrenade_east",20 + (Random 25)];
//Rauschgranaten
_ActAmmoBox addmagazinecargo ["smokeshell",2];
_ActAmmoBox addmagazinecargo ["smokeshellred",2];
_ActAmmoBox addmagazinecargo ["smokeshellgreen",2];
_ActAmmoBox addmagazinecargo ["smokeshellyellow",2];
_ActAmmoBox addmagazinecargo ["smokeshellorange",2];
_ActAmmoBox addmagazinecargo ["smokeshellpurple",2];
//Minen
_ActAmmoBox addmagazinecargo ["minee",1 + (Random 4)];
//Sprengstze
_ActAmmoBox addmagazinecargo ["pipebomb",1 + (Random 4)];
//Gewehrgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_HE_GP25",20 + (Random 25)];
//Gewehrrauchgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_smoke_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokered_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokegreen_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokeyellow_GP25",2];
//Code frs direkte Reinkopieren ins Codefenster der AmmoKisten
/*
clearmagazinecargo this;
clearweaponcargo this;
this addweaponcargo ["aks_74_pso",1 + (Random 10)];
this addweaponcargo ["aks_74_kobra",1 + (Random 10)];
this addweaponcargo ["ak_74_gl",1 + (Random 10)];
this addmagazinecargo ["30rnd_545x39_AK",200];
this addweaponcargo ["Pk",1 + (Random 10)];
this addmagazinecargo ["100rnd_762x54_pk",300];
this addweaponcargo ["huntingrifle",1 + (Random 7)];
this addmagazinecargo ["5x_22_LR_17_HMR",40];
this addweaponcargo ["KSVK",1 + (Random 10)];
this addmagazinecargo ["5rnd_127x108_ksvk",35];
this addweaponcargo ["SVD",1 + (Random 10)];
this addmagazinecargo ["10rnd_762x54_svd",70];
this addWeaponCargo ["VSS_Vintorez",1 + (Random 10)];
this addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
this addweaponcargo ["makarov",1 + (Random 15)];
this addmagazinecargo ["8rnd_9x18_makarov",75];
this addweaponcargo ["RPG18",2];
this addmagazinecargo ["RPG18",15];
this addweaponcargo ["RPG7v",1 + (Random 2)];
this addmagazinecargo ["PG7v",5];
this addmagazinecargo ["PG7vl",5];
this addmagazinecargo ["PG7vr",5];
this addmagazinecargo ["og7",5];
this addweaponcargo ["strela",1];
this addmagazinecargo ["strela",2];
this addmagazinecargo ["handgrenade_east",20 + (Random 25)];
this addmagazinecargo ["smokeshell",2];
this addmagazinecargo ["smokeshellred",2];
this addmagazinecargo ["smokeshellgreen",2];
this addmagazinecargo ["smokeshellyellow",2];
this addmagazinecargo ["smokeshellorange",2];
this addmagazinecargo ["smokeshellpurple",2];
this addmagazinecargo ["minee",1 + (Random 4)];
this addmagazinecargo ["pipebomb",1 + (Random 4)];
this addmagazinecargo ["1Rnd_HE_GP25",20 + (Random 25)];
this addmagazinecargo ["1Rnd_smoke_GP25",2];
this addmagazinecargo ["1Rnd_smokered_GP25",2];
this addmagazinecargo ["1Rnd_smokegreen_GP25",2];
this addmagazinecargo ["1Rnd_smokeyellow_GP25",2];
*/
//Terminate this script
//Script beenden
if(true)exitWith{};//FillUpAmmoBoxBluefor.sqf
_ActAmmoBox = _this select 0;
clearmagazinecargo _ActAmmoBox;
clearweaponcargo _ActAmmoBox;
//MPs
_ActAmmoBox addweaponcargo ["MP5SD",15];
_ActAmmoBox addmagazinecargo ["30rnd_9x19_MP5SD",80];
_ActAmmoBox addweaponcargo ["MP5A5",15];
_ActAmmoBox addmagazinecargo ["30rnd_9x19_MP5",80];
//Sturmgewehre
_ActAmmoBox addweaponcargo ["M16A4_ACG_GL",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",250];
_ActAmmoBox addweaponcargo ["G36_C_SD_Eotech",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_G36SD",100];
_ActAmmoBox addweaponcargo ["G36K",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_G36",100];
_ActAmmoBox addweaponcargo ["m8_Carbine",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",100];
_ActAmmoBox addweaponcargo ["M16A2GL",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",100];
//LMG/MG
_ActAmmoBox addweaponcargo ["M249",10];
_ActAmmoBox addmagazinecargo ["100Rnd_556x45_BetaCMag",50];
_ActAmmoBox addweaponcargo ["MK_48",10];
_ActAmmoBox addmagazinecargo ["100Rnd_762x51_M240",50];
_ActAmmoBox addweaponcargo ["M240",10];
_ActAmmoBox addmagazinecargo ["100Rnd_762x51_M240",50];
//Sniperwaffen
_ActAmmoBox addweaponcargo ["m8_Sharpshooter",15];
_ActAmmoBox addmagazinecargo ["30Rnd_556x45_Stanag",100];
_ActAmmoBox addweaponcargo ["DMR",8];
_ActAmmoBox addmagazinecargo ["20Rnd_762x51_DMR",50];
_ActAmmoBox addweaponcargo ["M24",8];
_ActAmmoBox addmagazinecargo ["5Rnd_762x51_M24",50];
_ActAmmoBox addweaponcargo ["M40A3",8];
_ActAmmoBox addmagazinecargo ["5Rnd_762x51_M24",50];
_ActAmmoBox addWeaponCargo ["m107",8];
_ActAmmoBox addMagazineCargo ["10Rnd_127x99_M107",50];
//Pistolen
_ActAmmoBox addweaponcargo ["Colt1911",10];
_ActAmmoBox addmagazinecargo ["7Rnd_45ACP_1911",50];
_ActAmmoBox addweaponcargo ["M9",10];
_ActAmmoBox addmagazinecargo ["15Rnd_9x19_M9",50];
_ActAmmoBox addweaponcargo ["M9SD",10];
_ActAmmoBox addmagazinecargo ["15Rnd_9x19_M9SD",50];
//Anti-Tank
_ActAmmoBox addweaponcargo ["SMAW",2];
_ActAmmoBox addmagazinecargo ["SMAW_HEAA",6];
_ActAmmoBox addweaponcargo ["Javelin",2];
_ActAmmoBox addmagazinecargo ["Javelin",6];
_ActAmmoBox addweaponcargo ["M136",2];
_ActAmmoBox addmagazinecargo ["M136",6];
//Anti-Air
_ActAmmoBox addweaponcargo ["Stinger",3];
_ActAmmoBox addmagazinecargo ["Stinger",5];
//Handgranaten
_ActAmmoBox addmagazinecargo ["HandGrenade_West",20];
//Rauchgranaten
_ActAmmoBox addmagazinecargo ["smokeshell",4];
_ActAmmoBox addmagazinecargo ["smokeshellred",4];
_ActAmmoBox addmagazinecargo ["smokeshellgreen",4];
_ActAmmoBox addmagazinecargo ["smokeshellyellow",4];
_ActAmmoBox addmagazinecargo ["smokeshellorange",4];
_ActAmmoBox addmagazinecargo ["smokeshellpurple",4];
//Minen
_ActAmmoBox addmagazinecargo ["minee",10];
//Sprengstze
_ActAmmoBox addmagazinecargo ["pipebomb",10];
//Gewehrgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_HE_M203",50];
//Gewehrrauchgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_Smoke_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeRed_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeGreen_M203",10];
_ActAmmoBox addmagazinecargo ["1Rnd_SmokeYellow_M203",10];
//Code frs direkte Reinkopieren ins Codefenster der AmmoKisten
/*
clearmagazinecargo this;
clearweaponcargo this;
this addweaponcargo ["MP5SD",15];
this addmagazinecargo ["30rnd_9x19_MP5SD",80];
this addweaponcargo ["MP5A5",15];
this addmagazinecargo ["30rnd_9x19_MP5",80];
this addweaponcargo ["M16A4_ACG_GL",15];
this addmagazinecargo ["30Rnd_556x45_Stanag",250];
this addweaponcargo ["G36_C_SD_Eotech",15];
this addmagazinecargo ["30Rnd_556x45_G36SD",100];
this addweaponcargo ["G36K",15];
this addmagazinecargo ["30Rnd_556x45_G36",100];
this addweaponcargo ["m8_Carbine",15];
this addmagazinecargo ["30Rnd_556x45_Stanag",100];
this addweaponcargo ["M16A2GL",15];
this addmagazinecargo ["30Rnd_556x45_Stanag",100];
this addweaponcargo ["M249",10];
this addmagazinecargo ["100Rnd_556x45_BetaCMag",50];
this addweaponcargo ["MK_48",10];
this addmagazinecargo ["100Rnd_762x51_M240",50];
this addweaponcargo ["M240",10];
this addmagazinecargo ["100Rnd_762x51_M240",50];
this addweaponcargo ["m8_Sharpshooter",15];
this addmagazinecargo ["30Rnd_556x45_Stanag",100];
this addweaponcargo ["DMR",8];
this addmagazinecargo ["20Rnd_762x51_DMR",50];
this addweaponcargo ["M24",8];
this addmagazinecargo ["5Rnd_762x51_M24",50];
this addweaponcargo ["M40A3",8];
this addmagazinecargo ["5Rnd_762x51_M24",50];
this addWeaponCargo ["m107",8];
this addMagazineCargo ["10Rnd_127x99_M107",50];
this addweaponcargo ["Colt1911",10];
this addmagazinecargo ["7Rnd_45ACP_1911",50];
this addweaponcargo ["M9",10];
this addmagazinecargo ["15Rnd_9x19_M9",50];
this addweaponcargo ["M9SD",10];
this addmagazinecargo ["15Rnd_9x19_M9SD",50];
this addweaponcargo ["SMAW",2];
this addmagazinecargo ["SMAW_HEAA",6];
this addweaponcargo ["Javelin",2];
this addmagazinecargo ["Javelin",6];
this addweaponcargo ["M136",2];
this addmagazinecargo ["M136",6];
this addweaponcargo ["Stinger",3];
this addmagazinecargo ["Stinger",5];
this addmagazinecargo ["HandGrenade_West",20];
this addmagazinecargo ["smokeshell",4];
this addmagazinecargo ["smokeshellred",4];
this addmagazinecargo ["smokeshellgreen",4];
this addmagazinecargo ["smokeshellyellow",4];
this addmagazinecargo ["smokeshellorange",4];
this addmagazinecargo ["smokeshellpurple",4];
this addmagazinecargo ["minee",10];
this addmagazinecargo ["pipebomb",10];
this addmagazinecargo ["1Rnd_HE_M203",50];
this addmagazinecargo ["1Rnd_Smoke_M203",10];
this addmagazinecargo ["1Rnd_SmokeRed_M203",10];
this addmagazinecargo ["1Rnd_SmokeGreen_M203",10];
this addmagazinecargo ["1Rnd_SmokeYellow_M203",10];
*/
//Terminate this script
//Script beenden
if(true)exitWith{};
//FillUpAmmoBoxOpfor.sqf
_ActAmmoBox = _this select 0;
clearmagazinecargo _ActAmmoBox;
clearweaponcargo _ActAmmoBox;
//Sturmgewehre
_ActAmmoBox addweaponcargo ["aks_74_pso",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["aks_74_kobra",1 + (Random 10)];
_ActAmmoBox addweaponcargo ["ak_74_gl",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["30rnd_545x39_AK",200];
//LMG/MG
_ActAmmoBox addweaponcargo ["Pk",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["100rnd_762x54_pk",300];
//Sniperwaffen
_ActAmmoBox addweaponcargo ["huntingrifle",1 + (Random 7)];
_ActAmmoBox addmagazinecargo ["5x_22_LR_17_HMR",40];
_ActAmmoBox addweaponcargo ["KSVK",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["5rnd_127x108_ksvk",35];
_ActAmmoBox addweaponcargo ["SVD",1 + (Random 10)];
_ActAmmoBox addmagazinecargo ["10rnd_762x54_svd",70];
_ActAmmoBox addWeaponCargo ["VSS_Vintorez",1 + (Random 10)];
_ActAmmoBox addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
//Pistolen
_ActAmmoBox addweaponcargo ["makarov",1 + (Random 15)];
_ActAmmoBox addmagazinecargo ["8rnd_9x18_makarov",75];
//Anti-Tank
_ActAmmoBox addweaponcargo ["RPG18",2];
_ActAmmoBox addmagazinecargo ["RPG18",15];
_ActAmmoBox addweaponcargo ["RPG7v",1 + (Random 2)];
_ActAmmoBox addmagazinecargo ["PG7v",5];
_ActAmmoBox addmagazinecargo ["PG7vl",5];
_ActAmmoBox addmagazinecargo ["PG7vr",5];
_ActAmmoBox addmagazinecargo ["og7",5];
//Anti-Air
_ActAmmoBox addweaponcargo ["strela",1];
_ActAmmoBox addmagazinecargo ["strela",2];
//Handgranaten
_ActAmmoBox addmagazinecargo ["handgrenade_east",20 + (Random 25)];
//Rauschgranaten
_ActAmmoBox addmagazinecargo ["smokeshell",2];
_ActAmmoBox addmagazinecargo ["smokeshellred",2];
_ActAmmoBox addmagazinecargo ["smokeshellgreen",2];
_ActAmmoBox addmagazinecargo ["smokeshellyellow",2];
_ActAmmoBox addmagazinecargo ["smokeshellorange",2];
_ActAmmoBox addmagazinecargo ["smokeshellpurple",2];
//Minen
_ActAmmoBox addmagazinecargo ["minee",1 + (Random 4)];
//Sprengstze
_ActAmmoBox addmagazinecargo ["pipebomb",1 + (Random 4)];
//Gewehrgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_HE_GP25",20 + (Random 25)];
//Gewehrrauchgranaten
_ActAmmoBox addmagazinecargo ["1Rnd_smoke_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokered_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokegreen_GP25",2];
_ActAmmoBox addmagazinecargo ["1Rnd_smokeyellow_GP25",2];
//Code frs direkte Reinkopieren ins Codefenster der AmmoKisten
/*
clearmagazinecargo this;
clearweaponcargo this;
this addweaponcargo ["aks_74_pso",1 + (Random 10)];
this addweaponcargo ["aks_74_kobra",1 + (Random 10)];
this addweaponcargo ["ak_74_gl",1 + (Random 10)];
this addmagazinecargo ["30rnd_545x39_AK",200];
this addweaponcargo ["Pk",1 + (Random 10)];
this addmagazinecargo ["100rnd_762x54_pk",300];
this addweaponcargo ["huntingrifle",1 + (Random 7)];
this addmagazinecargo ["5x_22_LR_17_HMR",40];
this addweaponcargo ["KSVK",1 + (Random 10)];
this addmagazinecargo ["5rnd_127x108_ksvk",35];
this addweaponcargo ["SVD",1 + (Random 10)];
this addmagazinecargo ["10rnd_762x54_svd",70];
this addWeaponCargo ["VSS_Vintorez",1 + (Random 10)];
this addMagazineCargo ["20Rnd_9x39_SP5_VSS",100];
this addweaponcargo ["makarov",1 + (Random 15)];
this addmagazinecargo ["8rnd_9x18_makarov",75];
this addweaponcargo ["RPG18",2];
this addmagazinecargo ["RPG18",15];
this addweaponcargo ["RPG7v",1 + (Random 2)];
this addmagazinecargo ["PG7v",5];
this addmagazinecargo ["PG7vl",5];
this addmagazinecargo ["PG7vr",5];
this addmagazinecargo ["og7",5];
this addweaponcargo ["strela",1];
this addmagazinecargo ["strela",2];
this addmagazinecargo ["handgrenade_east",20 + (Random 25)];
this addmagazinecargo ["smokeshell",2];
this addmagazinecargo ["smokeshellred",2];
this addmagazinecargo ["smokeshellgreen",2];
this addmagazinecargo ["smokeshellyellow",2];
this addmagazinecargo ["smokeshellorange",2];
this addmagazinecargo ["smokeshellpurple",2];
this addmagazinecargo ["minee",1 + (Random 4)];
this addmagazinecargo ["pipebomb",1 + (Random 4)];
this addmagazinecargo ["1Rnd_HE_GP25",20 + (Random 25)];
this addmagazinecargo ["1Rnd_smoke_GP25",2];
this addmagazinecargo ["1Rnd_smokered_GP25",2];
this addmagazinecargo ["1Rnd_smokegreen_GP25",2];
this addmagazinecargo ["1Rnd_smokeyellow_GP25",2];
*/
//Terminate this script
//Script beenden
if(true)exitWith{};//GrenadierLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "Mk_48_DES_EP1";
_PrimWaffeMuni = "100Rnd_762x51_M240";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//GrenadierSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_CQC_CCO_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//JavelinLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//Javelin
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "Javelin";
_AntiTankMuni = "Javelin";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//JavelinSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_H_CQC_CCO_SD";
_PrimWaffeMuni = "20Rnd_762x51_SB_SCAR";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "M9SD";
_SekWaffeMuni = "15Rnd_9x19_M9SD";
_HandGranate = "HandGrenade_West";
//Javelin
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "Javelin";
_AntiTankMuni = "Javelin";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//M136AT4Loadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//M136
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "M136";
_AntiTankMuni = "M136";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
player addMagazine _AntiTankMuni;
player addMagazine _AntiTankMuni;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//M136AT4SDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_H_CQC_CCO_SD";
_PrimWaffeMuni = "20Rnd_762x51_SB_SCAR";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "M9SD";
_SekWaffeMuni = "15Rnd_9x19_M9SD";
_HandGranate = "HandGrenade_West";
//M136
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "M136";
_AntiTankMuni = "M136";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
player addMagazine _AntiTankMuni;
player addMagazine _AntiTankMuni;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//MedicLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Gewehrgranaten
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//MedicSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_CQC_CCO_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//OperatorLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Gewehrgranaten
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//OperatorSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_CQC_CCO_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//OperatorSDRadioLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Radiorucksack zuweisen
player addBackpack "US_UAV_Pack_EP1";
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_CQC_CCO_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconHeavyLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "M110_NVG_EP1";
_PrimWaffeMuni = "20Rnd_762x51_B_SCAR";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconHeavySDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_H_LNG_Sniper_SD";
_PrimWaffeMuni = "20Rnd_762x51_SB_SCAR";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "M24_des_EP1";
_PrimWaffeMuni = "5Rnd_762x51_M24";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//ReconSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_H_STD_TWS_SD";
_PrimWaffeMuni = "20Rnd_762x51_SB_SCAR";
//Pistole und Handgranaten
_SekWaffe = "UZI_SD_EP1";
_SekWaffeMuni = "30Rnd_9x19_UZI_SD";
_HandGranate = "HandGrenade_West";
//Mehr Munition
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Handgranaten
player addMagazine _HandGranate;
player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//SMAWLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//SMAW
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "MAAWS";
_AntiTankMuni = "MAAWS_HEAT";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
player addMagazine _AntiTankMuni;
player addMagazine _AntiTankMuni;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//SMAWSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_H_CQC_CCO_SD";
_PrimWaffeMuni = "20Rnd_762x51_SB_SCAR";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "M9SD";
_SekWaffeMuni = "15Rnd_9x19_M9SD";
_HandGranate = "HandGrenade_West";
//SMAW
//_AntiTankWaffe = "M47Launcher_EP1";
//_AntiTankMuni = "Dragon_EP1";
_AntiTankWaffe = "MAAWS";
_AntiTankMuni = "MAAWS_HEAT";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiTankMuni;
player addWeapon _AntiTankWaffe;
player addMagazine _AntiTankMuni;
player addMagazine _AntiTankMuni;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//StingerLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_STD_EGLM_RCO";
_PrimWaffeMuni = "30Rnd_556x45_Stanag";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "glock17_EP1";
_SekWaffeMuni = "17Rnd_9x19_glock17";
_HandGranate = "HandGrenade_West";
//Stinger
_AntiAirWaffe = "Stinger";
_AntiAirMuni = "Stinger";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiAirMuni;
player addWeapon _AntiAirWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Gewehrgranaten
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//StingerSDLoadout.sqf
//Alle Waffen lschen; Person startet ohne eine Waffe
removeAllWeapons player;
removeBackpack player;
//Feldstecher
player addWeapon "Binocular_Vector";
//Nachtsichtgert
player addWeapon "NVGoggles";
//Waffen
_PrimWaffe = "SCAR_L_CQC_CCO_SD";
_PrimWaffeMuni = "30Rnd_556x45_StanagSD";
_PrimWaffeGranate = "1Rnd_HE_M203";
//Pistole und Handgranaten
_SekWaffe = "M9SD";
_SekWaffeMuni = "15Rnd_9x19_M9SD";
_HandGranate = "HandGrenade_West";
//Stinger
_AntiAirWaffe = "Stinger";
_AntiAirMuni = "Stinger";
//Mehr Munition
//player addMagazine _PrimWaffeMuni;
//player addMagazine _PrimWaffeMuni;
//Handgranaten
//player addMagazine _HandGranate;
//player addMagazine _HandGranate;
//Sprengstoff/Anti-Tank Muni
//player addMagazine "PipeBomb";
//===================================================
//Defaultzuweisung
//===================================================
//Primrwaffe (6x Magazine)
player addMagazine _PrimWaffeMuni;
player addWeapon _PrimWaffe;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
player addMagazine _PrimWaffeMuni;
//Waffe ziehen
player selectWeapon _PrimWaffe;
//Anti-Tank Waffe
player addMagazine _AntiAirMuni;
player addWeapon _AntiAirWaffe;
//Sekundrwaffe (4x Magazine)
player addMagazine _SekWaffeMuni;
player addWeapon _SekWaffe;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
player addMagazine _SekWaffeMuni;
//Gewehrgranaten
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
player addMagazine _PrimWaffeGranate;
//Nachtsicht aktivieren, falls es schon dunkel ist
_d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";
//Terminate this script
//Script beenden
if(true)exitWith{};//init.sqf
//=== OPERATION SILENT WIND ===
/*=================================================================================================================================
* Script by AAD10c Pete
* Last update: 11.06.2011
*
* This is the entry script. It is the very first script that is being executed while loading the mission. Its wise to
* define and execute only general commands and procedures in it. For example: Preload scripts, change system settings, set parameters,
* start server join in progress (JIP) script with an endless loop, prepare fixed tasks, etc.
* This script is split in two parts. One part gets executed only by the server. The second part is being executed by the server and the client.
*
* Dies ist das Anfangsscript welches bei Missionsbeginn als erstes ausgefhrt wird. In diesem Script sollten nur
* grundlegende Befehle und Verarbeitungen stattfinden. Bsp.: Scripts vorladen, Systemeinstellungen festlegen, Parameter einstellen,
* das Server Join in Progress (JIP) Script mit Endlosschleife starten, fixe Tasks vorbereiten, etc.
* Das Script ist unterteilt in einen Serverbereich, der nur vom Server ausgefhrt wird und von einem Client-Bereich,
* der vom Server und vom Client abgearbeitet wird.
*=================================================================================================================================*/
//Note:
//This script is being executed each time a player is connecting to the server with this mission running on it.
//Hinweis:
//Dieses Script wird von jeder Person bei jedem neuen Verbinden mit dem Server ausgefhrt, auf dem diese Mission luft.
//Show default text while loading the mission.
//Standardtext anzeigen solange die Mission geladen wird.
startLoadingScreen ["Mission is loading..."];
//Set the maximum amount of players accepted in this mission
//Die maximale Anzahl an menschlichen Spielern festlegen
MaxAnzHumanPlayers = 10;
publicVariable "MaxAnzHumanPlayers";
//***********************************************************
//Put on or off several general properties of the mission.
//Grundlegende Eigenschaften der Mission an oder abschalten.
//General release trigger variable
//Allgemeine Release Trigger Variable
GenReleaseTriggerVar = 1; //1=Release, 0=Testing
publicVariable "GenReleaseTriggerVar";
_d=[GenReleaseTriggerVar]execVM "functions\startup\SetOverAllReleaseTriggerVariables.sqf";
waitUntil {scriptDone _d};
//***********************************************************
//Check, if its only a singleplayer system (only client)
//Bestimmen, ob es ein reines Singleplayersystem (nur Client) ist oder nicht
SysIsSPorMP = 0; //0=Singleplayer, 1=Multiplayer
if (isMultiplayer) then {SysIsSPorMP = 1;};
publicVariable "SysIsSPorMP";
//Change the screen color scheme if wished
//Bildschirm-Farbton anpassen wenn gewnscht
if (isNil ("param2")) then {param2 = 0};
if (param2==0) then
{
_d=[1]execVM "functions\system\ChangeScreenColorScheme.sqf";
waitUntil {scriptDone _d};
};
//Set max view range
//Maximale Sichtweite festlegen
setViewDistance 2500;
//Show intro sequence. But only if the client connects the first time to the server.
//Die Introsequenz anzeigen. Aber nur wenn der Client das erste Mal zum Server verbindet.
if (isNil("ExecIntro")) then {ExecIntro = 1;};
//Grass on or off. Depends from the settings set by the server admin.
//Gras an oder aus, je nachdem was der Server-Admin eingestellt hat.
if (isNil ("param1")) then {param1 = 0};
if (param1==0) then {setTerrainGrid 50};
//Read out the language of the installed version on the server.
//Sprachversion der installierten Programmversion auf dem Server auslesen.
ClientSpracheText = (localize "STR_Sprache");
//ClientSpracheText = "English"; //For testing. //Zum Testen.
//The following code section is being executed only as server oder dedicated server. And only if the server is loading the mission the first time.
//Der folgende Abschnitt wird nur auf dem Server oder dedicated Server ausgefhrt. Nur nur wenn der Server die Mission das erste Mal ladet.
if (isDedicated or isServer) then
{
_d=[]execVM "functions\server\StartupFunctionsAndSetFriend.sqf";
waitUntil {scriptDone _d};
};
//Wait until the player is fully initialized on the server system.
//Warte bis der Spieler vom Serversystem vollstndig initialisiert worden ist.
waitUntil {!(isNull player)};
waitUntil {player == player};
//Strings
//Fill up all text variables and provide them on the whole server and client network.
//Alle Textvariablen mit Inhalten fllen und auf dem ganzen Server-Client Netzwerk zur Verfgung stellen.
_d=[]execVM "strings\aaaStringsForTasks.sqf";
waitUntil {scriptDone _d};
//Briefing
//Create the diary records.
//Erstelle die diary Eintrge.
_d=[]execVM "Briefing.sqf";
waitUntil {scriptDone _d};
//Tasks
//Create the fixed tasks which exist from the beginning of the mission.
//Erstelle die Taskeintrge, die bereits von Beginn weg feststehen.
_d=[]execVM "Tasks.sqf";
waitUntil {scriptDone _d};
//Meanwhile, the mission got loaded. So, dispose the loading text.
//Nun ist die Mission geladen. Der Ladetext kann verworfen werden.
endLoadingScreen;
//Finish world initialization before mission is launched. That results in a more fluent start.
//Beende die Initialisierung der Spielwelt, bevor die Mission gestartet wird. Dies fhrt zu einem flssigerem Start.
finishMissionInit;
//Note, that the init proccess has ended.
//Hinweis, dass Init fertig ausgefhrt worden ist.
//if(ReleaseVersionOrZumTest != 1) then {hint "init.sqf fully executed.";};
//Terminate this script
//Script beenden
if(true)exitWith{};
//JIP.sqf
//In einer EndlosSchleife schauen, welche Ziele abgehackt sind
_i = 1;
while {_i == 1} do
{
//Respawnpunkt updaten
_d=[]execVM "UpdateRespawn.sqf";
waitUntil {scriptDone _d};
//Abehakte Ziele durchgehen und ntigenfalls updaten
//Gescheiterte Ziele durchgehen und ntigenfalls updaten
_d=[]execVM "UpdateTasksStatus.sqf";
waitUntil {scriptDone _d};
//Tasks dynamisch generieren, wenn ntig
_d=[]execVM "UpdateZuGenTasks.sqf";
waitUntil {scriptDone _d};
//Nur zum Testen
//if(ReleaseVersionOrZumTest != 1) then {hint "JIP done for 3 sec";};
//Warten, um Laggs zu vermeiden
sleep 1;
};
//Terminate this script
//Script beenden
if(true)exitWith{};
version=11;
class Mission
{
addOns[]=
{
"cacharacters2",
"utes",
"caweapons_ammoboxes",
"CAWheeled2_V3S",
"cabuildings2_misc_cargo",
"camisc3",
"caweapons",
"CASounds",
"CAWheeled",
"CAWheeled2_Kamaz",
"CATracked",
"CAWheeled2_GAZ39371",
"CABuildings",
"ca_modules_functions",
"ca_animals2_dogs_pastor",
"caair",
"CAMisc",
"caweapons_kord",
"CA_Modules_Alice",
"ca_missions_firstaidsystem",
"ca_missions_battlefieldclearance",
"ca_animals2_chicken",
"ca_modules_animals",
"cawater2_fishing_boat",
"cawater2_smallboat_1",
"ca_air2_su25",
"CAAir2",
"CAAir3_Su34",
"CAWater",
"CAWheeled3_TT650",
"warfarebuildings",
"arma2_ka52",
"ca_missions_garbagecollector",
"cacharacters_e",
"ca_missions_alternativeinjurysimulation",
"ca_modules_e_weather",
"ca_modules_clouds"
};
addOnsAuto[]=
{
"caweapons",
"CAWheeled2_GAZ39371",
"cacharacters2",
"ca_modules_functions",
"caair",
"caweapons_kord",
"CAWheeled",
"CAAir2",
"cacharacters_e",
"ca_modules_animals",
"ca_missions_battlefieldclearance",
"ca_missions_alternativeinjurysimulation",
"ca_missions_firstaidsystem",
"ca_modules_e_weather",
"CA_Modules_Alice",
"ca_modules_clouds",
"caweapons_ammoboxes",
"CAWheeled2_V3S",
"cabuildings2_misc_cargo",
"camisc3",
"CASounds",
"CAWheeled2_Kamaz",
"CATracked",
"CABuildings",
"ca_animals2_dogs_pastor",
"CAMisc",
"ca_animals2_chicken",
"CAWater",
"cawater2_smallboat_1",
"cawater2_fishing_boat",
"ca_air2_su25",
"CAAir3_Su34",
"CAWheeled3_TT650",
"warfarebuildings",
"arma2_ka52",
"utes"
};
randomSeed=3490625;
class Intel
{
briefingName="AAD10 co10 Operation Silent Wind V.2.4";
briefingDescription="It's time for revenge. Eliminate General Teodor Bogowski.";
startWeather=0.36513656;
startFog=0.18739723;
forecastWeather=0.35999334;
forecastFog=0.18739723;
year=2011;
month=10;
day=20;
hour=4;
};
class Groups
{
items=98;
class Item0
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2977.8103,39,4490.1919};
azimut=-226.02298;
special="NONE";
id=36;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
rank="SERGEANT";
skill=0.59917694;
text="Lager1Scheinwerfer1";
};
};
};
class Item1
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2919.7979,39,4495.4692};
azimut=256.76724;
special="NONE";
id=32;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
rank="SERGEANT";
skill=0.60486317;
text="Lager1Scheinwerfer3";
};
};
};
class Item2
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2924.7068,39,4554.1187};
azimut=-64.364944;
special="NONE";
id=31;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
rank="SERGEANT";
skill=0.63329339;
text="Lager1Scheinwerfer2";
};
};
};
class Item3
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3528.7363,39.299427,3949.6277};
azimut=338.94318;
id=29;
side="EAST";
vehicle="GAZ_Vodnik";
leader=1;
rank="CORPORAL";
skill=0.60486317;
};
};
class Waypoints
{
items=4;
class Item0
{
position[]={3522.0889,42.723179,3965.8848};
combatMode="RED";
formation="COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2999.2083,38.635696,4468.7485};
class Effects
{
};
timeoutMin=5;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item2
{
position[]={3593.8652,18.202517,3692.0203};
class Effects
{
};
timeoutMin=10;
timeoutMid=25;
timeoutMax=55;
showWP="NEVER";
};
class Item3
{
position[]={3522.0984,42.72768,3965.9124};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item4
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4366.7827,27,3192.0232};
azimut=216.79115;
special="NONE";
id=34;
side="EAST";
vehicle="RU_Commander";
leader=1;
skill=0.62760723;
text="ZuKillPerson3";
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={4366.9458,27,3192.229};
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
expCond="GeneralFlucht == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4368.3159,27,3211.4089};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4515.5645,1.5478905,3130.354};
expActiv="this moveinGunner FluchtHeli;";
synchronizations[]={2};
class Effects
{
};
showWP="NEVER";
};
};
};
class Item5
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4349.3174,27,3208.5706};
id=35;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=1;
text="CamSpawnPos1";
init="this setpos [getpos this select 0, getpos this select 1, 3]";
};
};
};
class Item6
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2929.1079,39,4545.2466};
azimut=259.84201;
id=3;
side="EAST";
vehicle="RU_Soldier_AT";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=9;
class Item0
{
position[]={2929.1079,39,4545.2466};
id=3;
combatMode="RED";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2934.0198,39,4552.999};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item2
{
position[]={2923.884,39,4545.0815};
class Effects
{
};
timeoutMin=3;
timeoutMid=15;
timeoutMax=30;
showWP="NEVER";
};
class Item3
{
position[]={2920.5688,39,4509.9014};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={2923.7842,39,4506.0889};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item5
{
position[]={2927.2983,39,4523.0571};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={2945.3176,39,4513.9375};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=40;
showWP="NEVER";
};
class Item7
{
position[]={2930.0649,39,4530.8311};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={2933.9529,39,4552.9575};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item7
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2937.8281,39,4533.0688};
azimut=259.84201;
id=37;
side="EAST";
vehicle="RU_Soldier_GL";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={2937.8281,39,4533.0688};
id=37;
combatMode="RED";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2947.4866,39,4534.3457};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item2
{
position[]={2941.7927,39,4521.4639};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={2965.6985,39,4506.2144};
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=30;
showWP="NEVER";
};
class Item4
{
position[]={2954.7212,39,4483.0586};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2935.3323,39,4489.4604};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item6
{
position[]={2944.1968,39,4509.9766};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={2930.7385,39,4517.5264};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={2934.6267,39,4534.1958};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={2947.4871,39,4534.3452};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item8
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={2980.1504,38.585758,4547.7432};
azimut=319.84201;
special="NONE";
id=2;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
presence=0.75755572;
position[]={2988.7607,37.31493,4542.0088};
azimut=319.84201;
special="NONE";
id=43;
side="EAST";
vehicle="RU_Soldier_Medic";
skill=0.60000002;
};
class Item2
{
position[]={2984.3994,37.963646,4544.8892};
azimut=319.84201;
special="NONE";
id=42;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=8;
class Item0
{
position[]={2980.1504,38.585758,4547.7432};
id=2;
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2955.4434,37.092712,4561.1074};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2910.9773,35.567848,4569.0342};
class Effects
{
};
timeoutMin=1;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item3
{
position[]={2904.1089,36.683498,4489.6304};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item4
{
position[]={2968.5227,38.405392,4463.9937};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2995.3616,39.31575,4478.5674};
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item6
{
position[]={3025.8794,25.424885,4518.3389};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item7
{
position[]={2980.1523,38.584541,4547.7607};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item9
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.60880154;
position[]={2927.0173,39,4548.062};
azimut=325.79599;
special="NONE";
id=48;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";";
};
};
};
class Item10
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.89440966;
position[]={2923.0383,39,4502.7954};
azimut=230;
special="NONE";
id=49;
side="EAST";
vehicle="RU_Soldier_AT";
leader=1;
rank="CORPORAL";
skill=0.60000002;
init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";";
};
};
};
class Item11
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.68615407;
position[]={2972.2844,39,4506.1187};
azimut=130;
special="NONE";
id=30;
side="EAST";
vehicle="AGS_RU";
leader=1;
rank="SERGEANT";
skill=0.46666664;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={2972.2844,39,4506.1187};
id=30;
type="GUARD";
combatMode="YELLOW";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item12
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.73673052;
position[]={2984.4482,39,4518.3154};
azimut=95;
special="NONE";
id=50;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";";
};
};
};
class Item13
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2951.7014,39,4515.1689};
azimut=20;
special="NONE";
id=51;
side="EAST";
vehicle="RU_Soldier_Officer";
leader=1;
skill=0.83230489;
text="ZuKillPerson1";
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={2951.7014,39,4515.1689};
id=51;
combatMode="YELLOW";
speed="FULL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2960.2666,40.368366,4526.8022};
idStatic=1150;
idObject=-1910352770;
housePos=6;
expActiv="this disableAI ""MOVE""; this setDir 125;";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item14
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2980.6863,39,4501.481};
azimut=200;
special="NONE";
id=53;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={2980.6863,39,4501.481};
id=53;
type="HOLD";
combatMode="WHITE";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item15
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={2976.8489,39,4498.6987};
azimut=119.642;
special="NONE";
id=54;
side="EAST";
vehicle="RU_Soldier_Officer";
leader=1;
rank="LIEUTENANT";
skill=0.60000002;
};
class Item1
{
presence=0.87358397;
position[]={2974.6575,39,4499.8433};
azimut=119.642;
special="NONE";
id=55;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={2979.2068,39,4497.9736};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=30;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={2975.0347,39,4493.5913};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2958.8345,39,4483.4419};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={2968.7334,39,4504.3735};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={2925.759,39,4526.7783};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2926.2539,39,4532.0171};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={2979.1902,39,4497.9292};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item16
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={5097.9067,0.2781457,5084.7007};
azimut=250;
special="FLY";
id=56;
side="EAST";
vehicle="Mi17_rockets_RU";
leader=1;
rank="LIEUTENANT";
skill=0.59917694;
ammo=0;
text="RussHeli1";
init="this flyInHeight 75; this lock true;";
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={5065.9883,-0.040185645,5083.1646};
combatMode="BLUE";
speed="NORMAL";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2221.3748,-0.022293046,5043.6782};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2209.3303,0.42455626,4348.1548};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={2795.3494,-0.22692214,4241.4438};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={2974.4087,39,4519.2646};
speed="LIMITED";
expActiv="if(AlarmLager1!=1)then{d=[RussHeli1,ZuKillPerson2,""ZuKillPerson2GenPos"",2]execVM ""functions\globfunc\LetThisPersonLeaveVehicle.sqf"";}; ZuKillPerson2 setDir 20; ZuKillPerson2 setPos [getpos ZuKillPerson2 select 0, getpos ZuKillPerson2 select 1, 0.58]; ZuKillPerson2 disableAI ""MOVE"";";
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3328.0005,27.794256,4277.2144};
speed="NORMAL";
expCond="LetRussHeli1FlyBack == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={5103.9775,0.3680149,5105.6118};
expActiv="deleteVehicle RussHeli1;";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item17
{
side="EAST";
class Vehicles
{
items=4;
class Item0
{
position[]={2937.7656,39.532982,4541.5874};
azimut=180;
id=58;
side="EAST";
vehicle="RUS_Soldier_TL";
leader=1;
rank="LIEUTENANT";
skill=0.63329339;
text="AlarmPers1";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item1
{
position[]={2937.8584,39.53426,4543.7622};
azimut=180;
special="NONE";
id=59;
side="EAST";
vehicle="RUS_Soldier_GL";
skill=0.63329339;
text="AlarmPers2";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item2
{
position[]={2937.8865,39.535561,4545.9761};
azimut=180;
special="NONE";
id=60;
side="EAST";
vehicle="RUS_Soldier_Marksman";
skill=0.63329339;
text="AlarmPers3";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item3
{
presence=0.8111074;
position[]={2938.0774,39.536789,4548.0576};
azimut=180;
special="NONE";
id=61;
side="EAST";
vehicle="RUS_Soldier1";
skill=0.63329339;
text="AlarmPers4";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={2937.1553,39,4521.0571};
combatMode="RED";
formation="STAG COLUMN";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={2989.7969,39.251068,4485.7949};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2990.9517,38.605507,4458.9482};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={2962.2268,36.064648,4451.4233};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={2891.7207,31.334494,4477.3774};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2903.5483,31.302105,4577.6582};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={2958.2329,31.157139,4573.3589};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3037.1877,21.122396,4529.4375};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3006.9272,37.972984,4476.3027};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={2966.6887,39,4500.6182};
completitionRadius=100;
type="SAD";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item18
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2982.2163,39,4497.1973};
azimut=125;
id=67;
side="EAST";
vehicle="KORD_high";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={2982.2163,39,4497.1973};
id=67;
combatMode="YELLOW";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item19
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4243.8608,33.559017,3266.324};
azimut=20;
id=68;
side="EAST";
vehicle="UAZ_AGS30_RU";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=6;
class Item0
{
position[]={4248.8608,32.374405,3281.2878};
combatMode="RED";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3778.3481,28.904261,4261.9502};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={2580.2822,34.094215,3874.1382};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3361.2498,16.960314,4403.9683};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4073.0969,24.257292,4023.3899};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={4249.0166,32.334164,3281.9905};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item20
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4364.3901,27,3190.9817};
azimut=97.475937;
id=77;
side="EAST";
vehicle="RUS_Commander";
leader=1;
skill=0.60000002;
text="BegleitOfficer1";
};
};
class Waypoints
{
items=4;
class Item0
{
position[]={4364.5933,27,3191.2292};
combatMode="WHITE";
speed="FULL";
combat="AWARE";
expCond="GeneralFlucht == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4368.0317,27,3213.3955};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4528.5991,0.7010839,3110.8523};
synchronizations[]={1};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4529.7266,0.62014472,3110.1873};
expActiv="this moveinCargo FluchtBoot;";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item21
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4365.2666,27,3188.7932};
azimut=385.108;
id=78;
side="EAST";
vehicle="RUS_Commander";
leader=1;
skill=0.60000002;
text="BegleitOfficer2";
};
};
class Waypoints
{
items=4;
class Item0
{
position[]={4365.501,27,3188.9817};
combatMode="WHITE";
speed="FULL";
combat="AWARE";
expCond="GeneralFlucht == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4367.9844,27,3208.7122};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4525.5562,0.6994974,3106.2593};
synchronizations[]={0};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4526.8296,0.72503287,3105.5552};
expActiv="this moveinCargo FluchtBoot;";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item22
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4466.7368,6.3709154,3141.0176};
azimut=135;
special="NONE";
id=79;
side="EAST";
vehicle="RU_Soldier_Officer";
leader=1;
skill=0.60000002;
text="FluchtFahrer";
};
};
class Waypoints
{
items=8;
class Item0
{
position[]={4466.7368,6.3709154,3141.0176};
id=79;
combatMode="WHITE";
speed="FULL";
combat="SAFE";
expCond="GeneralFlucht == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4525.2729,0.8893857,3110.2891};
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
synchronizations[]={0,1};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4526.9883,0.70938706,3109.1084};
expActiv="FluchtFahrer assignAsDriver FluchtBoot; FluchtFahrer moveindriver FluchtBoot; FluchtBoot setDir 145;";
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4555.0537,0.39385968,3091.1838};
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4676.499,0.6705389,3026.0552};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={4898.8101,0.26569387,2999.5198};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={5110.4033,0.58393878,2998.7988};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={5109.2471,-99,4962.748};
class Effects
{
};
showWP="NEVER";
};
};
};
class Item23
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3573.7646,19,3541.1497};
azimut=90;
special="NONE";
id=83;
side="EAST";
vehicle="GAZ_Vodnik";
leader=1;
skill=0.60486317;
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={3583.3184,19,3541.5488};
combatMode="RED";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=50;
showWP="NEVER";
};
class Item1
{
position[]={4464.2041,8.4055862,3156.1008};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=50;
showWP="NEVER";
};
class Item2
{
position[]={3583.4587,19,3541.5376};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item24
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={4314.9829,23.71797,3140.2598};
id=84;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4314.7573,23.067543,3133.3369};
id=86;
side="EAST";
vehicle="RU_Soldier_Medic";
skill=0.60000002;
};
class Item2
{
position[]={4314.7847,23.470131,3136.75};
id=85;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={4309.8481,27.50889,3159.2695};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4361.6147,22.470907,3127.9858};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item2
{
position[]={4430.1343,17.598583,3147.4077};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4455.5894,5.7350216,3134.1621};
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=30;
showWP="NEVER";
};
class Item4
{
position[]={4365.7256,9.9590511,3032.9053};
placement=20;
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item5
{
position[]={4272.1372,28.051105,3097.6804};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item6
{
position[]={4309.8716,27.563992,3159.4773};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item25
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4343.6157,27,3212.0908};
azimut=295;
id=88;
side="EAST";
vehicle="MVD_Soldier_AT";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4343.6157,27,3212.0908};
id=88;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item26
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4347.0815,27,3216.5239};
azimut=345.314;
id=89;
side="EAST";
vehicle="MVD_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4347.0815,27,3216.5239};
id=89;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item27
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4365.6538,27,3207.988};
azimut=384.15701;
id=90;
side="EAST";
vehicle="MVD_Soldier_GL";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4365.6538,27,3207.988};
id=90;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item28
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.74565542;
position[]={4362.3027,27,3182.7122};
azimut=196.745;
id=91;
side="EAST";
vehicle="MVD_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4362.3027,27,3182.7122};
id=91;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item29
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4367.2886,28.436766,3184.6116};
azimut=142.58835;
id=92;
side="EAST";
vehicle="MVD_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4367.2886,28.436766,3184.6116};
id=92;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item30
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={4341.5605,27,3223.5095};
azimut=205;
id=94;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4340.3164,27,3226.4817};
azimut=185;
id=95;
side="EAST";
vehicle="RU_Soldier2";
skill=0.60000002;
};
class Item2
{
presence=0.80813217;
position[]={4338.8105,27,3229.762};
azimut=190;
id=96;
side="EAST";
vehicle="RU_Soldier_AR";
skill=0.60000002;
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={4332.7695,27,3210.2693};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=5;
timeoutMid=7;
timeoutMax=10;
showWP="NEVER";
};
class Item1
{
position[]={4372.2329,27.762537,3268.3442};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4415.8584,26.448992,3244.6946};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4379.8521,27,3171.1616};
class Effects
{
};
timeoutMid=3;
timeoutMax=6;
showWP="NEVER";
};
class Item4
{
position[]={4395.1177,27,3200.6409};
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=20;
showWP="NEVER";
};
class Item5
{
position[]={4347.5098,27,3227.2173};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={4332.7681,27,3210.3052};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item31
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={4312.8545,29.363237,3292.0332};
azimut=205;
id=97;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4314.2212,29.450724,3299.647};
azimut=205;
id=98;
side="EAST";
vehicle="RU_Soldier_Medic";
skill=0.60000002;
};
};
class Waypoints
{
items=9;
class Item0
{
position[]={4308.7729,29.26226,3281.886};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4265.2778,31.755651,3275.8201};
class Effects
{
};
timeoutMin=15;
timeoutMid=20;
timeoutMax=30;
showWP="NEVER";
};
class Item2
{
position[]={4299.625,29.437321,3271.8577};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4338.4419,27,3239.1257};
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=20;
showWP="NEVER";
};
class Item4
{
position[]={4306.8906,29.051479,3266.3552};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={4419.0654,39.906555,3392.5879};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={4391.0151,30.872168,3459.8906};
class Effects
{
};
timeoutMin=5;
timeoutMid=8;
timeoutMax=12;
showWP="NEVER";
};
class Item7
{
position[]={4315.0254,28.686787,3375.762};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={4308.5977,29.27058,3282.1267};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item32
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={4180.4233,36.50671,3229.4526};
azimut=218.66435;
id=99;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4183.3188,36.42997,3231.842};
azimut=218.66435;
id=100;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
class Item2
{
position[]={4186.0449,36.354961,3234.229};
azimut=218.66435;
id=101;
side="EAST";
vehicle="RU_Soldier_Medic";
skill=0.60000002;
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={4171.2373,36.804333,3218.3291};
combatMode="RED";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3987.571,25.592054,3094.0317};
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=30;
showWP="NEVER";
};
class Item2
{
position[]={4018.2373,12.389563,2857.1252};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4127.3306,4.3789492,2738.9854};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={4196.231,2.2368927,2645.4343};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={4026.9844,14.06095,2858.2864};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={4030.3538,20.910879,2914.3877};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3572.468,35.461327,3032.0886};
class Effects
{
};
timeoutMin=30;
timeoutMid=60;
timeoutMax=80;
showWP="NEVER";
};
class Item8
{
position[]={3767.405,56.468708,3140.8591};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={4170.9219,36.806446,3218.4331};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item33
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2950.0212,39,4506.2593};
azimut=55.045101;
id=102;
side="EAST";
vehicle="RUS_Commander";
leader=1;
skill=0.60000002;
text="ZuKillPerson2";
init="this moveInCargo [RussHeli1, 0];";
};
};
};
class Item34
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3231.1714,16.027094,3670.0732};
azimut=40;
id=103;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3222.0549,15.560745,3661.2148};
azimut=40;
id=104;
side="EAST";
vehicle="RU_Soldier_AT";
skill=0.60000002;
};
class Item2
{
position[]={3214.2205,15.413671,3655.687};
azimut=40;
id=105;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=11;
class Item0
{
position[]={3245.1514,16.831497,3681.5393};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3243.7083,22.545982,3739.3926};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item2
{
position[]={3268.1338,38.906574,3859.6816};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3364.168,63.175117,3987.2214};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=40;
showWP="NEVER";
};
class Item4
{
position[]={3177.9934,37.812885,3940.6443};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2987.2305,35.993206,4105.4839};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=40;
showWP="NEVER";
};
class Item6
{
position[]={2617.085,38.202496,3833.5706};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={2717.9626,46.298241,3727.603};
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item8
{
position[]={2952.0454,40.986969,3751.5959};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3062.2622,14.211902,3599.7109};
class Effects
{
};
showWP="NEVER";
};
class Item10
{
position[]={3244.7817,16.828451,3681.7002};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item35
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3478.8801,24.129116,3050.3093};
azimut=217.14268;
id=106;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3487.5444,28.415527,3059.6108};
azimut=217.14281;
id=107;
side="EAST";
vehicle="RU_Soldier_AT";
skill=0.60000002;
};
class Item2
{
position[]={3494.5342,30.193398,3065.4929};
azimut=217.14281;
id=108;
side="EAST";
vehicle="RU_Soldier_MG";
skill=0.60000002;
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={3460.0388,12.323022,3022.7249};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3896.4348,41.897591,3222.6689};
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=30;
showWP="NEVER";
};
class Item2
{
position[]={3716.7878,40.877094,3296.762};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3753.4824,27.981197,3386.3406};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3668.4443,25.61203,3399.002};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=15;
showWP="NEVER";
};
class Item5
{
position[]={3400.666,19,3474.0698};
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item6
{
position[]={3270.4043,10.763123,3563.7903};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3237.9238,6.1310935,3389.906};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3391.9443,14.242711,3279.9194};
class Effects
{
};
timeoutMin=30;
timeoutMid=50;
timeoutMax=60;
showWP="NEVER";
};
class Item9
{
position[]={3460.0125,12.30357,3022.5244};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item36
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={4084.0059,21.092859,3707.1113};
azimut=137.01498;
id=109;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4076.8232,22.218485,3716.7458};
azimut=137.01511;
id=110;
side="EAST";
vehicle="RU_Soldier_AT";
skill=0.60000002;
};
};
class Waypoints
{
items=15;
class Item0
{
position[]={4138.437,18.93272,3656.7273};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4133.355,19.406153,3573.1128};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4051.7551,18.974213,3537.4216};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3836.0254,18.87026,3517.0266};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3789.106,26.788183,3444.625};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={4173.1353,33.782993,3314.0981};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={4289.6245,31.847752,3497.0869};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={4342.1377,31.353395,3541.8335};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={4296.2373,26.651314,3661.6528};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={4152.231,19.226614,3737.9121};
class Effects
{
};
showWP="NEVER";
};
class Item10
{
position[]={4052.0837,25.870781,3981.2725};
class Effects
{
};
showWP="NEVER";
};
class Item11
{
position[]={3628.106,34.857777,3862.1504};
class Effects
{
};
showWP="NEVER";
};
class Item12
{
position[]={3685.6372,32.265629,3692.7209};
class Effects
{
};
showWP="NEVER";
};
class Item13
{
position[]={3860.563,30.566273,3759.106};
class Effects
{
};
showWP="NEVER";
};
class Item14
{
position[]={4138.2832,18.933758,3656.6235};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item37
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3396.623,26.699905,4590.1948};
azimut=-67.797356;
id=111;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3407.1855,30.093668,4584.4648};
azimut=-67.797203;
id=112;
side="EAST";
vehicle="RU_Soldier_Medic";
skill=0.60000002;
};
class Item2
{
presence=0.89738482;
position[]={3418.3989,33.430656,4577.6704};
azimut=-67.797302;
id=113;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=11;
class Item0
{
position[]={3362.5364,12.626868,4614.6118};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3284.3062,8.8534088,4468.6191};
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={3377.9678,18.323856,4431.7095};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3434.7861,20.812622,4490.752};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=40;
showWP="NEVER";
};
class Item4
{
position[]={3577.2805,20.113138,4406.6724};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3593.6023,6.1171427,4432.2456};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={3553.3958,21.74584,4495.209};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3553.0396,13.949704,4579.1602};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3470.4905,15.649899,4633.9414};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3445.5835,38.647884,4572.0454};
class Effects
{
};
timeoutMin=50;
timeoutMid=60;
timeoutMax=80;
showWP="NEVER";
};
class Item10
{
position[]={3362.6787,12.615152,4614.7324};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item38
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3853.7097,18.940557,3552.2339};
azimut=2;
special="NONE";
id=118;
side="EAST";
vehicle="Mi24_P";
leader=1;
skill=0.70152581;
text="GegnAufklHeli1";
init="this lock true;";
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={3853.7661,18.939972,3552.2358};
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3853.71,18.908817,3557.1724};
combatMode="RED";
expCond="GegnAufklHeli1InDerLuft == 1;";
expActiv="GegnAufklHeli1InDerLuft = 0;";
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3421.6196,19,3638.8828};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4543.4883,0.45104843,3060.6531};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4115.4365,0.57677251,2639.658};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={2826.0735,63.549374,3779.7793};
placement=200;
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={2945.0706,38.102604,4472.875};
placement=200;
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3744.4587,30.935802,4216.4951};
placement=200;
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3854.6355,18.921383,3553.2253};
expActiv="d=[]execVM ""functions\airport\WaitAufklHeli1SomeTime.sqf"";";
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3854.1624,18.935961,3552.2407};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item39
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3543.9922,18.970428,3557.0432};
azimut=-1.18766;
special="NONE";
id=122;
side="EAST";
vehicle="Mi17_rockets_RU";
leader=1;
skill=0.60000002;
text="GegnAufklHeli2";
init="this lock true;";
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={3544.126,18.968607,3556.8608};
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3543.9319,18.990679,3560.9319};
combatMode="WHITE";
expCond="GegnAufklHeli2InDerLuft == 1;";
expActiv="GegnAufklHeli2InDerLuft = 0;";
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={964.18182,0.090605162,2850.5376};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={987.07788,0.12349883,3453.5342};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={2906.8279,0.30688852,3307.2178};
placement=300;
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3677.5762,-0.16092309,4579.1523};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={4611.4878,0.011072285,4782.1563};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3666.3645,33.848213,4207.9082};
placement=200;
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3542.905,18.991524,3559.1523};
expActiv="d=[]execVM ""functions\airport\WaitAufklHeli2SomeTime.sqf"";";
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3543.251,18.972761,3557.2764};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item40
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
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side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3342.2966,47.491608,4079.6724};
azimut=-67.797203;
id=125;
side="EAST";
vehicle="RU_Soldier";
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};
};
class Waypoints
{
items=8;
class Item0
{
position[]={3303.4495,45.122047,4099.6904};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3178.8184,29.715292,4299.0962};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3290.978,20.767914,4366.5649};
class Effects
{
};
timeoutMin=40;
timeoutMid=60;
timeoutMax=80;
showWP="NEVER";
};
class Item3
{
position[]={3588.7302,28.535809,4302.2476};
class Effects
{
};
timeoutMin=5;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item4
{
position[]={3601.2192,39.898216,4169.1299};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3509.6919,47.736835,4121.7559};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={3427.938,47.974194,4125.2837};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3304.4246,45.20335,4098.8232};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item41
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
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side="EAST";
vehicle="RU_Soldier_SL";
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rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3976.9565,31,3283.6211};
azimut=-77.981926;
id=127;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
class Item2
{
presence=0.74863064;
position[]={3987.6575,31.172367,3279.7427};
azimut=-77.981964;
id=128;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={3916.9204,30.403107,3302.8894};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3790.1736,28.376587,3347.9434};
class Effects
{
};
timeoutMin=5;
timeoutMid=8;
timeoutMax=12;
showWP="NEVER";
};
class Item2
{
position[]={3777.8584,35.474899,3303.1719};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3953.8616,46.853527,3243.2932};
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=20;
showWP="NEVER";
};
class Item4
{
position[]={4059.022,38.429752,3282.9224};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item5
{
position[]={3912.1714,27.884106,3335.7947};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=40;
showWP="NEVER";
};
class Item6
{
position[]={3916.9431,30.394196,3303.001};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item42
{
side="EAST";
class Vehicles
{
items=3;
class Item0
{
position[]={3143.947,37.718407,3995.1709};
azimut=46.79652;
id=129;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3138.1343,37.544025,3991.9998};
azimut=46.7967;
id=130;
side="EAST";
vehicle="RU_Soldier_AT";
skill=0.60000002;
};
class Item2
{
presence=0.74863064;
position[]={3131.7046,37.452629,3988.1458};
azimut=46.796642;
id=131;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={3157.27,37.700001,4004.4136};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3170.6211,37.542667,3991.2017};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3218.1685,40.953888,3995.2878};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3233.4272,42.705372,4010.1343};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3213.9451,42.302917,4036.1494};
class Effects
{
};
timeoutMin=20;
timeoutMid=30;
timeoutMax=40;
showWP="NEVER";
};
class Item5
{
position[]={3226.0703,43.053082,4052.9023};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={3205.6345,41.454849,4067.6123};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3183.0188,37.001881,4045.0024};
class Effects
{
};
timeoutMin=5;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item8
{
position[]={3142.4194,36.700001,4044.1851};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3157.4058,37.700001,4004.9583};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item43
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.48979843;
position[]={3212.2092,42.048313,4070.5879};
azimut=355;
special="NONE";
id=132;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
skill=0.60000002;
init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";";
};
};
};
class Item44
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3869.7954,27.945971,3352.9058};
azimut=355;
special="NONE";
id=133;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
skill=0.60000002;
init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";";
};
};
};
class Item45
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={4077.1025,18.928967,3572.1746};
azimut=-99.366302;
id=134;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={4087.084,18.926149,3572.6157};
azimut=-99.36615;
id=135;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4041.7014,19,3573.5796};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3384.7578,18.932741,3573.2749};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3383.967,19,3584.165};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4052.0981,19,3584.8955};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4041.75,19,3573.687};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item46
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={3464.0637,19.257111,3702.571};
azimut=-215.38728;
id=136;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
};
class Item1
{
position[]={3458.6853,19.858246,3709.897};
azimut=-215.38713;
id=137;
side="EAST";
vehicle="RU_Soldier";
skill=0.60000002;
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={3480.936,18.64056,3681.248};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3473.0261,19,3630.1526};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4087.7412,19,3633.8064};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3939.28,19.054609,3678.4873};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3480.9817,18.625832,3680.8914};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item47
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3569.9263,32.066387,3643.9146};
azimut=-215.38699;
id=138;
side="EAST";
vehicle="RU_Soldier_Marksman";
leader=1;
skill=0.75269973;
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={3567.5784,31.920078,3643.8806};
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item1
{
position[]={3567.5254,31.916332,3647.3696};
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={3571.6462,31.99505,3647.4058};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=8;
showWP="NEVER";
};
class Item3
{
position[]={3571.8589,32.069134,3644.0588};
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item4
{
position[]={3567.6375,31.924259,3643.918};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item48
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3560.5342,18.89999,3665.8381};
azimut=355;
id=144;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=11;
class Item0
{
position[]={3562.8735,18.877583,3669.3672};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3585.2217,18.611063,3671.2236};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3573.1521,18.713501,3672.7485};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3570.9941,18.499325,3697.332};
placement=5;
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3555.1809,18.879736,3704.3064};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3551.7988,18.882002,3685.5442};
placement=5;
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item6
{
position[]={3491.02,18.543125,3685.3333};
placement=10;
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3490.4751,18.506355,3681.1108};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3554.0259,18.859735,3683.834};
placement=5;
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=30;
showWP="NEVER";
};
class Item9
{
position[]={3552.4636,18.89999,3669.2615};
class Effects
{
};
showWP="NEVER";
};
class Item10
{
position[]={3562.8157,18.877831,3669.4004};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item49
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3701.0918,19.672705,3457.3518};
azimut=465.10687;
id=150;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3701.0918,19.672705,3457.3518};
id=150;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item50
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3725.4216,21.346643,3457.5378};
azimut=523.22107;
id=151;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3725.4216,21.346643,3457.5378};
id=151;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item51
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3705.9182,20.404625,3452.4116};
azimut=40.996655;
special="NONE";
id=154;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3705.9182,20.404625,3452.4116};
id=154;
type="HOLD";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item52
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3744.2122,19.860996,3474.6455};
azimut=323.0072;
id=156;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=12;
class Item0
{
position[]={3739.9729,19.001087,3481.3057};
combatMode="RED";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3724.9692,18.949686,3505.3052};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3765.9077,19,3539.6978};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3755.7271,18.917662,3558.2329};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3702.2495,19,3557.6978};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3722.3972,18.923964,3516.8765};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item6
{
position[]={3693.0327,19,3555.3406};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3676.3445,19,3542.6838};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3666.2825,19,3559.0667};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3727.7737,18.89999,3560.1055};
class Effects
{
};
showWP="NEVER";
};
class Item10
{
position[]={3723.4832,20.306751,3480.4148};
class Effects
{
};
showWP="NEVER";
};
class Item11
{
position[]={3739.999,19.000036,3481.3303};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item53
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3685.1436,20.325048,3447.2913};
azimut=89.096016;
id=159;
side="EAST";
vehicle="RU_Soldier_HAT";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=10;
class Item0
{
position[]={3701.7798,20.63662,3447.1343};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=15;
timeoutMax=20;
showWP="NEVER";
};
class Item1
{
position[]={3677.5889,19.215788,3468.5513};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3658.002,19.874119,3463.2915};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3617.5659,19.115503,3504.2249};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3441.4221,19,3508.8289};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3424.1897,18.998455,3530.1543};
placement=30;
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item6
{
position[]={3439.9238,19,3501.9324};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3612.8186,19.383699,3495.4075};
class Effects
{
};
showWP="NEVER";
};
class Item8
{
position[]={3679.2078,21.575905,3435.8298};
class Effects
{
};
showWP="NEVER";
};
class Item9
{
position[]={3701.7473,20.647724,3447.0474};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item54
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={2953.7354,39,4518.7031};
azimut=200;
special="NONE";
id=161;
side="EAST";
vehicle="RU_Soldier_GL";
leader=1;
skill=0.83230489;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={2953.6982,39,4518.5679};
type="HOLD";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item55
{
side="EAST";
class Vehicles
{
items=2;
class Item0
{
position[]={3182.1091,5.6961002,4588.5156};
azimut=250.76437;
id=169;
side="EAST";
vehicle="RU_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.56506073;
};
class Item1
{
position[]={3185.8225,5.5402265,4589.6274};
azimut=250.76437;
id=171;
side="EAST";
vehicle="RU_Soldier";
skill=0.56506073;
};
};
class Waypoints
{
items=9;
class Item0
{
position[]={3174.2544,5.9338984,4586.0337};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3217.2729,6.8246517,4541.1431};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3290.8916,5.6837649,4530.6431};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3299.5476,4.957756,4567.8452};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=10;
showWP="NEVER";
};
class Item4
{
position[]={3253.8428,4.4374475,4572.334};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item5
{
position[]={3240.3884,5.9579492,4544.2168};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item6
{
position[]={3199.7444,5.7373471,4574.2578};
class Effects
{
};
timeoutMin=10;
timeoutMid=20;
timeoutMax=30;
showWP="NEVER";
};
class Item7
{
position[]={3180.668,5.2841949,4620.0371};
class Effects
{
};
timeoutMin=5;
timeoutMid=20;
timeoutMax=40;
showWP="NEVER";
};
class Item8
{
position[]={3174.0413,5.9320612,4586.2368};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item56
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3270.2468,4.0358162,4658.1504};
azimut=25;
id=170;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.56506073;
};
};
class Waypoints
{
items=4;
class Item0
{
position[]={3269.1025,-19.404175,4657.4746};
idStatic=70;
idObject=-1904048058;
housePos=0;
combatMode="RED";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item1
{
position[]={3252.8474,-18.950373,4638.7485};
idStatic=64;
idObject=-1906145216;
housePos=0;
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item2
{
position[]={3238.3474,4.0386124,4623.2388};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item3
{
position[]={3269.2156,4.0358162,4657.3008};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item57
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3225.4075,4.5398788,4592.6509};
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side="EAST";
vehicle="KORD_high";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3225.4075,4.5398788,4592.6509};
id=176;
combatMode="YELLOW";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item58
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3244.967,4.8058167,4576.9165};
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id=177;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.6219219;
};
};
class Waypoints
{
items=8;
class Item0
{
position[]={3239.4951,5.2418656,4571.5796};
combatMode="RED";
formation="COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3218.8818,6.189889,4554.6494};
class Effects
{
};
timeoutMin=5;
timeoutMid=8;
timeoutMax=10;
showWP="NEVER";
};
class Item2
{
position[]={3208.6897,5.5341005,4574.104};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3213.7339,4.9883089,4586.6558};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3199.0757,4.6306624,4604.2437};
class Effects
{
};
timeoutMin=1;
timeoutMid=5;
timeoutMax=15;
showWP="NEVER";
};
class Item5
{
position[]={3203.2808,5.5849414,4576.2358};
class Effects
{
};
timeoutMin=1;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item6
{
position[]={3227.4238,5.9145355,4557.0405};
class Effects
{
};
showWP="NEVER";
};
class Item7
{
position[]={3239.3054,5.2437639,4571.5796};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item59
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3220.5325,5.5039272,4569.7686};
azimut=243.645;
id=178;
side="EAST";
vehicle="RUS_Soldier1";
leader=1;
skill=0.6219219;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3220.5325,5.5039272,4569.7686};
id=178;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item60
{
side="EAST";
class Vehicles
{
items=4;
class Item0
{
position[]={3225.8438,5.4508109,4569.8608};
azimut=221.911;
id=182;
side="EAST";
vehicle="MVD_Soldier_TL";
leader=1;
rank="SERGEANT";
skill=0.63329339;
text="AlarmPers5";
init="this disableAI ""MOVE"";";
};
class Item1
{
position[]={3227.1877,5.3657088,4571.2983};
azimut=221.911;
special="NONE";
id=183;
side="EAST";
vehicle="MVD_Soldier";
skill=0.63329339;
text="AlarmPers6";
init="this disableAI ""MOVE"";";
};
class Item2
{
presence=0.86168385;
position[]={3228.4028,5.296834,4572.5791};
azimut=221.911;
special="NONE";
id=184;
side="EAST";
vehicle="MVD_Soldier_AT";
skill=0.63329339;
text="AlarmPers7";
init="this disableAI ""MOVE"";";
};
class Item3
{
presence=0.8111074;
position[]={3229.7336,5.2426476,4573.9336};
azimut=221.911;
special="NONE";
id=185;
side="EAST";
vehicle="MVD_Soldier_GL";
skill=0.63329339;
text="AlarmPers8";
init="this disableAI ""MOVE"";";
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={3211.8435,6.3655796,4553.9507};
combatMode="RED";
formation="COLUMN";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3170.4502,5.7682018,4616.5117};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3190.0205,7.1197081,4547.5977};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3285.9692,4.8051662,4549.3296};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={3202.3423,6.4363985,4556.335};
expCond="AlarmLager1 == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3015.8569,36.01561,4473.7026};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={2949.4893,39,4511.8584};
completitionRadius=70;
type="SAD";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item61
{
side="GUER";
class Vehicles
{
items=1;
class Item0
{
position[]={3050.4092,3.6759267,4622.0269};
azimut=-47.138199;
id=202;
side="GUER";
vehicle="GUE_Soldier_2";
leader=1;
skill=0.60000002;
text="Informant1";
init="d=[this,10,1]execVM ""functions\animations\SitGroundCheckWeapon.sqf"";";
};
};
};
class Item62
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4348.2085,27,3207.4243};
id=206;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=1;
text="CamSpawnPos2";
init="this setpos [getpos this select 0, getpos this select 1, 1.5]";
};
};
};
class Item63
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3588.6091,19,3523.2036};
azimut=190;
special="NONE";
id=213;
side="EAST";
vehicle="RU_Soldier_Pilot";
leader=1;
skill=0.60000002;
text="ToKillPilot1";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3588.5957,19,3522.2737};
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
expActiv="d=[this,""BettPilot1""]execVM ""functions\lager\PutPersonToBed.sqf"";";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item64
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3582.2402,18.951887,3522.949};
azimut=190;
special="NONE";
id=214;
side="EAST";
vehicle="RU_Soldier_Pilot";
leader=1;
skill=0.60000002;
text="ToKillPilot2";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3582.2268,18.942453,3522.019};
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
expActiv="d=[this,""BettPilot2""]execVM ""functions\lager\PutPersonToBed.sqf"";";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item65
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3585.9207,18.969788,3521.0583};
azimut=371.61975;
id=215;
side="EAST";
vehicle="RUS_Soldier1";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3585.9207,18.969788,3521.0583};
id=215;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item66
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3647.9561,19.066727,3503.3267};
azimut=298.96799;
id=216;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=8;
class Item0
{
position[]={3631.8704,19.133076,3503.3462};
combatMode="RED";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3606.6858,18.933136,3523.1675};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={3554.387,18.994396,3530.5603};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={3552.03,19,3510.0962};
class Effects
{
};
timeoutMin=5;
timeoutMid=15;
timeoutMax=20;
showWP="NEVER";
};
class Item4
{
position[]={3585.7883,19,3503.1318};
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={3624.2627,18.956175,3514.3818};
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=20;
showWP="NEVER";
};
class Item6
{
position[]={3634.5508,19.487789,3491.6675};
class Effects
{
};
timeoutMin=5;
timeoutMid=8;
timeoutMax=10;
showWP="NEVER";
};
class Item7
{
position[]={3631.8716,19.135218,3503.239};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item67
{
side="EAST";
class Vehicles
{
items=4;
class Item0
{
position[]={3568.2407,21.546118,3717.6611};
azimut=188.75999;
id=246;
side="EAST";
vehicle="MVD_Soldier_TL";
leader=1;
rank="SERGEANT";
skill=0.63329339;
text="AlarmPers9";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item1
{
position[]={3568.5801,21.564592,3719.5994};
azimut=188.75999;
special="NONE";
id=247;
side="EAST";
vehicle="MVD_Soldier_AT";
skill=0.63329339;
text="AlarmPers10";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item2
{
presence=0.86168385;
position[]={3568.897,21.578707,3721.3362};
azimut=188.75999;
special="NONE";
id=248;
side="EAST";
vehicle="MVD_Soldier_Sniper";
skill=0.63329339;
text="AlarmPers11";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item3
{
presence=0.8111074;
position[]={3569.2705,21.586998,3723.1985};
azimut=188.75999;
special="NONE";
id=249;
side="EAST";
vehicle="MVD_Soldier_GL";
skill=0.63329339;
text="AlarmPers12";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={3566.4912,18.675722,3706.9592};
combatMode="RED";
formation="COLUMN";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3556.7803,18.781631,3694.4873};
completitionRadius=100;
type="SAD";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item68
{
side="EAST";
class Vehicles
{
items=4;
class Item0
{
position[]={3671.2185,19.783482,3479.0854};
azimut=43.7029;
id=251;
side="EAST";
vehicle="MVD_Soldier_TL";
leader=1;
rank="SERGEANT";
skill=0.63329339;
text="AlarmPers13";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item1
{
position[]={3669.8306,19.784636,3477.6914};
azimut=43.7029;
special="NONE";
id=252;
side="EAST";
vehicle="MVD_Soldier_AT";
skill=0.63329339;
text="AlarmPers14";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item2
{
presence=0.86168385;
position[]={3668.575,19.785673,3476.4478};
azimut=43.7029;
special="NONE";
id=253;
side="EAST";
vehicle="MVD_Soldier_Sniper";
skill=0.63329339;
text="AlarmPers15";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
class Item3
{
presence=0.8111074;
position[]={3667.2039,19.786787,3475.1362};
azimut=43.7029;
special="NONE";
id=254;
side="EAST";
vehicle="MVD_Soldier_GL";
skill=0.63329339;
text="AlarmPers16";
init="this setPos [getpos this select 0, getpos this select 1, 0.4]; this disableAI ""MOVE"";";
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={3675.5898,19.05871,3482.9487};
combatMode="RED";
formation="COLUMN";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3647.2766,18.960625,3513.937};
completitionRadius=145;
type="SAD";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item69
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3576.0403,28.12178,3640.4094};
azimut=-249.82834;
special="NONE";
id=255;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
skill=0.59917694;
text="AirportScheinwerfer1";
init="this setPos [getpos this select 0, getpos this select 1, 9];";
};
};
};
class Item70
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3565.884,28.12178,3639.9468};
azimut=-128.86501;
special="NONE";
id=256;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
skill=0.59917694;
text="AirportScheinwerfer2";
init="this setPos [getpos this select 0, getpos this select 1, 9];";
};
};
};
class Item71
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3568.1841,28.12178,3650.2622};
azimut=-384.61371;
special="NONE";
id=257;
side="EAST";
vehicle="SearchLight_RUS";
leader=1;
skill=0.59917694;
text="AirportScheinwerfer3";
init="this setPos [getpos this select 0, getpos this select 1, 9];";
};
};
};
class Item72
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4467.998,6.5428405,3142.4265};
azimut=19.184757;
id=258;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4467.998,6.5428405,3142.4265};
id=258;
type="SENTRY";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item73
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4462.6401,3.7628424,3124.2209};
azimut=19.184757;
id=259;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={4463.5996,4.3067465,3131.8733};
combatMode="RED";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4480.7124,5.5537052,3145.1072};
placement=5;
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4505.4731,5.7594161,3178.9915};
placement=25;
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4479.7935,5.8026977,3146.8203};
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4461.8135,4.7505822,3132.9319};
placement=5;
class Effects
{
};
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
showWP="NEVER";
};
class Item5
{
position[]={4454.7012,2.1492283,3079.2148};
placement=30;
class Effects
{
};
timeoutMin=20;
timeoutMid=40;
timeoutMax=60;
showWP="NEVER";
};
class Item6
{
position[]={4463.6328,4.1950612,3131.3367};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item74
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3879.4358,0.53850287,2723.9919};
id=261;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=1;
text="CamSpawnPos3";
init="this setpos [getpos this select 0, getpos this select 1, 50];";
};
};
};
class Item75
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4868.3242,0.27294251,2984.54};
id=262;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=1;
text="CamSpawnPos4";
init="this setpos [getpos this select 0, getpos this select 1, 50];";
};
};
};
class Item76
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4356.501,27,3196.1086};
azimut=335;
id=277;
side="CIV";
vehicle="Damsel5";
leader=1;
skill=0.60000002;
health=0;
};
};
};
class Item77
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4340.6924,27,3199.9819};
azimut=404.48199;
id=278;
side="CIV";
vehicle="Damsel3";
leader=1;
skill=0.60000002;
health=0;
};
};
};
class Item78
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4337.4722,27,3202.3906};
azimut=356.86301;
id=279;
side="CIV";
vehicle="Madam4";
leader=1;
skill=0.60000002;
health=0;
};
};
};
class Item79
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4339.4102,27,3201.2422};
azimut=268.51501;
id=280;
side="CIV";
vehicle="Villager1";
leader=1;
skill=0.60000002;
health=0;
};
};
};
class Item80
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3602.6719,21.035107,3767.5647};
azimut=-58.736267;
id=284;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3602.6719,21.035107,3767.5647};
id=284;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item81
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3594.6963,20.277613,3778.2039};
azimut=-137.68701;
special="NONE";
id=287;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3594.6963,20.277613,3778.2039};
id=287;
type="HOLD";
combatMode="RED";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item82
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3606.9075,25.911282,3789.1326};
azimut=313.05899;
id=290;
side="EAST";
vehicle="RU_Soldier_AR";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3606.9075,25.911282,3789.1326};
id=290;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item83
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3593.54,20.047697,3782.4915};
azimut=313.05899;
id=291;
side="EAST";
vehicle="KORD_high";
leader=1;
skill=0.60000002;
};
};
};
class Item84
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3580.4346,20.834621,3775.6833};
azimut=341.38855;
id=292;
side="EAST";
vehicle="KORD_high";
leader=1;
skill=0.60000002;
};
};
};
class Item85
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3570.1831,19.922041,3773.5913};
azimut=358.70499;
id=298;
side="EAST";
vehicle="RU_Soldier_AT";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3570.1831,19.922041,3773.5913};
id=298;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item86
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={3587.8098,20.771196,3750.2468};
azimut=34.010845;
id=299;
side="EAST";
vehicle="RU_Soldier";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3587.8098,20.771196,3750.2468};
id=299;
type="SENTRY";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item87
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4466.3364,5.8208065,3138.7029};
azimut=63.712017;
id=301;
side="EAST";
vehicle="RU_Soldier_Pilot";
leader=1;
skill=0.67309588;
text="FluchtPilot";
};
};
class Waypoints
{
items=7;
class Item0
{
position[]={4466.3364,5.8208065,3138.7029};
id=301;
combatMode="BLUE";
speed="FULL";
combat="CARELESS";
expCond="GeneralFlucht == 1;";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={4468.5039,5.3750091,3137.4336};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={4516.0264,1.5413784,3130.1646};
expCond="true && alive FluchtPilot;";
expActiv="FluchtPilot assignAsDriver FluchtHeli; FluchtPilot moveindriver FluchtHeli; HeliTarnungNetz setDamage 1;";
synchronizations[]={2};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4520.8369,1.5949408,3139.4949};
combatMode="BLUE";
speed="FULL";
combat="COMBAT";
expActiv="this flyInHeight 40;";
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4709.563,0.18025318,3022.8159};
expActiv="if(alive ZuKillPerson3)then{d=[]execVM ""functions\camera\outroFailed.sqf"";};";
class Effects
{
};
showWP="NEVER";
};
class Item5
{
position[]={5090.7319,-99,3015.9058};
class Effects
{
};
showWP="NEVER";
};
class Item6
{
position[]={5085.5586,-99,5013.7969};
class Effects
{
};
showWP="NEVER";
};
};
};
class Item88
{
side="WEST";
class Vehicles
{
items=10;
class Item0
{
position[]={2400.9722,5.6409988,4598.9644};
azimut=-380.905;
id=310;
side="WEST";
vehicle="US_Soldier_Sniper_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player5";
description="AAD10 Recon/Heavy Sniper SD";
synchronizations[]={319};
};
class Item1
{
position[]={2404.0889,7.6518993,4599.6987};
azimut=-380.905;
id=309;
side="WEST";
vehicle="US_Delta_Force_Assault_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player4";
description="AAD10 Grenadier SD";
synchronizations[]={319};
};
class Item2
{
position[]={2407.7842,10.137297,4600.4756};
azimut=-380.905;
id=308;
side="WEST";
vehicle="US_Soldier_Sniper_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player3";
description="AAD10 Recon/Sniper TWS SD";
synchronizations[]={319};
};
class Item3
{
position[]={2411.9534,12.271058,4601.584};
azimut=-380.905;
id=307;
side="WEST";
vehicle="US_Delta_Force_Air_Controller_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player2";
description="AAD10 Operator SD/Radio";
synchronizations[]={319};
};
class Item4
{
position[]={2414.6553,13.262486,4604.8984};
azimut=-380.905;
id=306;
side="WEST";
vehicle="US_Delta_Force_TL_EP1";
player="PLAYER COMMANDER";
leader=1;
rank="COLONEL";
skill=1;
text="Player1";
description="AAD10 Troop Leader/Operator SD";
synchronizations[]={319};
};
class Item5
{
position[]={2396.8433,4.6874824,4598.4429};
azimut=-380.905;
id=311;
side="WEST";
vehicle="US_Delta_Force_MG_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player6";
description="AAD10 Anti-Tank MAAWS SD";
synchronizations[]={319};
};
class Item6
{
position[]={2392.6108,3.8493438,4599.2061};
azimut=-380.905;
id=312;
side="WEST";
vehicle="US_Delta_Force_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player7";
description="AAD10 Anti-Tank Javelin SD";
synchronizations[]={319};
};
class Item7
{
position[]={2388.647,3.1233597,4599.8213};
azimut=-380.905;
id=313;
side="WEST";
vehicle="US_Delta_Force_Air_Controller_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player8";
description="AAD10 Anti-Air Stinger SD";
synchronizations[]={319};
};
class Item8
{
position[]={2384.6938,3.2888064,4600.8809};
azimut=-380.905;
id=314;
side="WEST";
vehicle="US_Delta_Force_Medic_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player9";
description="AAD10 Medic SD";
synchronizations[]={316,317,319};
};
class Item9
{
position[]={2380.6506,3.7693291,4602.2412};
azimut=-380.905;
id=315;
side="WEST";
vehicle="US_Delta_Force_Medic_EP1";
player="PLAY CDG";
rank="LIEUTENANT";
skill=1;
text="Player10";
description="AAD10 Medic SD";
synchronizations[]={316,317,319};
};
};
};
class Item89
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3546.4382,44.642799,4058.8237};
azimut=-359.18661;
id=318;
side="LOGIC";
vehicle="BIS_animals_Logic";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
class Item90
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2361.5845,-0.036571547,4558.521};
azimut=-380.90466;
id=319;
side="LOGIC";
vehicle="BattleFieldClearance";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
synchronizations[]={310,309,308,306,311,312,313,314,315,307};
};
};
};
class Item91
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2385.4839,0.29580167,4549.3438};
azimut=-380.90466;
id=317;
side="LOGIC";
vehicle="AlternativeInjurySimulation";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
synchronizations[]={315,314};
};
};
};
class Item92
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={2403.8931,0.30867958,4555.5112};
azimut=-380.90466;
id=316;
side="LOGIC";
vehicle="FirstAidSystem";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
synchronizations[]={314,315};
};
};
};
class Item93
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3545.8904,44.075691,4039.2556};
azimut=-359.18661;
id=320;
side="LOGIC";
vehicle="WeatherPostprocessManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
init="this setvariable [""intensity"",0.8];";
description="KraftRegenbogenfarben";
};
};
};
class Item94
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3545.552,43.258926,4019.8674};
azimut=-359.18661;
id=321;
side="LOGIC";
vehicle="WeatherParticlesManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
init="this setvariable [""particleEffects"",[1,2,3]];";
};
};
};
class Item95
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3564.2463,44.043533,4058.5464};
azimut=-359.18661;
id=322;
side="LOGIC";
vehicle="AliceManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
class Item96
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3564.217,43.526546,4039.218};
azimut=-360.43515;
id=323;
side="LOGIC";
vehicle="BIS_clouds_Logic";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
class Item97
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3564.9236,42.701084,4020.0217};
azimut=-360.43515;
id=324;
side="LOGIC";
vehicle="FunctionsManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
};
class Vehicles
{
items=181;
class Item0
{
position[]={2939.2671,39,4551.5024};
azimut=10;
id=0;
side="EMPTY";
vehicle="RULaunchersBox";
leader=1;
skill=0.60000002;
init="clearmagazinecargo this; clearweaponcargo this;";
};
class Item1
{
position[]={2942.8215,39,4539.1772};
azimut=300;
id=1;
side="EMPTY";
vehicle="RUSpecialWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox1Lager1";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item2
{
position[]={2967.0076,39,4482.9277};
azimut=40;
id=4;
side="EMPTY";
vehicle="V3S_Civ";
skill=0.60000002;
};
class Item3
{
position[]={2954.0527,41.60009,4500.356};
azimut=300;
id=5;
side="EMPTY";
vehicle="Misc_Cargo1Bo_military";
skill=0.60000002;
text="SignLager1Lampe1";
};
class Item4
{
position[]={2952.7502,39,4495.7129};
azimut=295;
id=6;
side="EMPTY";
vehicle="Misc_Cargo1Bo_military";
skill=0.60000002;
};
class Item5
{
position[]={2980.5547,39,4501.2627};
azimut=32.429684;
id=7;
side="EMPTY";
vehicle="Land_GuardShed";
skill=0.60000002;
};
class Item6
{
position[]={2979.2983,39,4502.8032};
azimut=205;
id=8;
side="EMPTY";
vehicle="FlagCarrierRU";
skill=0.60000002;
};
class Item7
{
position[]={2974.1848,39,4519.2192};
azimut=210;
id=9;
side="EMPTY";
vehicle="HeliH";
skill=0.60000002;
};
class Item8
{
position[]={2943.1633,39,4491.3945};
azimut=205;
id=10;
side="EMPTY";
vehicle="Land_Misc_GContainer_Big";
skill=0.60000002;
};
class Item9
{
position[]={2983.3628,39,4499.1733};
azimut=205;
id=11;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item10
{
position[]={2976.6843,39,4488.3101};
azimut=30;
id=12;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item11
{
position[]={2984.0259,39,4497.875};
azimut=295;
id=13;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item12
{
position[]={2978.2231,39,4488.2544};
azimut=310;
id=14;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item13
{
position[]={3001.6208,37.833031,4510.4463};
azimut=215;
id=15;
side="EMPTY";
vehicle="Sound_Owl";
skill=0.60000002;
};
class Item14
{
position[]={2877.925,31.356691,4492.9995};
azimut=215;
id=16;
side="EMPTY";
vehicle="Sound_Owl";
skill=0.60000002;
};
class Item15
{
position[]={2868.4927,28.690762,4580.7041};
azimut=215;
id=17;
side="EMPTY";
vehicle="Sound_Owl";
skill=0.60000002;
};
class Item16
{
position[]={2948.271,39,4523.6465};
azimut=25;
id=18;
side="EMPTY";
vehicle="UAZ_RU";
skill=0.60000002;
text="SignLager1Lampe2";
};
class Item17
{
position[]={2944.145,39,4542.3926};
azimut=305;
id=19;
side="EMPTY";
vehicle="UAZ_RU";
skill=0.60000002;
};
class Item18
{
position[]={2944.6575,39,4546.356};
azimut=310;
id=20;
side="EMPTY";
vehicle="UAZ_RU";
skill=0.60000002;
};
class Item19
{
position[]={2929.855,39,4508.7808};
azimut=10;
id=21;
side="EMPTY";
vehicle="Kamaz";
skill=0.60000002;
};
class Item20
{
position[]={2987.4746,39,4495.3687};
azimut=300;
id=22;
side="EMPTY";
vehicle="Fort_RazorWire";
skill=0.60000002;
};
class Item21
{
position[]={2980.26,39.015526,4483.3809};
azimut=300;
id=23;
side="EMPTY";
vehicle="Fort_RazorWire";
skill=0.60000002;
};
class Item22
{
position[]={2974.6223,39.04998,4478.334};
azimut=-20.654127;
id=24;
side="EMPTY";
vehicle="Fort_RazorWire";
skill=0.60000002;
};
class Item23
{
position[]={2989.7595,39,4502.9727};
azimut=262.91443;
id=25;
side="EMPTY";
vehicle="Fort_RazorWire";
skill=0.60000002;
};
class Item24
{
position[]={2957.427,39,4537.8076};
azimut=60;
id=26;
side="EMPTY";
vehicle="BMP2_Ambul_INS";
skill=0.60000002;
init="this lock true;";
};
class Item25
{
position[]={2983.1987,39,4496.127};
azimut=295;
id=27;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item26
{
position[]={2979.447,39,4489.8433};
azimut=305;
id=28;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item27
{
position[]={2951.4702,39,4531.1445};
azimut=210;
special="CARGO";
id=33;
side="EMPTY";
vehicle="MASH";
leader=1;
skill=0.46666664;
};
class Item28
{
position[]={2923.0703,39,4554.4966};
azimut=93.995743;
id=38;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item29
{
position[]={2924.0237,39,4555.4907};
azimut=181.95999;
id=39;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item30
{
position[]={2923.0337,39,4552.521};
azimut=87.462021;
id=40;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item31
{
position[]={2925.9534,39,4555.313};
azimut=186.73596;
id=41;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item32
{
position[]={2918.7271,39,4493.9199};
azimut=5.5047641;
id=44;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item33
{
position[]={2917.7593,39,4494.8999};
azimut=93.469002;
id=45;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item34
{
position[]={2920.7014,39,4493.8325};
azimut=-1.0289522;
id=46;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item35
{
position[]={2917.9863,39,4496.8228};
azimut=98.244972;
id=47;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item36
{
position[]={2955.3579,42.136158,4522.1699};
azimut=140;
special="NONE";
id=52;
side="AMBIENT LIFE";
vehicle="Pastor";
leader=1;
skill=0.63329339;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
class Item37
{
position[]={2979.4392,39,4503.4033};
azimut=205;
special="NONE";
id=57;
side="AMBIENT LIFE";
vehicle="Pastor";
leader=1;
skill=0.63329339;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
class Item38
{
position[]={2944.9072,39.714211,4550.5703};
azimut=5;
id=62;
side="EMPTY";
vehicle="RUSpecialWeaponsBox";
leader=1;
skill=0.60000002;
init="clearmagazinecargo this; clearweaponcargo this;";
};
class Item39
{
position[]={2931.4045,39,4497.5171};
azimut=295;
id=63;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item40
{
position[]={2933.2815,39,4496.6011};
azimut=295;
id=64;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item41
{
position[]={2947.8564,39,4549.3643};
azimut=-79.904297;
id=65;
side="EMPTY";
vehicle="RUSpecialWeaponsBox";
leader=1;
skill=0.60000002;
init="clearmagazinecargo this; clearweaponcargo this;";
};
class Item42
{
position[]={2939.4958,39,4552.2637};
azimut=5;
id=66;
side="EMPTY";
vehicle="RULaunchersBox";
leader=1;
skill=0.60000002;
};
class Item43
{
position[]={2802.0466,21.47797,4560.2939};
azimut=215;
id=69;
side="EMPTY";
vehicle="Sound_Owl";
skill=0.60000002;
};
class Item44
{
position[]={2936.7722,39,4518.7593};
azimut=140;
special="NONE";
id=70;
side="AMBIENT LIFE";
vehicle="Hen";
leader=1;
skill=0.63329339;
};
class Item45
{
position[]={2928.5974,39,4518.9941};
azimut=140;
special="NONE";
id=71;
side="AMBIENT LIFE";
vehicle="Cock";
leader=1;
skill=0.63329339;
};
class Item46
{
position[]={2931.7139,39,4523.4634};
azimut=140;
special="NONE";
id=72;
side="AMBIENT LIFE";
vehicle="Hen";
leader=1;
skill=0.63329339;
};
class Item47
{
position[]={2931.0674,39,4520.3472};
azimut=140;
special="NONE";
id=73;
side="AMBIENT LIFE";
vehicle="Hen";
leader=1;
skill=0.63329339;
};
class Item48
{
position[]={2935.0667,39,4522.0522};
azimut=140;
special="NONE";
id=74;
side="AMBIENT LIFE";
vehicle="Hen";
leader=1;
skill=0.63329339;
};
class Item49
{
position[]={2933.8315,39,4519.4063};
azimut=140;
special="NONE";
id=75;
side="AMBIENT LIFE";
vehicle="Hen";
leader=1;
skill=0.63329339;
};
class Item50
{
position[]={4536.0347,0.55179763,3102.7983};
azimut=129.62399;
id=76;
side="EMPTY";
vehicle="PBX";
leader=1;
skill=0.60000002;
text="FluchtBoot";
init="this lock true;";
};
class Item51
{
position[]={4554.9966,0.44645768,3108.9561};
azimut=47.426281;
id=80;
side="EMPTY";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item52
{
position[]={4585.8296,0.30076998,3110.9382};
azimut=345;
id=81;
side="EMPTY";
vehicle="Fishing_Boat";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item53
{
position[]={4496.9551,1.8166407,3109.3096};
azimut=335;
id=82;
side="EMPTY";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item54
{
position[]={4366.0068,27,3190.6252};
azimut=210;
id=87;
side="EMPTY";
vehicle="Land_Campfire_burning";
leader=1;
skill=0.60000002;
};
class Item55
{
position[]={4468.2866,6.0178204,3139.5547};
azimut=210;
id=93;
side="EMPTY";
vehicle="Land_Campfire_burning";
leader=1;
skill=0.60000002;
};
class Item56
{
position[]={3782.7263,19,3532.7979};
azimut=50;
id=114;
side="EMPTY";
vehicle="Su39";
leader=1;
skill=0.60000002;
fuel=0.25974461;
ammo=0.4022947;
init="this lock true;";
};
class Item57
{
position[]={3817.1089,18.970837,3552.9158};
azimut=355;
id=115;
side="EMPTY";
vehicle="Mi17_rockets_RU";
leader=1;
skill=0.60000002;
fuel=0.58870655;
ammo=0.10988423;
init="this lock true;";
};
class Item58
{
position[]={3883.033,19,3552.9158};
azimut=2;
id=116;
side="EMPTY";
vehicle="Mi24_P";
leader=1;
skill=0.60000002;
fuel=0.58870655;
ammo=0.10988423;
init="this lock true;";
};
class Item59
{
position[]={3853.8921,18.922951,3553.8118};
id=117;
side="EMPTY";
vehicle="HeliHEmpty";
skill=0.60000002;
};
class Item60
{
position[]={3500.094,18.978718,3557.8718};
azimut=88;
id=119;
side="EMPTY";
vehicle="Su34";
leader=1;
skill=0.60000002;
fuel=0.46808717;
text="TargetSu34";
init="this lock true;";
};
class Item61
{
position[]={3513.0649,18.89999,3542.2156};
azimut=42.340099;
id=120;
side="EMPTY";
vehicle="Su39";
leader=1;
skill=0.60000002;
health=0.051401984;
fuel=0.15740089;
ammo=0;
init="this lock true;";
};
class Item62
{
position[]={3544.1382,18.991653,3559.1653};
id=121;
side="EMPTY";
vehicle="HeliHEmpty";
skill=0.60000002;
};
class Item63
{
position[]={3429.98,19.08073,3695.7305};
azimut=150.914;
id=123;
side="EMPTY";
vehicle="Mi24_P";
leader=1;
skill=0.60000002;
fuel=0.58870655;
ammo=0.10988423;
init="this lock true; this setPos [getpos this select 0, getpos this select 1, 0];";
};
class Item64
{
position[]={3560.5107,19,3646.1082};
azimut=355;
id=139;
side="EMPTY";
vehicle="GAZ_Vodnik_HMG";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
init="this lock true;";
};
class Item65
{
position[]={3555.4221,19,3645.4524};
id=140;
side="EMPTY";
vehicle="GAZ_Vodnik";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
init="this lock true;";
};
class Item66
{
position[]={3545.0051,18.92148,3657.8513};
azimut=89.844803;
id=141;
side="EMPTY";
vehicle="UAZ_RU";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
};
class Item67
{
position[]={3548.3765,18.998566,3705.0796};
azimut=-78.869904;
id=142;
side="EMPTY";
vehicle="UAZ_RU";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
};
class Item68
{
position[]={3547.937,18.965239,3701.2256};
azimut=-90.3535;
id=143;
side="EMPTY";
vehicle="UAZ_AGS30_RU";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
};
class Item69
{
position[]={3574.5042,18.535961,3706.2727};
azimut=-63.933701;
id=145;
side="EMPTY";
vehicle="Kamaz";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
init="this lock true;";
};
class Item70
{
position[]={3538.2915,19.080803,3703.3418};
azimut=271.86987;
id=146;
side="EMPTY";
vehicle="Land_Misc_GContainer_Big";
skill=0.60000002;
};
class Item71
{
position[]={3559.0337,18.819544,3716.6245};
azimut=286.68723;
id=147;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item72
{
position[]={3558.6372,18.837627,3714.5715};
azimut=295;
id=148;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item73
{
position[]={3559.4194,18.801662,3718.7141};
azimut=279.53378;
id=149;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item74
{
position[]={3706.1194,20.409714,3452.5688};
azimut=-126.57365;
id=152;
side="EMPTY";
vehicle="Land_GuardShed";
skill=0.60000002;
};
class Item75
{
position[]={3706.74,20.59156,3450.6804};
azimut=45.996655;
id=153;
side="EMPTY";
vehicle="FlagCarrierRU";
skill=0.60000002;
};
class Item76
{
position[]={3701.7278,19.811638,3456.094};
azimut=84.126915;
special="NONE";
id=155;
side="AMBIENT LIFE";
vehicle="Pastor";
leader=1;
skill=0.63329339;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
class Item77
{
position[]={3695.6094,19,3534.2734};
azimut=227.56282;
id=157;
side="EMPTY";
vehicle="Land_Misc_GContainer_Big";
skill=0.60000002;
};
class Item78
{
position[]={3700.5442,18.983671,3528.3672};
azimut=234.47211;
id=158;
side="EMPTY";
vehicle="Land_Misc_GContainer_Big";
skill=0.60000002;
};
class Item79
{
position[]={3697.7397,23.475681,3507.1206};
azimut=138.05435;
id=160;
side="EMPTY";
vehicle="UAZ_RU";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
init="this lock true;";
};
class Item80
{
position[]={3247.4585,0.33552316,4623.9502};
azimut=40.956299;
id=162;
side="EMPTY";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item81
{
position[]={3266.0249,0.088438392,4645.6538};
azimut=223.717;
id=163;
side="EMPTY";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item82
{
position[]={3232.9585,0.29771957,4633.8589};
azimut=-49.145;
id=164;
side="EMPTY";
vehicle="Fishing_Boat";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item83
{
position[]={3257.5515,0.091233343,4655.3457};
azimut=129.31514;
id=165;
side="EMPTY";
vehicle="PBX";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item84
{
position[]={3255.3086,0.011460364,4653.103};
azimut=118.79212;
id=166;
side="EMPTY";
vehicle="PBX";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item85
{
position[]={3224.6365,7.6930547,4582.9136};
azimut=494.64401;
id=167;
side="EMPTY";
vehicle="PowGen_Big";
leader=1;
skill=0.60000002;
text="StromGeneratorLager2";
};
class Item86
{
position[]={2954.1348,39,4544.2441};
azimut=215;
id=168;
side="EMPTY";
vehicle="Land_Antenna";
skill=0.60000002;
text="AntenneLager1";
};
class Item87
{
position[]={3227.6174,5.3151321,4572.1738};
azimut=-49.948345;
id=172;
side="EMPTY";
vehicle="Land_tent_east";
leader=1;
skill=0.56506073;
};
class Item88
{
position[]={3226.061,4.457952,4594.3369};
azimut=219.99242;
id=173;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item89
{
position[]={3224.3901,4.4686313,4594.6865};
azimut=146.05789;
id=174;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item90
{
position[]={3227.5356,4.4877052,4593.1035};
azimut=219.99242;
id=175;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item91
{
position[]={3222.6187,4.2468252,4601.269};
azimut=225;
id=179;
side="EMPTY";
vehicle="UAZ_AGS30_RU";
leader=1;
skill=0.6219219;
init="this lock true;";
};
class Item92
{
position[]={3219.8545,4.3869162,4603.3267};
azimut=245.59172;
id=180;
side="EMPTY";
vehicle="UAZ_AGS30_RU";
leader=1;
skill=0.6219219;
init="this lock true;";
};
class Item93
{
position[]={3216.1125,4.9948225,4607.5298};
azimut=233.24899;
id=181;
side="EMPTY";
vehicle="TT650_Civ";
leader=1;
skill=0.6219219;
text="SignLager2Lampe1";
init="this lock true;";
};
class Item94
{
position[]={3219.6497,5.189868,4576.3428};
azimut=221.911;
special="NONE";
id=186;
side="EMPTY";
vehicle="FoldChair";
skill=0.63329339;
};
class Item95
{
position[]={3220.425,5.2115383,4575.6841};
azimut=221.911;
special="NONE";
id=187;
side="EMPTY";
vehicle="FoldChair";
skill=0.63329339;
};
class Item96
{
position[]={3221.3188,5.0897608,4577.9409};
azimut=403.75613;
special="NONE";
id=188;
side="EMPTY";
vehicle="FoldChair";
skill=0.63329339;
};
class Item97
{
position[]={3220.8513,5.1499476,4576.8306};
azimut=221.911;
special="NONE";
id=189;
side="EMPTY";
vehicle="FoldTable";
skill=0.63329339;
};
class Item98
{
position[]={3222.6313,5.1334729,4576.8042};
azimut=440.35507;
special="NONE";
id=190;
side="EMPTY";
vehicle="FoldChair";
skill=0.63329339;
};
class Item99
{
position[]={3222.3059,5.3732257,4572.0742};
azimut=133.55608;
special="NONE";
id=191;
side="EMPTY";
vehicle="Land_Toilet";
skill=0.63329339;
};
class Item100
{
position[]={3223.4636,5.2889843,4573.5273};
azimut=126.93827;
special="NONE";
id=192;
side="EMPTY";
vehicle="Land_Toilet";
skill=0.63329339;
};
class Item101
{
position[]={3219.3774,4.9650903,4581.7861};
azimut=94.189476;
special="NONE";
id=193;
side="EMPTY";
vehicle="Satelit";
skill=0.63329339;
};
class Item102
{
position[]={3224.2544,5.2010746,4575.1274};
azimut=36.365898;
special="NONE";
id=194;
side="EMPTY";
vehicle="FlagCarrierRU";
skill=0.63329339;
};
class Item103
{
position[]={3226.1304,4.6564388,4589.5562};
azimut=41.601933;
special="NONE";
id=195;
side="EMPTY";
vehicle="Pile_of_wood";
skill=0.63329339;
};
class Item104
{
position[]={3217.124,5.0810018,4579.5303};
azimut=126.55078;
special="NONE";
id=196;
side="EMPTY";
vehicle="Land_A_tent";
skill=0.63329339;
};
class Item105
{
position[]={3215.0916,5.228981,4577.3838};
azimut=130.06873;
special="NONE";
id=197;
side="EMPTY";
vehicle="Land_A_tent";
skill=0.63329339;
};
class Item106
{
position[]={3214.8679,5.4259748,4573.5332};
azimut=53.800915;
special="NONE";
id=198;
side="EMPTY";
vehicle="Land_A_tent";
skill=0.63329339;
};
class Item107
{
position[]={3229.6443,4.9987822,4580.0405};
azimut=133.556;
special="NONE";
id=199;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
};
class Item108
{
position[]={3258.7458,4.0208917,4580.418};
azimut=101.02303;
special="NONE";
id=200;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
text="SignLager2Lampe2";
};
class Item109
{
position[]={3261.0364,4,4579.7603};
azimut=111.841;
special="NONE";
id=201;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
};
class Item110
{
position[]={3037.6985,-0.21956328,4639.9561};
azimut=208.67543;
special="NONE";
id=203;
side="EMPTY";
vehicle="Zodiac";
leader=1;
skill=0.60000002;
text="StartBoot1";
};
class Item111
{
position[]={3033.3582,-0.2309961,4644.2192};
azimut=203.99692;
special="NONE";
id=204;
side="EMPTY";
vehicle="Zodiac";
leader=1;
skill=0.60000002;
text="StartBoot2";
};
class Item112
{
position[]={3030.0313,-0.0517538,4647.1963};
azimut=-165.10542;
special="NONE";
id=205;
side="EMPTY";
vehicle="Zodiac";
leader=1;
skill=0.60000002;
text="StartBoot3";
};
class Item113
{
position[]={2946.6411,39.534969,4498.7417};
azimut=180;
special="NONE";
id=207;
side="EMPTY";
vehicle="EvKobalt";
skill=0.63329339;
text="Document1Lager1";
init="this setPos [getpos this select 0, getpos this select 1, 1.22];";
};
class Item114
{
position[]={3528.074,19,3521.5884};
azimut=348.35815;
special="NONE";
id=208;
side="EMPTY";
vehicle="BMP2Wreck";
leader=1;
skill=0.63329339;
};
class Item115
{
position[]={3374.2522,19.046415,3664.6418};
azimut=0.058186531;
special="NONE";
id=209;
side="EMPTY";
vehicle="RU_WarfareBAntiAirRadar";
leader=1;
skill=0.63329339;
};
class Item116
{
position[]={3580.165,18.945618,3515.4375};
azimut=182;
special="NONE";
id=210;
side="EMPTY";
vehicle="Barrack2";
leader=1;
skill=0.63329339;
};
class Item117
{
position[]={3588.1743,18.981743,3515.1038};
azimut=182;
special="NONE";
id=211;
side="EMPTY";
vehicle="Barrack2";
leader=1;
skill=0.63329339;
};
class Item118
{
position[]={3449.8127,18.76841,3662.2803};
azimut=152.78659;
id=212;
side="EMPTY";
vehicle="Su39";
leader=1;
skill=0.60000002;
health=0.80801469;
fuel=0.35112298;
ammo=0.52656931;
init="this lock true;";
};
class Item119
{
position[]={3469.8896,18.94084,3554.0845};
azimut=349.83701;
special="NONE";
id=217;
side="EMPTY";
vehicle="Mi8Wreck";
leader=1;
skill=0.63329339;
};
class Item120
{
position[]={3220.5691,5.9211559,4577.1826};
azimut=180;
special="NONE";
id=218;
side="EMPTY";
vehicle="EvMap";
skill=0.63329339;
text="Document1Lager2";
init="this setPos [getpos this select 0, getpos this select 1, 0.80];";
};
class Item121
{
position[]={3425.7839,19,3723.6147};
azimut=244.868;
special="NONE";
id=219;
side="EMPTY";
vehicle="PowerGenerator";
leader=1;
skill=0.63329339;
text="Generator1Airport";
};
class Item122
{
position[]={3428.8928,19,3725.1541};
azimut=244.868;
special="NONE";
id=220;
side="EMPTY";
vehicle="PowerGenerator";
leader=1;
skill=0.63329339;
text="Generator2Airport";
};
class Item123
{
position[]={3476.5437,18.832031,3661.6016};
azimut=182.642;
special="NONE";
id=221;
side="EMPTY";
vehicle="Land_Barrel_sand";
skill=0.63329339;
text="SignAirportSeite2Lampe1";
};
class Item124
{
position[]={3529.3716,18.773106,3689.2837};
azimut=270.6344;
special="NONE";
id=222;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
text="SignAirportSeite2Lampe2";
};
class Item125
{
position[]={3531.8147,18.810246,3689.21};
azimut=272;
special="NONE";
id=223;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
};
class Item126
{
position[]={3477.0374,18.819744,3660.9871};
azimut=182.642;
special="NONE";
id=224;
side="EMPTY";
vehicle="Land_Barrel_empty";
skill=0.63329339;
};
class Item127
{
position[]={3477.3591,18.834637,3661.7317};
azimut=182.642;
special="NONE";
id=225;
side="EMPTY";
vehicle="Land_Barrel_empty";
skill=0.63329339;
};
class Item128
{
position[]={3477.7341,18.809824,3664.0405};
azimut=182.642;
special="NONE";
id=226;
side="EMPTY";
vehicle="Misc_TyreHeap";
skill=0.63329339;
};
class Item129
{
position[]={3588.5298,18.493267,3709.26};
azimut=191.9726;
special="NONE";
id=227;
side="EMPTY";
vehicle="Pile_of_wood";
skill=0.63329339;
text="SignAirportSeite2Lampe3";
};
class Item130
{
position[]={3582.8254,18.913313,3648.668};
azimut=182.642;
special="NONE";
id=228;
side="EMPTY";
vehicle="Misc_TyreHeap";
skill=0.63329339;
text="SignAirportSeite2Lampe4";
};
class Item131
{
position[]={3571.8318,18.895761,3658.5908};
azimut=-0.072404899;
id=229;
side="EMPTY";
vehicle="UAZ_RU";
leader=1;
skill=0.60000002;
fuel=0.45712167;
ammo=0.28167531;
text="SignAirportSeite2Lampe5";
};
class Item132
{
position[]={3506.3606,18.999256,3530.0745};
azimut=295;
id=230;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item133
{
position[]={3504.874,18.993252,3530.6748};
azimut=295;
id=231;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
text="SignAirportSeite1Lampe1";
};
class Item134
{
position[]={3503.0225,18.989187,3531.0811};
azimut=295;
id=232;
side="EMPTY";
vehicle="Barrels";
skill=0.60000002;
};
class Item135
{
position[]={3555.2664,19,3514.5725};
azimut=460.05743;
special="NONE";
id=233;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
text="SignAirportSeite1Lampe2";
};
class Item136
{
position[]={3555.4514,19,3511.9204};
azimut=368.25699;
special="NONE";
id=234;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
};
class Item137
{
position[]={3645.9749,19.16647,3526.3604};
azimut=467.73816;
special="NONE";
id=235;
side="EMPTY";
vehicle="Paleta1";
skill=0.63329339;
text="SignAirportSeite1Lampe3";
};
class Item138
{
position[]={3647.9058,18.947123,3524.7129};
azimut=495.341;
special="NONE";
id=236;
side="EMPTY";
vehicle="Garbage_can";
skill=0.63329339;
};
class Item139
{
position[]={3761.3804,19,3533.2498};
azimut=408.13831;
special="NONE";
id=237;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
text="SignAirportSeite1Lampe4";
};
class Item140
{
position[]={3757.1895,20.102499,3530.8262};
azimut=408.138;
special="NONE";
id=238;
side="EMPTY";
vehicle="Misc_palletsfoiled_heap";
skill=0.63329339;
};
class Item141
{
position[]={3762.7979,19,3534.5444};
azimut=408.138;
special="NONE";
id=239;
side="EMPTY";
vehicle="Garbage_container";
skill=0.63329339;
};
class Item142
{
position[]={3753.8315,21.140554,3526.2852};
azimut=230.03671;
special="NONE";
id=240;
side="EMPTY";
vehicle="Misc_palletsfoiled_heap";
skill=0.63329339;
};
class Item143
{
position[]={3700.2632,18.89999,3511.1919};
azimut=495.341;
special="NONE";
id=241;
side="EMPTY";
vehicle="Garbage_can";
skill=0.63329339;
text="SignAirportSeite1Lampe5";
};
class Item144
{
position[]={3699.7078,18.89999,3510.3057};
azimut=495.341;
special="NONE";
id=242;
side="EMPTY";
vehicle="Garbage_can";
skill=0.63329339;
};
class Item145
{
position[]={3701.8118,19.994997,3453.5706};
azimut=495.341;
special="NONE";
id=243;
side="EMPTY";
vehicle="Garbage_can";
skill=0.63329339;
text="SignAirportSeite1Lampe6";
};
class Item146
{
position[]={3083.4141,7.5772295,4573.0439};
azimut=215;
id=244;
side="EMPTY";
vehicle="Sound_Owl";
skill=0.60000002;
};
class Item147
{
position[]={3552.3579,21.892836,3723.3918};
azimut=180;
special="NONE";
id=245;
side="EMPTY";
vehicle="EvMoscow";
skill=0.63329339;
text="Document1Airport";
init="this setPos [getpos this select 0, getpos this select 1, 1.38];";
};
class Item148
{
position[]={3668.5596,19.287357,3477.7925};
azimut=229.44037;
special="NONE";
id=250;
side="EMPTY";
vehicle="Barrack2";
leader=1;
skill=0.63329339;
};
class Item149
{
position[]={3971.7793,15.06354,2976.0698};
azimut=120;
id=260;
side="EMPTY";
vehicle="HeliHEmpty";
skill=0.60000002;
};
class Item150
{
position[]={4569.3247,0.29914317,3108.3618};
azimut=-33.324299;
id=263;
side="EMPTY";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item151
{
position[]={3221.5984,4.6805687,4590.0859};
azimut=307.88501;
id=264;
side="EMPTY";
vehicle="RUBasicWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox1Lager2";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item152
{
position[]={3435.3586,19,3724.1563};
azimut=242.161;
id=265;
side="EMPTY";
vehicle="RUBasicWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox1Airport";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item153
{
position[]={3436.6262,19,3721.8843};
azimut=238.739;
id=266;
side="EMPTY";
vehicle="RUSpecialWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox2Airport";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item154
{
position[]={3660.6199,19.55995,3491.4822};
azimut=136.612;
id=267;
side="EMPTY";
vehicle="RUBasicWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox3Airport";
};
class Item155
{
position[]={4370.4595,27,3178.5635};
azimut=136.612;
id=268;
side="EMPTY";
vehicle="RUBasicWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox1General";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item156
{
position[]={4373.1841,27,3181.3779};
azimut=129.64101;
id=269;
side="EMPTY";
vehicle="RUSpecialWeaponsBox";
leader=1;
skill=0.60000002;
text="AmmoBox2General";
init="clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""aks_74_pso"",1 + (Random 10)]; this addweaponcargo [""aks_74_kobra"",1 + (Random 10)]; this addweaponcargo [""ak_74_gl"",1 + (Random 10)]; this addmagazinecargo [""30rnd_545x39_AK"",200]; this addweaponcargo [""Pk"",1 + (Random 10)]; this addmagazinecargo [""100rnd_762x54_pk"",300]; this addweaponcargo [""huntingrifle"",1 + (Random 7)]; this addmagazinecargo [""5x_22_LR_17_HMR"",40]; this addweaponcargo [""KSVK"",1 + (Random 10)]; this addmagazinecargo [""5rnd_127x108_ksvk"",35]; this addweaponcargo [""SVD"",1 + (Random 10)]; this addmagazinecargo [""10rnd_762x54_svd"",70]; this addWeaponCargo [""VSS_Vintorez"",1 + (Random 10)]; this addMagazineCargo [""20Rnd_9x39_SP5_VSS"",100]; this addweaponcargo [""makarov"",1 + (Random 15)]; this addmagazinecargo [""8rnd_9x18_makarov"",75]; this addweaponcargo [""RPG18"",2]; this addmagazinecargo [""RPG18"",15]; this addweaponcargo [""RPG7v"",1 + (Random 2)]; this addmagazinecargo [""PG7v"",5]; this addmagazinecargo [""PG7vl"",5]; this addmagazinecargo [""PG7vr"",5]; this addmagazinecargo [""og7"",5]; this addweaponcargo [""strela"",1]; this addmagazinecargo [""strela"",2]; this addmagazinecargo [""handgrenade_east"",20 + (Random 25)]; this addmagazinecargo [""smokeshell"",2]; this addmagazinecargo [""smokeshellred"",2]; this addmagazinecargo [""smokeshellgreen"",2]; this addmagazinecargo [""smokeshellyellow"",2]; this addmagazinecargo [""smokeshellorange"",2]; this addmagazinecargo [""smokeshellpurple"",2]; this addmagazinecargo [""minee"",1 + (Random 4)]; this addmagazinecargo [""pipebomb"",1 + (Random 4)]; this addmagazinecargo [""1Rnd_HE_GP25"",20 + (Random 25)]; this addmagazinecargo [""1Rnd_smoke_GP25"",2]; this addmagazinecargo [""1Rnd_smokered_GP25"",2]; this addmagazinecargo [""1Rnd_smokegreen_GP25"",2]; this addmagazinecargo [""1Rnd_smokeyellow_GP25"",2];";
};
class Item157
{
position[]={2880.2139,33.527824,4535.9126};
azimut=106.655;
id=270;
side="EMPTY";
vehicle="GraveCross1";
skill=0.60000002;
};
class Item158
{
position[]={2880.5505,33.998714,4533.1743};
azimut=106.6552;
id=271;
side="EMPTY";
vehicle="GraveCrossHelmet";
skill=0.60000002;
};
class Item159
{
position[]={2879.3455,34.07196,4530.5259};
azimut=110.51315;
id=272;
side="EMPTY";
vehicle="GraveCrossHelmet";
skill=0.60000002;
};
class Item160
{
position[]={2877.4407,33.09341,4534.4141};
azimut=106.655;
id=273;
side="EMPTY";
vehicle="GraveCross2";
skill=0.60000002;
};
class Item161
{
position[]={2882.6423,34.118114,4500.479};
azimut=146.99728;
id=274;
side="EMPTY";
vehicle="Hanged";
skill=0.60000002;
};
class Item162
{
position[]={4352.228,27,3207.5159};
azimut=137.16017;
id=275;
side="EMPTY";
vehicle="Hanged_MD";
skill=0.60000002;
};
class Item163
{
position[]={4349.7056,27,3204.4163};
azimut=402.04926;
id=276;
side="EMPTY";
vehicle="Hanged";
skill=0.60000002;
};
class Item164
{
position[]={3719.3105,20.853161,3471.0063};
azimut=-123.397;
id=281;
side="EMPTY";
vehicle="V3S_Civ";
skill=0.60000002;
};
class Item165
{
position[]={3604.2346,18.842342,3658.8027};
azimut=-192.9991;
id=282;
side="EMPTY";
vehicle="V3S_Civ";
skill=0.60000002;
};
class Item166
{
position[]={3600.052,18.825281,3657.4714};
azimut=-187.381;
id=283;
side="EMPTY";
vehicle="Kamaz";
skill=0.60000002;
init="this lock true;";
};
class Item167
{
position[]={3594.491,20.276508,3778.0493};
azimut=-305.25723;
id=285;
side="EMPTY";
vehicle="Land_GuardShed";
skill=0.60000002;
};
class Item168
{
position[]={3595.947,20.449965,3775.5735};
azimut=-132.687;
id=286;
side="EMPTY";
vehicle="FlagCarrierRU";
skill=0.60000002;
};
class Item169
{
position[]={3602.4116,21.373455,3768.948};
azimut=-439.71606;
special="NONE";
id=288;
side="AMBIENT LIFE";
vehicle="Pastor";
leader=1;
skill=0.63329339;
init="this setPos [getpos this select 0, getpos this select 1, 0];";
};
class Item170
{
position[]={3596.7395,20.473646,3775.7517};
azimut=316.65701;
special="NONE";
id=289;
side="EMPTY";
vehicle="Garbage_can";
skill=0.63329339;
};
class Item171
{
position[]={3576.4509,20.444042,3778.8999};
azimut=343.2836;
id=293;
side="EMPTY";
vehicle="Fort_RazorWire";
skill=0.60000002;
};
class Item172
{
position[]={3579.6138,20.777721,3776.8218};
azimut=150.69753;
id=294;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item173
{
position[]={3581.9885,20.696253,3777.0278};
azimut=203.53471;
id=295;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item174
{
position[]={3592.5435,19.934654,3784.3062};
azimut=136.2188;
id=296;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item175
{
position[]={3591.4846,19.987154,3781.9363};
azimut=94.82505;
id=297;
side="EMPTY";
vehicle="Land_BagFenceLong";
skill=0.60000002;
};
class Item176
{
position[]={4519.1978,1.6338234,3140.8604};
azimut=123.453;
id=300;
side="EMPTY";
vehicle="Ka52Black";
skill=0.60000002;
fuel=0.51194865;
ammo=0;
text="FluchtHeli";
init="this lock true;";
};
class Item177
{
position[]={4520.5605,1.5983065,3139.8315};
azimut=42.626663;
id=302;
side="EMPTY";
vehicle="Land_CamoNetB_EAST";
skill=0.60000002;
text="HeliTarnungNetz";
init="this allowDamage false;";
};
class Item178
{
position[]={4503.3862,1.5462077,3104.083};
azimut=216.58987;
id=303;
side="EMPTY";
vehicle="Land_BoatSmall_2b";
leader=1;
skill=0.60000002;
init="this lock true;";
};
class Item179
{
position[]={3121.6113,-0.017970532,4670.9756};
azimut=366.72009;
id=304;
side="EMPTY";
vehicle="Land_BoatSmall_2a";
leader=1;
skill=0.60000002;
};
class Item180
{
position[]={3040.0942,0.080728069,4636.7314};
azimut=590.10284;
id=305;
side="EMPTY";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
init="this lock true;";
};
};
class Markers
{
items=32;
class Item0
{
position[]={3050.3362,3.5905275,4622.0244};
name="TaskZiel1";
type="Empty";
colorName="ColorBlack";
angle=-93.730682;
};
class Item1
{
position[]={3030.7134,1.5550538,4637.9775};
name="StartPos1Marker";
type="Empty";
colorName="ColorBlue";
};
class Item2
{
position[]={2949.7139,39,4538.0557};
name="StartPos2Marker";
type="Empty";
colorName="ColorBlue";
};
class Item3
{
position[]={2948.9751,39,4520.2241};
name="Lager1AlarmPos";
type="Empty";
colorName="ColorRed";
};
class Item4
{
position[]={2944.2803,39.538559,4495.3042};
name="ZuKillPerson2GenPos";
type="Empty";
};
class Item5
{
position[]={3223.647,4.9821744,4580.5942};
name="TaskZiel2";
type="Empty";
colorName="ColorBlack";
};
class Item6
{
position[]={2954.6316,39,4511.7783};
name="TaskZiel3";
type="Empty";
colorName="ColorBlack";
};
class Item7
{
position[]={3556.0056,18.960052,3541.5874};
name="TaskZiel4";
type="Empty";
colorName="ColorBlack";
};
class Item8
{
position[]={3589.426,18.994259,3512.3716};
name="BettPilot1";
type="Empty";
};
class Item9
{
position[]={3581.4927,18.969,3513.0996};
name="BettPilot2";
type="Empty";
};
class Item10
{
position[]={3426.4673,19,3726.2075};
name="TaskZiel5";
type="Empty";
colorName="ColorBlack";
};
class Item11
{
position[]={3427.2246,19,3724.575};
name="SoundAirportGenerator";
type="Empty";
colorName="ColorRed";
};
class Item12
{
position[]={3552.5369,21.921564,3723.4663};
name="TaskZiel6";
type="Empty";
colorName="ColorBlack";
};
class Item13
{
position[]={4355.7427,27,3198.8672};
name="DefPosForTaskZiel7";
type="Empty";
angle=-4.51653;
};
class Item14
{
position[]={3030.6096,1.5981752,4638.2012};
name="respawn_west";
type="Empty";
};
class Item15
{
position[]={3690.9185,19,3609.2629};
name="TaskZiel7";
type="Empty";
colorName="ColorBlack";
};
class Item16
{
position[]={3671.449,18.911657,3521.1667};
name="AirportAlarm1Pos";
type="Empty";
colorName="ColorRed";
};
class Item17
{
position[]={3547.8044,18.878038,3675.8745};
name="AirportAlarm2Pos";
type="Empty";
colorName="ColorRed";
};
class Item18
{
position[]={3225.7798,8.022253,4581.7505};
name="SoundLager2Generator";
type="Empty";
colorName="ColorRed";
};
class Item19
{
position[]={1768.088,0.15400915,145.41272};
name="StartGenEvacHeli";
type="Empty";
};
class Item20
{
position[]={3584.6521,0.16739158,266.15106};
name="WP1EvacHeli";
type="Empty";
};
class Item21
{
position[]={3863.2861,0.60422629,2737.3108};
name="WP3EvacHeli";
type="Empty";
};
class Item22
{
position[]={182.11821,0.24322642,308.62402};
name="DeleteEvacHeli";
type="Empty";
};
class Item23
{
position[]={3973.0674,15.140175,2975.418};
name="TaskZiel8";
type="Empty";
colorName="ColorBlack";
angle=-12.5229;
};
class Item24
{
position[]={3972.1123,14.907208,2973.6997};
name="WP2EvacHeli";
type="Empty";
};
class Item25
{
position[]={3288.5405,0.3724305,665.98511};
name="WP4EvacHeli";
type="Empty";
};
class Item26
{
position[]={3417.0959,19.123568,3721.3728};
name="StartPos3Marker";
type="Empty";
colorName="ColorBlue";
};
class Item27
{
position[]={4174.1479,32.981274,3004.0417};
name="StartPos4Marker";
type="Empty";
colorName="ColorBlue";
};
class Item28
{
position[]={3044.8157,4.9510565,4620.8921};
name="StartPosTestMarker";
type="Empty";
colorName="ColorGreen";
};
class Item29
{
position[]={2205.02,0.41533029,4647.8184};
name="BeamTestPos";
type="Empty";
};
class Item30
{
position[]={3517.0176,18.986647,3558.6648};
name="TaskZiel4Ungenau";
type="Empty";
colorName="ColorOrange";
};
class Item31
{
position[]={3584.4958,18.968622,3522.3667};
name="TaskZiel4Genau";
type="Empty";
colorName="ColorOrange";
};
};
class Sensors
{
items=72;
class Item0
{
position[]={4381.856,27,3211.4077};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTask7Done";
name="TriggerTask7Done";
expCond="!alive ZuKillPerson3;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task7Done.sqf"";";
class Effects
{
};
};
class Item1
{
position[]={3051.4419,5.0140486,4621.9365};
a=0;
b=0;
angle=36.269402;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerZiel1";
name="TriggerZiel1";
expCond="alive Informant1 && Ziel1 != 1 && Ziel1 != -1 && (player distance Informant1 < 3);";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task1Done.sqf"";";
class Effects
{
};
};
class Item2
{
position[]={2947.3408,39,4516.7773};
a=80;
b=80;
activationBy="EAST";
activationType="NOT PRESENT";
interruptable=1;
age="UNKNOWN";
text="TriggerZiel3";
name="TriggerZiel3";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task3Done.sqf"";";
class Effects
{
};
};
class Item3
{
position[]={2945.9822,39,4514.9639};
a=90;
b=90;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
text="TriggerAlarmLager1";
name="TriggerAlarmLager1";
expActiv="d=[]execVM ""functions\alarm\StartAlarmInLager1.sqf"";";
class Effects
{
};
};
class Item4
{
position[]={3223.8066,5.2146616,4574.9453};
a=80;
b=80;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
text="TriggerAlarmLager2";
name="TriggerAlarmLager2";
expActiv="d=[]execVM ""functions\alarm\StartAlarmInLager2.sqf"";";
class Effects
{
};
};
class Item5
{
position[]={3226.3147,4.8744493,4584.0601};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerDestroyedGeneratorLager2";
name="TriggerDestroyedGeneratorLager2";
expCond="getDammage StromGeneratorLager2 > 0.9;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task2Done.sqf""; d=[]execVM ""functions\alarm\StartAlarmInLager2.sqf"";";
class Effects
{
};
};
class Item6
{
position[]={3223.311,4.9371576,4582.0947};
a=0;
b=0;
angle=-44.761002;
activationBy="LOGIC";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="TriggerDeactivateElectrLager2";
name="TriggerDeactivateElectrLager2";
expCond="(player distance StromGeneratorLager2 < 3) && StromLager1und2 == 1;";
expActiv="IDStromLager1und2=Player addAction [""Manipulate electricity"",""functions\tasksbehaviour\Task2Done.sqf""];";
expDesactiv="Player removeAction IDStromLager1und2; ";
class Effects
{
titleEffect="PLAIN DOWN";
};
};
class Item7
{
position[]={3050.5208,3.9548664,4621.8916};
angle=-93.730698;
activationBy="WEST";
activationType="NOT PRESENT";
timeoutMin=5;
timeoutMid=10;
timeoutMax=15;
interruptable=1;
age="UNKNOWN";
text="TriggerDeleteInformant";
name="TriggerDeleteInformant";
expCond="this && Ziel1 == 1;";
expActiv="deleteVehicle Informant1;";
class Effects
{
};
};
class Item8
{
position[]={2948.4963,39,4497.9849};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerGetDocuments1Lager1";
name="TriggerGetDocuments1Lager1";
expCond="(player distance Document1Lager1 < 2.5) && !isNull Document1Lager1;";
expActiv="d=[]execVM ""functions\lager\TakeDocuments1Lager1.sqf"";";
class Effects
{
};
};
class Item9
{
position[]={3219.2512,5.0654631,4578.9902};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerGetDocuments1Lager2";
name="TriggerGetDocuments1Lager2";
expCond="(player distance Document1Lager2 < 2.5) && !isNull Document1Lager2;";
expActiv="d=[]execVM ""functions\lager\TakeDocuments1Lager2.sqf"";";
class Effects
{
};
};
class Item10
{
position[]={3428.2383,19,3726.7668};
a=0;
b=0;
angle=-26.029499;
activationBy="LOGIC";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="TriggerStromSeite2Airport";
name="TriggerStromSeite2Airport";
expCond="(player distance Generator2Airport < 2) && StromSeite2Airport == 1;";
expActiv="IDSeite2Airport=Player addAction [""Manipulate electricity"",""functions\airport\AbschaltenStromGenerator2Airport.sqf""];";
expDesactiv="player removeAction IDSeite2Airport;";
class Effects
{
};
};
class Item11
{
position[]={3424.7432,19,3725.2229};
a=0;
b=0;
angle=-26.012501;
activationBy="LOGIC";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="TriggerStromSeite1Airport";
name="TriggerStromSeite1Airport";
expCond="(player distance Generator1Airport < 2) && StromSeite1Airport == 1;";
expActiv="IDSeite1Airport=Player addAction [""Manipulate electricity"",""functions\airport\AbschaltenStromGenerator1Airport.sqf""];";
expDesactiv="player removeAction IDSeite1Airport;";
class Effects
{
};
};
class Item12
{
position[]={3423.7214,19.118494,3730.1741};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTask5Done";
name="TriggerTask5Done";
expCond="StromSeite1Airport == 0 && StromSeite2Airport == 0;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task5Done.sqf"";";
class Effects
{
};
};
class Item13
{
position[]={3584.5454,19,3527.457};
a=0;
b=0;
activationBy="LOGIC";
timeoutMin=2;
timeoutMid=2;
timeoutMax=2;
interruptable=1;
age="UNKNOWN";
text="TriggerTask4Done";
name="TriggerTask4Done";
expCond="(!alive ToKillPilot2) && (!alive ToKillPilot1);";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task4Done.sqf"";";
class Effects
{
};
};
class Item14
{
position[]={3762.0605,19,3603.1638};
a=650;
b=250;
rectangular=1;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
text="HinweisCloseToAirport";
name="HinweisCloseToAirport";
expCond="this && Ziel6 != 1;";
expActiv="d=[]execVM ""functions\airport\CloseToAirportTriggerStart.sqf"";";
class Effects
{
};
};
class Item15
{
position[]={3547.4512,19.212048,3721.7312};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTask6Done";
name="TriggerTask6Done";
expCond="isNull Document1Airport;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task6Done.sqf"";";
class Effects
{
};
};
class Item16
{
position[]={3529.4927,18.855255,3693.0164};
a=140;
b=80;
rectangular=1;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
text="TriggerAlarm2Airport";
name="TriggerAlarm2Airport";
expActiv="d=[]execVM ""functions\alarm\StartAlarm2InAirport.sqf"";";
class Effects
{
};
};
class Item17
{
position[]={3674.3457,19.016407,3494.0132};
a=200;
b=80;
rectangular=1;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
text="TriggerAlarm1Airport";
name="TriggerAlarm1Airport";
expActiv="d=[]execVM ""functions\alarm\StartAlarm1InAirport.sqf"";";
class Effects
{
};
};
class Item18
{
position[]={4362.2568,27,3194.2412};
a=95;
b=95;
activationBy="WEST";
activationType="EAST D";
interruptable=1;
age="UNKNOWN";
text="Trigger1GeneralFlucht";
name="Trigger1GeneralFlucht";
expCond="this && alive FluchtHeli && alive ZuKillPerson3;";
expActiv="d=[]execVM ""functions\lager\StartFluchtGeneral.sqf"";";
class Effects
{
};
};
class Item19
{
position[]={3970.4902,14.952432,2976.2925};
a=30;
b=30;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
text="GenAndSendEvacHeli";
name="GenAndSendEvacHeli";
expCond="this && Ziel7 == 1;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task8Done.sqf"";";
class Effects
{
};
};
class Item20
{
position[]={2182.198,0.25935724,4600.7598};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
type="END1";
age="UNKNOWN";
text="OutroFullSieg";
name="OutroFullSieg";
expCond="MissionEndCode == 1;";
class Effects
{
};
};
class Item21
{
position[]={3222.376,5.0497065,4578.7573};
a=45;
b=45;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
text="TriggerLookOutforDocuments";
name="TriggerLookOutforDocuments";
expCond="this && !isNull Document1Lager2;";
expActiv="d=[]execVM ""functions\lager\CloseToLager2TriggerStart.sqf"";";
class Effects
{
};
};
class Item22
{
position[]={2183.2178,0.10467923,4581.3848};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
type="END2";
age="UNKNOWN";
text="OutroTeilSieg";
name="OutroTeilSieg";
expCond="MissionEndCode == 2;";
class Effects
{
};
};
class Item23
{
position[]={2183.2178,0.042968318,4562.5195};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
type="LOOSE";
age="UNKNOWN";
text="OutroFailed";
name="OutroFailed";
expCond="MissionEndCode == 3;";
class Effects
{
};
};
class Item24
{
position[]={2182.1846,0.17942569,4620.1929};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="IntroStarten";
name="IntroStarten";
expCond="local player";
expActiv="d=[]execVM ""functions\camera\ExecIntro.sqf"";";
class Effects
{
};
};
class Item25
{
position[]={2219.95,0.32710069,4620.3867};
a=0;
b=0;
activationBy="LOGIC";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="StartPlayerInit";
name="StartPlayerInit";
expCond="local player";
expActiv="d=[]execVM ""functions\StartInitPlayer.sqf"";";
class Effects
{
};
};
class Item26
{
position[]={2874.324,33.239044,4515.708};
a=32;
b=10;
angle=89.688797;
rectangular=1;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expCond="(thislist select 0 == player);";
expActiv="d=[]execVM ""functions\music\PlayTraurigPsychoSound.sqf"";";
class Effects
{
};
};
class Item27
{
position[]={3542.2063,19,3586.4976};
a=0;
b=0;
activationBy="LOGIC";
timeoutMin=8;
timeoutMid=8;
timeoutMax=8;
interruptable=1;
age="UNKNOWN";
text="TriggerMi8Down";
name="TriggerMi8Down";
expCond="getDammage GegnAufklHeli2 >= 0.9;";
expActiv="[West,""HQ""] sideChat HinweisCrossroadMi8CantMove; if (PlayRadioSoundMessages == 1) then {playSound[""HinweisCrossroadMi8CantMove"",true];};";
class Effects
{
};
};
class Item28
{
position[]={3848.4622,19,3581.5525};
a=0;
b=0;
activationBy="LOGIC";
timeoutMin=15;
timeoutMid=15;
timeoutMax=15;
interruptable=1;
age="UNKNOWN";
text="TriggerMi24Down";
name="TriggerMi24Down";
expCond="getDammage GegnAufklHeli1 >= 0.9;";
expActiv="[West,""HQ""] sideChat HinweisCrossroadMi24CantMove; if (PlayRadioSoundMessages == 1) then {playSound[""HinweisCrossroadMi24CantMove"",true];};";
class Effects
{
};
};
class Item29
{
position[]={3211.3445,4.5801253,4599.4883};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerSwitchOffLightsLager1und2";
name="TriggerSwitchOffLightsLager1und2";
expCond="StromLager1und2 == 0;";
expActiv="d=[]execVM ""functions\lager\SwitchOffLightsLager1und2.sqf"";";
class Effects
{
};
};
class Item30
{
position[]={3422.1091,19,3722.9104};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerSwitchOffLightsAirportSeite1";
name="TriggerSwitchOffLightsAirportSeite1";
expCond="StromSeite1Airport == 0;";
expActiv="d=[]execVM ""functions\airport\SwitchOffLightsAirportSeite1.sqf"";";
class Effects
{
};
};
class Item31
{
position[]={3431.0466,19,3727.0991};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerSwitchOffLightsAirportSeite2";
name="TriggerSwitchOffLightsAirportSeite2";
expCond="StromSeite2Airport == 0;";
expActiv="d=[]execVM ""functions\airport\SwitchOffLightsAirportSeite2.sqf"";";
class Effects
{
};
};
class Item32
{
position[]={3939.8103,16.675348,3004.1284};
a=0;
b=0;
activationBy="LOGIC";
timeoutMin=5;
timeoutMid=5;
timeoutMax=5;
interruptable=1;
age="UNKNOWN";
text="TriggerEvacChopperDown";
name="TriggerEvacChopperDown";
expCond="Ziel8 == 1 && !canMove EvacHeli;";
expActiv="d=[]execVM ""functions\globfunc\EvacChopperLostEndMission.sqf"";";
class Effects
{
};
};
class Item33
{
position[]={2183.5449,0.25879347,4547.3765};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
type="LOOSE";
age="UNKNOWN";
text="FailedEvacLost";
name="FailedEvacLost";
expCond="MissionEndCode == 4;";
class Effects
{
};
};
class Item34
{
position[]={2947.8811,39,4496.4258};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTask3ZusatzDone";
name="TriggerTask3ZusatzDone";
expCond="isNull Document1Lager1;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task3DoneZusatz.sqf"";";
class Effects
{
};
};
class Item35
{
position[]={3218.4722,5.1208858,4578.1934};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTask2ZusatzDone";
name="TriggerTask2ZusatzDone";
expCond="isNull Document1Lager2;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task2DoneZusatz.sqf"";";
class Effects
{
};
};
class Item36
{
position[]={3548.0522,19.225355,3723.8594};
a=0;
b=0;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerTakeDocumAirport";
name="TriggerTakeDocumAirport";
expCond="(player distance Document1Airport < 2.5) && !isNull Document1Airport;";
expActiv="d=[]execVM ""functions\airport\TakeDocuments1Airport.sqf"";";
class Effects
{
};
};
class Item37
{
position[]={3050.5203,4.8485994,4621.0557};
a=0;
b=0;
angle=36.269352;
activationBy="LOGIC";
interruptable=1;
age="UNKNOWN";
text="TriggerZiel1Failed";
name="TriggerZiel1Failed";
expCond="!alive Informant1 && Ziel1 != 1 && Ziel1 != -1;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task1Failed.sqf"";";
class Effects
{
};
};
class Item38
{
position[]={3959.6978,14.835128,2982.6797};
a=400;
b=400;
activationBy="EAST";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="TriggerClearLZForTest";
name="TriggerClearLZForTest";
expCond="this && ClearLZForTest == 1 && ReleaseVersionOrZumTest != 1;";
expActiv="{_x setDamage 1} foreach thisList; hint ""Test LZ Cleared"";";
class Effects
{
};
};
class Item39
{
position[]={3050.6978,4.0180426,4622.0313};
a=20;
b=20;
angle=-93.730698;
activationBy="EAST";
interruptable=1;
age="UNKNOWN";
text="TriggerClearTask1";
name="TriggerClearTask1";
expCond="this && Ziel1Clear == 1;";
expActiv="{_x setDamage 1} foreach thisList;";
class Effects
{
};
};
class Item40
{
position[]={3121.8025,0.2935558,4673.1914};
a=2;
b=2;
angle=-83.690842;
rectangular=1;
activationBy="WEST";
repeating=1;
interruptable=1;
age="UNKNOWN";
text="ShowHideSpulenTriggers";
name="ShowHideSpulenTriggers";
expActiv="if (NotShowTriggerManualUse != 1 && ReleaseVersionOrZumTest == 1) then {d=[]execVM ""functions\startup\AddActionMenuZielTriggers.sqf""; UseClearZoneTriggers = 1; publicVariable ""UseClearZoneTriggers"";};";
expDesactiv="if (NotShowTriggerManualUse != 1) then {d=[]execVM ""functions\test\HideAllTriggersSpulen.sqf""; UseClearZoneTriggers = 0; publicVariable ""UseClearZoneTriggers"";};";
class Effects
{
};
};
class Item41
{
position[]={2947.5544,39,4512.9863};
a=70;
b=70;
activationBy="EAST";
interruptable=1;
age="UNKNOWN";
text="TriggerClearTask3";
name="TriggerClearTask3";
expCond="this && Ziel3Clear == 1;";
expActiv="{_x setDamage 1} foreach thisList;";
class Effects
{
};
};
class Item42
{
position[]={3218.3008,4.8559771,4586.5};
a=100;
b=100;
activationBy="EAST";
interruptable=1;
age="UNKNOWN";
text="TriggerClearTask2";
name="TriggerClearTask2";
expCond="this && Ziel2Clear == 1;";
expActiv="{_x setDamage 1} foreach thisList;";
class Effects
{
};
};
class Item43
{
position[]={3680.3806,19,3596.4526};
a=500;
b=200;
rectangular=1;
activationBy="EAST";
interruptable=1;
age="UNKNOWN";
text="TriggerClearTask6";
name="TriggerClearTask6";
expCond="this && Ziel6Clear == 1;";
expActiv="{_x setDamage 1} foreach thisList;";
class Effects
{
};
};
class Item44
{
position[]={4347.3979,27,3183.7576};
a=200;
b=200;
activationBy="EAST";
interruptable=1;
age="UNKNOWN";
text="TriggerClearTask7";
name="TriggerClearTask7";
expCond="this && Ziel7Clear == 1;";
expActiv="{_x setDamage 1} foreach thisList;";
class Effects
{
};
};
class Item45
{
position[]={3500.271,18.96104,3563.8955};
a=0;
b=0;
activationBy="LOGIC";
timeoutMin=3;
timeoutMid=3;
timeoutMax=3;
interruptable=1;
age="UNKNOWN";
text="TriggerTask4DoneSu34";
name="TriggerTask4DoneSu34";
expCond="getDammage TargetSu34 >= 0.9;";
expActiv="d=[]execVM ""functions\tasksbehaviour\Task4Done.sqf"";";
class Effects
{
};
};
class Item46
{
position[]={2879.2019,33.242001,4536.2461};
a=2;
b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item47
{
position[]={2876.394,32.822109,4534.6323};
a=2;
b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item48
{
position[]={2879.4409,33.67345,4533.5566};
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b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item49
{
position[]={2878.3657,33.777382,4530.8882};
a=2;
b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item50
{
position[]={2919.6367,38.945526,4554.6587};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item51
{
position[]={2918.8745,38.774902,4549.7236};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item52
{
position[]={2918.3667,38.67334,4544.7524};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item53
{
position[]={2917.8584,38.571716,4539.8892};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item54
{
position[]={2917.2173,38.443481,4534.6401};
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b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item55
{
position[]={2916.6973,39,4529.3867};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item56
{
position[]={2916.229,39,4524.1851};
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activationBy="WEST";
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age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
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class Item57
{
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age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item58
{
position[]={2915.0845,39,4513.626};
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activationBy="WEST";
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age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item59
{
position[]={2914.3564,39,4507.7207};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item60
{
position[]={2913.6609,39,4501.8696};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
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class Item61
{
position[]={2912.9653,38.867847,4496.0181};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
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class Item62
{
position[]={2915.4614,38.463619,4490.4126};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item63
{
position[]={2923.2471,39,4559.8965};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item64
{
position[]={2954.3877,39,4555.2632};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item65
{
position[]={2938.2625,39,4481.8853};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item66
{
position[]={2967.0569,39.060947,4470.27};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item67
{
position[]={2992.7019,39,4525.8315};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item68
{
position[]={2975.1387,39,4482.2324};
a=2;
b=2;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item69
{
position[]={2978.5503,39,4485};
a=2;
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item70
{
position[]={2987.208,39,4500.9961};
a=2;
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
class Item71
{
position[]={2986.178,39,4496.1685};
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activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="{d=[_x,1]execVM ""functions\globfunc\ied.sqf"";} forEach thisList; ";
class Effects
{
};
};
};
};
class Intro
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=6216883;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroWin
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=1245050;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroLoose
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=6885261;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
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