Briefing.sqfMSLdescription.ext[aUL DocsWordPad\Briefing.rtf!%SL DocsWordPad\ChecklisteAddTask.rtfܸAL`DocsWordPad\ChecklisteNotUseACE2.rtf&*LDocsWordPad\ToDoListe.rtf{QLExecStartUpFunctions.sqfxcULfunctions\alarm\StartAlarm1InAirport.sqfm7Lfunctions\alarm\StartAlarm2InAirport.sqfn7Lfunctions\alarm\StartAlarmInLager1.sqfWn7Lfunctions\alarm\StartAlarmInLager2.sqfJfunctions\animations\Dancing.sqfJ J functions\animations\DoFullWorkout.sqf_Jfunctions\animations\DoFullWorkoutPlusStretchKick.sqf{Jfunctions\animations\LyingOnTheGround.sqfjJfunctions\animations\ObservWithBinocularForSomeTime.sqf/zJfunctions\animations\SitGroundAndSmoke.sqf Jfunctions\animations\SitGroundCheckWeapon.sqf Jfunctions\animations\StandAndSeeOnWatch.sqf JEfunctions\animations\StandAtEase.sqf Jfunctions\animations\StandWaitAndLookNormalForSomeTime.sqfzJfunctions\animations\TalkStanding.sqf !Jfunctions\animations\TalkStanding2.sqf Jfunctions\camera\ExecIntro.sqf2SLfunctions\camera\intro.sqf;cULfunctions\camera\outroAllWays.sqflJ functions\camera\outroFailed.sqfJ5functions\camera\ShowTitelBild.sqfHJpfunctions\conversations\ConversationAlarmAirport.sqf\J_functions\conversations\ConversationAlarmLager1.sqfJ]functions\conversations\ConversationCloseToAirport.sqf\Jfunctions\conversations\ConversationLager2LookOutForDocuments.sqfJfunctions\conversations\ConversationLostEvacChopper.sqffJfunctions\conversations\ConversationStartFluchtGeneral.sqfEJjfunctions\conversations\ConversationTask1.sqfQLfunctions\conversations\ConversationTask1Failed.sqf$Lfunctions\conversations\ConversationTask2.sqfãJ}functions\conversations\ConversationTask3.sqfJfunctions\conversations\ConversationTask4.sqfJfunctions\conversations\ConversationTask4Ungenau.sqfhJfunctions\conversations\ConversationTask5.sqfJfunctions\conversations\ConversationTask6.sqfJfunctions\conversations\ConversationTask7.sqfפJfunctions\conversations\ConversationTask8.sqfJ{functions\conversations\ConversationTookDokum1Lager1.sqf)Jfunctions\conversations\ConversationTookDokum1Lager2.sqfqJfunctions\environment\DynamicDayTime.sqf\Jfunctions\environment\DynamicWeather.sqfbJ functions\globfunc\CheckAllInEvacChopper.sqfJfunctions\globfunc\CreateEvacHeliWithWPs.sqfrSLfunctions\globfunc\CreateThisBoatVehicle.sqfJwfunctions\globfunc\cutTextProz.sqfJfunctions\globfunc\EvacChopperLostEndMission.sqfSL functions\globfunc\EvGiveNachtsichtToHim.sqfJfunctions\globfunc\GenAndSendEvacHeli.sqfJFfunctions\globfunc\hintProz.sqfjJfunctions\globfunc\LetThisPersonLeaveVehicle.sqfJJYfunctions\globfunc\titletextProz.sqfLgfunctions\JIP\TaskZiel1Handle.sqfQLefunctions\JIP\TaskZiel2Handle.sqfTQLfunctions\JIP\TaskZiel3Handle.sqf QLCfunctions\JIP\TaskZiel4Handle.sqf QLfunctions\JIP\TaskZiel5Handle.sqfQL6functions\JIP\TaskZiel6Handle.sqfQLtfunctions\JIP\TaskZiel7Handle.sqfߺQLofunctions\JIP\TaskZiel8Handle.sqfm7Lfunctions\JIP\taskzugen\TaskZuGenZiel2Handle.sqf$L^functions\JIP\taskzugen\TaskZuGenZiel4Handle.sqf$Lafunctions\JIP\taskzugen\TaskZuGenZiel5Handle.sqf$L}functions\JIP\taskzugen\TaskZuGenZiel6Handle.sqf)$Ltfunctions\JIP\taskzugen\TaskZuGenZiel8Handle.sqf7$Lkfunctions\lager\AbschaltenStromGenerator1Airport.sqfJfunctions\lager\AbschaltenStromGenerator2Airport.sqfJfunctions\lager\AbschaltenStromGeneratorLager2.sqfJJfunctions\lager\CloseToAirportTriggerStart.sqfJfunctions\lager\CloseToLager2TriggerStart.sqfn7Lfunctions\lager\GenTask4Ungenau.sqf]m7Llfunctions\lager\PrepaireAirport.sqf5Jfunctions\lager\PrepaireLager2.sqfJfunctions\lager\PrepareAmmoBoxesLager1.sqfJefunctions\lager\PutPersonToBed.sqf4Jzfunctions\lager\StartFluchtGeneral.sqf=Jfunctions\lager\StartLookOutForDocumentsAirport.sqfn7Lfunctions\lager\SwitchOffLightsAirportSeite1.sqf kJLfunctions\lager\SwitchOffLightsAirportSeite2.sqf9kJfunctions\lager\SwitchOffLightsLager1und2.sqf=-Jfunctions\lager\TakeDocuments1Airport.sqf5J~functions\lager\TakeDocuments1Lager1.sqfrJxfunctions\lager\TakeDocuments1Lager2.sqfJzfunctions\lager\WaitAufklHeliSomeTime.sqf>Jfunctions\music\PlayPanikSoundEscapeGeneral.sqf.fJfunctions\music\PlayTaskSuccessSound.sqffJfunctions\music\PlayTraurigPsychoSound.sqfikJfunctions\server\ServerJIP.sqfe+Lfunctions\sound\DeleteSoundEngineLager2.sqf]Jfunctions\sound\DeleteSoundEnginesAirport.sqfcJfunctions\sound\StartAlarmSound1Airport.sqff+Lfunctions\sound\StartAlarmSound2Airport.sqff+Lfunctions\sound\StartAlarmSoundLager1.sqff+Lfunctions\StartInitPlayer.sqfstrings\StringsMissionBeginn.sqf'SLstrings\StringsTask1.sqfǿQL#strings\StringsTask2.sqfQLstrings\StringsTask3.sqfQLKstrings\StringsTask4.sqfQLstrings\StringsTask5.sqfSLv strings\StringsTask6.sqfzSL strings\StringsTask7.sqf,SLstrings\StringsTask8.sqf_SLstringtable.xmlmPLTasks.sqfk+LUpdateRespawn.sqfALUpdateTasksStatus.sqf?e+LtUpdateZuGenTasks.sqfEe+LF//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]]; }; // ====================== 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 ================================================> #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 RscTitles { titles[] ={ClanWappenAnfang}; class ClanWappenAnfang { idd=-1; movingEnable = true; duration=9; // 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; }; }; }; // === Waffen ================================================> class Weapons { //Nichts }; // === Magazine ===============================================> class Magazines { //Nichts }; // === Musik ================================================> class CfgMusic {tracks[]= {}; //Nichts }; // === Sounds ===============================================> class CfgSounds { sounds[]= {}; //Nichts }; // === Radio ================================================> class CfgRadio { sounds[] = {}; //Nichts }; // === Umgebung =============================================> class CfgSFX { sounds[] = {}; //Nichts }; class CfgEnvSounds { sounds[] = {}; //Nichts }; // === Identitten ==========================================> class CfgIdentities { //Nichts }; // === Missionsparameter ====================================> titleparam1 = "Grass:"; valuesparam1[] = {1,0}; defvalueparam1 = 0; textsparam1[] = {"On","Off"}; titleparam2 = "ColorAdaptation:"; valuesparam2[] = {0,1}; defvalueparam2 = 0; textsparam2[] = {"On","Off"};{\rtf1\ansi\ansicpg1252\deff0\deflang2055\deflangfe2055{\fonttbl{\f0\fnil\fcharset0 Courier New;}{\f1\fnil\fcharset0 Calibri;}} {\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 5.41.21.2509;}\viewkind4\uc1\pard\lang2057\b\fs24 Checkliste, um ein Task hinzuzuf\'fcgen\b0\par \par \ul Folgende Dateien m\'fcssen angepasst werden:\ulnone\par \lang2055\par \par CommunicationToAllPlayer.sqf\par \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 TaskZielXComm.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 \par } {\rtf1\ansi\ansicpg1252\deff0\deflang2055\deflangfe2055{\fonttbl{\f0\fnil\fcharset0 Arial;}} {\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\lang2057\b\fs24 Checkliste vorgehen Mission r\'fcckbauen f\'fcr ohne ACE2\b0\par \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 \ul Grunds\'e4tze beim Missionenbau beachten:\ulnone\par Ausser den Spielerfiguren keine ACE Einheiten verwenden im Editor\par ACE Einheiten nur dynamisch dazuladen, falls gew\'fcnscht\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 5.41.21.2509;}\viewkind4\uc1\pard\lang2055\b\fs22 Anstehende Arbeiten:\b0\par \par Mission noch \'fcbersetzen auf Deutsch\par \tab Mit Task5 weiterfahren\par \par \par \par \par \par } //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\lager\PrepaireAirport.sqf"; waitUntil {scriptDone _d}; //StartAlarm1InAirport.sqf //Sicherung if(Alarm1Airport == 1)exitWith{}; //Nur zum Testen if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmAirport1;}; //Alarm auslsen Alarm1Airport = 1; //Gewisse Dinge nur auslsen, wenn es noch Strom hat if (StromSeite1Airport == 1) then //or StromSeite2Airport == 1) then { //Heli berwachungsflug ausfhren lassen; MI-24 GegnAufklHeli1InDerLuft = 1; //Soundgerusch auslsen _d=[]execVM "functions\sound\StartAlarmSound1Airport.sqf"; //Andere Flughafenseite alarmieren /*if(Alarm2Airport != 1) then { _d=[]execVM "functions\alarm\StartAlarm2InAirport.sqf"; };*/ }; //Nachricht _d=[]execVM "functions\conversations\ConversationAlarmAirport.sqf"; //Alarminfanterie auslsen if(alive AlarmPers9) then {AlarmPers9 enableAI "MOVE";}; if(alive AlarmPers10) then {AlarmPers10 enableAI "MOVE";}; if(alive AlarmPers11) then {AlarmPers11 enableAI "MOVE";}; if(alive AlarmPers12) then {AlarmPers12 enableAI "MOVE";}; //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint format["Alarm1 Airport: %1",StromSeite1Airport];}; //Am Schluss machen publicVariable "Alarm1Airport"; publicVariable "GegnAufklHeli1InDerLuft"; //StartAlarm2InAirport.sqf //Sicherung if(Alarm2Airport == 1)exitWith{}; //Nur zum Testen if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmAirport2;}; //Alarm auslsen Alarm2Airport = 1; //Gewisse Dinge nur auslsen, wenn es noch Strom hat if (StromSeite2Airport == 1) then //StromSeite1Airport == 1 or StromSeite2Airport == 1) then { //Heli berwachungsflug ausfhren lassen; MI-24 GegnAufklHeli1InDerLuft = 1; //Soundgerusch auslsen _d=[]execVM "functions\sound\StartAlarmSound2Airport.sqf"; //Andere Flughafenseite alarmieren /*if(Alarm1Airport != 1) then { _d=[]execVM "functions\alarm\StartAlarm1InAirport.sqf"; };*/ }; //Nachricht _d=[]execVM "functions\conversations\ConversationAlarmAirport.sqf"; //Alarminfanterie auslsen if(alive AlarmPers13) then {AlarmPers13 enableAI "MOVE";}; if(alive AlarmPers14) then {AlarmPers14 enableAI "MOVE";}; if(alive AlarmPers15) then {AlarmPers15 enableAI "MOVE";}; if(alive AlarmPers16) then {AlarmPers16 enableAI "MOVE";}; //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint format["Alarm2 Airport: %1",StromSeite2Airport];}; //Am Schluss machen publicVariable "Alarm2Airport"; publicVariable "GegnAufklHeli1InDerLuft"; //StartAlarmInLager1.sqf //Sicherung if(AlarmLager1 == 1)exitWith{}; //Nur zum Testen if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestAlarmLager1;}; //Alarm auslsen AlarmLager1 = 1; //Gewisse Dinge nur auslsen, wenn es noch Strom hat if (StromLager1und2 == 1) then { //Heli berwachungsflug ausfhren lassen; MI-24 GegnAufklHeli1InDerLuft = 1; //Soundgerusch auslsen _d=[]execVM "functions\sound\StartAlarmSoundLager1.sqf"; }; //Nachricht _d=[]execVM "functions\conversations\ConversationAlarmLager1.sqf"; //Alarminfanterie auslsen if(alive AlarmPers1) then {AlarmPers1 enableAI "MOVE";}; if(alive AlarmPers2) then {AlarmPers2 enableAI "MOVE";}; if(alive AlarmPers3) then {AlarmPers3 enableAI "MOVE";}; if(alive AlarmPers4) then {AlarmPers4 enableAI "MOVE";}; //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint "Alarm Lager1";}; //Am Schluss machen publicVariable "AlarmLager1"; publicVariable "GegnAufklHeli1InDerLuft"; //StartAlarmInLager2.sqf //Sicherung if(AlarmLager2 == 1)exitWith{}; //Alarm auslsen AlarmLager2 = 1; //Alarminfanterie auslsen if(alive AlarmPers5) then {AlarmPers5 enableAI "MOVE";}; if(alive AlarmPers6) then {AlarmPers6 enableAI "MOVE";}; if(alive AlarmPers7) then {AlarmPers7 enableAI "MOVE";}; if(alive AlarmPers8) then {AlarmPers8 enableAI "MOVE";}; //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint "Alarm Lager2";}; //Am Schluss machen publicVariable "AlarmLager2"; //Dancing.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "ActsPercMstpSnonWnonDnon_DancingDuoIvan") then { //Animation ausfhren _ActPerson playMove "ActsPercMstpSnonWnonDnon_DancingDuoIvan"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//DoFullWorkout.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPercMstpSnonWnonDnon_idle56kliky") then { _ActPerson playMove "AmovPercMstpSnonWnonDnon_idle56kliky"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//DoFullWorkoutPlusStretchKick.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPercMstpSnonWnonDnon_idle69drepy") then { //Animation ausfhren _ActPerson playMove "AmovPercMstpSnonWnonDnon_idle69drepy"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//LyingOnTheGround.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPpneMstpSnonWnonDnon") then { //Animation ausfhren _ActPerson playMove "AmovPpneMstpSnonWnonDnon"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//ObservWithBinocularForSomeTime.sqf _ActPerson = _this select 0; _DoAnimForAnzSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 0; while {_i <= _DoAnimForAnzSec} do { _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"; }; //Warten, bis Animation beendet werden soll Sleep 1; _i = _i + 1; }; //Person Laufen wieder erlauben _ActPerson enableAI "MOVE"; _ActPerson enableAI "ANIM";//SitGroundAndSmoke.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "amovpsitmstpsraswrfldnon_smoking") then { //Animation ausfhren _ActPerson playMove "amovpsitmstpsraswrfldnon_smoking"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//SitGroundCheckWeapon.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "amovpsitmstpsraswrfldnon_weaponcheck1") then { //Animation ausfhren _ActPerson playMove "amovpsitmstpsraswrfldnon_weaponcheck1"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//StandAndSeeOnWatch.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _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. }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//StandAtEase.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPercMstpSnonWnonDnon_Ease") then { //Animation ausfhren _ActPerson playMove "AmovPercMstpSnonWnonDnon_Ease"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//StandWaitAndLookNormalForSomeTime.sqf _ActPerson = _this select 0; _DoAnimForAnzSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 0; while { _i <= _DoAnimForAnzSec } do { _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"; }; //Warten, bis Animation beendet werden soll Sleep 2; _i = _i + 2; }; //Person Laufen wieder erlauben _ActPerson enableAI "MOVE"; _ActPerson enableAI "ANIM";//TalkStanding.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPercMstpSlowWrflDnon_talking") then { //Animation ausfhren _ActPerson playMove "AmovPercMstpSlowWrflDnon_talking"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//TalkStanding2.sqf _ActPerson = _this select 0; _WaitInSec = _this select 1; _WaitStartInSec = _this select 2; Sleep _WaitStartInSec; _i = 1; while { _i == 1 } do { _AnimState = animationState _ActPerson; //Animation ausfhren if(_AnimState != "AmovPercMstpSnonWnonDnon_talking") then { //Animation ausfhren _ActPerson playMove "AmovPercMstpSnonWnonDnon_talking"; _ActPerson disableAI "ANIM"; }; //Allgemein etwas warten, dann das Ganze wiederholen Sleep _WaitInSec; };//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; };//intro.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"]; if (_CamZielNr == 1) then {_cam camsettarget (CamSpawnPos1);}; if (_CamZielNr == 2) then {_cam camsettarget (CamSpawnPos2);}; _cam camsetrelpos [-90 + (random 20),50 + (random 20),50]; _cam camcommit 0; _cam camsetrelpos [0,0,0]; _cam camcommit 22; //Je hher der Wert, umso langsamer //Musikstck bestimmen //_mussel = "Ambient08_Reforger"; //_mussel = "Ambient05_Cobalt"; //_mussel = "Short01_Defcon_Three"; //_mussel = "Track16_Valentine"; //_mussel = "Track12_The_Movement"; //_mussel = "Track06_Abandoned_Battlespace"; //_mussel = "Track04_Reinforcements"; _mussel = "Track01_Dead_Forest"; //Musikstck abspielen 5 fadeMusic 1; playMusic _mussel ; sleep 2; //Titel einblenden if(UseACE2 == 1) then { titletext ["OPERATION SILENT WIND\n\nVersion 2.3 (ACE2)","PLAIN DOWN"]; } else { titletext ["OPERATION SILENT WIND\n\nVersion 2.3 (NOT ACE2)","PLAIN DOWN"]; }; sleep 11; //Creator einblenden titletext ["Mission made by AAD10c Pete\n\nwww.aad10clan.subwolves.com","PLAIN DOWN"]; sleep 6; //Abdunkeln cutText ["", "BLACK OUT", 2]; sleep 2; titletext ["","PLAIN"]; //Kamera wird aufgehoben _cam cameraeffect ["terminate", "back"]; camdestroy _cam; //Musik stoppen 20 fadeMusic 0; //Sagen, dass Map nun voll gestartet wurde //Muss hier stehen, damit gewisse Aktionen warten, bis das Intro vorbei ist. MapFullStarted = 1; publicVariable "MapFullStarted"; //Abblendeffekt cutText ["", "BLACK IN", 4]; //Funksprche wieder hrbar machen 2 fadeRadio _ActRadioVolume; //Willkommensfunkspruch Sleep 3; if (Ziel1 != 1) then {[West,"HQ"] sideChat StartMessageCrossroad;};//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(_SiegArt == 2) then {titletext [EndMessageCrossroadTeilSuccess,"PLAIN DOWN"];}; 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"; //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"]; 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"; //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;//ConversationAlarmAirport.sqf //Hinweis [West,"HQ"] sideChat HinweisAlarmStartedInAirport;//ConversationAlarmLager1.sqf //Hinweis [West,"HQ"] sideChat HinweisAlarmStartedInLager1;//ConversationCloseToAirport.sqf [West,"HQ"] sideChat HinweisCloseToAirportString1; Sleep 10; [West,"HQ"] sideChat HinweisCloseToAirportString2; //ConversationLager2LookOutForDocuments.sqf //Nur zum Testen if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestHinweisDokumenteLager2;}; [West,"HQ"] sideChat Task2CrossradVorherHinweis;//ConversationLostEvacChopper.sqf //Hint hint HinweisHintEvacChopperLost; //HQ [West,"HQ"] sideChat HinweisEvacChopperDown; //ConversationStartFluchtGeneral.sqf //Nachricht [west,"HQ"] sideChat Task7CrossradHinweisFluchtStart;//ConversationTask1.sqf //HinweisText hint Task1HintHinweis; //Gesprch Sleep 2; Informant1 globalChat Task1TalkingString1; Sleep 8; Informant1 globalChat "..."; Sleep 2; Informant1 globalChat Task1TalkingString2; Sleep 8; Informant1 globalChat "..."; Sleep 2; Informant1 globalChat Task1TalkingString3; Sleep 6; Sleep 2 + (Random 2); [West,"HQ"] sideChat Task1CrossradHinweis; //ConversationTask1Failed.sqf //HinweisText hint Task1HintHinweisFailed; //Gesprch Informant1 globalChat Task1TalkingString1Failed; Sleep 2; Informant1 globalChat "..."; Sleep 1; Informant1 globalChat Task1TalkingString2Failed; Sleep 2; Informant1 globalChat "..."; Sleep 1; Informant1 globalChat Task1TalkingString3Failed; Sleep 2; Sleep 2 + (Random 2); [West,"HQ"] sideChat Task1CrossradHinweisFailed; //ConversationTask2.sqf //HinweisText hint Task2HintHinweis; //Nachricht [West,"HQ"] sideChat Task2CrossradHinweis; //ConversationTask3.sqf //HinweisText hint Task3HintHinweis; //Nachricht [West,"HQ"] sideChat Task3CrossradHinweis; //ConversationTask4.sqf //HinweisText if (getDammage TargetSu34 >= 0.9) then { //Su-34 destroyed hint Task4HintHinweisSu34Destroyed; } else { //Crew dead hint Task4HintHinweis; }; //Nachricht if (getDammage TargetSu34 >= 0.9) then { //Flugzeug wurde zerstrt [West,"HQ"] sideChat Task4TalkingString1Su34Destroyed; } else { //Crew wurde umgelegt [West,"HQ"] sideChat Task4TalkingString1; }; //ConversationTask4Ungenau.sqf //Hinweis hint Task4HintVorherHinweisUngenau; //Konversation [West,"HQ"] sideChat Task4TalkingStringUngenau; //ConversationTask5.sqf //HinweisText hint Task5HintFinalHinweis; //Nachricht [west,"HQ"] sideChat Task5CrossradHinweis; //ConversationTask6.sqf //VorherHinweis hint Task6HintVorherHinweis; //Konversation vom HQ [West,"HQ"] sideChat Task6CrossradHinweis1; Sleep 10; [West,"HQ"] sideChat Task6CrossradHinweis2; //HinweisText Sleep 3; hint Task6HintHinweis; //ConversationTask7.sqf //Aktionscode hier hint Task7HintHinweis; //Nachricht [west,"HQ"] sideChat Task7CrossradHinweis1; Sleep 10; [west,"HQ"] sideChat "..."; Sleep 2; [west,"HQ"] sideChat Task7CrossradHinweis2; //ConversationTask4.sqf //HinweisText hint Task8HintHinweis; //Nachricht [West,"HQ"] sideChat Task8CrossradHinweis;//ConversationTookDokum1Lager1.sqf //Hinweistext ausgeben hint Task4HintVorherHinweis; //HQ-Message [west,"HQ"] sideChat Task4CrossradVorherHinweis;//ConversationTookDokum1Lager2.sqf //Hinweistext ausgeben hint Task5HintVorherHinweis; //HQ-Message [west,"HQ"] sideChat Task5CrossradVorherHinweis;//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];//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 };//CheckAllInEvacChopper.sqf //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 { _StartBack = 1; if(alive Player1)then{if(vehicle Player1 != EvacHeli)then{_StartBack = 0;};}; if(alive Player2)then{if(vehicle Player2 != EvacHeli)then{_StartBack = 0;};}; if(alive Player3)then{if(vehicle Player3 != EvacHeli)then{_StartBack = 0;};}; if(alive Player4)then{if(vehicle Player4 != EvacHeli)then{_StartBack = 0;};}; if(alive Player5)then{if(vehicle Player5 != EvacHeli)then{_StartBack = 0;};}; if(alive Player6)then{if(vehicle Player6 != EvacHeli)then{_StartBack = 0;};}; if(alive Player7)then{if(vehicle Player7 != EvacHeli)then{_StartBack = 0;};}; if(alive Player8)then{if(vehicle Player8 != EvacHeli)then{_StartBack = 0;};}; if(alive Player9)then{if(vehicle Player9 != EvacHeli)then{_StartBack = 0;};}; if(alive Player10)then{if(vehicle Player10 != EvacHeli)then{_StartBack = 0;};}; //Wenn alle im Evac sind --> losfliegen if (_StartBack == 1) then {_i = 0}; //Kurz warten Sleep 2; }; //Sagen, dass Rckflug ok ist StartFlugHomeEvacChopper = 1; publicVariable "StartFlugHomeEvacChopper";//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; //=== 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"; }; //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 if(alive Player1)then{_StartBack = 1;}; if(alive Player2)then{_StartBack = 1;}; if(alive Player3)then{_StartBack = 1;}; if(alive Player4)then{_StartBack = 1;}; if(alive Player5)then{_StartBack = 1;}; if(alive Player6)then{_StartBack = 1;}; if(alive Player7)then{_StartBack = 1;}; if(alive Player8)then{_StartBack = 1;}; if(alive Player9)then{_StartBack = 1;}; if(alive Player10)then{_StartBack = 1;}; //Damit Heli nur losfliegt, wenn alle Player eingestiegen sind if(alive Player1)then{if(vehicle Player1 != EvacHeli)then{_StartBack = 0;};}; if(alive Player2)then{if(vehicle Player2 != EvacHeli)then{_StartBack = 0;};}; if(alive Player3)then{if(vehicle Player3 != EvacHeli)then{_StartBack = 0;};}; if(alive Player4)then{if(vehicle Player4 != EvacHeli)then{_StartBack = 0;};}; if(alive Player5)then{if(vehicle Player5 != EvacHeli)then{_StartBack = 0;};}; if(alive Player6)then{if(vehicle Player6 != EvacHeli)then{_StartBack = 0;};}; if(alive Player7)then{if(vehicle Player7 != EvacHeli)then{_StartBack = 0;};}; if(alive Player8)then{if(vehicle Player8 != EvacHeli)then{_StartBack = 0;};}; if(alive Player9)then{if(vehicle Player9 != EvacHeli)then{_StartBack = 0;};}; if(alive Player10)then{if(vehicle Player10 != 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);"]; _LastWP setWaypointType "MOVE"; //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]; //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"]; }; //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";//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]};//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\globfunc\CreateEvacHeliWithWPs.sqf"; //Nur zum Testen //if (ReleaseVersionOrZumTest != 1) then {hint "Evac Im Anflug";};//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; }; //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"; //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"]; }; //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; //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"; }; }; }; //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"; }; }; };//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"; }; }; };//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"; }; }; };//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"; }; }; };//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"; }; };//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"; //Feiermusik abspielen _d=[]execVM "functions\music\PlayTaskSuccessSound.sqf"; }; }; };//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"; }; };//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"; }; }; //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"; }; }; };//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"; }; }; }; //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"; }; }; }; //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"; }; }; }; //AbschaltenStromGenerator1Airport.sqf //Sicherung if(StromSeite1Airport != 1)exitWith{}; //Strom off StromSeite1Airport = 0; //Public machen publicVariable "StromSeite1Airport"; //AbschaltenStromGenerator2Airport.sqf //Sicherung if(StromSeite2Airport != 1)exitWith{}; //Strom off StromSeite2Airport = 0; //Public machen publicVariable "StromSeite2Airport"; //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;}; //CloseToAirportTriggerStart.sqf //Sicherung if(Ziel4 == 1 && Ziel6 == 1)exitWith{}; //Nachricht sagen, dass man in Nhe des Airports ist _d=[]execVM "functions\lager\StartLookOutForDocumentsAirport.sqf"; //Task4 generieren, falls noch nicht erfolgt //Sagen, dass eine Su-34 auf dem Flughafen ist und man dessen Crew umlegen soll if(Ziel4 != 1) then { if (!isNull Document1Lager1) then {_d=[]execVM "functions\lager\GenTask4Ungenau.sqf";}; };//CloseToLager2TriggerStart.sqf //Conversation _d=[]execVM "functions\conversations\ConversationLager2LookOutForDocuments.sqf";//GenTask4Ungenau.sqf //Warten, damit die anderen Nachrichten ablaufen knnen Sleep 6; //An gleichen ungenauen Ort bewegen wie Ziel6 "TaskZiel4" setMarkerPos getMarkerPos "TaskZiel6"; //Task hinzufgen GenTask4 = 1; //Public machen publicVariable "GenTask4"; //Nachricht _d=[]execVM "functions\conversations\ConversationTask4Ungenau.sqf"; //PrepaireAirport.sqf //Generatorengerusch auslsen SoundVarGeneratorAirport = createSoundSource ["Sound_Factory03", getMarkerPos "SoundAirportGenerator", [], 0]; publicVariable "SoundVarGeneratorAirport"; //PrepaireAirport.sqf //Generatorengerusch auslsen SoundVarGeneratorLager2 = createSoundSource ["Sound_Factory03", getMarkerPos "SoundLager2Generator", [], 0]; publicVariable "SoundVarGeneratorLager2"; //PrepareAmmoBoxesLager1.sqf clearWeaponCargo AmmoBox1Lager1; clearMagazineCargo AmmoBox1Lager1; //Sniper Waffen AmmoBox1Lager1 addWeaponCargo ["VSS_Vintorez",20]; AmmoBox1Lager1 addMagazineCargo ["20Rnd_9x39_SP5_VSS",100]; AmmoBox1Lager1 addWeaponCargo ["SVD_Camo",20]; AmmoBox1Lager1 addMagazineCargo ["10Rnd_762x54_SVD",100]; //Sturmgewehre AmmoBox1Lager1 addWeaponCargo ["AK_107_PSO",20]; AmmoBox1Lager1 addMagazineCargo ["30Rnd_545x39_AK",100]; //AT-Raketenwerfer AmmoBox1Lager1 addWeaponCargo ["RPG7V",10]; AmmoBox1Lager1 addMagazineCargo ["PG7VL",30]; AmmoBox1Lager1 addWeaponCargo ["RPG18",10]; AmmoBox1Lager1 addMagazineCargo ["RPG18",30]; //Pistolen AmmoBox1Lager1 addWeaponCargo ["MakarovSD",20]; AmmoBox1Lager1 addMagazineCargo ["8Rnd_9x18_MakarovSD",100]; //Sprengstoff AmmoBox1Lager1 addMagazineCargo ["PipeBomb",20]; //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); //StartFluchtGeneral.sqf //JIP-Pause Sleep 2; //Nur zum Testen if (ReleaseVersionOrZumTest != 1) then {Player removeAction IDMenuTestFluchtGeneral;}; //Flucht starten GeneralFlucht = 1; //HQ Info _d=[]execVM "functions\conversations\ConversationStartFluchtGeneral.sqf"; //Panikmache abspielen _d=[]execVM "functions\music\PlayPanikSoundEscapeGeneral.sqf"; //Public machen publicVariable "GeneralFlucht"; //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"; //SwitchOffLightsAirportSeite1.sqf //Hinweis hint format["%1 Nr. 1",Task5HintHinweis]; //Das Licht der Seite 1 des Flughafens ausschalten nearestObject [SignAirportSeite1Lampe1, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite1Lampe2, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite1Lampe3, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite1Lampe4, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite1Lampe5, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite1Lampe6, "Streetlamp"] switchLight "OFF";//SwitchOffLightsAirportSeite2.sqf //Hinweis hint format["%1 Nr. 2",Task5HintHinweis]; //Das Licht der Seite 2 des Flughafens ausschalten nearestObject [SignAirportSeite2Lampe1, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite2Lampe2, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite2Lampe3, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite2Lampe4, "Streetlamp"] switchLight "OFF"; nearestObject [SignAirportSeite2Lampe5, "Streetlamp"] switchLight "OFF"; //Scheinwerfer ausschalten AirportScheinwerfer1 setDammage 1; AirportScheinwerfer2 setDammage 1; AirportScheinwerfer3 setDammage 1;//SwitchOffLightsLager1und2.sqf //Strassenlampen ausschalten //Lager1 nearestObject [SignLager1Lampe1, "Streetlamp"] switchLight "OFF"; nearestObject [SignLager1Lampe2, "Streetlamp"] switchLight "OFF"; Lager1Scheinwerfer1 setDammage 1; Lager1Scheinwerfer2 setDammage 1; Lager1Scheinwerfer3 setDammage 1; //Lager2 nearestObject [SignLager2Lampe1, "Streetlamp"] switchLight "OFF"; nearestObject [SignLager2Lampe2, "Streetlamp"] switchLight "OFF";//TakeDocuments1Airport.sqf //Dokument nehmen if(!isNull Document1Airport) then {deleteVehicle Document1Airport;}; //TakeDocuments1Lager1.sqf //Dokument nehmen if (!isNull Document1Lager1) then {deleteVehicle Document1Lager1;}; //TakeDocuments1Lager2.sqf //Dokument nehmen if (!isNull Document1Lager2) then {deleteVehicle Document1Lager2;}; //WaitAufklHeliSomeTime.sqf //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint "Hind 24 wieder am Warten";}; //Max 5 Min warten Sleep 150 + (Random 150); //max. 300 sec //Helikopter wieder starten lassen GegnAufklHeli1InDerLuft = 1; //Nur zum Testen if(ReleaseVersionOrZumTest != 1) then {hint "Hind 24 wieder am Starten";}; //Public machen publicVariable "GegnAufklHeli1InDerLuft"; //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 //PlayTaskSuccessSound.sqf //Feiermusik abspielen 0 fadeMusic 0; playMusic "Track10_Logistics"; //"Track14_Close_Quarter_Combat"; 2 fadeMusic 1; Sleep 20; 7 fadeMusic 0; //PlayTraurigPsychoSound.sqf //TraurigSound abspielen 0 fadeMusic 0; playMusic "Ambient08_Reforger"; 1 fadeMusic 1; Sleep 20; 5 fadeMusic 0;//ServerJIP.sqf _i = 1; while{_i == 1} do { //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; };//DeleteSoundEngineLager2.sqf //Soundgerusch entfernen if (!isNull SoundVarGeneratorLager2) then {deleteVehicle SoundVarGeneratorLager2;}; //DeleteSoundEnginesAirport.sqf //Generatorgerusch abschalten if (!isNull SoundVarGeneratorAirport) then {deleteVehicle SoundVarGeneratorAirport;}; //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; //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; //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; //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=[player]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";}; //Player-Init beenden if(true)exitWith{}; //AddActionMenuBeamToPosForTest.sqf IDMenuTestBeamToPos=Player addAction ["Beam to desired Pos","functions\test\BeamToPos.sqf"];//AddActionMenuZielTriggers.sqf _ActPlayer = _this select 0; //Alle Tasks absolvieren bis auf EvacHeli IDMenuTestDoFastAllTasks=_ActPlayer addAction ["Trigger DoAllTasks","functions\test\DoFastAllTasks.sqf"]; //Kontaktperson ==== //Ziel 1 if(Ziel1 != 1)then{IDMenuTestZiel1=_ActPlayer addAction ["Trigger Ziel1 Sergei Olikow","functions\tasksbehaviour\Task1Done.sqf"];}; //Lager2 Hafen ==== //Hinweis, man soll auf Dokumente achten if(!isNull Document1Lager2)then{IDMenuTestHinweisDokumenteLager2=_ActPlayer addAction ["Trigger Info for Documents Lager2","functions\lager\CloseToLager2TriggerStart.sqf"];}; //Ziel 2, Generator abschalten if(Ziel2 != 1)then{IDMenuTestZiel2=_ActPlayer addAction ["Trigger Ziel2 Manipulate generator harbour","functions\tasksbehaviour\Task2Done.sqf"];}; //Dokumente Lager2 nehmen: Show Generatoren Airport if(!isNull Document1Lager2)then{IDMenuTestShowGeneratorenAirport=_ActPlayer addAction ["Trigger Take documents Lager2","functions\tasksbehaviour\Task2DoneZusatz.sqf"];}; //Lager1, Troop Camp ==== //Alarm auslsen Lager 1 if(AlarmLager1 != 1)then{IDMenuTestAlarmLager1=_ActPlayer addAction ["Trigger Alarm Lager1","functions\alarm\StartAlarmInLager1.sqf"];}; //Ziel 3, Alle Feinde im Lager tot if(Ziel3 != 1)then{IDMenuTestZiel3=_ActPlayer addAction ["Trigger Ziel3 Lager1 conquered","functions\tasksbehaviour\Task3Done.sqf"];}; //Dokumente Lager1 nehmen: Su-34 if(!isNull Document1Lager1)then{IDMenuTestTakeDocumentLager1=_ActPlayer addAction ["Trigger Take documents Lager1","functions\tasksbehaviour\Task3DoneZusatz.sqf"];}; //Airport ==== //Close to the Airport if(HinweisCloseToAirport != 1)then{IDMenuTestCloseAirport=_ActPlayer addAction ["Trigger Say close to Airport","functions\lager\CloseToAirportTriggerStart.sqf"];}; //Ziel 4 Crew Su-34 killen if(Ziel4 != 1)then{IDMenuTestZiel4=_ActPlayer addAction ["Trigger Ziel4 Kill Su34 Crew","functions\tasksbehaviour\Task4Done.sqf"];}; //Ziel 5 Beide Generatoren abschalten if(Ziel5 != 1)then{IDMenuTestZiel5=_ActPlayer addAction ["Trigger Ziel5 Turn off all airport generators","functions\tasksbehaviour\Task5Done.sqf"];}; //Ziel 6 Dokumente finden if(Ziel6 != 1)then{IDMenuTestZiel6=_ActPlayer addAction ["Trigger Ziel6 Found documents at airport","functions\tasksbehaviour\Task6Done.sqf"];}; //Alarm auslsen Airport1 if(Alarm1Airport != 1)then{IDMenuTestAlarmAirport1=_ActPlayer addAction ["Trigger Alarm Airport1","functions\alarm\StartAlarm1InAirport.sqf"];}; //Alarm auslsen Airport2 if(Alarm2Airport != 1)then{IDMenuTestAlarmAirport2=_ActPlayer addAction ["Trigger Alarm Airport2","functions\alarm\StartAlarm2InAirport.sqf"];}; //General ==== //Flucht des Generals if(GeneralFlucht != 1)then{IDMenuTestFluchtGeneral=_ActPlayer addAction ["Trigger Ziel7 Escape General","functions\lager\StartFluchtGeneral.sqf"];}; //Ziel 7 General eliminieren if(Ziel7 != 1)then{IDMenuTestZiel7=_ActPlayer addAction ["Trigger Ziel7 Kill General","functions\tasksbehaviour\Task7Done.sqf"];}; //EvacPoint ==== //Ziel 8, EvacChopper senden if(Ziel8 != 1)then{IDMenuTestZiel8=_ActPlayer addAction ["Trigger Ziel8 Send evac chopper","functions\tasksbehaviour\Task8Done.sqf"];}; //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 GegnAufklHeli1InDerLuft = 0; LetRussHeli1FlyBack = 0; StromSeite1Airport = 1; StromSeite2Airport = 1; HinweisCloseToAirport = 0; publicVariable "GegnAufklHeli1InDerLuft"; publicVariable "LetRussHeli1FlyBack"; 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"; //DefinePublicAndNormVariablesNurClient.sqf //Code //PutPlayerToStartingPosition.sqf //Variable deklarieren _ActStartBoat = ""; if (ReleaseVersionOrZumTest == 1) then { if (Ziel1 != 1) then { //Strand wurde noch nicht erreicht. Daher im Boot starten. //Boot auslesen //1. Boot if(!isNil("Player1"))then{if(player == Player1) then {_ActStartBoat = StartBoot1;};}; if(!isNil("Player2"))then{if(player == Player2) then {_ActStartBoat = StartBoot1;};}; if(!isNil("Player3"))then{if(player == Player3) then {_ActStartBoat = StartBoot1;};}; //2. Boot if(!isNil("Player4"))then{if(player == Player4) then {_ActStartBoat = StartBoot2;};}; if(!isNil("Player5"))then{if(player == Player5) then {_ActStartBoat = StartBoot2;};}; if(!isNil("Player6"))then{if(player == Player6) then {_ActStartBoat = StartBoot2;};}; if(!isNil("Player7"))then{if(player == Player7) then {_ActStartBoat = StartBoot2;};}; //3. Boot if(!isNil("Player8"))then{if(player == Player8) then {_ActStartBoat = StartBoot3;};}; if(!isNil("Player9"))then{if(player == Player9) then {_ActStartBoat = StartBoot3;};}; if(!isNil("Player10"))then{if(player == Player10) then {_ActStartBoat = StartBoot3;};}; //Spieler ins Boot beamen player moveInCargo _ActStartBoat; } 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; }; //Task1Done.sqf //Nur zum Testen if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel1;}; //Sicherung if(Ziel1 == 1)exitWith{}; //Spulen if (UseClearZoneTriggers == 1) then { Ziel1Clear = 1; publicVariable "Ziel1Clear"; }; //Ziel abhaken Ziel1 = 1; //Am Schluss machen, Absturzgefahr fr Script publicVariable "Ziel1"; //Task1Failed.sqf //Nur zum Testen if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel1;}; //Sicherung if(Ziel1 == -1)exitWith{}; //Spulen if (UseClearZoneTriggers == 1) then { Ziel1Clear = 1; publicVariable "Ziel1Clear"; }; //Ziel abhaken Ziel1 = -1; //Am Schluss machen, Absturzgefahr fr Script publicVariable "Ziel1"; //Task2Done.sqf //Nur zum Testen if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel2;}; //Sicherung if(Ziel2 == 1)exitWith{}; //Spulen if (UseClearZoneTriggers == 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"; //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 "Ziel2Zusatz"; publicVariable "GenTask5"; //Nachricht _d=[]execVM "functions\conversations\ConversationTookDokum1Lager2.sqf"; //Meneintrag lschen if(!isNil("IDDocument1Lager2"))then{player removeAction IDDocument1Lager2;}; //Task3Done.sqf //Nur zum Testen if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel3;}; //Sicherung if(Ziel3 == 1)exitWith{}; //Spulen if (UseClearZoneTriggers == 1) then { Ziel3Clear = 1; publicVariable "Ziel3Clear"; }; //Ziel abhaken Ziel3 = 1; //Am Schluss machen, Absturzgefahr fr Script publicVariable "Ziel3"; //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 "Ziel3Zusatz"; publicVariable "GenTask4"; //Nachricht _d=[]execVM "functions\conversations\ConversationTookDokum1Lager1.sqf"; //Meneintrag lschen if(!isNil("IDDocument1Lager1"))then{player removeAction IDDocument1Lager1;}; //Task4Done.sqf //Sicherung if(Ziel4 == 1)exitWith{}; //Nur zum Testen if (NotShowTriggerManualUse != 1) then { if (getDammage TargetSu34 < 0.9) then { //Su-34 lebt noch ToKillPilot1 setDammage 1; ToKillPilot2 setDammage 1; }; //Trigger sowieso lschen Player removeAction IDMenuTestZiel4; }; //Ziel abhaken Ziel4 = 1; //Am Schluss machen, Absturzgefahr fr Script publicVariable "Ziel4"; //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\lager\AbschaltenStromGenerator1Airport.sqf"; _d=[]execVM "functions\lager\AbschaltenStromGenerator2Airport.sqf"; Player removeAction IDMenuTestZiel5; }; //Am Schluss machen, Absturzgefahr fr Script publicVariable "Ziel5"; publicVariable "StromSeite1Airport"; publicVariable "StromSeite2Airport"; //Task6Done.sqf //Nur zum Testen if (NotShowTriggerManualUse != 1) then {Player removeAction IDMenuTestZiel6;}; //Sicherung if(Ziel6 == 1)exitWith{}; //Spulen if (UseClearZoneTriggers == 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;}; //Task7Done.sqf //Sicherung if(Ziel7 == 1)exitWith{}; //Spulen if (UseClearZoneTriggers == 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"; //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) then { ClearLZForTest = 1; publicVariable "ClearLZForTest"; }; //Am Schluss machen, Absturzgefahr fr Script publicVariable "GenerateEvacChopper"; publicVariable "Ziel8"; //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]; //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"; //HideAllTriggersSpulen.sqf _ActPerson = _this select 0; _ActPerson removeAction IDMenuTestDoFastAllTasks; _ActPerson removeAction IDMenuTestZiel1; _ActPerson removeAction IDMenuTestHinweisDokumenteLager2; _ActPerson removeAction IDMenuTestZiel2; _ActPerson removeAction IDMenuTestShowGeneratorenAirport; _ActPerson removeAction IDMenuTestAlarmLager1; _ActPerson removeAction IDMenuTestZiel3; _ActPerson removeAction IDMenuTestTakeDocumentLager1; _ActPerson removeAction IDMenuTestCloseAirport; _ActPerson removeAction IDMenuTestZiel4; _ActPerson removeAction IDMenuTestZiel5; _ActPerson removeAction IDMenuTestZiel6; _ActPerson removeAction IDMenuTestAlarmAirport1; _ActPerson removeAction IDMenuTestAlarmAirport2; _ActPerson removeAction IDMenuTestFluchtGeneral; _ActPerson removeAction IDMenuTestZiel7; _ActPerson removeAction IDMenuTestZiel8; //JumpIntoEvacHeli.sqf Player moveInCargo EvacHeli;//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]; //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]; //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";//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";//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";//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";//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";//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";//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";//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";//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";//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";//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";//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";//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 if (!isNil("Player2"))then{if (player == Player2) then {_d=[player]execVM "functions\weapons\ACE2\OperatorSDLoadout.sqf";};}; //P3 Recon/Sniper SD if (!isNil("Player3"))then{if (player == Player3) then {_d=[player]execVM "functions\weapons\ACE2\ReconSDLoadout.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) if (!isNil("Player1"))then{if (player == Player1) then {_d=[player]execVM "functions\weapons\NOTACE2\OperatorLoadout.sqf";};}; //P2 Operator SD if (!isNil("Player2"))then{if (player == Player2) then {_d=[player]execVM "functions\weapons\NOTACE2\OperatorSDLoadout.sqf";};}; //P3 Recon/Sniper SD if (!isNil("Player3"))then{if (player == Player3) then {_d=[player]execVM "functions\weapons\NOTACE2\ReconSDLoadout.sqf";};}; //P4 Grenadier if (!isNil("Player4"))then{if (player == Player4) then {_d=[player]execVM "functions\weapons\NOTACE2\GrenadierLoadout.sqf";};}; //P5 Recon/Sniper Heavy if (!isNil("Player5"))then{if (player == Player5) then {_d=[player]execVM "functions\weapons\NOTACE2\ReconHeavyLoadout.sqf";};}; //P6 Anti-Tank SMAW if (!isNil("Player6"))then{if (player == Player6) then {_d=[player]execVM "functions\weapons\NOTACE2\SMAWLoadout.sqf";};}; //P7 Anti-Tank Javelin if (!isNil("Player7"))then{if (player == Player7) then {_d=[player]execVM "functions\weapons\NOTACE2\JavelinLoadout.sqf";};}; //P8 Anti-Aircraft if (!isNil("Player8"))then{if (player == Player8) then {_d=[player]execVM "functions\weapons\NOTACE2\StingerLoadout.sqf";};}; //P9 Medic if (!isNil("Player9"))then{if (player == Player9) then {_d=[player]execVM "functions\weapons\NOTACE2\MedicLoadout.sqf";};}; //P10 Medic SD if (!isNil("Player10"))then{if (player == Player10) then {_d=[player]execVM "functions\weapons\NOTACE2\MedicSDLoadout.sqf";};}; }; //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"; //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"; };//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"; };//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]; //FillUpAmmoBoxCarrier.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]; //GrenadierLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M16A4_ACG_GL"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; _PrimWaffeGrenade = "1Rnd_HE_M203"; //Pistole und Handgranaten _SekWaffe = "Colt1911"; _SekWaffeMuni = "7Rnd_45ACP_1911"; _HandGranate = "HandGrenade_West"; //Mehr Munition //player addMagazine _PrimWaffeMuni; //player addMagazine _PrimWaffeMuni; //Handgranaten player addMagazine _HandGranate; player addMagazine _HandGranate; player addMagazine _HandGranate; //Sprengstoff/Anti-Tank Muni player addMagazine "PipeBomb"; player addMagazine "PipeBomb"; 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 _PrimWaffeGrenade; player addMagazine _PrimWaffeGrenade; player addMagazine _PrimWaffeGrenade; player addMagazine _PrimWaffeGrenade; //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";//JavelinLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _HandGranate = "HandGrenade_West"; //Typ Anti-Tank Weapon _AntiTankWeapon = "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; //Sekundrwaffe (4x Magazine) player addMagazine _SekWaffeMuni; player addWeapon _SekWaffe; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; //Panzerabwehrwaffe player addMagazine _AntiTankMuni; player addWeapon _AntiTankWeapon; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//M136AT4Loadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _HandGranate = "HandGrenade_West"; //Typ Anti-Tank Weapon _AntiTankWeapon = "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; //Sekundrwaffe (4x Magazine) player addMagazine _SekWaffeMuni; player addWeapon _SekWaffe; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; //Panzerabwehrwaffe player addMagazine _AntiTankMuni; player addWeapon _AntiTankWeapon; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf"; //MedicLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//MedicSDLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_SD_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_StanagSD"; //Pistole und Handgranaten _SekWaffe = "M9SD"; _SekWaffeMuni = "15Rnd_9x19_M9SD"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//OperatorLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//OperatorSDLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_SD_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_StanagSD"; //Pistole und Handgranaten _SekWaffe = "M9SD"; _SekWaffeMuni = "15Rnd_9x19_M9SD"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//ReconHeavyLoadout.sqf _ActPerson = _this select 0; //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "m107"; _PrimWaffeMuni = "10Rnd_127x99_M107"; //Pistole und Handgranaten _SekWaffe = "Colt1911"; _SekWaffeMuni = "7Rnd_45ACP_1911"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf";//ReconLoadout.sqf _ActPerson = _this select 0; //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "DMR"; _PrimWaffeMuni = "20Rnd_762x51_DMR"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf"; //ReconSDLoadout.sqf _ActPerson = _this select 0; //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "VSS_vintorez"; _PrimWaffeMuni = "20Rnd_9x39_SP5_VSS"; //Pistole und Handgranaten _SekWaffe = "M9SD"; _SekWaffeMuni = "15Rnd_9x19_M9SD"; _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; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf"; //SMAWLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _HandGranate = "HandGrenade_West"; //Typ Anti-Tank Weapon _AntiTankWeapon = "SMAW"; _AntiTankMuni = "SMAW_HEAA"; //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; //Panzerabwehrwaffe player addMagazine _AntiTankMuni; player addWeapon _AntiTankWeapon; player addMagazine _AntiTankMuni; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf"; //StingerLoadout.sqf //Alle Waffen lschen; Person startet ohne eine Waffe removeAllWeapons player; //Feldstecher player addWeapon "Binocular"; //Nachtsichtgert player addWeapon "NVGoggles"; //Waffen _PrimWaffe = "M4A1_AIM_CAMO"; _PrimWaffeMuni = "30Rnd_556x45_Stanag"; //Pistole und Handgranaten _SekWaffe = "M9"; _SekWaffeMuni = "15Rnd_9x19_M9"; _HandGranate = "HandGrenade_West"; //Typ Anti-Tank Weapon _AntiTankWeapon = "Stinger"; _AntiTankMuni = "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; //Sekundrwaffe (4x Magazine) player addMagazine _SekWaffeMuni; player addWeapon _SekWaffe; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; player addMagazine _SekWaffeMuni; //Panzerabwehrwaffe player addMagazine _AntiTankMuni; player addWeapon _AntiTankWeapon; //Nachtsicht aktivieren, falls es schon dunkel ist _d=[player]execVM "functions\globfunc\EvGiveNachtsichtToHim.sqf"; //init.sqf //System //--> Wird immer wieder ausgefhrt //Loadingtext anzeigen startLoadingScreen ["Mission is loading..."]; //Bildschirm-Farben anpassen if (isNil ("param2")) then {param2 = 0}; if (param2==0) then { "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; "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; //Sofort anpassen "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false]; "filmGrain" ppEffectCommit 0; //Sofort anpassen }; //Sichtweite setViewDistance 2500; //Default beim ersten Mal Intro zeigen. Die weiteren Male nicht mehr if (isNil("ExecIntro")) then {ExecIntro = 1;}; //Gras an oder aus if (isNil ("param1")) then {param1 = 0}; if (param1==0) then {setTerrainGrid 50}; //Spielsprache rausfinden ClientSpracheText = (localize "STR_Sprache"); //ClientSpracheText = "English"; //Zum Testen; Default //=== OPERATON SILENT WIND === //Finalversion oder Test/Editversion der Mission; 1=Fr Release; 0=Frs Testen ReleaseVersionOrZumTest = 1; ShowIntro = 1; NotShowTriggerManualUse = 0; //1 = Man soll auch nicht spulen drfen PlayerNotSetCaptive = 1; PlayerVerwundbar = 1; NotAllowToBeamAround = 1; NotDeleteAllPlayers = 1; UseACE2 = 1; //Public machen publicVariable "ReleaseVersionOrZumTest"; publicVariable "ShowIntro"; publicVariable "NotShowTriggerManualUse"; publicVariable "PlayerNotSetCaptive"; publicVariable "PlayerVerwundbar"; publicVariable "NotAllowToBeamAround"; publicVariable "NotDeleteAllPlayers"; publicVariable "UseACE2"; //Das Folgende nur als Server oder DedicatedServer ausfhren //--> Wird nur beim Server-ErsteMal-Mapladen ausgefhrt if (isDedicated or isServer) then { //Freund-Feind Beziehungen definieren Createcenter EAST; Createcenter WEST; WEST setFriend [EAST,0]; EAST setFriend [WEST,0]; //Startupfunktionen fr Server ausfhren _d=[]execVM "ExecStartUpFunctions.sqf"; waitUntil {scriptDone _d}; //Server-JIP starten //Achtung! Endlosschleife _d=[]execVM "functions\server\ServerJIP.sqf"; }; //Client //--> Wird immer wieder ausgefhrt //Init Player warten waitUntil {!(isNull player)}; waitUntil {player == player}; //Client-Variablen _d=[]execVM "functions\startup\DefinePublicAndNormVariablesNurClient.sqf"; waitUntil {scriptDone _d}; //Strings laden _d=[]execVM "strings\aaaStringsForTasks.sqf"; waitUntil {scriptDone _d}; //Briefing _d=[]execVM "Briefing.sqf"; waitUntil {scriptDone _d}; //Tasks _d=[]execVM "Tasks.sqf"; waitUntil {scriptDone _d}; //Loadingtext verwerfen endLoadingScreen; //Finish world initialization before mission is launched. finishMissionInit; //Init fertig ausgefhrt //if(ReleaseVersionOrZumTest != 1) then {hint "Init executed";}; //Server-Init 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; }; 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", "acex_men_usnavy", "ace_main", "ace_sys_wounds", "ace_sys_tracking", "ace_sys_aitalk" }; addOnsAuto[]= { "caweapons", "CAWheeled2_GAZ39371", "cacharacters2", "ca_modules_functions", "caair", "caweapons_kord", "acex_men_usnavy", "CAWheeled", "CA_Modules_Alice", "ca_modules_animals", "CAAir2", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_garbagecollector", "ace_main", "ace_sys_wounds", "ace_sys_tracking", "ace_sys_aitalk", "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.2.3"; briefingDescription="It's time for revenge. Eliminate General Teodor Bogowski."; startWeather=0.36513656; startFog=0.18739723; forecastWeather=0.35999334; forecastFog=0.18739723; year=2010; month=10; day=20; hour=5; }; 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=250.4987; 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=-68.406601; 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[]={4367.3296,27,3190.875}; azimut=275; special="NONE"; id=34; side="EAST"; vehicle="RU_Commander"; leader=1; skill=0.62760723; text="ZuKillPerson3"; }; }; class Waypoints { items=3; class Item0 { position[]={4368.9092,27,3192.9839}; 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[]={4519.189,1.5731635,3136.5061}; 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=5; class Item0 { position[]={5065.9883,-0.040185645,5083.1646}; combatMode="BLUE"; speed="NORMAL"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3438.3196,0.49850905,5077.6367}; class Effects { }; showWP="NEVER"; }; class Item2 { 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 disableAI ""MOVE"";"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3428.7036,0.17007825,5101.1099}; speed="NORMAL"; expCond="LetRussHeli1FlyBack == 1;"; class Effects { }; showWP="NEVER"; }; class Item4 { 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=82; side="EAST"; vehicle="KORD_high"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={2982.2163,39,4497.1973}; id=82; combatMode="YELLOW"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item19 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={2481.1436,11.041771,4589.688}; azimut=445.88199; id=83; side="WEST"; vehicle="ACE_Seal2_AOR2"; player="PLAYER COMMANDER"; leader=1; rank="CAPTAIN"; skill=1; text="Player1"; description="AAD10 Troop Leader (Operator)"; synchronizations[]={264}; }; class Item1 { position[]={2479.1086,10.481221,4579.4956}; azimut=445.88199; id=285; side="WEST"; vehicle="ACE_Seal5_AOR2"; player="PLAY CDG"; skill=1; text="Player2"; description="AAD10 Operator SD"; synchronizations[]={264}; }; class Item2 { position[]={2472.7915,10.482797,4571.5767}; azimut=445.88199; id=310; side="WEST"; vehicle="USMC_SoldierS_Spotter"; player="PLAY CDG"; skill=1; text="Player3"; description="AAD10 Recon/Sniper SD"; synchronizations[]={264}; }; class Item3 { position[]={2466.7322,10.369224,4564.6846}; azimut=445.88199; id=311; side="WEST"; vehicle="ACE_Seal5_AOR2"; player="PLAY CDG"; skill=1; text="Player4"; description="AAD10 Grenadier"; synchronizations[]={264}; }; class Item4 { position[]={2457.1804,9.714818,4557.7949}; azimut=445.88199; id=312; side="WEST"; vehicle="ACE_Seal4_AOR2"; player="PLAY CDG"; skill=1; text="Player5"; description="AAD10 Recon/Sniper Heavy"; synchronizations[]={264}; }; class Item5 { position[]={2447.752,8.961113,4555.0156}; azimut=445.88199; id=313; side="WEST"; vehicle="ACE_Seal6_AOR2"; player="PLAY CDG"; skill=1; text="Player6"; description="AAD10 Anti-Tank SMAW"; synchronizations[]={264}; }; class Item6 { position[]={2419.9016,8.7906179,4570.6968}; azimut=445.88199; id=317; side="WEST"; vehicle="ACE_Seal3_AOR2"; player="PLAY CDG"; skill=1; text="Player10"; description="AAD10 Medic SD"; synchronizations[]={264,263}; }; class Item7 { position[]={2424.1211,8.1865196,4564.9731}; azimut=445.88199; id=316; side="WEST"; vehicle="ACE_Seal3_AOR2"; player="PLAY CDG"; skill=1; text="Player9"; description="AAD10 Medic"; synchronizations[]={264,263}; }; class Item8 { position[]={2430.6633,8.2586708,4559.5938}; azimut=445.88199; id=315; side="WEST"; vehicle="ACE_Seal4_AOR2"; player="PLAY CDG"; skill=1; text="Player8"; description="AAD10 Anti-Aircraft"; synchronizations[]={264}; }; class Item9 { position[]={2438.1531,8.3672485,4556.1353}; azimut=445.88199; id=314; side="WEST"; vehicle="ACE_Seal4_AOR2"; player="PLAY CDG"; skill=1; text="Player7"; description="AAD10 Anti-Tank Javelin"; synchronizations[]={264}; }; }; }; class Item20 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4243.8608,33.559017,3266.324}; azimut=20; id=84; 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 Item21 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3642.5261,46.521362,3999.0369}; azimut=0.78865373; id=86; side="LOGIC"; vehicle="AliceManager"; leader=1; skill=0.60000002; }; }; }; class Item22 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3667.1899,48.341099,3999.0549}; id=93; side="LOGIC"; vehicle="BIS_animals_Logic"; leader=1; skill=0.60000002; }; }; }; class Item23 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4365.0259,27,3191.5642}; azimut=131.49001; id=95; side="EAST"; vehicle="RUS_Commander"; leader=1; skill=0.60000002; text="BegleitOfficer1"; }; }; class Waypoints { items=4; class Item0 { position[]={4366.416,27,3192.6995}; 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 Item24 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4365.5674,27,3189.2881}; azimut=385.108; id=96; side="EAST"; vehicle="RUS_Commander"; leader=1; skill=0.60000002; text="BegleitOfficer2"; }; }; class Waypoints { items=4; class Item0 { position[]={4367.7021,27,3193.2031}; 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 Item25 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4466.7368,6.3709154,3141.0176}; azimut=135; special="NONE"; id=97; 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=97; 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 Item26 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3573.7646,19,3541.1497}; azimut=90; special="NONE"; id=101; 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 Item27 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={4314.9829,23.71797,3140.2598}; id=102; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={4314.7573,23.067543,3133.3369}; id=104; side="EAST"; vehicle="RU_Soldier_Medic"; skill=0.60000002; }; class Item2 { position[]={4314.7847,23.470131,3136.75}; id=103; 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 Item28 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4343.6157,27,3212.0908}; azimut=295; id=106; side="EAST"; vehicle="MVD_Soldier_AT"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4343.6157,27,3212.0908}; id=106; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item29 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4347.0815,27,3216.5239}; azimut=345.314; id=107; side="EAST"; vehicle="MVD_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4347.0815,27,3216.5239}; id=107; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item30 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4365.6538,27,3207.988}; azimut=384.15701; id=108; side="EAST"; vehicle="MVD_Soldier_GL"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4365.6538,27,3207.988}; id=108; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item31 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.74565542; position[]={4362.3027,27,3182.7122}; azimut=196.745; id=109; side="EAST"; vehicle="MVD_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4362.3027,27,3182.7122}; id=109; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item32 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4367.2886,28.436766,3184.6116}; azimut=142.58835; id=110; side="EAST"; vehicle="MVD_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4367.2886,28.436766,3184.6116}; id=110; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item33 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={4341.5605,27,3223.5095}; azimut=205; id=112; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={4340.3164,27,3226.4817}; azimut=185; id=113; side="EAST"; vehicle="RU_Soldier2"; skill=0.60000002; }; class Item2 { presence=0.80813217; position[]={4338.8105,27,3229.762}; azimut=190; id=114; 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 Item34 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={4312.8545,29.363237,3292.0332}; azimut=205; id=115; 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=116; 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 Item35 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={4180.4233,36.50671,3229.4526}; azimut=218.66435; id=117; 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=118; side="EAST"; vehicle="RU_Soldier"; skill=0.60000002; }; class Item2 { position[]={4186.0449,36.354961,3234.229}; azimut=218.66435; id=119; 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 Item36 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={2950.0212,39,4506.2593}; azimut=55.045101; id=120; side="EAST"; vehicle="RUS_Commander"; leader=1; skill=0.60000002; text="ZuKillPerson2"; init="this moveInCargo [RussHeli1, 0];"; }; }; }; class Item37 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3231.1714,16.027094,3670.0732}; azimut=40; id=121; 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=122; side="EAST"; vehicle="RU_Soldier_AT"; skill=0.60000002; }; class Item2 { position[]={3214.2205,15.413671,3655.687}; azimut=40; id=123; 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 Item38 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3478.8801,24.129116,3050.3093}; azimut=217.14268; id=124; 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=125; side="EAST"; vehicle="RU_Soldier_AT"; skill=0.60000002; }; class Item2 { position[]={3494.5342,30.193398,3065.4929}; azimut=217.14281; id=126; 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 Item39 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={4084.0059,21.092859,3707.1113}; azimut=137.01498; id=127; 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=128; 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 Item40 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3396.623,26.699905,4590.1948}; azimut=-67.797356; id=129; 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=130; 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=131; 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 Item41 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3853.7097,18.940557,3552.2339}; azimut=2; special="NONE"; id=136; side="EAST"; vehicle="Mi24_P"; leader=1; skill=0.70152581; text="GegnAufklHeli1"; init="this lock true;"; }; }; class Waypoints { items=9; class Item0 { position[]={3853.8145,18.923664,3553.8184}; combatMode="RED"; speed="FULL"; combat="COMBAT"; expCond="GegnAufklHeli1InDerLuft == 1;"; expActiv="this flyInHeight 280;"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3421.6196,19,3638.8828}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4543.4883,0.45104843,3060.6531}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={4115.4365,0.57677251,2639.658}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={2826.0735,63.549374,3779.7793}; placement=200; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={2945.0706,38.102604,4472.875}; placement=200; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={3744.4587,30.935802,4216.4951}; placement=200; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={3855.6379,18.943613,3548.8857}; expActiv="GegnAufklHeli1 land ""LAND""; GegnAufklHeli1InDerLuft = 0; GegnAufklHeli1 setFuel 1; GegnAufklHeli1 setDamage 0; d=[]execVM ""functions\lager\WaitAufklHeliSomeTime.sqf"";"; class Effects { }; showWP="NEVER"; }; class Item8 { position[]={3854.0369,18.925625,3553.3999}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item42 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3543.9922,18.970428,3557.0432}; azimut=-1.1876626; special="NONE"; id=140; side="EAST"; vehicle="Mi17_rockets_RU"; leader=1; skill=0.60000002; text="GegnAufklHeli2"; init="this lock true;"; }; }; class Waypoints { items=9; class Item0 { position[]={3543.8411,18.988903,3558.8904}; combatMode="WHITE"; speed="LIMITED"; combat="AWARE"; expActiv="this flyInHeight 120;"; class Effects { }; timeoutMin=300; timeoutMid=360; timeoutMax=420; showWP="NEVER"; }; class Item1 { position[]={158.43553,0.26281703,3208.2075}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={146.23528,0.17227483,3680.3098}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={2868.6726,0.3930279,3380.0591}; placement=300; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={3652.0076,0.069082424,4925.6772}; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5010.707,0.47340459,4940.9854}; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={3696.4124,0.20328242,4555.6157}; placement=200; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={3541.3811,18.99733,3559.7329}; expActiv="GegnAufklHeli2 land ""LAND""; GegnAufklHeli2 setFuel 1; GegnAufklHeli2 setDamage 0;"; class Effects { }; showWP="NEVER"; }; class Item8 { position[]={3542.9968,18.974213,3557.4214}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item43 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3331.7341,46.973846,4085.4023}; azimut=-67.797356; id=142; 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=143; side="EAST"; vehicle="RU_Soldier"; skill=0.60000002; }; }; 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 Item44 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3964.9155,31,3288.4746}; azimut=-77.982079; id=144; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={3976.9565,31,3283.6211}; azimut=-77.981926; id=145; side="EAST"; vehicle="RU_Soldier"; skill=0.60000002; }; class Item2 { presence=0.74863064; position[]={3987.6575,31.172367,3279.7427}; azimut=-77.981964; id=146; 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 Item45 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3143.947,37.718407,3995.1709}; azimut=46.79652; id=147; 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=148; 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=149; 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 Item46 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.48979843; position[]={3212.2092,42.048313,4070.5879}; azimut=355; special="NONE"; id=150; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";"; }; }; }; class Item47 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3869.7954,27.945971,3352.9058}; azimut=355; special="NONE"; id=151; side="EAST"; vehicle="RU_Soldier_SL"; leader=1; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 1); this setUnitPos ""UP"";"; }; }; }; class Item48 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={4077.1025,18.928967,3572.1746}; azimut=-99.366302; id=152; 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=153; 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 Item49 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3464.0637,19.257111,3702.571}; azimut=-215.38728; id=154; 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=155; 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 Item50 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3569.9263,32.066387,3643.9146}; azimut=-215.38699; id=156; 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 Item51 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3560.5342,18.89999,3665.8381}; azimut=355; id=162; 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 Item52 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3701.0918,19.672705,3457.3518}; azimut=465.10687; id=168; side="EAST"; vehicle="RU_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3701.0918,19.672705,3457.3518}; id=168; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item53 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3725.4216,21.346643,3457.5378}; azimut=523.22107; id=169; side="EAST"; vehicle="RU_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3725.4216,21.346643,3457.5378}; id=169; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; }; }; class Item54 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3705.9182,20.404625,3452.4116}; azimut=40.996655; special="NONE"; id=172; 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=172; type="HOLD"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item55 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3744.2122,19.860996,3474.6455}; azimut=323.0072; id=174; 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 Item56 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3685.1436,20.325048,3447.2913}; azimut=89.096016; id=177; 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 Item57 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={2953.7354,39,4518.7031}; azimut=200; special="NONE"; id=179; 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 Item58 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3182.1091,5.6961002,4588.5156}; azimut=250.76437; id=188; 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=190; 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 Item59 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3270.2468,4.0358162,4658.1504}; azimut=25; id=189; 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 Item60 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3225.4075,4.5398788,4592.6509}; azimut=46.045437; id=195; side="EAST"; vehicle="KORD_high"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3225.4075,4.5398788,4592.6509}; id=195; combatMode="YELLOW"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item61 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3244.967,4.8058167,4576.9165}; azimut=225; id=196; 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 Item62 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3220.5325,5.5039272,4569.7686}; azimut=243.645; id=197; side="EAST"; vehicle="RUS_Soldier1"; leader=1; skill=0.6219219; }; }; class Waypoints { items=1; class Item0 { position[]={3220.5325,5.5039272,4569.7686}; id=197; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item63 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={3225.8438,5.4508109,4569.8608}; azimut=221.911; id=201; 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=202; 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=203; 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=204; 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 Item64 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={2768.9741,12.64422,4566.6411}; azimut=260.05463; id=221; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; text="Informant1"; init="d=[this,10,0]execVM ""functions\animations\SitGroundCheckWeapon.sqf"";"; }; }; }; class Item65 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4348.2085,27,3207.4243}; id=225; side="LOGIC"; vehicle="LocationLogic"; leader=1; skill=1; text="CamSpawnPos2"; init="this setpos [getpos this select 0, getpos this select 1, 1.5]"; }; }; }; class Item66 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3588.6091,19,3523.2036}; azimut=190; special="NONE"; id=232; 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 Item67 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3582.2402,18.951887,3522.949}; azimut=190; special="NONE"; id=233; 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 Item68 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3585.9207,18.969788,3521.0583}; azimut=371.61975; id=234; side="EAST"; vehicle="RUS_Soldier1"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3585.9207,18.969788,3521.0583}; id=234; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; }; }; class Item69 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3647.9561,19.066727,3503.3267}; azimut=298.96799; id=235; 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 Item70 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2342.1543,0.17878747,4513.2617}; azimut=0.96663523; id=263; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; skill=0.60000002; synchronizations[]={317,316}; }; }; }; class Item71 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2477.7773,0.36173522,4456.1426}; id=264; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; skill=0.60000002; synchronizations[]={83,285,310,311,312,315,314,313,316,317}; }; }; }; class Item72 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={3568.2407,21.546118,3717.6611}; azimut=188.75999; id=267; 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=268; 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=269; 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=270; 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 Item73 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={3671.2185,19.783482,3479.0854}; azimut=43.7029; id=272; 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=273; 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=274; 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=275; 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 Item74 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3576.0403,28.12178,3640.4094}; azimut=-249.82834; special="NONE"; id=276; 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 Item75 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3565.884,28.12178,3639.9468}; azimut=-128.86501; special="NONE"; id=277; 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 Item76 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3568.1841,28.12178,3650.2622}; azimut=-384.61371; special="NONE"; id=278; 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 Item77 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4467.998,6.5428405,3142.4265}; azimut=19.184757; id=279; side="EAST"; vehicle="RU_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={4467.998,6.5428405,3142.4265}; id=279; type="SENTRY"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item78 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4462.6401,3.7628424,3124.2209}; azimut=19.184757; id=280; 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 Item79 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3879.4358,0.53850287,2723.9919}; id=282; side="LOGIC"; vehicle="LocationLogic"; leader=1; skill=1; text="CamSpawnPos3"; init="this setpos [getpos this select 0, getpos this select 1, 50];"; }; }; }; class Item80 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={4868.3242,0.27294251,2984.54}; id=283; side="LOGIC"; vehicle="LocationLogic"; leader=1; skill=1; text="CamSpawnPos4"; init="this setpos [getpos this select 0, getpos this select 1, 50];"; }; }; }; class Item81 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4356.501,27,3196.1086}; azimut=335; id=303; side="CIV"; vehicle="Damsel5"; leader=1; skill=0.60000002; health=0; }; }; }; class Item82 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4340.6924,27,3199.9819}; azimut=404.48199; id=304; side="CIV"; vehicle="Damsel3"; leader=1; skill=0.60000002; health=0; }; }; }; class Item83 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4337.4722,27,3202.3906}; azimut=356.86301; id=305; side="CIV"; vehicle="Madam4"; leader=1; skill=0.60000002; health=0; }; }; }; class Item84 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={4339.4102,27,3201.2422}; azimut=268.51501; id=306; side="CIV"; vehicle="Villager1"; leader=1; skill=0.60000002; health=0; }; }; }; class Item85 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3602.6719,21.035107,3767.5647}; azimut=-58.736267; id=318; side="EAST"; vehicle="RU_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3602.6719,21.035107,3767.5647}; id=318; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item86 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3594.6963,20.277613,3778.2039}; azimut=-137.68701; special="NONE"; id=321; 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=321; type="HOLD"; combatMode="RED"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item87 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3606.9075,25.911282,3789.1326}; azimut=313.05899; id=324; 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=324; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item88 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3593.54,20.047697,3782.4915}; azimut=313.05899; id=325; side="EAST"; vehicle="KORD_high"; leader=1; skill=0.60000002; }; }; }; class Item89 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3580.4346,20.834621,3775.6833}; azimut=341.38855; id=326; side="EAST"; vehicle="KORD_high"; leader=1; skill=0.60000002; }; }; }; class Item90 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3570.1831,19.922041,3773.5913}; azimut=358.70499; id=332; 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=332; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item91 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3587.8098,20.771196,3750.2468}; azimut=34.010845; id=333; side="EAST"; vehicle="RU_Soldier"; leader=1; skill=0.60000002; }; }; class Waypoints { items=1; class Item0 { position[]={3587.8098,20.771196,3750.2468}; id=333; type="SENTRY"; combatMode="RED"; speed="FULL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item92 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={4466.3364,5.8208065,3138.7029}; azimut=63.712017; id=335; 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=335; 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[]={4520.3521,1.5710111,3137.1018}; 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 Item93 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3689.0059,49.497498,3999.0559}; id=338; side="LOGIC"; vehicle="GarbageCollector"; leader=1; skill=0.60000002; }; }; }; class Item94 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3640.2153,44.786663,3944.2947}; azimut=1.2573324; id=339; side="LOGIC"; vehicle="ACE_Required_Logic"; leader=1; skill=0.60000002; }; }; }; class Item95 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3666.2417,49.436264,3944.5986}; azimut=1.2573324; id=340; side="LOGIC"; vehicle="ACE_Wounds_Logic"; leader=1; skill=0.60000002; }; }; }; class Item96 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3640.2153,43.287487,3925.4741}; azimut=1.2573324; id=341; side="LOGIC"; vehicle="ACE_ForceGroupMarkersOn_Logic"; leader=1; skill=0.60000002; }; }; }; class Item97 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3665.5876,48.852642,3924.8948}; azimut=1.2573324; id=342; side="LOGIC"; vehicle="ACE_RadioTalk_Logic"; leader=1; skill=0.60000002; }; }; }; }; class Vehicles { items=201; class Item0 { position[]={2939.2671,39,4551.5024}; azimut=10; id=0; side="EMPTY"; vehicle="RULaunchersBox"; leader=1; skill=0.60000002; }; class Item1 { position[]={2942.8215,39,4539.1772}; azimut=300; id=1; side="EMPTY"; vehicle="RUSpecialWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox1Lager1"; }; 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[]={2987.2612,39,4500.9932}; id=62; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item39 { position[]={2919.7432,38.961502,4554.3345}; id=63; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_1"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item40 { position[]={2919.0974,38.819519,4549.9131}; id=64; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_2"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item41 { position[]={2918.4297,38.685974,4544.9966}; id=65; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_3"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item42 { position[]={2917.7668,38.553406,4540.0244}; id=66; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_4"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item43 { position[]={2917.2595,38.451904,4534.6177}; id=67; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_5"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item44 { position[]={2916.6606,39,4529.6367}; id=68; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_6"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item45 { position[]={2916.1543,39,4524.3271}; id=69; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_7"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item46 { position[]={2915.8171,39,4519.0176}; id=70; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_8"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item47 { position[]={2915.2275,39,4513.876}; id=71; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_9"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item48 { position[]={2914.5527,39,4507.8081}; id=72; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_10"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item49 { position[]={2913.8784,39,4502.0771}; id=73; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_11"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item50 { position[]={2912.9509,38.886734,4496.1777}; id=74; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_12"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item51 { position[]={2944.9072,39.714211,4550.5703}; azimut=5; id=75; side="EMPTY"; vehicle="RUSpecialWeaponsBox"; leader=1; skill=0.60000002; }; class Item52 { position[]={2986.5435,39,4495.9907}; id=76; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_13"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item53 { position[]={2979.2161,39,4485.7285}; id=77; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_14"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item54 { position[]={2931.4045,39,4497.5171}; azimut=295; id=78; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item55 { position[]={2933.2815,39,4496.6011}; azimut=295; id=79; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item56 { position[]={2947.8564,39,4549.3643}; azimut=-79.904297; id=80; side="EMPTY"; vehicle="RUSpecialWeaponsBox"; leader=1; skill=0.60000002; }; class Item57 { position[]={2939.4958,39,4552.2637}; azimut=5; id=81; side="EMPTY"; vehicle="RULaunchersBox"; leader=1; skill=0.60000002; }; class Item58 { position[]={2802.0466,21.47797,4560.2939}; azimut=215; id=85; side="EMPTY"; vehicle="Sound_Owl"; skill=0.60000002; }; class Item59 { position[]={2936.7722,39,4518.7593}; azimut=140; special="NONE"; id=87; side="AMBIENT LIFE"; vehicle="Hen"; leader=1; skill=0.63329339; }; class Item60 { position[]={2928.5974,39,4518.9941}; azimut=140; special="NONE"; id=88; side="AMBIENT LIFE"; vehicle="Cock"; leader=1; skill=0.63329339; }; class Item61 { position[]={2931.7139,39,4523.4634}; azimut=140; special="NONE"; id=89; side="AMBIENT LIFE"; vehicle="Hen"; leader=1; skill=0.63329339; }; class Item62 { position[]={2931.0674,39,4520.3472}; azimut=140; special="NONE"; id=90; side="AMBIENT LIFE"; vehicle="Hen"; leader=1; skill=0.63329339; }; class Item63 { position[]={2935.0667,39,4522.0522}; azimut=140; special="NONE"; id=91; side="AMBIENT LIFE"; vehicle="Hen"; leader=1; skill=0.63329339; }; class Item64 { position[]={2933.8315,39,4519.4063}; azimut=140; special="NONE"; id=92; side="AMBIENT LIFE"; vehicle="Hen"; leader=1; skill=0.63329339; }; class Item65 { position[]={4536.0347,0.55179763,3102.7983}; azimut=129.62399; id=94; side="EMPTY"; vehicle="PBX"; leader=1; skill=0.60000002; text="FluchtBoot"; init="this lock true;"; }; class Item66 { position[]={4554.9966,0.44645768,3108.9561}; azimut=47.426281; id=98; side="EMPTY"; vehicle="smallboat_2"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item67 { position[]={4585.8296,0.30076998,3110.9382}; azimut=345; id=99; side="EMPTY"; vehicle="Fishing_Boat"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item68 { position[]={4496.9551,1.8166407,3109.3096}; azimut=335; id=100; side="EMPTY"; vehicle="smallboat_2"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item69 { position[]={4366.0068,27,3190.6252}; azimut=210; id=105; side="EMPTY"; vehicle="Land_Campfire_burning"; leader=1; skill=0.60000002; }; class Item70 { position[]={4468.2866,6.0178204,3139.5547}; azimut=210; id=111; side="EMPTY"; vehicle="Land_Campfire_burning"; leader=1; skill=0.60000002; }; class Item71 { position[]={3782.7263,19,3532.7979}; azimut=50; id=132; side="EMPTY"; vehicle="Su39"; leader=1; skill=0.60000002; fuel=0.25974461; ammo=0.4022947; init="this lock true;"; }; class Item72 { position[]={3817.1089,18.970837,3552.9158}; azimut=355; id=133; side="EMPTY"; vehicle="Mi17_rockets_RU"; leader=1; skill=0.60000002; fuel=0.58870655; ammo=0.10988423; init="this lock true;"; }; class Item73 { position[]={3883.033,19,3552.9158}; azimut=2; id=134; side="EMPTY"; vehicle="Mi24_P"; leader=1; skill=0.60000002; fuel=0.58870655; ammo=0.10988423; init="this lock true;"; }; class Item74 { position[]={3853.8921,18.922951,3553.8118}; id=135; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; }; class Item75 { position[]={3500.094,18.978718,3557.8718}; azimut=88; id=137; side="EMPTY"; vehicle="Su34"; leader=1; skill=0.60000002; fuel=0.46808717; text="TargetSu34"; init="this lock true;"; }; class Item76 { position[]={3513.0649,18.89999,3542.2156}; azimut=42.340099; id=138; side="EMPTY"; vehicle="Su39"; leader=1; skill=0.60000002; health=0.051401984; fuel=0.15740089; ammo=0; init="this lock true;"; }; class Item77 { position[]={3544.0657,18.991653,3559.1653}; id=139; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; }; class Item78 { position[]={3429.98,19.08073,3695.7305}; azimut=150.914; id=141; 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 Item79 { position[]={3560.5107,19,3646.1082}; azimut=355; id=157; side="EMPTY"; vehicle="GAZ_Vodnik_HMG"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; init="this lock true;"; }; class Item80 { position[]={3555.4221,19,3645.4524}; id=158; side="EMPTY"; vehicle="GAZ_Vodnik"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; init="this lock true;"; }; class Item81 { position[]={3545.0051,18.92148,3657.8513}; azimut=89.844803; id=159; side="EMPTY"; vehicle="UAZ_RU"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; }; class Item82 { position[]={3548.3765,18.998566,3705.0796}; azimut=-78.869904; id=160; side="EMPTY"; vehicle="UAZ_RU"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; }; class Item83 { position[]={3547.937,18.965239,3701.2256}; azimut=-90.3535; id=161; side="EMPTY"; vehicle="UAZ_AGS30_RU"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; }; class Item84 { position[]={3574.5042,18.535961,3706.2727}; azimut=-63.933701; id=163; side="EMPTY"; vehicle="Kamaz"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; init="this lock true;"; }; class Item85 { position[]={3538.2915,19.080803,3703.3418}; azimut=271.86987; id=164; side="EMPTY"; vehicle="Land_Misc_GContainer_Big"; skill=0.60000002; }; class Item86 { position[]={3559.0337,18.819544,3716.6245}; azimut=286.68723; id=165; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item87 { position[]={3558.6372,18.837627,3714.5715}; azimut=295; id=166; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item88 { position[]={3559.4194,18.801662,3718.7141}; azimut=279.53378; id=167; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item89 { position[]={3706.1194,20.409714,3452.5688}; azimut=-126.57365; id=170; side="EMPTY"; vehicle="Land_GuardShed"; skill=0.60000002; }; class Item90 { position[]={3706.74,20.59156,3450.6804}; azimut=45.996655; id=171; side="EMPTY"; vehicle="FlagCarrierRU"; skill=0.60000002; }; class Item91 { position[]={3701.7278,19.811638,3456.094}; azimut=84.126915; special="NONE"; id=173; side="AMBIENT LIFE"; vehicle="Pastor"; leader=1; skill=0.63329339; init="this setPos [getpos this select 0, getpos this select 1, 0];"; }; class Item92 { position[]={3695.6094,19,3534.2734}; azimut=227.56282; id=175; side="EMPTY"; vehicle="Land_Misc_GContainer_Big"; skill=0.60000002; }; class Item93 { position[]={3700.5442,18.983671,3528.3672}; azimut=234.47211; id=176; side="EMPTY"; vehicle="Land_Misc_GContainer_Big"; skill=0.60000002; }; class Item94 { position[]={3697.7397,23.475681,3507.1206}; azimut=138.05435; id=178; side="EMPTY"; vehicle="UAZ_RU"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; init="this lock true;"; }; class Item95 { position[]={2975.0718,39,4482.1597}; id=180; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mine1_15"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item96 { position[]={3247.4585,0.33552316,4623.9502}; azimut=40.956299; id=181; side="EMPTY"; vehicle="smallboat_2"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item97 { position[]={3266.0249,0.088438392,4645.6538}; azimut=223.717; id=182; side="EMPTY"; vehicle="Smallboat_1"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item98 { position[]={3232.9585,0.29771957,4633.8589}; azimut=-49.145; id=183; side="EMPTY"; vehicle="Fishing_Boat"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item99 { position[]={3257.5515,0.091233343,4655.3457}; azimut=129.31514; id=184; side="EMPTY"; vehicle="PBX"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item100 { position[]={3255.3086,0.011460364,4653.103}; azimut=118.79212; id=185; side="EMPTY"; vehicle="PBX"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item101 { position[]={3224.6365,7.6930547,4582.9136}; azimut=494.64401; id=186; side="EMPTY"; vehicle="PowGen_Big"; leader=1; skill=0.60000002; text="StromGeneratorLager2"; }; class Item102 { position[]={2954.1348,39,4544.2441}; azimut=215; id=187; side="EMPTY"; vehicle="Land_Antenna"; skill=0.60000002; text="AntenneLager1"; }; class Item103 { position[]={3227.6174,5.3151321,4572.1738}; azimut=-49.948345; id=191; side="EMPTY"; vehicle="Land_tent_east"; leader=1; skill=0.56506073; }; class Item104 { position[]={3226.061,4.457952,4594.3369}; azimut=219.99242; id=192; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item105 { position[]={3224.3901,4.4686313,4594.6865}; azimut=146.05789; id=193; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item106 { position[]={3227.5356,4.4877052,4593.1035}; azimut=219.99242; id=194; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item107 { position[]={3222.6187,4.2468252,4601.269}; azimut=225; id=198; side="EMPTY"; vehicle="UAZ_AGS30_RU"; leader=1; skill=0.6219219; init="this lock true;"; }; class Item108 { position[]={3219.8545,4.3869162,4603.3267}; azimut=245.59172; id=199; side="EMPTY"; vehicle="UAZ_AGS30_RU"; leader=1; skill=0.6219219; init="this lock true;"; }; class Item109 { position[]={3216.1125,4.9948225,4607.5298}; azimut=233.24899; id=200; side="EMPTY"; vehicle="TT650_Civ"; leader=1; skill=0.6219219; text="SignLager2Lampe1"; init="this lock true;"; }; class Item110 { position[]={3219.6497,5.189868,4576.3428}; azimut=221.911; special="NONE"; id=205; side="EMPTY"; vehicle="FoldChair"; skill=0.63329339; }; class Item111 { position[]={3220.425,5.2115383,4575.6841}; azimut=221.911; special="NONE"; id=206; side="EMPTY"; vehicle="FoldChair"; skill=0.63329339; }; class Item112 { position[]={3221.3188,5.0897608,4577.9409}; azimut=403.75613; special="NONE"; id=207; side="EMPTY"; vehicle="FoldChair"; skill=0.63329339; }; class Item113 { position[]={3220.8513,5.1499476,4576.8306}; azimut=221.911; special="NONE"; id=208; side="EMPTY"; vehicle="FoldTable"; skill=0.63329339; }; class Item114 { position[]={3222.6313,5.1334729,4576.8042}; azimut=440.35507; special="NONE"; id=209; side="EMPTY"; vehicle="FoldChair"; skill=0.63329339; }; class Item115 { position[]={3222.3059,5.3732257,4572.0742}; azimut=133.55608; special="NONE"; id=210; side="EMPTY"; vehicle="Land_Toilet"; skill=0.63329339; }; class Item116 { position[]={3223.4636,5.2889843,4573.5273}; azimut=126.93827; special="NONE"; id=211; side="EMPTY"; vehicle="Land_Toilet"; skill=0.63329339; }; class Item117 { position[]={3219.3774,4.9650903,4581.7861}; azimut=94.189476; special="NONE"; id=212; side="EMPTY"; vehicle="Satelit"; skill=0.63329339; }; class Item118 { position[]={3224.2544,5.2010746,4575.1274}; azimut=36.365898; special="NONE"; id=213; side="EMPTY"; vehicle="FlagCarrierRU"; skill=0.63329339; }; class Item119 { position[]={3226.1304,4.6564388,4589.5562}; azimut=41.601933; special="NONE"; id=214; side="EMPTY"; vehicle="Pile_of_wood"; skill=0.63329339; }; class Item120 { position[]={3217.124,5.0810018,4579.5303}; azimut=126.55078; special="NONE"; id=215; side="EMPTY"; vehicle="Land_A_tent"; skill=0.63329339; }; class Item121 { position[]={3215.0916,5.228981,4577.3838}; azimut=130.06873; special="NONE"; id=216; side="EMPTY"; vehicle="Land_A_tent"; skill=0.63329339; }; class Item122 { position[]={3214.8679,5.4259748,4573.5332}; azimut=53.800915; special="NONE"; id=217; side="EMPTY"; vehicle="Land_A_tent"; skill=0.63329339; }; class Item123 { position[]={3229.6443,4.9987822,4580.0405}; azimut=133.556; special="NONE"; id=218; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; }; class Item124 { position[]={3258.7458,4.0208917,4580.418}; azimut=101.02303; special="NONE"; id=219; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; text="SignLager2Lampe2"; }; class Item125 { position[]={3261.0364,4,4579.7603}; azimut=111.841; special="NONE"; id=220; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; }; class Item126 { position[]={2250.2827,0.10436252,4665.0132}; azimut=79.583359; special="NONE"; id=222; side="EMPTY"; vehicle="Zodiac"; leader=1; skill=0.60000002; text="StartBoot1"; }; class Item127 { position[]={2250.28,0.22145951,4659.5024}; azimut=89.982056; special="NONE"; id=223; side="EMPTY"; vehicle="Zodiac"; leader=1; skill=0.60000002; text="StartBoot2"; }; class Item128 { position[]={2250.927,0.2326479,4654.0278}; azimut=92.246468; special="NONE"; id=224; side="EMPTY"; vehicle="Zodiac"; leader=1; skill=0.60000002; text="StartBoot3"; }; class Item129 { position[]={2946.6411,39.534969,4498.7417}; azimut=180; special="NONE"; id=226; side="EMPTY"; vehicle="EvKobalt"; skill=0.63329339; text="Document1Lager1"; init="this setPos [getpos this select 0, getpos this select 1, 1.22];"; }; class Item130 { position[]={3528.074,19,3521.5884}; azimut=348.35815; special="NONE"; id=227; side="EMPTY"; vehicle="BMP2Wreck"; leader=1; skill=0.63329339; }; class Item131 { position[]={3374.2522,19.046415,3664.6418}; azimut=0.058186531; special="NONE"; id=228; side="EMPTY"; vehicle="RU_WarfareBAntiAirRadar"; leader=1; skill=0.63329339; }; class Item132 { position[]={3580.165,18.945618,3515.4375}; azimut=182; special="NONE"; id=229; side="EMPTY"; vehicle="Barrack2"; leader=1; skill=0.63329339; }; class Item133 { position[]={3588.1743,18.981743,3515.1038}; azimut=182; special="NONE"; id=230; side="EMPTY"; vehicle="Barrack2"; leader=1; skill=0.63329339; }; class Item134 { position[]={3449.8127,18.76841,3662.2803}; azimut=152.78659; id=231; side="EMPTY"; vehicle="Su39"; leader=1; skill=0.60000002; health=0.80801469; fuel=0.35112298; ammo=0.52656931; init="this lock true;"; }; class Item135 { position[]={3469.8896,18.94084,3554.0845}; azimut=349.83701; special="NONE"; id=236; side="EMPTY"; vehicle="Mi8Wreck"; leader=1; skill=0.63329339; }; class Item136 { position[]={3220.5691,5.9211559,4577.1826}; azimut=180; special="NONE"; id=237; side="EMPTY"; vehicle="EvMap"; skill=0.63329339; text="Document1Lager2"; init="this setPos [getpos this select 0, getpos this select 1, 0.80];"; }; class Item137 { position[]={3425.7839,19,3723.6147}; azimut=244.868; special="NONE"; id=238; side="EMPTY"; vehicle="PowerGenerator"; leader=1; skill=0.63329339; text="Generator1Airport"; }; class Item138 { position[]={3428.8928,19,3725.1541}; azimut=244.868; special="NONE"; id=239; side="EMPTY"; vehicle="PowerGenerator"; leader=1; skill=0.63329339; text="Generator2Airport"; }; class Item139 { position[]={3476.5437,18.832031,3661.6016}; azimut=182.642; special="NONE"; id=240; side="EMPTY"; vehicle="Land_Barrel_sand"; skill=0.63329339; text="SignAirportSeite2Lampe1"; }; class Item140 { position[]={3529.3716,18.773106,3689.2837}; azimut=270.6344; special="NONE"; id=241; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; text="SignAirportSeite2Lampe2"; }; class Item141 { position[]={3531.8147,18.810246,3689.21}; azimut=272; special="NONE"; id=242; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; }; class Item142 { position[]={3477.0374,18.819744,3660.9871}; azimut=182.642; special="NONE"; id=243; side="EMPTY"; vehicle="Land_Barrel_empty"; skill=0.63329339; }; class Item143 { position[]={3477.3591,18.834637,3661.7317}; azimut=182.642; special="NONE"; id=244; side="EMPTY"; vehicle="Land_Barrel_empty"; skill=0.63329339; }; class Item144 { position[]={3477.7341,18.809824,3664.0405}; azimut=182.642; special="NONE"; id=245; side="EMPTY"; vehicle="Misc_TyreHeap"; skill=0.63329339; }; class Item145 { position[]={3588.5298,18.493267,3709.26}; azimut=191.9726; special="NONE"; id=246; side="EMPTY"; vehicle="Pile_of_wood"; skill=0.63329339; text="SignAirportSeite2Lampe3"; }; class Item146 { position[]={3582.8254,18.913313,3648.668}; azimut=182.642; special="NONE"; id=247; side="EMPTY"; vehicle="Misc_TyreHeap"; skill=0.63329339; text="SignAirportSeite2Lampe4"; }; class Item147 { position[]={3571.8318,18.895761,3658.5908}; azimut=-0.072404899; id=248; side="EMPTY"; vehicle="UAZ_RU"; leader=1; skill=0.60000002; fuel=0.45712167; ammo=0.28167531; text="SignAirportSeite2Lampe5"; }; class Item148 { position[]={3506.3606,18.999256,3530.0745}; azimut=295; id=249; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item149 { position[]={3504.874,18.993252,3530.6748}; azimut=295; id=250; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; text="SignAirportSeite1Lampe1"; }; class Item150 { position[]={3503.0225,18.989187,3531.0811}; azimut=295; id=251; side="EMPTY"; vehicle="Barrels"; skill=0.60000002; }; class Item151 { position[]={3555.2664,19,3514.5725}; azimut=460.05743; special="NONE"; id=252; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; text="SignAirportSeite1Lampe2"; }; class Item152 { position[]={3555.4514,19,3511.9204}; azimut=368.25699; special="NONE"; id=253; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; }; class Item153 { position[]={3645.9749,19.16647,3526.3604}; azimut=467.73816; special="NONE"; id=254; side="EMPTY"; vehicle="Paleta1"; skill=0.63329339; text="SignAirportSeite1Lampe3"; }; class Item154 { position[]={3647.9058,18.947123,3524.7129}; azimut=495.341; special="NONE"; id=255; side="EMPTY"; vehicle="Garbage_can"; skill=0.63329339; }; class Item155 { position[]={3761.3804,19,3533.2498}; azimut=408.13831; special="NONE"; id=256; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; text="SignAirportSeite1Lampe4"; }; class Item156 { position[]={3757.1895,20.102499,3530.8262}; azimut=408.138; special="NONE"; id=257; side="EMPTY"; vehicle="Misc_palletsfoiled_heap"; skill=0.63329339; }; class Item157 { position[]={3762.7979,19,3534.5444}; azimut=408.138; special="NONE"; id=258; side="EMPTY"; vehicle="Garbage_container"; skill=0.63329339; }; class Item158 { position[]={3753.8315,21.140554,3526.2852}; azimut=230.03671; special="NONE"; id=259; side="EMPTY"; vehicle="Misc_palletsfoiled_heap"; skill=0.63329339; }; class Item159 { position[]={3700.2632,18.89999,3511.1919}; azimut=495.341; special="NONE"; id=260; side="EMPTY"; vehicle="Garbage_can"; skill=0.63329339; text="SignAirportSeite1Lampe5"; }; class Item160 { position[]={3699.7078,18.89999,3510.3057}; azimut=495.341; special="NONE"; id=261; side="EMPTY"; vehicle="Garbage_can"; skill=0.63329339; }; class Item161 { position[]={3701.8118,19.994997,3453.5706}; azimut=495.341; special="NONE"; id=262; side="EMPTY"; vehicle="Garbage_can"; skill=0.63329339; text="SignAirportSeite1Lampe6"; }; class Item162 { position[]={3083.4141,7.5772295,4573.0439}; azimut=215; id=265; side="EMPTY"; vehicle="Sound_Owl"; skill=0.60000002; }; class Item163 { position[]={3552.3579,21.892836,3723.3918}; azimut=180; special="NONE"; id=266; side="EMPTY"; vehicle="EvMoscow"; skill=0.63329339; text="Document1Airport"; init="this setPos [getpos this select 0, getpos this select 1, 1.38];"; }; class Item164 { position[]={3668.5596,19.287357,3477.7925}; azimut=229.44037; special="NONE"; id=271; side="EMPTY"; vehicle="Barrack2"; leader=1; skill=0.63329339; }; class Item165 { position[]={3971.7793,15.06354,2976.0698}; azimut=120; id=281; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; }; class Item166 { position[]={4569.3247,0.29914317,3108.3618}; azimut=-33.324299; id=284; side="EMPTY"; vehicle="smallboat_2"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item167 { position[]={3221.5984,4.6805687,4590.0859}; azimut=307.88501; id=286; side="EMPTY"; vehicle="RUBasicWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox1Lager2"; }; class Item168 { position[]={3435.3586,19,3724.1563}; azimut=242.161; id=287; side="EMPTY"; vehicle="RUBasicWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox1Airport"; }; class Item169 { position[]={3436.6262,19,3721.8843}; azimut=238.739; id=288; side="EMPTY"; vehicle="RUSpecialWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox2Airport"; }; class Item170 { position[]={3660.6199,19.55995,3491.4822}; azimut=136.612; id=289; side="EMPTY"; vehicle="RUBasicWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox3Airport"; }; class Item171 { position[]={4370.4595,27,3178.5635}; azimut=136.612; id=290; side="EMPTY"; vehicle="RUBasicWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox1General"; }; class Item172 { position[]={4373.1841,27,3181.3779}; azimut=129.64101; id=291; side="EMPTY"; vehicle="RUSpecialWeaponsBox"; leader=1; skill=0.60000002; text="AmmoBox2General"; }; class Item173 { position[]={2880.2139,33.527824,4535.9126}; azimut=106.655; id=292; side="EMPTY"; vehicle="GraveCross1"; skill=0.60000002; }; class Item174 { position[]={2880.5505,33.998714,4533.1743}; azimut=106.6552; id=293; side="EMPTY"; vehicle="GraveCrossHelmet"; skill=0.60000002; }; class Item175 { position[]={2879.3455,34.07196,4530.5259}; azimut=110.51315; id=294; side="EMPTY"; vehicle="GraveCrossHelmet"; skill=0.60000002; }; class Item176 { position[]={2877.4407,33.09341,4534.4141}; azimut=106.655; id=295; side="EMPTY"; vehicle="GraveCross2"; skill=0.60000002; }; class Item177 { position[]={2876.4705,32.829857,4534.7026}; azimut=-331.68488; id=296; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mineFalle1"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item178 { position[]={2879.4375,33.311611,4536.1357}; azimut=-331.685; id=297; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mineFalle2"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item179 { position[]={2878.5764,33.845154,4530.77}; azimut=-331.685; id=298; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mineFalle3"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item180 { position[]={2879.7551,33.789242,4533.2461}; azimut=-331.685; id=299; side="EMPTY"; vehicle="Explosive"; skill=0.60000002; text="mineFalle4"; init="this setPos [getpos this select 0, getpos this select 1, -0.2];"; }; class Item181 { position[]={2882.6423,34.118114,4500.479}; azimut=146.99728; id=300; side="EMPTY"; vehicle="Hanged"; skill=0.60000002; }; class Item182 { position[]={4352.228,27,3207.5159}; azimut=137.16017; id=301; side="EMPTY"; vehicle="Hanged_MD"; skill=0.60000002; }; class Item183 { position[]={4349.7056,27,3204.4163}; azimut=402.04926; id=302; side="EMPTY"; vehicle="Hanged"; skill=0.60000002; }; class Item184 { position[]={3719.3105,20.853161,3471.0063}; azimut=-123.397; id=307; side="EMPTY"; vehicle="V3S_Civ"; skill=0.60000002; }; class Item185 { position[]={3604.2346,18.842342,3658.8027}; azimut=-192.9991; id=308; side="EMPTY"; vehicle="V3S_Civ"; skill=0.60000002; }; class Item186 { position[]={3600.052,18.825281,3657.4714}; azimut=-187.381; id=309; side="EMPTY"; vehicle="Kamaz"; skill=0.60000002; init="this lock true;"; }; class Item187 { position[]={3594.491,20.276508,3778.0493}; azimut=-305.25723; id=319; side="EMPTY"; vehicle="Land_GuardShed"; skill=0.60000002; }; class Item188 { position[]={3595.947,20.449965,3775.5735}; azimut=-132.687; id=320; side="EMPTY"; vehicle="FlagCarrierRU"; skill=0.60000002; }; class Item189 { position[]={3602.4116,21.373455,3768.948}; azimut=-439.71606; special="NONE"; id=322; side="AMBIENT LIFE"; vehicle="Pastor"; leader=1; skill=0.63329339; init="this setPos [getpos this select 0, getpos this select 1, 0];"; }; class Item190 { position[]={3596.7395,20.473646,3775.7517}; azimut=316.65701; special="NONE"; id=323; side="EMPTY"; vehicle="Garbage_can"; skill=0.63329339; }; class Item191 { position[]={3576.4509,20.444042,3778.8999}; azimut=343.2836; id=327; side="EMPTY"; vehicle="Fort_RazorWire"; skill=0.60000002; }; class Item192 { position[]={3579.6138,20.777721,3776.8218}; azimut=150.69753; id=328; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item193 { position[]={3581.9885,20.696253,3777.0278}; azimut=203.53471; id=329; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item194 { position[]={3592.5435,19.934654,3784.3062}; azimut=136.2188; id=330; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item195 { position[]={3591.4846,19.987154,3781.9363}; azimut=94.82505; id=331; side="EMPTY"; vehicle="Land_BagFenceLong"; skill=0.60000002; }; class Item196 { position[]={4519.1978,1.6338234,3140.8604}; azimut=123.453; id=334; side="EMPTY"; vehicle="Ka52Black"; skill=0.60000002; fuel=0.51194865; ammo=0; text="FluchtHeli"; init="this lock true;"; }; class Item197 { position[]={4520.5605,1.5983065,3139.8315}; azimut=42.626663; id=336; side="EMPTY"; vehicle="Land_CamoNetB_EAST"; skill=0.60000002; text="HeliTarnungNetz"; init="this allowDamage false;"; }; class Item198 { position[]={4503.3862,1.5462077,3104.083}; azimut=216.58987; id=337; side="EMPTY"; vehicle="Land_BoatSmall_2b"; leader=1; skill=0.60000002; init="this lock true;"; }; class Item199 { position[]={2401.4385,7.8227515,4612.7944}; azimut=535.1319; id=343; side="EMPTY"; vehicle="Land_BoatSmall_2a"; leader=1; skill=0.60000002; }; class Item200 { position[]={2749.2693,0.11722271,4597.5957}; azimut=500.23901; id=344; side="EMPTY"; vehicle="Smallboat_1"; leader=1; skill=0.60000002; init="this lock true;"; }; }; class Markers { items=30; class Item0 { position[]={2768.9758,12.738768,4566.7148}; name="TaskZiel1"; type="Empty"; colorName="ColorBlack"; }; class Item1 { position[]={2765.1853,6.6190882,4566.8896}; 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[]={3584.5649,18.973791,3522.8142}; 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[]={2764.4468,6.9163694,4565.3188}; 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[]={4092.748,33.465092,3145.5579}; name="StartPosTestMarker"; type="Empty"; colorName="ColorGreen"; }; class Item29 { position[]={2183.7173,0.24782386,4659.7437}; name="BeamTestPos"; type="Empty"; }; }; class Sensors { items=65; 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[]={2768.6995,11.911847,4566.4775}; a=0; b=0; angle=130; 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[]={2987.2896,39,4501.0718}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item4 { position[]={2919.7715,38.965714,4554.4131}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_1,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item5 { position[]={2919.1257,38.825134,4549.9917}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_2,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item6 { position[]={2918.458,38.691589,4545.0752}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_3,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item7 { position[]={2917.7952,38.559021,4540.103}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_4,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item8 { position[]={2917.2878,38.457581,4534.6963}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_5,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item9 { position[]={2916.689,39,4529.7153}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_6,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item10 { position[]={2916.1826,39,4524.4058}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_7,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item11 { position[]={2915.8455,39,4519.0962}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_8,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item12 { position[]={2915.2559,39,4513.9546}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_9,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item13 { position[]={2914.5811,39,4507.8867}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_10,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item14 { position[]={2913.9067,39,4502.1558}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_11,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item15 { position[]={2912.9792,38.900658,4496.2563}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_12,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item16 { position[]={2986.5718,39,4496.0693}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_13,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item17 { position[]={2979.2444,39,4485.8071}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_14,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item18 { position[]={2946.325,39,4515.5347}; 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 Item19 { position[]={2975.1001,39,4482.2383}; a=2; b=2; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mine1_15,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item20 { 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 Item21 { 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\lager\AbschaltenStromGeneratorLager2.sqf""; d=[]execVM ""functions\alarm\StartAlarmInLager2.sqf"";"; class Effects { }; }; class Item22 { 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 Item23 { position[]={2768.4714,12.023838,4566.918}; a=40; b=40; 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 Item24 { 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 Item25 { 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 Item26 { 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\lager\AbschaltenStromGenerator2Airport.sqf""];"; expDesactiv="player removeAction IDSeite2Airport;"; class Effects { }; }; class Item27 { 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\lager\AbschaltenStromGenerator1Airport.sqf""];"; expDesactiv="player removeAction IDSeite1Airport;"; class Effects { }; }; class Item28 { 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 Item29 { position[]={3584.5454,19,3527.457}; a=0; b=0; activationBy="LOGIC"; interruptable=1; age="UNKNOWN"; text="TriggerTask4Done"; name="TriggerTask4Done"; expCond="(!alive ToKillPilot2) && (!alive ToKillPilot1);"; expActiv="d=[]execVM ""functions\tasksbehaviour\Task4Done.sqf"";"; class Effects { }; }; class Item30 { position[]={3762.0605,19,3603.1638}; a=650; b=250; rectangular=1; activationBy="WEST"; interruptable=1; age="UNKNOWN"; text="HinweisCloseToAirport"; name="HinweisCloseToAirport"; expCond="(thislist select 0 == player);"; expActiv="d=[]execVM ""functions\lager\CloseToAirportTriggerStart.sqf"";"; class Effects { }; }; class Item31 { 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 Item32 { 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 Item33 { 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 Item34 { 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 Item35 { 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 Item36 { 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 Item37 { position[]={3222.3972,5.0239377,4579.4014}; a=0; b=0; activationBy="LOGIC"; interruptable=1; age="UNKNOWN"; text="TriggerLookOutforDocuments"; name="TriggerLookOutforDocuments"; expCond="(player distance Document1Lager2 < 45) && !isNull Document1Lager2;"; expActiv="d=[]execVM ""functions\lager\CloseToLager2TriggerStart.sqf"";"; class Effects { }; }; class Item38 { 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 Item39 { 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 Item40 { position[]={2876.5342,32.836723,4534.7578}; a=2; b=2; angle=-331.685; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mineFalle1,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item41 { position[]={2879.5012,33.318546,4536.1909}; a=2; b=2; angle=-331.685; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mineFalle2,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item42 { position[]={2878.6401,33.855663,4530.8252}; a=2; b=2; angle=-331.685; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mineFalle3,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item43 { position[]={2879.8188,33.796181,4533.3013}; a=2; b=2; angle=-331.685; activationBy="WEST"; interruptable=1; age="UNKNOWN"; expActiv="hint ""mines!!!""; [mineFalle4,""small""] exec ""scripts\mines\ied.sqs"";"; class Effects { }; }; class Item44 { 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 Item45 { 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 Item46 { 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 Item47 { position[]={3542.2063,19,3586.4976}; a=0; b=0; activationBy="LOGIC"; interruptable=1; age="UNKNOWN"; text="TriggerMi8Down"; name="TriggerMi8Down"; expCond="((count crew GegnAufklHeli2) < 1) or (!canMove GegnAufklHeli2);"; expActiv="[West,""HQ""] sideChat HinweisMi8CantMove;"; class Effects { }; }; class Item48 { position[]={3848.4622,19,3581.5525}; a=0; b=0; activationBy="LOGIC"; interruptable=1; age="UNKNOWN"; text="TriggerMi24Down"; name="TriggerMi24Down"; expCond="((count crew GegnAufklHeli1) < 1) or (!canMove GegnAufklHeli1);"; expActiv="[West,""HQ""] sideChat HinweisMi24CantMove;"; class Effects { }; }; class Item49 { 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 Item50 { 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\lager\SwitchOffLightsAirportSeite1.sqf"";"; class Effects { }; }; class Item51 { 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\lager\SwitchOffLightsAirportSeite2.sqf"";"; class Effects { }; }; class Item52 { 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 Item53 { 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 Item54 { 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 Item55 { 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 Item56 { 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\lager\TakeDocuments1Airport.sqf"";"; class Effects { }; }; class Item57 { position[]={2769.418,15.04441,4568.3857}; a=0; b=0; angle=130; 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 Item58 { 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 Item59 { position[]={2766.7146,7.0817013,4565.0112}; a=30; b=30; activationBy="EAST"; interruptable=1; age="UNKNOWN"; text="TriggerClearTask1"; name="TriggerClearTask1"; expCond="this && Ziel1Clear == 1;"; expActiv="{_x setDamage 1} foreach thisList;"; class Effects { }; }; class Item60 { position[]={2402.0256,8.2740116,4609.7373}; a=2; b=2; angle=84.720856; rectangular=1; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; text="ShowHideSpulenTriggers"; name="ShowHideSpulenTriggers"; expActiv="if (NotShowTriggerManualUse != 1) then {d=[Player1]execVM ""functions\startup\AddActionMenuZielTriggers.sqf""; UseClearZoneTriggers = 1; publicVariable ""UseClearZoneTriggers"";};"; expDesactiv="if (NotShowTriggerManualUse != 1) then {d=[Player1]execVM ""functions\test\HideAllTriggersSpulen.sqf""; UseClearZoneTriggers = 0; publicVariable ""UseClearZoneTriggers"";};"; class Effects { }; }; class Item61 { 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 Item62 { 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 Item63 { 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 Item64 { 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 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; }; }; GGATCGVA GGATCXAMGGATSFFO@pB8HMmuw.xUx7 @                                                                      __,>(> @: X}+ U|*")|b9 \#R@} #ZU(I|B1 W} 2\( UU * /, j`U (U"@9U*œ0*_ U 1~գ!U)~U(*U(Ó`\\ r\ _A\\@~_x /?AB1|\@1U+( W@ h(zU G UIL UUdUUf^ z\Q_]'}h ULŠ(W( E ꂢ%] !"@_a#@_ "= -) Uս r&^?1X`1@9zW%(_ G@9-LWUe^D!@Y z UU D e(\P~|.f\  z 9xB '^ 9X 1_ {"< #\ D`\ W5'c`9`P"$!Z hԜ@!//`p '6H`(J@  ܖWl 1Td\ % $ #< / \  @x.`x1  r!< W~@"< *܂ |_"Օrյ--(/pg`5@UU`%% #^ ./H@6 c%Xb{Ps%" @ `W G   Xjޠ ( 4& T&&e\   1"@ jPXTT6W^@L(\\ W^zxTWVTT 5"ݞ-@'"=WDdh#Z5%jޘPbA$` 6&]_\PpzVVU@@W퀣"`r} a] ,U$D&f\  ^  %% iTVV 6F@W %M%\.%B1XBC 9x@"}V@ }B% X@w'g 7Jޠ6P$\:а  UUU~(WHWU)UUiUUiUUiU.^ Cj Ug!UU  Q^#!ICNޠ aU&@C`5b91} ,(\&&)UUr10_&zUU i-W\ \ ( ~"0i !?^ \ -I )} | !! x U'# UU Z)!Bp`"@@E rRUUf)xWI_"> C !..+ ~DUH]/\(1} |Hls5:H UUUT"!^!$ _F -Յ B 3} -?\WG^%]I]\0]I;'!>i _i _# Z(\--|!]_ ^'\ `@!UU%)-xR$G]X!@g  W"1XZ[U ._H$}9|?0i|%|> `I ^nH `CUU x͜AU UݡmUU@Uz+Ud\x k UU\i H\ pRA!yX&{x^Ei XVUU6<""!!@ ("&_ -!> S@6<0\\x"X 5 C%rVLe bWUUDկ: || +*#|+|(D _ C 5UU  ^su(#5bJ\_i  8`,=]@ !=:/|"  xIUU%̜BRTUe:JU r狥 WU | @&_ =- { ^ `!\kcUVruƛ`Xx^[ UT$A ݁I3 _-$]?/_"!?$`z"?5kbI^KK|U胤5RTlS TU"}@!d H (**$|I|"=\H D`այpX֕[#|@TIcXaI _^p&_7b 4I e xXJbmS^"?:| %IS\I - (^(ܠ}CD"i E!`@!g@P)x^WU( sPA5*CiA\XqM"| -->b _7<}!_ `+ń Օ5/ TWUU)5M#?\ .<"?*@ !U  F% "!=_$\ 'Bxՠz ("^!r^$VL((]-`\\|-- \~|t=]!]_U%_xp"_ \\ZR+ k BH TpH#յ-Hz\׿& @@̬@zޞ"]?%\#\%|*~"_!a W@!EMiqi- } dߟ?Ó |TT\^ |"]}?.e p\ !QQym ƒssck(\ 9|_£#_H Tx^́*EUUͦ^U `@' ] "|!x!5%M$bLcQQ[\~ "ܡ] 5?77'{`|@ CZ@%5rrb#04 p`ldE5:D{ M5)sUT)Հ5%AbxZ{!VU@Hz_ (%  U Gf@@@  KK__jyS\VLd UmTVUUB \ jjB^xX$?_ !1| BBi .<&(dXpMBT^Sm rǃdXs5%%%5#}! ^Z^_H }kkj&^ W "| "ޞ !"~{@AaXh"_+BmqZ"޿-$? i$``œ1C\\^%_ _Z !5Ճ 1 --%ML@"]"xG5U,C UU-"JU{%@7/ Ԡz@pZ|jku&?)%_i!~?^zW[ _ ac\aaT!@` BΔ@$L!"]  <_ߟ@9rxxX|!? ܟ2??#CdT\RR}&<|!@UU5Hj\ ̠ ~ `~WU{U-"^  ǃUx pWU & xjbUa)!!@.a\%{xx^^"ܟ\^WW ~A!`ē bB  ^!` .=>!^IA%@}\!} "^ @_U}-B ^-# ! ,$=+]\@A z.Z5h@b\̤ \W+}1_~ `` 1p9 x\^_ $`Û!<%P!!?.'5W 9-A@@@s\(D zLdb%UU-!!UX Ud UU "Zl!<C`+z U xUKd ^"e  Y ߟ7'("? ?+<\A | Ó rb i c_ s@-^ UH]RX~" ^ce _](c_>ս- _U\ ]I# `C)I \#?^^, -]$<E -#% R&@(<$``aշ}`>!?^$ H(a Bo}䛆U5D^_1? ?*@"@!< 1b-iW^Xq]:|^//ҽ ^^ <.> յ%M 1x"?^_ :a#<Uj`/ œ PBi $ >)$@H _ UaaI Y ?-| `% 7r`@|  @XՂ @ēPbi^ %>/i ^``-꼦\ +eUUUldl^ "\]\B &a.?"a@ Dו% ^)*x 1,<`b1"?`U$ /%# r H\ Pb!̀ xA(!I!U/? 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VVT\Qg#OȓH\UU<Ǜ|@%"PkS}e ~ c( eEHA b(!tOQ[)\2 ]t*]~\uTV(\Y C|Ê\hkj} \Ą4 \y` ]S["P @)a艃 bI\MMCl A}a~UET <]R !-  QAUu| UE(3\=|eS"X \          y@nc \TcPK#}T&HJF)RlU5;\1UbtUZ`L h@ UXS UmrN %UU&ah VX,I%B|UǾ _\ H~ء 3 qUDIs |_Q^|]|bEEe ) RSa 92@EE |uXqsX|aqI%==\ *`|nZԔ `QɓA1Ko EmǞ Ee aQ  |1o| mAVV@sa2Bf| (|TTBTV\]  AL5蛂 1ȞM}| )1ȓ 1Y^5 /\^Tff |4                  P @     rK` UU aUaf^} |="- A 'tèo*勅UdhA~ g^x` ż* %( ^UD)UUU({H WUie  d( UU( U hhhk (K@i XR( U5I+j=zsZfI hS@ jI }j d[Y[I Ԁݦ yRDPbi UWTTh]J@ K? }) V !se T !Hsn VhVVHS}?b c %}z\\}ݷ2%)UUkygBi T^[ rrRX s 5UrI ՖTZ`P]U\| 5*c܀}C\_>bji%{ \VWU 8ZfJ\; UUk) U XkH^p%fJJB&\~bZ\ G@~Z@ ( ^'( ZPP\(p\|| P` ^;bX@-U\xWU}V  e!|_ !\)ģ_ QQe |Rf@Ą f  ![^UV _?R \f VYU_b r\yUa|zU倨|&{U |~UU%FUz~ ?^96rj!' &^< '^? ]CE=!@ G]]^48>(aDe `bQF\6 |6@2'Wgu"\z }fa( ȓ vk|  |9${A)G } }  !UDD\E ]]8C |7   !nm#o)"gV4"\gUA| [theCar, "Small"] exec "IED.sqs" ;start script _theObject = _this select 0 _theExplosion = _this select 1 ;locate the Object to be blown up _bombLoc = GetPos _theObject _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 ; Deterimine the ordinance used to create the explosion ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE" ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA" ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB" civvy1 globalchat _ammoType ; Get the explosion size and blow the object up ? (_theExplosion == "Small") : goto "SMALL" ? (_theExplosion == "Medium") : goto "MEDIUM" ? (_theExplosion == "Large") : goto "LARGE" ? (_theExplosion == "Huge") : goto "HUGE" #SMALL _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Small" exit #MEDIUM _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Medium" exit #LARGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Large" exit #HUGE _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ] _theObject setdammage 1 civvy1 globalchat "Huge" exit //StringsForTasks.sqf //Briefing _d=[]execVM "strings\StringsBriefing.sqf"; waitUntil {scriptDone _d}; //Allgemein _d=[]execVM "strings\StringsAllgemein.sqf"; waitUntil {scriptDone _d}; //Missionsbeginn _d=[]execVM "strings\StringsMissionBeginn.sqf"; waitUntil {scriptDone _d}; //Missionsenden _d=[]execVM "strings\StringsMissionAllEnds.sqf"; waitUntil {scriptDone _d}; //Task1 //Kontaktperson treffen _d=[]execVM "strings\StringsTask1.sqf"; waitUntil {scriptDone _d}; //Task2 //Stromgenerator Lager2 deaktivieren _d=[]execVM "strings\StringsTask2.sqf"; waitUntil {scriptDone _d}; //Task3 //Das russische Camp angreifen _d=[]execVM "strings\StringsTask3.sqf"; waitUntil {scriptDone _d}; //Task4 //Die Crew der SU-34 killen _d=[]execVM "strings\StringsTask4.sqf"; waitUntil {scriptDone _d}; //Task5 //Die Stromgeneratoren des Flughafens abschalten _d=[]execVM "strings\StringsTask5.sqf"; waitUntil {scriptDone _d}; //Task6 //Dokumente gefunden _d=[]execVM "strings\StringsTask6.sqf"; waitUntil {scriptDone _d}; //Task7 //Den General und die Offiziere tten _d=[]execVM "strings\StringsTask7.sqf"; waitUntil {scriptDone _d}; //Task8 //Extraction Point _d=[]execVM "strings\StringsTask8.sqf"; waitUntil {scriptDone _d}; //StringsAllgemein.sqf //ENGLISCH; Default //Allgemein HinweisCloseToAirportString1 = "Ok, gentlemen. You are close to the airport. Search through the buildings of the airport area for getting military information about the definite location of the General."; HinweisCloseToAirportString2 = "If you find a chopper which is ready for combat, eliminate it's crew. Our information are telling us about at least one chopper, which is ready."; HinweisAlarmStartedInLager1 = "Oh shit! Be aware. Someone has started the alarm in the troop camp. Maybe they have seen you. Look out for soldiers who are searching you."; HinweisAlarmStartedInAirport = "Oh shit! Be aware. Someone has started the alarm at the airport. Maybe they have seen you. Look out for soldiers who are searching you."; //Mi8 nicht mehr aktiv HinweisMi8CantMove = "Good job. The Mi-8 of the airport isn't a threat anymore..."; //Mi24 nicht mehr aktiv HinweisMi24CantMove = "Well. The Mi-24 of the airport isn't a threat anymore..."; //EvacChopper down HinweisHintEvacChopperLost = "Your evac chopper got lost! Mission failed..."; HinweisEvacChopperDown = "Damn... Your evac chopper has been shot down. Obviously you didn't clear the landing zone enough. Now, you have to look for your own how you can leave the mission area."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Allgemein HinweisCloseToAirportString1 = "Ok, meine Herren. Sie sind in der Naehe zum Flughafen. Durchsucht die Gebaeude des Flughafens, um Militaerdokumente mit Angaben ueber den definitiven Aufenthaltsort vom General zu finden."; HinweisCloseToAirportString2 = "Schalten Sie jede Crew von einsatzbereiten Feindhubschraubern aus. Soviel wir wissen hat es mindestens ein einsatzfaehiger Hubschrauber beim Flughafen."; HinweisAlarmStartedInLager1 = "Oh Mist! Seid gewarnt. Jemand hat im Truppenlager soeben den Alarm ausgeloest. Vielleicht haben sie euch gesehen. Haltet Ausschau nach Soldaten, die euch suchen kommen."; HinweisAlarmStartedInAirport = "Oh Mist! Seid gewarnt. Jemand hat beim Flughafen soeben den Alarm ausgeloest. Vielleicht haben sie euch gesehen. Haltet Ausschau nach Soldaten, die euch suchen kommen."; //Mi8 nicht mehr aktiv HinweisMi8CantMove = "Gute Arbeit. Die Mi-8 des Flughafens ist keine Bedrohung mehr..."; //Mi24 nicht mehr aktiv HinweisMi24CantMove = "Gut. Die Mi-24 des Flughafens ist keine Bedrohung mehr..."; //EvacChopper down HinweisHintEvacChopperLost = "Ihr Rettungshubschrauber ging verloren! Mission fehlgeschlagen..."; HinweisEvacChopperDown = "Verdammt... Ihr Rettungshubschrauber wurde abgeschossen. Offenbar haben Sie die Landezone nicht genug gesaeubert vorher. Nun muesst ihr selber schauen, wie ihr hier wieder wegkommt."; }; //pubVar publicVariable "HinweisCloseToAirportString1"; publicVariable "HinweisCloseToAirportString2"; publicVariable "HinweisAlarmStartedInLager1"; publicVariable "HinweisAlarmStartedInAirport"; publicVariable "HinweisMi8CantMove"; publicVariable "HinweisMi24CantMove"; publicVariable "HinweisHintEvacChopperLost"; publicVariable "HinweisEvacChopperDown"; //StringsBriefing.sqf //ENGLISCH; Default //Briefing BriefingCredits = "Mission made by AAD10c Pete

Please feel free to report any kind of bugs to aad10clancontact@gmail.com. Thanks a lot!"; BriefingAllies = "There are no allies on your side during this mission. Maybe the civilians are friendly, but don't be sure about that."; BriefingEnemies = "The whole island is loaded with russian troops. There are patrols and guards everywhere. Keep your eyes open and stay in cover."; BriefingWeapons = "You start with typically special force weapons. Use ammo boxes in the camps and at the airport to change your weapon loadout. If needed, use flashbangs to free hostages."; BriefingBriefing = "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!"; BriefingMiliDocuments = "Look out for military documents of the enemies during the whole mission! Normally you find these kind of documents on tables or on beds."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { BriefingCredits = "Mission made by AAD10c Pete.

Danke an:
- Kronzky, fuer sein urban patrol script
- Jeevz, fuer sein mines script

Etwelche Bugs koennen hier gemeldet werden: aad10clancontact@gmail.com. Besten Dank!"; BriefingAllies = "In dieser Mission haben Sie keine Verbuendeten auf Ihrer Seite. Vielleicht sind die Zivilisten freundlich gesinnt. Seid da aber nicht zu sicher."; BriefingEnemies = "In der ganzen Region wimmelt es von feindlichen Truppen. Es hat Patrouillen und Wachen ueberall. Haltet die Augen offen und geht von Deckung zu Deckung."; BriefingWeapons = "Sie starten mit typischen Special Forces Waffen. Benutzt Waffenboxen in den Lagern und beim Flughafen, um Eure Ausruestung zu aendern. Benutzen Sie Flashbangs, um Geiseln zu befreien."; BriefingBriefing = "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!"; BriefingMiliDocuments = "Halten Sie die Augen offen fuer militaerische Dokumente des Gegners waehrend dieser Mission! Normalerweise finden Sie diese Art von Dokumenten auf Tischen und Betten."; }; //pubVar publicVariable "BriefingCredits"; publicVariable "BriefingAllies"; publicVariable "BriefingEnemies"; publicVariable "BriefingWeapons"; publicVariable "BriefingBriefing"; publicVariable "BriefingMiliDocuments";//StringsMissionAllEnds.sqf //ENGLISCH; Default //Missionsende (Erfolg) EndHinweisMitteSuccess = "Mission accomplished!"; EndMessageCrossroadSuccess = "Crossroad: Amazing job, gentlemen! General Teodor Bogowski is dead. We avenged the torture and death of Billy Smith and Simmy Johnson. We all are very proud of you. Over and out, gentlemen...\nWelcome back!"; //Missionsende (Teilerfolg) EndHinweisMitteTeilSuccess = "Mission partially accomplished."; EndMessageCrossroadTeilSuccess = "Crossroad: Good job, gentlemen! General Teodor Bogowski is dead. We avenged the torture and death of Billy Smith and Simmy Johnson. But unfortunately you have not been able to neutralize the crew of the SU-34 at the airport. Anyway, welcome back..."; //Missionsende (Failed) EndHinweisMitteFailed = "Mission failed!"; EndMessageCrossroadFailed = "General Teodor Bogowski could escape..."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Missionsende (Erfolg) EndHinweisMitteSuccess = "Mission erfuellt!"; EndMessageCrossroadSuccess = "Crossroad: Grossartig gemacht, meine Herren! General Teodor Bogowski is tot. Wir haben die Folter und den Tod von Billy Smith und Simmy Johnson geraecht. Wir sind alle sehr stolz auf Sie. Over, meine Herren... Willkommen zurueck!"; //Missionsende (Teilerfolg) EndHinweisMitteTeilSuccess = "Mission teilweise erfuellt."; EndMessageCrossroadTeilSuccess = "Crossroad: Gute Arbeit, meine Herren! General Teodor Bogowski ist tot. Wir haben die Folter und den Tod von Billy Smith und Simmy Johnson geraecht. Aber leider konnten Sie nicht die Crew der Su-34 neutralisieren. Trotzdem, Willkommen zurueck..."; //Missionsende (Failed) EndHinweisMitteFailed = "Mission fehlgeschlagen!"; EndMessageCrossroadFailed = "General Teodor Bogowski konnte entkommen..."; }; //pubVar publicVariable "EndHinweisMitteSuccess"; publicVariable "EndMessageCrossroadSuccess"; publicVariable "EndHinweisMitteTeilSuccess"; publicVariable "EndMessageCrossroadTeilSuccess"; publicVariable "EndHinweisMitteFailed"; publicVariable "EndMessageCrossroadFailed";//StringsMissionBeginn.sqf //ENGLISCH; Default StartMessageCrossroad = "Great gentlemen. You are almost there. Reach the boarder and look out for our contact person Sergey Olikow. I'm sure, he has some information for you. It's not the first time we are working with him."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { StartMessageCrossroad = "Gut, meine Herren. Sie sind fast da. Geht zur Kueste und haltet Ausschau nach unserer Kontaktperson Sergey Olikow. Ich bin sicher, dass er Informationen fuer Sie haben wird. Es ist nicht das erste Mal, dass wir mit ihm zusammenarbeiten."; }; //pubVar publicVariable "StartMessageCrossroad"; //StringsTask1.sqf //Task1 //ENGLISCH; Default //Kontaktperson treffen Task1TitleString = "1. Task, meet Sergey Olikow"; Task1String = "Reach the beach by boat and meet Sergey Olikow. He should have further information for you.

Location Task1"; //Konversation //Erfolg Task1TalkingString1 = "Pssst! Listen... Above us is a troop camp of the russian army. If you need good sniper weapons and C4, look over there. But Attention! Lot's of infantery and MG's around. If you skip the electricity first, you could send the streetlamps and searchlights to hell. That would make the whole crap easier."; Task1TalkingString2 = "You could deactivate the electricity at the little harbour. Therefor you need to manipulate the mobile generator. Typically Russian. All is improvised. Use this information for your own advantages..."; Task1TalkingString3 = "And don't forget. As soon as the troop camp has no electricity anymore, it won't be able to start it's alarm system."; Task1CrossradHinweis = "You heard it, gentlemen. Try to deactivate the mobile generator at the harbour before you enter the russian troop camp. Over."; //Misserfolg Task1TalkingString1Failed = "Aahhh!"; Task1TalkingString2Failed = "Aarggg!"; Task1TalkingString3Failed = "Go to... urgg..."; Task1CrossradHinweisFailed = "What the hell? Gentlemen, the contact person has died before he could speak to us! So..., go on with your mission without his information. Over."; //Hinweise //Erfolg Task1HintHinweis = "Task completed. You have successfully reached the beach and spoken to the informant."; //Misserfolg Task1HintHinweisFailed = "Task failed. The informant has died before you got his information."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Kontaktperson treffen Task1TitleString = "1. Task, treffen Sie Sergey Olikow"; Task1String = "Erreichen Sie mit dem Boot die Kueste und treffen Sie Sergey Olikow. Er sollte fuer Sie weitere Informationen haben.

Zielort Task1"; //Konversation //Erfolg Task1TalkingString1 = "Pssst! Zuhoeren... Ueber uns ist ein Truppenlager der russischen Armee. Schaut dort nach, wenn ihr gute Scharfschuetzenwaffen oder C4 braucht. Aber Achtung! Es hat dort viele Soldaten und MG-Stellungen. Wenn ihr vorher den Strom abschaltet, koennt ihr auch beim Truppenlager die Lichter ausmachen. Das wuerde die ganze Scheisse einfacher machen."; Task1TalkingString2 = "Sie koennen den Strom unten beim kleinen Hafen ausschalten. Dazu muessen Sie den mobilen Generator manipulieren. Typisch Russen. Alles ist improvisiert. Machen Sie mit dieser Info was Sie wollen..."; Task1TalkingString3 = "Ah, und vergesst nicht. Sobald das Truppenlager keinen Strom mehr hat, kann es keinen Alarm mehr ausloesen."; Task1CrossradHinweis = "Sie haben es gehoert, meine Herren. Versuchen Sie den mobilen Generator beim kleinen Hafen auszuschalten, bevor Sie das russische Truppenlager angreifen. Over."; //Misserfolg Task1TalkingString1Failed = "Aahhh!"; Task1TalkingString2Failed = "Aarggg!"; Task1TalkingString3Failed = "Go to... urgg..."; Task1CrossradHinweisFailed = "Was zum Teufel? Leute, die Kontaktperson ist gestorben noch bevor wir mit ihr in Kontakt treten konnten. Fahren Sie halt fort ohne seine Information. Over."; //Hinweise //Erfolg Task1HintHinweis = "Task erfuellt. Sie haben den Strand erreicht und mit der Kontaktperson gesprochen."; //Misserfolg Task1HintHinweisFailed = "Task gescheitert. Der Informant ist gestorben, bevor Sie mit ihm sprechen konnten."; }; //pubVar publicVariable "Task1TitleString"; publicVariable "Task1String"; publicVariable "Task1TalkingString1"; publicVariable "Task1TalkingString2"; publicVariable "Task1TalkingString3"; publicVariable "Task1CrossradHinweis"; publicVariable "Task1TalkingString1Failed"; publicVariable "Task1TalkingString2Failed"; publicVariable "Task1TalkingString3Failed"; publicVariable "Task1CrossradHinweisFailed"; publicVariable "Task1HintHinweis"; publicVariable "Task1HintHinweisFailed";//StringsTask2.sqf //Vorfeld zu Task2 //ENGLISCH; Default //Auf Dokumente achten Task2CrossradVorherHinweis = "Now, you are quite close to the small camp at the harbour. Don't forget, look out also for any kind of military documents."; //Task2 //Stromgenerator Lager2 deaktivieren Task2TitleString = "2. Task, deactivate the electricity at the harbour"; Task2String = "Deactivate the electricity by manipulating the mobile generator.

Location Task2"; //Konversation Task2CrossradHinweis = "Nice work! Now attack the troop camp silently and deadly. Good luck, gentlemen...! Over."; //Hinweis Task2HintHinweis = "Task completed. You have successfully deactivated the electricity at the harbour."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Auf Dokumente achten Task2CrossradVorherHinweis = "Jetzt sind sie in der Naehe vom kleinen Hafen. Haltet Ausschau fuer jede Art von Dokumenten."; //Task2 //Stromgenerator Lager2 deaktivieren Task2TitleString = "2. Task, manipulieren Sie den Stromgenerator"; Task2String = "Schalten Sie den Strom aus indem Sie den mobilen Stromgenerator manipulieren.

Zielort Task2"; //Konversation Task2CrossradHinweis = "Gute Arbeit! Jetzt hat das Truppenlager keinen Strom mehr. Greifen sie nun das Truppenlager an. Viel Glueck, meine Herren! Over."; //Hinweis Task2HintHinweis = "Task erfuellt. Sie haben erfolgreich den Strom beim kleinen Hafen abgeschaltet."; }; //pubVar publicVariable "Task2CrossradVorherHinweis"; publicVariable "Task2TitleString"; publicVariable "Task2String"; publicVariable "Task2CrossradHinweis"; publicVariable "Task2HintHinweis";//StringsTask3.sqf //Task3 //ENGLISCH; Default //Das russische Camp angreifen Task3TitleString = "3. Task, attack the russian troop camp"; Task3String = "Perform a silent attack at the russian troop camp on top of the hill. Kill all enemies you can find. Actually, it's not the time to make prisoners.

After, look out for documents and get an eye on them.

Location Task3"; //Konversation Task3CrossradHinweis = "Good! The troop camp seems empty of enemies so far. Go on with your primary target. BUT before, search through the camp for military documents."; //Hinweis Task3HintHinweis = "Task completed. You have eliminated all enemies of the troop camp."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Das russische Camp angreifen Task3TitleString = "3. Task, Truppenlager angreifen"; Task3String = "Greifen Sie das Truppenlager auf dem Huegel leise an und schalten Sie alle Feinde aus. Es ist heute nicht der Moment, Gefangene zu machen.

Haltet danach Ausschau nach Dokumenten.

Zielort Task3"; //Konversation Task3CrossradHinweis = "Gut! Das Truppenlager scheint von Feinden gesaeubert. Fahren Sie fort mit dem primaeren Ziel. Durchsucht ABER vorher das Lager nach Dokumenten des Gegners."; //Hinweis Task3HintHinweis = "Task erfuellt. Sie haben im Truppenlager alle Feinde ausgeschaltet."; }; //pubVar publicVariable "Task3TitleString"; publicVariable "Task3String"; publicVariable "Task3CrossradHinweis"; publicVariable "Task3HintHinweis";//StringsTask4.sqf //Vorfeld zu Task4 //ENGLISCH; Default //Die Plne bei Lager1 genommen Task4HintVorherHinweis = "You have found some military documents..."; Task4HintVorherHinweisUngenau = "You have got aware of the presence of a SU-34."; Task4CrossradVorherHinweis = "Hmmm... These documents sound serious. Obviously, there is a SU-34 stationed at the airport. Before you knock out our primary target, try to kill the crew of this airplane. We don't want to have such a prick in our back the next days. Take them out."; //Task4 //Die Crew der SU-34 killen Task4TitleString = "4. Task, kill the crew of the SU-34"; Task4String = "Secondary Target

We just got aware about the presence of a SU-34 at the local airport. This sophisticated russian aircraft is a true danger for our troops close to this area. Kill the crew of the SU-34 to knock out this aircraft for the next days.

Propably the crew is sleeping in one of the buildings close to the aircraft.

Generally, it's very important to avoid any kind of alarms at this airport base! Kill them slowly and silently...

Location Task4"; //Konversation Task4TalkingString1 = "Good work. The crew of the SU-34 has just left this planet. I know that you hate this kind of job. But now it's not the moment to think about that. War has always been ugly. Go on and find that General..."; Task4TalkingString1Su34Destroyed = "Hmmm... That's the other way. But to kill the crew would have been more silently. Anyway, the Su-34 isn't a threat anymore. Go on..."; Task4TalkingStringUngenau = "Obviously, there is a SU-34 stationed at the airport. Before you knock out our primary target, try to kill the crew of this airplane. We don't want to have such a prick in our back the next days. Take them out."; //Hinweise Task4HintHinweis = "Task completed. The crew of the SU-34 has been neutralized."; Task4HintHinweisSu34Destroyed = "Task completed. The SU-34 has been destroyed."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Die Plne bei Lager1 genommen Task4HintVorherHinweis = "Sie haben einige Militaerdokumente gefunden..."; Task4HintVorherHinweisUngenau = "Sie haben eine SU-34 entdeckt."; Task4CrossradVorherHinweis = "Hmm... Diese Dokumente toenen ernst. Offenbar hat es eine SU-34 beim Flughafen. Bevor Sie das Primaerziel ausschalten, versucht bitte vorher die Besatzung dieses Flugzeugs zu toeten. Wir wollen kein solches Flugzeug in unserem Ruecken die naechsten Tage. Neutralisiert die Crew. Over."; //Task4 //Die Crew der SU-34 killen Task4TitleString = "4. Task, toetet die Crew der SU-34"; Task4String = "Sekundaeres Ziel

Wir haben soeben eine SU-34 beim Flughafen entdeckt. Diese Kampfmaschine von Flugzeug ist eine grosse Gefahr fuer unsere Truppen in dieser Region. Schaltet die Pilotencrew dieser Maschine aus. Das wird die SU-34 die naechsten Tage lahmlegen.

Moeglicherweise schlaeft die Besatzung gerade in einem der halbrunden Gebaeude beim Flughafen.

Versucht allgemein keinen Alarm auszuloesen. Toetet die Besatzung langsam und leise...

Zielort Task4"; //Konversation Task4TalkingString1 = "Gute Arbeit. Die Crew der SU-34 hat den Planet soeben verlassen. Ich weiss, Sie hassen diese Art von Job. Aber im Moment ist nicht die Zeit darueber nachzudenken. Krieg war schon immer haesslich. Geht nun und findet diesen General..."; Task4TalkingString1Su34Destroyed = "Hmmm... So geht es auch. Aber das Toeten der Besatzung waere leiser gewesen. Wie auch immer. Die SU-34 ist keine Gefahr mehr. Fahrt fort..."; Task4TalkingStringUngenau = "Offenbar hat es beim Flughafen eine SU-34. Bevor Sie das Primaerziel ausschalten, versucht die Crew dieses Flugzeugs zu eliminieren. Wir wollen keine solche Gefahr im Ruecken die naechsten Tage. Toetet die Piloten."; //Hinweise Task4HintHinweis = "Task erfuellt. Die Crew der SU-34 wurde neutralisiert."; Task4HintHinweisSu34Destroyed = "Task erfuellt. Die SU-34 wurde zerstoert."; }; //pubVar publicVariable "Task4HintVorherHinweis"; publicVariable "Task4CrossradVorherHinweis"; publicVariable "Task4TitleString"; publicVariable "Task4String"; publicVariable "Task4TalkingString1"; publicVariable "Task4TalkingString1Su34Destroyed"; publicVariable "Task4TalkingStringUngenau"; publicVariable "Task4HintHinweis"; publicVariable "Task4HintHinweisSu34Destroyed";//StringsTask5.sqf //Vorfeld zu Task5 //ENGLISCH; Default //Die Plne bei Lager2 genommen Task5CrossradVorherHinweis = "That are good news. The military plans you have found are showing among other things the location of two electricity generators of the local airport. Disable them to operate at the airport in the dark."; Task5HintVorherHinweis = "You have found some military documents..."; //Task5 //Die Stromgeneratoren des Flughafens abschalten Task5TitleString = "5. Task, disable two electricity generators at the airport"; Task5String = "Obviously the whole local airport gets it's electricity from two generators. Disable them to switch out the lights. After, you can use the dark for passing the airport more covered.

Location Task5"; //Konversation Task5CrossradHinweis = "Well done gentlemen. The lights at the airport are off. Now go on, search and eliminate your targets."; //Hinweise Task5HintHinweis = "Right now at the airport, someone of your team have deactivated electricity generator"; //" Nr. x" Task5HintFinalHinweis = "Task completed. You have deactivated both electricity generators."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Die Plne bei Lager2 genommen Task5CrossradVorherHinweis = "Gute Nachrichten. Die Militaerplaene, die Sie gefunden haben, zeigen unter anderem den Standort von zwei Stromgeneratoren beim Flughafen. Manipuliert sie und dem Flughafen werden die Lichter ausgehen."; Task5HintVorherHinweis = "Sie haben gerade einige Militaerdokumente gefunden..."; //Task5 //Die Stromgeneratoren des Flughafens abschalten Task5TitleString = "5. Task, Stromgeneratoren beim Flughafen ausschalten"; Task5String = "Offenbar bezieht der ganze Flughafen seinen Strom von zwei Stromgeneratoren. Manipuliert sie, um dort die Lichter auszuschalten. Danach koennen Sie dort die Dunkelheit als Deckung gebrauchen.

Zielort Task5"; //Konversation Task5CrossradHinweis = "Gut gemacht meine Herren. Der Strom beim Flughafen wurde gekappt. Fahrt fort, sucht und schaltet die Ziele aus."; //Hinweise Task5HintHinweis = "Jemand hat gerade beim Flughafen folgenden Stromgenerator ausgeschaltet:"; //" Nr. x" Task5HintFinalHinweis = "Task erfuellt. Sie haben beide Stromgeneratoren beim Flughafen ausgeschaltet."; }; //pubVar publicVariable "Task5CrossradVorherHinweis"; publicVariable "Task5HintVorherHinweis"; publicVariable "Task5TitleString"; publicVariable "Task5String"; publicVariable "Task5CrossradHinweis"; publicVariable "Task5HintHinweis"; publicVariable "Task5HintFinalHinweis";//StringsTask6.sqf //Vorfeld zu Task6 //ENGLISCH; Default //Dokumente gefunden Task6HintVorherHinweis = "You have found some military documents..."; //Task6 //Dokumente im Airport finden, welche die Location des Generals verraten Task6TitleString = "6. Task, Airport military documents"; Task6String = "Search through the buildings of the airport for military documents. Look out for documents which could telling us the definitive location of General Teodor Bogowski. Maybe you have to look through all buildings of the airport. But possibly it's useful to start with the troop barracks. It's not imaginable to find such documents in a hangar.

Location Task6"; //Konversation Task6CrossradHinweis1 = "Great! We found him. These documents are telling us, that the temporary HQ of Teodor Bogowski is localized in Strelka, close to the beach. Go there and eliminate this son of a bitch."; Task6CrossradHinweis2 = "There is no need to get this person alive. But go for sure that it's not possible for him to escape. Maybe you need to observate the whole situation first..."; //Hinweise Task6HintHinweis = "Task completed. You have found the definite location of General Teodor Bogowski"; //"You have just found some military documents..."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Dokumente gefunden Task6HintVorherHinweis = "Sie haben einige Militaerdokumente gefunden..."; //Task6 //Dokumente im Airport finden, welche die Location des Generals verraten Task6TitleString = "6. Task, Militaerdokumente beim Flughafen finden"; Task6String = "Durchsucht die Gebaeude beim Flughafen mit dem Ziel, Militaerdokumente etwelcher Art zu finden. Haltet Ausschau nach Dokumenten, die etwas ueber den Aufenthaltsort von General Teodor Bogowski verraten koennten. Vielleicht muessen Sie dazu alle Gebaeude durchsuchen, die es beim Flughafen hat. Es ist wohl am Besten, Sie starten bei der Suche mit den Mannschaftsbarracken. Ah ja, solche Dokumente werden Sie wohl kaum in Hangars finden.

Zielort Task6"; //Konversation Task6CrossradHinweis1 = "Grossartig. Wir haben den Mistkerl nun lokalisiert. Die Dokumente sprechen von einem temporaeren HQ von Teodor Bogowski in Strelka, nahe des Strandes. Geht dorthin und eliminiert diesen Bastard."; Task6CrossradHinweis2 = "Es besteht keinen Grund, diese Person lebendig zu fangen. Aber geht auf Nummer sicher, dass er nicht fluechten kann. Dazu muessen Sie wohl die Situation vorzu erst einmal observieren..."; //Hinweise Task6HintHinweis = "Task erfuellt. Sie haben den definitiven Aufenthaltsort von General Teodor Bogowski entdeckt."; //"You have just found some military documents..."; }; //pubVar publicVariable "Task6HintVorherHinweis"; publicVariable "Task6TitleString"; publicVariable "Task6String"; publicVariable "Task6CrossradHinweis1"; publicVariable "Task6CrossradHinweis2"; publicVariable "Task6HintHinweis";//StringsTask7.sqf //Task 7 //ENGLISCH; Default //Den General und die Offiziere tten Task7TitleString = "7. Task, neutralise the General"; Task7String = "Primary Target

Somewhere on the island is the temporary HQ of your target, General Teodor Bogowski. Find him and eliminate this bastard. Beside that, try to kill as many officers as you can find. It's time for our own pay back.

Location Task7"; Task7StringFinal = "Primary Target

We found the definitive location of General Teodor Bogowski. Go there and assassinate him. But be aware, possibly he won't stay alone. Often in the past, there have been several elite soldiers around him which have been acting as his guard.

DON'T let him escape! We need to neutralize this prick at any price.

Location Task7"; //Konversation Task7CrossradHinweis1 = "Yeaahh!!! Great job, gentlemen. We got that sucker. Well done... Now fall back to the extraction point. We will fly you out as fast as possible."; Task7CrossradHinweisFluchtStart = "Daamnn!!! Obviously they have seen you. Oh fuck, some persones just run out of the building. Our pictures are quite bad, but I guess they try to run to the beach. Close up and kill them immediately!"; Task7CrossradHinweis2 = "Before I forget... It's important that the air around Utes is free of any kind of threats. Maybe you have to knock out one or more enemy attack helicopters before you call in the evac chopper."; //Hinweise Task7HintHinweis = "Task completed. You have successfully neutralized General Teodor Bogowski."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Den General und die Offiziere tten Task7TitleString = "7. Task, General eliminieren"; Task7String = "Primaerziel

Irgendwo auf der Insel befindet sich das temporaere HQ von General Teodor Bogowski. Finden und eliminieren Sie diesen Mistkerl. Versuchen Sie daneben soviel Offizierspersonal wie moeglich auszuschalten. Es wird Zeit, dass wir es ihnen heimzahlen.

Zielort Task7"; Task7StringFinal = "Primaerziel

Wir haben den definitiven Aufenthaltsort von General Teodor Bogowski gefunden. Findet und eliminiert ihn. Aber seien Sie sich bewusst. Er wird nicht alleine dort sein. In der Vergangenheit hatte er stets gute Elitesoldaten um sich gescharrt.

Last ihn NICHT entkommen! Wir muessen ihn auf jeden Fall ausschalten.

Zielort Task7"; //Konversation Task7CrossradHinweis1 = "Yeaahh!!! Grossartig, meine Herren. Wir haben diesen Pisser. Gut gemacht... Geht nun zur Evakuierungszone. Wir werden euch so rasch als moeglich ausfliegen."; Task7CrossradHinweisFluchtStart = "Verdammt!!! Offenbar haben sie euch gesehen. Oh Mist. Einige Personen sind gerade aus dem Gebaeude rausgerannt. Unsere Satellitenbilder sind ziemlich schlecht aber ich schaetze sie versuchen zum Strand zu rennen. Schliesst zu ihnen auf und toetet sie auf der Stelle!"; Task7CrossradHinweis2 = "Bevor ich es vergesse... Es ist wichtig, dass der Luftraum um Utes frei von Bedrohungen ist. Vielleicht muessen sie dazu noch einige Hubschrauber auf dem Flugfeld vorgaengig ausschalten bevor ihr den Rettungshelikopter ruft."; //Hinweise Task7HintHinweis = "Task erfuellt. Sie haben erfolgreich General Teodor Bogowski eliminiert."; }; //pubVar publicVariable "Task7TitleString"; publicVariable "Task7String"; publicVariable "Task7StringFinal"; publicVariable "Task7CrossradHinweis1"; publicVariable "Task7CrossradHinweisFluchtStart"; publicVariable "Task7CrossradHinweis2"; publicVariable "Task7HintHinweis";//StringsTask8.sqf //Task8 //ENGLISCH; Default //Extraction Point Task8TitleString = "8. Task, reach Extraction point"; Task8String = "Reach this position to get picked up from our evac helicopter. As soon as you are there, you will get in radio contact with the crew of the chopper.

Location Task8"; //Konversation Task8CrossradHinweis = "Ok, you reached the evac point. Hold this point upon the chopper is with you. Look out, maybe there are still some enemies around. Survive! You are almost out of this fucking island. Over."; //Hinweise Task8HintHinweis = "Task completed. Evac Chopper on it's way. ETA 4 minutes."; //DEUTSCH if (ClientSpracheText == "Deutsch") then { //Extraction Point Task8TitleString = "8. Task, Evakuierungspunkt erreichen"; Task8String = "Erreichen Sie diese Position, um vom Rettungshubschrauber aufgelesen zu werden.

Zielort Task8"; //Konversation Task8CrossradHinweis = "Ok, Sie haben den Evakuierungspunkt erreicht. Halten Sie diese Position, bis der Hubschrauber bei Ihnen ist. Passt auf. Es koennte noch immer Feinde in der Naehe haben. Ueberlebt! Ihr seid bald raus aus dieser Scheissinsel. Over."; //Hinweise Task8HintHinweis = "Task erfuellt. Rettungshubschrauber auf dem Weg. ETA 4 minutes."; }; //pubVar publicVariable "Task8TitleString"; publicVariable "Task8String"; publicVariable "Task8CrossradHinweis"; publicVariable "Task8HintHinweis"; EnglishDeutsch //Tasks.sqf //Task1 Die Kste erreichen und mit Kontaktperson sprechen task1 = player createSimpleTask ["obj1"]; task1 setSimpleTaskDescription [Task1String,Task1TitleString,Task1TitleString]; task1 setSimpleTaskDestination markerpos "TaskZiel1"; task1 settaskstate "Created"; //Task2 wird dynamisch generiert; Stromgenerator bei Lager2 abschalten //Task3 Das Lager angreifen und alle Feinde eliminieren und die Dokumente finden task3 = player createSimpleTask ["obj3"]; task3 setSimpleTaskDescription [Task3String,Task3TitleString,Task3TitleString]; task3 setSimpleTaskDestination markerpos "TaskZiel3"; task3 settaskstate "Created"; //Task4 wird dynamisch generiert; Su-34 Crew umlegen //Task5 wird dynamisch generiert; Stromgeneratoren bei Airport abschalten //Task6 wird dynamisch generiert; Dokument finden, wo General genau ist //Task7 Den General eliminieren task7 = player createSimpleTask ["obj7"]; task7 setSimpleTaskDescription [Task7String,Task7TitleString,Task7TitleString]; task7 setSimpleTaskDestination markerpos "TaskZiel7"; task7 settaskstate "Created"; //Task8 wird dynamisch generiert; Extraction Point erreichen //UpdateRespawn.sqf //Respawnposition updaten //Variable deklarieren _NewLocationHint = ""; //actionKeysImagesFortgeschrittene Respawnpunkte //Die letzten Ziele zuerst if (Ziel7 == 1 or Ziel8 == 1 or (Ziel4 == 1 && Ziel5 == 1 && Ziel6 == 1)) then { //Nahe zum Extraction Point respawnen "respawn_west" setMarkerPos getMarkerPos "StartPos4Marker"; //Nur zum Testen _NewLocationHint = "Neu RespawnPoint nahe Extraction Point"; } else { if (Ziel4 == 1 or Ziel5 == 1 or Ziel6 == 1) then { //Bei den Airport Stromgeneratoren respawnen "respawn_west" setMarkerPos getMarkerPos "StartPos3Marker"; //Nur zum Testen _NewLocationHint = "Neu RespawnPoint hinter Hangar"; } else { if (Ziel3 == 1) then { //Im eroberten Lager1 Troop camp respawnen "respawn_west" setMarkerPos getMarkerPos "StartPos2Marker"; //Nur zum Testen _NewLocationHint = "Neu RespawnPoint in Lager1 Troop Camp"; } else { //Default ist immer am Strand bei Kontaktperson "respawn_west" setMarkerPos getMarkerPos "StartPos1Marker"; }; }; }; //Nur zum Testen //if(ReleaseVersionOrZumTest != 1) then {hint _NewLocationHint}; //Init beenden if(true)exitWith{}; //UpdateTasksStatus.sqf //Task 1 _d=[]execVM "functions\JIP\TaskZiel1Handle.sqf"; waitUntil {scriptDone _d}; //Task 2 _d=[]execVM "functions\JIP\TaskZiel2Handle.sqf"; waitUntil {scriptDone _d}; //Task 3 _d=[]execVM "functions\JIP\TaskZiel3Handle.sqf"; waitUntil {scriptDone _d}; //Task 4 _d=[]execVM "functions\JIP\TaskZiel4Handle.sqf"; waitUntil {scriptDone _d}; //Task 5 _d=[]execVM "functions\JIP\TaskZiel5Handle.sqf"; waitUntil {scriptDone _d}; //Task 6 _d=[]execVM "functions\JIP\TaskZiel6Handle.sqf"; waitUntil {scriptDone _d}; //Task 7 _d=[]execVM "functions\JIP\TaskZiel7Handle.sqf"; waitUntil {scriptDone _d}; //Task 8 _d=[]execVM "functions\JIP\TaskZiel8Handle.sqf"; waitUntil {scriptDone _d}; //Init fertig ausgefhrt //if(ReleaseVersionOrZumTest != 1) then {hint "TasksStatus Updated";}; //Init beenden if(true)exitWith{};//UpdateZuGenTasks.sqf //Task 4 _d=[]execVM "functions\JIP\taskzugen\TaskZuGenZiel4Handle.sqf"; waitUntil {scriptDone _d}; //Task 5 _d=[]execVM "functions\JIP\taskzugen\TaskZuGenZiel5Handle.sqf"; waitUntil {scriptDone _d}; //Task 6 _d=[]execVM "functions\JIP\taskzugen\TaskZuGenZiel6Handle.sqf"; waitUntil {scriptDone _d}; //Task 8 _d=[]execVM "functions\JIP\taskzugen\TaskZuGenZiel8Handle.sqf"; waitUntil {scriptDone _d}; //Init fertig ausgefhrt //if(ReleaseVersionOrZumTest != 1) then {hint "TasksZuGen Updated";}; //Init beenden if(true)exitWith{};ͺ}O>o8~zs