briefing.html-Qbriefing.sqf Debriefing

The Endmission cheat has been used


Shame on you for failing to complete the mission by actually achieving the goals set in the briefing.





Mission Accomplished


The SAS has cut communications to Kolgujev and destroyed the early warning capability of the Soviet garrison. This enables an air assault by NATO paratroopers to take the island by surprise.





Mission Failed


The SAS team has been wiped out.





Mission Failed


The SAS team failed to follow orders and attacked Fry without denying the Soviet garrison on Canard the means to deploy reinforcements. Prepare for a court martial for dereliction of duty and an all mighty bollocking from the CSM for being a dumb twat.


// tasks task4a = sf1 createSimpleTask ["Destroy the radar"]; task4a setSimpleTaskDescription ["Destroy the radar", "Destroy the radar", "Destroy the radar"]; task4a setSimpleTaskDestination markerpos "obj4"; task3a = sf1 createSimpleTask ["Destroy the comms mast"]; task3a setSimpleTaskDescription ["Destroy the comms mast", "Destroy the comms mast", "Destroy the comms mast"]; task3a setSimpleTaskDestination markerpos "obj3"; task2a = sf1 createSimpleTask ["Destroy the helicopter"]; task2a setSimpleTaskDescription ["Destroy the helicopter", "Destroy the helicopter", "Destroy the helicopter"]; task2a setSimpleTaskDestination markerpos "obj2"; task1a = sf1 createSimpleTask ["Destroy the patrol boats"]; task1a setSimpleTaskDescription ["Destroy the patrol boats", "Destroy the patrol boats", "Destroy the patrol boats"]; task1a setSimpleTaskDestination markerpos "obj1"; // tasks task4b = sf2 createSimpleTask ["Destroy the radar"]; task4b setSimpleTaskDescription ["Destroy the radar", "Destroy the radar", "Destroy the radar"]; task4b setSimpleTaskDestination markerpos "obj4"; task3b = sf2 createSimpleTask ["Destroy the comms mast"]; task3b setSimpleTaskDescription ["Destroy the comms mast", "Destroy the comms mast", "Destroy the comms mast"]; task3b setSimpleTaskDestination markerpos "obj3"; task2b = sf2 createSimpleTask ["Destroy the helicopter"]; task2b setSimpleTaskDescription ["Destroy the helicopter", "Destroy the helicopter", "Destroy the helicopter"]; task2b setSimpleTaskDestination markerpos "obj2"; task1b = sf2 createSimpleTask ["Destroy the patrol boats"]; task1b setSimpleTaskDescription ["Destroy the patrol boats", "Destroy the patrol boats", "Destroy the patrol boats"]; task1b setSimpleTaskDestination markerpos "obj1"; // tasks task4c = sf3 createSimpleTask ["Destroy the radar"]; task4c setSimpleTaskDescription ["Destroy the radar", "Destroy the radar", "Destroy the radar"]; task4c setSimpleTaskDestination markerpos "obj4"; task3c = sf3 createSimpleTask ["Destroy the comms mast"]; task3c setSimpleTaskDescription ["Destroy the comms mast", "Destroy the comms mast", "Destroy the comms mast"]; task3c setSimpleTaskDestination markerpos "obj3"; task2c = sf3 createSimpleTask ["Destroy the helicopter"]; task2c setSimpleTaskDescription ["Destroy the helicopter", "Destroy the helicopter", "Destroy the helicopter"]; task2c setSimpleTaskDestination markerpos "obj2"; task1c = sf3 createSimpleTask ["Destroy the patrol boats"]; task1c setSimpleTaskDescription ["Destroy the patrol boats", "Destroy the patrol boats", "Destroy the patrol boats"]; task1c setSimpleTaskDestination markerpos "obj1"; // tasks task4d = sf4 createSimpleTask ["Destroy the radar"]; task4d setSimpleTaskDescription ["Destroy the radar", "Destroy the radar", "Destroy the radar"]; task4d setSimpleTaskDestination markerpos "obj4"; task3d = sf4 createSimpleTask ["Destroy the comms mast"]; task3d setSimpleTaskDescription ["Destroy the comms mast", "Destroy the comms mast", "Destroy the comms mast"]; task3d setSimpleTaskDestination markerpos "obj3"; task2d = sf4 createSimpleTask ["Destroy the helicopter"]; task2d setSimpleTaskDescription ["Destroy the helicopter", "Destroy the helicopter", "Destroy the helicopter"]; task2d setSimpleTaskDestination markerpos "obj2"; task1d = sf4 createSimpleTask ["Destroy the patrol boats"]; task1d setSimpleTaskDescription ["Destroy the patrol boats", "Destroy the patrol boats", "Destroy the patrol boats"]; task1d setSimpleTaskDestination markerpos "obj1"; // tasks task4e = sf5 createSimpleTask ["Destroy the radar"]; task4e setSimpleTaskDescription ["Destroy the radar", "Destroy the radar", "Destroy the radar"]; task4e setSimpleTaskDestination markerpos "obj4"; task3e = sf5 createSimpleTask ["Destroy the comms mast"]; task3e setSimpleTaskDescription ["Destroy the comms mast", "Destroy the comms mast", "Destroy the comms mast"]; task3e setSimpleTaskDestination markerpos "obj3"; task2e = sf5 createSimpleTask ["Destroy the helicopter"]; task2e setSimpleTaskDescription ["Destroy the helicopter", "Destroy the helicopter", "Destroy the helicopter"]; task2e setSimpleTaskDestination markerpos "obj2"; task1e = sf5 createSimpleTask ["Destroy the patrol boats"]; task1e setSimpleTaskDescription ["Destroy the patrol boats", "Destroy the patrol boats", "Destroy the patrol boats"]; task1e setSimpleTaskDestination markerpos "obj1"; // diary entries sf1 createDiaryRecord["Diary", ["Background", " The SAS has been tasked to destroy a key enemy communication node and radar installation on the island of Fry, but given the difficulty of extracting safely after conducting an attack on these targets the raiders will need to eliminate the means of enemy forces on Canard to launch a reaction force in pursuit. This involves destroying the Hip transport helicopter and the couple of patrol boats based in Queenston harbour. Unless these are destroyed it will not be possible to evade the Soviet forces while making their getaway. To avoid the raid to rank as a suicide mission the SAS will therefore have to raid Canard before hitting Fry.

A Carl Gustav recoilless rifle has been issued to deal with the small craft as a single 84mm round should be capable of sinking a patrol boat. In order to destroy the armed transport helicopter a satchel charge would be the preferable option as use of HEAT rounds might not inflict sufficient damage to permanently put the aircraft out of use. Once the enemy has been denied the means to deploy its troops away from Canard the SAS must proceed to assault Fry island and ensure the destruction of the radio mast and radar installation. These objectives can be achieved by either placing explosive charges or firing AT rounds at stand off distances. "]]; sf1 createDiaryRecord["Diary", ["Enemy", " There is a small encampment with Soviet troops at Queenston that has two armed patrol boats at its disposal. These could be used by a reaction force to reinforce the guard detachment at Fry or pursue the SAS in their Zodiac inflatable. To prevent the enemy from using the craft for these purposes both must be sunk. A recoilless rifle has been made available for the purpose of sinking the patrol boats as the SBS has already claimed all limpet mines in the inventory for use against Soviet transport ships on anchor at the main harbour on Kolgujev.

A Hip armed transport helicopter is based at a dispersal site. This aircraft could drop off a reaction force in case of an attack on Fry island or hunt the Zodiac down while the raiders attempt an escape by boat. No reminder should be required of the commonly known fact that high explosive rocket warheads are not repelled by a thin layer of rubber and the cold waters around Canard will cause death by hypothermia should the Zodiac be ripped apart. Any wet- or dry suits worn under uniforms merely make the process of succumbing to the elements last longer.

A small guard detachment provides local security near the radar installation and communication mast on Fry. Setting off the alert on Fry without previously having ensured that the Soviet garrison on Canard is incapable of intervening will turn the raid into a suicidal undertaking. On no account is the unit to resort to a rash action that puts the raiders at unacceptable risk. Unprofessional behaviour will result in court martial proceedings, cessation of chocolate rations and immediate RTU should any personnel survive such a foolish course of action. "]]; sf1 createDiaryRecord["Diary", ["Mission", "SAS will locate and destroy patrol boats and a helicopter on Canard before proceeding to destroy the communication mast and radar on Fry."]]; // diary entries sf2 createDiaryRecord["Diary", ["Background", " The SAS has been tasked to destroy a key enemy communication node and radar installation on the island of Fry, but given the difficulty of extracting safely after conducting an attack on these targets the raiders will need to eliminate the means of enemy forces on Canard to launch a reaction force in pursuit. This involves destroying the Hip transport helicopter and the couple of patrol boats based in Queenston harbour. Unless these are destroyed it will not be possible to evade the Soviet forces while making their getaway. To avoid the raid to rank as a suicide mission the SAS will therefore have to raid Canard before hitting Fry.

A Carl Gustav recoilless rifle has been issued to deal with the small craft as a single 84mm round should be capable of sinking a patrol boat. In order to destroy the armed transport helicopter a satchel charge would be the preferable option as use of HEAT rounds might not inflict sufficient damage to permanently put the aircraft out of use. Once the enemy has been denied the means to deploy its troops away from Canard the SAS must proceed to assault Fry island and ensure the destruction of the radio mast and radar installation. These objectives can be achieved by either placing explosive charges or firing AT rounds at stand off distances. "]]; sf2 createDiaryRecord["Diary", ["Enemy", " There is a small encampment with Soviet troops at Queenston that has two armed patrol boats at its disposal. These could be used by a reaction force to reinforce the guard detachment at Fry or pursue the SAS in their Zodiac inflatable. To prevent the enemy from using the craft for these purposes both must be sunk. A recoilless rifle has been made available for the purpose of sinking the patrol boats as the SBS has already claimed all limpet mines in the inventory for use against Soviet transport ships on anchor at the main harbour on Kolgujev.

A Hip armed transport helicopter is based at a dispersal site. This aircraft could drop off a reaction force in case of an attack on Fry island or hunt the Zodiac down while the raiders attempt an escape by boat. No reminder should be required of the commonly known fact that high explosive rocket warheads are not repelled by a thin layer of rubber and the cold waters around Canard will cause death by hypothermia should the Zodiac be ripped apart. Any wet- or dry suits worn under uniforms merely make the process of succumbing to the elements last longer.

A small guard detachment provides local security near the radar installation and communication mast on Fry. Setting off the alert on Fry without previously having ensured that the Soviet garrison on Canard is incapable of intervening will turn the raid into a suicidal undertaking. On no account is the unit to resort to a rash action that puts the raiders at unacceptable risk. Unprofessional behaviour will result in court martial proceedings, cessation of chocolate rations and immediate RTU should any personnel survive such a foolish course of action. "]]; sf2 createDiaryRecord["Diary", ["Mission", "SAS will locate and destroy patrol boats and a helicopter on Canard before proceeding to destroy the communication mast and radar on Fry."]]; // diary entries sf3 createDiaryRecord["Diary", ["Background", " The SAS has been tasked to destroy a key enemy communication node and radar installation on the island of Fry, but given the difficulty of extracting safely after conducting an attack on these targets the raiders will need to eliminate the means of enemy forces on Canard to launch a reaction force in pursuit. This involves destroying the Hip transport helicopter and the couple of patrol boats based in Queenston harbour. Unless these are destroyed it will not be possible to evade the Soviet forces while making their getaway. To avoid the raid to rank as a suicide mission the SAS will therefore have to raid Canard before hitting Fry.

A Carl Gustav recoilless rifle has been issued to deal with the small craft as a single 84mm round should be capable of sinking a patrol boat. In order to destroy the armed transport helicopter a satchel charge would be the preferable option as use of HEAT rounds might not inflict sufficient damage to permanently put the aircraft out of use. Once the enemy has been denied the means to deploy its troops away from Canard the SAS must proceed to assault Fry island and ensure the destruction of the radio mast and radar installation. These objectives can be achieved by either placing explosive charges or firing AT rounds at stand off distances. "]]; sf3 createDiaryRecord["Diary", ["Enemy", " There is a small encampment with Soviet troops at Queenston that has two armed patrol boats at its disposal. These could be used by a reaction force to reinforce the guard detachment at Fry or pursue the SAS in their Zodiac inflatable. To prevent the enemy from using the craft for these purposes both must be sunk. A recoilless rifle has been made available for the purpose of sinking the patrol boats as the SBS has already claimed all limpet mines in the inventory for use against Soviet transport ships on anchor at the main harbour on Kolgujev.

A Hip armed transport helicopter is based at a dispersal site. This aircraft could drop off a reaction force in case of an attack on Fry island or hunt the Zodiac down while the raiders attempt an escape by boat. No reminder should be required of the commonly known fact that high explosive rocket warheads are not repelled by a thin layer of rubber and the cold waters around Canard will cause death by hypothermia should the Zodiac be ripped apart. Any wet- or dry suits worn under uniforms merely make the process of succumbing to the elements last longer.

A small guard detachment provides local security near the radar installation and communication mast on Fry. Setting off the alert on Fry without previously having ensured that the Soviet garrison on Canard is incapable of intervening will turn the raid into a suicidal undertaking. On no account is the unit to resort to a rash action that puts the raiders at unacceptable risk. Unprofessional behaviour will result in court martial proceedings, cessation of chocolate rations and immediate RTU should any personnel survive such a foolish course of action. "]]; sf3 createDiaryRecord["Diary", ["Mission", "SAS will locate and destroy patrol boats and a helicopter on Canard before proceeding to destroy the communication mast and radar on Fry."]]; // diary entries sf4 createDiaryRecord["Diary", ["Background", " The SAS has been tasked to destroy a key enemy communication node and radar installation on the island of Fry, but given the difficulty of extracting safely after conducting an attack on these targets the raiders will need to eliminate the means of enemy forces on Canard to launch a reaction force in pursuit. This involves destroying the Hip transport helicopter and the couple of patrol boats based in Queenston harbour. Unless these are destroyed it will not be possible to evade the Soviet forces while making their getaway. To avoid the raid to rank as a suicide mission the SAS will therefore have to raid Canard before hitting Fry.

A Carl Gustav recoilless rifle has been issued to deal with the small craft as a single 84mm round should be capable of sinking a patrol boat. In order to destroy the armed transport helicopter a satchel charge would be the preferable option as use of HEAT rounds might not inflict sufficient damage to permanently put the aircraft out of use. Once the enemy has been denied the means to deploy its troops away from Canard the SAS must proceed to assault Fry island and ensure the destruction of the radio mast and radar installation. These objectives can be achieved by either placing explosive charges or firing AT rounds at stand off distances. "]]; sf4 createDiaryRecord["Diary", ["Enemy", " There is a small encampment with Soviet troops at Queenston that has two armed patrol boats at its disposal. These could be used by a reaction force to reinforce the guard detachment at Fry or pursue the SAS in their Zodiac inflatable. To prevent the enemy from using the craft for these purposes both must be sunk. A recoilless rifle has been made available for the purpose of sinking the patrol boats as the SBS has already claimed all limpet mines in the inventory for use against Soviet transport ships on anchor at the main harbour on Kolgujev.

A Hip armed transport helicopter is based at a dispersal site. This aircraft could drop off a reaction force in case of an attack on Fry island or hunt the Zodiac down while the raiders attempt an escape by boat. No reminder should be required of the commonly known fact that high explosive rocket warheads are not repelled by a thin layer of rubber and the cold waters around Canard will cause death by hypothermia should the Zodiac be ripped apart. Any wet- or dry suits worn under uniforms merely make the process of succumbing to the elements last longer.

A small guard detachment provides local security near the radar installation and communication mast on Fry. Setting off the alert on Fry without previously having ensured that the Soviet garrison on Canard is incapable of intervening will turn the raid into a suicidal undertaking. On no account is the unit to resort to a rash action that puts the raiders at unacceptable risk. Unprofessional behaviour will result in court martial proceedings, cessation of chocolate rations and immediate RTU should any personnel survive such a foolish course of action. "]]; sf4 createDiaryRecord["Diary", ["Mission", "SAS will locate and destroy patrol boats and a helicopter on Canard before proceeding to destroy the communication mast and radar on Fry."]]; // diary entries sf5 createDiaryRecord["Diary", ["Background", " The SAS has been tasked to destroy a key enemy communication node and radar installation on the island of Fry, but given the difficulty of extracting safely after conducting an attack on these targets the raiders will need to eliminate the means of enemy forces on Canard to launch a reaction force in pursuit. This involves destroying the Hip transport helicopter and the couple of patrol boats based in Queenston harbour. Unless these are destroyed it will not be possible to evade the Soviet forces while making their getaway. To avoid the raid to rank as a suicide mission the SAS will therefore have to raid Canard before hitting Fry.

A Carl Gustav recoilless rifle has been issued to deal with the small craft as a single 84mm round should be capable of sinking a patrol boat. In order to destroy the armed transport helicopter a satchel charge would be the preferable option as use of HEAT rounds might not inflict sufficient damage to permanently put the aircraft out of use. Once the enemy has been denied the means to deploy its troops away from Canard the SAS must proceed to assault Fry island and ensure the destruction of the radio mast and radar installation. These objectives can be achieved by either placing explosive charges or firing AT rounds at stand off distances. "]]; sf5 createDiaryRecord["Diary", ["Enemy", " There is a small encampment with Soviet troops at Queenston that has two armed patrol boats at its disposal. These could be used by a reaction force to reinforce the guard detachment at Fry or pursue the SAS in their Zodiac inflatable. To prevent the enemy from using the craft for these purposes both must be sunk. A recoilless rifle has been made available for the purpose of sinking the patrol boats as the SBS has already claimed all limpet mines in the inventory for use against Soviet transport ships on anchor at the main harbour on Kolgujev.

A Hip armed transport helicopter is based at a dispersal site. This aircraft could drop off a reaction force in case of an attack on Fry island or hunt the Zodiac down while the raiders attempt an escape by boat. No reminder should be required of the commonly known fact that high explosive rocket warheads are not repelled by a thin layer of rubber and the cold waters around Canard will cause death by hypothermia should the Zodiac be ripped apart. Any wet- or dry suits worn under uniforms merely make the process of succumbing to the elements last longer.

A small guard detachment provides local security near the radar installation and communication mast on Fry. Setting off the alert on Fry without previously having ensured that the Soviet garrison on Canard is incapable of intervening will turn the raid into a suicidal undertaking. On no account is the unit to resort to a rash action that puts the raiders at unacceptable risk. Unprofessional behaviour will result in court martial proceedings, cessation of chocolate rations and immediate RTU should any personnel survive such a foolish course of action. "]]; sf5 createDiaryRecord["Diary", ["Mission", "SAS will locate and destroy patrol boats and a helicopter on Canard before proceeding to destroy the communication mast and radar on Fry."]];onloadmission="C W R 2 - S M A L L F R Y ( C O O P )"; loadScreen = "CWR2\General\cwr2_ui\data\cwr2_loadingscreen_co.paa"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 5; }; minScore=200; avgScore=1200; maxScore=12000; doneKeys[] = {"co05_cwr2_small_fry_key"}; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_UK_Sterling_SD {count = 2;}; class CWR2_UK_L7_GPMG {count = 1;}; class cwr2_UK_L9A1 {count = 2;}; class Binocular {count = 1;}; }; class Magazines { class cwr2_20Rnd_556x45_NATO {count = 12;}; class cwr2_100Rnd_762x51_NATO {count = 10;}; class cwr2_30Rnd_9x19_Sterling_SD {count = 24;}; class BAF_L109A1_HE {count = 12;}; class SmokeShell {count = 12;}; class PipeBomb {count = 3;}; class cwr2_13Rnd_9x19_Para {count = 16;}; }; class Backpacks { class cwr2_UK_Backpack_SAS {count = 1;}; };titleText ["C W R 2 - S M A L L F R Y\n\n\n\nMission made by Sander", "BLACK FADED", 0.3];//OMG don't delete me!!! execVM "briefing.sqf";version=11; class Mission { addOns[]= { "cwr2_canard", "cwr2_UK", "CAWater", "ca_modules_e_weather", "ca_modules_clouds", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_BoatE", "cwr2_Mi17", "cwr2_Civilians", "CWR2Editor_Buildings", "camisc3", "cwr2_Soldiers_RUS", "cwr2_uaz", "cwr2_Urals", "cwr2_BMP2", "cawater2_smallboat_1" }; addOnsAuto[]= { "cwr2_UK", "ca_modules_e_weather", "ca_modules_clouds", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_Civilians", "cwr2_Soldiers_RUS", "cwr2_uaz", "cwr2_BMP2", "CAWater", "cwr2_BoatE", "cwr2_Mi17", "CWR2Editor_Buildings", "camisc3", "cwr2_Urals", "cawater2_smallboat_1", "cwr2_canard" }; randomSeed=4575493; class Intel { briefingName="CWR2 - Small Fry (co05)"; briefingDescription="SAS raid"; startWeather=0.62905788; startFog=0.32413307; forecastWeather=0.62905788; forecastFog=0.43350855; month=3; day=13; hour=5; minute=45; }; class Groups { items=43; class Item0 { side="WEST"; class Vehicles { items=5; class Item0 { position[]={3056.269,0.4559651,1580.4205}; azimut=280; id=0; side="WEST"; vehicle="cwr2_SoldierUK_SAS"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=1; text="sf1"; init="sfsquad = group this; sfsquad setgroupid [""SAS"",""Black""]; this moveInDriver boat; removeallweapons this; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""SmokeShell""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A1""; this addweapon ""Binocular"";"; description="SAS - Team Leader"; synchronizations[]={11,9,10}; }; class Item1 { position[]={3058.2285,0.42246348,1581.7405}; azimut=280; id=1; side="WEST"; vehicle="cwr2_SoldierUK_SAS_NonHealing"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="sf2"; init="sfsquad = group this; sfsquad setgroupid [""SAS"",""Black""]; this moveInCargo boat; removeallweapons this; removebackpack this; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""cwr2_30Rnd_762x51_NATO""; this addmagazine ""SmokeShell""; this addmagazine ""SmokeShell""; this addweapon ""CWR2_UK_L4_LMG"";"; description="SAS - Light Machinegunner"; synchronizations[]={11,9,10}; }; class Item2 { position[]={3058.0979,0.43378896,1578.1967}; azimut=280; id=2; side="WEST"; vehicle="cwr2_SoldierUK_SAS_NonHealing"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="sf3"; init="sfsquad = group this; sfsquad setgroupid [""SAS"",""Black""]; this moveInCargo boat; removeallweapons this; removebackpack this; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_CarlGustavRocket""; this addweapon ""cwr2_M16A1""; this addweapon ""cwr2_CarlGustav"";"; description="SAS - AT Gunner"; synchronizations[]={11,9,10}; }; class Item3 { position[]={3060.019,0.35550815,1582.9967}; azimut=280; id=3; side="WEST"; vehicle="cwr2_SoldierUK_SAS"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="sf4"; init="sfsquad = group this; sfsquad setgroupid [""SAS"",""Black""]; this moveInCargo boat; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A1""; this addbackpack ""cwr2_UK_Backpack_AR"";"; description="SAS - Assistant Light Machinegunner"; synchronizations[]={11,9,10}; }; class Item4 { position[]={3059.4819,0.30735809,1576.4932}; azimut=280; id=4; side="WEST"; vehicle="cwr2_SoldierUK_SAS_NonHealing"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="sf5"; init="sfsquad = group this; sfsquad setgroupid [""SAS"",""Black""]; this moveInCargo boat; removeallweapons this; removebackpack this; removeallweapons this; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""cwr2_20Rnd_556x45_NATO""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""BAF_L109A1_HE""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A1""; this addbackpack ""cwr2_UK_Backpack_AT"";"; description="SAS - Assistant AT Gunner"; synchronizations[]={11,9,10}; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2202.9922,0.23927964,1579.292}; id=7; side="LOGIC"; vehicle="WeatherParticlesManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this setvariable [""intensity"",1.0]; this setvariable [""particleEffects"",[1,2,3]]; this setvariable [""object"",player];"; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2214.3447,0.50930822,1579.2917}; id=8; side="LOGIC"; vehicle="BIS_clouds_Logic"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3092.5593,0.012078583,1585.7863}; id=9; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4}; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3089.8875,-0.18744351,1569.3732}; id=10; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4}; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={3091.1821,0.14334854,1577.6332}; id=11; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4}; }; }; }; class Item6 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={1482.371,47.288486,2267.4133}; azimut=90; id=15; side="CIV"; vehicle="cwr2_Civilian1"; leader=1; skill=1; text="aDude"; init="this allowDamage false; this setunitpos ""Up"";"; }; }; class Waypoints { items=1; class Item0 { position[]={1483.0426,47.272816,2267.4229}; completitionRadius=10; combat="CARELESS"; expActiv="qrf_immobile = 2; publicVariable ""qrf_immobile""; deleteVehicle aDude;"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; }; }; class Item7 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={1634.527,33.297771,508.65295}; azimut=270; id=19; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={1637.5087,33.087936,510.92816}; azimut=270; id=40; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={1637.2084,33.824699,506.46844}; azimut=270; id=46; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={1640.6206,32.997555,512.6803}; azimut=270; id=70; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; class Item4 { position[]={1640.2415,34.233852,504.63824}; azimut=270; id=71; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=4; class Item0 { position[]={1584.0996,29.975344,509.18332}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={1621.9644,52.601814,450.13754}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={1670.2716,31.930021,508.39465}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={1584.0835,29.976286,509.17929}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1725.208,4.7713251,569.34961}; id=20; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 0); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item9 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={2086.0151,4.9576569,2439.2458}; azimut=270; id=21; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={2089.7302,4.9995179,2441.8835}; azimut=270; id=28; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={2089.7356,4.9994478,2436.2388}; azimut=270; id=66; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { position[]={2094.1506,4.99859,2444.4568}; azimut=270; id=45; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { position[]={2093.5222,4.9984574,2433.1064}; azimut=270; id=63; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; }; class Item5 { position[]={2098.9021,4.9977283,2446.5125}; azimut=270; id=67; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.75000024; position[]={2097.4905,4.9974132,2429.7124}; azimut=270; id=37; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; }; class Item7 { presence=0.50000048; position[]={2103.5417,4.981441,2448.5574}; azimut=270; id=53; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2083.0754,4.8696609,2439.3284}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMid=60; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2080.4004,4.7891722,2439.3804}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item10 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.75000024; position[]={1926.8528,12.092864,1731.3706}; azimut=270; id=22; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={1931.9783,12.747546,1734.4708}; azimut=270; id=27; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={1931.1779,11.216258,1727.3185}; azimut=270; id=47; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={1936.9974,13.041615,1736.6792}; azimut=270; id=73; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.50000048; position[]={1935.1703,9.9414787,1722.6283}; azimut=270; id=62; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; }; class Item5 { position[]={1942.6882,13.659342,1739.4354}; azimut=270; id=42; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=4; class Item0 { position[]={1895.5935,7.1967306,1711.2496}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={1971.0488,4.8742614,1688.2454}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={1957.224,16.842176,1751.3839}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={1895.5929,7.2016459,1711.2871}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={2016.213,45.573616,2103.3167}; azimut=90; id=23; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 9); this disableAI ""Move""; this setunitpos ""Middle""; this setbehaviour ""Combat"";"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={1795.882,21.515865,506.7876}; azimut=270; id=25; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={1800.1963,22.198614,510.03394}; azimut=270; id=68; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={1800.4705,21.998466,502.86136}; azimut=270; id=64; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1792.618,21.095167,506.66714}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1792.5341,21.08864,506.66714}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=2; class Item0 { presence=0.75000024; position[]={1639.2633,50.739075,449.36954}; azimut=270; id=26; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={1644.5522,48.927235,452.39792}; azimut=270; id=49; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1637.0104,51.145199,449.29312}; placement=4; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={1636.9926,51.144211,449.31412}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=4; class Item0 { presence=0.75000024; position[]={2014.7581,34.700001,2042.7637}; azimut=270; id=29; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={2020.7246,34.700001,2046.8364}; azimut=270; id=61; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { position[]={2020.8546,34.700001,2039.0468}; azimut=270; id=75; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={2026.8612,34.469627,2050.5029}; azimut=270; id=38; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=7; class Item0 { position[]={2028.8734,34.387886,2081.3364}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={1904.377,31.700823,2123.8489}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={1868.5078,34.791336,2023.6549}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={1990.6957,34.039562,1979.2555}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={2028.8927,34.386333,2081.2756}; type="CYCLE"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={2047.3972,32.709557,2075.5781}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={2063.6057,32.261723,2071.0063}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={1909.9891,5,1668.939}; azimut=270; id=30; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={1915.5863,5,1672.0502}; azimut=270; id=54; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={1915.0436,5,1664.8754}; azimut=270; id=36; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1907.8118,5,1668.8806}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1907.8116,5,1668.8806}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item16 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={2354.5513,28.823507,2211.4856}; azimut=270; id=34; side="EAST"; vehicle="cwr2_SoldierE_GL"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2347.2693,28.84374,2211.3708}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2347.2739,28.84479,2211.3269}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item17 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={2098.8662,5.6891999,2400.3713}; azimut=270; id=41; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={2104.2092,5.1969633,2404.0859}; azimut=270; id=31; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={2104.353,6.1040959,2396.9265}; azimut=270; id=50; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2098.9863,5.1627264,2409.8164}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2098.9456,5.1629,2409.8135}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={1925.0925,12.540457,1686.3479}; azimut=35; id=44; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 12); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item19 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={1866.6687,5,1670.7053}; id=48; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; leader=1; skill=0.2; init="this disableAI ""Move"";"; }; }; }; class Item20 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={1947.104,5,1665.2762}; azimut=270; id=51; side="EAST"; vehicle="cwr2_SoldierE_Medic"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1942.5958,5,1665.3083}; placement=5; type="SAD"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1942.5845,5,1665.2849}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item21 { side="EAST"; class Vehicles { items=2; class Item0 { presence=0.75000024; position[]={1611.3259,53.377422,449.84866}; azimut=270; id=52; side="EAST"; vehicle="cwr2_SoldierE_GL"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={1615.55,51.267647,454.27158}; azimut=270; id=76; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1607.4926,53.299324,449.74783}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={1607.4927,53.314411,449.62747}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item22 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={1991.6205,39.654369,2022.5348}; azimut=105; id=55; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 5); this disableAI ""Move""; this setunitpos ""Up""; this setbehaviour ""Stealth"";"; }; }; }; class Item23 { side="EAST"; class Vehicles { items=2; class Item0 { presence=0.75000024; position[]={1828.6277,21.540449,504.9613}; azimut=270; id=57; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={1834.0308,20.914602,508.59888}; azimut=270; id=43; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1824.2694,21.859735,505.0556}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={1824.2694,21.859735,505.05557}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item24 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={1905.6078,5,1647.3439}; azimut=45; id=58; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 3); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item25 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={1611.986,55.11644,430.37283}; azimut=230; id=59; side="EAST"; vehicle="cwr2_SoldierE_AA"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this disableAI ""Move"";"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=2; class Item0 { presence=0.75000024; position[]={2436.5808,29.075357,2238.9543}; azimut=270; id=60; side="EAST"; vehicle="cwr2_SoldierE_AA"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={2441.2712,28.764339,2242.2366}; azimut=270; id=32; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2433.7737,29.113123,2238.8416}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2433.7737,29.114328,2238.7744}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={2368.4343,28.563154,2225.3975}; azimut=270; id=69; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2367.009,28.572004,2225.3164}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={2366.9802,28.572184,2225.3086}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item28 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={1899.4873,15.4426,1683.373}; azimut=315; id=77; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 1); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item29 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={2374.5437,28.745947,2188.5886}; azimut=270; id=79; side="EAST"; vehicle="cwr2_SoldierE_AA"; leader=1; rank="CORPORAL"; skill=0.60000002; }; }; class Waypoints { items=3; class Item0 { position[]={2405.429,28.375341,2212.925}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={2357.947,29.507059,2175.3535}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item2 { position[]={2405.4646,28.375093,2212.9282}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item30 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.75000024; position[]={1867.5293,34.700001,2058.7085}; azimut=270; id=80; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={1870.0232,34.700001,2060.5073}; azimut=270; id=39; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={1869.5967,34.700001,2056.8589}; azimut=270; id=33; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={1872.9543,34.700001,2062.3909}; azimut=270; id=74; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { position[]={1871.5526,34.700001,2055.0403}; azimut=270; id=56; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={1875.8325,34.700001,2064.2629}; azimut=270; id=65; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1865.9221,34.700001,2058.7615}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={1864.6949,34.700001,2058.8328}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item31 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={2324.3445,29.874044,2179.2678}; azimut=270; id=81; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={2332.2356,29.661005,2184.3828}; azimut=270; id=24; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={2331.7422,30.158976,2173.7119}; azimut=270; id=72; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={2338.7329,29.535374,2187.9443}; azimut=270; id=35; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; class Item4 { position[]={2337.4595,30.406542,2169.0535}; azimut=270; id=78; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=6; class Item0 { position[]={2336.0205,36.104694,2110.1626}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={2451.5562,27.751953,2219.6907}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={2312.7781,28.043036,2240.8257}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={2336.1096,36.100571,2110.1377}; type="CYCLE"; expCond="(VictoryCondition2 == 1);"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={2320.9097,37.817631,2096.7036}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={2304.2073,38.378963,2081.4402}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item32 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1933.7931,34.700001,2056.366}; azimut=110; id=82; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; skill=0.2; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=2; class Item0 { position[]={1935.7223,34.700001,2055.6545}; completitionRadius=10; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1936.5815,34.700001,2055.313}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item33 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1903.0637,5,1659.4961}; azimut=320; id=83; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; skill=0.2; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=2; class Item0 { position[]={1901.1541,5,1661.7422}; completitionRadius=10; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={1900.384,5,1662.6409}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item34 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={1921.1288,6.1285334,1427.5511}; id=93; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this disableAI ""Move"";"; }; }; }; class Item35 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1938.1047,5.4822989,1691.5813}; azimut=270; id=94; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1931.6783,5.1828356,1691.5198}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1931.627,5.1817074,1691.4656}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item36 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1620.8763,55.110458,430.03238}; azimut=355; id=95; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 0); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item37 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1901.9714,15.462032,1685.4384}; azimut=320; id=96; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item38 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1993.7303,34.700001,2011.1252}; azimut=270; id=97; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={1987.304,34.700001,2011.0637}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={1987.2526,34.700001,2011.0095}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item39 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={1892.6238,34.700001,2052.9736}; azimut=20; id=98; side="EAST"; vehicle="cwr2_BMP2"; leader=1; lock="LOCKED"; skill=0.2; fuel=0; text="bmp"; }; }; class Waypoints { items=2; class Item0 { position[]={1893.748,34.700001,2056.2021}; completitionRadius=10; combat="SAFE"; expActiv="bmp setfuel 1;"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={1894.1119,34.700001,2057.0518}; type="GUARD"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item40 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={2351.1648,28.6,2231.9624}; azimut=270; id=99; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2346.9663,28.6,2232.166}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2346.9148,28.6,2232.1118}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item41 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={2018.8489,34.700001,2115.8406}; azimut=270; id=100; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={2012.4225,34.700001,2115.7791}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={2012.3711,34.700001,2115.7249}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item42 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={2344.5076,28.6,2238.1494}; azimut=140; id=101; side="EAST"; vehicle="cwr2_SoldierE_Pilot"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 3); this disableAI ""Move"";"; }; }; }; }; class Vehicles { items=17; class Item0 { position[]={3056.4053,0.45450601,1580.5364}; azimut=280; id=5; side="EMPTY"; vehicle="Zodiac"; leader=1; lock="UNLOCKED"; skill=1; text="boat"; init="clearmagazinecargo this; clearweaponcargo this;"; }; class Item1 { position[]={3051.1118,0.32696956,1579.395}; azimut=90; id=6; side="EMPTY"; vehicle="cwr2_UK_BasicAmmunition"; skill=1; text="crate"; init="crate attachTo [boat,[0,-0.25,-0.7]]; crate setDir 90; crate setpos getpos crate; clearmagazinecargo this; clearweaponcargo this; this addweaponcargo [""Binocular"",1]; this addweaponcargo [""NVGoggles"",1]; this addmagazinecargo [""cwr2_LAWRocket"",3]; this addweaponcargo [""cwr2_LAW"",1]; this addmagazinecargo [""cwr2_20Rnd_556x45_NATO"",6]; this addmagazinecargo [""BAF_L109A1_HE"",6]; this addmagazinecargo [""SmokeShell"",6]; this addmagazinecargo [""cwr2_20Rnd_556x45_NATO"",6]; this addmagazinecargo [""PipeBomb"",3]; this addmagazinecargo [""cwr2_30Rnd_9x19_MP5_SD"",12]; this addweaponcargo [""cwr2_MP5SD6"",1];"; }; class Item2 { position[]={1834.068,0.4698081,1641.6687}; azimut=55; id=12; side="EMPTY"; vehicle="cwr2_BoatE"; skill=1; text="boat1"; init="this lockdriver true;"; }; class Item3 { position[]={1837.6477,0.064676508,1636.8071}; azimut=55; id=13; side="EMPTY"; vehicle="cwr2_BoatE"; skill=1; text="boat2"; init="this lockdriver true;"; }; class Item4 { position[]={2374.5156,28.718704,2201.4778}; azimut=50; id=14; side="EMPTY"; vehicle="cwr2_Mi17"; skill=1; text="hip"; init="this lockdriver true;"; }; class Item5 { position[]={1812.2681,22.916542,511.14859}; id=16; side="EMPTY"; vehicle="ED102_RadioTower"; skill=0.60000002; text="radiomast"; init="this setvectorup [0,0,1];"; }; class Item6 { position[]={1617.1649,55.039875,431.55637}; azimut=190; id=17; side="EMPTY"; vehicle="PowGen_Big"; lock="LOCKED"; skill=1; text="radar"; }; class Item7 { position[]={1616.9783,55.182869,425.14197}; azimut=90; id=18; side="EMPTY"; vehicle="Satelit"; lock="LOCKED"; skill=1; text="dish"; init="dish attachTo [radar,[0,+1,2.1]]; dish setDir 180; dish setpos getpos dish;"; }; class Item8 { presence=0.75000024; position[]={1907.558,5,1678.656}; azimut=230; id=84; side="EMPTY"; vehicle="cwr2_UAZ"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item9 { presence=0.75000024; position[]={1871.9873,5,1653.8596}; azimut=50; id=85; side="EMPTY"; vehicle="cwr2_Ural"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item10 { presence=0.75000024; position[]={2346.9246,28.6,2225.0967}; azimut=50; id=86; side="EMPTY"; vehicle="cwr2_UAZ"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item11 { presence=0.75000024; position[]={1880.3268,5,1660.8069}; azimut=50; id=87; side="EMPTY"; vehicle="cwr2_Ural"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item12 { presence=0.75000024; position[]={1963.1742,5,1650.3837}; azimut=230; id=88; side="EMPTY"; vehicle="cwr2_BMPAmbul"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item13 { presence=0.75000024; position[]={2352.7434,28.6,2239.9563}; azimut=232; id=89; side="EMPTY"; vehicle="cwr2_UralRefuel"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item14 { presence=0.75000024; position[]={2362.6899,28.598822,2237.0781}; azimut=142; id=90; side="EMPTY"; vehicle="cwr2_UralRepair"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item15 { position[]={2102.7754,0.069145709,2473.6677}; id=91; side="EMPTY"; vehicle="Smallboat_1"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item16 { position[]={2105.3352,0.1505104,2473.5833}; id=92; side="EMPTY"; vehicle="smallboat_2"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; class Markers { items=5; class Item0 { position[]={3057.4824,0.45494151,1580.7534}; name="start"; type="Faction_BritishArmedForces_BAF"; a=1.2; }; class Item1 { position[]={1836.0917,0.14249812,1639.4479}; name="obj1"; type="mil_objective"; colorName="ColorRed"; }; class Item2 { position[]={2388.5466,28.411079,2197.6133}; name="obj2"; type="mil_objective"; colorName="ColorRed"; }; class Item3 { position[]={1605.8358,55.103756,434.63898}; name="obj4"; type="mil_objective"; colorName="ColorRed"; }; class Item4 { position[]={1813.1277,22.868641,510.63843}; name="obj3"; type="mil_objective"; colorName="ColorRed"; }; }; class Sensors { items=11; class Item0 { position[]={1704.5353,26.804747,482.82739}; a=250; b=250; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; age="UNKNOWN"; expCond="this AND (qrf_immobile == 2);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; ""1"" ObjStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item1 { position[]={2625.0447,0.26830834,1983.5724}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage boat1 >= 0.99) AND (getDammage boat2 >= 0.99);"; expActiv="VictoryCondition1 = 1; publicVariable ""VictoryCondition1""; ""1"" objStatus ""DONE""; task1a settaskstate ""SUCCEEDED""; task1b settaskstate ""SUCCEEDED""; task1c settaskstate ""SUCCEEDED""; task1d settaskstate ""SUCCEEDED""; task1e settaskstate ""SUCCEEDED""; sf1 addrating 200; sf2 addrating 200; sf3 addrating 200; sf4 addrating 200; sf5 addrating 200; (leader group player) sidechat ""That takes care of the patrol boats"";"; class Effects { }; }; class Item2 { position[]={2628.7566,0.26033598,1855.0901}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage hip >= 0.99);"; expActiv="VictoryCondition2 = 1; publicVariable ""VictoryCondition2""; ""2"" objStatus ""DONE""; task2a settaskstate ""SUCCEEDED""; task2b settaskstate ""SUCCEEDED""; task2c settaskstate ""SUCCEEDED""; task2d settaskstate ""SUCCEEDED""; task2e settaskstate ""SUCCEEDED""; sf1 addrating 200; sf2 addrating 200; sf3 addrating 200; sf4 addrating 200; sf5 addrating 200; (leader group player) sidechat ""Scratch one piece of Soviet scrap metal."";"; class Effects { }; }; class Item3 { position[]={2750.3279,-0.067447349,1725.4929}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage radiomast >= 0.99);"; expActiv="VictoryCondition3 = 1; publicVariable ""VictoryCondition3""; ""3"" objStatus ""DONE""; task3a settaskstate ""SUCCEEDED""; task3b settaskstate ""SUCCEEDED""; task3c settaskstate ""SUCCEEDED""; task3d settaskstate ""SUCCEEDED""; task3e settaskstate ""SUCCEEDED""; sf1 addrating 200; sf2 addrating 200; sf3 addrating 200; sf4 addrating 200; sf5 addrating 200; (leader group player) sidechat ""That should cut comms with Kolgujev."";"; class Effects { }; }; class Item4 { position[]={2880.5527,-0.032724477,1727.0879}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage radar >= 0.99);"; expActiv="VictoryCondition4 = 1; publicVariable ""VictoryCondition4""; ""4"" objStatus ""DONE""; task4a settaskstate ""SUCCEEDED""; task4b settaskstate ""SUCCEEDED""; task4c settaskstate ""SUCCEEDED""; task4d settaskstate ""SUCCEEDED""; task4e settaskstate ""SUCCEEDED""; sf1 addrating 200; sf2 addrating 200; sf3 addrating 200; sf4 addrating 200; sf5 addrating 200; (leader group player) sidechat ""Ivan should be blinded now."";"; class Effects { }; }; class Item5 { position[]={2754.7244,0.31932193,1984.5687}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="qrf_immobile = 1; publicVariable ""qrf_immobile""; sf1 addrating 200; sf2 addrating 200; sf3 addrating 200; sf4 addrating 200; sf5 addrating 200; (leader group player) sidechat ""This should leave Ivan pretty much immobilised. Time to bugger off towards Fry."";"; class Effects { }; }; class Item6 { position[]={2881.0251,0.28578493,2112.6577}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; type="END4"; age="UNKNOWN"; expCond="(total_failure == 1);"; expActiv="forceEnd;"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item7 { position[]={2109.2202,32.342361,2032.9258}; a=500; b=500; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=10; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="blufor_detected = 1; publicVariable ""blufor_detected"";"; class Effects { }; }; class Item8 { position[]={2878.8704,0.32406521,2365.4629}; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; type="END2"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1) AND (VictoryCondition4 == 1);"; expActiv="activateKey ""co05_cwr2_small_fry_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item9 { position[]={3007.0723,0.21201999,2365.2747}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="({alive _x} count units sfsquad == 0);"; expActiv="missionfailed = 1; publicVariable ""missionfailed""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; ""4"" ObjStatus ""FAILED"";"; class Effects { }; }; class Item10 { position[]={3009.272,0.13859887,2239.5454}; timeoutMin=2; timeoutMid=2; timeoutMax=2; interruptable=1; type="END3"; age="UNKNOWN"; expCond="(missionfailed == 1);"; expActiv="forceEnd;"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; }; }; class Intro { addOns[]= { "cwr2_canard" }; addOnsAuto[]= { "cwr2_canard" }; randomSeed=9735105; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; hour=9; }; }; class OutroWin { addOns[]= { "cwr2_canard" }; addOnsAuto[]= { "cwr2_canard" }; randomSeed=16323805; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; hour=9; }; }; class OutroLoose { addOns[]= { "cwr2_canard" }; addOnsAuto[]= { "cwr2_canard" }; randomSeed=2825729; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; hour=9; }; }; Overview

Boat troop in action.

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