briefing.htmlC"Qbriefing.sqf)QR|description.ext"Qinit.sqf"Qhinitjipcompatible.sqf4 Debriefing

You are a lousy cheater


Only by entering the Endmission cheat would you get this version of the debrief. Be ashamed of yourself.





Mission Accomplished


The long range surveillance detachment has linked up with the resistance after a successful ambush of the relief force and the destruction of the radio post. By bringing along an enemy ammo truck the local resistance gains a significant boost to their available arsenal.





Mission Failed


Victor squad has been wiped out.





Mission Failed


Victor squad failed to ambush and destroy the relief force.





Mission Accomplished


The long range surveillance detachment has linked up with the resistance after a successful ambush of the relief force and the destruction of the radio post. The failure to retrieve the ammo truck is a shame, but in war setbacks are to be expected.


// tasks task4a = victor1 createSimpleTask ["Link up with resistance"]; task4a setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4a setSimpleTaskDestination markerpos "obj4"; task3a = victor1 createSimpleTask ["Acquire an ammunition truck"]; task3a setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3a setSimpleTaskDestination markerpos "obj3"; task2a = victor1 createSimpleTask ["Destroy the radio station"]; task2a setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2a setSimpleTaskDestination markerpos "obj2"; task1a = victor1 createSimpleTask ["Ambush the relief force"]; task1a setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1a setSimpleTaskDestination markerpos "obj1"; // tasks task4b = victor2 createSimpleTask ["Link up with resistance"]; task4b setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4b setSimpleTaskDestination markerpos "obj4"; task3b = victor2 createSimpleTask ["Acquire an ammunition truck"]; task3b setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3b setSimpleTaskDestination markerpos "obj3"; task2b = victor2 createSimpleTask ["Destroy the radio station"]; task2b setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2b setSimpleTaskDestination markerpos "obj2"; task1b = victor2 createSimpleTask ["Ambush the relief force"]; task1b setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1b setSimpleTaskDestination markerpos "obj1"; // tasks task4c = victor3 createSimpleTask ["Link up with resistance"]; task4c setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4c setSimpleTaskDestination markerpos "obj4"; task3c = victor3 createSimpleTask ["Acquire an ammunition truck"]; task3c setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3c setSimpleTaskDestination markerpos "obj3"; task2c = victor3 createSimpleTask ["Destroy the radio station"]; task2c setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2c setSimpleTaskDestination markerpos "obj2"; task1c = victor3 createSimpleTask ["Ambush the relief force"]; task1c setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1c setSimpleTaskDestination markerpos "obj1"; // tasks task4d = victor4 createSimpleTask ["Link up with resistance"]; task4d setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4d setSimpleTaskDestination markerpos "obj4"; task3d = victor4 createSimpleTask ["Acquire an ammunition truck"]; task3d setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3d setSimpleTaskDestination markerpos "obj3"; task2d = victor4 createSimpleTask ["Destroy the radio station"]; task2d setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2d setSimpleTaskDestination markerpos "obj2"; task1d = victor4 createSimpleTask ["Ambush the relief force"]; task1d setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1d setSimpleTaskDestination markerpos "obj1"; // tasks task4e = victor5 createSimpleTask ["Link up with resistance"]; task4e setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4e setSimpleTaskDestination markerpos "obj4"; task3e = victor5 createSimpleTask ["Acquire an ammunition truck"]; task3e setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3e setSimpleTaskDestination markerpos "obj3"; task2e = victor5 createSimpleTask ["Destroy the radio station"]; task2e setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2e setSimpleTaskDestination markerpos "obj2"; task1e = victor5 createSimpleTask ["Ambush the relief force"]; task1e setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1e setSimpleTaskDestination markerpos "obj1"; // tasks task4f = victor6 createSimpleTask ["Link up with resistance"]; task4f setSimpleTaskDescription ["Link up with resistance", "Link up with resistance", "Link up with resistance"]; task4f setSimpleTaskDestination markerpos "obj4"; task3f = victor6 createSimpleTask ["Acquire an ammunition truck"]; task3f setSimpleTaskDescription ["Acquire an ammunition truck", "Acquire an ammunition truck", "Acquire an ammunition truck"]; task3f setSimpleTaskDestination markerpos "obj3"; task2f = victor6 createSimpleTask ["Destroy the radio station"]; task2f setSimpleTaskDescription ["Destroy the radio station", "Destroy the radio station", "Destroy the radio station"]; task2f setSimpleTaskDestination markerpos "obj2"; task1f = victor6 createSimpleTask ["Ambush the relief force"]; task1f setSimpleTaskDescription ["Ambush the relief force", "Ambush the relief force", "Ambush the relief force"]; task1f setSimpleTaskDestination markerpos "obj1"; // diary entries victor1 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor1 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor1 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]]; // diary entries victor2 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor2 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor2 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]]; // diary entries victor3 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor3 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor3 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]]; // diary entries victor4 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor4 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor4 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]]; // diary entries victor5 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor5 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor5 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]]; // diary entries victor6 createDiaryRecord["Diary", ["Background", " With the conflict between NATO and the Warshaw Pact being fought out over widely dispersed theatres it is essential to prioritise scarce resources for the main front. Therefore the NATO contingent in the Malden island chain has been denied in its request for allocation of dedicated jamming aircraft such as the EF-111 Raven or EA-6 Prowler. In order to deny the Soviets the use of part of the electromagnetic spectrum it is necessary to attack the physical infrastructure that enables such activity. To this end a long range surveillance detachment on the Soviet occupied island of Malden has received orders to take out an enemy radio post that maintains an essential link between the Malden and Everon garrisons.

The site is guarded by a garrison of about two dozen troops, but any attack must take into account the enemy capability to reinforce the area with quick reaction forces. Based on their observation of Soviet routine over the past couple of weeks the reconnaissance unit has learned that garrison duties at the radio post and QRF duty at the airbase is shared by two platoons, each alternating between three days of guard duty and three days of high readiness standby. The moment of rotation between duties can be exploited to the advantage of a raid on the radio station. By destroying the relief unit while en route to the post the Soviets will be denied the means to rapidly respond to a subsequent attack on the radio post.

As the LRSD has a primary task that involves avoiding contact with the enemy as much as possible it is not ideally equipped to destroy an armoured column. The ambush must by necessity be conducted with the use of command detonated explosives rather than AT launchers that are in short supply. With the enemy expected to arrive within minutes the troops should waste no time in setting up a daisy chain of satchel charges before moving into hiding positions that allow them to detonate the explosives when the armour is passing over the charges. Due care must be taken when selecting such overwatch positions as the armament of an alerted BMP-2 can wreak havoc on any troops exposing themselves to premature detection.

Once the relief force has been eliminated there will be a window of opportunity to strike at the radio post without an immediate threat of response forces showing up. The LRSD must therefore raid the enemy position and ensure the destruction of the communication mast as well as the nearby command vehicle housing the cryptographic equipment used to encode Soviet transmissions. A secondary objective is to seize an ammunition supply vehicle and bring it back to the RV with the resistance. As NATO does not have the ability to drop off significant amounts of arms and other stores captured Soviet supplies must make up for this deficiency. "]]; victor6 createDiaryRecord["Diary", ["Enemy", " The rotation of the garrison is due to be transported to its destination in three BMP-2 infantry fighting vehicles. It is imperative to destroy these armoured vehicles as well as the motor rifle troops in the ambush to deny the Soviets the means for a quick response to the NATO actions in the area.

The radio station is guarded by three squads of enemy infantry. Part of these are patrolling the area while others are on sentry duty near the radio post itself. Although there is no requirement to destroy the garrison the Soviets can be expected to put up a fight against any attack on their position. "]]; victor6 createDiaryRecord["Diary", ["Mission", "Victor squad will ambush the column and destroy the radio station before bringing an ammunition supply vehicle to the RV with the resistance ."]];onloadmission="C W R 2 - E N G A G E D S I G N A L ( C O O P )"; loadScreen = "CWR2\General\cwr2_ui\data\cwr2_loadingscreen_co.paa"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 6; }; minScore=200; avgScore=1200; maxScore=12000; doneKeys[] = {"co06_cwr2_engaged_signal_key"}; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_M16A2_GL {count = 2;}; class cwr2_M249 {count = 1;}; class cwr2_LAW {count = 1;}; class cwr2_M9 {count = 1;}; class Binocular {count = 1;}; }; class Magazines { class cwr2_30Rnd_556x45_NATO {count = 24;}; class cwr2_200Rnd_556x45_NATO {count = 6;}; class cwr2_15Rnd_9x19_Para {count = 8;}; class 1Rnd_HE_M203 {count = 16;}; class HandGrenade_West {count = 12;}; class SmokeShell {count = 12;}; class cwr2_LAWRocket {count = 3;}; class PipeBomb {count = 3;}; };titleText ["C W R 2 - E N G A G E D S I G N A L\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_Soldiers_USA", "cwr2_abel", "cwr2_BMP2", "cwr2_Soldiers_RUS", "CABuildings", "camisc3", "cwr2_Urals", "cwr2_Civilians", "ca_missions_firstaidsystem", "ca_missions_alternativeinjurysimulation", "ca_missions_battlefieldclearance", "cwr2_uaz", "cwr2_Static", "camisc_e" }; addOnsAuto[]= { "cwr2_Soldiers_USA", "cwr2_BMP2", "cwr2_Soldiers_RUS", "cwr2_Civilians", "ca_missions_firstaidsystem", "ca_missions_alternativeinjurysimulation", "ca_missions_battlefieldclearance", "cwr2_uaz", "cwr2_Static", "CABuildings", "camisc3", "cwr2_Urals", "camisc_e", "cwr2_abel" }; randomSeed=11328277; class Intel { briefingName="CWR2 - Engaged Signal (co06)"; briefingDescription="Degrade Soviet communications"; startWeather=0.61973947; startFog=0.32313466; forecastWeather=0.61973947; forecastFog=0.43217748; month=4; day=9; hour=6; minute=0; }; class Groups { items=28; class Item0 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={6687.2842,77.394745,10876.754}; azimut=45; id=0; side="WEST"; vehicle="cwr2_SoldierW_Marksman"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=1; text="victor1"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""PipeBomb""; this addmagazine ""HandGrenade_West""; this addmagazine ""HandGrenade_West""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_XMS""; this addweapon ""Binocular""; this addbackpack ""cwr2_BackpackSpecop_US"";"; synchronizations[]={60,61,59}; }; class Item1 { position[]={6686.3042,77.484573,10872.54}; azimut=45; id=1; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="victor2"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""PipeBomb""; this addmagazine ""HandGrenade_West""; this addmagazine ""HandGrenade_West""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A2""; this addweapon ""Binocular""; this addbackpack ""cwr2_BackpackSpecop_US"";"; synchronizations[]={60,61,59}; }; class Item2 { position[]={6682.2231,77.434357,10876.941}; azimut=45; id=2; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="victor3"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""PipeBomb""; this addmagazine ""HandGrenade_West""; this addmagazine ""HandGrenade_West""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A2""; this addweapon ""Binocular""; this addbackpack ""cwr2_BackpackSpecop_US"";"; synchronizations[]={60,61,59}; }; class Item3 { position[]={6685.1172,77.674065,10868.055}; azimut=45; id=3; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; player="PLAY CDG"; skill=1; text="victor4"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""PipeBomb""; this addmagazine ""HandGrenade_West""; this addmagazine ""HandGrenade_West""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A2""; this addbackpack ""cwr2_BackpackSpecop_US"";"; synchronizations[]={60,61,59}; }; class Item4 { position[]={6677.2876,77.436089,10877.004}; azimut=45; id=4; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; player="PLAY CDG"; skill=1; text="victor5"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""PipeBomb""; this addmagazine ""HandGrenade_West""; this addmagazine ""HandGrenade_West""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A2""; this addbackpack ""cwr2_BackpackSpecop_US"";"; synchronizations[]={60,61,59}; }; class Item5 { position[]={6683.9111,77.895859,10863.381}; azimut=45; id=5; side="WEST"; vehicle="cwr2_SoldierW_Patrol_Medic"; player="PLAY CDG"; skill=1; text="victor6"; init="victorsquad = group this; victorsquad setgroupid [""Victor"",""Black""]; removeallweapons this; removeallweapons this; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""cwr2_30Rnd_556x45_NATO""; this addmagazine ""SmokeShell""; this addmagazine ""SmokeShell""; this addweapon ""cwr2_M16A2"";"; synchronizations[]={60,61,59}; }; }; }; class Item1 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7441.2407,28.676676,10655.156}; azimut=305; id=6; side="EAST"; vehicle="cwr2_BMP2"; leader=1; lock="LOCKED"; skill=0.2; text="bmp1"; }; }; class Waypoints { items=5; class Item0 { position[]={7438.5015,28.720858,10657.018}; completitionRadius=10; combat="SAFE"; expActiv="convoy_rolls = 1; publicVariable ""convoy_rolls""; bmp1 forceSpeed 8.0;"; class Effects { }; timeoutMin=90; timeoutMid=120; timeoutMax=150; showWP="NEVER"; }; class Item1 { position[]={6439.6416,92.051689,10961.247}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={5628.9209,71.684128,11178.723}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5623.5933,71.693985,11179.602}; expCond="(getDammage bmp1 < 0.5);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; class Item4 { position[]={5621.1353,71.713631,11179.949}; type="TR UNLOAD"; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7449.772,28.536558,10648.982}; azimut=305; id=7; side="EAST"; vehicle="cwr2_BMP2"; leader=1; lock="LOCKED"; skill=0.2; text="bmp2"; }; }; class Waypoints { items=5; class Item0 { position[]={7447.6797,28.570415,10650.448}; completitionRadius=10; combat="SAFE"; expCond="(convoy_rolls == 1);"; expActiv="bmp2 forceSpeed 7.8;"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item1 { position[]={6441.9321,91.933632,10960.543}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={5639.4263,71.699745,11176.525}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5635.4307,71.686295,11177.265}; expCond="(getDammage bmp2 < 0.5);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; class Item4 { position[]={5632.8208,71.685478,11177.762}; type="TR UNLOAD"; class Effects { }; showWP="NEVER"; }; }; }; class Item3 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7457.6519,28.411535,10643.215}; azimut=305; id=8; side="EAST"; vehicle="cwr2_BMP2"; leader=1; lock="LOCKED"; skill=0.2; text="bmp3"; }; }; class Waypoints { items=5; class Item0 { position[]={7454.9355,28.454319,10645.171}; completitionRadius=10; combat="SAFE"; expCond="(convoy_rolls == 1);"; expActiv="bmp3 forceSpeed 7.6;"; class Effects { }; timeoutMin=6; timeoutMid=6; timeoutMax=6; showWP="NEVER"; }; class Item1 { position[]={6443.9922,91.828102,10959.948}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={5652.1489,71.804977,11174.332}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5647.3564,71.755493,11175.228}; expCond="(getDammage bmp3 < 0.5);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; class Item4 { position[]={5644.3525,71.734367,11175.738}; type="TR UNLOAD"; class Effects { }; showWP="NEVER"; }; }; }; class Item4 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7350.5288,31.551628,10658.739}; id=9; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="bmp1squad = group this; this moveincargo bmp1;"; }; class Item1 { position[]={7355.4707,31.347504,10652.509}; id=10; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="bmp1squad = group this; this moveincargo bmp1;"; }; class Item2 { position[]={7346.646,31.739182,10652.722}; id=11; side="EAST"; vehicle="cwr2_SoldierE_AR"; rank="CORPORAL"; skill=0.60000002; init="bmp1squad = group this; this moveincargo bmp1;"; }; class Item3 { position[]={7359.5654,31.17536,10646.36}; id=12; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="bmp1squad = group this; this moveincargo bmp1;"; }; class Item4 { position[]={7343.2231,31.896118,10647.185}; id=13; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="bmp1squad = group this; this moveincargo bmp1; removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item5 { position[]={7364.1187,30.991552,10639.781}; id=14; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="bmp1squad = group this; this moveincargo bmp1;"; }; class Item6 { position[]={7339.5903,32.079453,10641.114}; id=15; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="bmp1squad = group this; this moveincargo bmp1;"; }; }; class Waypoints { items=3; class Item0 { position[]={5631.2305,71.756775,11167.412}; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; class Item1 { position[]={5628.2725,71.861252,11168.244}; expCond="({alive _x} count units bmp1squad > 2);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item2 { position[]={5624.7329,71.987076,11169.006}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item5 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5578.269,71.747917,11207.669}; id=16; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; }; class Waypoints { items=2; class Item0 { position[]={5576.8604,71.74662,11207.918}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5576.8608,71.74662,11207.918}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item6 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={5536.5039,71.78566,11202.238}; id=18; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={5538.0195,71.787399,11200.099}; id=19; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5536.8071,71.78614,11204.825}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5536.8071,71.78614,11204.824}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item7 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={5589.1587,71.787666,11163.563}; id=17; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={5590.8784,71.78698,11161.487}; id=20; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; }; class Waypoints { items=2; class Item0 { position[]={5589.8018,71.787766,11167.93}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5589.7935,71.787766,11167.921}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5579.104,76.630936,11170.448}; azimut=355; id=21; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 5); this disableAI ""Move""; this setunitpos ""Middle""; this setbehaviour ""Combat"";"; }; }; }; class Item9 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5550.0542,71.81781,11204.276}; azimut=100; id=22; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 0); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item10 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={5570.4243,71.733757,11212.69}; id=23; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={5571.875,71.740746,11210.688}; id=24; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={5569.2651,71.747238,11210.813}; id=26; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={5573.6147,71.7491,11208.17}; id=28; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { position[]={5567.8838,71.763374,11208.442}; id=27; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; }; class Waypoints { items=2; class Item0 { position[]={5570.4243,71.727196,11213.515}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={5570.4023,71.719154,11214.533}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={5605.5923,71.786316,11183.056}; id=25; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; rank="CORPORAL"; skill=0.60000002; init="patrol3 = group this;"; }; class Item1 { position[]={5607.5889,71.786003,11179.061}; id=29; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol3 = group this;"; }; }; class Waypoints { items=5; class Item0 { position[]={5552.7856,71.787338,11192.465}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={5607.6816,71.785652,11182.663}; placement=5; type="SAD"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item2 { position[]={5552.7783,71.787338,11192.456}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5558.5244,71.78746,11191.42}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={5564.7583,71.786552,11190.387}; placement=5; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={5599.9634,77.929176,11080.404}; id=30; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="patrol1 = group this;"; }; class Item1 { position[]={5604.7886,78.618858,11074.215}; id=32; side="EAST"; vehicle="cwr2_SoldierE_AR"; rank="CORPORAL"; skill=0.60000002; init="patrol1 = group this;"; }; class Item2 { position[]={5595.5171,78.662506,11074.342}; id=34; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="patrol1 = group this; removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item3 { position[]={5609.9814,80.323662,11067.167}; id=36; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol1 = group this;"; }; }; class Waypoints { items=7; class Item0 { position[]={5432.9971,85.742744,11101.604}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={5468.2661,53.607658,11327.235}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={5693.9404,53.817928,11301.582}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={5672.2231,87.841797,11070.748}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={5432.981,85.744926,11101.604}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5441.8979,82.682961,11108.541}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={5451.5308,79.481628,11115.814}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={5625.041,71.439453,11210.436}; id=31; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; init="patrol2 = group this;"; }; class Item1 { position[]={5626.7979,71.409515,11207.352}; id=33; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="patrol2 = group this;"; }; class Item2 { position[]={5622.854,71.517006,11208.097}; id=35; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol2 = group this;"; }; }; class Waypoints { items=7; class Item0 { position[]={5628.3076,70.886368,11230.444}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={5549.1958,71.390556,11243.877}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={5535.5967,71.787613,11169.313}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={5615.5742,72.071953,11156.414}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={5628.2969,70.887451,11230.43}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5626.9204,71.197174,11221.703}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={5625.5127,71.390533,11213.271}; placement=5; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7362.0068,31.157368,10617.34}; id=37; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="bmp2squad = group this; this moveincargo bmp2;"; }; class Item1 { position[]={7366.9487,31.016151,10611.109}; id=38; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="bmp2squad = group this; this moveincargo bmp2;"; }; class Item2 { position[]={7358.124,31.378473,10611.322}; id=39; side="EAST"; vehicle="cwr2_SoldierE_AR"; rank="CORPORAL"; skill=0.60000002; init="bmp2squad = group this; this moveincargo bmp2;"; }; class Item3 { position[]={7371.0435,30.927893,10604.961}; id=40; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="bmp2squad = group this; this moveincargo bmp2;"; }; class Item4 { position[]={7354.7012,31.592018,10605.785}; id=41; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="bmp2squad = group this; this moveincargo bmp2; removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item5 { position[]={7375.5967,30.830338,10598.382}; id=42; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="bmp2squad = group this; this moveincargo bmp2;"; }; class Item6 { position[]={7351.0684,31.820513,10599.715}; id=43; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="bmp2squad = group this; this moveincargo bmp2;"; }; }; class Waypoints { items=3; class Item0 { position[]={5634.9741,71.684616,11182.02}; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; class Item1 { position[]={5630.8784,71.684906,11182.605}; expCond="({alive _x} count units bmp2squad > 2);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item2 { position[]={5626.835,71.683983,11183.449}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7387.5991,30.161329,10640.109}; id=44; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="bmp3squad = group this; this moveincargo bmp3;"; }; class Item1 { position[]={7392.541,30.020329,10633.879}; id=45; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="bmp3squad = group this; this moveincargo bmp3;"; }; class Item2 { position[]={7383.7163,30.30418,10634.092}; id=46; side="EAST"; vehicle="cwr2_SoldierE_AR"; rank="CORPORAL"; skill=0.60000002; init="bmp3squad = group this; this moveincargo bmp3;"; }; class Item3 { position[]={7396.6357,29.908087,10627.73}; id=47; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="bmp3squad = group this; this moveincargo bmp3;"; }; class Item4 { position[]={7380.2935,30.429649,10628.555}; id=48; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="bmp3squad = group this; this moveincargo bmp3; removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item5 { position[]={7401.189,29.799887,10621.151}; id=49; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="bmp3squad = group this; this moveincargo bmp3;"; }; class Item6 { position[]={7376.6606,30.573189,10622.484}; id=50; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="bmp3squad = group this; this moveincargo bmp3;"; }; }; class Waypoints { items=3; class Item0 { position[]={5635.3706,71.68354,11184.816}; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; class Item1 { position[]={5631.2471,71.683746,11185.647}; expCond="({alive _x} count units bmp3squad > 2);"; expActiv="total_failure = 1; publicVariable ""total_failure""; task1a settaskstate ""FAILED""; task1b settaskstate ""FAILED""; task1c settaskstate ""FAILED""; task1d settaskstate ""FAILED""; task1e settaskstate ""FAILED""; task1f settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""1"" objStatus ""FAILED"";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item2 { position[]={5627.4009,71.683998,11186.254}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item16 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={5650.0835,196.56151,10325.097}; id=56; side="GUER"; vehicle="cwr2_Militia_AK"; leader=1; lock="UNLOCKED"; skill=1; init="this disableAI ""Move"";"; }; }; }; class Item17 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={5637.2935,195.28127,10347.108}; id=57; side="GUER"; vehicle="cwr2_Militia_G3"; leader=1; lock="UNLOCKED"; skill=1; init="this disableAI ""Move""; this setunitpos ""Middle"";"; }; }; }; class Item18 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={5641.2466,195.4313,10343.424}; azimut=40; id=58; side="GUER"; vehicle="cwr2_Militia_FAL"; leader=1; lock="UNLOCKED"; skill=1; init="this disableAI ""Move"";"; }; }; }; class Item19 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6663.9063,79.601646,10859.854}; id=59; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5}; }; }; }; class Item20 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6654.8647,80.788353,10868.771}; id=60; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5}; }; }; }; class Item21 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6659.3408,80.113411,10863.874}; id=61; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5}; }; }; }; class Item22 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={5576.3052,71.787903,11186.329}; azimut=100; id=62; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5579.1958,71.787903,11185.799}; completitionRadius=10; expCond="(VictoryCondition1 == 1);"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5580.9072,71.787903,11185.542}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item23 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7425.6211,30.859962,10653.121}; azimut=305; id=63; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; rank="CORPORAL"; skill=0.60000002; }; }; }; class Item24 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7421.8057,29.035324,10644.83}; azimut=305; id=65; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setunitpos ""Middle""; this disableAI ""Move"";"; }; }; }; class Item25 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7407.7471,29.549225,10630.61}; azimut=305; id=66; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setunitpos ""Middle""; this disableAI ""Move"";"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={7493.459,28.442657,10618.222}; azimut=335; id=67; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7492.248,28.289787,10620.819}; completitionRadius=10; expCond="(VictoryCondition2 == 1);"; class Effects { }; timeoutMid=60; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7484.9946,28.077837,10628.923}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={5566.8579,71.787834,11172.948}; id=68; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5566.9302,71.787903,11174.979}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5566.9214,71.787903,11174.928}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=6; class Item0 { position[]={5563.4248,71.767143,11207.646}; azimut=10; id=51; side="EMPTY"; vehicle="Land_radar"; skill=0.2; text="macguffin"; }; class Item1 { position[]={5564.8579,71.711731,11217.376}; azimut=10; id=52; side="EMPTY"; vehicle="cwr2_BMP2_HQ"; lock="LOCKED"; skill=0.2; text="another_macguffin"; }; class Item2 { position[]={5595.5513,71.787308,11207.465}; azimut=280; id=53; side="EMPTY"; vehicle="cwr2_UralReammo"; lock="UNLOCKED"; skill=0.2; text="aMacguffin"; }; class Item3 { position[]={5579.1406,71.774193,11202.63}; azimut=190; id=54; side="EMPTY"; vehicle="cwr2_UralRepair"; lock="UNLOCKED"; skill=0.2; text="aRepairTruck"; }; class Item4 { position[]={5543.0576,71.787689,11186.625}; azimut=10; id=55; side="EMPTY"; vehicle="cwr2_BMPAmbul"; lock="LOCKED"; skill=0.2; }; class Item5 { position[]={7425.6069,30.864494,10653.616}; azimut=125; id=64; side="EMPTY"; vehicle="Land_fortified_nest_small_EP1"; leader=1; skill=0.60000002; }; }; class Markers { items=6; class Item0 { position[]={6687.3638,77.394371,10877.02}; name="start"; type="mil_start"; colorName="ColorBlue"; }; class Item1 { position[]={7006.9282,49.408913,10842.501}; name="obj1"; type="mil_arrow2"; colorName="ColorRed"; a=0.75; b=1.5; angle=280; }; class Item2 { position[]={5571.9155,71.714645,11214.579}; name="obj2"; type="cwr2_Faction_USSR"; a=1.2; }; class Item3 { position[]={7481.707,28.871132,10578.216}; name="base"; type="cwr2_Faction_USSR"; a=1.2; }; class Item4 { position[]={5622.5498,109.10278,10766.402}; name="obj3"; type="mil_arrow2"; colorName="ColorBlue"; a=0.75; b=1.5; angle=170; }; class Item5 { position[]={5649.793,196.54414,10325.319}; name="obj4"; type="mil_join"; colorName="ColorGreen"; a=1.2; }; }; class Sensors { items=12; class Item0 { position[]={6136.9487,48.797318,11247.441}; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; type="END4"; age="UNKNOWN"; expCond="(total_failure == 1);"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item1 { position[]={6137.8672,26.480133,11373.82}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage macguffin >= 0.99) AND (getDammage another_macguffin >= 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""; task2f settaskstate ""SUCCEEDED""; victor1 addrating 200; victor2 addrating 200; victor3 addrating 200; victor4 addrating 200; victor5 addrating 200; victor6 addrating 200; (leader group player) sidechat ""ET can phone home, but the Ivans damn sure will not."";"; class Effects { }; }; class Item2 { position[]={6260.4697,21.797953,11373.738}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage bmp1 >= 0.75) AND (getDammage bmp2 >= 0.75) AND (getDammage bmp3 >= 0.75) AND ({alive _x} count units bmp1squad <= 1) AND ({alive _x} count units bmp2squad <= 1) AND ({alive _x} count units bmp3squad <= 1);"; expActiv="VictoryCondition1 = 1; publicVariable ""VictoryCondition1""; ""1"" objStatus ""DONE""; task1a settaskstate ""SUCCEEDED""; task1b settaskstate ""SUCCEEDED""; task1c settaskstate ""SUCCEEDED""; task1d settaskstate ""SUCCEEDED""; task1e settaskstate ""SUCCEEDED""; task1f settaskstate ""SUCCEEDED""; victor1 addrating 200; victor2 addrating 200; victor3 addrating 200; victor4 addrating 200; victor5 addrating 200; victor6 addrating 200; (leader group player) sidechat ""That is the relief force destroyed, good work."";"; class Effects { }; }; class Item3 { position[]={5649.2085,196.08653,10331.771}; activationBy="VEHICLE"; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; idVehicle=53; expActiv="VictoryCondition3 = 1; publicVariable ""VictoryCondition3""; ""3"" objStatus ""DONE""; task3a settaskstate ""SUCCEEDED""; task3b settaskstate ""SUCCEEDED""; task3c settaskstate ""SUCCEEDED""; task3d settaskstate ""SUCCEEDED""; task3e settaskstate ""SUCCEEDED""; task3f settaskstate ""SUCCEEDED""; victor1 addrating 200; victor2 addrating 200; victor3 addrating 200; victor4 addrating 200; victor5 addrating 200; victor6 addrating 200; (leader group player) sidechat ""Here is the RV."";"; class Effects { }; }; class Item4 { position[]={5649.3921,196.35435,10327.997}; activationBy="WEST"; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; age="UNKNOWN"; expCond="this AND (VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1);"; expActiv="VictoryCondition4 = 1; publicVariable ""VictoryCondition4""; ""4"" objStatus ""DONE""; task4a settaskstate ""SUCCEEDED""; task4b settaskstate ""SUCCEEDED""; task4c settaskstate ""SUCCEEDED""; task4d settaskstate ""SUCCEEDED""; task4e settaskstate ""SUCCEEDED""; task4f settaskstate ""SUCCEEDED""; victor1 addrating 200; victor2 addrating 200; victor3 addrating 200; victor4 addrating 200; victor5 addrating 200; victor6 addrating 200; (leader group player) sidechat ""Let's take five minutes rest, then prepare to move out. The Soviets can be expected to send in forces to comb this area."";"; class Effects { }; }; class Item5 { position[]={6383.2539,0.59422815,11617.469}; timeoutMin=20; timeoutMid=20; timeoutMax=20; interruptable=1; type="END2"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1) AND (VictoryCondition4 == 1);"; expActiv="activateKey ""co06_cwr2_engaged_signal_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item6 { position[]={6510.7983,0.60970569,11617.043}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="({alive _x} count units victorsquad == 0);"; expActiv="missionfailed = 1; publicVariable ""missionfailed""; task4a settaskstate ""FAILED""; task4b settaskstate ""FAILED""; task4c settaskstate ""FAILED""; task4d settaskstate ""FAILED""; task4e settaskstate ""FAILED""; task4f settaskstate ""FAILED""; ""4"" objStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item7 { position[]={6510.6113,2.3931587,11493.663}; 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 Item8 { position[]={5604.0142,71.786697,11184.389}; a=450; b=450; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=10; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="blufor_detected = 1; publicVariable ""blufor_detected""; deleteWaypoint [patrol1, 5]; deleteWaypoint [patrol2,5]; deleteWaypoint [patrol3,3];"; class Effects { }; }; class Item9 { position[]={6260.8877,0.44517362,11746.255}; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; type="END5"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1) AND (VictoryCondition4 == 1) AND (no_ammo_truck == 1);"; expActiv="activateKey ""co06_cwr2_engaged_signal_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item10 { position[]={6013.4683,0.22478755,11869.414}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage aMacGuffin >= 0.99);"; expActiv="VictoryCondition3 = 1; publicVariable ""VictoryCondition3""; ""3"" objStatus ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; no_ammo_truck = 1; publicVariable ""no_ammo_truck""; (leader group player) sidechat ""That was not supposed to happen. Cannot be helped though, let's crack on"";"; class Effects { }; }; class Item11 { position[]={6011.9146,0.24880719,11746.724}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(!(canMove aMacGuffin)) AND (!(canMove aRepairTruck));"; expActiv="VictoryCondition3 = 1; publicVariable ""VictoryCondition3""; ""3"" objStatus ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; no_ammo_truck = 1; publicVariable ""no_ammo_truck""; (leader group player) sidechat ""Damn! Now there is no way the truck can be brought to the RV."";"; class Effects { }; }; }; }; class Intro { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=2150666; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; class OutroWin { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=76125; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; class OutroLoose { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=7146357; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; Overview

Ambush the Soviet column before attacking the radio post.

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