briefing.htmlxWPbriefing.sqf5XPԑdescription.extvWPinit.sqfvWPdinitjipcompatible.sqf4XP Debriefing

The Endmission cheat was used


Cheating can only lead to the dark side.





Mission Accomplished


Golf squad succeeded in destroying the column and seizing the intelligence at Figari. As the enemy subsequently postponed their intended offensive the Marines gained a welcome reprieve that allowed new AT weapons and ammunition to be delivered.





Mission Failed


Golf squad has been wiped out.





Mission failed


Golf squad failed to destroy all vehicles in the column. Prepare to face charges of dereliction of duty in a court martial.


// tasks task3a = golf1 createSimpleTask ["Extract by Zodiac boat"]; task3a setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3a setSimpleTaskDestination markerpos "obj3"; task2a = golf1 createSimpleTask ["Seize intelligence material"]; task2a setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2a setSimpleTaskDestination markerpos "obj2"; task1a = golf1 createSimpleTask ["Ambush the armour column"]; task1a setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1a setSimpleTaskDestination markerpos "obj1"; // tasks task3b = golf2 createSimpleTask ["Extract by Zodiac boat"]; task3b setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3b setSimpleTaskDestination markerpos "obj3"; task2b = golf2 createSimpleTask ["Seize intelligence material"]; task2b setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2b setSimpleTaskDestination markerpos "obj2"; task1b = golf2 createSimpleTask ["Ambush the armour column"]; task1b setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1b setSimpleTaskDestination markerpos "obj1"; // tasks task3c = golf3 createSimpleTask ["Extract by Zodiac boat"]; task3c setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3c setSimpleTaskDestination markerpos "obj3"; task2c = golf3 createSimpleTask ["Seize intelligence material"]; task2c setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2c setSimpleTaskDestination markerpos "obj2"; task1c = golf3 createSimpleTask ["Ambush the armour column"]; task1c setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1c setSimpleTaskDestination markerpos "obj1"; // tasks task3d = golf4 createSimpleTask ["Extract by Zodiac boat"]; task3d setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3d setSimpleTaskDestination markerpos "obj3"; task2d = golf4 createSimpleTask ["Seize intelligence material"]; task2d setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2d setSimpleTaskDestination markerpos "obj2"; task1d = golf4 createSimpleTask ["Ambush the armour column"]; task1d setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1d setSimpleTaskDestination markerpos "obj1"; // tasks task3e = golf5 createSimpleTask ["Extract by Zodiac boat"]; task3e setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3e setSimpleTaskDestination markerpos "obj3"; task2e = golf5 createSimpleTask ["Seize intelligence material"]; task2e setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2e setSimpleTaskDestination markerpos "obj2"; task1e = golf5 createSimpleTask ["Ambush the armour column"]; task1e setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1e setSimpleTaskDestination markerpos "obj1"; // tasks task3f = golf6 createSimpleTask ["Extract by Zodiac boat"]; task3f setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3f setSimpleTaskDestination markerpos "obj3"; task2f = golf6 createSimpleTask ["Seize intelligence material"]; task2f setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2f setSimpleTaskDestination markerpos "obj2"; task1f = golf6 createSimpleTask ["Ambush the armour column"]; task1f setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1f setSimpleTaskDestination markerpos "obj1"; // tasks task3g = golf7 createSimpleTask ["Extract by Zodiac boat"]; task3g setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3g setSimpleTaskDestination markerpos "obj3"; task2g = golf7 createSimpleTask ["Seize intelligence material"]; task2g setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2g setSimpleTaskDestination markerpos "obj2"; task1g = golf7 createSimpleTask ["Ambush the armour column"]; task1g setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1g setSimpleTaskDestination markerpos "obj1"; // tasks task3h = golf8 createSimpleTask ["Extract by Zodiac boat"]; task3h setSimpleTaskDescription ["Extract by Zodiac boat", "Extract by Zodiac boat", "Extract by Zodiac boat"]; task3h setSimpleTaskDestination markerpos "obj3"; task2h = golf8 createSimpleTask ["Seize intelligence material"]; task2h setSimpleTaskDescription ["Seize intelligence material", "Seize intelligence material", "Seize intelligence material"]; task2h setSimpleTaskDestination markerpos "obj2"; task1h = golf8 createSimpleTask ["Ambush the armour column"]; task1h setSimpleTaskDescription ["Ambush the armour column", "Ambush the armour column", "Ambush the armour column"]; task1h setSimpleTaskDestination markerpos "obj1"; // diary entries golf1 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf1 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf1 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf2 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf2 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf2 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf3 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf3 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf3 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf4 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf4 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf4 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf5 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf5 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf5 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf6 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf6 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf6 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf7 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf7 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf7 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]]; // diary entries golf8 createDiaryRecord["Diary", ["Background", " The Dutch 1st Amphibious Assault Group is holding on to a defensive perimeter on the southern peninsula of Everon, but the lightly equipped Marines are hard pressed due to the Soviet superiority in armoured vehicles. With AT weapons being expended at a far faster rate than anticipated stocks have begun to run low. As the next resupply run will only come during the coming night to decrease the risk of attack by the enemy the Marines must attempt to prevent the Soviets from launching another major attack over the next few hours.

The 1 AGGP staff has identified two different methods by which a Soviet attack can be postponed. One is the interception of armoured reinforcements on the march. As the enemy is adhering to strict norms regarding the force ratio needed for a successful assault knocking out the reinforcements would delay the gathering of sufficient strength for an offensive. Another method to impose a delay is to get hold of enemy plans. Any compromised plan of attack would have to be discarded and new ones would need to be drawn up.

Golf squad has infiltrated behind enemy lines and is now in position to set up an ambush for an armoured platoon en route from Montignac to Levie. Mines will be laid to destroy the leading vehicle while a daisy chain of command detonated explosives is to target the remainder of the column. Any vehicle surviving the mechanical ambush is then to be finished off with LAW rockets. Disembarking personnel must be targeted with small arms fire as the Soviets can more easily produce some new tanks than train up new crewmen.

After concluding the ambush of the column the Marines must make their way to Figari, taking care to avoid any reaction forces that may be moving towards the ambush site. Triangulation of enemy radio signals has indicated that an enemy command post is located in the village and this site is likely to yield intel on Soviet plans. Therefore Golf squad is to attack Figari and get hold of any and all material of intelligence before proceeding to an extraction point on the coast where the Marines will embark on a pair of Zodiac inflatables. "]]; golf8 createDiaryRecord["Diary", ["Enemy", " The armoured column consists of a platoon of three main battle tanks escorted by an air defence vehicle. No other vehicles are accompanying the armour and there is no detachment of dismounts attached to provide additional security. The column is advancing in order of march, thereby increasing its vulnerability to ambush.

The Soviet command post at Figari is likely to be guarded by a pair of light infantry squads and will probably dispose of some heavy weapons for local defence. It is imperative to hit this target hard and fast to ensure the intelligence material can be seized before additional Soviet troops converge on the area in strength.

The Soviets will undoubtedly respond to the ambush by dispatching reaction forces to hunt for the NATO troops. Such forces are thought to consist primarily of light infantry with motorised transport. It cannot be excluded though that light armour may be assigned to this task if there are infantry fighting vehicles to spare. "]]; golf8 createDiaryRecord["Diary", ["Mission", "Golf squad will ambush the armour column prior to seizing valuable intel and proceed towards extraction."]];onloadmission="C W R 2 - C L O G G E D R O A D ( C O O P )"; loadScreen = "CWR2\General\cwr2_ui\data\cwr2_loadingscreen_co.paa"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 8; }; minScore=200; avgScore=1200; maxScore=12000; doneKeys[] = {"co08_cwr2_clogged_road_key"}; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_NL_FAL_KRR {count = 1;}; class CWR2_Uzi {count = 1;}; class cwr2_LAW {count = 1;}; class Binocular {count = 1;}; }; class Magazines { class cwr2_20Rnd_762x51_NATO {count = 12;}; class cwr2_100Rnd_762x51_NATO {count = 3;}; class cwr2_30Rnd_9x19_MP5 {count = 12;}; class HandGrenade_West {count = 12;}; class SmokeShell {count = 12;}; class PipeBomb {count = 3;}; class cwr2_LAWRocket {count = 3;}; }; class Backpacks { class cwr2_NL_Backpack_EN {count = 1;}; };titleText ["C W R 2 - C L O G G E D R O A D\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_eden", "cwr2_nl", "cwr2_T72", "cwr2_ZSU", "cwr2_misc", "camisc3", "caweapons_ammoboxes", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_Soldiers_RUS", "cwr2_Urals", "cwr2_BMP2", "cwr2_uaz", "CAWater", "cwr2_Static", "cwr2_BMP1", "CATracked" }; addOnsAuto[]= { "cwr2_NL", "cwr2_ZSU", "cwr2_T72", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_Soldiers_RUS", "cwr2_Urals", "cwr2_BMP2", "cwr2_uaz", "cwr2_Static", "cwr2_BMP1", "cwr2_misc", "camisc3", "caweapons_ammoboxes", "CAWater", "CATracked", "cwr2_eden" }; randomSeed=3907589; class Intel { briefingName="CWR2 - Clogged Road (co08)"; briefingDescription="Ambush the column and seize vital intel"; startWeather=0.55750573; startFog=0.097869895; forecastWeather=0.55906576; forecastFog=0.13049319; month=6; day=3; hour=6; }; class Groups { items=34; class Item0 { side="WEST"; class Vehicles { items=8; class Item0 { position[]={6652.8774,73.243881,5271.6753}; azimut=270; id=0; side="WEST"; vehicle="cwr2_SoldierNL_TL"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=1; text="golf1"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item1 { position[]={6659.5894,73.80307,5276.5601}; azimut=270; id=1; side="WEST"; vehicle="cwr2_SoldierNL_MG"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="golf2"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item2 { position[]={6659.6069,73.091263,5266.3398}; azimut=270; id=2; side="WEST"; vehicle="cwr2_SoldierNL_LAT"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="golf3"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item3 { position[]={6665.4004,74.149727,5280.8608}; azimut=270; id=3; side="WEST"; vehicle="cwr2_SoldierNL_AR"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="golf4"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item4 { position[]={6665.6001,72.951477,5261.9932}; azimut=270; id=4; side="WEST"; vehicle="cwr2_SoldierNL_AR"; player="PLAY CDG"; skill=1; text="golf5"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item5 { position[]={6671.8716,74.561691,5285.6475}; azimut=270; id=10; side="WEST"; vehicle="cwr2_SoldierNL_Engineer"; player="PLAY CDG"; skill=1; text="golf6"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item6 { position[]={6672.0107,72.720512,5257.2793}; azimut=270; id=11; side="WEST"; vehicle="cwr2_SoldierNL_Engineer"; player="PLAY CDG"; skill=1; text="golf7"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; class Item7 { position[]={6678.104,74.933884,5290.3232}; azimut=270; id=5; side="WEST"; vehicle="cwr2_SoldierNL_Medic"; player="PLAY CDG"; skill=1; text="golf8"; init="golfsquad = group this; golfsquad setgroupid [""Golf"",""Black""];"; synchronizations[]={21,20,19}; }; }; }; class Item1 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5311.0493,68.463005,6382.0137}; azimut=140; id=6; side="EAST"; vehicle="cwr2_ZSU"; leader=1; skill=0.2; fuel=0; text="macguffin4"; }; }; class Waypoints { items=4; class Item0 { position[]={5312.645,68.230019,6380.188}; completitionRadius=10; expCond="(convoy_start == 1);"; expActiv="macguffin4 setfuel 1; macguffin4 forcespeed 7.0;"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item1 { position[]={5665.3125,95.182327,6033.4697}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7550.3716,117.80207,4738.9424}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7553.208,117.85778,4725.354}; expCond="(getDammage macguffin4 <= 0.75)"; 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""; task1g settaskstate ""FAILED""; task1h settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task2g settaskstate ""FAILED""; task2h settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task3g settaskstate ""FAILED""; task3h settaskstate ""FAILED""; ""1"" ObjStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; }; }; class Item2 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5321.6948,67.197006,6368.6533}; azimut=140; id=7; side="EAST"; vehicle="cwr2_T72"; leader=1; skill=0.2; fuel=0; text="macguffin3"; }; }; class Waypoints { items=4; class Item0 { position[]={5323.2612,67.055428,6366.7607}; completitionRadius=10; expCond="(convoy_start == 1);"; expActiv="macguffin3 setfuel 1; macguffin3 forcespeed 7.1;"; class Effects { }; timeoutMin=2; timeoutMid=2; timeoutMax=2; showWP="NEVER"; }; class Item1 { position[]={5666.9233,95.386902,6033.2168}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7551.626,117.80203,4739.0479}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7555.7188,118.05157,4715.4814}; expCond="(getDammage macguffin3 <= 0.75);"; 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""; task1g settaskstate ""FAILED""; task1h settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task2g settaskstate ""FAILED""; task2h settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task3g settaskstate ""FAILED""; task3h settaskstate ""FAILED""; ""1"" ObjStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; }; }; class Item3 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5333.0991,66.71479,6355.7837}; azimut=140; id=8; side="EAST"; vehicle="cwr2_T72"; leader=1; skill=0.2; fuel=0; text="macguffin2"; }; }; class Waypoints { items=4; class Item0 { position[]={5334.6133,66.693542,6353.9282}; completitionRadius=10; expCond="(convoy_start == 1);"; expActiv="macguffin2 setfuel 1; macguffin2 forcespeed 7.2;"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; class Item1 { position[]={5668.6074,95.604782,6032.9507}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7552.6733,117.802,4739.207}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7558.686,118.31826,4704.8096}; expCond="(getDammage macguffin2 <= 0.75);"; 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""; task1g settaskstate ""FAILED""; task1h settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task2g settaskstate ""FAILED""; task2h settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task3g settaskstate ""FAILED""; task3h settaskstate ""FAILED""; ""1"" ObjStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; }; }; class Item4 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5343.9521,66.624886,6342.9331}; azimut=140; id=9; side="EAST"; vehicle="cwr2_T72"; leader=1; skill=0.2; fuel=0; text="macguffin1"; }; }; class Waypoints { items=4; class Item0 { position[]={5345.0059,66.619896,6341.0405}; completitionRadius=10; expActiv="macguffin1 setfuel 1; macguffin1 forcespeed 7.3; convoy_start = 1; publicVariable ""convoy_start"";"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={5670.2388,95.816231,6032.6729}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7553.71,117.80197,4739.3413}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7561.4619,118.62946,4694.769}; expCond="(getDammage macguffin1 <= 0.75);"; 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""; task1g settaskstate ""FAILED""; task1h settaskstate ""FAILED""; task2a settaskstate ""FAILED""; task2b settaskstate ""FAILED""; task2c settaskstate ""FAILED""; task2d settaskstate ""FAILED""; task2e settaskstate ""FAILED""; task2f settaskstate ""FAILED""; task2g settaskstate ""FAILED""; task2h settaskstate ""FAILED""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task3g settaskstate ""FAILED""; task3h settaskstate ""FAILED""; ""1"" ObjStatus ""FAILED"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6705.4927,73.218842,5261.0698}; id=19; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={11,4,2,0,1,3,10,5}; }; }; }; class Item6 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6705.3872,73.847748,5269.583}; id=20; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={5,10,3,1,0,2,4,11}; }; }; }; class Item7 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={6705.4487,74.416679,5277.9482}; id=21; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={5,10,3,1,0,2,4,11}; }; }; }; class Item8 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={5472.8877,90.217163,5210.1968}; azimut=270; id=73; side="EAST"; vehicle="cwr2_SoldierE_AA"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={5474.8545,90.271652,5211.1611}; azimut=270; id=54; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={5474.3638,90.189362,5208.6304}; azimut=270; id=60; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={5477.0439,90.201302,5212.0967}; azimut=270; id=64; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5465.6909,90.112625,5209.8311}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={5465.5405,90.110687,5209.8315}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item9 { side="EAST"; class Vehicles { items=9; class Item0 { presence=0.75000024; position[]={5112.1899,16.36809,4059.0281}; azimut=270; id=23; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="patrol3 = group this;"; }; class Item1 { presence=0.50000048; position[]={5116.166,16.36809,4061.3728}; azimut=270; id=33; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="patrol3 = group this;"; }; class Item2 { presence=0.50000048; position[]={5115.2925,16.36809,4056.4854}; azimut=270; id=30; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; init="patrol3 = group this;"; }; class Item3 { presence=0.75000024; position[]={5119.0225,16.36809,4063.467}; azimut=270; id=44; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="patrol3 = group this;"; }; class Item4 { presence=0.75000024; position[]={5119.0283,16.36809,4054.4451}; azimut=270; id=38; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="patrol3 = group this;"; }; class Item5 { presence=0.50000048; position[]={5122.3584,16.36809,4065.1404}; azimut=270; id=81; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="patrol3 = 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 Item6 { position[]={5122.7876,16.36809,4052.3074}; azimut=270; id=85; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol3 = group this;"; }; class Item7 { presence=0.75000024; position[]={5126.2725,16.36809,4067.6018}; azimut=270; id=71; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol3 = group this;"; }; class Item8 { presence=0.50000048; position[]={5126.1904,16.36809,4049.6555}; azimut=270; id=72; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol3 = group this;"; }; }; class Waypoints { items=6; class Item0 { position[]={4925.7837,16.36809,4028.6467}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={5109.8325,16.36809,4058.8455}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={4925.7568,16.36809,4028.6118}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={4924.9058,16.36809,4029.4167}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={4901.2148,16.36809,4052.5286}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={4387.9248,50.631874,4555.9302}; placement=250; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item10 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={5315.1309,61.835938,5350.0518}; azimut=270; id=25; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={5317.3389,61.835938,5351.4141}; azimut=270; id=29; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={5316.9482,61.835938,5348.3032}; azimut=270; id=52; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={5319.4878,61.835938,5352.4624}; azimut=270; id=80; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={5318.5259,61.835938,5346.6572}; azimut=270; id=74; 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 Item5 { position[]={5321.9067,61.835938,5353.7886}; azimut=270; id=61; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.75000024; position[]={5320.1724,61.835938,5344.9214}; azimut=270; id=65; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5313.9692,61.835938,5350.0752}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={5312.3213,61.835938,5350.1563}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="EAST"; class Vehicles { items=9; class Item0 { presence=0.75000024; position[]={7131.5933,107.74928,6044.0859}; azimut=270; id=26; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="patrol4 = group this;"; }; class Item1 { presence=0.50000048; position[]={7135.8589,107.59148,6046.4307}; azimut=270; id=36; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="patrol4 = group this;"; }; class Item2 { presence=0.50000048; position[]={7135.4863,107.71549,6040.7148}; azimut=270; id=75; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; init="patrol4 = group this;"; }; class Item3 { presence=0.75000024; position[]={7139.4551,107.46655,6048.5239}; azimut=270; id=47; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="patrol4 = group this;"; }; class Item4 { presence=0.75000024; position[]={7139.0122,107.71626,6036.9985}; azimut=270; id=53; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="patrol4 = group this;"; }; class Item5 { presence=0.50000048; position[]={7143.5249,107.27516,6050.3945}; azimut=270; id=78; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="patrol4 = 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 Item6 { position[]={7142.6807,107.74179,6033.9678}; azimut=270; id=46; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol4 = group this;"; }; class Item7 { presence=0.75000024; position[]={7147.3965,107.10216,6052.4419}; azimut=270; id=56; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol4 = group this;"; }; class Item8 { presence=0.50000048; position[]={7146.7266,107.76285,6030.8696}; azimut=270; id=57; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol4 = group this;"; }; }; class Waypoints { items=7; class Item0 { position[]={7028.2168,108.09422,6063.4902}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={7036.7715,106.92492,5955.0801}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={7152.3872,107.33237,6040.3286}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={7028.1875,108.09225,6063.4199}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={7027.4111,108.06129,6061.8667}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item5 { position[]={7021.3325,108.06149,6050.6772}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={6583.0107,73.359924,5317.0986}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={5266.6924,61.925285,5304.9995}; azimut=270; id=27; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="patrol2 = group this;"; }; class Item1 { presence=0.75000024; position[]={5269.4194,61.925537,5305.8613}; azimut=270; id=32; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="patrol2 = group this;"; }; class Item2 { presence=0.75000024; position[]={5268.5977,61.925442,5302.5059}; azimut=270; id=62; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="patrol2 = group this;"; }; class Item3 { presence=0.75000024; position[]={5271.8433,61.926193,5306.647}; azimut=270; id=41; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol2 = group this;"; }; class Item4 { position[]={5270.2515,61.925575,5300.647}; azimut=270; id=70; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="patrol2 = 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 Item5 { presence=0.50000048; position[]={5274.3604,61.926876,5307.4668}; azimut=270; id=66; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="patrol2 = group this;"; }; }; class Waypoints { items=6; class Item0 { position[]={5225.978,59.228283,5329.2158}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={5300.9937,61.970318,5284.4214}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={5225.998,59.229607,5329.2319}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5226.4341,59.308788,5328.9648}; placement=5; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={5232.5874,60.42189,5325.25}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5242.4233,61.391499,5319.436}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={5309.1304,61.609291,5381.2461}; azimut=270; id=24; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="patrol1 = group this;"; }; class Item1 { presence=0.75000024; position[]={5311.0366,61.550117,5383.0068}; azimut=270; id=35; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="patrol1 = group this;"; }; class Item2 { presence=0.75000024; position[]={5311.0947,61.658138,5379.9575}; azimut=270; id=59; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="patrol1 = group this;"; }; class Item3 { presence=0.75000024; position[]={5313.0273,61.50518,5384.3447}; azimut=270; id=68; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="patrol1 = group this;"; }; class Item4 { position[]={5313.2979,61.709675,5378.5674}; azimut=270; id=55; 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 Item5 { presence=0.50000048; position[]={5315.1909,61.444504,5386.0449}; azimut=270; id=63; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="patrol1 = group this;"; }; }; class Waypoints { items=6; class Item0 { position[]={5342.2227,62.562008,5361.5117}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={5270.043,60.662476,5404.5625}; placement=5; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={5342.209,62.561333,5361.5176}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5342.6328,62.581989,5361.251}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={5348.5234,62.870392,5358.1953}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={5359.8721,63.434391,5351.5571}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7527.3389,153.9594,4208.3779}; id=89; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo ural;"; }; class Item1 { position[]={7529.4229,153.96358,4206.2183}; id=31; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo ural;"; }; class Item2 { position[]={7526.1328,153.96326,4206.1055}; id=82; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="this moveincargo ural;"; }; class Item3 { position[]={7531.2593,153.96867,4203.5088}; id=84; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="this moveincargo ural;"; }; class Item4 { position[]={7525.0537,153.96666,4204.1138}; id=40; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo ural;"; }; class Item5 { position[]={7533.314,153.97369,4200.8721}; id=67; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo ural;"; }; class Item6 { position[]={7523.5566,153.97192,4201.1401}; id=49; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; init="this moveincargo ural;"; }; }; class Waypoints { items=2; class Item0 { position[]={6795.2773,57.710999,4855.2144}; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={6609.3481,68.508987,5227.2114}; placement=100; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7527.6558,153.97461,4195.6577}; id=90; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo ural;"; }; class Item1 { position[]={7529.291,153.97485,4193.9766}; id=34; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo ural;"; }; class Item2 { position[]={7526.396,153.97482,4193.9658}; id=37; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="this moveincargo ural;"; }; class Item3 { position[]={7530.5356,153.97516,4192.0557}; id=43; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="this moveincargo ural;"; }; class Item4 { position[]={7525.2368,153.97504,4192.2026}; id=83; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo ural;"; }; class Item5 { position[]={7532.127,153.97543,4190.1978}; id=87; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo ural;"; }; class Item6 { position[]={7523.6924,153.97523,4190.1245}; id=86; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; init="this moveincargo ural;"; }; }; class Waypoints { items=3; class Item0 { position[]={6832.7422,57.488068,4856.0029}; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={6603.5303,71.059952,5257.5933}; placement=250; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={6601.4785,71.517693,5263.9292}; placement=100; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item16 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={5480.8354,79.309921,6035.3477}; azimut=270; id=94; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={5484.4663,79.453186,6037.9653}; azimut=270; id=93; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={5483.9619,79.24482,6033.0908}; azimut=270; id=39; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={5487.7607,79.533966,6039.3232}; azimut=270; id=45; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={5486.4038,79.180107,6031.0024}; azimut=270; id=50; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={5490.7031,79.62075,6040.9888}; azimut=270; id=69; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={5478.7842,79.297478,6035.5332}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={5469.9453,73.909157,5842.6636}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item17 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={5281.4878,61.835938,5359.6313}; azimut=270; id=22; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={5284.4341,61.835938,5361.4209}; azimut=270; id=58; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { position[]={5284.0884,61.835938,5357.4634}; azimut=270; id=79; 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[]={5279.8379,61.835938,5359.6387}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={5279.7808,61.835938,5359.6387}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7511.7354,153.93144,4216.9136}; id=95; side="EAST"; vehicle="cwr2_UralOpen"; leader=1; lock="UNLOCKED"; rank="CORPORAL"; skill=0.60000002; fuel=0; text="ural"; }; }; class Waypoints { items=6; class Item0 { position[]={7511.7217,153.91183,4221.1855}; completitionRadius=10; expCond="(VictoryCondition1 == 1);"; expActiv="ural setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7617.5132,132.40305,4540.7632}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={6833.4893,57.704098,4818.0742}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={6825.8354,57.923527,4840.1865}; type="TR UNLOAD"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={6825.3232,57.931648,4841.7363}; type="GETOUT"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={6823.5166,57.917591,4847.8574}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item19 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5089.4844,16.368095,3965.3916}; azimut=355; id=96; side="EAST"; vehicle="cwr2_BMP2"; leader=1; lock="UNLOCKED"; skill=0.2; fuel=0; text="bmp"; }; }; class Waypoints { items=5; class Item0 { position[]={5089.0913,16.368095,3969.2869}; completitionRadius=10; expCond="(blufor_detected == 1);"; expActiv="bmp setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4797.3931,16.368095,4000.0625}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={5232.0151,68.43502,4986.6592}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={5240.8848,66.775093,5033.728}; type="TR UNLOAD"; combat="AWARE"; class Effects { }; timeoutMin=30; timeoutMid=30; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={5239.9434,66.801353,5041.4819}; type="GUARD"; speed="LIMITED"; class Effects { }; showWP="NEVER"; }; }; }; class Item20 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={5102.5586,25.864996,3967.7791}; id=97; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item1 { position[]={5104.6997,16.368095,3964.9285}; id=92; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item2 { position[]={5100.6719,28.099361,3965.0955}; id=91; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item3 { position[]={5106.7788,16.368095,3962.2346}; id=76; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="this moveincargo bmp;"; }; class Item4 { position[]={5098.6143,29.164303,3962.573}; id=88; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="this moveincargo bmp; 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[]={5108.6899,16.368095,3959.4841}; id=98; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo bmp;"; }; class Item6 { position[]={5097.0229,27.224932,3959.9348}; id=99; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="this moveincargo bmp;"; }; }; class Waypoints { items=2; class Item0 { position[]={5249.2456,66.418404,5053.52}; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={5247.189,66.50592,5067.5703}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item21 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5283.6475,61.92691,5306.6016}; azimut=335; id=100; side="EAST"; vehicle="cwr2_SoldierE_GL"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 4); this disableAI ""Move"";"; }; }; }; class Item22 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={4766.4731,16.368093,3977.293}; azimut=270; id=101; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={4769.228,16.368095,3978.8975}; azimut=270; id=28; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={4768.7676,16.368093,3975.2173}; azimut=270; id=51; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={4772.27,16.368095,3980.2695}; azimut=270; id=48; side="EAST"; vehicle="cwr2_SoldierE_Mortar"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={4771.1743,16.368093,3973.5718}; azimut=270; id=77; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={4774.9771,16.368095,3981.9478}; azimut=270; id=42; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=5; class Item0 { position[]={4764.689,16.368093,3977.2744}; formation="DIAMOND"; expCond="(VictoryCondition2 == 1);"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={4517.5454,33.556194,3932.7666}; placement=150; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4384.8862,50.833611,4439.7368}; placement=150; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3874.3025,130.23225,4124.8994}; placement=150; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={4517.7813,33.487003,3932.5742}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item23 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={5271.8892,65.45108,5341.7363}; azimut=180; id=102; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 1); this disableAI ""Move""; this setunitpos ""Middle"";"; }; }; }; class Item24 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5274.1152,67.775879,5344.6279}; azimut=205; id=103; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 3); this disableAI ""Move"";"; }; }; }; class Item25 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={4940.7832,158.89368,6901.0269}; azimut=150; id=104; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; fuel=0; text="uaz"; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=4; class Item0 { position[]={4942.1729,158.97397,6898.1191}; completitionRadius=10; expCond="(VictoryCondition1 == 1);"; expActiv="uaz setfuel 1;"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={5462.3257,79.92881,6117.6621}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={6557.4507,73.933891,5450.7988}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={6560.5215,74.022446,5416.4639}; type="GUARD"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={5095.9238,16.368095,4003.7839}; azimut=75; id=105; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; fuel=0; text="uaz_mg"; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=3; class Item0 { position[]={5099.4478,16.368095,4004.6326}; completitionRadius=10; expCond="(VictoryCondition1 == 1);"; expActiv="uaz_mg setfuel 1;"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={6829.4565,57.626087,4817.3794}; speed="FULL"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={6635.2417,55.883774,5079.5967}; placement=10; type="GUARD"; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5276.0801,67.723122,5341.3037}; azimut=105; id=110; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 6); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item28 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={4784.4688,16.368095,3984.1912}; azimut=300; id=117; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; text="jeep"; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=2; class Item0 { position[]={4782.2417,16.368095,3985.4417}; completitionRadius=10; expCond="(VictoryCondition2 == 1);"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4781.3833,16.368095,3985.8877}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item29 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3448.8347,0.48430094,2626.8508}; id=118; side="WEST"; vehicle="cwr2_SoldierNL"; leader=1; rank="CORPORAL"; skill=1; text="boat_dude"; init="alphasquad = group this; alphasquad setgroupid [""Alpha"",""Black""]; this allowDamage false; this moveindriver boat; this setcaptive true;"; }; }; class Waypoints { items=3; class Item0 { position[]={3448.8804,0.53288567,2630.0552}; completitionRadius=50; expCond="(blufor_at_extraction == 1);"; expActiv="boat_dude sidechat ""Golf, this is Alpha. Roger that, we are on our way. Alpha, out."";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item1 { position[]={3909.3464,0.44969797,3538.5046}; completitionRadius=10; speed="FULL"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3915.3967,0.47130692,3604.7751}; completitionRadius=15; 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""; task3g settaskstate ""SUCCEEDED""; task3h settaskstate ""SUCCEEDED""; golf1 addrating 200; golf2 addrating 200; golf3 addrating 200; golf4 addrating 200; golf5 addrating 200; golf6 addrating 200; golf7 addrating 200; golf8 addrating 200; (leader group player) sidechat ""Time to go home for tea and medals."";"; class Effects { }; showWP="NEVER"; }; }; }; class Item30 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={3454.012,0.58878893,2622.3081}; id=119; side="WEST"; vehicle="cwr2_SoldierNL"; leader=1; skill=1; text="boat_1_dude"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""]; this moveindriver boat_1; this allowDamage false; this setcaptive true;"; }; }; class Waypoints { items=3; class Item0 { position[]={3453.9097,0.63973778,2625.7739}; completitionRadius=50; expCond="(blufor_at_extraction == 1);"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={3919.3347,-11.737855,3526.7327}; completitionRadius=10; speed="FULL"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3924.1404,0.82890004,3613.3391}; class Effects { }; showWP="NEVER"; }; }; }; class Item31 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5276.2661,61.839794,5336.9316}; azimut=180; id=123; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; skill=0.60000002; }; }; }; class Item32 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5316.563,61.391994,5392.9375}; azimut=78; id=125; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; skill=0.60000002; }; }; }; class Item33 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={7073.5479,108.05241,6035.7661}; azimut=220; id=126; side="EAST"; vehicle="cwr2_BMP1"; leader=1; lock="UNLOCKED"; skill=0.2; text="bmp1"; }; }; class Waypoints { items=2; class Item0 { position[]={7070.7461,108.05241,6032.2832}; completitionRadius=10; expCond="(VictoryCondition1 == 1);"; expActiv="bmp1 setfuel 1;"; class Effects { }; timeoutMin=180; timeoutMid=300; timeoutMax=420; showWP="NEVER"; }; class Item1 { position[]={7063.3389,108.05241,6023.7715}; type="GUARD"; speed="LIMITED"; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=22; class Item0 { position[]={5249.2642,61.781025,5340.0234}; azimut=180; id=12; side="EMPTY"; vehicle="cwr2_Vysilacka"; leader=1; skill=0.60000002; text="radio"; init="radio attachTo [table_1,[0,-0.15,1.5]]; radio setDir 90; radio setpos getpos radio;"; }; class Item1 { position[]={5244.7915,61.443581,5342.5156}; id=13; side="EMPTY"; vehicle="EvMap"; skill=0.60000002; text="map"; init="map attachTo [table_1,[-0.5,0.25,0.4]]; map setDir 350; map setpos getpos map;"; }; class Item2 { position[]={5242.5278,61.230309,5342.4453}; id=14; side="EMPTY"; vehicle="EvMoscow"; skill=0.60000002; text="folder"; init="folder attachTo [table_1,[0.1,0.25,0.41]];"; }; class Item3 { position[]={5247.0708,61.61734,5342.3838}; id=15; side="EMPTY"; vehicle="EvPhoto"; skill=0.60000002; text="pics"; init="pics attachTo [table_1,[-0.15,0.25,0.41]];"; }; class Item4 { position[]={5270.4707,66.188538,5343.6694}; azimut=38; id=16; side="EMPTY"; vehicle="RUBasicAmmunitionBox"; skill=1; text="crate_1"; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) -0.8)]; this setVectorUp [0,0,1]; this allowDamage false; clearmagazinecargo this; clearweaponcargo this;"; }; class Item5 { position[]={5251.4077,61.835938,5342.3975}; id=17; side="EMPTY"; vehicle="FoldTable"; skill=1; text="table_1"; init="table_1 attachTo [crate_1,[0,-0,+0.675]];"; }; class Item6 { position[]={5245.0776,61.418121,5339.7666}; id=18; side="EMPTY"; vehicle="EvMoscow"; skill=0.60000002; text="folder_1"; init="folder_1 attachTo [table_1,[0.45,0.25,0.41]]; folder_1 setDir 60; folder_1 setpos getpos folder_1;"; }; class Item7 { presence=0.50000048; position[]={5264.0684,61.835938,5360.8369}; azimut=38; id=106; side="EMPTY"; vehicle="cwr2_UralOpen"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item8 { position[]={5306.4058,61.835938,5366.1123}; azimut=212; id=107; side="EMPTY"; vehicle="cwr2_Ural"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item9 { presence=0.75000024; position[]={5276.729,61.835938,5348.0352}; azimut=125; id=108; side="EMPTY"; vehicle="cwr2_uaz"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item10 { presence=0.75000024; position[]={5322.4819,61.835938,5357.3374}; azimut=212; id=109; 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 { position[]={5270.7876,68.206696,5346.6274}; azimut=128; id=111; side="EMPTY"; vehicle="RUBasicAmmunitionBox"; skill=1; text="crate"; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) -0.8)]; this setVectorUp [0,0,1]; this allowDamage false; clearmagazinecargo this; clearweaponcargo this;"; }; class Item12 { position[]={5251.4829,61.841583,5336.6709}; id=112; side="EMPTY"; vehicle="FoldTable"; skill=1; text="table"; init="table attachTo [crate,[0,-0,+0.675]];"; }; class Item13 { position[]={5250.4868,61.827843,5334.5435}; azimut=180; id=113; side="EMPTY"; vehicle="cwr2_Vysilacka"; leader=1; skill=0.60000002; text="radio_1"; init="radio_1 attachTo [table,[0.45,-0.05,1.5]]; radio_1 setDir 80; radio_1 setpos getpos radio_1;"; }; class Item14 { position[]={5252.103,61.846409,5334.564}; azimut=180; id=114; side="EMPTY"; vehicle="cwr2_Vysilacka"; leader=1; skill=0.60000002; text="radio_2"; init="radio_2 attachTo [table,[-0.45,-0.1,1.5]]; radio_2 setDir 90; radio_2 setpos getpos radio_2;"; }; class Item15 { position[]={5271.9863,67.58287,5346.4375}; azimut=100; id=115; side="EMPTY"; vehicle="FoldChair"; skill=1; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +0.5)];"; }; class Item16 { position[]={5271.1182,67.239037,5344.4336}; azimut=38; id=116; side="EMPTY"; vehicle="FoldChair"; skill=1; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +0.5)];"; }; class Item17 { position[]={3448.8506,0.5045042,2628.1165}; id=120; side="EMPTY"; vehicle="Zodiac"; leader=1; skill=1; text="boat"; init="clearmagazinecargo this; clearweaponcargo this; this allowDamage false;"; }; class Item18 { position[]={3453.8687,0.60053146,2623.2268}; id=121; side="EMPTY"; vehicle="Zodiac"; leader=1; skill=1; text="boat_1"; init="clearmagazinecargo this; clearweaponcargo this; this allowDamage false;"; }; class Item19 { position[]={5276.8179,61.844341,5336.2617}; azimut=305; id=122; side="EMPTY"; vehicle="Land_fort_bagfence_corner"; skill=0.60000002; init="this allowDamage false;"; }; class Item20 { position[]={5317.189,61.391762,5393.6904}; azimut=213; id=124; side="EMPTY"; vehicle="Land_fort_bagfence_corner"; skill=0.60000002; init="this allowDamage false;"; }; class Item21 { presence=0.75000024; position[]={5252.6582,61.835938,5355.9961}; azimut=128; id=127; side="EMPTY"; vehicle="BMP2_Ambul_INS"; leader=1; lock="LOCKED"; skill=0.60000002; }; }; class Markers { items=8; class Item0 { position[]={6672.5308,73.768188,5272.1489}; name="start"; type="mil_start"; colorName="ColorBlue"; }; class Item1 { position[]={6184.2808,76.539192,5788.2026}; name="obj1"; type="mil_arrow2"; colorName="ColorRed"; a=0.75; b=1.5; angle=120; }; class Item2 { position[]={4927.8823,158.9176,6925.5142}; name="montignac"; type="cwr2_Faction_USSR"; a=1.2; }; class Item3 { position[]={7556.6802,118.02722,4717.3071}; name="levie"; type="cwr2_Faction_USSR"; a=1.2; }; class Item4 { position[]={5047.6279,16.368095,3958.4932}; name="morton"; type="cwr2_Faction_USSR"; a=1.2; }; class Item5 { position[]={8822.0557,88.103035,2738.5476}; name="durras"; type="Faction_NATO_EP1"; a=1.2; }; class Item6 { position[]={5272.2163,68.095192,5344.6016}; name="obj2"; type="mil_objective"; colorName="ColorRed"; }; class Item7 { position[]={3918.905,1.9111496,3620.6958}; name="obj3"; type="mil_pickup"; colorName="ColorBlue"; }; }; class Sensors { items=8; class Item0 { position[]={6764.3691,81.190575,5545.3667}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage macguffin1 >= 0.99) AND (getDammage macguffin2 >= 0.99) AND (getDammage macguffin3 >= 0.99) AND (getDammage macguffin4 >= 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""; task1f settaskstate ""SUCCEEDED""; task1g settaskstate ""SUCCEEDED""; task1h settaskstate ""SUCCEEDED""; golf1 addrating 200; golf2 addrating 200; golf3 addrating 200; golf4 addrating 200; golf5 addrating 200; golf6 addrating 200; golf7 addrating 200; golf8 addrating 200; (leader group player) sidechat ""That takes care of the armour, good work!""; deleteWaypoint [patrol4, 4];"; class Effects { }; }; class Item1 { position[]={5271.7637,67.764465,5344.5693}; a=2; b=2; angle=38; rectangular=1; activationBy="WEST"; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expActiv="VictoryCondition2 = 1; publicVariable ""VictoryCondition2""; ""2"" ObjStatus ""DONE""; deleteVehicle map; deleteVehicle folder; deleteVehicle folder_1; deleteVehicle pics; task2a settaskstate ""SUCCEEDED""; task2b settaskstate ""SUCCEEDED""; task2c settaskstate ""SUCCEEDED""; task2d settaskstate ""SUCCEEDED""; task2e settaskstate ""SUCCEEDED""; task2f settaskstate ""SUCCEEDED""; task2g settaskstate ""SUCCEEDED""; task2h settaskstate ""SUCCEEDED""; golf1 addrating 200; golf2 addrating 200; golf3 addrating 200; golf4 addrating 200; golf5 addrating 200; golf6 addrating 200; golf7 addrating 200; golf8 addrating 200; (leader group player) sidechat ""The intel has been secured. Now let's head out towards the extraction point."";"; class Effects { }; }; class Item2 { position[]={3752.7344,0.27076748,3309.9688}; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; type="END2"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1);"; expActiv="activateKey ""co08_cwr2_clogged_road_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item3 { position[]={4008.5469,0.10811868,3312.3572}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="({alive _x} count units golfsquad == 0);"; expActiv="missionfailed = 1; publicVariable ""missionfailed""; task3a settaskstate ""FAILED""; task3b settaskstate ""FAILED""; task3c settaskstate ""FAILED""; task3d settaskstate ""FAILED""; task3e settaskstate ""FAILED""; task3f settaskstate ""FAILED""; task3g settaskstate ""FAILED""; task3h settaskstate ""FAILED""; ""3"" ObjStatus ""FAILED"";"; class Effects { }; }; class Item4 { position[]={4005.5605,0.2852267,3187.665}; 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 Item5 { position[]={5289.6787,61.835938,5355.7305}; 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, 3]; deleteWaypoint [patrol2, 3]; deleteWaypoint [patrol3, 3];"; class Effects { }; }; class Item6 { position[]={3931.2344,13.767742,3678.459}; a=75; b=75; activationBy="WEST"; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="this AND (VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="blufor_at_extraction = 1; publicVariable ""blufor_at_extraction""; golf1 addrating 200; golf2 addrating 200; golf3 addrating 200; golf4 addrating 200; golf5 addrating 200; golf6 addrating 200; golf7 addrating 200; golf8 addrating 200; boat setfuel 1; boat_1 setfuel 1; boat_dude setcaptive false; boat_1_dude setcaptive false; (leader group player) sidechat ""Alpha, this is Golf. Requesting immediate extraction, over."";"; class Effects { }; }; class Item7 { position[]={3882.0681,0.19465668,3065.696}; 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 Intro { addOns[]= { "cwr2_eden" }; addOnsAuto[]= { "cwr2_eden" }; randomSeed=6370272; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; }; }; class OutroWin { addOns[]= { "cwr2_eden" }; addOnsAuto[]= { "cwr2_eden" }; randomSeed=11080019; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; }; }; class OutroLoose { addOns[]= { "cwr2_eden" }; addOnsAuto[]= { "cwr2_eden" }; randomSeed=2277235; class Intel { startWeather=0.34999999; forecastWeather=0.15000001; forecastFog=0.1; year=1984; }; }; Overview

Dutch Marines must ambush an armoured column before seizing vital intel.

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