briefing.html'5Qebriefing.sqf%:Qdescription.exty+:Qinit.sqf5Q`initjipcompatible.sqf4 Debriefing

You are a cheater


Did you really think you could get away with using a cheat code? Shame on you!





Mission Accomplished


Bravo has been extracted after taking out the mortar battery and AA guns. As the Soviets do not have a chance to replace these crew served weapons before the Marines start their assault the chances of a successful amphibious landing have been greatly increased.





Mission Failed


Bravo squad has been wiped out.


// tasks task3a = bravo1 createSimpleTask ["Extract by helicopter"]; task3a setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3a setSimpleTaskDestination markerpos "obj3"; task2a = bravo1 createSimpleTask ["Destroy the AA guns"]; task2a setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2a setSimpleTaskDestination markerpos "obj2"; task1a = bravo1 createSimpleTask ["Destroy the mortar battery"]; task1a setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1a setSimpleTaskDestination markerpos "obj1"; // tasks task3b = bravo2 createSimpleTask ["Extract by helicopter"]; task3b setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3b setSimpleTaskDestination markerpos "obj3"; task2b = bravo2 createSimpleTask ["Destroy the AA guns"]; task2b setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2b setSimpleTaskDestination markerpos "obj2"; task1b = bravo2 createSimpleTask ["Destroy the mortar battery"]; task1b setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1b setSimpleTaskDestination markerpos "obj1"; // tasks task3c = bravo3 createSimpleTask ["Extract by helicopter"]; task3c setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3c setSimpleTaskDestination markerpos "obj3"; task2c = bravo3 createSimpleTask ["Destroy the AA guns"]; task2c setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2c setSimpleTaskDestination markerpos "obj2"; task1c = bravo3 createSimpleTask ["Destroy the mortar battery"]; task1c setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1c setSimpleTaskDestination markerpos "obj1"; // tasks task3d = bravo4 createSimpleTask ["Extract by helicopter"]; task3d setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3d setSimpleTaskDestination markerpos "obj3"; task2d = bravo4 createSimpleTask ["Destroy the AA guns"]; task2d setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2d setSimpleTaskDestination markerpos "obj2"; task1d = bravo4 createSimpleTask ["Destroy the mortar battery"]; task1d setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1d setSimpleTaskDestination markerpos "obj1"; // tasks task3e = bravo5 createSimpleTask ["Extract by helicopter"]; task3e setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3e setSimpleTaskDestination markerpos "obj3"; task2e = bravo5 createSimpleTask ["Destroy the AA guns"]; task2e setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2e setSimpleTaskDestination markerpos "obj2"; task1e = bravo5 createSimpleTask ["Destroy the mortar battery"]; task1e setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1e setSimpleTaskDestination markerpos "obj1"; // tasks task3f = bravo6 createSimpleTask ["Extract by helicopter"]; task3f setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3f setSimpleTaskDestination markerpos "obj3"; task2f = bravo6 createSimpleTask ["Destroy the AA guns"]; task2f setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2f setSimpleTaskDestination markerpos "obj2"; task1f = bravo6 createSimpleTask ["Destroy the mortar battery"]; task1f setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1f setSimpleTaskDestination markerpos "obj1"; // tasks task3g = bravo7 createSimpleTask ["Extract by helicopter"]; task3g setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3g setSimpleTaskDestination markerpos "obj3"; task2g = bravo7 createSimpleTask ["Destroy the AA guns"]; task2g setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2g setSimpleTaskDestination markerpos "obj2"; task1g = bravo7 createSimpleTask ["Destroy the mortar battery"]; task1g setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1g setSimpleTaskDestination markerpos "obj1"; // tasks task3h = bravo8 createSimpleTask ["Extract by helicopter"]; task3h setSimpleTaskDescription ["Extract by helicopter", "Extract by helicopter", "Extract by helicopter"]; task3h setSimpleTaskDestination markerpos "obj3"; task2h = bravo8 createSimpleTask ["Destroy the AA guns"]; task2h setSimpleTaskDescription ["Destroy the AA guns", "Destroy the AA guns", "Destroy the AA guns"]; task2h setSimpleTaskDestination markerpos "obj2"; task1h = bravo8 createSimpleTask ["Destroy the mortar battery"]; task1h setSimpleTaskDescription ["Destroy the mortar battery", "Destroy the mortar battery", "Destroy the mortar battery"]; task1h setSimpleTaskDestination markerpos "obj1"; // diary entries bravo1 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo1 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo1 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo2 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo2 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo2 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo3 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo3 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo3 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo4 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo4 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo4 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo5 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo5 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo5 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo6 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo6 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo6 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo7 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo7 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo7 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]]; // diary entries bravo8 createDiaryRecord["Diary", ["Background", " Although the big guns in beach defences tend to draw most of the attention the less glamourous mortar tubes are actually more dangerous to the Marines conducting an opposed landing on hostile shores. The large calibre artillery is after all to target naval vessels rather than the smaller LCVP's and the assault troops. The preregistered fire of 82mm mortars on the other hand is meant to wreak havoc amongst troops wading through the surf and overcoming the obstacle belts. These weapons thus pose a far greater danger to the assault units. Even though they present the major indirect fire threat for the landing forces these crew served weapons nonetheless rank low amongst the targeting priorities of the Navy and Airforce. Naval gun fire support and air strikes are concentrating on silencing the heavy artillery and will not be diverted to take out a minor weapon systems. The Airforce in particular would decline to risk a multi million dollar jet on a strike mission in order to take out some small and hard to hit targets that are worth at most just a few thousand bucks.

As the Navy and Airforce are not placing high priority on the mortars it is up to the Marines to do something about these targets themselves. Counterbattery fire with the 60mm mortars carried by the assault units would be ineffective as the 82mm outranges the light platoon level support weapons. Deploying heavy 120mm mortars in the first wave would provide the Marines with a weapon with sufficient reach, but it would be highly doubtful that the crews could provide an accurate counterbattery barrage in the chaos of an opposed landing. An alternative method of taking out the threat must therefore be adopted. Amongst the various options commanders have decided on a small unit raid to eliminate the mortars. By having ground troops infiltrate before the landings and place explosives on the battery the required certainty about their destruction would be achieved. Although such a mission would often be assigned to Special Forces the high standard of training provided to Marines means that a regular rifle squad has all the required skills to conduct a raid on the enemy mortar battery.

Zodiac inflatables have inserted Bravo squad on a poorly accessible spot on the western shore of Malden. This remote location provides the Marines with an initial advantage as the enemy puts priority on patrolling parts of the coastline that provide good landing sites. This should therefore aid in infiltrating undetected towards the mortar battery where the raiders must exploit the element of surprise to quickly overcome resistance and destroy the mortar tubes as well as the associated ammunition supplies with prepared explosive charges. As a rapid extraction is required in order to avoid response forces converging on the target area the Marines would need to be picked up by helicopter as escape routes to the coast would likely be cut off by an enemy alerted to their presence. For this reason a secondary objective is the elimination of two nearby AA gun positions. Only when both these guns are put out of action will an American Blackhawk transport venture towards the extraction zone to pick up the raiders. "]]; bravo8 createDiaryRecord["Diary", ["Enemy", " The Soviet garrison commander on Malden is a particularly switched on individual and has ensured his subordinate units maintain a high level of readiness. There is continuous active patrolling of the zone immediately bordering the coast in order to detect any incursions by raiding forces before they can reach targets located further inland. In addition to the patrols scouring the countryside other Soviet troops are kept ready at various military installations to reinforce any unit coming under attack. These measures combine to form an effective defence against small unit raiding actions, although careful reconnaissance, stealthy infiltration and rapid execution of attacks should allow the Marines to attain their objectives in spite of enemy preparations.

The mortar battery has three 82mm weapons in fortified emplacements. An ammo depot is located nearby with an ample supply of spare mortar bombs. All of these targets must be destroyed before withdrawal. Several heavy machinegun positions defend the site, but these are positioned to meet threats from the front and flanks of the battery while the rear is left open. Troops are actively patrolling the perimeter while other Soviet personnel are stationed in a bunker to man communication gear. Besides connecting the battery to forward observers the radio gear can also be used to summon reinforcements in case on an attack. Any action against the mortar battery must therefore be concluded as rapidly as possible to avoid being caught out by converging Soviet response forces.

The AA positions are located on the high ground overlooking the mortar battery. Although these consist of simple cannon without radar guidance they do present a lethal threat to a thin skinned transport helicopter like the UH-60 Blackhawk. Their elimination is therefore a prerequisite for a successful extraction of the raiding force from Malden. Although there are only a few troops on patrol near the gun positions these may be reinforced by a quick reaction force based at Arudy. For this reason the Marines should mount a rear guard when assaulting the positions in order to avoid being surprised by enemy from another direction. As the AA guns can engage ground targets most effectively it is vital to take out the crew before they can bring their guns to bear. "]]; bravo8 createDiaryRecord["Diary", ["Mission", "Bravo will take out the mortar battery and eliminate air defences prior to extraction by helicopter."]];onloadmission="C W R 2 - M O R T A R B 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_mortar_bad_key"}; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_NL_MAG_GPMG {count = 1;}; class cwr2_MP5SD6 {count = 1;}; class cwr2_LAW {count = 1;}; class Binocular {count = 1;}; class cwr2_NL_HighPower {count = 2;}; }; class Magazines { class cwr2_20Rnd_762x51_NATO {count = 12;}; class cwr2_30Rnd_9x19_MP5_SD {count = 12;}; class cwr2_100Rnd_762x51_NATO {count = 8;}; class HandGrenade_West {count = 20;}; class SmokeShell {count = 20;}; class PipeBomb {count = 6;}; class cwr2_LAWRocket {count = 3;}; class cwr2_13Rnd_9x19_Para {count = 16;}; };titleText ["C W R 2 - M O R T A R B 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_abel", "cwr2_nl", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "camisc3", "CAWeapons_2b14_82mm_Mortar", "caweapons_ammoboxes", "cwr2_Soldiers_RUS", "CAWeapons_ZU23", "camisc_e", "cwr2_Static", "cwr2_BMP1", "cwr2_UH60", "cwr2_Civilians", "caweapons", "cwr2_UAZ", "cwr2_misc", "cwr2_BMP2", "cwr2_Soldiers_USA" }; addOnsAuto[]= { "cwr2_nl", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_Soldiers_RUS", "cwr2_Static", "cwr2_BMP1", "cwr2_UH60", "cwr2_Soldiers_USA", "cwr2_Civilians", "cwr2_uaz", "camisc3", "CAWeapons_2b14_82mm_Mortar", "caweapons_ammoboxes", "CAWeapons_ZU23", "camisc_e", "caweapons", "cwr2_misc", "cwr2_BMP2", "cwr2_abel" }; randomSeed=16421414; class Intel { briefingName="CWR2 - Mortar Bad (co08)"; briefingDescription="Take out the mortar battery"; startWeather=0.25; startFog=0.16638534; forecastWeather=0.44999999; forecastFog=0.22717193; month=7; day=9; hour=3; minute=15; }; class Groups { items=40; class Item0 { side="WEST"; class Vehicles { items=8; class Item0 { position[]={2287.988,15.323029,6373.6519}; azimut=90; id=0; side="WEST"; vehicle="cwr2_SoldierNL_TL_Camo"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=1; text="bravo1"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""]; this addbackpack ""cwr2_NL_Backpack"";"; synchronizations[]={8,9,10}; }; class Item1 { position[]={2286.1526,15.18035,6372.6597}; azimut=90; id=1; side="WEST"; vehicle="cwr2_SoldierNL_Marksman_Camo"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="bravo2"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""]; this addbackpack ""cwr2_NL_Backpack"";"; synchronizations[]={8,9,10}; }; class Item2 { position[]={2286.1897,14.902082,6375.3911}; azimut=90; id=2; side="WEST"; vehicle="cwr2_SoldierNL_AR_Camo"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="bravo3"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; class Item3 { position[]={2284.5193,15.014878,6371.7622}; azimut=90; id=3; side="WEST"; vehicle="cwr2_SoldierNL_AR_Camo"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="bravo4"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; class Item4 { position[]={2284.8186,14.804772,6376.667}; azimut=90; id=4; side="WEST"; vehicle="cwr2_SoldierNL_Backpack_Camo"; player="PLAY CDG"; skill=1; text="bravo5"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; class Item5 { position[]={2282.8721,14.847992,6370.8569}; azimut=90; id=5; side="WEST"; vehicle="cwr2_SoldierNL_LAT_Camo"; player="PLAY CDG"; skill=1; text="bravo6"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; class Item6 { position[]={2283.3264,14.705206,6378.1104}; azimut=90; id=6; side="WEST"; vehicle="cwr2_SoldierNL_LAT_Camo"; player="PLAY CDG"; skill=1; text="bravo7"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; class Item7 { position[]={2280.9385,14.647735,6369.8252}; azimut=90; id=7; side="WEST"; vehicle="cwr2_SoldierNL_Medic_Camo"; player="PLAY CDG"; skill=1; text="bravo8"; init="bravosquad = group this; bravosquad setgroupid [""Bravo"",""Black""];"; synchronizations[]={8,9,10}; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2259.6145,8.4263535,6369.4238}; id=8; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5,6,7}; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2261.1511,7.6328039,6377.6816}; id=9; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5,6,7}; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={2262.6633,8.9963436,6386.0278}; id=10; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5,6,7}; }; }; }; class Item4 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={4178.7427,342.04465,5676.6553}; azimut=215; id=41; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo aagun_1;"; }; class Item1 { position[]={4176.8257,342.16492,5678.0674}; azimut=215; id=42; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveingunner aagun_1;"; }; class Item2 { presence=0.50000048; position[]={4175.8223,341.76917,5682.5596}; azimut=215; id=185; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; }; class Item5 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={4426.6313,340.83786,5525.4458}; azimut=215; id=43; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo aagun_2;"; }; class Item1 { position[]={4425.644,340.90332,5526.0547}; azimut=215; id=44; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveingunner aagun_2;"; }; class Item2 { presence=0.50000048; position[]={4422.4941,340.45117,5530.3228}; azimut=215; id=186; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; }; class Item6 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3939.1074,68.43219,4866.499}; azimut=220; id=72; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={3938.7417,66.514984,4871.6543}; azimut=220; id=127; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; }; }; class Item7 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3914.3555,68.801346,4889.5718}; azimut=265; id=73; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={3918.9055,66.885895,4893.1558}; azimut=265; id=160; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; }; class Item8 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={3965.5913,68.291313,4846.1816}; azimut=175; id=74; side="EAST"; vehicle="cwr2_DShKM_High"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={3962.1724,66.346367,4853.3955}; azimut=175; id=122; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; }; class Item9 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={5781.9927,54.984997,3569.9868}; azimut=270; id=75; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo aBMP;"; }; class Item1 { position[]={5784.7085,54.98328,3571.8018}; azimut=270; id=87; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo aBMP;"; }; class Item2 { position[]={5783.9097,54.986042,3567.4673}; azimut=270; id=135; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="this moveincargo aBMP;"; }; class Item3 { position[]={5787.9473,54.981575,3573.5649}; azimut=270; id=152; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.60000002; init="this moveincargo aBMP;"; }; class Item4 { position[]={5786.8403,54.986675,3565.23}; azimut=270; id=141; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="this moveincargo aBMP; 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[]={5791.0488,54.976818,3575.3794}; azimut=270; id=123; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo aBMP;"; }; class Item6 { position[]={5789.396,54.98798,3562.762}; azimut=270; id=153; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.60000002; init="this moveincargo aBMP;"; }; class Item7 { position[]={5794.1167,54.955242,3577.46}; azimut=270; id=154; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.60000002; init="this moveincargo aBMP;"; }; }; class Waypoints { items=2; class Item0 { position[]={3974.6338,65.281784,4591.9663}; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={3957.4136,66.887421,4885.6943}; placement=25; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item10 { side="EAST"; class Vehicles { items=7; class Item0 { presence=0.75000024; position[]={3139.8621,224.41451,6369.2593}; azimut=270; id=76; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={3141.5315,224.41469,6370.0874}; azimut=270; id=146; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={3141.3879,224.41443,6367.9063}; azimut=270; id=96; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={3142.8547,224.41667,6370.7935}; azimut=270; id=133; side="EAST"; vehicle="cwr2_SoldierE_AMG"; skill=0.2; }; class Item4 { position[]={3142.5706,224.41437,6366.8398}; azimut=270; id=149; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.60000002; }; class Item5 { presence=0.50000048; position[]={3144.2561,224.42036,6371.6216}; azimut=270; id=125; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.75000024; position[]={3144.0242,224.41429,6365.5361}; azimut=270; id=103; 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=1; class Item0 { position[]={3138.3665,224.41441,6369.2227}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={4439.3965,340.09448,5547.0313}; azimut=270; id=77; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={4442.2056,340.24542,5548.9961}; azimut=270; id=147; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.75000024; position[]={4441.9243,339.97165,5544.4937}; azimut=270; id=109; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={4437.4316,340.15863,5546.9805}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4437.4077,340.15799,5546.9751}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={5484.2646,335.97855,7002.8267}; azimut=270; id=78; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item1 { position[]={5487.1245,335.94534,7004.252}; azimut=270; id=84; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item2 { position[]={5486.7271,336.03851,7000.311}; azimut=270; id=150; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item3 { position[]={5489.9053,335.89749,7005.9995}; azimut=270; id=137; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="this moveincargo bmp;"; }; class Item4 { position[]={5489.4985,336.05365,6997.8755}; azimut=270; id=148; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.60000002; 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[]={5493.0254,335.8497,7007.4229}; azimut=270; id=138; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo bmp;"; }; class Item6 { position[]={5492.438,336.05698,6995.3843}; azimut=270; id=108; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="this moveincargo bmp;"; }; class Item7 { position[]={5496.4297,335.72934,7008.9634}; azimut=270; id=139; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; init="this moveincargo bmp;"; }; }; class Waypoints { items=2; class Item0 { position[]={4543.2632,379.82797,5806.0435}; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={4360.7031,340.94824,5622.6289}; placement=25; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=7; class Item0 { presence=0.75000024; position[]={3935.8416,66.74826,4884.4253}; azimut=270; id=79; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={3938.073,66.78167,4885.5562}; azimut=270; id=145; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={3938.1086,66.715363,4882.3413}; azimut=270; id=99; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={3939.9314,66.814049,4886.5869}; azimut=270; id=118; side="EAST"; vehicle="cwr2_SoldierE_AMG"; skill=0.2; }; class Item4 { position[]={3939.7952,66.688652,4880.6826}; azimut=270; id=161; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={3942.3582,66.85701,4887.8188}; azimut=270; id=110; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.75000024; position[]={3942.0837,66.654182,4878.5176}; azimut=270; id=130; 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=1; class Item0 { position[]={3934.1101,66.740677,4884.4351}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={4194.1475,339.61954,5696.0073}; azimut=270; id=80; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={4197.415,339.68137,5698.2588}; azimut=270; id=126; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.75000024; position[]={4197.3281,339.52948,5692.9761}; azimut=270; id=124; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={4192.6294,339.61765,5695.8945}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4192.5898,339.61768,5695.8945}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={3981.2524,68.020523,4913.7637}; azimut=335; id=82; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +0.175)]; this setunitpos ""Up""; this disableAI ""Move""; this setbehaviour ""Stealth"";"; }; }; }; class Item16 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={3967.7751,67.730461,4916.0996}; azimut=270; id=83; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={3971.3875,67.887138,4919.1367}; azimut=270; id=167; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { position[]={3971.5503,67.742729,4914.4541}; azimut=270; id=168; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={3970.0417,67.623322,4911.0278}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={3970.0422,67.622101,4910.9795}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item17 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={4330.8379,332.39645,5608.4619}; azimut=270; id=86; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={4333.0684,333.17841,5610.001}; azimut=270; id=101; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { position[]={4333.2222,332.56589,5606.8691}; azimut=270; id=162; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.60000002; }; }; class Waypoints { items=2; class Item0 { position[]={4330.1821,332.25766,5608.4521}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={4330.1636,332.25378,5608.4517}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="EAST"; class Vehicles { items=3; class Item0 { presence=0.50000048; position[]={3987.5754,67.669418,4897.8618}; azimut=270; id=89; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={3990.3047,67.773933,4899.3965}; azimut=270; id=98; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { position[]={3989.834,67.662033,4895.9819}; azimut=270; id=140; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={3986.7556,67.648354,4897.8125}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={3986.7263,67.647675,4897.813}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item19 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3996.5388,69.012993,4930.668}; azimut=270; id=90; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={4000.0769,69.233017,4933.0703}; azimut=270; id=112; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={3999.7678,69.033562,4928.7627}; azimut=270; id=157; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=3; class Item0 { position[]={3968.6287,69.082565,4954.0684}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={4025.4976,69.127609,4906.8047}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item2 { position[]={3968.6487,69.081474,4954.0244}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item20 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3998.8457,68.613991,4918.9556}; azimut=270; id=102; side="EAST"; vehicle="cwr2_SoldierE_Medic"; leader=1; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={3997.4841,68.577591,4919.0288}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={3997.4568,68.576782,4919.0283}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item21 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={3956.7729,66.86676,4884.9614}; azimut=270; id=105; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.75000024; position[]={3960.2056,66.933647,4887.0825}; azimut=270; id=115; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={3959.8037,66.819511,4882.4531}; azimut=270; id=95; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=3; class Item0 { position[]={3980.0149,66.702194,4866.3501}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={3928.509,67.193848,4907.5317}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item2 { position[]={3980.0374,66.702011,4866.3218}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item22 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3986.875,68.08989,4910.7324}; azimut=130; id=117; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +0.175)]; this setunitpos ""Up""; this disableAI ""Move"";"; }; }; }; class Item23 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={3070.8901,225.02596,6394.3667}; azimut=270; id=128; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={3072.6011,225.01332,6395.501}; azimut=270; id=85; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={3072.3521,224.87338,6393.0005}; azimut=270; id=144; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item3 { position[]={3074.4414,224.98134,6396.4185}; azimut=270; id=114; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { position[]={3073.9805,224.69937,6391.4116}; azimut=270; id=129; 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[]={3076.251,225.0208,6397.5103}; azimut=270; id=120; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=6; class Item0 { position[]={3031.3191,228.16945,6387.1353}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={3083.9133,223.86449,6303.1519}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={3117.7512,225.10706,6403.5034}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={3031.3762,228.1637,6387.1064}; type="CYCLE"; expCond="(blufor_detected_obj2 == 1);"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={3046.5972,226.84097,6382.6514}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={3062.3169,225.33322,6376.8296}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item24 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={2855.7966,188.80377,5961.0952}; azimut=270; id=142; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={2857.5652,189.07037,5962.5981}; azimut=270; id=106; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={2857.4167,189.08035,5959.3589}; azimut=270; id=113; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={2859.5007,189.42714,5964.1182}; azimut=270; id=93; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={2859.0623,189.36093,5957.6235}; azimut=270; id=159; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={2861.5906,189.79839,5965.2412}; azimut=270; id=119; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=6; class Item0 { position[]={2754.3894,197.00725,6220.6396}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={3200.7683,205.22362,6159.0762}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={2897.311,207.02927,5854.894}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={2754.3904,197.00752,6220.6382}; type="CYCLE"; expCond="(blufor_detected_obj2 == 1);"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={2809.8232,206.86699,6213.4087}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={3980.9722,349.15909,6040.5596}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item25 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={3509.6636,156.50677,5728.123}; azimut=270; id=143; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={3512.0239,157.28497,5729.6533}; azimut=270; id=107; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={3511.7095,156.52184,5725.9727}; azimut=270; id=100; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={3514.3955,158.00577,5731.5337}; azimut=270; id=136; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={3513.7578,156.47586,5724.0742}; azimut=270; id=121; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={3517.0483,158.65988,5733.0156}; azimut=270; id=134; 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=6; class Item0 { position[]={3625.5923,120.39732,5567.7388}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={3272.396,176.53151,5535.5508}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={3428.114,162.95769,5840.8706}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={3625.5806,120.40327,5567.7632}; type="CYCLE"; expCond="(blufor_detected_obj1 == 1);"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={3661.1326,112.89146,5524.063}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={3870.3958,109.07715,5229.9927}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={3068.7034,196.33871,5271.5288}; azimut=270; id=163; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={3071.8708,195.97752,5273.1553}; azimut=270; id=91; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.50000048; position[]={3071.342,196.0062,5269.3638}; azimut=270; id=116; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={3074.7043,195.65459,5274.6289}; azimut=270; id=155; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={3073.4841,195.7334,5267.2915}; azimut=270; id=156; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={3077.2878,195.34377,5275.9419}; azimut=270; id=104; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=6; class Item0 { position[]={3447.0315,100.26148,5294.5923}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={3293.9265,149.56445,4929.9272}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={2990.1772,203.26506,5266.8618}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={3447.0549,100.25536,5294.5762}; type="CYCLE"; expCond="(blufor_detected_obj1 == 1);"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={3499.9492,89.810143,5295.4697}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={3774.3591,73.521729,5087.5044}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={3982.3398,67.834015,4908.6377}; azimut=220; id=164; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) +0.175)]; this setunitpos ""Up""; this disableAI ""Move"";"; }; }; }; class Item28 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={4139.313,103.1722,5085.7563}; azimut=270; id=165; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={4141.3545,103.89483,5086.9995}; azimut=270; id=88; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={4141.0762,103.35495,5084.375}; azimut=270; id=81; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item3 { position[]={4143.4946,104.59637,5087.9551}; azimut=270; id=111; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { position[]={4142.771,103.47684,5082.748}; azimut=270; id=132; 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[]={4145.7524,105.35895,5089.0396}; azimut=270; id=158; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=7; class Item0 { position[]={3934.332,119.73479,5234.5801}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={3645.5562,77.031815,4899.7729}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={4025.2637,62.555725,4568.2852}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={4309.1929,119.21423,4962.0283}; placement=25; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={3934.5684,119.77638,5234.6299}; type="CYCLE"; expCond="(blufor_detected_obj1 == 1);"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={3915.0635,109.96263,5211.376}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={3905.9536,105.7762,5200.3335}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item29 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={2781.1079,206.73375,5555.1255}; azimut=270; id=166; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={2783.6162,207.45529,5556.7949}; azimut=270; id=92; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={2783.1436,206.97493,5553.3457}; azimut=270; id=97; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={2785.9478,208.10971,5558.2451}; azimut=270; id=151; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.60000002; }; class Item4 { presence=0.75000024; position[]={2785.4609,207.22485,5551.1016}; azimut=270; id=94; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={2788.6006,208.84052,5559.7139}; azimut=270; id=131; 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=6; class Item0 { position[]={2575.8796,169.26357,5483.2759}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; expCond="(blufor_detected_obj1 == 1);"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={2647.085,171.84467,5855.1636}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={2985.9636,233.92654,5626.9077}; placement=50; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={2575.8718,169.26437,5483.2842}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={2636.0066,171.78714,5469.0156}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={4011.3455,70.1996,4946.5059}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item30 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5778.9849,54.988312,3540.1838}; azimut=270; id=169; side="EAST"; vehicle="cwr2_BMP1"; leader=1; skill=0.2; fuel=0; text="aBMP"; }; }; class Waypoints { items=5; class Item0 { position[]={5775.2861,54.988312,3540.1162}; completitionRadius=10; expCond="(blufor_detected_obj1 == 1);"; expActiv="aBMP setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4516.4951,36.702923,4085.2288}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3971.4058,64.69487,4546.3638}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3964.9827,65.314369,4561.5195}; type="TR UNLOAD"; combat="AWARE"; class Effects { }; timeoutMin=30; timeoutMid=30; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={3956.0857,65.951439,4581.3823}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item31 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={5522.4312,336.06927,6981.1401}; azimut=260; id=170; side="EAST"; vehicle="cwr2_BMP1"; leader=1; skill=0.2; fuel=0; text="bmp"; }; }; class Waypoints { items=5; class Item0 { position[]={5518.8174,336.06967,6980.4375}; completitionRadius=10; expCond="(blufor_detected_obj2 == 1);"; expActiv="bmp setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4928.4536,408.43829,6613.2305}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={4782.7666,409.59198,6287.8315}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={4562.7715,382.73108,5836.9395}; type="TR UNLOAD"; combat="AWARE"; class Effects { }; timeoutMin=30; timeoutMid=30; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={4554.7236,381.51465,5823.0586}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item32 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={55.443832,0.23453538,3748.5088}; azimut=90; special="FLY"; id=171; side="WEST"; vehicle="cwr2_UH60"; leader=1; lock="UNLOCKED"; rank="LIEUTENANT"; skill=1; text="raptor"; init="raptorsquad = group this; raptorsquad setgroupid [""Raptor"",""Black""]; raptor flyInHeight 60; raptor allowDamage false; raptorD allowDamage false; this setcaptive true; raptor lockDriver true;"; }; class Item1 { position[]={58.123444,0.02136486,3736.7485}; id=208; side="WEST"; vehicle="cwr2_SoldierW_Pilot"; lock="UNLOCKED"; rank="SERGEANT"; skill=1; text="copilot"; init="raptorsquad = group this; raptorsquad setgroupid [""Raptor"",""Black""]; copilot moveincargo [raptor,12];"; }; }; class Waypoints { items=7; class Item0 { position[]={62.160873,0.35998985,3748.3428}; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="(leader group player) sidechat ""Raptor, this is Bravo. The callsign is requesting immediate extraction from the landing zone, over."";"; class Effects { }; timeoutMin=10; timeoutMid=10; timeoutMax=10; showWP="NEVER"; }; class Item1 { position[]={74.182846,0.17318773,3747.9658}; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="raptorD sideChat ""Roger that, Bravo. Raptor is inbound, stand by for extraction, out."";"; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; class Item2 { position[]={2575.2532,207.03816,3747.6807}; completitionRadius=50; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3768.0435,69.981651,5019.4438}; type="TR UNLOAD"; expCond="({alive _x} count (units bravosquad) == {_x in raptor} count (units bravosquad));"; expActiv="unassignvehicle loadmaster1; unassignvehicle loadmaster2; unassignvehicle loadmaster3; [loadmaster1,loadmaster2,loadmaster3] joinsilent raptorsquad; loadmaster1 assignascargo raptor; loadmaster2 assignascargo raptor; loadmaster3 assignascargo raptor; [loadmaster1,loadmaster2,loadmaster3] orderGetin true; raptor flyInHeight 1; (leader group player) sideChat ""Bravo is on board, time to head back for tea and medals.""; raptor lock true;"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item4 { position[]={3768.0415,70.005669,5020.3364}; expCond="({alive _x} count (units raptorsquad) == {_x in raptor} count (units raptorsquad));"; expActiv="raptor flyInHeight 60; 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""; bravo1 addrating 200; bravo2 addrating 200; bravo3 addrating 200; bravo4 addrating 200; bravo5 addrating 200; bravo6 addrating 200; bravo7 addrating 200; bravo8 addrating 200; raptorD sidechat ""Papa Bear, this is Raptor. Bravo has been retrieved, Raptor is RTB, out."";"; class Effects { }; timeoutMin=1; timeoutMid=1; timeoutMax=1; showWP="NEVER"; }; class Item5 { position[]={2575.4741,206.97592,3746.2578}; completitionRadius=50; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={327.22754,0.071308479,3747.9404}; speed="FULL"; class Effects { }; showWP="NEVER"; }; }; }; class Item33 { side="WEST"; class Vehicles { items=3; class Item0 { position[]={43.413559,0.28915334,3763.9463}; azimut=270; id=172; side="WEST"; vehicle="cwr2_SoldierNL_Marksman_Camo"; leader=1; rank="CORPORAL"; skill=1; text="loadmaster1"; init="loadmastersquad = group this; loadmastersquad setgroupid [""Loadmaster"",""Black""]; this setunitpos ""Middle""; this moveincargo raptor;"; }; class Item1 { position[]={46.2827,0.32010356,3766.3154}; azimut=270; id=174; side="WEST"; vehicle="cwr2_SoldierNL_MG_Camo"; skill=1; text="loadmaster2"; init="loadmastersquad = group this; loadmastersquad setgroupid [""Loadmaster"",""Black""]; this setunitpos ""Middle""; this moveincargo raptor;"; }; class Item2 { position[]={46.104965,0.28303698,3761.5322}; azimut=270; id=176; side="WEST"; vehicle="cwr2_SoldierNL_LAT_Camo"; skill=1; text="loadmaster3"; init="loadmastersquad = group this; loadmastersquad setgroupid [""Loadmaster"",""Black""]; this setunitpos ""Middle""; this moveincargo raptor;"; }; }; }; class Item34 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={8921.8389,20.001297,4366.2769}; id=175; side="CIV"; vehicle="cwr2_Civilian1"; leader=1; skill=0.60000002; init="this allowDamage false; this setunitpos ""Up"";"; }; }; class Waypoints { items=3; class Item0 { position[]={8944.2314,23.465012,4366.4956}; combat="CARELESS"; expActiv="raptor setfuel 1;"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={8909.2842,17.18605,4366.3921}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={8944.2432,23.466669,4366.4956}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item35 { side="EAST"; class Vehicles { items=4; class Item0 { presence=0.50000048; position[]={3024.0669,228.66011,6815.626}; azimut=270; id=187; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={3025.3066,228.67094,6816.5762}; azimut=270; id=193; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={3025.2822,228.67169,6814.6553}; azimut=270; id=188; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={3026.3538,228.67125,6817.3115}; azimut=270; id=189; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={3023.2095,228.64996,6815.5767}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={3023.2178,228.65007,6815.5771}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item36 { side="EAST"; class Vehicles { items=4; class Item0 { presence=0.50000048; position[]={3028.2805,228.67146,6839.8506}; azimut=270; id=190; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={3029.9487,228.67351,6840.7988}; azimut=270; id=194; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={3029.5981,228.67207,6838.4795}; azimut=270; id=191; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { position[]={3031.6431,228.67561,6841.8149}; azimut=270; id=192; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={3030.5471,228.67252,6834.7788}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={3030.5476,228.67252,6834.7861}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item37 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={3113.3403,224.41319,6331.541}; azimut=290; id=199; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=1; class Item0 { position[]={3110.7778,224.41318,6332.4517}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item38 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={3720.668,18.310194,3288.1738}; azimut=340; id=200; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; fuel=0; text="aJeep"; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=3; class Item0 { position[]={3719.7017,18.204924,3290.7349}; completitionRadius=10; expCond="(blufor_detected_obj1 == 1);"; expActiv="aJeep setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={3790.8662,56.621685,4022.6943}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={3950.9272,65.325851,4530.0254}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item39 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={4278.1436,419.21375,6847.2886}; azimut=270; id=207; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; lock="UNLOCKED"; skill=0.2; fuel=0; text="aCar"; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=2; class Item0 { position[]={4275.2646,419.12094,6847.2886}; completitionRadius=10; combat="COMBAT"; expCond="(blufor_detected_obj2 == 1);"; expActiv="aCar setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={4271.915,418.94489,6847.2886}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=76; class Item0 { position[]={3982.4133,67.876144,4910.0317}; azimut=40; id=11; side="EMPTY"; vehicle="Land_fortified_nest_big"; skill=0.60000002; init="this allowDamage false;"; }; class Item1 { position[]={4225.8813,109.12568,4981.3633}; id=12; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken"; init="this allowDamage false; zandzakken_1 attachTo [zandzakken,[0,-3.5,0]]; zandzakken_1 setDir 180; zandzakken_1 setpos getpos zandzakken_1; zandzakken attachTo [mortar1,[0,2.5,-0.5]];"; }; class Item2 { position[]={4225.9155,108.37426,4978.2559}; id=13; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken_1"; init="this allowDamage false;"; }; class Item3 { position[]={3958.2871,67.463562,4910.5103}; azimut=220; id=14; side="EMPTY"; vehicle="2b14_82mm"; leader=1; lock="LOCKED"; skill=1; text="mortar1"; }; class Item4 { position[]={4225.4341,112.79588,4996.71}; id=15; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken_2"; init="this allowDamage false; zandzakken_3 attachTo [zandzakken_2,[0,-3.5,0]]; zandzakken_3 setDir 180; zandzakken_3 setpos getpos zandzakken_3; zandzakken_2 attachTo [mortar2,[0,2.5,-0.5]];"; }; class Item5 { position[]={4225.4683,112.03954,4993.6025}; id=16; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken_3"; init="this allowDamage false;"; }; class Item6 { position[]={3971.8582,67.32695,4898.0425}; azimut=220; id=17; side="EMPTY"; vehicle="2b14_82mm"; leader=1; lock="LOCKED"; skill=1; text="mortar2"; }; class Item7 { position[]={4225.8364,106.15221,4968.9473}; id=18; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken_4"; init="this allowDamage false; zandzakken_5 attachTo [zandzakken_4,[0,-3.5,0]]; zandzakken_5 setDir 180; zandzakken_5 setpos getpos zandzakken_5; zandzakken_4 attachTo [mortar3,[0,2.5,-0.5]];"; }; class Item8 { position[]={4225.8716,105.44772,4965.8398}; id=19; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken_5"; init="this allowDamage false;"; }; class Item9 { position[]={3986.0283,67.304558,4886.335}; azimut=220; id=20; side="EMPTY"; vehicle="2b14_82mm"; leader=1; lock="LOCKED"; skill=1; text="mortar3"; }; class Item10 { position[]={4012.2388,68.311424,4900.1328}; azimut=180; id=21; side="EMPTY"; vehicle="Land_fort_bagfence_corner"; skill=0.60000002; text="bag2_1"; init="bag2_1 attachTo [bag1_1,[0,1.8,0]]; bag2_1 setDir 90; bag2_1 setpos getpos bag2_1; this allowDamage false;"; }; class Item11 { position[]={4001.4832,68.042595,4899.8906}; azimut=220; id=22; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; text="bag1_1"; }; class Item12 { position[]={4012.2903,68.176613,4896.0342}; azimut=180; id=23; side="EMPTY"; vehicle="Land_fort_bagfence_corner"; skill=0.60000002; text="bag2"; init="bag2 attachTo [bag1,[0,1.8,0]]; bag2 setDir 90; bag2 setpos getpos bag2; this allowDamage false;"; }; class Item13 { position[]={4005.6938,68.281258,4904.2227}; azimut=220; id=24; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; text="bag1"; }; class Item14 { position[]={4000.6416,68.003128,4899.3145}; azimut=40; id=25; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate1"; init="clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item15 { position[]={4001.2449,68.349564,4909.8262}; id=26; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate2"; init="aCrate2 attachTo [aCrate1,[0,0,+0.395]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item16 { position[]={4001.2686,68.386986,4910.9971}; id=27; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate3"; init="aCrate3 attachTo [aCrate1,[0,0,+0.79]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item17 { position[]={4004.8638,68.239044,4903.521}; azimut=40; id=28; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate4"; init="clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item18 { position[]={4003.5481,68.409698,4909.8809}; id=29; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate5"; init="aCrate5 attachTo [aCrate4,[0,0,+0.395]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item19 { position[]={4003.5134,68.447182,4911.0059}; id=30; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate6"; init="aCrate6 attachTo [aCrate4,[0,0,+0.79]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item20 { position[]={4004.1672,68.196899,4902.7188}; azimut=40; id=31; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate7"; init="clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item21 { position[]={4005.7922,68.469147,4909.8496}; id=32; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate8"; init="aCrate8 attachTo [aCrate7,[0,0,+0.395]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item22 { position[]={4005.8027,68.507965,4910.978}; id=33; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate9"; init="aCrate9 attachTo [aCrate7,[0,0,+0.79]]; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24];"; }; class Item23 { position[]={3999.9482,67.963287,4898.502}; azimut=40; id=34; side="EMPTY"; vehicle="RUOrdnanceBox"; skill=0.60000002; text="aCrate10"; init="clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""AK74MortarMag"",24]"; }; class Item24 { position[]={4201.4229,338.39645,5672.3184}; id=35; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken0"; init="this allowDamage false; zandzakken1 attachTo [zandzakken0,[0,-3.5,0]]; zandzakken1 setDir 180; zandzakken1 setpos getpos zandzakken1; zandzakken0 attachTo [aagun_1,[0,1.25,-2.1]];"; }; class Item25 { position[]={4201.457,338.00772,5669.2119}; id=36; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken1"; init="this allowDamage false;"; }; class Item26 { position[]={4175.0728,342.7699,5674.4473}; azimut=215; id=37; side="EMPTY"; vehicle="ZU23_Ins"; lock="UNLOCKED"; skill=0.60000002; text="aagun_1"; init="this setVectorUp [0,0,1];"; }; class Item27 { position[]={4425.0933,340.56595,5534.8838}; id=38; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken2"; init="this allowDamage false; zandzakken3 attachTo [zandzakken2,[0,-3.5,0]]; zandzakken3 setDir 180; zandzakken3 setpos getpos zandzakken3; zandzakken2 attachTo [aagun_2,[0,1.25,-2.1]];"; }; class Item28 { position[]={4425.1548,340.67206,5532.3433}; id=39; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=1; text="zandzakken3"; init="this allowDamage false;"; }; class Item29 { position[]={4423.9854,340.72601,5524.0337}; azimut=215; id=40; side="EMPTY"; vehicle="ZU23_Ins"; lock="UNLOCKED"; skill=0.60000002; text="aagun_2"; init="this setVectorUp [0,0,1];"; }; class Item30 { position[]={3934.9026,66.493935,4870.9956}; azimut=220; id=45; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item31 { position[]={3937.2141,66.474503,4869.0669}; azimut=220; id=46; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item32 { position[]={3942.2109,66.42598,4865.0322}; azimut=220; id=47; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item33 { position[]={3944.5203,66.402328,4863.0986}; azimut=220; id=48; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item34 { position[]={3946.8083,66.388313,4861.1758}; azimut=220; id=49; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item35 { position[]={3949.1199,66.378593,4859.2471}; azimut=220; id=50; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item36 { position[]={3951.4297,66.366188,4857.3018}; azimut=220; id=51; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item37 { position[]={3953.739,66.35228,4855.3682}; azimut=220; id=52; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item38 { position[]={3925.6687,66.59243,4878.7476}; azimut=220; id=53; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item39 { position[]={3927.9802,66.562599,4876.8188}; azimut=220; id=54; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item40 { position[]={3930.29,66.533119,4874.8735}; azimut=220; id=55; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item41 { position[]={3932.5994,66.513611,4872.9399}; azimut=220; id=56; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item42 { position[]={3916.4192,68.737175,4886.5132}; azimut=220; id=57; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item43 { position[]={3918.7307,66.716721,4884.5845}; azimut=220; id=58; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item44 { position[]={3921.0405,66.674095,4882.6392}; azimut=220; id=59; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item45 { position[]={3923.3499,66.631714,4880.7056}; azimut=220; id=60; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item46 { position[]={3956.0144,66.338333,4853.4292}; azimut=220; id=61; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item47 { position[]={3958.3259,66.324463,4851.5005}; azimut=220; id=62; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item48 { position[]={3960.6357,66.309677,4849.5552}; azimut=220; id=63; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item49 { position[]={3962.9451,66.294296,4847.6216}; azimut=220; id=64; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item50 { position[]={3913.427,68.805771,4889.7114}; azimut=85; id=65; side="EMPTY"; vehicle="Land_fortified_nest_small_EP1"; skill=0.60000002; init="this allowDamage false;"; }; class Item51 { position[]={3965.4868,68.282547,4845.2593}; azimut=355; id=66; side="EMPTY"; vehicle="Land_fortified_nest_small_EP1"; skill=0.60000002; init="this allowDamage false;"; }; class Item52 { position[]={3938.2183,68.423531,4866.0073}; azimut=40; id=67; side="EMPTY"; vehicle="Land_fortified_nest_small_EP1"; skill=0.60000002; init="this allowDamage false;"; }; class Item53 { position[]={3916.0071,66.873802,4892.2808}; azimut=130; id=68; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item54 { position[]={3917.9504,66.916557,4894.6138}; azimut=130; id=69; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item55 { position[]={3968.4502,66.338081,4848.4268}; azimut=130; id=70; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item56 { position[]={3970.3936,66.377953,4850.7598}; azimut=130; id=71; side="EMPTY"; vehicle="Land_fort_bagfence_long"; skill=0.60000002; init="this allowDamage false;"; }; class Item57 { position[]={3768.1191,69.999161,5020.1313}; azimut=270; id=173; side="EMPTY"; vehicle="HeliHEmpty"; skill=1; }; class Item58 { position[]={3025.7417,228.67352,6850.2524}; azimut=270; id=177; side="EMPTY"; vehicle="D30_RU"; leader=1; skill=1; text="fieldgun_1"; }; class Item59 { position[]={3022.2959,228.63754,6850.4004}; azimut=270; id=178; side="EMPTY"; vehicle="Land_fort_artillery_nest"; leader=1; skill=1; init="this allowDamage false; this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) -0.5)];"; }; class Item60 { position[]={3030.8337,228.6761,6850.8301}; azimut=90; id=179; side="EMPTY"; vehicle="Land_CamoNet_EAST_EP1"; leader=1; skill=1; }; class Item61 { position[]={3030.8362,228.67604,6849.7773}; azimut=90; id=180; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=1; text="fieldgun_ammo_1"; }; class Item62 { position[]={5316.0449,124.91513,4157.123}; azimut=225; id=181; side="EMPTY"; vehicle="D30_RU"; leader=1; skill=1; text="fieldgun_2"; }; class Item63 { position[]={5313.3965,124.77905,4154.6128}; azimut=225; id=182; side="EMPTY"; vehicle="Land_fort_artillery_nest"; leader=1; skill=1; init="this allowDamage false; this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) -0.5)];"; }; class Item64 { position[]={5319.3647,125.44531,4161.0659}; azimut=45; id=183; side="EMPTY"; vehicle="Land_CamoNet_EAST_EP1"; leader=1; skill=1; }; class Item65 { position[]={5319.9453,125.04578,4160.0195}; azimut=45; id=184; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=1; text="fieldgun_ammo_2"; }; class Item66 { presence=0.75000024; position[]={3986.761,67.851219,4904.9531}; azimut=220; id=195; side="EMPTY"; vehicle="cwr2_uaz"; lock="UNLOCKED"; skill=1; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item67 { presence=0.75000024; position[]={3989.8606,68.28273,4914.5552}; azimut=130; id=196; side="EMPTY"; vehicle="cwr2_uaz"; lock="UNLOCKED"; skill=1; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item68 { presence=0.75000024; position[]={4344.5,335.38626,5608.7734}; azimut=215; id=197; side="EMPTY"; vehicle="cwr2_uaz"; lock="UNLOCKED"; skill=1; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item69 { presence=0.75000024; position[]={3162.7129,224.41278,6381.0742}; azimut=197; id=198; side="EMPTY"; vehicle="cwr2_uaz"; lock="UNLOCKED"; skill=1; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item70 { position[]={3990.0784,68.522095,4923.2017}; azimut=220; id=201; side="EMPTY"; vehicle="MASH_EP1"; skill=0.2; }; class Item71 { position[]={3984.1609,68.868408,4910.7544}; azimut=130; id=202; side="EMPTY"; vehicle="RUBasicAmmunitionBox"; skill=1; text="crate"; init="this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) -0.575)]; this allowDamage false; clearmagazinecargo this; clearweaponcargo this;"; }; class Item72 { position[]={3978.231,68.038338,4918.9194}; id=203; side="EMPTY"; vehicle="FoldTable"; skill=1; text="table"; init="table attachTo [crate,[0,-0,+0.675]];"; }; class Item73 { position[]={3977.2349,67.941727,4916.792}; azimut=180; id=204; 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 Item74 { position[]={3978.8511,67.987442,4916.8125}; azimut=180; id=205; 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 Item75 { presence=0.50000048; position[]={3142.4792,224.41359,6353.9072}; azimut=285; id=206; side="EMPTY"; vehicle="cwr2_BMPAmbul"; lock="UNLOCKED"; skill=1; }; }; class Markers { items=7; class Item0 { position[]={2282.4407,14.319995,6376.1543}; name="start"; text=" Insertion"; type="mil_start"; colorName="ColorBlue"; }; class Item1 { position[]={3972.6509,67.379326,4899.5869}; name="obj1"; text=" Mortar Battery"; type="mil_objective"; colorName="ColorRed"; }; class Item2 { position[]={3768.2041,69.99279,5019.9346}; name="obj3"; text=" Extraction"; type="mil_pickup"; colorName="ColorBlue"; }; class Item3 { position[]={4311.8433,333.66217,5628.6895}; name="obj2"; text=" AA Guns"; type="mil_warning"; colorName="ColorRed"; }; class Item4 { position[]={3021.6245,222.60281,5792.0415}; name="patrols"; text=" Patrols"; type="mil_warning"; colorName="ColorRed"; }; class Item5 { position[]={5318.2827,125.02523,4160.0361}; name="gun2"; text=" D-30"; type="mil_flag"; colorName="ColorRed"; }; class Item6 { position[]={3028.97,228.67542,6853.9199}; name="gun1"; text=" D-30"; type="mil_flag"; colorName="ColorRed"; }; }; class Sensors { items=8; class Item0 { position[]={2010.4316,0.28991887,6912.8696}; timeoutMin=60; timeoutMid=60; timeoutMax=60; interruptable=1; type="END2"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1);"; expActiv="activateKey ""co08_cwr2_mortar_bad_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item1 { position[]={2134.3164,0.38212618,6911.0103}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="({alive _x} count units bravosquad == 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 { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item2 { position[]={2137.9512,0.10961482,6783.2534}; timeoutMin=2; timeoutMid=2; timeoutMax=2; interruptable=1; type="END3"; age="UNKNOWN"; expCond="(missionfailed == 1);"; expActiv="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""; ""3"" ObjStatus ""FAILED"";forceEnd;"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; class Item3 { position[]={4138.6914,81.605865,4920.4521}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage mortar1 >= 0.99) AND (getDammage mortar2 >= 0.99) AND (getDammage mortar3 >= 0.99) AND (getDammage aCrate1 >= 0.99) AND (getDammage aCrate4 >= 0.99) AND (getDammage aCrate7 >= 0.99) AND (getDammage aCrate10 >= 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""; bravo1 addrating 600; bravo2 addrating 600; bravo3 addrating 600; bravo4 addrating 600; bravo5 addrating 600; bravo6 addrating 600; bravo7 addrating 600; bravo8 addrating 600; (leader group player) sidechat ""That accounts for the mortars and ammo."";"; class Effects { }; }; class Item4 { position[]={4136.8745,71.441589,4795.2104}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage aagun_1 >= 0.99) AND (getDammage aagun_2 >= 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""; task2g settaskstate ""SUCCEEDED""; task2h settaskstate ""SUCCEEDED""; bravo1 addrating 200; bravo2 addrating 200; bravo3 addrating 200; bravo4 addrating 200; bravo5 addrating 200; bravo6 addrating 200; bravo7 addrating 200; bravo8 addrating 200; (leader group player) sidechat ""The triple A status of Malden has been downgraded."";"; class Effects { }; }; class Item5 { position[]={4312.3291,341.08017,5670.7637}; a=400; b=400; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=10; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="blufor_detected_obj2 = 1; publicVariable ""blufor_detected_obj2"";"; class Effects { }; }; class Item6 { position[]={3974.5498,67.46434,4901.8135}; a=400; b=400; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=10; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="blufor_detected_obj1 = 1; publicVariable ""blufor_detected_obj1"";"; class Effects { }; }; class Item7 { position[]={3768.4771,69.993668,5020.0942}; activationBy="VEHICLE"; interruptable=1; age="UNKNOWN"; idVehicle=171; expActiv="raptor land ""GET OUT""; (leader group player) sidechat ""As Arnie would say, get to dah choppah."";"; class Effects { }; }; }; }; class Intro { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=13180220; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; class OutroWin { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=12516125; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; class OutroLoose { addOns[]= { "cwr2_abel" }; addOnsAuto[]= { "cwr2_abel" }; randomSeed=12366335; class Intel { startWeather=0.25; forecastWeather=0.44999999; forecastFog=0.1; day=5; }; }; Overview

Take out the Soviet mortar battery.

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