briefing.htmlITP.briefing.sqf@E^Prdescription.ext7ITPinit.sqfGTPdinitjipcompatible.sqf4 Debriefing

Cheating is for suckers


So it is entirely fitting for a person like you to resort to it.





Mission Accomplished


Charlie squad made it back to the boats after destroying the SCUD launchers and the rocket fuel bowsers. By removing the ballistic missile threat NATO forces on nearby islands have one threat less to worry about.





Mission Failed


Charlie squad has been wiped out.


// tasks task3a = charlie1 createSimpleTask ["Fall back to the boats"]; task3a setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3a setSimpleTaskDestination markerpos "obj3"; task2a = charlie1 createSimpleTask ["Destroy the fuel trucks"]; task2a setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2a setSimpleTaskDestination markerpos "obj2"; task1a = charlie1 createSimpleTask ["Destroy the Scud launchers"]; task1a setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1a setSimpleTaskDestination markerpos "obj1"; // tasks task3b = charlie2 createSimpleTask ["Fall back to the boats"]; task3b setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3b setSimpleTaskDestination markerpos "obj3"; task2b = charlie2 createSimpleTask ["Destroy the fuel trucks"]; task2b setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2b setSimpleTaskDestination markerpos "obj2"; task1b = charlie2 createSimpleTask ["Destroy the Scud launchers"]; task1b setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1b setSimpleTaskDestination markerpos "obj1"; // tasks task3c = charlie3 createSimpleTask ["Fall back to the boats"]; task3c setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3c setSimpleTaskDestination markerpos "obj3"; task2c = charlie3 createSimpleTask ["Destroy the fuel trucks"]; task2c setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2c setSimpleTaskDestination markerpos "obj2"; task1c = charlie3 createSimpleTask ["Destroy the Scud launchers"]; task1c setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1c setSimpleTaskDestination markerpos "obj1"; // tasks task3d = charlie4 createSimpleTask ["Fall back to the boats"]; task3d setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3d setSimpleTaskDestination markerpos "obj3"; task2d = charlie4 createSimpleTask ["Destroy the fuel trucks"]; task2d setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2d setSimpleTaskDestination markerpos "obj2"; task1d = charlie4 createSimpleTask ["Destroy the Scud launchers"]; task1d setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1d setSimpleTaskDestination markerpos "obj1"; // tasks task3e = charlie5 createSimpleTask ["Fall back to the boats"]; task3e setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3e setSimpleTaskDestination markerpos "obj3"; task2e = charlie5 createSimpleTask ["Destroy the fuel trucks"]; task2e setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2e setSimpleTaskDestination markerpos "obj2"; task1e = charlie5 createSimpleTask ["Destroy the Scud launchers"]; task1e setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1e setSimpleTaskDestination markerpos "obj1"; // tasks task3f = charlie6 createSimpleTask ["Fall back to the boats"]; task3f setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3f setSimpleTaskDestination markerpos "obj3"; task2f = charlie6 createSimpleTask ["Destroy the fuel trucks"]; task2f setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2f setSimpleTaskDestination markerpos "obj2"; task1f = charlie6 createSimpleTask ["Destroy the Scud launchers"]; task1f setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1f setSimpleTaskDestination markerpos "obj1"; // tasks task3g = charlie7 createSimpleTask ["Fall back to the boats"]; task3g setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3g setSimpleTaskDestination markerpos "obj3"; task2g = charlie7 createSimpleTask ["Destroy the fuel trucks"]; task2g setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2g setSimpleTaskDestination markerpos "obj2"; task1g = charlie7 createSimpleTask ["Destroy the Scud launchers"]; task1g setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1g setSimpleTaskDestination markerpos "obj1"; // tasks task3h = charlie8 createSimpleTask ["Fall back to the boats"]; task3h setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3h setSimpleTaskDestination markerpos "obj3"; task2h = charlie8 createSimpleTask ["Destroy the fuel trucks"]; task2h setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2h setSimpleTaskDestination markerpos "obj2"; task1h = charlie8 createSimpleTask ["Destroy the Scud launchers"]; task1h setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1h setSimpleTaskDestination markerpos "obj1"; // tasks task3i = charlie9 createSimpleTask ["Fall back to the boats"]; task3i setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3i setSimpleTaskDestination markerpos "obj3"; task2i = charlie9 createSimpleTask ["Destroy the fuel trucks"]; task2i setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2i setSimpleTaskDestination markerpos "obj2"; task1i = charlie9 createSimpleTask ["Destroy the Scud launchers"]; task1i setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1i setSimpleTaskDestination markerpos "obj1"; // tasks task3j = charlie10 createSimpleTask ["Fall back to the boats"]; task3j setSimpleTaskDescription ["Fall back to the boats", "Fall back to the boats", "Fall back to the boats"]; task3j setSimpleTaskDestination markerpos "obj3"; task2j = charlie10 createSimpleTask ["Destroy the fuel trucks"]; task2j setSimpleTaskDescription ["Destroy the fuel trucks", "Destroy the fuel trucks", "Destroy the fuel trucks"]; task2j setSimpleTaskDestination markerpos "obj2"; task1j = charlie10 createSimpleTask ["Destroy the Scud launchers"]; task1j setSimpleTaskDescription ["Destroy the Scud launchers", "Destroy the Scud launchers", "Destroy the Scud launchers"]; task1j setSimpleTaskDestination markerpos "obj1"; // diary entries charlie1 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie1 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie1 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie2 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie2 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie2 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie3 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie3 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie3 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie4 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie4 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie4 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie5 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie5 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie5 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie6 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie6 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie6 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie7 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie7 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie7 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie8 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie8 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie8 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie9 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie9 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie9 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]]; // diary entries charlie10 createDiaryRecord["Diary", ["Background", " As the Soviet forces on Everon are under increasing pressure by NATO part of the Kolgujev garrison has been shipped over to reinforce the garrison there. This enemy troop movement presents NATO with an opportunity to strike against a high value target. Satellite imagery has revealed the presence of two SCUD TEL vehicles at a military base on Kolgujev. With a depleted number of troops remaining on the island the increased vulnerability of the base may allow a raid to be launched to take out this ballistic missile threat to NATO ground forces in the region.

An airstrike on this base has been considered, but the presence of a Shilka nearby makes this a risky proposition. Not only would strike aircraft have to run the gauntlet of its radar guided guns, the follow up reconnaissance sortie to assess the effect of the airstrike would also be at risk. With photographic reconnaissance capability in high demand none of the precious few available airframes may be lost. Therefore the preferred option is a commando raid by ground forces. The Marine detachment on board of a Dutch submarine has been chosen to execute the mission.

The reinforced rifle squad is to approach the island of Kolgujev by Zodiac inflatable boats. Once on the shore the Marines must make their way rapidly to the objective area and ensure the destruction of the SCUD TEL vehicles as well as the fuel bowsers with rocket fuel. Once these targets have been destroyed the raiders will then fall back to the insertion point. The Marines must maintain a defensive posture till all troops have reached the location. Only when all personnel is accounted for is the raiding party to embark the Zodiacs and move to a RV with the submarine. "]]; charlie10 createDiaryRecord["Diary", ["Enemy", " There are two Scud launchers and four rocket fuel trucks present on the base. Only their complete destruction will constitute mission success, as damaged vehicles can be repaired. These targets must be destroyed using expedient means, either by placing explosive charges or by firing AT weapons at them from a stand off range.

There is a Shilka overlooking the base. As its armament can be as devastating against ground targets as it is against aircraft it is vital that the Marines neutralise this threat as soon as possible. The base itself is guarded by light infantry, some on stationary sentry duty with others patrolling the base perimeter.

There are numerous nearby Soviet military installations. Although the garrison of the island has been weakened by the transfer of the bulk of the troops to Everon it is likely that some personnel has remained to keep the bases functioning. These Soviets may respond to an attack on the missile base by sending reinforcements. "]]; charlie10 createDiaryRecord["Diary", ["Mission", "Charlie will locate and destroy Scud launchers and fuel trucks before falling back to the boats."]];onloadmission="C W R 2 - C O R P S A S S E T S ( C O O P )"; loadScreen = "CWR2\General\cwr2_ui\data\cwr2_loadingscreen_co.paa"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 10; }; minScore=200; avgScore=1200; maxScore=12000; doneKeys[] = {"co10_cwr2_corps_assets_key"}; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_NL_FAL_KRR {count = 1;}; class cwr2_NL_FALO {count = 1;}; class cwr2_Uzi {count = 1;}; class cwr2_LAW {count = 1;}; class cwr2_Glock {count = 2;}; class Binocular {count = 1;}; }; class Magazines { class cwr2_100Rnd_762x51_NATO {count = 2;}; class cwr2_20Rnd_762x51_NATO {count = 24;}; class cwr2_30Rnd_9x19_MP5 {count = 12;}; class HandGrenade_West {count = 20;}; class SmokeShell {count = 20;}; class PipeBomb {count = 3;}; class cwr2_LAWRocket {count = 3;}; class cwr2_17Rnd_9x19_Para {count = 16;}; }; class Backpacks { class cwr2_NL_Backpack {count = 1;}; };titleText ["C W R 2 - C O R P S A S S E T S\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_nl", "cwr2_cain", "CAWater", "cwr2_Scud", "cwr2_Urals", "cwr2_UAZ", "cwr2_ZSU", "cwr2_Soldiers_RUS", "cwr2_BMP1", "ca_missions_firstaidsystem", "ca_missions_alternativeinjurysimulation", "ca_missions_battlefieldclearance" }; addOnsAuto[]= { "cwr2_nl", "cwr2_ZSU", "cwr2_Soldiers_RUS", "cwr2_BMP1", "cwr2_uaz", "ca_missions_firstaidsystem", "ca_missions_alternativeinjurysimulation", "ca_missions_battlefieldclearance", "CAWater", "cwr2_Scud", "cwr2_Urals", "cwr2_cain" }; randomSeed=6449124; class Intel { briefingName="CWR2 - Corps Assets (co10)"; briefingDescription="Destroy the Scud launchers"; startWeather=0.30000001; forecastWeather=0.30000001; month=4; day=30; hour=5; }; class Groups { items=38; class Item0 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={7354.5737,9.4263954,8879.1143}; azimut=180; id=0; side="WEST"; vehicle="cwr2_SoldierNL_TL"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=1; text="charlie1"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item1 { position[]={7351.3281,8.5705462,8883.0166}; azimut=180; id=1; side="WEST"; vehicle="cwr2_SoldierNL_MG"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="charlie2"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item2 { position[]={7357.291,8.4226141,8883.0039}; azimut=180; id=2; side="WEST"; vehicle="cwr2_SoldierNL_Marksman"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="charlie3"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item3 { position[]={7348.3535,7.7903724,8886.4746}; azimut=180; id=3; side="WEST"; vehicle="cwr2_SoldierNL_AMG"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="charlie4"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item4 { position[]={7359.9282,7.5591474,8886.543}; azimut=180; id=8; side="WEST"; vehicle="cwr2_SoldierNL_AT"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="charlie5"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item5 { position[]={7344.999,6.909833,8890.125}; azimut=180; id=6; side="WEST"; vehicle="cwr2_SoldierNL_AR"; player="PLAY CDG"; skill=1; text="charlie6"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item6 { position[]={7362.6445,6.6635141,8890.2578}; azimut=180; id=7; side="WEST"; vehicle="cwr2_SoldierNL_AAT"; player="PLAY CDG"; skill=1; text="charlie7"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item7 { position[]={7342.1914,6.0992584,8893.4111}; azimut=180; id=9; side="WEST"; vehicle="cwr2_SoldierNL_LAT"; player="PLAY CDG"; skill=1; text="charlie8"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item8 { position[]={7365.0508,6.0874825,8893.6846}; azimut=180; id=4; side="WEST"; vehicle="cwr2_SoldierNL_LAT"; player="PLAY CDG"; skill=1; text="charlie9"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; class Item9 { position[]={7339.2837,5.2329774,8896.918}; azimut=180; id=5; side="WEST"; vehicle="cwr2_SoldierNL_Medic"; player="PLAY CDG"; skill=1; text="charlie10"; init="charliesquad = group this; charliesquad setgroupid [""Charlie"",""Black""]; "; synchronizations[]={105,106,107}; }; }; }; class Item1 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7642.9614,326.35556,7985.0361}; azimut=15; id=23; side="EAST"; vehicle="cwr2_ZSU"; leader=1; skill=0.60000002; }; }; class Waypoints { items=2; class Item0 { position[]={7643.8506,326.09692,7988.3438}; type="HOLD"; class Effects { }; timeoutMin=12000; timeoutMid=12000; timeoutMax=12000; showWP="NEVER"; }; class Item1 { position[]={7644.0713,326.03073,7989.1567}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={6916.9878,436.25104,6751.6885}; id=24; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item1 { position[]={6918.1411,436.25104,6750.0981}; id=33; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item2 { position[]={6915.6714,436.25104,6750.189}; id=30; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; init="this moveincargo bmp;"; }; class Item3 { position[]={6918.9063,436.25104,6748.5552}; id=45; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; init="this moveincargo bmp;"; }; class Item4 { position[]={6914.7764,436.25104,6748.627}; id=39; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; init="this moveincargo bmp;"; }; class Item5 { position[]={6919.5386,436.25104,6747.1563}; id=78; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="this moveincargo bmp; removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item6 { position[]={6913.7212,436.25104,6747.1851}; id=69; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; init="this moveincargo bmp;"; }; class Item7 { position[]={6920.3511,436.25104,6745.4888}; id=42; side="EAST"; vehicle="cwr2_SoldierE_ALAT"; skill=0.2; init="this moveincargo bmp;"; }; }; class Waypoints { items=2; class Item0 { position[]={7698.0801,321.85651,7870.8271}; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; class Item1 { position[]={7771.0928,311.05084,8101.2139}; placement=25; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item3 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={7973.8252,182.83496,7702.3848}; azimut=270; id=26; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={7976.085,182.83496,7704.0518}; azimut=270; id=35; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={7976.0332,182.83496,7700.644}; azimut=270; id=80; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={7979.0654,182.83496,7705.8799}; azimut=270; id=71; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { position[]={7978.3721,182.83496,7699.0073}; azimut=270; id=48; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.75000024; position[]={7982.3857,182.83496,7707.8921}; azimut=270; id=49; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7972.4736,182.83517,7702.4292}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMid=60; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7971.3599,182.83745,7702.4893}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item4 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7734.4404,315.14539,8111.5034}; azimut=90; id=27; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 1); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item5 { side="EAST"; class Vehicles { items=5; class Item0 { presence=0.75000024; position[]={6168.8325,36.107548,8000.8154}; azimut=270; id=28; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={6172.1685,36.147713,8002.4482}; azimut=270; id=34; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.75000024; position[]={6171.4673,36.17548,7997.9756}; azimut=270; id=61; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={6175.854,36.224083,8004.4883}; azimut=270; id=73; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={6175.2114,36.249798,7995.5771}; azimut=270; id=82; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={6167.7251,36.086109,8000.8096}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7325.0879,104.92892,8582.5654}; placement=250; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item6 { side="EAST"; class Vehicles { items=6; class Item0 { presence=0.50000048; position[]={7981.458,182.82147,7625.7246}; azimut=270; id=29; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.50000048; position[]={7984.3911,182.82147,7627.6997}; azimut=270; id=38; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={7984.1807,182.81293,7623.6826}; azimut=270; id=47; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={7987.2036,182.82147,7629.5962}; azimut=270; id=44; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { position[]={7986.8643,182.80052,7621.7676}; azimut=270; id=63; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.75000024; position[]={7990.2715,182.82147,7631.6338}; azimut=270; id=64; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=5; class Item0 { position[]={7981.6978,181.05174,7590.1367}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={7979.5752,182.83946,7679.1738}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={7981.6904,181.0518,7590.1367}; type="CYCLE"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7975.5464,181.08978,7590.0571}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={7968.9888,181.62167,7590.0688}; placement=5; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item7 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={7777.2363,310.82452,8105.3477}; azimut=270; id=32; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; leader=1; rank="CORPORAL"; skill=0.60000002; }; }; class Waypoints { items=3; class Item0 { position[]={7784.9683,309.33313,8176.2314}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={7768.7661,311.11078,8031.7246}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=30; timeoutMax=60; showWP="NEVER"; }; class Item2 { position[]={7785.0444,309.32651,8176.2607}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7734.9404,314.34885,8113.373}; azimut=5; id=36; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item9 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={8465.3438,100.10756,9321.6299}; azimut=270; id=37; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item10 { side="EAST"; class Vehicles { items=5; class Item0 { presence=0.75000024; position[]={6889.3091,436.25104,6786.3809}; azimut=270; id=25; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={6891.6543,436.25104,6787.8472}; azimut=270; id=40; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { presence=0.75000024; position[]={6891.3008,436.25104,6784.4033}; azimut=270; id=79; side="EAST"; vehicle="cwr2_SoldierE_LAT"; skill=0.2; init="removeallweapons this; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addmagazine ""cwr2_30Rnd_545x39""; this addweapon ""cwr2_AK74""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket_DP""; this addmagazine ""cwr2_RPG7Rocket""; this addweapon ""cwr2_RPG7"";"; }; class Item3 { presence=0.75000024; position[]={6894.3555,436.25104,6789.0024}; azimut=270; id=70; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item4 { presence=0.75000024; position[]={6893.1973,436.25104,6782.6709}; azimut=270; id=52; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=5; class Item0 { position[]={6908.5928,436.25104,6799.562}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={6829.2822,436.25104,6745.1484}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={6908.5894,436.25104,6799.561}; type="CYCLE"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={6926.6035,436.07932,6814.3438}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={6928.5029,435.59674,6826.7642}; placement=5; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={7759.7661,311.29056,8068.5107}; azimut=155; id=41; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move"";"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={8494.6533,95.050667,9347.3975}; azimut=270; id=43; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item13 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={6788.6812,441.33194,6726.7842}; azimut=270; id=46; side="EAST"; vehicle="cwr2_SoldierE_GL"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item14 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={6912.7705,436.14981,6813.7544}; id=51; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={6924.394,441.28793,6799.3691}; azimut=25; id=67; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item16 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={6806.9736,436.01419,6827.7656}; azimut=340; id=75; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item17 { side="EAST"; class Vehicles { items=4; class Item0 { presence=0.75000024; position[]={8532.6318,94.623398,9279.3672}; azimut=270; id=76; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { presence=0.75000024; position[]={8536.4941,94.656891,9282.1182}; azimut=270; id=31; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.75000024; position[]={8535.9707,94.584198,9276.5}; azimut=270; id=55; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { presence=0.75000024; position[]={8540.1289,94.690681,9284.7256}; azimut=270; id=58; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=5; class Item0 { position[]={8482.5547,95.050667,9331.9209}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={8529.6533,94.662148,9282.3623}; placement=5; type="SAD"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={8482.5518,95.050667,9331.9043}; type="CYCLE"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={8475.1455,95.050667,9330.4189}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={7748.2617,130.88304,8845.1797}; placement=50; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7712.4736,310.43848,8147.4868}; azimut=335; id=84; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item19 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={7768.791,311.20309,8076.7681}; azimut=270; id=85; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; class Item1 { presence=0.50000048; position[]={7771.751,311.15903,8079.1313}; azimut=270; id=74; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7766.7656,311.22934,8076.707}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7766.7246,311.22989,8076.6802}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item20 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7757.9492,316.34528,8060.894}; azimut=180; id=87; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item21 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={7750.208,311.31076,8106.2412}; azimut=270; id=88; side="EAST"; vehicle="cwr2_SoldierE_AR"; leader=1; skill=0.2; }; class Item1 { presence=0.50000048; position[]={7756.6763,311.27118,8111.1973}; azimut=270; id=83; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7746.832,311.31165,8106.0664}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={7746.8325,311.31165,8106.0664}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item22 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={7705.354,317.54498,8066.3354}; azimut=270; id=89; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; init="this setPos (nearestBuilding this buildingPos 2); this disableAI ""Move""; this setunitpos ""Up"";"; }; }; }; class Item23 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7724.0664,311.3241,8094.2358}; azimut=270; id=91; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={7725.7393,311.31992,8095.4277}; azimut=270; id=93; side="EAST"; vehicle="cwr2_SoldierE_Marksman"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { position[]={7725.6709,311.32562,8092.8574}; azimut=270; id=90; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item3 { presence=0.50000048; position[]={7727.5386,311.31357,8096.5708}; azimut=270; id=62; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { presence=0.50000048; position[]={7726.9819,311.3252,8091.7422}; azimut=270; id=50; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { position[]={7729.5674,311.31165,8097.708}; azimut=270; id=99; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.50000048; position[]={7728.4058,311.32532,8090.2578}; azimut=270; id=68; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7723.2676,311.32425,8094.1621}; formation="DIAMOND"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={7722.6826,311.32428,8094.1445}; type="GUARD"; formation="WEDGE"; class Effects { }; showWP="NEVER"; }; }; }; class Item24 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={7761.9443,306.68344,8202.1357}; azimut=270; id=92; side="EAST"; vehicle="cwr2_OfficerE"; leader=1; rank="SERGEANT"; skill=0.60000002; }; class Item1 { position[]={7764.4961,306.42969,8204.5234}; azimut=270; id=94; side="EAST"; vehicle="cwr2_SoldierE_MG"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={7764.0034,306.98679,8200.2314}; azimut=270; id=56; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item3 { position[]={7766.9443,306.24765,8206.2266}; azimut=270; id=86; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { position[]={7766.1499,307.24713,8198.3164}; azimut=270; id=97; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { presence=0.50000048; position[]={7769.5483,306.09549,8208.1152}; azimut=270; id=65; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { presence=0.50000048; position[]={7768.501,307.49301,8196.5234}; azimut=270; id=53; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=7; class Item0 { position[]={7663.7954,291.70453,8216.0195}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={7641.5269,319.92935,8041.8428}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item2 { position[]={7816.8833,308.08835,8015.0469}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item3 { position[]={7840.4771,303.89685,8190.1934}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMid=15; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={7663.8511,291.71826,8215.9814}; type="CYCLE"; expCond="(blufor_detected == 1);"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={7672.4746,291.04593,8224.9736}; speed="NORMAL"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={7680.8823,290.87527,8234.2939}; placement=10; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item25 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={7633.7505,325.9162,7993.2983}; azimut=270; id=95; side="EAST"; vehicle="cwr2_SoldierE_MG"; leader=1; rank="CORPORAL"; skill=0.60000002; }; class Item1 { position[]={7638.3145,325.58856,7996.6494}; azimut=270; id=96; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; class Item2 { presence=0.50000048; position[]={7637.4556,326.11633,7989.9106}; azimut=270; id=77; side="EAST"; vehicle="cwr2_SoldierE_AA"; rank="CORPORAL"; skill=0.60000002; }; }; class Waypoints { items=2; class Item0 { position[]={7631.8584,325.94919,7993.2407}; placement=10; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=30; timeoutMid=60; timeoutMax=90; showWP="NEVER"; }; class Item1 { position[]={7631.8921,325.94662,7993.2681}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={7773.897,310.80878,8151.7031}; azimut=270; id=98; side="EAST"; vehicle="cwr2_SoldierE"; leader=1; skill=0.2; }; class Item1 { presence=0.50000048; position[]={7775.6826,310.7261,8153.0269}; azimut=270; id=59; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; }; class Waypoints { items=2; class Item0 { position[]={7772.5103,310.84909,8151.7476}; placement=5; type="SAD"; speed="LIMITED"; combat="SAFE"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={7772.5449,310.84842,8151.7207}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={6892.6592,436.25104,6746.4717}; azimut=7; id=100; side="EAST"; vehicle="cwr2_BMP1"; leader=1; lock="UNLOCKED"; skill=0.60000002; fuel=0; text="bmp"; }; }; class Waypoints { items=5; class Item0 { position[]={6893.1855,436.25104,6750.4629}; completitionRadius=10; combat="SAFE"; expCond="(blufor_detected == 1);"; expActiv="bmp setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={7324.7549,365.96088,7475.1094}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7659.7793,325.2789,7850.7461}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7682.3364,323.44577,7869.416}; type="TR UNLOAD"; combat="AWARE"; class Effects { }; timeoutMin=30; timeoutMid=30; timeoutMax=30; showWP="NEVER"; }; class Item4 { position[]={7684.5498,323.28635,7871.0962}; type="GUARD"; speed="LIMITED"; combat="COMBAT"; class Effects { }; showWP="NEVER"; }; }; }; class Item28 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={8473.6602,95.053558,9345.917}; azimut=235; id=101; 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=3; class Item0 { position[]={8470.8652,95.059601,9343.9434}; completitionRadius=10; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=30; timeoutMid=45; timeoutMax=60; showWP="NEVER"; }; class Item1 { position[]={7971.1191,134.8858,9119.9736}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7596.1899,120.4853,8714.6553}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item29 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={8548.2998,94.510628,9261.7295}; azimut=55; id=102; side="EAST"; vehicle="cwr2_UAZ"; leader=1; rank="SERGEANT"; skill=0.60000002; fuel=0; text="uaz"; init="uazD addweapon ""Binocular""; this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item1 { position[]={8549.7559,94.510628,9259.8994}; special="CARGO"; id=54; side="EAST"; vehicle="cwr2_SoldierE_AR"; skill=0.2; }; class Item2 { position[]={8551.4238,94.516777,9259.8564}; special="CARGO"; id=81; 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 Item3 { position[]={8553.2607,94.524712,9259.7432}; special="CARGO"; id=60; side="EAST"; vehicle="cwr2_SoldierE_GL"; skill=0.2; }; class Item4 { position[]={8555.1396,94.532829,9259.5957}; special="CARGO"; id=72; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item5 { position[]={8556.9092,94.540474,9259.4785}; special="CARGO"; id=57; side="EAST"; vehicle="cwr2_SoldierE"; skill=0.2; }; class Item6 { position[]={8558.5488,94.547562,9259.2461}; special="CARGO"; id=66; side="EAST"; vehicle="cwr2_SoldierE_Medic"; skill=0.2; }; }; class Waypoints { items=7; class Item0 { position[]={8550.8447,94.5187,9263.5244}; completitionRadius=10; combat="SAFE"; expCond="(blufor_detected == 1);"; expActiv="uaz setfuel 1;"; class Effects { }; timeoutMin=60; timeoutMid=180; timeoutMax=300; showWP="NEVER"; }; class Item1 { position[]={8598.8428,94.409729,9309.5508}; speed="FULL"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={8368.9307,97.167923,9321.2422}; speed="FULL"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7972.835,135.03018,9120.5342}; speed="FULL"; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={7636.7744,125.08008,8748.6299}; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={7614.5762,122.62758,8730.502}; type="GETOUT"; speed="NORMAL"; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={7569.7168,116.68647,8691.9453}; placement=25; type="SENTRY"; class Effects { }; showWP="NEVER"; }; }; }; class Item30 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={9456.6094,19.76704,8605.5547}; azimut=230; id=103; 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=2; class Item0 { position[]={9453.9902,19.665388,8603.1436}; completitionRadius=10; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=60; timeoutMid=120; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={9418.0605,17.482943,8572.9434}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item31 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={6870.8169,436.25104,6792.8896}; azimut=100; id=104; 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=2; class Item0 { position[]={6874.2339,436.25104,6792.4033}; completitionRadius=10; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=60; timeoutMid=90; timeoutMax=120; showWP="NEVER"; }; class Item1 { position[]={6885.7046,436.25104,6790.3916}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item32 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={7362.6445,0.35805589,8922.4531}; id=105; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={4,7,8,2,0,1,3,6,9,5}; }; }; }; class Item33 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={7340.1504,0.30554783,8922.4473}; id=106; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={5,9,6,3,1,0,2,8,7,4}; }; }; }; class Item34 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={7351.3867,0.52586257,8922.3691}; id=107; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={5,9,6,3,1,0,2,8,7,4}; }; }; }; class Item35 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={4017.7441,13.840246,11369.239}; azimut=90; id=109; side="WEST"; vehicle="cwr2_SoldierNL"; leader=1; skill=1; text="aDude"; init="this allowDamage false; this setunitpos ""Up"";"; }; }; class Waypoints { items=2; class Item0 { position[]={4020.4773,13.85112,11369.095}; combat="CARELESS"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="(leader group player) sidechat ""Papa Bear, this is Charlie. The targets have been destroyed. How copy, over."";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; class Item1 { position[]={4027.9934,13.881572,11368.783}; expActiv="PAPABEAR=[West,""Papa_bear""]; PAPABEAR SideChat ""Charlie, this is Papa Bear. Read you loud and clear, the targets were destroyed. Good job, now fall back to the insertion point, out."";"; class Effects { }; timeoutMin=3; timeoutMid=3; timeoutMax=3; showWP="NEVER"; }; }; }; class Item36 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.75000024; position[]={7742.5996,311.31165,8118.7222}; azimut=90; id=110; side="EAST"; vehicle="cwr2_UAZ_MG"; leader=1; skill=0.2; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; }; class Waypoints { items=2; class Item0 { position[]={7745.3335,311.31165,8118.7217}; expCond="(blufor_detected == 1);"; class Effects { }; timeoutMin=10; timeoutMid=20; timeoutMax=30; showWP="NEVER"; }; class Item1 { position[]={7746.6772,311.31165,8118.7837}; type="GUARD"; class Effects { }; showWP="NEVER"; }; }; }; class Item37 { side="EAST"; class Vehicles { items=1; class Item0 { presence=0.50000048; position[]={6189.5371,36.293785,7984.0181}; azimut=50; id=111; side="EAST"; vehicle="cwr2_BMP1"; leader=1; lock="LOCKED"; skill=0.2; fuel=0; text="ifv"; }; }; class Waypoints { items=4; class Item0 { position[]={6192.6094,36.293785,7986.5703}; completitionRadius=10; expCond="(blufor_detected == 1);"; expActiv="ifv setfuel 1;"; class Effects { }; timeoutMin=300; timeoutMid=300; timeoutMax=300; showWP="NEVER"; }; class Item1 { position[]={6790.8457,7.9873199,8525.8193}; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={7394.9326,79.940681,8685.6328}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={7463.1973,95.001495,8665.3477}; type="GUARD"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; }; class Vehicles { items=14; class Item0 { position[]={7347.3267,2.27982,8908.5957}; azimut=180; id=10; side="EMPTY"; vehicle="Zodiac"; lock="LOCKED"; skill=1; text="boat"; init="clearmagazinecargo this; clearweaponcargo this; this allowDamage false;"; }; class Item1 { position[]={7357.9365,2.2219713,8909.1543}; azimut=180; id=11; side="EMPTY"; vehicle="Zodiac"; lock="LOCKED"; skill=1; init="clearmagazinecargo this; clearweaponcargo this; this allowDamage false;"; }; class Item2 { position[]={7728.1895,311.30453,8103.2979}; azimut=90; id=12; side="EMPTY"; vehicle="cwr2_SCUD"; lock="LOCKED"; skill=1; text="mcguffin2"; }; class Item3 { position[]={7728.1475,311.27765,8118.8882}; azimut=90; id=13; side="EMPTY"; vehicle="cwr2_SCUD"; lock="LOCKED"; skill=1; text="mcguffin1"; }; class Item4 { position[]={7741.9702,311.31165,8084.0239}; azimut=5; id=14; side="EMPTY"; vehicle="cwr2_UralRefuel"; lock="LOCKED"; skill=1; text="fueltruck2"; }; class Item5 { position[]={7717.9077,311.47955,8086.1011}; azimut=5; id=15; side="EMPTY"; vehicle="cwr2_UralRefuel"; lock="LOCKED"; skill=1; text="fueltruck4"; }; class Item6 { position[]={7737.208,311.31229,8084.478}; azimut=5; id=16; side="EMPTY"; vehicle="cwr2_UralRefuel"; lock="LOCKED"; skill=1; text="fueltruck3"; }; class Item7 { position[]={7760.8125,311.22943,8132.3052}; azimut=180; id=17; side="EMPTY"; vehicle="cwr2_UralRefuel"; lock="LOCKED"; skill=1; text="fueltruck1"; }; class Item8 { presence=0.75000024; position[]={7729.7607,311.32834,8084.0205}; azimut=5; id=18; side="EMPTY"; vehicle="cwr2_UAZ"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item9 { presence=0.75000024; position[]={7754.3945,311.30215,8076.0063}; azimut=100; id=19; side="EMPTY"; vehicle="cwr2_uaz"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="this addmagazinecargo [""cwr2_RPG75Rocket"",3]; this addweaponcargo [""cwr2_RPG75"",1];"; }; class Item10 { presence=0.75000024; position[]={7765.0044,311.13388,8132.2153}; azimut=180; id=20; side="EMPTY"; vehicle="cwr2_UralOpen"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item11 { presence=0.75000024; position[]={7713.854,311.55771,8086.4121}; azimut=5; id=21; side="EMPTY"; vehicle="cwr2_Ural"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item12 { presence=0.75000024; position[]={7750.5967,311.30777,8122.6289}; azimut=270; id=22; side="EMPTY"; vehicle="cwr2_Ural"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item13 { position[]={7342.7769,2.2056277,8908.6572}; azimut=90; id=108; side="EMPTY"; vehicle="cwr2_NL_BasicAmmunition"; skill=1; text="crate"; init="crate attachTo [boat,[0,-0.25,-0.7]]; crate setDir 90; crate setpos getpos crate; clearmagazinecargo this; clearweaponcargo this; this addmagazinecargo [""cwr2_LAWRocket"",3]; this addweaponcargo [""cwr2_LAW"",1]; this addmagazinecargo [""HandGrenade_West"",6]; this addmagazinecargo [""SmokeShell"",6]; this addmagazinecargo [""cwr2_20Rnd_762x51_NATO"",6]; this addmagazinecargo [""cwr2_30Rnd_9x19_MP5"",12]; this addweaponcargo [""cwr2_Uzi"",1]; this addmagazinecargo [""PipeBomb"",3]; this addweaponcargo [""Binocular"",1];"; }; }; class Markers { items=8; class Item0 { position[]={7352.6982,5.4218211,8895.7881}; name="obj3"; text=" Boats"; type="mil_start"; colorName="ColorBlue"; }; class Item1 { position[]={7740.3711,311.31165,8119.6763}; name="obj2"; markerType="ELLIPSE"; type="Empty"; colorName="ColorRed"; fillName="FDiagonal"; a=150; b=150; }; class Item2 { position[]={7739.8809,311.31165,8097.6509}; name="obj1"; text=" Missile Base"; type="mil_objective"; colorName="ColorRed"; }; class Item3 { position[]={6171.5088,36.09803,8008.3726}; name="gabnavolok"; type="cwr2_Faction_USSR"; a=1.2; }; class Item4 { position[]={8509.2598,94.978111,9309.542}; name="base"; type="cwr2_Faction_USSR"; a=1.2; }; class Item5 { position[]={6858.2627,436.25104,6786.3345}; name="another_base"; type="cwr2_Faction_USSR"; a=1.2; }; class Item6 { position[]={7978.6597,182.82147,7657.1787}; name="yet_another_base"; type="cwr2_Faction_USSR"; a=1.2; }; class Item7 { position[]={6188.1782,0.36413175,11563.642}; name="submarine"; text=" Hr. Ms. Zwaardvis"; type="mil_pickup"; colorName="ColorBlue"; }; }; class Sensors { items=8; class Item0 { position[]={7010.0967,0.37168393,9017.6299}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage mcguffin1 >= 0.99) AND (getDammage mcguffin2 >= 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""; task1i settaskstate ""SUCCEEDED""; task1j settaskstate ""SUCCEEDED""; charlie1 addrating 400; charlie2 addrating 400; charlie3 addrating 400; charlie4 addrating 400; charlie5 addrating 400; charlie6 addrating 400; charlie7 addrating 400; charlie8 addrating 400; charlie9 addrating 400; charlie10 addrating 400;"; class Effects { }; }; class Item1 { position[]={7740.5688,311.31165,8111.3936}; a=400; b=400; activationBy="WEST"; activationType="EAST D"; timeoutMin=5; timeoutMid=10; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="blufor_detected = 1; publicVariable ""bufor_detected"";"; class Effects { }; }; class Item2 { position[]={7811.7319,289.77869,7883.0313}; a=1000; b=1500; angle=60; rectangular=1; activationBy="WEST"; activationType="NOT PRESENT"; timeoutMin=5; timeoutMid=5; timeoutMax=5; interruptable=1; age="UNKNOWN"; expCond="this AND (VictoryCondition1 == 1) AND (VictoryCondition2 == 1);"; expActiv="blufor_gone = 1; publicVariable ""blufor_gone"";"; class Effects { }; }; class Item3 { position[]={7008.4941,0.36498976,8891.8711}; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="(getDammage fueltruck1 >= 0.99) AND (getDammage fueltruck2 >= 0.99) AND (getDammage fueltruck3 >= 0.99) AND (getDammage fueltruck4 >= 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""; task2i settaskstate ""SUCCEEDED""; task2j settaskstate ""SUCCEEDED""; charlie1 addrating 200; charlie2 addrating 200; charlie3 addrating 200; charlie4 addrating 200; charlie5 addrating 200; charlie6 addrating 200; charlie7 addrating 200; charlie8 addrating 200; charlie9 addrating 200; charlie10 addrating 200;"; class Effects { }; }; class Item4 { position[]={7354.1333,8.8687735,8881.4365}; activationBy="WEST"; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="this AND (VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (blufor_gone == 1);"; expActiv="VictoryCondition3 = 1; publicVariable ""VictoryCondition3""; ""3"" ObjStatus ""DONE""; task3a settaskstate ""SUCCEEDED""; task3b settaskstate ""SUCCEEDED""; task3c settaskstate ""SUCCEEDED""; task3d settaskstate ""SUCCEEDED""; task3e settaskstate ""SUCCEEDED""; task3f settaskstate ""SUCCEEDED""; task3g settaskstate ""SUCCEEDED""; task3h settaskstate ""SUCCEEDED""; task3i settaskstate ""SUCCEEDED""; task3j settaskstate ""SUCCEEDED""; charlie1 addrating 400; charlie2 addrating 400; charlie3 addrating 400; charlie4 addrating 400; charlie5 addrating 400; charlie6 addrating 400; charlie7 addrating 400; charlie8 addrating 400; charlie9 addrating 400; charlie10 addrating 400;"; class Effects { }; }; class Item5 { position[]={6636.4839,0.038831785,9013.4219}; timeoutMin=10; timeoutMid=10; timeoutMax=10; interruptable=1; type="END2"; age="UNKNOWN"; expCond="(VictoryCondition1 == 1) AND (VictoryCondition2 == 1) AND (VictoryCondition3 == 1);"; expActiv="activateKey ""co10_cwr2_corps_assets_key"";"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Accomplished"; }; }; class Item6 { position[]={6761.6382,0.36263102,9010.9287}; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; expCond="({alive _x} count units charliesquad == 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""; task3i settaskstate ""FAILED""; task3j settaskstate ""FAILED""; ""3"" ObjStatus ""FAILED"";"; class Effects { }; }; class Item7 { position[]={6759.2935,0.28911507,8888.2119}; timeoutMin=2; timeoutMid=2; timeoutMax=2; interruptable=1; type="END3"; age="UNKNOWN"; expCond="(missionfailed == 1);"; expActiv="forceEnd;"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Mission Failed"; }; }; }; }; class Intro { addOns[]= { "cwr2_cain" }; addOnsAuto[]= { "cwr2_cain" }; randomSeed=13806648; class Intel { startWeather=0.30000001; forecastWeather=0.30000001; year=1984; month=4; day=30; hour=8; }; }; class OutroWin { addOns[]= { "cwr2_cain" }; addOnsAuto[]= { "cwr2_cain" }; randomSeed=4361008; class Intel { startWeather=0.30000001; forecastWeather=0.30000001; year=1984; month=4; day=30; hour=8; }; }; class OutroLoose { addOns[]= { "cwr2_cain" }; addOnsAuto[]= { "cwr2_cain" }; randomSeed=1664241; class Intel { startWeather=0.30000001; forecastWeather=0.30000001; year=1984; month=4; day=30; hour=8; }; }; Overview

Dutch Marines conduct a raid on a Soviet missile base.

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