sreVbriefing.html%Sfbriefing.sqf%S DAC_Config_Sound.sqf%SDAC_Config_Units.sqf%S4description.ext%SHeffects.sqf%S@init.sqf%S:lea\apply_loadout.sqf%Slea\co10_tankers_delight.torabora.lea.mission%Slea\loadout-init.sqf%S1lea\loadout.sqf%Symission.sqm%Sa@objscripts\New Text Document.txt%Sobjscripts\phase1.sqf%S+objscripts\phase2.sqf%S5objscripts\phase3.sqf%Sspecinit.sqf%Sspectate.sqf%S] briefing.html/title> </head> <body bgcolor="#FFFFFF"> <! --- -----------------------------> <! --- DEBRIEFINGS --> <! --- -----------------------------> <! --- Messages shown at mission end, corresponding to each of the six possible endings. --> <hr> <br> <h2><a name="Debriefing:End1">Victory</a></h2> <br> <p> The town has been cleared and the Americans have been beaten back. The next time they try to take what's ours, let this be a reminder. </p> <br> <hr> <br> <h2><a name="Debriefing:End2">Defeat</a></h2> <br> <p> MOSCOW has been defeated. The operation is a failure. </p> <br> <! --- -----------------------------> <! --- End of DEBRIEFINGS --> <! --- -----------------------------> </body> </html>//briefing.sqf //Mission notes! _unitName = format["%1", player]; _specialName = "s1"; player createDiaryRecord ["Diary", ["Mission credit", "Originally made by Snuffy the Evil for the ACEGoons group. Thoughts? Send me a PM on the BI forums or e-mail me at snuffytheevil+arma@gmail.com"]]; if(_unitName != _specialName) then { player createDiaryRecord ["Diary", ["Support", "A support unit (callsign EYEBALL) has been attached to your unit to provide intelligence and other support. He'll be your link to headquarters, passing down information about enemy forces and movements. He will also be available to provide repairs or resupply in the field, if neccessary. If EYEBALL is somehow unable to reach you, aerial recon has revealed a small stockpile in the middle of Sanaag Bari that can be used to rearm."]]; player createDiaryRecord ["Diary", ["Enemy forces", "The locals are stubborn, but disorganized and poorly equipped. While the town is heavily defended by anti-tank and armored elements, the systems the locals use are old and outdated. They should be no match for a coordinated unit like ours."]]; player createDiaryRecord ["Diary", ["Objective", "Your unit (callsign MOSCOW) has been tasked with clearing the town and the surrounding area of enemies. Your secondary objective is to remind the Americans that we are not to be trifled with."]]; task1 = player createSimpleTask ["Clear Sanaag Bari"]; task1 setSimpleTaskDescription ["Go do what you do best.", "Clear Sanaag Bari", "Clear"]; task1 setSimpleTaskDestination (markerPos "targetmark"); } else { player createDiaryRecord ["Diary", ["Enemy forces", "The locals are stubborn, but disorganized and poorly equipped. While the town is heavily defended by anti-tank and armored elements, the systems the locals use are old and outdated. They should be no match for a professional army."]]; player createDiaryRecord ["Diary", ["Objective", "A small armored unit (callsign MOSCOW) has been tasked with clearing the town and the area surrounding it. Your callsign is EYEBALL. Your task is to support them in any way possible, from UAV reconissance to field repairs. You're the unit's only link to HQ, so make sure you're passing down any pertient information."]]; task1 = player createSimpleTask ["Support the tanks"]; task1 setSimpleTaskDescription ["Support MOSCOW as they clear the town.", "Support the tanks", "Support"]; task1 setSimpleTaskDestination (markerPos "respawn_east"); }; player createDiaryRecord ["Diary", ["Situation", "The fight with the Americans has been long and fierce, but things are finally starting to turn around. The Americans captured the town of Sanaag Bari some time ago, and left the locals to defend it while they concentrated on other things. Heh. Amateur mistake."]]; ////////////////////////////// // Dynamic-AI-Creator // // Version 3.0 - 2010 // //--------------------------// // DAC_Config_Sound // //--------------------------// // Script by Silola // // silola@freenet.de // ////////////////////////////// if(isNil "DAC_Radio_Settings") then {DAC_Radio_Settings = [1500,[0,0],5,2,objNull]}; DAC_SayArrayE = [ ]; DAC_SayArrayW = [ ]; DAC_SayArrayD = /* soldier die */ []; DAC_RadioArrayE = [ // Please PM me to get an example mission with radio sounds (you get then a new DAC_Sound.pbo) ]; DAC_RadioArrayW = [ // Please PM me to get an example mission with radio sounds (you get then a new DAC_Sound.pbo) ];////////////////////////////// // Dynamic-AI-Creator // // Version 2.1 - 2009 // //--------------------------// // DAC_Config_Units // //--------------------------// // Script by Silola // // silola@freenet.de // ////////////////////////////// private ["_TypNumber","_TempArray","_Unit_Pool_S","_Unit_Pool_V","_Unit_Pool_T","_Unit_Pool_A"]; _TypNumber = _this select 0;_TempArray = []; switch (_TypNumber) do { //------------------------------------------------------------------------------------------------- // Russians case 0: { _Unit_Pool_S = ["RU_Soldier_Crew","RU_Soldier_Pilot","RU_Soldier_SL","RU_Soldier","RU_Soldier_GL","RU_Soldier_MG","RU_Soldier","RU_Soldier_AT","RU_Soldier_Medic","RU_Soldier","RU_Soldier_AR","RU_Soldier_LAT","RU_Soldier","RU_Soldier_Marksman","RU_Soldier_HAT","RUS_Soldier","RU_Soldier_AA"]; _Unit_Pool_V = ["UAZ_RU","Kamaz","KamazOpen","UAZ_AGS30_RU","GAZ_Vodnik","GAZ_Vodnik_HMG"]; _Unit_Pool_T = ["BTR90","BMP3","T72_RU","T90","2S6M_Tunguska"]; _Unit_Pool_A = ["Mi17_rockets_RU","Mi24_V","Mi24_P","Ka52","Ka52Black"]; }; //------------------------------------------------------------------------------------------------- // USMC case 1: { _Unit_Pool_S = ["USMC_Soldier_Crew","USMC_Soldier_Pilot","USMC_Soldier_SL","USMC_Soldier","USMC_Soldier_GL","USMC_Soldier_AR","USMC_Soldier","USMC_Soldier_LAT","USMC_Soldier_MG","USMC_Soldier","USMC_Soldier_AA","USMC_Soldier_HAT","USMC_Soldier","USMC_SoldierM_Marksman","USMC_Soldier_AR","USMC_Soldier_GL","USMC_Soldier"]; _Unit_Pool_V = ["HMMWV","HMMWV_M2","HMMWV_Armored","HMMWV_MK19","HMMWV_TOW","HMMWV_Avenger","MTVR","M1030"]; _Unit_Pool_T = ["LAV25","AAV","M1A1","M1A2_TUSK_MG"]; _Unit_Pool_A = ["MH60S","UH1Y","AH1Z","MV22"]; }; //------------------------------------------------------------------------------------------------- // Insurgents case 2: { _Unit_Pool_S = ["Ins_Soldier_Crew","Ins_Soldier_Pilot","Ins_Soldier_CO","Ins_Soldier_1","Ins_Soldier_GL","Ins_Soldier_MG","Ins_Soldier_1","Ins_Soldier_AT","Ins_Soldier_Medic","Ins_Soldier_2","Ins_Soldier_AR",["Ins_Soldier_1",6],"Ins_Soldier_1","Ins_Soldier_2","Ins_Soldier_AT"]; _Unit_Pool_V = ["UAZ_INS","UAZ_MG_INS","UAZ_SPG9_INS","Offroad_DSHKM_INS","Pickup_PK_INS","Ural_INS","UralOpen_INS"]; _Unit_Pool_T = ["BRDM2_INS","BRDM2_ATGM_INS","BMP2_INS","T72_INS","ZSU_INS"]; _Unit_Pool_A = ["Mi17_Ins"]; }; //------------------------------------------------------------------------------------------------- // Civilians case 3: { _Unit_Pool_S = ["Assistant","Citizen1","Citizen2","Citizen3","Citizen4","Doctor","Functionary1","Functionary2","Priest","Profiteer1","Profiteer2","Profiteer3","Profiteer4","SchoolTeacher","Villager1","Villager2","Villager3","Villager4","Woodlander1","Woodlander2","Woodlander3","Woodlander4","Worker1","Worker2","Worker3","Worker4","Damsel1","Damsel2","Damsel3","Damsel4","Damsel5","Farmwife1","Farmwife2","Farmwife3","Farmwife4","Farmwife5","Hooker1","Hooker2","Hooker3","Hooker4","Hooker5","HouseWife1","HouseWife2","HouseWife3","HouseWife4","HouseWife5","Madam1","Madam2","Madam3","Madam4","Madam5","Secretary1","Secretary2","Secretary3","Secretary4","Secretary5","Sportswoman1","Sportswoman2","Sportswoman3","Sportswoman4","Sportswoman5","WorkWoman1","WorkWoman2","WorkWoman3","WorkWoman4","WorkWoman5"]; _Unit_Pool_V = ["Skoda","SkodaBlue","SkodaGreen","SkodaRed","hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","datsun1_civil_1_open","datsun1_civil_2_covered","datsun1_civil_3_open","car_sedan","UralCivil","UralCivil2","Lada_base","Lada1","Lada","VWGolf","V3S_Civ","Ikarus"]; _Unit_Pool_T = ["Tractor","UralCivil","UralCivil2","V3S_Civ"]; _Unit_Pool_A = ["Mi17_Civilian"]; }; //------------------------------------------------------------------------------------------------- // FR case 4: { _Unit_Pool_S = ["USMC_Soldier_Crew","USMC_Soldier_Pilot","FR_TL","FR_Assault_R","FR_Assault_GL","FR_AR","FR_Assault_R","FR_Marksman","FR_AR","FR_Sapper","FR_Assault_R","FR_Assault_GL"]; _Unit_Pool_V = ["HMMWV","HMMWV_M2","HMMWV_Armored","HMMWV_MK19","HMMWV_TOW","HMMWV_Avenger","MTVR","M1030"]; _Unit_Pool_T = ["LAV25","AAV"]; _Unit_Pool_A = ["UH1Y","MH60S"]; }; //------------------------------------------------------------------------------------------------- // CDF case 5: { _Unit_Pool_S = ["CDF_Soldier_Crew","CDF_Soldier_Pilot","CDF_Soldier_TL","CDF_Soldier","CDF_Soldier_GL","CDF_Soldier_MG","CDF_Soldier","CDF_Soldier_AR","CDF_Soldier_RPG","CDF_Soldier","CDF_Soldier_Strela","CDF_Soldier_Engineer","CDF_Soldier","CDF_Soldier_Marksman"]; _Unit_Pool_V = ["UAZ_CDF","UAZ_MG_CDF","UAZ_AGS30_CDF","Ural_CDF","UralOpen_CDF","Ural_ZU23_CDF"]; _Unit_Pool_T = ["BRDM2_CDF","BRDM2_ATGM_CDF","BMP2_CDF","T72_CDF","ZSU_CDF"]; _Unit_Pool_A = ["Mi17_CDF","Mi24_D"]; }; //------------------------------------------------------------------------------------------------- // NAPA case 6: { _Unit_Pool_S = ["GUE_Soldier_Crew","GUE_Soldier_Pilot","GUE_Soldier_CO","GUE_Soldier_2","GUE_Soldier_3","GUE_Soldier_1","GUE_Soldier_MG","GUE_Soldier_GL","GUE_Soldier_AT","GUE_Soldier_2","GUE_Soldier_AT","GUE_Soldier_AA",["GUE_Soldier_1",6],"GUE_Soldier_1","GUE_Soldier_Medic","GUE_Soldier_3"]; _Unit_Pool_V = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open","V3S_Gue","Offroad_DSHKM_Gue","Pickup_PK_GUE","Offroad_SPG9_Gue","Ural_ZU23_Gue"]; _Unit_Pool_T = ["BRDM2_Gue","BMP2_Gue","T34","T72_Gue"]; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- // MVD case 7: { _Unit_Pool_S = ["RU_Soldier_Crew","RU_Soldier_Pilot","MVD_Soldier_TL","MVD_Soldier","MVD_Soldier_GL","MVD_Soldier_MG","MVD_Soldier","MVD_Soldier_AT","MVD_Soldier_Marksman","MVD_Soldier"]; _Unit_Pool_V = ["UAZ_RU","Kamaz","KamazOpen","UAZ_AGS30_RU","GAZ_Vodnik","GAZ_Vodnik_HMG"]; _Unit_Pool_T = ["BTR90","BMP3"]; _Unit_Pool_A = ["Mi17_rockets_RU","Mi24_V","Mi24_P"]; }; //------------------------------------------------------------------------------------------------- // Spetsnaz with custom gear case 8: { _Unit_Pool_S = ["RU_Soldier_Crew","RU_Soldier_Pilot",["RUS_Soldier_TL",1],["RUS_Soldier1",2],["RUS_Soldier1",3],["RUS_Soldier1",5],["RUS_Soldier1",2],["RUS_Soldier1",4],"RUS_Soldier_Marksman"]; _Unit_Pool_V = ["UAZ_RU","Kamaz","KamazOpen","UAZ_AGS30_RU","GAZ_Vodnik","GAZ_Vodnik_HMG"]; _Unit_Pool_T = ["BTR90","BMP3"]; _Unit_Pool_A = ["Mi17_rockets_RU","Mi24_V","Mi24_P"]; }; //------------------------------------------------------------------------------------------------- // Takistani Army case 9: { _Unit_Pool_S = ["TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","TK_Soldier_SL_EP1","TK_Soldier_EP1","TK_Soldier_GL_EP1","TK_Soldier_MG_EP1","TK_Soldier_AMG_EP1","TK_Soldier_AT_EP1","TK_Soldier_Medic_EP1","TK_Soldier_EP1","TK_Soldier_AR_EP1","TK_Soldier_LAT_EP1","TK_Soldier_EP1",["TK_Soldier_EP1",6],"TK_Soldier_B_EP1","TK_Soldier_HAT_EP1","TK_Soldier_EP1","TK_Soldier_AA_EP1"]; _Unit_Pool_V = ["UAZ_Unarmed_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","UAZ_MG_TK_EP1","UAZ_AGS30_TK_EP1","LandRover_MG_TK_EP1","LandRover_SPG9_TK_EP1"]; _Unit_Pool_T = ["BMP2_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","BTR60_TK_EP1","M113_TK_EP1","T34_TK_EP1","T55_TK_EP1","T72_TK_EP1","ZSU_TK_EP1"]; _Unit_Pool_A = ["Mi24_D_TK_EP1","Mi17_TK_EP1","UH1H_TK_EP1"]; }; //------------------------------------------------------------------------------------------------- // Takistani Militia case 10: { _Unit_Pool_S = ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_3_EP1","TK_INS_Bonesetter_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Soldier_AT_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_AA_EP1"]; _Unit_Pool_V = ["LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","V3S_TK_GUE_EP1"]; _Unit_Pool_T = ["BTR40_TK_INS_EP1","BTR40_MG_TK_INS_EP1"]; _Unit_Pool_A = ["UH1H_TK_GUE_EP1"]; }; //------------------------------------------------------------------------------------------------- // Takistani Locals case 11: { _Unit_Pool_S = ["TK_GUE_Soldier_2_EP1","TK_GUE_Soldier_2_EP1","TK_GUE_Soldier_TL_EP1","TK_GUE_Soldier_EP1","TK_GUE_Soldier_2_EP1","TK_GUE_Soldier_MG_EP1","TK_GUE_Soldier_4_EP1","TK_GUE_Soldier_3_EP1","TK_GUE_Soldier_AT_EP1","TK_GUE_Soldier_AAT_EP1","TK_GUE_Soldier_AR_EP1","TK_GUE_Bonesetter_EP1","TK_GUE_Soldier_EP1","TK_GUE_Soldier_2_EP1","TK_GUE_Soldier_5_EP1","TK_GUE_Soldier_3_EP1","TK_GUE_Soldier_AA_EP1"]; _Unit_Pool_V = ["Offroad_DSHKM_TK_GUE_EP1","Offroad_SPG9_TK_GUE_EP1","BRDM2_TK_GUE_EP1","BTR40_TK_GUE_EP1","BTR40_MG_TK_GUE_EP1"]; _Unit_Pool_T = ["T34_TK_GUE_EP1","T55_TK_GUE_EP1"]; _Unit_Pool_A = ["UH1H_TK_GUE_EP1"]; }; //------------------------------------------------------------------------------------------------- // US Army case 12: { _Unit_Pool_S = ["US_Soldier_Crew_EP1","US_Soldier_Pilot_EP1","US_Soldier_SL_EP1","US_Soldier_TL_EP1","US_Soldier_AR_EP1","US_Soldier_LAT_EP1","US_Soldier_EP1","US_Soldier_GL_EP1","US_Soldier_MG_EP1","US_Soldier_AMG_EP1","US_Soldier_EP1","US_Soldier_AT_EP1","US_Soldier_AAT_EP1","US_Soldier_Marksman_EP1","US_Soldier_Medic_EP1","US_Soldier_HAT_EP1","US_Soldier_AHAT_EP1","US_Soldier_AA_EP1","US_Soldier_EP1","US_Soldier_Engineer_EP1","US_Soldier_B_EP1"]; _Unit_Pool_V = ["HMMWV_DES_EP1","MTVR_DES_EP1","HMMWV_M1151_M2_DES_EP1","HMMWV_MK19_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_Terminal_EP1","HMMWV_M1035_DES_EP1","HMMWV_Avenger_DES_EP1"]; _Unit_Pool_T = ["M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","M2A2_EP1","M2A3_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M1130_CV_EP1","M1129_MC_EP1","M1128_MGS_EP1","M6_EP1"]; _Unit_Pool_A = ["AH64D_EP1","AH6J_EP1","MH6J_EP1","UH60M_EP1","CH_47F_EP1"]; }; //------------------------------------------------------------------------------------------------- // US Delta Force case 13: { _Unit_Pool_S = ["US_Soldier_Crew_EP1","US_Soldier_Pilot_EP1","US_Delta_Force_TL_EP1","US_Delta_Force_MG_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_M14_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_EP1"]; _Unit_Pool_V = ["HMMWV_M998A2_SOV_DES_EP1","ATV_US_EP1","HMMWV_DES_EP1","MTVR_DES_EP1","HMMWV_M1151_M2_DES_EP1","HMMWV_MK19_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_Terminal_EP1","HMMWV_M1035_DES_EP1"]; _Unit_Pool_T = ["M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","M2A2_EP1","M2A3_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M1130_CV_EP1","M1129_MC_EP1","M1128_MGS_EP1","M6_EP1"]; _Unit_Pool_A = ["AH64D_EP1","AH6J_EP1","MH6J_EP1","UH60M_EP1","CH_47F_EP1"]; }; //------------------------------------------------------------------------------------------------- // Czech Army case 14: { _Unit_Pool_S = ["CZ_Soldier_DES_EP1","CZ_Soldier_Pilot_EP1","CZ_Soldier_SL_DES_EP1","CZ_Soldier_MG_DES_EP1","CZ_Soldier_AMG_DES_EP1","CZ_Soldier_DES_EP1","CZ_Soldier_AT_DES_EP1","CZ_Soldier_B_DES_EP1","CZ_Soldier_DES_EP1"]; _Unit_Pool_V = ["LandRover_CZ_EP1","HMMWV_M1151_M2_CZ_DES_EP1","HMMWV_Ambulance_CZ_DES_EP1"]; _Unit_Pool_T = []; _Unit_Pool_A = ["Mi171Sh_CZ_EP1","Mi171Sh_rockets_CZ_EP1"]; }; //------------------------------------------------------------------------------------------------- // German KSK case 15: { _Unit_Pool_S = ["GER_Soldier_EP1","GER_Soldier_EP1","GER_Soldier_TL_EP1","GER_Soldier_MG_EP1","GER_Soldier_EP1","GER_Soldier_Scout_EP1","GER_Soldier_Medic_EP1","GER_Soldier_EP1","GER_Soldier_MG_EP1"]; _Unit_Pool_V = ["ATV_CZ_EP1"]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- // OA Civilians case 16: { _Unit_Pool_S = ["TK_CIV_Takistani01_EP1","TK_CIV_Takistani02_EP1","TK_CIV_Takistani03_EP1","TK_CIV_Takistani04_EP1","TK_CIV_Takistani05_EP1","TK_CIV_Takistani06_EP1","TK_CIV_Woman01_EP1","TK_CIV_Woman02_EP1","TK_CIV_Woman03_EP1"]; _Unit_Pool_V = ["Lada1_TK_CIV_EP1","Lada2_TK_CIV_EP1","LandRover_TK_CIV_EP1","TT650_TK_CIV_EP1","Old_bike_TK_CIV_EP1","Old_moto_TK_Civ_EP1","hilux1_civil_3_open_EP1","S1203_TK_CIV_EP1","SUV_TK_CIV_EP1","UAZ_Unarmed_TK_CIV_EP1","Ural_TK_CIV_EP1","V3S_Open_TK_CIV_EP1","Volha_1_TK_CIV_EP1","Volha_2_TK_CIV_EP1","VolhaLimo_TK_CIV_EP1","S1203_ambulance_EP1"]; _Unit_Pool_T = []; _Unit_Pool_A = []; }; //------------------------------------------------------------------------------------------------- Default { if(DAC_Basic_Value != 5) then { DAC_Basic_Value = 5;publicvariable "DAC_Basic_Value"; hintc "Error: DAC_Config_Units > No valid config number"; }; if(true) exitwith {}; }; }; if(count _this == 2) then { _TempArray = _TempArray + [_Unit_Pool_S,_Unit_Pool_V,_Unit_Pool_T,_Unit_Pool_A]; } else { _TempArray = _Unit_Pool_V + _Unit_Pool_T + _Unit_Pool_A; }; _TempArray//description.ext //Contains mission information. //There's a lot you can add here- check out the BI Wiki page //for more info: //http://community.bistudio.com/wiki/Description.ext //Basic gamemode information class Header { gameType= Coop; minPlayers= 2; maxPlayers= 9; }; //JIP in Arma 2 is handled like a respawning player, so we need to set //the respawn mode appropriately. respawn= "BASE"; respawnDelay= 2; //Add this if you don't want AI players in the slot selection screen. disabledAI= 1; //Enable the debriefing screen debriefing = 1;//effects.sqf //Color correction and dust! //Color correction! "colorCorrections" ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [1, 1, 1, 0.6], [0.499, 0.287, 0.014, 0.0]]; "colorCorrections" ppEffectCommit 1; "colorCorrections" ppEffectEnable TRUE; //Dust! [player,0.07,0.5,false] spawn bis_fnc_sandstorm;leaFunction = compile preprocessFileLineNumbers "lea\loadout-init.sqf"; call leaFunction;//line generated by LEA. //init.sqf //Initialization file. Runs at the start of the mission. //Everything before the "sleep x" command will run before the mission starts properly, at the //briefing screen. Everything after will start once the mission starts. //Initialize the JIP-compatible spectator script execVM "specinit.sqf"; //DAC stuff DAC_Single_Config = ["Units", "Sound"]; DAC_Dyn_Weather = [9000,60,0.2,0.2]; DAC_Delete_Value = [[0,2000],[0,2000],0]; if(isNil "phase2complete") then { phase2complete = false; }; //Enable view distance changing ace_settings_enable_vd_change = true; missionNamespace setVariable ["ace_viewdistance_limit", 10000]; //If someone selects "respawn", this makes it so they're not knocked out when they respawn and go the the //spectator menu. ace_sys_wounds_no_rpunish = true; //If this was a TVT, we'd probably want to disable the ACE poor man's revive. //This isn't a TVT, but the tankers are pretty useless when their tank is destroyed, //so we're disabling the poor man's revive. ace_wounds_prevtime = 0; //Disable saving to prevent load bug enableSaving [false, false]; //Run the briefing script to give everyone notes and tasks execVM "briefing.sqf"; //Fancy effects! execVM "effects.sqf"; //Give everyone earplugs because I forgot before and we might need them player addWeapon "ACE_Earplugs"; ////////////////////////////////////// sleep 0.1; ////////////////////////////////////// /** * Generated by LEA for Arma 2 Combined Operation & ACE 2 * Version: 1.4.74 * Add Apply loadout actions on Empty vehicles. */ �������]kl;ql'vB4  mB#ƍ7.j;kO3;3]J@Q@ %RA*EU@PD)JA-Z=w;;^ڻK<{ܹssg{y%=ƱI`y}W^gM,P~ՋIab<'+CzQ&:/Ɗ̋W 1^QI>>&sQN0h6}ønY -e)O[wR9At몠nD`S S~,Bh\l̦o"fvakW?eDF za>] ^\T!TN] (x"}(Jr_ 'NTO|L3p23&KQI d4:ccA݁ K!gP3j*Ɨίί'<Luw?,yP/pd|T2Ef2ov'dNqҒRPQo|| ~ї97fGiY|F*j\>*[i}HTiNnzzA N;ƒ\JF['1]{)=6i΢Lmc/Z)tqDa8f#_8"N88L"CvZs4(>rmv#Q <Ij\X#zqT97ņg'96.8[haqD7˜$97k KVFٰAkGFiv9ݛNZSRDmz(noJmXUfr͒8!Y [QK\=ank3&L,'ó*خžcYo-bLw:78tΛWGά '?FNra利7}0ChU^&9H8Sx f�/mǴ B~yNF|7]xz�xwٖ5nm.;:xg/P85Fx ,NÄR*j,$@ Wh1/:A66,$(%HnϜ7%3:xq#qShd<3 G)ZS5{OFxÃO*d犜 8J|Sg7;< |=Z^4gŶT^F/gpeڤG4  -a8 >ycѨ(p9f3ën8!EfAh>gJNZmլ v=yܷ.|\x_gAެ1ZNxU"�"ҁdEW3MA'W*0�G5TLjx%V']QG*plvwC!h8\90V! r.h&m $}G^^ĺ5ƒ30p ƌพQF2uѦ xcjL2'k ̮luQξJG_ѧY;Zr4hg}z1Q&vtt S�)dd�rm]3Ki3߻_mevnYXiցT<&)3;�4]|GiD1דiG{ `R[]p9<`?,nDիh^LB:{4;KE|49-(N+ɀ?ذ_02U2(pIfp9jzqu?'s,7o(b(4aY=[gmg@6wtx<^\. `}x7 Нif:pe\+k|fzg,^2 K@�}cX̉nM$ߔ$>bp"3 PfriH{4e?t'֕OEWfKԡ'검Z+uV%�S3\3ЌE6J `1rO#@=[ˌU7V<_gwc #~4e#XXz^t�?(EJa0)Y2ە�EP@Vg�~,t( s�g2XTM5m{De�xc٦#hI9gYx KC?_ | `CHL͔)/3yؕ <S> f*8(ꗱU=pE+\Qe1*L9)S^fGQUQEC"j�65KY<iŇ=͂8|4==M�@pzHGiz^u (O=Bk4avKI"jh(6:4DW}Odj%/he^Rv!4kVɿ|OSW21q>D*�p2x>E@&ǙLNlHPLN�L�Ed"w"_&2_k$avK,ۑQ(KxNE.:4VITje ~9G�~d?ef�5[H6L]Lj2+L|Ģ#ÉL,ԏC~~ȑ[� b2%dbV2DtPiQj:4cQILl@�N]#,"?^&>!eb d"x[}nJ1q>(Ez%UR,J`?Δ"="m"}`�BYD)҃"-W)E+E*ug�گtͬC3iDV])j{͑CPG@yW4<N*EzhC**z8(&21Q<0Vhx}Jۇeڍ䊛Ó,*i&&l'Mr@h٦MShx]i>s&,(_tp�tr3ZŖX5^̔)/3y9t(+cڼBQJK V:;\UpU\U*Ly)S^fGU`}mbˣkz::QRVQiU[h8x9E_3Qh"uXPlȋT B,"7EIL mPCc2X'=ýG=7'85P}Q|/d\ά g*3"b)9<8'ȢSLgj0Y<6QQK@c:Lk62 <\}lسl�9 X]n(K]Hk!M`K$ؚ$i5q[]RXKt&#c+.Hx#/V>lsaCŎucKe{N�-.\"l".I\z7@V�.6e<d(+s1^dۆF\Lef:`H]fanjz5āP/[8ʽ{q,EgTYq.\. ,;pϡA}Z<pyR\&vAy}f.\xd7Γ vga|0%, /56= )9CR8&gXRQT3רhwXAd%bڮJ2;UD(q#3AZ] ([OEIKɂbFccht~OW.80ǂ($*0+ 3��/** * Generated by LEA for Arma 2 Combined Operation & ACE 2 * Version: 1.4.74 * Init call for loadout scripts. */ enable_lea_addon = false; ace_sys_wounds_no_medical_gear = true; _dummy = [] execVM "lea\apply_loadout.sqf"; if (isServer && isMultiplayer) exitWith { _dummy = [] execVM "lea\loadout.sqf"; waitUntil{scriptDone _dummy}; }; if (player != player) then { waitUntil {player == player}; }; waitUntil {local player}; if (!(player getVariable ["lea_already_connected", false])) then { while {!(player getVariable "lea_already_connected")} do { sleep 1; }; player setVariable ["lea_already_connected", true, true]; _dummy = [] execVM "lea\loadout.sqf"; waitUntil{scriptDone _dummy}; }; [] spawn { hintSilent "Loadout - done"; sleep 10; hintSilent ""; }; /** * Generated by LEA for Arma 2 Combined Operation & ACE 2 * Version: 1.4.74 * Mon Nov 25 11:57:25 MST 2013 * Mission file name: co10_tankers_delight.torabora * Mission name: co10_tankers_delight.torabora * Required mods: * + ACE * + ACRE * * Call the script: _dummy = [] execvm "lea\loadout.sqf"; * */ /** * Loadout for vehicles */ //No named vehicles in this mission. /** * Loadout for ai units */ //No named AI units in this mission. /** * Loadout for playable units */ removeallweapons s1; removeallitems s1; removeBackpack s1; [s1,0,0,0,true] call ACE_fnc_PackIFAK; _s1playerweap = [ "ACE_AK74M", "Binocular", "ACRE_PRC148", "ItemCompass", "ItemMap", "ItemWatch" ]; _s1playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade_East", "HandGrenade_East", "SmokeShell", "SmokeShell" ]; {s1 addmagazine _x} foreach _s1playerammo; {s1 addWeapon _x} foreach _s1playerweap; [s1, ""] call ACE_fnc_PutWeaponOnBack; s1 selectWeapon (primaryWeapon s1); removeallweapons s2; removeallitems s2; removeBackpack s2; [s2,0,0,0,true] call ACE_fnc_PackIFAK; _s2playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s2playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s2 addmagazine _x} foreach _s2playerammo; {s2 addWeapon _x} foreach _s2playerweap; [s2, ""] call ACE_fnc_PutWeaponOnBack; s2 selectWeapon (primaryWeapon s2); removeallweapons s3; removeallitems s3; removeBackpack s3; [s3,0,0,0,true] call ACE_fnc_PackIFAK; _s3playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s3playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s3 addmagazine _x} foreach _s3playerammo; {s3 addWeapon _x} foreach _s3playerweap; [s3, ""] call ACE_fnc_PutWeaponOnBack; s3 selectWeapon (primaryWeapon s3); removeallweapons s4; removeallitems s4; removeBackpack s4; [s4,0,0,0,true] call ACE_fnc_PackIFAK; _s4playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s4playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s4 addmagazine _x} foreach _s4playerammo; {s4 addWeapon _x} foreach _s4playerweap; [s4, ""] call ACE_fnc_PutWeaponOnBack; s4 selectWeapon (primaryWeapon s4); removeallweapons s5; removeallitems s5; removeBackpack s5; [s5,0,0,0,true] call ACE_fnc_PackIFAK; _s5playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s5playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s5 addmagazine _x} foreach _s5playerammo; {s5 addWeapon _x} foreach _s5playerweap; [s5, ""] call ACE_fnc_PutWeaponOnBack; s5 selectWeapon (primaryWeapon s5); removeallweapons s6; removeallitems s6; removeBackpack s6; [s6,0,0,0,true] call ACE_fnc_PackIFAK; _s6playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s6playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s6 addmagazine _x} foreach _s6playerammo; {s6 addWeapon _x} foreach _s6playerweap; [s6, ""] call ACE_fnc_PutWeaponOnBack; s6 selectWeapon (primaryWeapon s6); removeallweapons s7; removeallitems s7; removeBackpack s7; [s7,0,0,0,true] call ACE_fnc_PackIFAK; _s7playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s7playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s7 addmagazine _x} foreach _s7playerammo; {s7 addWeapon _x} foreach _s7playerweap; [s7, ""] call ACE_fnc_PutWeaponOnBack; s7 selectWeapon (primaryWeapon s7); removeallweapons s8; removeallitems s8; removeBackpack s8; [s8,0,0,0,true] call ACE_fnc_PackIFAK; _s8playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s8playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s8 addmagazine _x} foreach _s8playerammo; {s8 addWeapon _x} foreach _s8playerweap; [s8, ""] call ACE_fnc_PutWeaponOnBack; s8 selectWeapon (primaryWeapon s8); removeallweapons s9; removeallitems s9; removeBackpack s9; [s9,0,0,0,true] call ACE_fnc_PackIFAK; _s9playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s9playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s9 addmagazine _x} foreach _s9playerammo; {s9 addWeapon _x} foreach _s9playerweap; [s9, ""] call ACE_fnc_PutWeaponOnBack; s9 selectWeapon (primaryWeapon s9); removeallweapons s10; removeallitems s10; removeBackpack s10; [s10,0,0,0,true] call ACE_fnc_PackIFAK; _s10playerweap = [ "AKS_74_U", "Binocular", "ACRE_PRC343", "ItemCompass", "ItemGPS", "ItemMap", "ItemWatch" ]; _s10playerammo = [ "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" ]; {s10 addmagazine _x} foreach _s10playerammo; {s10 addWeapon _x} foreach _s10playerweap; [s10, ""] call ACE_fnc_PutWeaponOnBack; s10 selectWeapon (primaryWeapon s10); version=11; class Mission { addOns[]= { "acex_veh_t72", "torabora", "ca_modules_clouds", "CA_Modules_Alice2", "ca_modules_silvie", "ace_sys_vehicledamage", "CAWheeled2_Kamaz", "caweapons_ammoboxes", "warfarebuildings", "acex_ru_men_naval", "ace_sys_wounds", "ca_modules_e_uav", "CAAir_E", "acex_veh_m1", "dac_source", "cawheeled_e_v3s", "camisc_e", "cabuildings2_misc_cargo" }; addOnsAuto[]= { "ca_modules_clouds", "ca_modules_silvie", "ace_sys_vehicledamage", "ca_modules_e_uav", "acex_ru_men_naval", "CAAir_E", "acex_veh_m1", "dac_source", "CAWheeled2_Kamaz", "caweapons_ammoboxes", "warfarebuildings", "acex_veh_t72", "ace_sys_wounds", "cawheeled_e_v3s", "camisc_e", "cabuildings2_misc_cargo", "torabora" }; randomSeed=6826556; class Intel { briefingName="[CO 10] From Russia With Love"; briefingDescription="What's stealth?"; startWeather=0.078425527; forecastWeather=0.074413121; year=1987; month=9; day=4; hour=13; minute=10; }; class Groups { items=9; class Item0 { side="LOGIC"; class Vehicles { items=4; class Item0 { position[]={9610.0791,94.801865,4843.0884}; id=0; side="LOGIC"; vehicle="BIS_clouds_Logic"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item1 { position[]={9626.4385,94.483917,4843.7734}; id=1; side="LOGIC"; vehicle="SilvieManager"; lock="UNLOCKED"; skill=0.60000002; }; class Item2 { position[]={9609.9268,93.356369,4829.7935}; id=2; side="LOGIC"; vehicle="ACE_Vehicledamage_Enable_Cookoff"; lock="UNLOCKED"; skill=0.60000002; }; class Item3 { position[]={9643.1191,93.497231,4843.4351}; id=24; side="LOGIC"; vehicle="UAVManager"; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={9,8,23}; }; }; }; class Item1 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={9664.5439,91.344559,4802.2104}; azimut=245; special="NONE"; id=9; side="EAST"; vehicle="ACE_RU_Soldier_Officer_D"; player="PLAYER COMMANDER"; leader=1; rank="LIEUTENANT"; skill=0.60000002; text="s1"; description="Support Operator"; synchronizations[]={24}; }; }; }; class Item2 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={9661.5879,91.551422,4802.7129}; azimut=195; special="NONE"; id=10; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.60000002; text="s2"; description="Commander (Tank 1)"; }; class Item1 { position[]={9661.1797,91.578346,4803.5425}; azimut=195; special="NONE"; id=11; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s3"; description="Gunner (Tank 1)"; }; class Item2 { position[]={9662.3242,91.498131,4803.374}; azimut=195; special="NONE"; id=12; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s4"; description="Driver (Tank 1)"; }; }; }; class Item3 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={9659.3486,91.684265,4803.0005}; azimut=195; special="NONE"; id=13; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.60000002; text="s5"; description="Commander (Tank 2)"; }; class Item1 { position[]={9658.9404,91.701904,4803.8301}; azimut=195; special="NONE"; id=14; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s6"; description="Gunner (Tank 2)"; }; class Item2 { position[]={9660.085,91.650543,4803.6616}; azimut=195; special="NONE"; id=15; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s7"; description="Driver (Tank 2)"; }; }; }; class Item4 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={9660.71,91.607803,4804.5142}; azimut=195; special="NONE"; id=16; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.60000002; text="s8"; description="Commander (Tank 3)"; }; class Item1 { position[]={9660.3018,91.622429,4805.3438}; azimut=195; special="NONE"; id=17; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s9"; description="Gunner (Tank 3)"; }; class Item2 { position[]={9661.4463,91.544914,4805.1753}; azimut=195; special="NONE"; id=18; side="EAST"; vehicle="ACE_RU_Soldier_Crew_D"; player="PLAY CDG"; rank="CORPORAL"; skill=0.60000002; text="s10"; description="Driver (Tank 3)"; }; }; }; class Item5 { side="EAST"; class Vehicles { items=2; class Item0 { presence=0; position[]={8152.3643,144.65858,4807.894}; azimut=250; special="FLY"; id=25; side="EAST"; vehicle="ACE_RU_Soldier_Officer_D"; leader=1; rank="COLONEL"; skill=0.60000002; }; class Item1 { position[]={8155.4272,145.12997,4788.7148}; azimut=250; special="FLY"; id=23; side="WEST"; vehicle="MQ9PredatorB_US_EP1"; skill=0.60000002; text="uav"; init="this setCaptive true; this allowDamage false; this setCombatMode ""BLUE""; this setBehaviour ""CARELESS""; this disableAI ""TARGET""; this disableAI ""AUTOTARGET""; this flyInHeight 1500; this setPos [getPos this select 0, getPos this select 1, 1500];"; synchronizations[]={24}; }; }; }; class Item6 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9676.3262,62.642498,9763.5713}; special="NONE"; id=26; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="specPen"; }; }; }; class Item7 { side="WEST"; class Vehicles { items=3; class Item0 { position[]={6157.2021,211.18375,7654.501}; azimut=170; special="NONE"; id=27; side="WEST"; vehicle="ACE_M1A1HC_TUSK_DESERT"; leader=1; skill=0.60000002; text="m1"; init="this setCaptive true; this setCombatMode ""BLUE"";"; }; class Item1 { position[]={6154.1226,212.88077,7668.4282}; azimut=170; special="NONE"; id=28; side="WEST"; vehicle="ACE_M1A1HC_TUSK_DESERT"; skill=0.60000002; text="m2"; init="this setCaptive true; this setCombatMode ""BLUE"";"; }; class Item2 { position[]={6144.7095,216.64581,7676.4678}; azimut=170; special="NONE"; id=29; side="WEST"; vehicle="ACE_M1A1HC_TUSK_DESERT"; skill=0.60000002; text="m3"; init="this setCaptive true; this setCombatMode ""BLUE"";"; }; }; class Waypoints { items=2; class Item0 { position[]={6159.0645,214.16595,7678.5762}; completitionRadius=50; expCond="phase2Complete"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={6864.4409,163.51654,5103.4131}; completitionRadius=1000; type="SAD"; speed="FULL"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9625.1514,93.031471,4829.2715}; special="NONE"; id=36; side="LOGIC"; vehicle="DAC_Source_Intern"; leader=1; skill=0.60000002; }; }; }; }; class Vehicles { items=16; class Item0 { position[]={9649.0859,92.125099,4810.0601}; azimut=250; special="FLY"; id=3; side="EMPTY"; vehicle="KamazRepair"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item1 { position[]={9637.8477,92.299835,4805.9194}; azimut=250; special="FLY"; id=4; side="EMPTY"; vehicle="KamazRefuel"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item2 { position[]={9658.7393,91.502785,4813.6563}; azimut=250; special="FLY"; id=5; side="EMPTY"; vehicle="KamazReammo"; leader=1; lock="UNLOCKED"; skill=0.60000002; init="clearWeaponCargo this; clearMagazineCargo this;"; }; class Item3 { position[]={9661.5625,91.363632,4811.459}; azimut=150; special="FLY"; id=6; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=0.60000002; }; class Item4 { position[]={9658.5293,91.575294,4810.1274}; azimut=150; special="FLY"; id=7; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=0.60000002; }; class Item5 { position[]={9671.2598,90.771591,4806.146}; azimut=260; special="FLY"; id=8; side="EMPTY"; vehicle="RU_WarfareBUAVterminal"; leader=1; skill=0.60000002; synchronizations[]={24}; }; class Item6 { position[]={9633.4346,91.400162,4789.0356}; azimut=255; special="NONE"; id=19; side="EMPTY"; vehicle="ACE_T72B_Base"; skill=0.60000002; text="tank1"; description="T-72B"; }; class Item7 { position[]={9646.0234,91.731003,4792.1328}; azimut=255; special="NONE"; id=20; side="EMPTY"; vehicle="ACE_T72B_Base"; skill=0.60000002; text="tank2"; description="T-72B"; }; class Item8 { position[]={9657.9746,91.72551,4795.5186}; azimut=255; special="NONE"; id=21; side="EMPTY"; vehicle="ACE_T72B_Base"; skill=0.60000002; text="tank3"; description="T-72B"; }; class Item9 { position[]={9654.7246,91.835724,4808.3096}; azimut=145; special="NONE"; id=22; side="EMPTY"; vehicle="ACE_BandageBoxWest"; skill=0.60000002; description="Driver (Tank 3)"; }; class Item10 { position[]={6379.5015,188.95561,4929.1494}; azimut=175; special="FLY"; id=30; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=0.60000002; }; class Item11 { position[]={6374.3213,189.18262,4928.6108}; azimut=170; special="FLY"; id=31; side="EMPTY"; vehicle="RUVehicleBox"; leader=1; skill=0.60000002; }; class Item12 { position[]={6378.6982,190.13527,4917.8335}; azimut=245; special="NONE"; id=32; side="EMPTY"; vehicle="V3S_Refuel_TK_GUE_EP1"; leader=1; lock="LOCKED"; skill=0.60000002; }; class Item13 { position[]={6388,189.314,4921.4731}; azimut=245; special="NONE"; id=33; side="EMPTY"; vehicle="Land_Misc_Cargo1E_EP1"; leader=1; lock="LOCKED"; skill=0.60000002; }; class Item14 { position[]={6388.8286,189.99463,4915.3105}; azimut=280; special="NONE"; id=34; side="EMPTY"; vehicle="Misc_Cargo1B_military"; leader=1; lock="LOCKED"; skill=0.60000002; }; class Item15 { position[]={6396.5996,189.07848,4919.7363}; special="NONE"; id=35; side="EMPTY"; vehicle="Land_Misc_Cargo1Eo_EP1"; leader=1; lock="LOCKED"; skill=0.60000002; }; }; class Markers { items=7; class Item0 { position[]={9652.6035,91.990662,4802.896}; name="startmark"; text="Staging Area"; type="Faction_RU"; a=1.5; }; class Item1 { position[]={6597.6016,184.02382,5063.248}; name="targetmark"; markerType="ELLIPSE"; type="Empty"; colorName="ColorRed"; fillName="FDiagonal"; a=1500; b=1500; }; class Item2 { position[]={9467.1963,95.584816,4654.8442}; name="arrow1"; type="mil_arrow"; a=1.5; b=1.5; angle=-90; }; class Item3 { position[]={9385.2188,100.76896,4812.3101}; name="arrow1_1"; type="mil_arrow"; a=1.5; b=1.5; angle=-90; }; class Item4 { position[]={9448.665,102.35927,4968.0986}; name="arrow1_2"; type="mil_arrow"; a=1.5; b=1.5; angle=-90; }; class Item5 { position[]={9650.4053,92.023346,4801.9751}; name="respawn_east"; type="Empty"; }; class Item6 { position[]={6377.2949,189.4691,4924.6963}; name="depotmark"; text="Stockpile"; type="Depot"; colorName="ColorBlack"; }; }; class Sensors { items=6; class Item0 { position[]={9467.2002,91.570007,4809.0054}; b=500; rectangular=1; activationBy="EAST"; timeoutMin=2.5; timeoutMid=2.5; timeoutMax=2.5; interruptable=1; age="UNKNOWN"; expActiv="_foo = execVM ""objscripts\phase1.sqf"";"; class Effects { }; }; class Item1 { position[]={5764.9497,179.75555,7067.8262}; a=2500; rectangular=1; activationBy="WEST"; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="_foo3 = execVM ""objscripts\phase3.sqf"";"; class Effects { }; }; class Item2 { position[]={9682.3359,91.133675,4816.0444}; a=12; b=12; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; type="END1"; age="UNKNOWN"; expCond="(!(alive tank1) && !(alive tank2) && !(alive tank3)) || (!(alive s2) && !(alive s3) && !(alive s4) && !(alive s5) && !(alive s6) && !(alive s7) && !(alive s8) && !(alive s9) && !(alive s10))"; expActiv="task1 setTaskState ""FAILED"";"; class Effects { }; }; class Item3 { position[]={9684.1133,89.502197,4784.5005}; a=12; b=12; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; type="END1"; age="UNKNOWN"; expCond="((({alive _x }count crew m1) == 0) && (({alive _x }count crew m2) == 0) && (({alive _x} count crew m3) == 0)) || (!(alive m1) && !(alive m2) && !(alive m3))"; expActiv="task1 setTaskState ""SUCCEEDED"";"; class Effects { }; }; class Item4 { position[]={6712.2012,175.52299,5046.2305}; a=1500; b=1500; activationBy="LOGIC"; repeating=1; age="UNKNOWN"; name="dac"; expCond="time > 1"; expActiv="_dactrig = [""dac"",[1,0,0],[],[20,2,30,3],[20,2,30,3],[],[2,11,2,1,4]] spawn DAC_Zone;"; class Effects { }; }; class Item5 { position[]={6362.5117,185.28278,4959.7109}; a=250; b=250; activationBy="EAST"; timeoutMin=15; timeoutMid=15; timeoutMax=15; interruptable=1; age="UNKNOWN"; expActiv="_foo2 = execVM ""objscripts\phase2.sqf"";"; class Effects { }; }; }; }; class Intro { addOns[]= { "torabora" }; addOnsAuto[]= { "torabora" }; randomSeed=1099853; class Intel { startWeather=0.44999999; forecastWeather=0.44999999; year=2011; month=10; day=11; }; }; class OutroWin { addOns[]= { "torabora" }; addOnsAuto[]= { "torabora" }; randomSeed=12416637; class Intel { startWeather=0.44999999; forecastWeather=0.44999999; year=2011; month=10; day=11; }; }; class OutroLoose { addOns[]= { "torabora" }; addOnsAuto[]= { "torabora" }; randomSeed=14510243; class Intel { startWeather=0.44999999; forecastWeather=0.44999999; year=2011; month=10; day=11; }; }; //phase1.sqf //Called when the players are moving out to the target area. //Shows some fancy infoText. Used to play music, too, but that //turned out to be too loud and annoying. //playMusic "ToWar"; sleep 5; ["Current Objective:", "Clear Sanaag Bari", "Sep. 4, 1987"] call BIS_fnc_infoText;//phase2.sqf //The guerilla forces have been nearly destroyed. Unfortunately for the players, //they've called in reinforcements. US reinforcements. //Now the fun begins //ACTIVATE THE AMERICANS if(isServer) then { phase2Complete = true; {_x setCombatMode "RED"; _x setCaptive false;} forEach [m1, m2, m3]; }; //Tell the support guy that the guerillas are //nearly destroyed. if(player == s1) then { CROSSROAD = [East,"HQ"]; CROSSROAD sideChat "Eyeball, HQ"; sleep 2.5; CROSSROAD sideChat "Intelligence reports that the guerilla forces are in disarray, but preparing to retreat."; sleep 7.5; CROSSROAD sideChat "Inform MOSCOW that their current objective is to clear the area of stragglers and provide security around Sanaag Bari."; sleep 7.5; CROSSROAD sideChat "HQ out"; }; //phase3.sqf //Called when the Americans are getting close to Sanaag Bari //Warn the support controller if(player == s1) then { CROSSROAD = [East,"HQ"]; sleep 2.5; CROSSROAD sideChat "Eyeball, HQ, priority transmission"; sleep 3.5; CROSSROAD sideChat "Intelligence reports than an American armor division is moving in from the north to reinforce Sanaag Bari"; sleep 7.5; CROSSROAD sideChat "Godspeed. HQ out."; };//specinit.sqf //Initializes the JIP-compatible spectator script. //I don't remember where I found this, either, but I think //I stole it from one of Soapy's missions. Soapy, if this is //from one of your missions, thanks and sorry. :v ace_sys_spectator_playable_only = true; //Only spectate playable units ace_sys_spectator_no_butterfly_mode = true; //If the player presses escape, they won't change into a butterfly. ace_sys_spectator_can_exit_spectator = false; //Prevents the dead people from leaving the spectator menu. ace_sys_spectator_ShownSides = [west, east, resistance, civilian]; //Let us spectate everyone on every team. if (!isDedicated) then //If we're not a dedicated server... { spectating = false; waitUntil {!isNull player}; //Wait until the player has spawned player addEventHandler ["Killed", {[] execVM "spectate.sqf";}]; //Add an event handler that will run "spectate.sqf" when the unit dies. };waitUntil {sleep 0.2; alive player}; //Wait until the player respawns player setPos (getpos specPen); //Move them to the specPen game logic [player] join grpNull; //Make them leave their group player setCaptive true; //Make them friendly to all factions player addEventHandler ["HandleDamage", {false}]; //Don't allow them to take damage removeAllWeapons player; //Remove all of their weapons and magazines removeAllItems player; //Remove their maps, compasses, radios removebackpack player; //Get rid of their backpack, if they have one. if (!spectating) then { ace_wounds_prevtime = nil; //Disable the poor man's revive player setVariable ["ace_sys_spectator_exclude", true, true]; //Don't let the other dead players spectate this dead player [] spawn ace_fnc_startSpectator; //Start the spectator script [true] call acre_api_fnc_setSpectator; //Put them in ACRE's "dead channel"; spectating = true; //Stop this script from running again. In case they get killed again somehow. player groupChat "You are dead! Please refrain from speaking in the global or side channels."; } else {};�d$?;mjJ~"X<