1. READ ME NOW - MODIFYING TERMS AND CONDITIONS.txt.NKbriefing.htmlXNchernarus_apocalypse_logo.paaqM claw1.paaL~claw2.paaLclaw3.paaLcly_accuracy.sqfjN-cly_addweapon.sqf[bNcly_crate.sqs[%Ncly_gps.sqf2Ncly_heal.sqfBNg-cly_hud.sqfANcly_jukebox.sqf}WN+cly_objectives.sqsN>cly_playerstates.sqfoPN[ cly_removedead.sqf֩Ncly_spectate.sqf{Ncly_terraingrid.sqs3Mcoop_ch_apocalypse_1.txtF(Nndescription.extNAN3Fog.fsmT*M!Fog_Readme.txt*M}geocache.sqsӺMinit.sqfzN0init.sqs#N@jipresumepos.sqseN=mission.sqm(Nxmusic\auldale.ogg8Lmusic\cradle.ogg7L_music\kurshok.ogg88L<music\oldquarter.oggj8L0music\pavelock.ogg8Lz outro.sqsN radiocall.sqsq_Nr sound\attack1.lipLsound\attack1.ogg,&NT1sound\attack2.lipLFsound\attack2.oggB&N6sound\attack3.lipLsound\attack3.oggX&N6sound\attack4.lipY(Nsound\attack4.oggl&NA,sound\brit.lip2\NFsound\brit.oggu\N9Rsound\chase1.lipL"sound\chase1.ogg&NPsound\chase2.lipLdsound\chase2.ogg&NCQsound\chase3.lipLsound\chase3.ogg&NLsound\chase4.lipLFsound\chase4.ogg&N@sound\chase5.lipLFsound\chase5.ogg'N:sound\chase6.lipLsound\chase6.ogg!'Nt6sound\chase7.lipL2sound\chase7.ogg8'N=>sound\chase8.lipLxsound\chase8.oggW'NRsound\die1.lip^(Nnsound\die1.oggq'NKEsound\die2.lipb(Ndsound\die2.ogg'Nw>sound\idle1.lipLsound\idle1.ogg'NB~sound\idle2.lipLsound\idle2.ogg'NKDsound\idle3.lipL2sound\idle3.ogg'N:sound\idle4.lipLsound\idle4.ogg'N%Tsound\idle5.lipL sound\idle5.ogg'NJsound\idle6.lipL sound\idle6.ogg (NNsound\idle7.lipL<sound\idle7.ogg(NM[sound\idle8.lipLsound\idle8.ogg0(NIsound\radio11.ogg\Nsound\radio13.ogg\N Bsound\radio2.ogg\Nmsound\radio3.ogg\N1sound\radio5.ogg7\N!sound\radio6.oggL\Nvsound\radio7.ogga\N`sound\radio8.ogg\Nbsound\radio9.ogg\NQsound\radionoise.ogg*Msound\scream1.lipLsound\scream1.oggL2sound\scream2.lipLsound\scream2.oggL%sound\scream3.lipL sound\scream3.oggL~Isoundloop.sqs.Mzombie_scripts\cly_z_generator.sqfMNzombie_scripts\cly_z_horde.sqf INzombie_scripts\cly_z_init.sqsnãNLzombie_scripts\cly_z_randomhorde.sqsINzombie_scripts\cly_z_routines.sqf]HN'zombie_scripts\cly_z_takebandage.sqsNzombie_scripts\cly_z_textures.sqsNzombie_scripts\cly_z_unitupdate.sqfNWhen you're making a modified version of this mission, however minor the change: 1. Name it differently in a) mission name (weather menu, NOT THE VERSION NUMBER!) b) filename so that neither can be mistaken for an official version. 2. Include yourself in the briefing's credits section (init.sqs). Because: I do not want people to join a server thinking they get to play the official version when they don't. I do not want people to think that your version is a new official release. I do not want people to download a modified version that overwrites the original. I do not want to be blamed for your errors and design solutions. It's common courtesy to let people know who modified the mission. That is the least you can do to prevent inevitable confusion. You can use the scripts in your own missions if you give due credit. I have commented the scripts to the best of my ability so figuring them out is preferably your job. I reserve the right to be the sole maker of " Apocalypse" zombie missions that use this script base. Thanks, Celery


Mission completed


The survivor camp was reached. However, the apocalypse continues.




Mission completed


The others made it but you weren't so lucky.




Mission failed


You are now part of the apocalypse.



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Needs the CLY_accuracyarray variable that contains weapon classnames that get the boost. Also needs the weapon direction updater that saves weapon direction before recoil kicks in. Execute once in init script: [] spawn {_lasttime=0;while {true} do {sleep 0.02;CLY_weapondir=[player weaponDirection currentWeapon player,time,_lasttime];_lasttime=time}} */ _unit=_this select 0; _weapon=_this select 1; _mag=_this select 5; _bullet=_this select 6; _weapontype=getNumber (configFile/"CfgWeapons"/_weapon/"type"); _dispersion=getNumber (configFile/"CfgWeapons"/_weapon/"dispersion"); _magcount=getNumber (configFile/"CfgMagazines"/_mag/"count"); _magtype=getNumber (configFile/"CfgMagazines"/_mag/"type"); _bulletexplosive=getNumber (configFile/"CfgAmmo"/(typeOf _bullet)/"explosive"); _inarray=(_weapontype==2 and _dispersion>CLY_mindispersion) or _weapon in CLY_accuracyarray; _grenade=_magtype==16 and _magcount==1; if (local _unit and _inarray and !_grenade and _bulletexplosive!=1) then { _elevation=0.002; _speed=(speed _bullet/3.6); _weapondir=CLY_weapondir select 0; if ((CLY_weapondir select 1)-(CLY_weapondir select 2)>0.085 or (CLY_weapondir select 1)+0.0850.01}}; //switchMove PVEH if (isNil "CLY_addweapon") then { CLY_addweapon=true; "CLY_addweaponpv" addPublicVariableEventHandler { _var=_this select 1; _unit=_var select 0; _anim=_var select 1; _unit switchMove _anim; }; }; _unit=_this select 0; if (!local _unit) exitWith {}; _addweaponarray=_this-[_unit]; removeAllWeapons _unit; //Don't remove countermeasures or items {if !(_x in ["FlareLauncher","SmokeLauncher","CMFlareLauncher"]+items _unit) then {_unit removeWeapon _x}} forEach weapons _unit; {if !(_x in getArray (configFile/"CfgWeapons"/"FlareLauncher"/"magazines")+getArray (configFile/"CfgWeapons"/"SmokeLauncher"/"magazines")+getArray (configFile/"CfgWeapons"/"CMFlareLauncher"/"magazines")) then {_unit removeMagazine _x}} forEach magazines _unit; //Lower case array of Throw and Put magazines _throwputmags=[]; {_throwputmags=_throwputmags+getArray (configFile/"CfgWeapons"/"Throw"/_x/"magazines")} forEach getArray (configFile/"CfgWeapons"/"Throw"/"muzzles"); {_throwputmags=_throwputmags+getArray (configFile/"CfgWeapons"/"Put"/_x/"magazines")} forEach getArray (configFile/"CfgWeapons"/"Put"/"muzzles"); _i=0; {_throwputmags set [_i,toLower _x];_i=_i+1} forEach _throwputmags; //Add weapons and magazines { if (typeName _x=="ARRAY") then { _gun=_x select 0; _guntype=getNumber (configFile/"CfgWeapons"/_gun/"type"); _muzzles=getArray (configFile/"CfgWeapons"/_gun/"muzzles"); _magcount=_x select 1; if !(toLower _gun in _throwputmags) then { //Primary magazines _magtype=if (count _x>2) then {_x select 2} else {0}; _mag=""; if (typeName _magtype=="STRING") then {_mag=_magtype}; if (typeName _magtype=="SCALAR") then {_mag=getArray (configFile/"CfgWeapons"/_gun/"magazines") select _magtype}; for "_x" from 1 to _magcount do {_unit addMagazine _mag}; //Secondary magazines if (count _muzzles>1 and count _x>3) then { _magtype=if (count _x>4) then {_x select 4} else {0}; if (typeName _magtype=="STRING") then {_mag=_magtype}; if (typeName _magtype=="SCALAR") then {_mag=getArray (configFile/"CfgWeapons"/_gun/(_muzzles select 1)/"magazines") select _magtype}; _magcount=_x select 3; for "_x" from 1 to _magcount do {_unit addMagazine _mag}; }; //Add weapon and select it if the unit doesn't already have one _unit addWeapon _gun; _muzzle=if !("this" in _muzzles) then {_muzzles select 0} else {_gun}; _currentweapontype=getNumber (configFile/"CfgWeapons"/(currentWeapon _unit)/"type"); if (!(_currentweapontype in [1,2,4,5]) and _guntype in [1,2,4,5] and _unit isKindOf "Man") then { _unit selectWeapon _muzzle; //switchMove to correct stance if (vehicle _unit==_unit and alive _unit and isPlayer _unit) then { _anim="amovpercmstpsnonwnondnon"; if (_guntype in [1,5]) then {_anim="amovpercmstpsraswrfldnon"}; if (_guntype==2) then {_anim="amovpercmstpsraswpstdnon"}; if (_guntype==4) then {_anim="amovpercmstpsraswlnrdnon"}; _unit switchMove _anim; CLY_addweaponpv=[_unit,_anim]; publicVariable "CLY_addweaponpv"; }; }; if (_currentweapontype==0 and !(_unit isKindOf "Man")) then {_unit selectWeapon _muzzle}; } else { for "_x" from 1 to _magcount do {_unit addMagazine _gun}; }; } else { _unit addWeapon _x; }; } forEach _addweaponarray; //Event handler for respawning units if (isNil {_unit getVariable "CLY_addweapon"}) then { _unit addEventHandler [ "Respawn", { if (!isNil {_this select 0 getVariable "CLY_addweapon"}) then { _addweaponarray=_this select 0 getVariable "CLY_addweapon"; _addweaponarray set [0,_this select 0]; _addweaponarray execVM "cly_addweapon.sqf"; }; } ]; _unit setVariable ["CLY_addweapon",_this]; };;CLY Crate - Centralized crate loadout script ; ;Ammo crate's init: ; [this,1] exec "cly_crate.sqs" ;The number element determines which loadout is used for that crate. In this case #crate1. ; ;Loadout syntax: ; [weapon class,number of weapons,number of mags,mag class (index number or string - optional)] call _cratescript ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; _crate=_this select 0 _number=0 ?count _this>1:_number=_this select 1 ;Callable loadout script: [classname of gun,number of guns,number of mags,magazine class (optional, default 0)] _cratescript={_gun=_this select 0;_gunamount=_this select 1;_magamount=_this select 2;_ammotype=if (count _this>3) then {_this select 3} else {0};_mag=_ammotype;if (typeName _mag!="STRING") then {_mag=getArray (configFile/"CfgWeapons"/_gun/"magazines") select _ammotype};_crate addWeaponCargo [_gun,_gunamount];_crate addMagazineCargo [_mag,_magamount]} ?typeOf _crate!="WeaponHolder":clearWeaponCargo _crate;clearMagazineCargo _crate goto format ["crate%1",_number] hintSilent format ["CLY Crate: loadout #%1 not found!",_number] exit #crate0 ["glock17_EP1",0,2,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,3,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,2,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,5,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,4,"6Rnd_45ACP"] call _cratescript ["AKS_74_U",0,1,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",0,1,"10x_303"] call _cratescript ["Colt1911",0,3,"7Rnd_45ACP_1911"] call _cratescript ["Sa61_EP1",0,3,"20Rnd_B_765x17_Ball"] call _cratescript ["Saiga12K",1,3,"8Rnd_B_Saiga12_Pellets"] call _cratescript exit #crate1 ["glock17_EP1",0,1,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,1,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,1,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,2,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,1,"6Rnd_45ACP"] call _cratescript ["Colt1911",1,4,"7Rnd_45ACP_1911"] call _cratescript ["AKS_74_U",1,2,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",1,2,"10x_303"] call _cratescript ["Sa61_EP1",0,1,"20Rnd_B_765x17_Ball"] call _cratescript ["Saiga12K",0,1,"8Rnd_B_Saiga12_Pellets"] call _cratescript ["M16A2",0,1,"30Rnd_556x45_Stanag"] call _cratescript exit #crate2 ["glock17_EP1",0,1,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,1,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,1,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,2,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,2,"6Rnd_45ACP"] call _cratescript ["Colt1911",0,1,"7Rnd_45ACP_1911"] call _cratescript ["Sa61_EP1",0,1,"20Rnd_B_765x17_Ball"] call _cratescript ["AKS_74_U",0,1,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",0,1,"10x_303"] call _cratescript ["Saiga12K",0,1,"8Rnd_B_Saiga12_Pellets"] call _cratescript ["M16A2",1,3,"30Rnd_556x45_Stanag"] call _cratescript exit #crate3 ["glock17_EP1",0,2,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,3,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,2,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,5,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,4,"6Rnd_45ACP"] call _cratescript ["Colt1911",0,3,"7Rnd_45ACP_1911"] call _cratescript ["Sa61_EP1",0,1,"20Rnd_B_765x17_Ball"] call _cratescript ["AKS_74_U",0,2,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",0,2,"10x_303"] call _cratescript ["Saiga12K",0,3,"8Rnd_B_Saiga12_Pellets"] call _cratescript ["M16A2",0,2,"30Rnd_556x45_Stanag"] call _cratescript ["PK",0,1,"100Rnd_762x54_PK"] call _cratescript exit #crate4 ["glock17_EP1",0,1,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,2,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,1,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,3,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,2,"6Rnd_45ACP"] call _cratescript ["Colt1911",0,2,"7Rnd_45ACP_1911"] call _cratescript ["Sa61_EP1",0,1,"20Rnd_B_765x17_Ball"] call _cratescript ["AKS_74_U",0,1,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",0,1,"10x_303"] call _cratescript ["Saiga12K",0,2,"8Rnd_B_Saiga12_Pellets"] call _cratescript ["M16A2",0,1,"30Rnd_556x45_Stanag"] call _cratescript exit #crate5 ["glock17_EP1",0,8,"17Rnd_9x19_glock17"] call _cratescript ["M1014",0,8,"8Rnd_B_Beneli_Pellets"] call _cratescript ["M9",0,8,"15Rnd_9x19_M9"] call _cratescript ["Makarov",0,16,"8Rnd_9x18_Makarov"] call _cratescript ["revolver_EP1",0,12,"6Rnd_45ACP"] call _cratescript ["Colt1911",0,10,"7Rnd_45ACP_1911"] call _cratescript ["Sa61_EP1",0,6,"20Rnd_B_765x17_Ball"] call _cratescript ["AKS_74_U",0,4,"30Rnd_545x39_AK"] call _cratescript ["LeeEnfield",0,3,"10x_303"] call _cratescript ["Saiga12K",0,8,"8Rnd_B_Saiga12_Pellets"] call _cratescript ["M16A2",0,4,"30Rnd_556x45_Stanag"] call _cratescript ["PK",0,3,"100Rnd_762x54_PK"] call _cratescript ["bizon",1,4,"64Rnd_9x19_Bizon"] call _cratescript exit_characters=["CIV_EuroMan01_EP1","FR_Cooper","CIV_EuroMan02_EP1","Dr_Hladik_EP1","TK_Aziz_EP1","Haris_Press_EP1","Policeman","RU_Soldier_Pilot","TK_CIV_Worker01_EP1","Rocker4"]; _colors=["ColorBlack","ColorBlue","ColorGreen","ColorWhite","ColorRed","ColorYellow","ColorPink","ColorBrown","ColorKhaki","ColorOrange"]; waitUntil {!isNil "CLY_players"}; _markers=[]; for "_x" from 1 to 30 do { _marker=createMarkerLocal [format ["pmarker%1",_x],[0,0,0]]; _marker setMarkerTypeLocal "mil_triangle"; _marker setMarkerSizeLocal [0.3,0.6]; _marker setMarkerAlphaLocal 0; _markers set [count _markers,_marker]; }; while {true} do { { _x setMarkerTextLocal ""; _x setMarkerAlphaLocal 0; } forEach _markers; if ("ItemGPS" in items player) then { { _unit=_x; _marker=_markers select (CLY_players find _unit); _marker setMarkerPosLocal getPos vehicle _unit; _marker setMarkerDirLocal getDir vehicle _unit; _marker setMarkerColorLocal (if (typeOf _unit in _characters) then {_colors select (_characters find typeOf _unit)} else {"ColorOrange"}); if (_unit==driver vehicle _unit or {_x in vehicle _unit} count CLY_players==1) then {_marker setMarkerTextLocal name _x}; _marker setMarkerAlphaLocal 1; } forEach CLY_players; "geocachemarker" setMarkerAlphaLocal 1; }; if !("ItemGPS" in items player) then {"geocachemarker" setMarkerAlphaLocal 0}; sleep 0.5; };/* CLY Heal - a self-bandaging script written by Celery. -How to use- Execute in init script: [player,0.2,0.15,3,true] execVM "cly_heal.sqf"; The first number is the damage threshold after which you are given the option to heal. The second one is the player's damage after healing. The third one is the number of bandages. -1 is unlimited. The boolean at the end is optional, setting it to true will make the bandaging action pop up when the player is injured. It's false by default. How to add bandages to a unit: unit setVariable ["CLY_healings",this getVariable "CLY_healings"+1,true] Make an AI unit drop bandages when it dies: 0=[this,0,0,1,true] execVM "cly_heal.sqf"; */ _target=_this select 0; _caller=_this select 1; _id=_this select 3; _structure=""; //Add PVEHs if (isNil "CLY_healfirstrun") then { CLY_healfirstrun=true; "CLY_healinterruptpv" addPublicVariableEventHandler { _var=_this select 1; _var select 0 switchMove (_var select 1); _var select 0 playMoveNow (_var select 1); }; "CLY_healbandagepv" addPublicVariableEventHandler { _var=_this select 1; _unit=_var select 0; if (count _var>1) then { _unit addAction (_var select 1); } else { for "_x" from 0 to 99 do {_unit removeAction _x}; }; }; "CLY_healannouncepv" addPublicVariableEventHandler { _var=_this select 1; _unit=_var select 0; _text=_var select 1; if (player==_unit) then { titleText _text; }; }; }; //Give bandage if (_id in ["give"]) then { _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")-1,true]; _target setVariable ["CLY_healings",(_target getVariable "CLY_healings")+1,true]; titleText [format ["Bandage given to %1",name _target],"PLAIN DOWN",0.3]; _text=[format ["Received bandage from %1",name _caller],"PLAIN DOWN",0.3]; CLY_healannouncepv=[_target,_text]; publicVariable "CLY_healannouncepv"; }; //Interrupt healing if (_id in ["interrupt"]) then { _caller setVariable ["CLY_healinterrupt",true]; }; //Take bandage if (typeName _id=="ARRAY") then { if (_id select 0=="take") then { _taken=_id select 1; _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")+_taken,true]; _s=if (_taken>1) then {"s"} else {""}; titleText [format ["%1 bandage%2 taken",_taken,_s],"PLAIN DOWN",0.3]; for "_x" from 0 to 99 do {_target removeAction _x}; CLY_healbandagepv=[_target]; publicVariable "CLY_healbandagepv"; }; }; //Heal self or other if (_id in ["heal","healother"]) then { _weapontype=getNumber (configFile/"CfgWeapons"/(currentWeapon _caller)/"type"); _weapontypes=[]; {_weapontypes set [count _weapontypes,getNumber (configFile/"CfgWeapons"/_x/"type")]} forEach weapons _caller; _anim="ainvpknlmstpsnonwnondnon_medic_2"; if (_weapontype in [1,5] or (_weapontype==0 and {_x in [1,5]} count _weapontypes>0)) then {_anim="ainvpknlmstpslaywrfldnon_medic"}; if (_weapontype==2 or (_weapontype==0 and 2 in _weapontypes)) then {_anim="ainvpknlmstpsnonwnondnon_medic_1"}; if (_id=="healother") then { _text=[format ["%1 is bandaging you",name _caller],"PLAIN DOWN",0.3]; CLY_healannouncepv=[_target,_text]; publicVariable "CLY_healannouncepv"; }; _caller playMove _anim; _caller setVariable ["CLY_healcooldown",time+5]; _caller setVariable ["CLY_healinterrupt",false]; waitUntil {animationState _caller in ["ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_medic_2"]}; waitUntil {_caller getVariable "CLY_healinterrupt" or !alive _target or _caller distance _target>3 or !(animationState _caller in ["ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_medic_2"])}; if (alive _caller) then { //Heal if (alive _target and !(_caller getVariable "CLY_healinterrupt")) then { _healee=if (_id=="healother") then {_target} else {_caller}; if (damage _healee>_caller getVariable "CLY_healthreshold") then { _healee setDamage (_caller getVariable "CLY_healdamage"); _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")-1,true]; }; //Heal legs if (!canStand _healee) then { _healee setHit ["legs",_caller getVariable "CLY_healdamage"]; _caller setVariable ["CLY_healings",(_caller getVariable "CLY_healings")-1,true]; }; //Interrupt healing } else { _caller setVariable ["CLY_healinterrupt",false]; _anim="ainvpknlmstpslaywrfldnon_amovpknlmstpsnonwnondnon"; if (_weapontype in [1,5]) then {_anim="ainvpknlmstpslaywrfldnon_amovpknlmstpsraswrfldnon"}; if (_weapontype==2) then {_anim="ainvpknlmstpsnonwnondnon_amovpknlmstpsraswpstdnon"}; if (_weapontype==4) then {_anim="amovpknlmstpsnonwnondnon_amovpknlmstpsraswlnrdnon"}; CLY_healinterruptpv=[_caller,_anim]; publicVariable "CLY_healinterruptpv"; _caller switchMove _anim; _caller playMoveNow _anim; }; }; }; //Main loop while {typeName _id=="SCALAR"} do { if (!local _target) exitWith {}; _healthreshold=_this select 1; _healdamage=_this select 2; _healings=floor (_this select 3); _popup=if (count _this>4) then {_this select 4} else {false}; CLY_healanims=["amovpknlmstpsraswrfldnon_ainvpknlmstpslaywrfldnon","ainvpknlmstpslaywrfldnon_medic","ainvpknlmstpslaywrfldnon_amovpknlmstpsraswrfldnon","amovpknlmstpsraswpstdnon_ainvpknlmstpsnonwnondnon","amovpknlmstpsraswpstdnon_ainvpknlmstpsnonwnondnon_end","ainvpknlmstpsnonwnondnon_medic_1","ainvpknlmstpsnonwnondnon_amovpknlmstpsraswpstdnon","amovpknlmstpsraswlnrdnon_ainvpknlmstpsnonwnondnon","ainvpknlmstpsnonwnondnon_medic_2","amovpknlmstpsnonwnondnon_amovpknlmstpsraswlnrdnon"]; //Add take bandage action to AI, then exit if (_target!=player) exitWith { _target setVariable ["CLY_healings",_healings,true]; [_target] spawn { _unit=_this select 0; waitUntil {!alive _unit}; if (!isPlayer _unit and _unit getVariable "CLY_healings">0) then { _structure=""; _action=[ format ["%1Take bandage%2",_structure,if (_unit getVariable "CLY_healings">1) then {"s"} else {""}], "cly_heal.sqf", ["take",_unit getVariable "CLY_healings"], 1.4, true, true, "", "_this!=_target and !alive _target and _this distance _target<4 and _this getVariable 'CLY_healings'>=0" ]; _unit addAction _action; CLY_healbandagepv=[_unit,_action]; publicVariable "CLY_healbandagepv"; }; }; }; waitUntil {alive player}; _unit=player; if (isNil {_unit getVariable "CLY_healings"}) then {_unit setVariable ["CLY_healings",_healings,true]}; if (isNil {_unit getVariable "CLY_healthreshold"}) then {_unit setVariable ["CLY_healthreshold",_healthreshold]}; if (isNil {_unit getVariable "CLY_healdamage"}) then {_unit setVariable ["CLY_healdamage",_healdamage]}; if (isNil {_unit getVariable "CLY_healcooldown"}) then {_unit setVariable ["CLY_healcooldown",time-5]}; if (isNil {_unit getVariable "CLY_healinterrupt"}) then {_unit setVariable ["CLY_healinterrupt",false]}; _healaction=100; _interruptaction=100; _healotheraction=100; _giveaction=100; _nearestaliveactive=objNull; _nearestalivedamage=-1; _reset=true; while {alive _unit and _unit==player} do { //Reset actions if (_reset) then { _unit removeAction _healaction; _unit removeAction _interruptaction; _nearestaliveactive removeAction _healotheraction; _nearestaliveactive removeAction _giveaction; _nearestaliveactive=objNull; _healaction=_unit addAction [ format ["%1Bandage wounds",_structure], "cly_heal.sqf", "heal", //Argument 1.37, //Priority _popup, //Action pops up? true, //Hide on use "", //Shortcut "_this==_target and (damage _this>_this getVariable 'CLY_healthreshold' or !canStand _this) and !(animationState _this in CLY_healanims) and time>_this getVariable 'CLY_healcooldown' and _this getVariable 'CLY_healings'!=0" ]; _interruptaction=_unit addAction [ format ["%1Cancel bandaging",_structure], "cly_heal.sqf", "interrupt", 1.4, true, true, "", "_this==_target and animationState _target in ['ainvpknlmstpslaywrfldnon_medic','ainvpknlmstpsnonwnondnon_medic_1','ainvpknlmstpsnonwnondnon_medic_2']" ]; _reset=false; }; _nearestalive=objNull; _nearestalivedist=5; //Determine nearest alive unit { if (_x!=_unit and _unit distance _x<_nearestalivedist and alive _x and _unit countEnemy [_x]==0 and _x countEnemy [_unit]==0) then { _nearestalive=_x; _nearestalivedist=_x distance _unit; }; } forEach (getPosATL _unit nearObjects ["Man",_nearestalivedist]); if (_nearestalive!=_nearestaliveactive or _nearestalivedamage!=damage _nearestaliveactive) then { _nearestaliveactive removeAction _healotheraction; _nearestaliveactive removeAction _giveaction; if (isNull _nearestalive) then {_nearestaliveactive=objNull}; }; //Add bandaging and give bandage action if (!isNull _nearestalive and (_nearestalive!=_nearestaliveactive or _nearestalivedamage!=damage _nearestaliveactive)) then { _nearestaliveactive=_nearestalive; _nearestalivedamage=damage _nearestalive; _claw=""; if (damage _nearestaliveactive>0.28) then {_claw="claw1.paa"}; if (damage _nearestaliveactive>0.59) then {_claw="claw2.paa"}; if (damage _nearestaliveactive>0.9) then {_claw="claw3.paa"}; if (_claw!="") then {_claw=format [" ",_claw]}; _healotheraction=_nearestaliveactive addAction [ format ["%1Bandage %2%3",_structure,name _nearestaliveactive,_claw], "cly_heal.sqf", "healother", 1.38, true, true, "", "_this!=_target and (damage _target>_this getVariable 'CLY_healthreshold' or !canStand _target) and !(animationState _this in CLY_healanims) and time>_this getVariable 'CLY_healcooldown' and _this getVariable 'CLY_healings'!=0 and _this distance _target<3" ]; _giveaction=_nearestaliveactive addAction [ format ["%1Give bandage to %2%3",_structure,name _nearestaliveactive,_claw], "cly_heal.sqf", "give", 1.39, true, true, "", "_this!=_target and alive _target and !(animationState _this in CLY_healanims) and time>_this getVariable 'CLY_healcooldown' and _target getVariable 'CLY_healings'>=0 and _this getVariable 'CLY_healings'>0 and _this distance _target<3" ]; }; sleep 0.1; }; //Remove actions at death or unit switch _unit removeAction _healaction; _unit removeAction _interruptaction; _nearestaliveactive removeAction _giveaction; //Take bandage from corpse action if (!alive _unit and _unit getVariable "CLY_healings">0) then { _action=[ format ["%1Take bandage%2",_structure,if (_unit getVariable "CLY_healings">1) then {"s"} else {""}], "cly_heal.sqf", ["take",_unit getVariable "CLY_healings"], 1.4, true, true, "", "_this!=_target and !alive _target and _this distance _target<4 and _this getVariable 'CLY_healings'>=0 and !(_this isKindOf 'Animal')" ]; _unit addAction _action; CLY_healbandagepv=[_unit,_action]; publicVariable "CLY_healbandagepv"; }; //Reset bandages for respawn if (!alive _unit) then {_unit setVariable ["CLY_healings",nil,true]}; waitUntil {alive player}; _target=player; };disableSerialization; sleep 3; _clawcooldown=0; _bandagecooldown=0; _namecooldown=0; while {true} do { _unit=if (!isNil {player getVariable "spectating"}) then {player getVariable "spectating"} else {player}; waitUntil {!CLY_cutscene}; if (damage _unit>0.28 and time>_clawcooldown) then { 3 cutRsc ["clawhud","PLAIN"]; _ui=uiNamespace getVariable "clawhud"; _hud=_ui displayCtrl 23500; _hud ctrlSetPosition [safeZoneX,safeZoneY+safeZoneH-0.08]; _claw=""; if (damage _unit>0.28) then {_claw="claw1.paa"}; if (damage _unit>0.59) then {_claw="claw2.paa"}; if (damage _unit>0.9) then {_claw="claw3.paa"}; _hud ctrlSetText _claw; _hud ctrlCommit 0; _clawcooldown=time+0.49; }; if (!isNil {_unit getVariable "CLY_healings"} and time>_bandagecooldown) then { _bandages=_unit getVariable "CLY_healings"; if (_bandages>=0) then { 2 cutRsc ["bandagehud","PLAIN"]; _ui=uiNamespace getVariable "bandagehud"; _hud=_ui displayCtrl 23500; _hud ctrlSetPosition [safeZoneX+0.06,safeZoneY+safeZoneH-0.02]; _hud ctrlSetText format ["Bandages: %1",_bandages]; _hud ctrlCommit 0; _bandagecooldown=time+0.45; }; }; _units=CLY_players-[_unit]; if (CLY_nametags and count _units>0) then { 1 cutRsc ["namehud","PLAIN"]; _ui=uiNamespace getVariable "namehud"; _i=0; { _dist=_x distance vehicle _unit; if (_dist<10) then { _pos=worldToScreen [getPosATL _x select 0,getPosATL _x select 1,(getPosATL _x select 2)+(_x selectionPosition "launcher" select 2)+0.65]; if (vehicle _x==_x and count _pos>0) then { _hud=_ui displayCtrl (23501+_i); _hud ctrlSetPosition [(_pos select 0)-0.2,_pos select 1]; _hud ctrlSetText (if (!visibleMap) then {name _x} else {""}); _hud ctrlSetTextColor [1,0.5,0.5,0.6 min (1.2-_dist*0.12)]; _hud ctrlCommit 0; _i=_i+1; }; }; } forEach _units; }; sleep 0.02; };/* CLY Jukebox by Celery This script will let you play several music tracks in succession. Loading a savegame or visiting the ESC menu will not disrupt the music. Requires onPauseScript="cly_jukebox.sqf"; in description.ext. Execute anywhere when needed with the required arguments. Example: 0=[0,["EP1_Track08",63,134,1],["EP1_Track14",0,255,0.8]] execVM "cly_jukebox.sqf" Arguments: [loop,["track name",start mark,end mark,volume],[...]] Loop: <0: no loop 1: loop 2: play random tracks indefinitely> You can stop the script with CLY_jukeboxkill= CLY_jukeboxkill=5 will fade the music to zero in 5 seconds and the script ends. You can pause the script with CLY_jukeboxpause=true and unpause with false. */ //Resume track at correct mark after ESC or load if (typeName (_this select 0)=="DISPLAY") exitWith {CLY_jukeboxresume=true}; if (isNil "CLY_jukeboxresumescript") then { CLY_jukeboxresumescript=[] spawn { while {true} do { _loadcheck=[] spawn {disableSerialization;waitUntil {false}}; waitUntil {scriptDone _loadcheck}; CLY_jukeboxresume=true; }; }; }; _loop=_this select 0; _tracks=[]; {if (typeName _x=="ARRAY") then {_tracks=_tracks+[_x]}} forEach _this; if (count _tracks==0) exitWith {hint "No tracks recognized by CLY Jukebox!"}; _i=-1; _track=""; _lasttrack=""; _volume=1; _fadein=0; _fadeout=0.3; _trackstart=0; _trackstarts=0; _trackend=0; _trackends=-1; _duration=_trackend-_trackstart; _resumedata=["",0]; //ID number of the script: prevents two scripts from running in parallel if (!isNil "CLY_jukeboxid") then {CLY_jukeboxid=CLY_jukeboxid+1}; if (isNil "CLY_jukeboxid") then {CLY_jukeboxid=0}; _jukeboxid=CLY_jukeboxid; //Kill switch: set to 0 or more and the jukebox will fade out in that many seconds CLY_jukeboxkill=-1; //Pause flag CLY_jukeboxpause=false; //Resume flag: will be true and makes music resume correctly when game is paused or loaded CLY_jukeboxresume=false; scopeName "main"; while {CLY_jukeboxkill<0 and CLY_jukeboxid==_jukeboxid and (_loop>0 or _i_trackends) then { _i=_i+1; if (_i>=count _tracks) then { if (_loop==0) then {CLY_jukeboxkill=1;breakTo "main"} else {_i=0}; }; _trackdata=[]; if (_loop!=2) then { _trackdata=_tracks select _i; } else { _trackdata=_tracks select floor random count _tracks; while {_loop==2 and count _tracks>1 and _trackdata select 0==_lasttrack} do { _trackdata=_tracks select floor random count _tracks; }; }; _track=_trackdata select 0; _trackstart=_trackdata select 1; _trackend=_trackdata select 2; _volume=_trackdata select 3; _duration=_trackend-_trackstart; _fadein=if (_trackstart>0) then {0.2} else {0}; _fadeout fadeMusic 0; sleep _fadeout; _fadeout=1; if (CLY_jukeboxkill>=0 or CLY_jukeboxid!=_jukeboxid) then {breakTo "main"}; _fadein fadeMusic _volume; playMusic [_track,_trackstart]; _lasttrack=_track; _trackstarts=time; _trackends=time+_trackend-_trackstart; }; _resumedata=[_track,time-_trackstarts+_trackstart]; if (CLY_jukeboxresume) then { playMusic _resumedata; CLY_jukeboxresume=false; }; if (CLY_jukeboxpause) then { 1 fadeMusic 0; sleep 1; waitUntil {!CLY_jukeboxpause}; if (CLY_jukeboxkill<0 and CLY_jukeboxid==_jukeboxid) then { 1 fadeMusic _volume; playMusic _resumedata; } else { breakTo "main"; }; }; sleep 0.05; }; if (CLY_jukeboxkill>=0) then {CLY_jukeboxkill fadeMusic 0};;Ingeniously simple and easy to figure objective script by Celery ?isNil "obj1":obj1=taskNull ?isNil "obj2":obj2=taskNull ?isNil "obj3":obj3=taskNull ?isNil "obj4":obj4=taskNull ?isNil "obj5":obj5=taskNull ?isNil "obj1activated":obj1activated=true ?isNil "obj2activated":obj2activated=false ?isNil "obj3activated":obj3activated=false ?isNil "obj4activated":obj4activated=false ?isNil "obj5activated":obj5activated=false ?isNil "obj1done":obj1done=false ?isNil "obj2done":obj2done=false ?isNil "obj3done":obj3done=false ?isNil "obj4done":obj4done=false ?isNil "obj5done":obj5done=false ?isNil "klenreached":klenreached=false _obj1activated=false _obj2activated=false _obj3activated=false _obj4activated=false _obj5activated=false _obj1done=false _obj2done=false _obj3done=false _obj4done=false _obj5done=false _jiptime=time+5 #loop ?!_obj1activated and obj1activated:_obj1activated=true;goto "obj1activated" ?!_obj1done and obj1done:_obj1done=true;goto "obj1done" ?!_obj2activated and obj2activated:_obj2activated=true;goto "obj2activated" ?!_obj2done and obj2done:_obj2done=true;goto "obj2done" ?!_obj3activated and obj3activated:_obj3activated=true;goto "obj3activated" ?!_obj3done and obj3done:_obj3done=true;goto "obj3done" ?!_obj4activated and obj4activated:_obj4activated=true;goto "obj4activated" ?!_obj4done and obj4done:_obj4done=true;goto "obj4done" ?!_obj5activated and obj5activated:_obj5activated=true;goto "obj5activated" ?!_obj5done and obj5done:_obj5done=true;goto "obj5done" ~0.5 goto "loop" #obj1activated obj1=player createSimpleTask [""] obj1 setSimpleTaskDescription ["
Go northwest to the Olsha hill radio tower and see if you can help whoever called you on the radio.","Investigate Olsha hill",""] player setCurrentTask obj1 ?!obj1done:taskHint ["New objective:\nInvestigate Olsha hill\n(northwest)",[1,1,0,1],"taskNew"] goto "loop" #obj1done obj1 setTaskState "Succeeded" ?time>_jiptime:taskHint ["Objective completed:\nInvestigate Olsha hill",[0,1,0,1],"taskDone"] goto "loop" #obj2activated obj2=player createSimpleTask [""] obj2 setSimpleTaskDescription ["
The policeman in the tower had a map with a marker over the control tower of Krasnostav airfield to the west of Olsha hill. Go check it out.","Check out the control tower",""] obj2 setTaskState "Created" player setCurrentTask obj2 "obj2" setMarkerTypeLocal "hd_destroy" "ammomarker1" setMarkerTypeLocal "hd_pickup" ?time>_jiptime or !obj2done:taskHint ["New objective:\nCheck out the control tower\n(west)",[1,1,0,1],"taskNew"] goto "loop" #obj2done obj2 setTaskState "Succeeded" ?time>_jiptime and obj2activated:taskHint ["Objective completed:\nCheck out the control tower",[0,1,0,1],"taskDone"] goto "loop" #obj3activated obj3=player createSimpleTask [""] obj3 setSimpleTaskDescription ["
Nikita's people will give you shelter in exchange for retrieving some photos they left behind in Krasnostav, west-southwest of the airfield. Get the photos in the large brick house.","Retrieve Krasnostav photos",""] obj3 setTaskState "Created" "obj3" setMarkerTypeLocal "hd_objective" player setCurrentTask obj3 obj4=player createSimpleTask [""] obj4 setSimpleTaskDescription ["
After retrieving the photos you are to meet with Nikita's soldiers at the top of Klen, south-southeast of Krasnostav.","Go to Klen",""] obj4 setTaskState "Created" "obj4" setMarkerTypeLocal "hd_join" ?time>_jiptime or !obj3done:taskHint ["New objective:\nRetrieve Krasnostav photos\n(west-southwest)",[1,1,0,1],"taskNew"] goto "loop" #obj3done obj3 setTaskState "Succeeded" ?!obj4activated:obj4activated=true;publicVariable "obj4activated" ?time>_jiptime:taskHint ["Objective completed:\nRetrieve Krasnostav photos",[0,1,0,1],"taskDone"] goto "loop" #obj4activated player setCurrentTask obj4 ?time>_jiptime or !obj4done:taskHint ["New objective:\nGo to the top of Klen\n(south-southeast)",[1,1,0,1],"taskNew"] goto "loop" #obj4done obj4 setTaskState "Succeeded" ?time>_jiptime:taskHint ["Objective completed:\nGo to Klen",[0,1,0,1],"taskDone"] #obj5activated obj5=player createSimpleTask [""] if (CLY_hordetrigger=="horde2") then {obj5 setSimpleTaskDescription ["
Zombies are attacking Klen. Defend the hill!","Defend the hill",""]} else {obj5 setSimpleTaskDescription ["
You were told to meet the soldiers at Klen.","Wait for rendezvous",""]} obj5 setTaskState "Created" player setCurrentTask obj5 ?time>_jiptime or !obj5done:if (CLY_hordetrigger=="horde2") then {taskHint ["New objective:\nDefend the hill",[1,1,0,1],"taskNew"]} else {taskHint ["New objective:\nWait for the soldiers",[1,1,0,1],"taskNew"]} goto "loop" #obj5done obj5 setTaskState "Succeeded" ?time>_jiptime:if (CLY_hordetrigger=="horde2") then {taskHint ["Objective completed:\nDefend the hill",[0,1,0,1],"taskDone"]} else {taskHint ["Objective completed:\nWait for the soldiers",[0,1,0,1],"taskDone"]} goto "loop"//Player states script //Saves player damage and loadout sleep 5; while {true} do { _changed=false; //Add new players { _unit=_x; if ({typeOf _unit in _x} count CLY_playerstates==0 and isPlayer _unit and alive _unit and !isNil {_unit getVariable "CLY_playerstates"}) then { CLY_playerstates set [count CLY_playerstates,[_unit,typeOf _unit,damage _unit,if (!isNil {_unit getVariable "CLY_healings"}) then {_unit getVariable "CLY_healings"} else {0},magazines _unit,weapons _unit-items _unit,items _unit]]; publicVariable "CLY_playerstates"; }; } forEach CLY_players; //Update player state _index=0; { if (count _x>0) then { _unit=_x select 0; _left=_x select 1; _damage=_x select 2; _bandages=_x select 3; _magazines=_x select 4; _weapons=_x select 5; _items=_x select 6; _array=_x; _arraychanged=false; if (!isNull _unit and alive _unit) then { //Damage if (damage _unit!=_damage) then { _array set [2,damage _unit]; _arraychanged=true; }; //Bandages if (!isNil {_unit getVariable "CLY_healings"}) then { if (_unit getVariable "CLY_healings"!=_bandages) then { _array set [3,_unit getVariable "CLY_healings"]; _arraychanged=true; }; }; //Magazines _i=0; _magazineschanged=false; if (count magazines _unit==count _magazines) then { {if (_x!=(magazines _unit select _i)) then {_magazineschanged=true};_i=_i+1} forEach _magazines; } else { _magazineschanged=true; }; if (_magazineschanged) then { _array set [4,magazines _unit]; _arraychanged=true; }; //Weapons _i=0; _weaponschanged=false; if (count (weapons _unit-items _unit)==count _weapons) then { {if (_x!=((weapons _unit-items _unit) select _i)) then {_weaponschanged=true};_i=_i+1} forEach _weapons; } else { _weaponschanged=true; }; if (_weaponschanged) then { _array set [5,weapons _unit-items _unit]; _arraychanged=true; }; //Items _i=0; _itemschanged=false; if (count items _unit==count _items) then { {if (_x!=(items _unit select _i)) then {_itemschanged=true};_i=_i+1} forEach _items; } else { _itemschanged=true; }; if (_itemschanged) then { _array set [6,items _unit]; _arraychanged=true; }; }; //Update array if (_arraychanged) then { CLY_playerstates set [_index,_array]; _changed=true; }; _index=_index+1; }; } forEach CLY_playerstates; if (_changed) then {publicVariable "CLY_playerstates"}; sleep 1; };/* CLY Remove Dead by Celery Removes dead units and vehicles from the battlefield. Version 2011.10.28 The script is less functional in plain Arma 2 because it lacks the allDead command. In plain Arma 2 the script... - is probably a little heavier - doesn't remove vehicles or animals - lacks the hideBody transition due to its bugged nature in Arma 2 Free Execute in init script: [60,0,true] execVM "cly_removedead.sqf"; [wait time for men,wait time for vehicles,remove units with gear (optional, default true)] execVM "cly_removedead.sqf"; A wait time of 0 prevents that type from being removed. Prevent an individual unit from being removed: this setVariable ["CLY_removedead",false,true] Remove an individual unit immediately upon death: this setVariable ["CLY_removedead",true,true] Use the CLY_ignoregear array to define gear classnames that don't prevent a unit's removal when only gearless bodies are removed. Alternatively, use CLY_keepgear to define gear that prevents removal when geared unit removal is enabled. Remember correct upper and lower case in classnames or it won't work! Check config browsers if not sure. */ if (!isServer) exitWith {}; CLY_ignoregear=["ItemRadio","ItemCompass","ItemWatch","ItemMap","ItemGPS"]; CLY_keepgear=[]; CLY_noremovegear=[]; _oa=isClass (configFile/"CfgPatches"/"CA_E"); _manwait=_this select 0; _vehiclewait=if (count _this>1) then {_this select 1} else {_manwait}; CLY_removegeared=if (count _this>2) then {_this select 2} else {true}; CLY_removedeadpending=[]; CLY_dontremovedead=[]; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; //Spawnable script _removedead={ _unit=_this select 0; _wait=_this select 1; sleep _wait; waitUntil {isNull flag _unit}; _gear=if (_unit isKindOf "Man") then {(magazines _unit+weapons _unit)-CLY_ignoregear} else {[]}; if (isNull _unit or _unit in CLY_dontremovedead or (CLY_removegeared and {_x in CLY_keepgear} count _gear>0) or (!CLY_removegeared and count _gear>0)) exitWith { CLY_removedeadpending=CLY_removedeadpending-[_unit]; }; if (_unit isKindOf "Man" and isClass (configFile/"CfgPatches"/"CA_E")) then { hideBody _unit; _removetime=time+8; while {getPos _unit select 2<0.2 and time<_removetime} do {sleep 0.1}; }; CLY_removedeadpending=CLY_removedeadpending-[_unit]; deleteVehicle _unit; }; //Loop _allunits=[]; _alldead=[]; while {true} do { if (!_oa) then {_allunits=allUnits}; sleep 1; if (!_oa) then { {if (!alive _x) then {_alldead set [count _alldead,_x]}} forEach _allunits; {if (isNull _x) then {_alldead=_alldead-[_x]}} forEach _alldead; } else {_alldead=allDead}; { if (isNil {_x getVariable "CLY_removedead"}) then { if !(_x in CLY_removedeadpending) then { _wait=if (_x isKindOf "Man") then {_manwait} else {_vehiclewait}; _gear=if (_x isKindOf "Man") then {(magazines _x+weapons _x)-CLY_ignoregear} else {[]}; if (_wait>0 and ((CLY_removegeared and {_x in CLY_keepgear} count _gear==0) or (!CLY_removegeared and count _gear==0))) then { [_x,_wait] spawn _removedead; CLY_removedeadpending set [count CLY_removedeadpending,_x]; }; }; } else { if (_x getVariable "CLY_removedead") then { if (vehicle _x==_x) then { CLY_removedeadpending set [count CLY_removedeadpending,_x]; [_x,0] spawn _removedead; _x setVariable ["CLY_removedead",nil]; }; } else { CLY_dontremovedead set [count CLY_dontremovedead,_x]; _x setVariable ["CLY_removedead",nil]; }; }; } forEach _alldead-CLY_dontremovedead; if (count CLY_dontremovedeadremove>0) then { CLY_dontremovedead=CLY_dontremovedead-CLY_dontremovedeadremove; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; }; };/* CLY Spectate - Simple spectating script by Celery Makes a player enter spectator mode, following units from their perspectives and cycling between them with mouse buttons. Execution: 0=[[spectateable sides],spectate players only] execVM "cly_spectate.sqf" Leave sides array empty to include everyone. AI can always be spectated in SP to test the script. Example: 0=[[west,east],true] execVM "cly_spectate.sqf" This will allow the player to spectate BLUFOR and OPFOR players. Execute in onPlayerRespawnAsSeagull.sqs in non-respawn missions. Otherwise execute where you want with the conditions you deem best. For a more impressive first person spectating experience, use the cameraView script that enables automatic switching into aiming mode whenever the spectatee does it (works only with players). Put the following in the init script: [] spawn {player setVariable ["cameraview","INTERNAL",true];while {true} do {if (alive player and cameraView!=(player getVariable "cameraview")) then {player setVariable ["cameraview",cameraView,true]};sleep 0.1}}; */ _sides=_this select 0; _playersonly=_this select 1; player setVariable ["spectating",player,true]; _body=player; _name=name player; _spectatee=objNull; _wait=time+5; waitUntil {alive player or (playerRespawnTime==-1 and time>_wait)}; titleCut ["","BLACK FADED",0.1]; sleep 0.2; //Mouse input CLY_spectate_cycle=0; findDisplay 46 displayAddEventHandler ["MouseButtonDown","if ((_this select 1)==0) then {CLY_spectate_cycle=CLY_spectate_cycle+1};if ((_this select 1)==1) then {CLY_spectate_cycle=CLY_spectate_cycle-1}"]; _i=0; //Spectate while {true} do { _respawned=false; if (!alive player) then {_respawned=true}; waitUntil {alive player}; //Gather list of viable spectatees _spectatees=[]; _units=[]; if (_playersonly and isMultiplayer) then { _units=if (count CLY_players>1) then {CLY_players} else {allUnits}; } else { _units=allUnits; }; if (isMultiplayer) then { {if ((side _x in _sides or count _sides==0) and (!_playersonly or isPlayer _x) and alive _x and _x!=player and isNil {_x getVariable "spectating"}) then {_spectatees set [count _spectatees,_x]}} forEach _units } else { {if ((side _x in _sides or count _sides==0) and alive _x and _x!=player and isNil {_x getVariable "spectating"}) then {_spectatees set [count _spectatees,_x]}} forEach _units }; if (count _spectatees>0 or isNull _spectatee) then { _changed=false; //First run if (isNull _spectatee) then { _spectatee=_body; if (count _spectatees>0) then { _spectatee=_spectatees select _i; _name=name _spectatee; }; _changed=true; }; //Find correct index for intended spectatee if (_spectatee in _spectatees) then {_i=_spectatees find _spectatee}; //Switch to living version of previously dead spectatee if (!alive _spectatee and {name _x==_name} count _spectatees==1) then { {if (name _x==_name) then {_i=_forEachIndex}} forEach _spectatees; _changed=true; }; //Check cycle if (CLY_spectate_cycle>0) then {_i=_i+1;_changed=true;CLY_spectate_cycle=0}; if (CLY_spectate_cycle<0) then {_i=_i-1;_changed=true;CLY_spectate_cycle=0}; //Correct index if (_i>=count _spectatees) then {_i=0}; if (_i<0) then {if (count _spectatees>1) then {_i=count _spectatees-1} else {_i=0}}; //Update spectatee if changed if (_changed and count _spectatees>0) then { _spectatee=_spectatees select _i; _name=name _spectatee; }; //Set view mode (requires cameraView script) _view=cameraView; if (!isNil {_spectatee getVariable "cameraview"}) then { _specview=_spectatee getVariable "cameraview"; if (_specview in ["INTERNAL","GUNNER"] and _view in ["INTERNAL","GUNNER"] and _view!=_specview) then { _view=_specview; _changed=true; }; }; //Spectate the spectatee if (_changed or _respawned) then { vehicle _spectatee switchCamera _view; if (player getVariable "spectating"!=_spectatee) then { player setVariable ["spectating",_spectatee,true]; }; }; //Spectator hint _ai=if (!isPlayer _spectatee and _spectatee!=_body) then {" (AI)"} else {""}; if (!alive _spectatee) then {_ai=" (dead)"}; hintSilent format ["Spectating\n%1%2",_name,_ai]; }; sleep 0.05; };_level=_this select 3 ?_level==0:{player removeAction _x} forEach [CLY_terrainaction0,CLY_terrainaction1,CLY_terrainaction2,CLY_terrainaction3,CLY_terrainaction4,CLY_terrainaction5];exit setTerrainGrid _level exitChernarus Apocalypse, part one Map: Chernarus Players: 1-10 Story: Most of Chernarus has been overrun by zombies. Shortly after the outbreak began, the world was alerted with an emergency transmission and a quarantine was attempted by the CDF, Russia, NATO and hired professionals. The quarantine failed after 22 hours and all surviving units retreated to protect the capital region except for the Russians who have a long border with Chernarus to the north. You are one of the few survivors left in South Zagoria, the ground zero of the outbreak, and have been waiting for a passing ship or other form of help on the eastern shore in vain. Just a moment ago, you picked up a plea for help over the radio requesting assistance at the Olsha hill radio tower. You must go northwest and investigate. Description: This is a zombie coop mission with specific objectives and one life per character. Equipment and munitions are scarce and the enemy is dangerous and numerous, which promotes tactics, teamwork and good shooting. The zombies are resistant to bullets, and only a headshot is a reliable way to kill them. This part requires you to focus on tactics and fire discipline. Dawn of the Apocalypse, the single player prologue mission: http://www.armaholic.com/page.php?id=12135 Part two: http://www.armaholic.com/page.php?id=14632 Part three: http://www.armaholic.com/page.php?id=15372 Features: - Addon-free but convincing zombies - Several zombie behavior types - Player characters have unique equipment and diaries - Custom healing script with shareable bandages - Zombies may drop bandages and magazines - Pistols are accurate - Selectable friendly fire damage rate - Players have name tags - JIP players start close to the group - Character gear, bandages and damage are saved in case a player disconnects - Spectator mode after death - You can continue the game after dying by picking a new unit slot - Pacifist or partial stealth run is very hard but possible Credits: Mission and scripts: Celery Apocalypse series concept: Zipper5 and Celery Voice acting: Rejenorst (www.rejenorst.com) Music: Thief: Deadly Shadows soundtrack composed by Eric Brosius Noises and screams: Thief II: The Metal Age and freesound.org Fog script: Rockhount (original by Yac) Requirements: Arma 2 and Operation Arrowhead (version 1.60) Mod compatibility: The mission has been designed to run without mods but should work fine with most mods. ACE is accommodated by removing the stamina feature. Installation: Put the pbo file into your ArmA 2\MPMissions folder. Changelog: v1.4 - Updated scripts to match part 3 v1.4 - Zombies have slightly less aggro range in urban areas - Added window lights - Improved loot sparkle functionality - Made mission end before the last player enters spectating mode - Improved addWeapon script compatibility with vanilla Arma 2 - Explicitly specified all magazines for crate and addweapon scripts to avoid unexpected bugs with mods v1.3 - Fixed wrong crate loadouts - Fixed accuracy script - Added hint for the doctor and reporter v1.2 Free - Removed or changed all OA-dependent units, objects, weapons, features and scripts v1.2 - Updated script base - Added more zombie models - server needs to run at least 1.59 beta - Added spoken lines - Added possibility to ignore objectives 1 and 3 - Added new objective for clarity - Added new weapon and more magazines to geocache - Fixed radio conversation triggering twice - Fixed JIP issues - Fixed spectating issues - Removed ability to take a bandage from a live zombie - Removed unused sound file - Removed some exploitable positions - Compressed sound files - Made tower horde a little smaller - Changed weapon holder to ammo crate in tower to prevent it from disappearing - Tweaked crate loadouts - Changed M60 to PKM - Moved some units - Made zombies more resistant to leg damage - Take bandage action now stays indefinitely on players' bodies - You are notified when you receive a bandage or a friend heals you - Zombies may now drop ammunition (separate from their bodies) v1.1a - Fixed players being removed from zombie victim list when player joins in progress - Fixed player unintendedly going straight to spectating mode when joining in progress - Switched heal action priorities v1.1 - Added 4 extra player slots - Added new zombie type - Added new zombie classes - Added rare instances of zombies carrying bandages (action instead of gear pops up) - Added damage feedback to spectator mode - Improved network performance by decreasing setVehicleInit commands - Improved zombie generator script - Improved CLY Heal script - Improved JIP friendliness - Improved trigger conditions - Improved task clarity - Improved Krasnostav store - Improved attack groans by making them instantaneous - Fixed spectating bugs - Fixed zombie behavior bug when switching to target in vehicle - Fixed random instances of non-reporters getting GPS at start - Fixed zombies firing shots before their weapons are removed - Fixed nil spawn handle - Fixed typos - Made last battle bigger - Disabled ACE stamina - Tweaked various thingsonLoadMission=""; loadScreen="chernarus_apocalypse_logo.paa"; respawn="BASE"; respawnDelay=10; disabledAI=1; respawnDialog=0; class Header { gameType=COOP; minPlayers=1; maxPlayers=10; }; onPauseScript="cly_jukebox.sqf"; class Params { class CLY_friendlyfire { title="Friendly fire damage:"; values[]={1,2,0}; texts[]={"Full","Reduced","Off"}; default=2; }; class CLY_terraingrid { title="Terrain detail:"; values[]={0,5000,2500}; texts[]={"Individual choice","Very low (no grass)","Low (default)"}; default=0; }; class CLY_nametags { title="Name tags:"; values[]={1,0}; texts[]={"On","Off"}; default=1; }; }; class CfgMusic { class auldale { name="auldale"; sound[]={\music\auldale.ogg,1,1}; titles[]={}; }; class cradle { name="cradle"; sound[]={\music\cradle.ogg,1,1}; titles[]={}; }; class kurshok { name="kurshok"; sound[]={\music\kurshok.ogg,1,1}; titles[]={}; }; class oldquarter { name="oldquarter"; sound[]={\music\oldquarter.ogg,1,1}; titles[]={}; }; class pavelock { name="pavelock"; sound[]={\music\pavelock.ogg,1,1}; titles[]={}; }; }; class CfgIdentities { class nikita { name="Nikita"; face="Default"; glasses="None"; speaker="Male03RU"; pitch=1; }; class soldier { name="Soldier"; face="Default"; glasses="None"; speaker="Male01"; pitch=1; }; }; class cfgRadio { class tower1 { name="tower1"; sound[]={}; title="Found a map on the policeman's body."; }; class tower2 { name="tower2"; sound[]={}; title="He marked the airfield with a red X. Looks like the logical place to check out."; }; class radio1 { name="radio1"; sound[]={}; title="Hello? Who's there?"; }; class radio2 { name="radio2"; sound[]={\sound\radio2.ogg,1,1}; title="Is someone alive there? Hold on a moment... Boss, survivors on the radio!"; }; class radio3 { name="radio3"; sound[]={\sound\radio3.ogg,1,1}; title="Hello. This is Nikita and I represent a group of survivors in the northeast region. Where are you hailing from?"; }; class radio4 { name="radio4"; sound[]={}; title="Krasnostav airfield control tower. A large number of zombies just failed to take this place."; }; class radio4a { name="radio4a"; sound[]={}; title="Krasnostav airfield control tower. There are a lot of zombies around here but fortunately they haven't taken notice."; }; class radio5 { name="radio5"; sound[]={\sound\radio5.ogg,1,1}; title="Our camp is not too far away from you, then. You seem to hold your own against the zombies so I have a proposition for you."; }; class radio6 { name="radio6"; sound[]={\sound\radio6.ogg,1,1}; title="We had a headquarters in Krasnostav but we had to abandon it when the town was assaulted by a big horde."; }; class radio7 { name="radio7"; sound[]={\sound\radio7.ogg,1,1}; title="We left some very important photographs there and would like to have them back."; }; class radio8 { name="radio8"; sound[]={\sound\radio8.ogg,1,1}; title="Get the photos in the large brick house in the middle of the town and you are welcome to join our camp."; }; class radio9 { name="radio9"; sound[]={\sound\radio9.ogg,1,1}; title="When you have them, wait for my soldiers at the top of the Klen."; }; class radio10 { name="radio10"; sound[]={}; title="If it's the only way, I guess that will have to do. Is there any place to get more ammo?"; }; class radio10a { name="radio10a"; sound[]={}; title="If it's the only way, I guess that will have to do. Is there any place to get a weapon if the need comes?"; }; class radio11 { name="radio11"; sound[]={\sound\radio11.ogg,1,1}; title="The store on the eastern side of the town was our armory. There might be something worthwhile taking there."; }; class radio12 { name="radio12"; sound[]={}; title="Got it. See you in your camp."; }; class radio13 { name="radio13"; sound[]={\sound\radio13.ogg,1,1}; title="I really hope so. Nikita out."; }; class klen1 { name="klen1"; sound[]={}; title="Got the photos. The faster to Klen, the better!"; }; class klen2 { name="klen2"; sound[]={}; title="Defending this hill is the only way to make it!"; }; class klen2a { name="klen2a"; sound[]={}; title="Almost at the top! Let's hope someone's there."; }; class klen3 { name="klen3"; sound[]={}; title="Those soldiers had better be here soon!"; }; class klen4 { name="klen4"; sound[]={}; title="Fuck, he had the photos!"; }; class brit { name="brit"; sound[]={\sound\brit.ogg,0.2,1}; title="Oi, you there! Come with us!"; }; }; class CfgSounds { class attack1 { name="attack1"; sound[]={\sound\attack1.ogg,0.1,1}; titles[]={}; }; class attack2 { name="attack2"; sound[]={\sound\attack2.ogg,0.1,1}; titles[]={}; }; class attack3 { name="attack3"; sound[]={\sound\attack3.ogg,0.1,1}; titles[]={}; }; class attack4 { name="attack4"; sound[]={\sound\attack4.ogg,0.1,1}; titles[]={}; }; class chase1 { name="chase1"; sound[]={\sound\chase1.ogg,0.1,1}; titles[]={}; }; class chase2 { name="chase2"; sound[]={\sound\chase2.ogg,0.1,1}; titles[]={}; }; class chase3 { name="chase3"; sound[]={\sound\chase3.ogg,0.1,1}; titles[]={}; }; class chase4 { name="chase4"; sound[]={\sound\chase4.ogg,0.1,1}; titles[]={}; }; class chase5 { name="chase5"; sound[]={\sound\chase5.ogg,0.1,1}; titles[]={}; }; class chase6 { name="chase6"; sound[]={\sound\chase6.ogg,0.1,1}; titles[]={}; }; class chase7 { name="chase7"; sound[]={\sound\chase7.ogg,0.1,1}; titles[]={}; }; class chase8 { name="chase8"; sound[]={\sound\chase8.ogg,0.1,1}; titles[]={}; }; class die1 { name="die1"; sound[]={\sound\die1.ogg,0.1,1}; titles[]={}; }; class die2 { name="die2"; sound[]={\sound\die2.ogg,0.1,1}; titles[]={}; }; class idle1 { name="idle1"; sound[]={\sound\idle1.ogg,0.1,1}; titles[]={}; }; class idle2 { name="idle2"; sound[]={\sound\idle2.ogg,0.1,1}; titles[]={}; }; class idle3 { name="idle3"; sound[]={\sound\idle3.ogg,0.1,1}; titles[]={}; }; class idle4 { name="idle4"; sound[]={\sound\idle4.ogg,0.1,1}; titles[]={}; }; class idle5 { name="idle5"; sound[]={\sound\idle5.ogg,0.1,1}; titles[]={}; }; class idle6 { name="idle6"; sound[]={\sound\idle6.ogg,0.1,1}; titles[]={}; }; class idle7 { name="idle7"; sound[]={\sound\idle7.ogg,0.1,1}; titles[]={}; }; class idle8 { name="idle8"; sound[]={\sound\idle8.ogg,0.1,1}; titles[]={}; }; class scream1 { name="scream1"; sound[]={\sound\scream1.ogg,0.1,1}; titles[]={}; }; class scream2 { name="scream2"; sound[]={\sound\scream2.ogg,0.1,1}; titles[]={}; }; class scream3 { name="scream3"; sound[]={\sound\scream3.ogg,0.1,1}; titles[]={}; }; class radionoise { name="radionoise"; sound[]={\sound\radionoise.ogg,0.03,1}; titles[]={}; }; }; class RscTitleText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; x=0; y=0; w=0; h=0; size=1; }; class RscTitles { titles[]={}; class outro { idd=-1; movingEnable=0; duration=11; fadein=1; fadeout=1; name="outro"; controls[]={"title1","title2","title3"}; class title1 { type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.2,0.2,0.4,1}; font="Zeppelin32"; size=1; text="...in"; style=0; sizeEx=0.04; x=0.18; y=0.33; w=0.1; h=0.1; }; class title2 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="chernarus_apocalypse_logo.paa"; style=48; sizeEx=0.15; x=0.2; y=0.4; w=0.6; h=0.168; }; class title3 { type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.2,0.2,0.4,1}; font="Zeppelin32"; size=1; text="part two"; style=0; sizeEx=0.04; x=0.7; y=0.52; w=0.2; h=0.1; }; }; class claw1 { idd=-1; movingEnable=0; duration=0; fadein=0.25; fadeout=0.75; name="claw1"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="claw1.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class claw2 { idd=-1; movingEnable=0; duration=0; fadein=0.25; fadeout=0.75; name="claw2"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="claw2.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class claw3 { idd=-1; movingEnable=0; duration=0; fadein=0; fadeout=0.2; name="claw3"; controls[]={"title1"}; class title1 { type=0; idc=-1; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; text="claw3.paa"; style=48; sizeEx=0.15; x=0.275; y=0.2; w=0.45; h=0.6; }; }; class clawhud { idd=-1; movingEnable=0; fadein=0; duration=0.3; fadeout=0.5; name="clawhud"; onLoad="uiNamespace setVariable ['clawhud',_this select 0]"; controlsBackground[]={}; objects[]={}; class controls { class hud1 { type=0; idc=23500; size=1; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="Zeppelin32"; style=48; sizeEx=0.15; x=-1; y=-1; w=0.06; h=0.08; text=""; }; }; }; class bandagehud { idd=-1; movingEnable=0; fadein=0; duration=1; fadeout=0.5; name="bandagehud"; onLoad="uiNamespace setVariable ['bandagehud',_this select 0]"; controlsBackground[]={}; objects[]={}; class controls { class hud1 { type=0; idc=23500; style=0; x=-1; y=-1; w=0.2; h=0.02; sizeEx=0.02; size=1; font="EtelkaMonospaceProBold"; colorBackground[]={0,0,0,0}; colorText[]={1,0.5,0.5,0.6}; shadow=true; text=""; }; }; }; class namehud { idd=-1; movingEnable=0; fadein=0; duration=0.5; fadeout=0.5; name="namehud"; onLoad="uiNamespace setVariable ['namehud',_this select 0]"; controlsBackground[]={}; objects[]={}; class controls { class hud1 { type=0; idc=23501; style=2; x=-1; y=-1; w=0.4; h=0.02; sizeEx=0.02; size=1; font="EtelkaMonospaceProBold"; colorBackground[]={0,0,0,0}; colorText[]={1,0.5,0.5,0.6}; shadow=true; text=""; }; class hud2 : hud1 { idc=23502; }; class hud3 : hud1 { idc=23503; }; class hud4 : hud1 { idc=23504; }; class hud5 : hud1 { idc=23505; }; class hud6 : hud1 { idc=23506; }; class hud7 : hud1 { idc=23507; }; class hud8 : hud1 { idc=23508; }; class hud9 : hud1 { idc=23509; }; class hud10 : hud1 { idc=23510; }; class hud11 : hud1 { idc=23511; }; class hud12 : hud1 { idc=23512; }; class hud13 : hud1 { idc=23513; }; class hud14 : hud1 { idc=23514; }; class hud15 : hud1 { idc=23515; }; class hud16 : hud1 { idc=23516; }; class hud17 : hud1 { idc=23517; }; class hud18 : hud1 { idc=23518; }; class hud19 : hud1 { idc=23519; }; class hud20 : hud1 { idc=23520; }; class hud21 : hud1 { idc=23521; }; class hud22 : hud1 { idc=23522; }; class hud23 : hud1 { idc=23523; }; class hud24 : hud1 { idc=23524; }; class hud25 : hud1 { idc=23525; }; class hud26 : hud1 { idc=23526; }; class hud27 : hud1 { idc=23527; }; class hud28 : hud1 { idc=23528; }; class hud29 : hud1 { idc=23529; }; class hud30 : hud1 { idc=23530; }; }; }; };/* Fog script v1.62 Made by Rockhount[BAfH] (visit us on http://www.bafh.eu/ ) Install: Open the editor, create a new unit/object and put the example into the init of the unit, after that save the mission. Then open the folder .../Dokuments/ArmA 2 Other Profiles/Nickname/missions/misisonsname and copy the script into the folder. example: null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3.5,17.5] execFSM "Fog.fsm"; l1 = name of unit (use "" for markers and when you on a multiplayer session only want to set the fog around the player: run the script once! with 'Player' (not 'this' and not 'name of the unit/object'!!!), example: null=[Player,200,10,... ) If the unit/building was destroyed/died or the marker was deleted, the script will exit automatically! 100 = Maximumdistance 11 = Minimumdistance 10 = Count of clouds 3 = Minimumsize of clouds 7 = Maximumsize of clouds -0.3 = Height of clouds (must be a bit below the ground to look realistic) 0.1 = Respawntime of clouds 0.5 = Transparency 1,1,1 = Color of clouds 13 = Remove-speed of clouds 12 = Minimumlifetime of clouds 15 = Maximumlifetime of clouds true = The fog will be effected by wind (for no wind effect: false) 2 = Windstrength (acts only when the wind effect is 'true') 2.1 = Random-direction-period(in seconds) (acts only when the wind effect is 'true') 0.1 = Random-direction-intensity (acts only when the wind effect is 'true') 4,6,0 = Move-direction-speed (x,y,z) - same effect as wind, but constant and adjustable(acts only when the wind effect is 'false') 3.5 = Stardaytime (the fog will spawn when the ingametime is 03:30) 17.5 = Enddaytime (the fog will spawn when the ingametime is 17:30) RandomDirectionPeriod 2.1 with RandomDirectionIntensity 0.1 means that 0.1 will be added to the direction-speed (x,y,z-randomized) of a moving-cloud every 2.1 seconds. An example for norrins revive-script: revive_init.sqf: NORRNCustomExec1 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec1 occurs following being revived NORRNCustomExec3 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec3 occurs when you spawn at base */ class FSM { fsmName = "Fog"; class States { class Start { name = "Start"; init = "private [""_Center"",""_xdistanz"",""_mdistanz"",""_dichte"",""_msize"",""_xsize"",""_height"",""_zeit"",""_transparency"",""_col1"",""_col2"",""_col3"",""_mlifetime"",""_xlifetime"",""_spawn"",""_wind"",""_windstrength"",""_forward2"",""_right2"",""_up"",""_dirPeroid"",""_dirIntensity"",""_mtime"",""_xtime""];" \n "_Center = _this select 0;" \n "_xdistanz = if (count _this > 1) then {_this select 1} else {80};" \n "_mdistanz = if (count _this > 2) then {_this select 2} else {10};" \n "_dichte = if (count _this > 3) then {_this select 3} else {10};" \n "_msize = if (count _this > 4) then {_this select 4} else {3};" \n "_xsize = if (count _this > 5) then {_this select 5} else {7};" \n "_height = if (count _this > 6) then {_this select 6} else {-0.3};" \n "_zeit = if (count _this > 7) then {_this select 7} else {0.1};" \n "_transparency = if (count _this > 8) then {_this select 8} else {0.5};" \n "_col1 = if (count _this > 9) then {_this select 9} else {1};" \n "_col2 = if (count _this > 10) then {_this select 10} else {1};" \n "_col3 = if (count _this > 11) then {_this select 11} else {1};" \n "_spawn = if (count _this > 12) then {_this select 12} else {15 + (random 1)};" \n "_mlifetime = if (count _this > 13) then {_this select 13} else {8 + (random 1)};" \n "_xlifetime = if (count _this > 14) then {_this select 14} else {15 + (random 1)};" \n "_wind = if (count _this > 15) then {_this select 15} else {true};" \n "_windstrength = if ((count _this > 16) && _wind) then {_this select 16} else {1};" \n "_dirPeroid = if ((count _this > 17) && _wind) then {_this select 17} else {0};" \n "_dirIntensity = if ((count _this > 18) && _wind) then {_this select 18} else {0};" \n "_forward2 = if ((count _this > 19) && (!(_wind))) then {_this select 19} else {0};" \n "_right2 = if ((count _this > 20) && (!(_wind))) then {_this select 20} else {0};" \n "_up = if ((count _this > 21) && (!(_wind))) then {_this select 21} else {0};" \n "_mtime = if (count _this > 22) then {_this select 22} else {0};" \n "_xtime = if (count _this > 23) then {_this select 23} else {24};"; precondition = ""; class Links { class isDedicated { priority = 0.000000; to="End"; precondition = ""; condition="isDedicated"; action=""; }; class not_isDedicated { priority = 0.000000; to="Fog"; precondition = ""; condition="!(isDedicated)"; action=""; }; }; }; class Fog { name = "Fog"; init = "private [""_time"",""_zeit"",""_x"",""_height"",""_radius"",""_size"",""_msize"",""_xsize"",""_randomdir"",""_CC"",""_Center"",""_xdistanz"",""_mdistanz"",""_dichte"",""_transparency"",""_col1"",""_col2"",""_col3"",""_Pos"",""_lifetime"",""_mlifetime"",""_xlifetime"",""_spawn"",""_wind"",""_windstrength"",""_right"",""_forward"",""_up"",""_forward2"",""_right2"",""_dirPeroid"",""_dirIntensity"",""_mtime"",""_xtime""];" \n "_time = time + _zeit;" \n "if (typename _Center == typename """") then {_Pos = getMarkerpos _Center} else {_Pos = getPos _Center};" \n "if (_wind) then {_right = (wind select 0) * _windstrength;_forward = (wind select 1) * _windstrength} else {_right = _right2;_forward = _forward2};" \n "if ((daytime > _mtime) && (daytime < _xtime)) then {" \n "for [{_x=1},{_x<=_dichte},{_x=_x+1}] do {" \n "_radius= _mdistanz + random (_xdistanz - _mdistanz);" \n "_CC = [_col1,_col2,_col3,.3*_transparency];" \n "_size = _msize + random (_xsize - _msize);" \n "_randomdir = random 360;" \n "_lifetime = _mlifetime + random (_xlifetime - _mlifetime);" \n "drop [""\ca\data\cl_basic"","""",""Billboard"",_spawn,_lifetime,[(_Pos select 0)+_radius*sin _randomdir,(_Pos select 1)+_radius*cos _randomdir,_height],[_right,_forward,_up],5,0.2,0.1568,0,[_size],[[_col1,_col2,_col3,0],_CC,_CC,_CC,_CC,_CC,_CC,[_col1,_col2,_col3,0]],[0],_dirPeroid,_dirIntensity,"""", """",""""];" \n "};" \n "} else { " \n "_time = time + 5;" \n "};"; precondition = ""; class Links { class if_object { priority = 0.000000; to="dummy"; precondition = ""; condition="!(typename _Center == typename """")"; action=""; }; class if_marker { priority = 0.000000; to="dummy_1"; precondition = ""; condition="typename _Center == typename """""; action=""; }; }; }; class End { name = "End"; init = ""; precondition = ""; class Links { }; }; class dummy { name = "dummy"; init = ""; precondition = ""; class Links { class wait { priority = 0.000000; to="Fog"; precondition = ""; condition="time > _time"; action=""; }; class if_object_or_unit { priority = 0.000000; to="End"; precondition = ""; condition="!(alive _Center)"; action=""; }; }; }; class dummy_1 { name = "dummy_1"; init = ""; precondition = ""; class Links { class wait { priority = 0.000000; to="Fog"; precondition = ""; condition="time > _time"; action=""; }; class if_marker_not_ex { priority = 0.000000; to="End"; precondition = ""; condition="((getMarkerPos _Center select 0) == 0) && ((getMarkerPos _Center select 1) == 0)"; action=""; }; }; }; }; initState="Start"; finalStates[] = { "End", }; }; Fog script v1.62 Made by Rockhount[BAfH] (visit us on http://www.bafh.eu ) Discription: I have reworked Yac`s scripts in a fsm for more atmosphere. You have now more options and more performance. Its a client-side script, it works in the Editor/SP and on a non-dedicated-server too and you can use markers to place it. The script will not run on the dedicated-server-side and the server will not sychronize the fog, because it would cause to much lags, otherwise the server would synchronize 50-300 clouds per second and every cloud would have 5-10 synchronized values and that is to much. Install: Open the editor, create a new unit/object and put the example into the init of the unit, after that replace 'l1' with 'Player'and save the mission. Then open the folder .../Dokuments/ArmA 2 Other Profiles/Nickname/missions/misisonsname and copy the script into the folder. example: null=[l1,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,2,2.1,0.1,4,6,0,3.5,17.5] execFSM "Fog.fsm"; l1 = name of unit (use "" for markers and when you on a multiplayer session only want to set the fog around the player: run the script once! with 'Player' (not 'this' and not 'name of the unit/object'!!!), example: null=[Player,200,10,... ) If the unit/building was destroyed/died or the marker was deleted, the script will exit automatically! 100 = Maximumdistance 11 = Minimumdistance 10 = Count of clouds 3 = Minimumsize of clouds 7 = Maximumsize of clouds -0.3 = Height of clouds (must be a bit below the ground to look realistic) 0.1 = Respawntime of clouds 0.5 = Transparency 1,1,1 = Color of clouds 13 = Remove-speed of clouds 12 = Minimumlifetime of clouds 15 = Maximumlifetime of clouds true = The fog will be effected by wind (for no wind effect: false) 2 = Windstrength (acts only when the wind effect is 'true') 2.1 = Random-direction-period(in seconds) (acts only when the wind effect is 'true') 0.1 = Random-direction-intensity (acts only when the wind effect is 'true') 4,6,0 = Move-direction-speed (x,y,z) - same effect as wind, but constant and adjustable(acts only when the wind effect is 'false') 3.5 = Stardaytime (the fog will spawn when the ingametime is 03:30) 17.5 = Enddaytime (the fog will spawn when the ingametime is 17:30) RandomDirectionPeriod 2.1 with RandomDirectionIntensity 0.1 means that 0.1 will be added to the direction-speed (x,y,z-randomized) of a moving-cloud every 2.1 seconds. An example for norrins revive-script: revive_init.sqf: NORRNCustomExec1 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec1 occurs following being revived NORRNCustomExec3 ="null=[Player,100,11,10,3,7,-0.3,0.1,0.5,1,1,1,13,12,15,true,1,2.1,0.1,4,6,0,0,24] execFSM ""Fog.fsm"";"; // Exec3 occurs when you spawn at base #Update 1: Fixed: Position Error #Update 2: script optimized #Update 3: If the marker was deleted, the script will exit and will not continue to spawn the fog at position [0,0,0] If the unit/building is dead/destroyed, the script will exit and will not cotinue to spawn the fog at the last position. #Update 4: Fixed: clouds spawned twice #Update 5: More options: Releasetime of clouds Lifetime of clouds Move-direction-speed of clouds(x) Move-direction-speed of clouds(y) Move-direction-speed of clouds(z) #Update 6: The most of the options musn`t be set to get no errors (Only the first option must be set) When a option isn`t set, it will get a stanard value. Fixed: Maximumdistance doesn`t work correctly (Thanks to Celery) More options: Effect by wind minimum and maximum options for the size of clouds #Update 6.1: Fixed: Minimumdistance doesn`t work correctly (Thanks to Celery) More options: Wind strength minimum and maximum options for the lifetime of clouds #Update 6.2: script optimized More Options: Random-direction-period (in seconds) (acts only when the wind effect is 'true') Random-direction-intensity (acts only when the wind effect is 'true') Startdaytime (24 hour clock) Enddaytime (24 hour clock) Credits: Yac for the original Script For questions visit: http://forums.bistudio.com/showthread.php?t=112464[_this,1] exec "cly_crate.sqs" ?!isServer:exit ?!isNil "geocaches":geocaches=geocaches+[_this];exit geocaches=[_this] @count geocaches==15 geocache=geocaches select floor random count geocaches geocaches=geocaches-[geocache] {deleteVehicle _x} forEach geocaches geocachemarker=createMarker ["geocachemarker",getPos geocache] geocachemarker setMarkerType "hd_pickup" geocachemarker setMarkerText "Geocache" geocachemarker setMarkerAlpha 1 exit//Zombie mission init script by Celery cutText ["","BLACK FADED",1]; //Wait for JIP to load waitUntil {isDedicated or !isNull player}; //Parameters if (isNil "paramsArray") then {paramsArray=[2,0,1]}; CLY_friendlyfire=paramsArray select 0; CLY_terraingrid=paramsArray select 1; CLY_nametags=paramsArray select 2==1; //Option to set terrain detail at start if (isMultiplayer) then { if (!isDedicated) then { [] spawn { sleep 1; if (CLY_terraingrid==0) then { _structure=""; CLY_terrainaction0=player addAction [format ["%1Confirm terrain detail",_structure],"cly_terraingrid.sqs",0,2.5,true,true,"",""]; CLY_terrainaction1=player addAction [format ["%1Terrain detail: very low",_structure],"cly_terraingrid.sqs",50,2.5,true,true,"",""]; CLY_terrainaction2=player addAction [format ["%1Terrain detail: low",_structure],"cly_terraingrid.sqs",25,2.5,true,true,"",""]; CLY_terrainaction3=player addAction [format ["%1Terrain detail: medium",_structure],"cly_terraingrid.sqs",12.5,2.5,true,true,"",""]; CLY_terrainaction4=player addAction [format ["%1Terrain detail: high",_structure],"cly_terraingrid.sqs",6.25,2.5,true,true,"",""]; CLY_terrainaction5=player addAction [format ["%1Terrain detail: very high",_structure],"cly_terraingrid.sqs",3.125,2.5,true,true,"",""]; } else { if (CLY_terraingrid>0) then {setTerrainGrid (CLY_terraingrid*0.01)}; }; }; } else { setTerrainGrid 50; }; }; //Random zombie classname CLY_randomzombie={ _selected=false; _zombie=CLY_zombieclasses select floor random count CLY_zombieclasses; while {typeName _zombie=="ARRAY"} do { _zombie=_zombie select floor random count _zombie; }; _zombie; }; //Random armored zombie classname CLY_randomarmoredzombie={ _zombie=CLY_armoredzombieclasses select floor random count CLY_armoredzombieclasses; while {typeName _zombie=="ARRAY"} do { _zombie=_zombie select floor random count _zombie; }; _zombie; }; //Zombie damage handling CLY_zombiehandledamage={ _zombie=_this; _armored=_zombie getVariable "zombietype" in ["armored","slow armored"] or typeOf _zombie in CLY_armoredzombieclasses; if (!_armored) then { _zombie addEventHandler [ "HandleDamage", { _unit=_this select 0; _damage=_this select 2; if (isNil {_unit getVariable "gethit"}) then {_unit setVariable ["gethit",[0,0,0,0]]}; _gethit=_unit getVariable "gethit"; switch (_this select 1) do { case "":{_damage=damage _unit+_damage*0.1}; case "head_hit":{_damage=(_gethit select 0)+(_damage-(_gethit select 0))*2;_gethit set [0,_damage]}; case "body":{_damage=(_gethit select 1)+(_damage-(_gethit select 1))*0.25;_gethit set [1,_damage]}; case "legs":{_damage=(_gethit select 3)+(_damage-(_gethit select 3))*0.45;_gethit set [3,_damage]}; }; if (_this select 3!=_unit) then { _unit setVariable ["victim",_this select 3]; }; _damage; } ]; } else { _zombie addEventHandler [ "HandleDamage", { _unit=_this select 0; _damage=_this select 2; if (isNil {_unit getVariable "gethit"}) then {_unit setVariable ["gethit",[0,0,0,0]]}; _gethit=_unit getVariable "gethit"; switch (_this select 1) do { case "":{_damage=damage _unit+_damage*0.05}; case "head_hit":{_damage=(_gethit select 0)+(_damage-(_gethit select 0))*0.1;_gethit set [0,_damage]}; case "body":{_damage=(_gethit select 1)+(_damage-(_gethit select 1))*0.1;_gethit set [1,_damage]}; case "legs":{_damage=0}; }; if (_this select 3!=_unit) then { _unit setVariable ["victim",_this select 3]; }; _damage; } ]; }; }; //Disable saving enableSaving [false,false]; //Weather setViewDistance 500; setWind [2,-2,true]; //CLY Remove Dead [45,0,false] execVM "cly_removedead.sqf"; player setVariable ["CLY_removedead",false,true]; /////No dedicated after this///// if (isDedicated) exitWith {}; /////No dedicated after this///// //Put player in proper start position [] spawn { sleep 1; //JIP player enableSimulation true; player setVelocity [0,0,0]; player setPosATL [getPos player select 0,getPos player select 1,(getPosATL player select 2)-(getPos player select 2)]; if (!isNil "CLY_jipresumepos" and !(typeOf player in CLY_deadcharacters)) then { player setPosATL CLY_jipresumepos; }; if !(typeOf player in CLY_deadcharacters) then { sleep 0.5; cutText ["","BLACK IN",2]; player setVariable ["CLY_addweapon",nil]; player setVariable ["CLY_playerstates",true,true]; sleep 15; player setVariable ["victim",nil,true]; } else { player setPos [(getMarkerPos "respawn_civilian" select 0)-20+random 40,(getMarkerPos "respawn_civilian" select 1)-20+random 40,0]; }; }; //Trigger spectator script when player is dead or already dead [] spawn { waitUntil {!alive player or typeOf player in CLY_deadcharacters}; [[],true] execVM "cly_spectate.sqf"; if !(typeOf player in CLY_deadcharacters) then { CLY_deadcharacters set [count CLY_deadcharacters,typeOf player]; publicVariable "CLY_deadcharacters"; } else { titleText ["\n\nYour character is already dead.","PLAIN",0.5]; }; }; //---Accuracy boost--- //Activate accuracy boost //Designed and recommended only for sidearms with a high spread. CLY_accuracy=true; //Minimum dispersion value in config before a handgun receives accuracy boost CLY_mindispersion=0.002; //Weapons that receive an accuracy boost regardless of type and dispersion CLY_accuracyarray=[]; //Load the script CLY_accuracyscript=compile preProcessFile "cly_accuracy.sqf"; //Event handler player addEventHandler ["Fired",{_this call CLY_accuracyscript}]; //Update weapon direction if (CLY_accuracy) then { [] spawn { _lasttime=0; while {true} do { sleep 0.02; CLY_weapondir=[player weaponDirection currentWeapon player,time,_lasttime]; _lasttime=time; }; }; }; ////////////////////// //Leave group _group=createGroup civilian; [player] joinSilent _group; //Friendly fire damage modifier if (CLY_friendlyfire==2) then { player addEventHandler [ "HandleDamage", { _unit=_this select 0; if (_this select 1=="") then { if (isPlayer (_this select 3) and (_this select 3)!=_unit) then { _damage=(_this select 2)-damage _unit; if (_this select 4=="B_12Gauge_Pellets") then {_damage=_damage*0.3}; damage _unit+_damage*0.3; } else { _this select 2; }; }; } ]; }; //Zombie face update for clients [] exec "zombie_scripts\cly_z_textures.sqs"; //GPS markers execVM "cly_gps.sqf"; //Claw mark HUD execVM "cly_hud.sqf"; //CLY Jukebox [ 1, ["auldale",0,323,0.35], ["Fallout",0,207,0.35], ["cradle",0,367,0.35], ["kurshok",0,210,0.35], ["pavelock",0,121,0.35], ["oldquarter",0,257,0.35], ["Wasteland",0,195,0.35] ] execVM "cly_jukebox.sqf"; //Color filter "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1,1,0,[0,0,0,0],[0.3,0.3,0.3,1.3],[1,1,1,0]]; "colorCorrections" ppEffectCommit 0; //Claw script CLY_z_claw={ _victim=_this select 0; _claw=_this select 1; if (player==_victim) then { 4 cutRsc [format ["claw%1",_claw],"PLAIN"]; } else { if (!isNil {player getVariable "spectating"}) then { if (player getVariable "spectating"==_victim) then { 4 cutRsc [format ["claw%1",_claw],"PLAIN"]; }; }; }; true; }; //Public variable event handlers "CLY_z_noisepv" addPublicVariableEventHandler { _var=_this select 1; _zombie=_var select 0; _zombie say3D (_var select 1); }; "CLY_z_attackpv" addPublicVariableEventHandler { _var=_this select 1; _zombie=_var select 0; _sound=_var select 1; _anim=if (count _var>2) then {_var select 2} else {""}; _object="HeliHEmpty" createVehicleLocal [0,0,0]; _object attachTo [_zombie,[0,0,1.5]]; _object say3D _sound; if (_anim!="") then {_zombie switchMove _anim}; _object spawn {sleep 10;deleteVehicle _this}; }; "CLY_z_victimpv" addPublicVariableEventHandler { _var=_this select 1; _victim=_var select 0; _sound=_var select 1; _claw=_var select 2; if (_sound!="") then { _object="HeliHEmpty" createVehicleLocal [0,0,0]; _object attachTo [_victim,[0,0,1.5]]; _object say3D _sound; _object spawn {sleep 5;deleteVehicle _this}; }; if (_claw>0) then {[_victim,_claw] call CLY_z_claw}; }; "CLY_z_radiopv" addPublicVariableEventHandler { _unit=if (isNil {player getVariable "spectating"}) then {player} else {player getVariable "spectating"}; _var=_this select 1; _talker=_var select 0; _radio=_var select 1; _say=if (count _var>2) then {_var select 2} else {""}; if (isPlayer _talker) then { _talker commandRadio _radio; } else { if (_unit distance _talker<50) then { _talker directSay _radio; } else { _talker globalRadio _radio; }; }; if (_say!="") then {_talker say _say}; }; sleep 3; //CLY Heal _bandages=if (typeOf player=="Dr_Hladik_EP1") then {8} else {1}; //Load player state if !(typeOf player in CLY_deadcharacters) then { _array=[]; _index=0; _i=0; { if (typeOf player in _x) then {_array=_x;_index=_i}; _i=_i+1; } forEach CLY_playerstates; if (count _array>0) then { _damage=_array select 2; _bandages=_array select 3; _magazines=_array select 4; _weapons=_array select 5; _items=_array select 6; //2/3 of the original magazines _newmagazines=[]; { if !(_x in _newmagazines) then { _mag=_x; for "_x" from 1 to round (({_x==_mag} count _magazines)*0.9) do { _newmagazines set [count _newmagazines,_mag]; }; }; } forEach _magazines; removeAllWeapons player; removeAllItems player; player setDamage _damage; {player addMagazine _x} forEach _newmagazines; {player addWeapon _x} forEach _weapons; if (count _weapons>0) then { _gun=_weapons select 0; _muzzles=getArray (configFile/"CfgWeapons"/_gun/"muzzles"); _muzzle=if !("this" in _muzzles) then {_muzzles select 0} else {_gun}; player selectWeapon _muzzle; if (vehicle player==player) then { _anim=""; _guntype=getNumber (configFile/"CfgWeapons"/_gun/"type"); if (_guntype in [1,5]) then {_anim="amovpercmstpsraswrfldnon"}; if (_guntype==2) then {_anim="amovpercmstpsraswpstdnon"}; if (_guntype==4) then {_anim="amovpercmstpsraswlnrdnon"}; if (_anim!="") then {player switchMove _anim}; }; }; {player addWeapon _x} forEach _items; CLY_playerstates set [_index,[player,typeOf player,_damage,_bandages,_newmagazines,_weapons,_items]]; publicVariable "CLY_playerstates"; }; }; //CLY Heal continued [player,0.1,0,_bandages,false] execVM "cly_heal.sqf"; //CLY Spectate cameraView script (spectator sees aiming mode when player aims) [] spawn { player setVariable ["cameraview","INTERNAL",true]; while {true} do { if (alive player and cameraView!=(player getVariable "cameraview")) then {player setVariable ["cameraview",cameraView,true]}; sleep 0.1; }; }; //Loot sparkle [] spawn { while {true} do { sleep 3; waitUntil {!CLY_cutscene}; _unit=if (isNil {player getVariable "spectating"}) then {player} else {_x getVariable "spectating"}; _zombies=[]; { if (_x distance vehicle _unit<50 and (count magazines _x>0 or count weapons _x>0 or count items _x>0 or count (getPosATL _x nearObjects ["HeliHEmpty",0.1])>0)) then { _zombies set [count _zombies,_x]; }; } forEach allDead; { _x spawn { for "_y" from 1 to 10 do { if (count magazines _this>0 or {!(_x in ["ItemRadio","ItemCompass","ItemWatch","ItemMap"])} count weapons _this>0) then { drop ["\ca\data\koulesvetlo","","Billboard",3,3,[-0.25+random 0.5,-0.25+random 0.5,0.15],[0,0,0],0,1.26,1,0,[0,0.015,0.01,0.005,0],[[1,1,0.5,1]],[0],0,0,"","",_this]; }; if (count (getPosATL _this nearObjects ["HeliHEmpty",0.1])>0) then { drop ["\ca\data\koulesvetlo","","Billboard",3,3,[-0.25+random 0.5,-0.25+random 0.5,0.15],[0,0,0],0,1.26,1,0,[0,0.015,0.01,0.005,0],[[1,0.25,0.25,1]],[0],0,0,"","",_this]; }; sleep 0.3; }; }; } forEach _zombies; }; }; //Set players captive - prevents zombies from fleeing in MP player setCaptive true;;Zombie mission init script by Celery ;Init variables ?isNil "CLY_hordetrigger":CLY_hordetrigger="" ?isNil "CLY_playerstates":CLY_playerstates=[] ?isNil "CLY_deadcharacters":CLY_deadcharacters=[] ?isNil "CLY_alldead":CLY_alldead=false ?isNil "CLY_cutscene":CLY_cutscene=false CLY_playerrating=rating player CLY_noises_bark=["dog_bark01","dog_bark02","dog_bark03","dog_bark04","dog_bark05"] CLY_noises_yelp=["dog_yelp01","dog_yelp02","dog_yelp03"] ;Determine game version CLY_game="" ?isClass (configFile/"CfgPatches"/"Chernarus"):CLY_game="A2" ?isClass (configFile/"CfgPatches"/"CA_E"):CLY_game="OA" ?isClass (configFile/"CfgPatches"/"Chernarus") and isClass (configFile/"CfgPatches"/"CA_E"):CLY_game="CO" @isDedicated or !isNull player ;Fade sound [] spawn {0 fadeSound 0;sleep 2.5;5 fadeSound 1} ;Make markers invisible ?isServer:{_x setMarkerAlpha 0} forEach ["respawn_civilian"] ;Character specific equipment removeAllItems player ?CLY_game!="A2":call compile "removeBackpack player" _addweapon=[] ?typeOf player=="CIV_EuroMan01_EP1":_addweapon=[["glock17_EP1",3,"17Rnd_9x19_glock17"]] ?typeOf player=="FR_Cooper":_addweapon=[["M1014",2,"8Rnd_B_Beneli_Pellets"]] ?typeOf player=="CIV_EuroMan02_EP1":_addweapon=[["M9",7,"15Rnd_9x19_M9"]] ?typeOf player=="Dr_Hladik_EP1":_addweapon=[["revolver_EP1",5,"6Rnd_45ACP"]] ?typeOf player=="TK_Aziz_EP1":_addweapon=[["Makarov",6,"8Rnd_9x18_Makarov"],["PipeBomb",1]] ?typeOf player=="Haris_Press_EP1":_addweapon=["ItemGPS","ItemMap"] ?typeOf player=="Policeman":_addweapon=[["M79_EP1",8,"FlareWhite_M203"]] ?typeOf player=="RU_Soldier_Pilot":_addweapon=["NVGoggles"] ?{typeOf player in _x} count CLY_playerstates==0:[player,"ItemRadio","ItemCompass","ItemWatch"]+_addweapon execVM "cly_addweapon.sqf" [] spawn {sleep 0.1;player removeWeapon "ItemMap";if (typeOf player!="Haris_Press_EP1") then {player removeWeapon "ItemGPS"}} ;Credits player createDiaryRecord ["Diary",["Credits","
Mission and scripts:
Celery

Apocalypse series concept:
Zipper5 and Celery

Voice acting:
Rejenorst (www.rejenorst.com)

Music:
Thief: Deadly Shadows soundtrack composed by Eric Brosius

Noises and screams:
Thief II: The Metal Age and freesound.org

Fog script:
Rockhount (original by Yac)"]] ;Zombie facts player createDiaryRecord ["Diary",["Miscellaneous facts","
- Zombies will pursue you if they've noticed you and you're in range
- You die from the third strike
- You can heal yourself fully with a bandage
- Zombies are vulnerable to shots in or near the head
- Torso kills are easier with a powerful weapon
- Unarmed survivors are much less likely to attract attention
- Gunshots and running engines attract zombies
- Zombies may have bandages or items on their person

This mission supports joining in progress. New players teleport to a constantly updating position near a random teammate. Each character's status is saved to allow disconnecting and resuming the mission without losing equipment. A resumed character will have one less magazine if he had more than five. You can switch slots upon death to continue playing."]] ;Character specific diaries ?typeOf player=="CIV_EuroMan01_EP1":player createDiaryRecord ["Diary",["Mercenary's diary","
I knew from the start that this would happen. I've seen enough zombie flicks to know how well quarantines work with them. The boss might meet with an accident if I don't get the wage of a lifetime for this.

The movies have a point about headshots, but Romero was wrong about whether the fuckers can run or not."]] ?typeOf player=="FR_Cooper":player createDiaryRecord ["Diary",["Marine's diary","
Hell, it's like Left 4 Dead out there, except these real zombies need more bullets to go down. The only thing sure to kill them is a hole in the dome but I don't need to worry about that for now, thanks to Mr. Benelli here. Oorah!"]] ?typeOf player=="CIV_EuroMan02_EP1":player createDiaryRecord ["Diary",["Writer's diary","
Am I really the only sane guy left in Chernarus? I came here a few weeks ago to do field studies about the second (or third, depends on how you count them) civil war of modern Chernarus for my book, and when a zombie outbreak was announced, people were pouring in here from everywhere. I was going to leave at the first sign of zombies but the police arrested me for speeding on the way to the airport.

We're lucky to have fog tonight. Zombies may be scary in the dark and bad weather, but they're absolutely terrifying enemies in clear daylight.

I've saved lots of ammo for my pistol but I feel a bit guilty that I've done it by letting others do the fighting. I'll try to man up from now on."]] ?typeOf player=="Dr_Hladik_EP1":player createDiaryRecord ["Diary",["Doctor's diary","
The way these zombies (for lack of a better term) appear to be decaying but still demonstrate great physical strength and stamina and most alarmingly, senses that humans lack in their normal form, is simply fascinating. Of course, my and everyone else's situation is bleak as a direct cause of the outbreak but still I would do anything to get one of those walking dead under my scalpel.

I'm pretty sure that others will expect me to carry and hand out medical supplies, so I stocked up on them just in case."]] ?typeOf player=="TK_Aziz_EP1":player createDiaryRecord ["Diary",["Colonel's diary","
This is like straight from one of those decadent movies they watch in the West. I was only supposed to observe the show and report back to high command but it seems that we overestimated the CDF and its subsidiaries. How I wish I were home with my wives... Kalila especially makes hummus like no other.

On the subject of the undead devils, the bomb I took from the camp before it was overrun might prove useful in a pinch because I don't think that my Makarov pistol was designed to deal with already dead people."]] ?typeOf player=="Haris_Press_EP1":player createDiaryRecord ["Diary",["Reporter's diary","
Oh. My. God.

If I knew how badly the military would do its job, I would never have requested this assignment. It's their own mess afterall, I just know it: None of the army people were willing to comment on the origin of the zombies, and according to a soldier I interviewed, his company was on heightened alert even before the emergency broadcast.

In any case, I seem to be the only person around here smart enough to have a GPS map, or any kind of map for that matter. I was surprised to find that Chernarus has- *had* an active geocaching community, and I marked the nearest cache down on my map.

So far my no-gun policy has paid off rather well: I've stayed alive only because the zombies don't seem to recognize weaponless people as non-dead until they're very close."]] ;Briefing player createDiaryRecord ["Diary",["Story","
part one

Most of Chernarus has been overrun by zombies. Shortly after the outbreak began, the world was alerted with an emergency transmission and a quarantine was attempted by the CDF, Russia, NATO and hired professionals. The quarantine failed after 22 hours and all surviving units retreated to protect the capital region except for the Russians who have a long border with Chernarus to the north.

You are one of the few survivors left in South Zagoria, the ground zero of the outbreak, and have been waiting for a passing ship or other form of help on the eastern shore in vain. Just a moment ago, you picked up a plea for help over the radio requesting assistance at the Olsha hill radio tower. You must go northwest and investigate."]] [] exec "cly_objectives.sqs" ;;;;;;;;;;Serverside only;;;;;;;;;; ?!isServer:exit ;No conversations {_x setVariable ["BIS_noCoreConversations",true,true]} forEach allUnits ;Create HQs for all sides in case the mission doesn't do it _hqwest=createCenter west _hqeast=createCenter east _hqres=createCenter resistance _hqciv=createCenter civilian ;Make everyone friendly. Important both for survivor cooperation and proper zombie behavior. {_x setFriend [west,1]} forEach [west,east,resistance,civilian] {_x setFriend [east,1]} forEach [west,east,resistance,civilian] {_x setFriend [resistance,1]} forEach [west,east,resistance,civilian] {_x setFriend [civilian,1]} forEach [west,east,resistance,civilian] ;Zombie aggro radius (random between min and max) CLY_minaggroradius=20 CLY_maxaggroradius=140 ;Max aggro radius if spawned within one of the triggers in the array CLY_altmaxaggroradius=100 CLY_altmaxaggroradiustriggers=[krasnostav] ;At what range from a player zombies can spawn and despawn CLY_minspawndist=120 CLY_maxspawndist=500 CLY_despawndist=CLY_maxspawndist+50 ;Triggers that prevent zombies from spawning within their area CLY_nospawntriggers=[] ;Distance from victim at which a non-horde zombie gives up the chase CLY_chasegiveupdist=400 ;Zombie will pick a random victim within this radius from the nearest target ;Value of 1 or below is multiplier of aggro radius, 0 disables randomization CLY_randomvictimradius=0.333 ;Motorized vehicle aggro radius multiplier CLY_vehicleaggromultiplier=2 ;Unarmed aggro radius multiplier CLY_unarmedaggromultiplier=0.2 ;Default zombies per km^2 CLY_defaultdensity=100 ;Minimum and maximum interval between spawning random hordes CLY_randomhordemininterval=360 CLY_randomhordemaxinterval=480 ;Minimum and maximum random horde spawning distance from player group CLY_randomhordeminspawndist=500 CLY_randomhordemaxspawndist=700 ;Minimum and maximum number of zombies in a random horde CLY_randomhordeminamount=4 CLY_randomhordemaxamount=8 ;Groups reserved for hordes - allows hordes to spawn in very crowded areas CLY_hordereservedgroups=80 ;Zombie types and their % of automatically generated zombies (must total 100) ;normal makes noise when idle, runs to victim when one is spotted ;surprise runs to victim when one is spotted, silent until close ;passive runs to victim when one is spotted, silent until close, waits still ;crawler crawls, silent until very close, aggro radius always maximum ;passive crawler crawls, silent until very close, waits still ;sneaker crawls, silent until very close, starts running when close, aggro radius always maximum ;ambusher crawls, silent until very close, waits still, starts running when victim is in aggro range ;armored runs to victim when one is spotted, silent until close, withstands lots of damage ;slow armored walks to victim when one is spotted, silent until close, withstands lots of damage CLY_zombietypes=[["normal",62],["surprise",30],["passive",0],["crawler",6],["passive crawler",0],["sneaker",2],["ambusher",0],["armored",0],["slow armored",0]] ;Chance of zombie spawning with a lootable bandage CLY_zombiebandagechance=0.06 ;Chance of zombie dropping a random magazine CLY_zombiemagazinechance=0.1 ;Magazines that a zombie can drop CLY_zombiemagazines=["17Rnd_9x19_glock17","8Rnd_B_Beneli_Pellets","15Rnd_9x19_M9","6Rnd_45ACP","8Rnd_9x18_Makarov","FlareWhite_M203","30Rnd_545x39_AK","10x_303","7Rnd_45ACP_1911","8Rnd_B_Saiga12_Pellets","20Rnd_B_765x17_Ball","30Rnd_556x45_Stanag","100Rnd_762x54_PK","HandGrenade"] ;Debug mode - show markers for prepared positions and active zombies CLY_debug=false ;Disable ACE stamina ACE_NoStaminaEffects=true publicVariable "ACE_NoStaminaEffects" ;Sound arrays CLY_noises_idle=["idle1","idle2","idle3","idle4","idle5","idle6","idle7","idle8"] CLY_noises_chase=["chase1","chase2","chase3","chase4","chase5","chase6","chase7","chase8"] CLY_noises_attack=["attack1","attack2","attack3","attack4"] CLY_noises_die=["die1","die2"] CLY_noises_scream=["scream1","scream2","scream3"] ;Unit classes that can be used as zombies ;Make subarrays for a group of similar units to make the whole group have the same chance to appear as a single unit CLY_zombieclasses=[["Citizen1","Citizen2","Citizen3","Citizen4"],["Profiteer1","Profiteer2","Profiteer3","Profiteer4"],["Rocker1","Rocker2","Rocker3","Rocker4"],["Ins_Villager3","Ins_Villager4"],["Ins_Woodlander1","Ins_Woodlander2","Ins_Woodlander3"],["Ins_Worker2"],["Ins_Lopotev","Assistant","Doctor","Pilot_EP1","Policeman","Priest","SchoolTeacher","TK_CIV_Worker01_EP1","TK_CIV_Worker02_EP1",["Functionary1","Functionary2"]],["Ins_Soldier_1","Ins_Soldier_CO","Ins_Bardak",["Ins_Soldier_Crew","Ins_Lopotev"]],["CDF_Soldier","CDF_Soldier_Militia","CDF_Soldier_TL","CDF_Soldier_Light",["CDF_Soldier_Crew","CDF_Soldier_Officer"]],[["USMC_Soldier","USMC_SoldierM_Marksman","USMC_Soldier_Officer","USMC_Soldier_TL","USMC_Soldier_Crew","USMC_Soldier_Light","FR_TL","FR_Marksman","FR_GL","FR_Sapper","FR_Light"],["BAF_Soldier_W","BAF_Soldier_Officer_W","BAF_crewman_W","BAF_Soldier_AR_W","BAF_Soldier_TL_W","BAF_Soldier_L_W"],["RU_Soldier","RU_Soldier_Officer","RU_Soldier_Crew","RU_Soldier_Light","RUS_Soldier3","RUS_Commander"],["Soldier_PMC","Soldier_GL_PMC","Soldier_Engineer_PMC","Soldier_TL_PMC"]]] ;Armored zombie classes CLY_armoredzombieclasses=["MVD_Soldier"] ;What classes can have which faces (a = Asian, b = African, c = European, d = Arab/Persian) CLY_zombieclasses_a=["USMC_Soldier","USMC_SoldierM_Marksman","USMC_Soldier_Officer","USMC_Soldier_TL","USMC_Soldier_Crew","USMC_Soldier_Light","FR_TL","FR_Marksman","FR_GL","FR_Sapper","FR_Light","Soldier_PMC","Soldier_GL_PMC","Soldier_Engineer_PMC","Soldier_TL_PMC"] CLY_zombieclasses_b=["USMC_Soldier","USMC_SoldierM_Marksman","USMC_Soldier_Officer","USMC_Soldier_TL","USMC_Soldier_Crew","USMC_Soldier_Light","FR_TL","FR_Marksman","FR_GL","FR_Sapper","FR_Light","BAF_Soldier_W","BAF_Soldier_L_W","Soldier_PMC","Soldier_GL_PMC","Soldier_Engineer_PMC","Soldier_TL_PMC"] CLY_zombieclasses_c=["USMC_Soldier","USMC_SoldierM_Marksman","USMC_Soldier_Officer","USMC_Soldier_TL","USMC_Soldier_Crew","USMC_Soldier_Light","FR_TL","FR_Marksman","FR_GL","FR_Sapper","FR_Light","BAF_Soldier_W","BAF_Soldier_Officer_W","BAF_crewman_W","BAF_Soldier_AR_W","BAF_Soldier_TL_W","BAF_Soldier_L_W","MVD_Soldier","Soldier_PMC","Soldier_GL_PMC","Soldier_Engineer_PMC","Soldier_TL_PMC"] CLY_zombieclasses_d=[] ;Zombie faces CLY_faces=[] CLY_faces_a=["Face58_camo1"] CLY_faces_b=[] CLY_faces_c=[] CLY_faces_d=[] for "_x" from 1 to 107 do {_0=if (_x<10) then {"0"} else {""};_face=format ["Face%1%2_camo1",_0,_x];CLY_faces=CLY_faces+[_face]} for "_x" from 1 to 20 do {_0=if (_x<10) then {"0"} else {""};_face=format ["Face%1%2_camo1_EP1",_0,_x];CLY_faces=CLY_faces+[_face];CLY_faces_d=CLY_faces_d+[_face]} for "_x" from 108 to 124 do {_face=format ["Face%1_camo1_PMC",_x];CLY_faces=CLY_faces+[_face];CLY_faces_a=CLY_faces_a+[_face]} for "_x" from 26 to 40 do {_face=format ["Face%1_camo1",_x];CLY_faces_b=CLY_faces_b+[_face]} for "_x" from 78 to 86 do {_face=format ["Face%1_camo1",_x];if (_face!="Face85_camo1") then {CLY_faces_b=CLY_faces_b+[_face]}} for "_x" from 1 to 107 do {_0=if (_x<10) then {"0"} else {""};_face=format ["Face%1%2_camo1",_0,_x];if (_face!="Face58_camo1" and !(_face in CLY_faces_b)) then {CLY_faces_c=CLY_faces_c+[_face]}} ;Default face type for uncategorized classes CLY_faces_default=CLY_faces_c ;Alternate textures CLY_z_alttexturemodels=["\ca\characters2\civil\Worker\Worker","\ca\characters2\civil\Woodlander\Woodlander","\ca\characters2\civil\Villager\Villager"] CLY_z_alttextures=[["\ca\characters2\civil\worker\data\worker_co.paa","\ca\characters2\civil\worker\data\Worker_v2_CO.paa","\ca\characters2\civil\worker\data\Worker_v3_CO.paa","\ca\characters2\civil\worker\data\Worker_v4_CO.paa"],["\ca\characters2\civil\woodlander\data\woodlander_co.paa","\ca\characters2\civil\woodlander\data\woodlander_v2_co.paa","\ca\characters2\civil\woodlander\data\woodlander_v3_co.paa","\ca\characters2\civil\woodlander\data\woodlander_v4_co.paa"],["\ca\characters2\civil\villager\data\villager_co.paa","\ca\characters2\civil\villager\data\villager_v2_co.paa","\ca\characters2\civil\villager\data\villager_v3_co.paa","\ca\characters2\civil\villager\data\villager_v4_co.paa"]] execVM "zombie_scripts\cly_z_unitupdate.sqf" execVM "cly_playerstates.sqf" [] exec "zombie_scripts\cly_z_randomhorde.sqs" [] exec "jipresumepos.sqs" exit;This script updates the position to which joining players will teleport ?!isServer:exit @!isNil "CLY_players" #loop ~1 _originalcrew=[] {if (_x distance getMarkerPos "start">20 and getPos _x select 2<1 and !surfaceIsWater getPos _x and vehicle _x==_x) then {_originalcrew=_originalcrew+[_x]}} forEach CLY_players ?count _originalcrew==0:goto "loop" _newpos=getPosATL (_originalcrew select (floor random count _originalcrew)) ~1 ?{alive _x} count (_newpos nearObjects ["Man",1.5])==0:CLY_jipresumepos=_newpos;publicVariable "CLY_jipresumepos" goto "loop"version=11; class Mission { addOns[]= { "cacharacters2", "chernarus", "camisc3", "caweapons_ammoboxes", "CAWheeled_Pickup", "CAWheeled", "cacharacters_e", "caweapons", "CACharacters_W_BAF", "ca_animals2_cow", "camisc_e", "CASounds", "caweapons_e_ammoboxes", "CAMisc", "ca_modules_functions" }; addOnsAuto[]= { "cacharacters2", "CACharacters_W_BAF", "cacharacters_e", "ca_modules_functions", "camisc3", "caweapons_ammoboxes", "CAWheeled_Pickup", "CAWheeled", "caweapons_e_ammoboxes", "ca_animals2_cow", "camisc_e", "CASounds", "CAMisc", "chernarus" }; randomSeed=3852420; class Intel { briefingName="COOP 10 Chernarus Apocalypse, part 1 v1.4"; briefingDescription="Survive in a zombie-infested Chernarus. The heroes investigate a call for help from a nearby radio tower."; resistanceWest=0; startFog=0.15000001; forecastFog=0.15000001; year=2012; month=10; day=31; hour=17; minute=45; }; class Groups { items=127; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11593.418,159.77478,10643.408}; azimut=135.33; special="NONE"; id=42; side="WEST"; vehicle="Ins_Soldier_MG"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; this assignAsGunner surTr1; this moveInGunner surTr1; removeAllWeapons this; removeAllItems this; this action [""LIGHTON"",surTr1]"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11590.861,159.12708,10635.52}; azimut=149.992; special="NONE"; id=43; side="WEST"; vehicle="GUE_Woodlander1"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_47_M"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item2 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11591.564,159.26942,10636.282}; azimut=100.299; special="NONE"; id=44; side="WEST"; vehicle="GUE_Soldier_1"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""Saiga12K"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item3 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11584,159.20633,10636.117}; azimut=-166.49001; special="NONE"; id=45; side="WEST"; vehicle="GUE_Worker2"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_47_S"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item4 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11574.799,159.31879,10635.186}; azimut=-103.344; special="NONE"; id=46; side="WEST"; vehicle="GUE_Soldier_MG"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""PK"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item5 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11579.249,162.66757,10650.44}; azimut=115.963; special="NONE"; id=47; side="WEST"; vehicle="Ins_Soldier_GL"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_74_GL"",4,0,4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item6 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11582.858,165.72302,10666.214}; azimut=84.026604; special="NONE"; id=48; side="WEST"; vehicle="Ins_Soldier_1"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_47_S"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item7 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11588.96,162.67159,10656.312}; azimut=22.320784; special="NONE"; id=51; side="WEST"; vehicle="GUE_Villager3"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""huntingrifle"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item8 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11578.308,159.6575,10639.547}; azimut=180; special="NONE"; id=52; side="WEST"; vehicle="Ins_Soldier_1"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_74"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; class Waypoints { items=1; class Item0 { position[]={11578.308,159.63838,10639.382}; expActiv="this disableAI ""MOVE""; this switchMove ""AmovPsitMstpSlowWrflDnon""; this setVelocity [0,0,0]"; class Effects { }; showWP="NEVER"; }; }; }; class Item9 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11579.617,159.46263,10637.867}; special="NONE"; id=53; side="WEST"; vehicle="GUE_Soldier_2"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""huntingrifle"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf""; this disableAI ""AUTOTARGET""; this disableAI ""TARGET"""; }; }; class Waypoints { items=1; class Item0 { position[]={11580.743,159.4834,10638.132}; id=11; expActiv="this disableAI ""ANIM""; this disableAI ""MOVE""; this setDir ((getDir chair1 + 180)); this setPos position chair1; this switchMove ""rodriguez_c0briefing""; this setVelocity [0,0,0]"; class Effects { }; showWP="NEVER"; }; }; }; class Item10 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11578.52,166.40251,10669.857}; special="NONE"; id=54; side="WEST"; vehicle="GUE_Villager4"; leader=1; skill=1; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; this disableAI ""AUTOTARGET""; this disableAI ""TARGET"""; }; }; class Waypoints { items=1; class Item0 { position[]={11578.519,166.38593,10669.737}; expActiv="this disableAI ""MOVE""; this setPos [11576.1,10670.4,0]; this switchMove ""c5efe_HonzaLoop""; this enableSimulation false; this setVelocity [0,0,0]"; class Effects { }; showWP="NEVER"; }; }; }; class Item11 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11573.149,166.72581,10670.315}; azimut=-146.37199; special="NONE"; id=55; side="WEST"; vehicle="CDF_Soldier_Light"; leader=1; rank="CORPORAL"; skill=1; text="unknownspeaker"; init="this setBehaviour ""CARELESS"";this setCaptive true;this setVariable [""victim"",objNull];this allowDamage false;removeAllWeapons this;removeAllItems this;0=[this,[""AK_47_S"",4],""ItemRadio"",""ItemCompass""] execVM ""cly_addweapon.sqf"";this setIdentity ""soldier"""; }; }; class Waypoints { items=2; class Item0 { position[]={11573.092,166.71062,10670.204}; combatMode="RED"; formation="WEDGE"; speed="FULL"; expCond="assault"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={11573.035,166.69952,10670.12}; combatMode="RED"; formation="WEDGE"; speed="FULL"; combat="AWARE"; class Effects { }; timeoutMin=5; timeoutMid=5; timeoutMax=5; showWP="NEVER"; }; }; }; class Item12 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11565.575,166.56197,10667.063}; azimut=-74.772202; special="NONE"; id=56; side="WEST"; vehicle="Ins_Soldier_AR"; leader=1; skill=1; text="sur6"; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""RPK_74"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item13 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11567.81,165.21884,10660.472}; azimut=-98.905502; special="NONE"; id=57; side="WEST"; vehicle="GUE_Soldier_Scout"; leader=1; skill=1; text="sur7"; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AKS_74_U"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item14 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11568.187,164.92319,10659.086}; azimut=-120.088; special="NONE"; id=58; side="WEST"; vehicle="Ins_Soldier_2"; leader=1; skill=1; text="sur8"; init="this setBehaviour ""CARELESS""; this setCaptive true; this setVariable [""victim"",objNull]; this allowDamage false; removeAllWeapons this; removeAllItems this; 0=[this,[""AK_74"",4],""itemRadio"",""itemCompass""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item15 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={7947.9893,392.76559,8354.625}; special="NONE"; id=68; side="LOGIC"; vehicle="Logic"; leader=1; skill=1; text="generatorminxy"; }; }; }; class Item16 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14977.771,201.65106,15324.975}; special="NONE"; id=69; side="LOGIC"; vehicle="Logic"; leader=1; skill=1; text="generatormaxxy"; }; }; }; class Item17 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={12935.535,239.12265,12763.078}; azimut=180; id=70; side="CIV"; vehicle="Policeman"; leader=1; skill=0.60000002; text="towerman"; init="this setVariable [""CLY_removedead"",false];this disableAI ""MOVE"";this setPos [getPos this select 0,getPos this select 1,9];removeAllItems this;0=[this,[""Sa61_EP1"",1,""20Rnd_B_765x17_Ball""],""ItemRadio"",""ItemMap""] execVM ""cly_addweapon.sqf"";this setVariable [""victim"",objNull]"; }; }; }; class Item18 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12927.716,209.45351,12760.625}; id=71; side="WEST"; vehicle="CDF_Soldier_Pilot"; leader=1; skill=0.60000002; text="pilotzombie"; init="[this,""passive"",objNull,false,5] exec ""zombie_scripts\cly_z_init.sqs"";this lookAt [getPos this select 0,(getPos this select 1)+5,0]"; }; }; }; class Item19 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={11477.556,284.38922,11146.851}; id=73; side="WEST"; vehicle="BAF_Soldier_W"; leader=1; rank="CORPORAL"; skill=1; text="rendezvous"; init="{removeAllItems _x;_x setCaptive true;_x allowDamage false;_x setVariable [""victim"",objNull]} forEach units group this;0=[this,[""BAF_L85A2_RIS_Holo"",12],""ItemRadio""] execVM ""cly_addweapon.sqf"";this setIdentity ""soldier"""; }; class Item1 { position[]={11477.601,283.74521,11145.419}; id=74; side="WEST"; vehicle="CDF_Soldier_Militia"; skill=1; init="0=[this,[""AKS_74"",12]] execVM ""cly_addweapon.sqf"""; }; }; class Waypoints { items=2; class Item0 { position[]={11477.183,286.56918,11151.498}; combatMode="BLUE"; formation="STAG COLUMN"; speed="FULL"; combat="AWARE"; expCond="obj5done"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={11473.002,317.01505,11298.828}; type="HOLD"; class Effects { }; showWP="NEVER"; }; }; }; class Item20 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={11239.339,189.33,12210.545}; azimut=100; special="NONE"; id=77; side="CIV"; vehicle="Rocker1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setPosATL [getPos this select 0,getPos this select 1,0.5];0=[this,[""PK"",1,""100Rnd_762x54_PK""],""ItemMap""] execVM ""cly_addweapon.sqf"""; }; }; }; class Item21 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11243.615,189.31863,12234.204}; special="NONE"; id=78; side="CIV"; vehicle="Citizen1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item22 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11370.166,181.76051,12220.89}; special="NONE"; id=79; side="CIV"; vehicle="Profiteer3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item23 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11420.947,174.85612,12219.449}; special="NONE"; id=80; side="CIV"; vehicle="Citizen4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item24 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11306.916,188.96834,12231.669}; special="NONE"; id=81; side="CIV"; vehicle="Rocker4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item25 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11288.961,188.98195,12224.676}; special="NONE"; id=82; side="CIV"; vehicle="SchoolTeacher"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item26 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11230.599,191.72122,12250.478}; special="NONE"; id=83; side="CIV"; vehicle="Worker2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item27 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11202.478,198.0556,12256.812}; special="NONE"; id=84; side="CIV"; vehicle="Worker1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item28 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11171.055,203.19682,12279.242}; special="NONE"; id=85; side="CIV"; vehicle="Citizen4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item29 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11148.874,207.12593,12297.583}; special="NONE"; id=86; side="CIV"; vehicle="Rocker2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item30 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11149.495,205.87227,12285.346}; special="NONE"; id=87; side="CIV"; vehicle="Profiteer1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item31 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11134.312,208.85425,12301.312}; special="NONE"; id=88; side="CIV"; vehicle="Villager3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item32 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11243.621,189.33,12200.284}; special="NONE"; id=89; side="CIV"; vehicle="Woodlander1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item33 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11241.054,189.33,12200.502}; special="NONE"; id=90; side="CIV"; vehicle="Woodlander2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item34 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11241.604,189.33,12195.966}; special="NONE"; id=91; side="CIV"; vehicle="Citizen2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item35 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11240.621,189.33,12189.255}; special="NONE"; id=92; side="CIV"; vehicle="Worker3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item36 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11237.186,189.33,12195.848}; special="NONE"; id=93; side="CIV"; vehicle="Villager1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item37 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11244.889,189.33,12196.921}; special="NONE"; id=94; side="CIV"; vehicle="Villager4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item38 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11266.054,189.33,12216.664}; special="NONE"; id=95; side="CIV"; vehicle="Citizen3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item39 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11270.121,189.33,12215.804}; special="NONE"; id=96; side="CIV"; vehicle="Profiteer2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item40 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11267.886,189.33,12213.412}; special="NONE"; id=97; side="CIV"; vehicle="Woodlander4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item41 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11265.456,189.33,12206.77}; special="NONE"; id=98; side="CIV"; vehicle="Woodlander3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item42 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11257.811,189.33,12197.251}; special="NONE"; id=99; side="CIV"; vehicle="Worker4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item43 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11260.171,189.33,12195.44}; special="NONE"; id=100; side="CIV"; vehicle="Villager2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item44 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11111.538,210.8385,12301.354}; special="NONE"; id=101; side="CIV"; vehicle="Profiteer4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item45 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={11187.613,203.1498,12286.009}; special="NONE"; id=102; side="CIV"; vehicle="Priest"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item46 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11080.091,213.38065,12336.438}; special="NONE"; id=103; side="CIV"; vehicle="Pilot"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item47 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11064.486,213.79367,12313.007}; special="NONE"; id=104; side="CIV"; vehicle="Rocker3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item48 { side="CIV"; class Vehicles { items=6; class Item0 { position[]={13862.013,4.0865564,11707.613}; azimut=294.23199; special="NONE"; id=63; side="CIV"; vehicle="CIV_EuroMan01_EP1"; player="PLAYER COMMANDER"; leader=1; skill=1; text="themercenary"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Mercenary - Glock 17 (3 mags)"; }; class Item1 { position[]={13860.864,4.1252284,11711.691}; azimut=193.42999; special="NONE"; id=64; side="WEST"; vehicle="FR_Cooper"; player="PLAY CDG"; skill=1; text="themarine"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Marine - M1014 (2 mags)"; }; class Item2 { position[]={13860.214,4.3030334,11705.819}; azimut=345.59299; special="NONE"; id=65; side="CIV"; vehicle="CIV_EuroMan02_EP1"; player="PLAY CDG"; skill=1; text="thewriter"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Writer - M9 (7 mags)"; }; class Item3 { position[]={13857.258,4.5977821,11705.815}; azimut=32.137901; special="NONE"; id=66; side="CIV"; vehicle="Dr_Hladik_EP1"; player="PLAY CDG"; skill=1; text="thedoctor"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Doctor - Taurus Tracker (5 mags) extra bandages"; }; class Item4 { position[]={13856.464,4.5831761,11711.24}; azimut=128.79201; special="NONE"; id=67; side="EAST"; vehicle="TK_Aziz_EP1"; player="PLAY CDG"; skill=1; text="thecolonel"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Colonel - Makarov (6 mags), satchel charge"; }; class Item5 { position[]={13854.96,4.7901707,11707.732}; azimut=67.574501; special="NONE"; id=106; side="CIV"; vehicle="Haris_Press_EP1"; player="PLAY CDG"; skill=1; text="thereporter"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="The Reporter - Unarmed, map (GPS, geocache coords)"; }; }; }; class Item49 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={11593.134,173.11765,12465.806}; id=107; side="WEST"; vehicle="BAF_Pilot_W"; leader=1; skill=0.60000002; init="this setPos [getPos this select 0,getPos this select 1,0];[this,""passive"",objNull,false,4] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item50 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11594.146,168.75,12517.515}; special="NONE"; id=108; side="CIV"; vehicle="Rocker4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item51 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11589.527,168.80447,12491.448}; special="NONE"; id=109; side="CIV"; vehicle="Citizen4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item52 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11573.193,168.80124,12479.19}; special="NONE"; id=110; side="CIV"; vehicle="Profiteer3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item53 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11574.925,168.86676,12449.369}; special="NONE"; id=111; side="CIV"; vehicle="Woodlander4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item54 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11566.079,168.85399,12447.006}; special="NONE"; id=112; side="CIV"; vehicle="Worker2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item55 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11588.809,168.87679,12469.136}; special="NONE"; id=113; side="CIV"; vehicle="Worker1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item56 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11551.659,168.89606,12421.292}; special="NONE"; id=114; side="CIV"; vehicle="Villager3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item57 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11537.628,169.17693,12401.599}; special="NONE"; id=115; side="CIV"; vehicle="Profiteer4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item58 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11573.253,168.99159,12406.186}; special="NONE"; id=116; side="CIV"; vehicle="Profiteer1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item59 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11504.343,172.38776,12402.411}; special="NONE"; id=117; side="CIV"; vehicle="Rocker3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item60 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.75; position[]={13379.688,67,12104.791}; id=118; side="GUER"; vehicle="GUE_Soldier_Scout"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,12] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item61 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11896.898,158.46582,12611.224}; id=119; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,15+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item62 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11886.595,157.47604,12591.913}; id=120; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,15+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item63 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11870.279,153.88698,12513.404}; id=121; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item64 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11829.307,155.96498,12514.796}; id=122; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item65 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11605.371,170.60228,12581.568}; id=123; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,13+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item66 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11423.521,178.28822,12318.781}; id=124; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,25+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item67 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11922.104,158.89999,12664.119}; id=125; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,15+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item68 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11911.881,158.97688,12646.733}; id=126; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,15+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item69 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11898.729,158.91663,12623.746}; id=127; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,15+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item70 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11928.666,149.14728,12467.772}; id=128; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,30+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item71 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11914.48,149.19833,12474.87}; id=129; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,25+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item72 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11672.722,168.34387,12617.451}; id=130; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item73 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={12817.396,208.23607,12749.956}; id=131; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""passive"",objNull,false,22+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item74 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={12817.315,206.80724,12724.801}; id=132; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="[this,""passive"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item75 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={12788.023,204.33569,12706.761}; id=133; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""passive"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item76 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={12649.186,170.73398,12596.787}; id=134; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""passive"",objNull,false,35+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item77 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11610.823,174.62767,12625.743}; id=135; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""passive"",objNull,false,30+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item78 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={13046.789,127.6311,12465.354}; azimut=245; id=154; side="CIV"; vehicle="Secretary1"; leader=1; skill=0.60000002; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this moveInCargo carwreck;this action [""lightOn"",carwreck]"; }; }; }; class Item79 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={13047.728,127.5483,12460.336}; azimut=205; id=155; side="CIV"; vehicle="ValentinaVictim"; leader=1; skill=0.60000002; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this"; }; }; }; class Item80 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11601.332,168.78291,12508.101}; special="NONE"; id=159; side="CIV"; vehicle="Damsel1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item81 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11066.973,213.37901,12309.618}; special="NONE"; id=160; side="CIV"; vehicle="Damsel3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item82 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11302.357,188.99982,12238.837}; special="NONE"; id=161; side="CIV"; vehicle="Damsel4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item83 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11272.816,189.31607,12204.164}; special="NONE"; id=162; side="CIV"; vehicle="Damsel2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item84 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11242.911,189.28705,12238.942}; special="NONE"; id=163; side="CIV"; vehicle="Damsel5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item85 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11086.677,213.12747,12337.372}; special="NONE"; id=164; side="CIV"; vehicle="Farmwife1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item86 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11578.372,168.76282,12502.255}; special="NONE"; id=165; side="CIV"; vehicle="Farmwife2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item87 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11577.499,168.99667,12395.563}; special="NONE"; id=166; side="CIV"; vehicle="Farmwife3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item88 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11303.679,189.0249,12276.18}; special="NONE"; id=167; side="CIV"; vehicle="Farmwife4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item89 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11582.753,168.85376,12464.753}; special="NONE"; id=168; side="CIV"; vehicle="Farmwife5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item90 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11574.527,169.05284,12377.71}; special="NONE"; id=169; side="CIV"; vehicle="HouseWife1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item91 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11555.289,168.99255,12391.916}; special="NONE"; id=170; side="CIV"; vehicle="HouseWife2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item92 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11102.736,210.44228,12285.461}; special="NONE"; id=171; side="CIV"; vehicle="HouseWife3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item93 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11578.589,168.85179,12442.57}; special="NONE"; id=172; side="CIV"; vehicle="HouseWife4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item94 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11264.173,189.33,12201.302}; special="NONE"; id=173; side="CIV"; vehicle="HouseWife5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item95 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11560.256,168.86584,12438.115}; special="NONE"; id=174; side="CIV"; vehicle="Madam1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item96 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11278.959,189.03365,12215.58}; special="NONE"; id=175; side="CIV"; vehicle="Madam2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item97 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11171.636,208.98097,12366.773}; special="NONE"; id=176; side="CIV"; vehicle="Madam3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item98 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11563.215,168.95972,12408.071}; special="NONE"; id=177; side="CIV"; vehicle="Madam4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item99 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11526.442,169.53172,12386.757}; special="NONE"; id=178; side="CIV"; vehicle="Madam5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item100 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11242.584,189.33,12198.209}; special="NONE"; id=179; side="CIV"; vehicle="Secretary1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item101 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11230.895,189.23695,12214.956}; special="NONE"; id=180; side="CIV"; vehicle="Secretary2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item102 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11221.092,189.44157,12201.395}; special="NONE"; id=181; side="CIV"; vehicle="Secretary3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item103 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11584.705,168.99373,12419.967}; special="NONE"; id=182; side="CIV"; vehicle="Secretary4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item104 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11244.344,189.33,12192.608}; special="NONE"; id=183; side="CIV"; vehicle="Secretary5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item105 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11535.674,168.9985,12387.863}; special="NONE"; id=184; side="CIV"; vehicle="Sportswoman1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item106 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11037.313,220.41809,12359.894}; special="NONE"; id=185; side="CIV"; vehicle="Sportswoman2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item107 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11153.435,209.1917,12339.692}; special="NONE"; id=186; side="CIV"; vehicle="Sportswoman3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item108 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11263.306,189.10941,12180.559}; special="NONE"; id=187; side="CIV"; vehicle="Sportswoman4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item109 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11243.017,189.33,12221.849}; special="NONE"; id=188; side="CIV"; vehicle="Sportswoman5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item110 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11249.5,189.52467,12163.574}; special="NONE"; id=189; side="CIV"; vehicle="WorkWoman1"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item111 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11259.051,189.33,12229.371}; special="NONE"; id=190; side="CIV"; vehicle="WorkWoman2"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item112 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11625.006,169.02232,12489.428}; special="NONE"; id=191; side="CIV"; vehicle="WorkWoman3"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item113 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11402.955,177.74588,12215.104}; special="NONE"; id=192; side="CIV"; vehicle="WorkWoman4"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item114 { side="CIV"; class Vehicles { items=1; class Item0 { presence=0.25; position[]={11451.437,171.19887,12227.737}; special="NONE"; id=193; side="CIV"; vehicle="WorkWoman5"; leader=1; skill=0.2; health=0; init="this setVariable [""CLY_removedead"",false];removeAllWeapons this;removeAllItems this;this setDir random 360"; }; }; }; class Item115 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11484.814,317.30789,11328.06}; id=197; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; init="this action [""LightOn"",car];deleteVehicle this"; }; }; }; class Item116 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={11567.98,169.93507,10674.074}; azimut=180; id=204; side="EAST"; vehicle="Ins_Commander"; leader=1; rank="CORPORAL"; skill=1; text="nikita"; init="this setIdentity ""nikita"";this setBehaviour ""CARELESS"";this setCaptive true;this setVariable [""victim"",objNull];this allowDamage false;removeAllWeapons this;removeAllItems this;0=[this,[""AKS_74_PSO"",4],""ItemRadio"",""ItemCompass""] execVM ""cly_addweapon.sqf"";this disableAI ""AUTOTARGET"";this disableAI ""MOVE"";this disableAI ""TARGET"";this setPosATL [getPos this select 0,getPos this select 1,0]"; }; }; }; class Item117 { side="CIV"; class Vehicles { items=4; class Item0 { position[]={13866.372,3.612606,11709.817}; azimut=270; special="NONE"; id=213; side="CIV"; vehicle="Policeman"; player="PLAY CDG"; leader=1; skill=1; text="cop"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="a cop - M79 (8 flares)"; }; class Item1 { position[]={13866.368,3.5983875,11710.729}; azimut=270; special="NONE"; id=214; side="EAST"; vehicle="RU_Soldier_Pilot"; player="PLAY CDG"; skill=1; text="russianpilot"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="a Russian pilot - Unarmed, NV goggles"; }; class Item2 { position[]={13866.376,3.5834804,11711.615}; azimut=270; special="NONE"; id=219; side="CIV"; vehicle="TK_CIV_Worker01_EP1"; player="PLAY CDG"; skill=1; text="greasemonkey"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="a grease monkey - Unarmed"; }; class Item3 { position[]={13866.376,3.569242,11712.506}; azimut=270; special="NONE"; id=220; side="CIV"; vehicle="Rocker4"; player="PLAY CDG"; skill=1; text="hippie"; init="if (local this) then {this setPos [getPos this select 0,getPos this select 1,10000];this setVariable [""victim"",objNull,true]}"; description="a hippie - Unarmed"; }; }; }; class Item118 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11596.75,173.09523,12396.821}; azimut=290; id=225; side="GUER"; vehicle="GUE_Soldier_2"; leader=1; skill=0.60000002; init="this setPosATL [getPos this select 0,getPos this select 1,2];[this,""passive"",objNull,false,10+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item119 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11592.73,168.99266,12418.002}; id=226; side="GUER"; vehicle="GUE_Soldier_1"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item120 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11560.506,168.99599,12395.642}; id=227; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item121 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={11491.619,173.57465,12412.231}; azimut=155; id=229; side="GUER"; vehicle="GUE_Soldier_3"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,20+random 5] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item122 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={13294.259,67.000092,11945.294}; id=230; side="GUER"; vehicle="GUE_Soldier_Scout"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,10+random 2] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item123 { side="GUER"; class Vehicles { items=1; class Item0 { presence=0.5; position[]={13293.931,67.000038,11924.541}; id=231; side="GUER"; vehicle="GUE_Soldier_Scout"; leader=1; skill=0.60000002; init="[this,""ambusher"",objNull,false,10+random 2] exec ""zombie_scripts\cly_z_init.sqs"""; }; }; }; class Item124 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={15643.191,0.18882951,12036.84}; id=233; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; init="{if (!isMultiplayer and !isPlayer _x) then {deleteVehicle _x}} forEach [themercenary,themarine,thewriter,thedoctor,thecolonel,thereporter,cop,russianpilot,greasemonkey,hippie]"; }; }; }; class Item125 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={15797.008,0.25647533,12038.68}; special="NONE"; id=234; side="LOGIC"; vehicle="Logic"; leader=1; skill=1; text="zombiespawner"; description="All zombies spawn here to prevent unimmersive firing by unzombified units"; }; }; }; class Item126 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={15794.763,0.30464673,12177.603}; id=235; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=100; class Item0 { position[]={13856.08,4.7551394,11703.834}; azimut=-148.241; special="NONE"; id=0; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""thedoctor"") then {deleteVehicle (_this select 0)};if (isNull thedoctor) then {deleteVehicle (_this select 0)}}}"; }; class Item1 { position[]={13861.041,4.2697964,11703.509}; azimut=-198.022; special="NONE"; id=1; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""thewriter"") then {deleteVehicle (_this select 0)};if (isNull thewriter) then {deleteVehicle (_this select 0)}}}"; }; class Item2 { position[]={13861.188,4.0514283,11713.931}; azimut=7.7339602; special="NONE"; id=2; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""themarine"") then {deleteVehicle (_this select 0)};if (isNull themarine) then {deleteVehicle (_this select 0)}}}"; }; class Item3 { position[]={13854.89,4.714828,11712.844}; azimut=-47.308899; special="NONE"; id=3; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""thecolonel"") then {deleteVehicle (_this select 0)};if (isNull thecolonel) then {deleteVehicle (_this select 0)}}}"; }; class Item4 { position[]={13852.67,5.034153,11706.912}; azimut=-109.943; special="NONE"; id=4; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""thereporter"") then {deleteVehicle (_this select 0)};if (isNull thereporter) then {deleteVehicle (_this select 0)}}}"; }; class Item5 { position[]={13864.398,3.8693154,11706.698}; azimut=-247.603; special="NONE"; id=5; side="EMPTY"; vehicle="Land_A_tent"; skill=0.2; init="if (isServer) then {0=[this] spawn {sleep 0.1;if (isNil ""themercenary"") then {deleteVehicle (_this select 0)};if (isNull themercenary) then {deleteVehicle (_this select 0)}}}"; }; class Item6 { position[]={13859.014,4.3653746,11708.885}; special="NONE"; id=6; side="EMPTY"; vehicle="Land_Fire"; skill=0.2; init="if (isServer) then {this inFlame true}"; }; class Item7 { position[]={12927.313,209.64217,12763.674}; special="NONE"; id=7; side="EMPTY"; vehicle="LocalBasicAmmunitionBox"; leader=1; skill=0.2; text="crate1"; init="[this,0] exec ""cly_crate.sqs"""; }; class Item8 { position[]={11597.229,159.16624,10641.683}; azimut=130.978; special="NONE"; id=8; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item9 { position[]={11592.42,159.12399,10635.503}; azimut=116.48303; special="NONE"; id=9; side="EMPTY"; vehicle="Land_fort_bagfence_round"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item10 { position[]={11578.324,159.45508,10637.802}; special="NONE"; id=10; side="EMPTY"; vehicle="Land_Campfire_burning"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item11 { position[]={11580.743,159.4834,10638.132}; azimut=81.128799; special="NONE"; id=11; side="EMPTY"; vehicle="FoldChair"; leader=1; skill=0.2; text="chair1"; init="this enableSimulation false; this allowDamage false"; }; class Item12 { position[]={11594.172,159.81819,10644.483}; azimut=135.33; special="NONE"; id=12; side="EMPTY"; vehicle="Pickup_PK_GUE"; leader=1; lock="LOCKED"; skill=0.2; text="surTr1"; init="clearWeaponCargo this; clearMagazineCargo this; this setVelocity [0,-1,0]"; }; class Item13 { position[]={11567.966,168.0213,10677.88}; special="NONE"; id=13; side="EMPTY"; vehicle="Land_HBarrier3"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item14 { position[]={11565.658,167.96413,10676.366}; azimut=90; special="NONE"; id=14; side="EMPTY"; vehicle="Land_HBarrier3"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item15 { position[]={11565.654,168.11368,10677.521}; azimut=90; special="NONE"; id=15; side="EMPTY"; vehicle="Land_HBarrier1"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item16 { position[]={11566.8,168.09792,10677.884}; special="NONE"; id=16; side="EMPTY"; vehicle="Land_HBarrier1"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item17 { position[]={11565.656,167.53351,10673.036}; azimut=90; special="NONE"; id=17; side="EMPTY"; vehicle="Land_HBarrier1"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item18 { position[]={11565.641,167.36023,10671.83}; azimut=90; special="NONE"; id=18; side="EMPTY"; vehicle="Land_HBarrier1"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item19 { position[]={11569.033,170.30539,10675.016}; azimut=90; special="NONE"; id=19; side="EMPTY"; vehicle="FoldTable"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false"; }; class Item20 { position[]={11570.173,170.71056,10675.901}; azimut=45.010273; special="NONE"; id=20; side="EMPTY"; vehicle="FoldChair"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false"; }; class Item21 { position[]={11568.544,170.13258,10674.591}; azimut=270; special="NONE"; id=21; side="EMPTY"; vehicle="FoldChair"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false"; }; class Item22 { position[]={11570.585,167.69431,10676.612}; azimut=28.944599; special="NONE"; id=22; side="EMPTY"; vehicle="Notice_board"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false; this setPos [(position this select 0), (position this select 1), -0.3]"; }; class Item23 { position[]={11571.21,171.25093,10672.615}; azimut=90; special="NONE"; id=23; side="EMPTY"; vehicle="Misc_Wall_lamp"; leader=1; skill=0.2; text="lamp"; init="this allowDamage false; this setPos [(position this select 0), (position this select 1), 1.85]; this setVectorUp [0,1,0]"; }; class Item24 { position[]={11577.481,162.76114,10650.699}; azimut=155.974; special="NONE"; id=24; side="EMPTY"; vehicle="UAZ_INS"; leader=1; lock="LOCKED"; skill=0.2; init="clearWeaponCargo this; clearMagazineCargo this; this setVelocity [0,-1,0]"; }; class Item25 { position[]={11583.771,165.8089,10667.052}; azimut=-129.7066; special="NONE"; id=25; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item26 { position[]={11581.731,166.22449,10669.559}; azimut=-129.7066; special="NONE"; id=26; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item27 { position[]={11564.84,167.01982,10669.588}; azimut=-254.80452; special="NONE"; id=27; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item28 { position[]={11564.262,166.51665,10666.4}; azimut=-264.45654; special="NONE"; id=28; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item29 { position[]={11564.744,165.90672,10663.304}; azimut=-294.28629; special="NONE"; id=29; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item30 { position[]={11566.086,165.25412,10660.352}; azimut=-294.28629; special="NONE"; id=30; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item31 { position[]={11567.425,164.60187,10657.396}; azimut=-294.28629; special="NONE"; id=31; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item32 { position[]={11571.982,161.02994,10645.323}; azimut=-290.09668; special="NONE"; id=32; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item33 { position[]={11570.858,162.15001,10648.342}; azimut=-290.09668; special="NONE"; id=33; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item34 { position[]={11569.755,163.10818,10651.384}; azimut=-290.09668; special="NONE"; id=34; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item35 { position[]={11568.659,163.85611,10654.401}; azimut=-290.09668; special="NONE"; id=35; side="EMPTY"; vehicle="Land_fort_bagfence_long"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item36 { position[]={11573.024,160.13234,10642.868}; azimut=45; special="NONE"; id=36; side="EMPTY"; vehicle="Hedgehog"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item37 { position[]={11576.059,163.68892,10654.554}; azimut=252.27917; special="NONE"; id=37; side="EMPTY"; vehicle="Land_A_tent"; leader=1; skill=0.2; }; class Item38 { position[]={11575.734,164.48488,10658.073}; azimut=279.46051; special="NONE"; id=38; side="EMPTY"; vehicle="Land_A_tent"; leader=1; skill=0.2; }; class Item39 { position[]={11583.234,164.8111,10662.573}; azimut=414.44421; special="NONE"; id=39; side="EMPTY"; vehicle="Land_A_tent"; leader=1; skill=0.2; }; class Item40 { position[]={11584.938,163.91579,10659.619}; azimut=426.27481; special="NONE"; id=40; side="EMPTY"; vehicle="Land_A_tent"; leader=1; skill=0.2; }; class Item41 { position[]={11577.52,166.3735,10669.263}; special="NONE"; id=41; side="EMPTY"; vehicle="Land_Fire_burning"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item42 { position[]={11580.579,166.47696,10671.103}; azimut=90; special="NONE"; id=49; side="EMPTY"; vehicle="Hedgehog"; leader=1; skill=0.2; init="this allowDamage false"; }; class Item43 { position[]={11571.104,171.23489,10672.314}; special="NONE"; id=50; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=0.2; init="this setPos [getPos this select 0,getPos this select 1,25.5]; light1=""#lightpoint"" createVehicle [0,0,0]; light1 setLightBrightness 0.01; light1 setLightAmbient [1,1,0.5]; light1 setLightColor [1,1,0.5]; light1 lightAttachObject [lamp,[0,0,0]]"; }; class Item44 { position[]={11568.892,170.23894,10675.387}; azimut=50.164551; special="NONE"; id=59; side="EMPTY"; vehicle="EvMoscow"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false; this setPos [(position this select 0), (position this select 1), 0.814]"; }; class Item45 { position[]={11569.283,170.39413,10675.219}; azimut=231.548; special="NONE"; id=60; side="EMPTY"; vehicle="EvKobalt"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false; this setPos [(position this select 0), (position this select 1), 0.814]"; }; class Item46 { position[]={11568.816,170.23019,10674.784}; azimut=387.97101; special="NONE"; id=61; side="EMPTY"; vehicle="EvPhoto"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false; this setPos [(position this select 0), (position this select 1), 0.814]"; }; class Item47 { position[]={11568.937,170.28728,10674.439}; azimut=-63.083885; special="NONE"; id=62; side="EMPTY"; vehicle="Notebook"; leader=1; skill=0.2; init="this enableSimulation false; this allowDamage false; this setPos [(position this select 0), (position this select 1), 0.814]"; }; class Item48 { position[]={12190.51,172.25348,12600.793}; azimut=290; special="NONE"; id=72; side="EMPTY"; vehicle="USBasicAmmunitionBox_EP1"; leader=1; skill=0.2; text="crate2"; init="this setPosATL [getPos this select 0,getPos this select 1,10];this setPosATL [getPos this select 0,getPos this select 1,(getPosATL this select 2)-(getPos this select 2)];[this,2] exec ""cly_crate.sqs"""; }; class Item49 { position[]={11078.875,224.6476,12322.483}; id=75; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; text="photospawner"; init="this setPos [getPos this select 0,getPos this select 1,1.53]"; }; class Item50 { position[]={11256.578,194.13986,12218.932}; azimut=20; special="NONE"; id=76; side="EMPTY"; vehicle="GERBasicWeapons_EP1"; leader=1; skill=0.2; text="crate3"; init="this setVectorUp [0,0,1];this setPosATL [getPos this select 0,getPos this select 1,1];this setPosATL [getPos this select 0,getPos this select 1,(getPosATL this select 2)-(getPos this select 2)];[this,3] exec ""cly_crate.sqs"""; }; class Item51 { position[]={12190.019,172.26799,12599.046}; azimut=305; id=105; side="EMPTY"; vehicle="SatPhone"; skill=0.60000002; text="satphone"; init="this setVectorUp [0,0,1];this setPosATL [getPos this select 0,getPos this select 1,10.114];this enableSimulation false"; }; class Item52 { position[]={11555.925,168.92548,12410.808}; azimut=300; id=136; side="EMPTY"; vehicle="LADAWreck"; skill=0.60000002; }; class Item53 { position[]={13821.945,33.138062,12552.473}; special="NONE"; id=137; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item54 { position[]={14019.097,13.076781,12609.661}; special="NONE"; id=138; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item55 { position[]={13903.509,25.519112,12724.783}; special="NONE"; id=139; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item56 { position[]={13227.604,94.849396,11995.331}; special="NONE"; id=140; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item57 { position[]={13385.17,84.994179,12161.935}; special="NONE"; id=141; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item58 { position[]={13150.085,55.740463,11617.785}; special="NONE"; id=142; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item59 { position[]={14091.374,2.3114281,12101.681}; special="NONE"; id=143; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item60 { position[]={14119.648,5.6017089,12375.866}; special="NONE"; id=144; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item61 { position[]={13801.648,38.073483,12832.106}; special="NONE"; id=145; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item62 { position[]={12963.613,112.25919,12260.974}; special="NONE"; id=146; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item63 { position[]={13067.838,122.58446,12269.069}; special="NONE"; id=147; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item64 { position[]={13234.124,105,12341.448}; special="NONE"; id=148; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item65 { position[]={13227.943,94.670113,12157.228}; special="NONE"; id=149; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item66 { position[]={13882.482,21.598728,12066.251}; special="NONE"; id=150; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item67 { position[]={13455.479,54.352196,11844.916}; special="NONE"; id=151; side="EMPTY"; vehicle="GuerillaCacheBox"; leader=1; skill=0.2; init="this exec ""geocache.sqs"""; }; class Item68 { position[]={13047.751,127.52475,12463.026}; azimut=245; id=152; side="EMPTY"; vehicle="car_sedan"; leader=1; skill=0.60000002; health=0.46387312; fuel=0.020819454; ammo=0; text="carwreck"; init="this addMagazineCargo [""FlareWhite_M203"",4]"; }; class Item69 { position[]={13051.566,127.35037,12459.169}; azimut=305; id=153; side="AMBIENT LIFE"; vehicle="Cow03"; leader=1; skill=0.60000002; health=0; init="this setVariable [""CLY_removedead"",false]"; }; class Item70 { position[]={11480.718,317.29889,11326.832}; azimut=340; id=156; side="EMPTY"; vehicle="UAZ_MG_INS"; skill=0.60000002; fuel=0.012614756; text="car"; }; class Item71 { position[]={11472.138,317.27228,11326.135}; id=157; side="EMPTY"; vehicle="LocalBasicWeaponsBox"; skill=0.60000002; text="crate5"; init="[this,5] exec ""cly_crate.sqs"""; }; class Item72 { position[]={11472.012,317.28561,11330.834}; id=158; side="EMPTY"; vehicle="Land_Fire"; skill=0.60000002; init="if (isServer) then {this inFlame true}"; }; class Item73 { position[]={12146.879,158.89999,12614.887}; special="NONE"; id=194; side="EMPTY"; vehicle="LocalBasicAmmunitionBox"; leader=1; skill=0.2; text="crate4"; init="[this,4] exec ""cly_crate.sqs"""; }; class Item74 { position[]={13858.949,4.3717494,11708.896}; id=195; side="EMPTY"; vehicle="ClutterCutter_EP1"; leader=1; skill=1; }; class Item75 { position[]={11475.678,317.28766,11328.151}; id=196; side="EMPTY"; vehicle="ClutterCutter_EP1"; leader=1; skill=1; }; class Item76 { position[]={13384.138,67,12101.516}; id=198; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item77 { position[]={12821.122,208.15521,12743.85}; id=199; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item78 { position[]={11924.725,158.89999,12663.371}; id=200; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item79 { position[]={11871.79,153.8606,12513.691}; id=201; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item80 { position[]={11685.264,165.75076,12613.979}; id=202; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item81 { position[]={11510.05,171.93275,12418.062}; id=203; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item82 { position[]={11567.297,166.93164,10669.7}; special="NONE"; id=205; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_1"; }; class Item83 { position[]={11568.019,166.90018,10669.713}; special="NONE"; id=206; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_2"; }; class Item84 { position[]={11568.729,166.86334,10669.726}; special="NONE"; id=207; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_3"; }; class Item85 { position[]={11569.541,166.81895,10669.726}; special="NONE"; id=208; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_4"; }; class Item86 { position[]={11570.394,166.77435,10669.738}; special="NONE"; id=209; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_5"; }; class Item87 { position[]={11571.388,166.726,10669.776}; special="NONE"; id=210; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_6"; }; class Item88 { position[]={11578.323,159.44797,10637.74}; id=211; side="EMPTY"; vehicle="ClutterCutter_small_EP1"; leader=1; skill=1; }; class Item89 { position[]={11577.53,166.36719,10669.222}; id=212; side="EMPTY"; vehicle="ClutterCutter_small_EP1"; leader=1; skill=1; }; class Item90 { position[]={11568.13,166.67599,10668.39}; special="NONE"; id=215; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_7"; }; class Item91 { position[]={11568.995,166.66074,10668.52}; special="NONE"; id=216; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_8"; }; class Item92 { position[]={11570.041,166.60768,10668.546}; special="NONE"; id=217; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_9"; }; class Item93 { position[]={11571.267,166.54456,10668.571}; special="NONE"; id=218; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="outropos_10"; }; class Item94 { position[]={11255.16,194.13986,12221.574}; azimut=27; id=221; side="EMPTY"; vehicle="Misc_cargo_cont_tiny"; skill=0.60000002; }; class Item95 { position[]={11256.827,194.13986,12221.099}; azimut=27; id=222; side="EMPTY"; vehicle="Land_Ind_BoardsPack2"; skill=0.60000002; }; class Item96 { position[]={11251.473,194.13986,12225.065}; azimut=27; id=223; side="EMPTY"; vehicle="Land_Ind_BoardsPack1"; skill=0.60000002; }; class Item97 { position[]={11252.955,194.13986,12222.613}; azimut=117; id=224; side="EMPTY"; vehicle="Land_Ind_BoardsPack1"; skill=0.60000002; }; class Item98 { position[]={13315.997,67,11910.644}; id=228; side="EMPTY"; vehicle="Sound_Frog"; skill=0.60000002; }; class Item99 { position[]={12191.774,172.28287,12602.166}; azimut=20; special="NONE"; id=232; side="EMPTY"; vehicle="Barrels"; leader=1; skill=0.2; init="this setPosATL [getPos this select 0,getPos this select 1,10];this setPosATL [getPos this select 0,getPos this select 1,(getPosATL this select 2)-(getPos this select 2)]"; }; }; class Markers { items=8; class Item0 { position[]={13858.974,4.3675022,11708.987}; name="start"; text="Camp"; type="hd_start"; }; class Item1 { position[]={12936.389,209.20264,12754.607}; name="obj1"; text="Radio tower"; type="hd_unknown"; }; class Item2 { position[]={11253.586,194.08,12210.673}; name="ammomarker2"; text="Ammo"; type="Empty"; }; class Item3 { position[]={11072.446,226.05835,12325.678}; name="obj3"; text="Photos"; type="Empty"; }; class Item4 { position[]={11471.274,317.26501,11324.848}; name="obj4"; text="Rendezvous with soldiers"; type="Empty"; }; class Item5 { position[]={12146.952,158.89999,12614.938}; name="ammomarker1"; text="Ammo"; type="Empty"; }; class Item6 { position[]={12193.095,172.33119,12597.081}; name="obj2"; text="Communications"; type="Empty"; angle=135; }; class Item7 { position[]={15801.126,0.3418237,11936.989}; name="respawn_civilian"; markerType="RECTANGLE"; type="Empty"; a=20; b=20; }; }; class Sensors { items=233; class Item0 { position[]={12935.488,239.12265,12763.54}; a=250; b=250; activationBy="ANY"; interruptable=1; age="UNKNOWN"; text="Tower man suicide"; expCond="isServer and {isPlayer _x} count thisList>0"; expActiv="towerman setVehicleAmmo 0.2;towerman switchMove ""amovpercmstpsraswpstdnon"";towerman fire currentWeapon towerman;nul=[] spawn {sleep 0.5;towerman setVehicleInit ""this switchMove 'adthpercmstpsnonwnondnon_1'"";processInitCommands;sleep 0.1;towerman setDamage 1;{towerman setHit [_x,0]} forEach [""legs"",""body"",""hands""]}"; class Effects { }; }; class Item1 { position[]={12061.914,158.85699,12636.002}; a=220; b=220; activationBy="ANY"; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; text="Trigger horde"; name="horde1trigger"; expCond="isServer and {isPlayer _x and currentWeapon _x!=""""} count thisList>0"; expActiv="CLY_hordetrigger=""horde1"";publicVariable ""CLY_hordetrigger"";0=[] spawn {sleep 10;{if (_x getVariable ""zombietype"" in [""normal"",""surprise""] and _x distance satphone<400) then {_x setVariable [""horde"",true]}} forEach allUnits}"; class Effects { }; }; class Item2 { position[]={11143.922,217.40891,12480.999}; a=0; b=0; activationBy="ANY"; interruptable=1; age="UNKNOWN"; text="Trigger horde"; expCond="isServer and obj3done and {currentWeapon _x!=""""} count CLY_players>0"; expActiv="CLY_hordetrigger=""horde2"";publicVariable ""CLY_hordetrigger"";0=[] spawn {sleep 10;{if (_x getVariable ""zombietype"" in [""normal"",""surprise""] and canStand _x) then {_x setVariable [""horde"",true]}} forEach allUnits}"; class Effects { }; }; class Item3 { position[]={12191.61,105.13302,12156.147}; a=1800; b=1800; interruptable=1; age="UNKNOWN"; text="Damage map objects"; expCond="true"; expActiv="{if (damage _x<0.5) then {_x setDamage 0.5}} forEach nearestObjects [thisTrigger,[""House""],triggerArea thisTrigger select 0]"; class Effects { }; }; class Item4 { position[]={12935.805,227.2135,12764.057}; a=10; b=10; activationBy="ANY"; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; text="obj1 hint"; expCond="{isPlayer _x} count thisList>0"; expActiv="if (time>20) then {taskHint [""Hint:\nCheck the body in the tower for clues"",[1,1,1,1],""taskNew""]}"; class Effects { }; }; class Item5 { position[]={12941.773,210.56703,12783.366}; a=0; b=0; timeoutMin=3; timeoutMid=3; timeoutMax=3; age="UNKNOWN"; text="obj2 activate"; expCond="player distance towerman<5 and ""ItemMap"" in items player and !obj2activated"; expActiv="obj1done=true;publicVariable ""obj1done"";obj2activated=true;publicVariable ""obj2activated"";0=[] spawn {player commandRadio ""tower1"";CLY_z_radiopv=[player,""tower1""];publicVariable ""CLY_z_radiopv"";sleep 5;player commandRadio ""tower2"";CLY_z_radiopv=[player,""tower2""];publicVariable ""CLY_z_radiopv""}"; class Effects { }; }; class Item6 { position[]={12108.328,158.99251,12621.116}; a=170; b=140; angle=20; activationBy="ANY"; timeoutMin=30; timeoutMid=30; timeoutMax=30; interruptable=1; age="UNKNOWN"; expCond="isServer and {isPlayer _x} count thisList>0 and {!isPlayer _x and (_x getVariable ""horde"") and speed _x>0} count thisList<4"; expActiv="satphone setVehicleInit ""[this,'radionoise',65] exec 'soundloop.sqs';this addAction ['Respond to call','radiocall.sqs',false,5,true,true,'','player distance satphone<3']"";processInitCommands;obj2hint=true;publicVariable ""obj2hint"""; class Effects { }; }; class Item7 { position[]={11114.096,213.94519,12366.581}; a=0; b=0; timeoutMin=1; timeoutMid=1; timeoutMax=1; interruptable=1; age="UNKNOWN"; text="obj3 done"; expCond="""EvPhoto"" in items player and !obj3done"; expActiv="obj3done=true;publicVariable ""obj3done"";player commandRadio ""klen1"";CLY_z_radiopv=[player,""klen1""];publicVariable ""CLY_z_radiopv"""; class Effects { }; }; class Item8 { position[]={11283.034,188.98,12221.961}; a=2; b=2; interruptable=1; age="UNKNOWN"; text="Destroy map objects"; expCond="true"; expActiv="{if !(_x isKindOf ""AllVehicles"") then {_x setDamage 1}} forEach nearestObjects [thisTrigger,[],triggerArea thisTrigger select 0]"; class Effects { }; }; class Item9 { position[]={11062.256,223.32423,12323.896}; a=0; b=0; interruptable=1; age="UNKNOWN"; text="Spawn photos"; expCond="isServer and obj3activated"; expActiv="photos=""Weaponholder"" createVehicle getPos photospawner;photos setPosASL getPosASL photospawner;photos setDir getDir photospawner;photos setVectorUp [0,0,1];photos addWeaponCargoGlobal [""EvPhoto"",1]"; class Effects { }; }; class Item10 { position[]={12197.978,168.43079,12597.979}; a=10; b=10; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; text="Damage map objects"; expCond="true"; expActiv="{_x setHit [""dam tower"",1]} forEach nearestObjects [thisTrigger,[""House""],10]"; class Effects { }; }; class Item11 { position[]={12198.492,162.94762,12594.202}; a=1; b=2; angle=23; rectangular=1; activationBy="ANY"; repeating=1; timeoutMin=3; timeoutMid=3; timeoutMax=3; interruptable=1; age="UNKNOWN"; expCond="{getPosATL _x select 2>1} count thisList>0"; expActiv="{if (getPosATL _x select 2>1) then {_x setPosATL [getPos _x select 0,getPos _x select 1,0.5]}} forEach thisList"; class Effects { }; }; class Item12 { position[]={11473.787,317.3074,11339.85}; a=140; b=140; activationBy="ANY"; interruptable=1; age="UNKNOWN"; text="Klen defense starts"; name="klentalktrigger"; expCond="isServer and {isPlayer _x} count thisList>0 and obj3activated"; expActiv="obj4done=true;publicVariable ""obj4done"";klentalker=objNull;{if (isPlayer _x) then {klentalker=_x}} forEach thisList;if (CLY_hordetrigger==""horde2"" and {!isPlayer _x and (canStand _x and unitPos _x==""UP"") and !isNull (_x getVariable ""victim"")} count allUnits>9) then {klentalker commandRadio ""klen2"";CLY_z_radiopv=[klentalker,""klen2""];publicVariable ""CLY_z_radiopv""} else {klentalker commandRadio ""klen2a"";CLY_z_radiopv=[klentalker,""klen2a""];publicVariable ""CLY_z_radiopv""};klenreached=true;publicVariable ""klenreached"";if (CLY_hordetrigger==""horde2"") then {{if (isNull (_x getVariable ""victim"") and _x getVariable ""zombietype"" in [""normal"",""surprise""] and canStand _x and _x distance thisTrigger<500) then {_x setVariable [""victim"",CLY_players select (floor random count CLY_players)];_x setVariable [""horde"",true]}} forEach allUnits}"; class Effects { }; }; class Item13 { position[]={11466.594,317.34537,11365.729}; a=250; b=250; activationBy="ANY"; timeoutMin=30; timeoutMid=30; timeoutMax=30; interruptable=1; age="UNKNOWN"; text="Klen defended"; expCond="isServer and {isPlayer _x} count thisList==count CLY_players and {!isPlayer _x and (_x getVariable ""horde"") and speed _x>0 and canStand _x} count thisList<5 and klenreached and obj3activated"; expActiv="{_x setVariable [""victim"",objNull]} forEach allUnits;obj5done=true;publicVariable ""obj5done"";0=[] spawn {sleep 5;klentalker=CLY_players select floor random count CLY_players;klentalker commandRadio ""klen3"";CLY_z_radiopv=[klentalker,""klen3""];publicVariable ""CLY_z_radiopv""}"; class Effects { }; }; class Item14 { position[]={11473.23,316.9841,11297.107}; a=20; b=20; activationBy="ANY"; timeoutMin=3; timeoutMid=3; timeoutMax=3; age="UNKNOWN"; text="Beginning of end"; expCond="rendezvous in thisList"; expActiv="rendezvous directSay ""brit"";0=[] spawn {sleep 5;[] exec ""outro.sqs""}"; class Effects { }; }; class Item15 { position[]={11338.909,278.9487,11540.756}; a=0; b=0; timeoutMin=2; timeoutMid=2; timeoutMax=2; age="UNKNOWN"; text="Evidence carrier dead"; expCond="isServer and {!alive _x and ""EvPhoto"" in items _x} count playableUnits>0"; expActiv="klentalker=objNull;klentalker=CLY_players select floor random count CLY_players;klentalker commandRadio ""klen4"";CLY_z_radiopv=[klentalker,""klen4""];publicVariable ""CLY_z_radiopv"""; class Effects { }; }; class Item16 { position[]={11254.525,194.08,12211.723}; a=5; b=5; timeoutMin=1; timeoutMid=1; timeoutMax=1; age="UNKNOWN"; text="Damage map objects"; name="demolitiontrigger4"; expCond="true"; expActiv="{_x setHit [""glass"",1]} forEach nearestObjects [demolitiontrigger4,[""House""],5]"; class Effects { }; }; class Item17 { position[]={500,551.08691,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item18 { position[]={1500,384.48325,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item19 { position[]={2500,517.87329,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item20 { position[]={3500,457.34015,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item21 { position[]={4500,419.38348,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item22 { position[]={5500,468.65689,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item23 { position[]={6500,410.0668,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item24 { position[]={7500,291.33987,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item25 { position[]={8500,242.56709,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item26 { position[]={9500,305.61374,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item27 { position[]={10500,135.6306,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item28 { position[]={11500,133.0302,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item29 { position[]={12500,115.6602,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item30 { position[]={13500,92.876968,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item31 { position[]={14500,73.56395,14860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item32 { position[]={500,380.80002,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item33 { position[]={1500,428.5697,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item34 { position[]={2500,426.1604,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item35 { position[]={3500,374.43677,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item36 { position[]={4500,336.95029,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item37 { position[]={5500,346.82333,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item38 { position[]={6500,333.6333,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item39 { position[]={7500,345.67996,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item40 { position[]={8500,200.25659,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item41 { position[]={9500,100.76025,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item42 { position[]={10500,132.84995,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item43 { position[]={11500,90.369873,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item44 { position[]={12500,54.74654,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item45 { position[]={13500,9.9002991,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item46 { position[]={14500,50.203499,13860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item47 { position[]={500,387.70328,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item48 { position[]={1500,293.90671,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item49 { position[]={2500,274.84341,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item50 { position[]={3500,190.6167,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item51 { position[]={4500,174.53328,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item52 { position[]={5500,206.87691,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item53 { position[]={6500,180.28342,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item54 { position[]={7500,167.7803,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item55 { position[]={8500,139.30707,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item56 { position[]={9500,151.99004,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item57 { position[]={10500,245.87505,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,40] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item58 { position[]={11500,190.60997,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,50] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item59 { position[]={12500,166.96664,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,50] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item60 { position[]={13500,72.916626,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,50] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item61 { position[]={14500,0.05973573,12860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.2] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item62 { position[]={500,407.25998,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item63 { position[]={1500,252.23,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item64 { position[]={2500,235.61331,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item65 { position[]={3500,288.54999,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item66 { position[]={4500,262.54425,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item67 { position[]={5500,217.62997,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item68 { position[]={6500,264.45999,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item69 { position[]={7500,298.07327,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item70 { position[]={8500,184.47331,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item71 { position[]={9500,234.04338,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item72 { position[]={10500,294.36658,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,30] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item73 { position[]={11500,195.74326,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,40] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item74 { position[]={12500,74.176537,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,80] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item75 { position[]={13500,46.654446,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,40] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item76 { position[]={14500,0.23651916,11860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item77 { position[]={500,425.00995,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item78 { position[]={1500,278.25021,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item79 { position[]={2500,294.61673,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item80 { position[]={3500,339.86658,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item81 { position[]={4500,338.98999,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item82 { position[]={5500,288.18991,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item83 { position[]={6500,316.67001,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item84 { position[]={7500,267.63986,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item85 { position[]={8500,284.32327,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item86 { position[]={9500,234.95348,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item87 { position[]={10500,155.27008,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item88 { position[]={11500,195.15013,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,20] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item89 { position[]={12500,86.186676,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item90 { position[]={13500,0.050457373,10860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.6] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item91 { position[]={500,361.39011,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item92 { position[]={1500,326.9267,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item93 { position[]={2500,259.38004,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item94 { position[]={3500,312.00342,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item95 { position[]={4500,339.02335,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item96 { position[]={5500,307.66327,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item97 { position[]={6500,338.18317,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item98 { position[]={7500,393.9397,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item99 { position[]={8500,400.23996,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item100 { position[]={9500,286.88327,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item101 { position[]={10500,109.06914,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item102 { position[]={11500,42.573326,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item103 { position[]={12500,8.9299583,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item104 { position[]={13500,0.13360189,9860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.2] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item105 { position[]={500,249.05,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item106 { position[]={1500,333.02002,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item107 { position[]={2500,275.23663,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item108 { position[]={3500,299.93002,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item109 { position[]={4500,323.14999,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item110 { position[]={5500,328.13998,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item111 { position[]={6500,379.57156,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item112 { position[]={7500,396.65335,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item113 { position[]={8500,403.41998,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item114 { position[]={9500,304,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item115 { position[]={10500,226.4734,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item116 { position[]={11500,120.7299,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item117 { position[]={12500,19.876558,8860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item118 { position[]={500,238.35666,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item119 { position[]={1500,270.38004,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item120 { position[]={2500,357.37665,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item121 { position[]={3500,298.12335,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item122 { position[]={4500,304.10004,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item123 { position[]={5500,319.39334,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item124 { position[]={6500,312.56683,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item125 { position[]={7500,332.66006,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item126 { position[]={8500,346.11993,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item127 { position[]={9500,196.37328,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item128 { position[]={10500,185.62317,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item129 { position[]={11500,266.09998,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item130 { position[]={12500,92.85331,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item131 { position[]={13500,0.20076713,7860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.2] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item132 { position[]={500,303.93665,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item133 { position[]={1500,188.63336,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item134 { position[]={2500,364.03662,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item135 { position[]={3500,344.63998,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item136 { position[]={4500,273.50006,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item137 { position[]={5500,296.42337,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item138 { position[]={6500,341.25665,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item139 { position[]={7500,301.31335,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item140 { position[]={8500,336.01328,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item141 { position[]={9500,231.22662,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item142 { position[]={10500,124.05961,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item143 { position[]={11500,125.16009,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item144 { position[]={12500,161.79988,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item145 { position[]={13500,0.14015661,6860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item146 { position[]={500,167.85002,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item147 { position[]={1500,194.89008,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item148 { position[]={2500,266.04337,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item149 { position[]={3500,341.82675,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item150 { position[]={4500,306.59662,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item151 { position[]={5500,270.48312,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item152 { position[]={6500,317.22,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item153 { position[]={7500,244.0799,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item154 { position[]={8500,263.63336,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item155 { position[]={9500,300.11008,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item156 { position[]={10500,279.64481,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item157 { position[]={11500,195.90314,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item158 { position[]={12500,94.856735,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item159 { position[]={13500,0.27014291,5860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item160 { position[]={500,75.979897,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item161 { position[]={1500,148.84998,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item162 { position[]={2500,206.14658,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item163 { position[]={3500,247.95663,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item164 { position[]={4500,283.95016,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item165 { position[]={5500,233.99319,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item166 { position[]={6500,221.21341,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item167 { position[]={7500,211.76897,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item168 { position[]={8500,137.22983,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item169 { position[]={9500,98.909973,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item170 { position[]={10500,209.2198,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item171 { position[]={11500,194.56683,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item172 { position[]={12500,170.62639,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item173 { position[]={13500,5.5300016,4860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.7] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item174 { position[]={500,48.273342,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item175 { position[]={1500,121.02002,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item176 { position[]={2500,167.95004,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item177 { position[]={3500,183.34671,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item178 { position[]={4500,147.53429,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item179 { position[]={5500,165.31329,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item180 { position[]={6500,110.74002,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item181 { position[]={7500,48.213432,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item182 { position[]={8500,242.29684,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item183 { position[]={9500,234.02676,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item184 { position[]={10500,93.820198,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item185 { position[]={11500,163.01312,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item186 { position[]={12500,52.809593,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item187 { position[]={13500,0.1548938,3860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.7] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item188 { position[]={500,113.44997,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item189 { position[]={1500,47.996689,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item190 { position[]={2500,85.80336,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item191 { position[]={3500,36.093334,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item192 { position[]={4500,13.179981,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item193 { position[]={5500,58.233418,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item194 { position[]={6500,5.9933329,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item195 { position[]={7500,3.2614419,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item196 { position[]={8500,5.5903955,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item197 { position[]={9500,148.81319,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item198 { position[]={10500,76.303696,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item199 { position[]={11500,0.36414951,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item200 { position[]={12500,0.33895445,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item201 { position[]={13500,14.070098,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item202 { position[]={14500,0.31670308,2860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item203 { position[]={500,25.123322,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item204 { position[]={1500,0.40782017,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item205 { position[]={2500,0.42294559,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item206 { position[]={3500,0.36871269,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.3] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item207 { position[]={4500,0.26977721,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.2] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item208 { position[]={5500,0.3580977,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item209 { position[]={6500,0.22204526,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.5] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item210 { position[]={7500,0.30666184,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item211 { position[]={8500,0.23068988,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-0.1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item212 { position[]={9500,10.023496,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item213 { position[]={10500,0.2400407,1860}; a=500; b=500; rectangular=1; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,-1] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item214 { position[]={12300.78,99.458153,10802.125}; a=100; b=260; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,40] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item215 { position[]={13350.928,94,12869.335}; a=80; b=80; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,15] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item216 { position[]={13407.016,3.8736815,10902.956}; a=100; b=100; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,60] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item217 { position[]={12830.869,70.148071,11175.959}; a=600; b=100; angle=20; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,150] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item218 { position[]={12016.246,158.85703,12647.812}; a=10; b=10; interruptable=1; age="UNKNOWN"; text="Zombie horde"; expCond="true"; expActiv="0=[thisTrigger,8,""horde1""] execVM ""zombie_scripts\cly_z_horde.sqf"""; class Effects { }; }; class Item219 { position[]={12053.136,158.85699,12610.823}; a=10; b=10; interruptable=1; age="UNKNOWN"; text="Zombie horde"; expCond="true"; expActiv="0=[thisTrigger,10,""horde1""] execVM ""zombie_scripts\cly_z_horde.sqf"""; class Effects { }; }; class Item220 { position[]={10925.447,239.97234,12493.264}; a=25; b=25; interruptable=1; age="UNKNOWN"; text="Zombie horde"; expCond="true"; expActiv="0=[thisTrigger,15,""horde2""] execVM ""zombie_scripts\cly_z_horde.sqf"""; class Effects { }; }; class Item221 { position[]={11113.749,223.76344,12329.74}; a=220; b=100; angle=30; rectangular=1; interruptable=1; age="UNKNOWN"; name="krasnostav"; expCond="true"; expActiv="0=[thisTrigger,70] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item222 { position[]={12066.627,127.78859,11715.138}; a=500; b=100; angle=40; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="0=[thisTrigger,50] execVM ""zombie_scripts\cly_z_generator.sqf"""; class Effects { }; }; class Item223 { position[]={12147.578,160.50031,12620.007}; a=2; b=2; interruptable=1; age="UNKNOWN"; text="Hide map objects"; expCond="true"; expActiv="{if !(_x isKindOf ""AllVehicles"") then {_x hideObject true}} forEach nearestObjects [thisTrigger,[],2]"; class Effects { }; }; class Item224 { position[]={12120.76,158.90509,12659.616}; a=0; b=0; timeoutMin=5; timeoutMid=5; timeoutMax=5; age="UNKNOWN"; text="obj2 hint"; expCond="obj2hint"; expActiv="if (time>20) then {taskHint [""Hint:\nRespond to the radio call"",[1,1,1,1],""taskNew""]}"; class Effects { }; }; class Item225 { position[]={15284.59,0.24741167,12090.999}; a=0; b=0; repeating=1; timeoutMin=0.1; timeoutMid=0.1; timeoutMax=0.1; interruptable=1; age="UNKNOWN"; text="Save and reset player rating"; expCond="rating player!=0 and !CLY_alldead and !CLY_cutscene"; expActiv="CLY_playerrating=CLY_playerrating+(abs rating player);player addRating -(rating player)"; class Effects { }; }; class Item226 { position[]={15284.764,0.039808154,12212.132}; a=0; b=0; timeoutMin=4; timeoutMid=4; timeoutMax=4; interruptable=1; age="UNKNOWN"; text="All dead"; expCond="isServer and isMultiplayer and {isPlayer _x and (typeOf _x in CLY_deadcharacters)} count playableUnits=={isPlayer _x} count playableUnits"; expActiv="CLY_alldead=true;publicVariable ""CLY_alldead"""; class Effects { }; }; class Item227 { position[]={15283.613,0.070040762,11969.914}; a=0; b=0; repeating=1; interruptable=1; age="UNKNOWN"; text="Respawn"; expCond="!alive player"; expActiv="0=[] spawn {waitUntil {alive player};removeAllWeapons player;removeAllItems player;player enableSimulation false;player removeAllEventHandlers ""HandleDamage"";player addEventHandler [""HandleDamage"",{}]}"; class Effects { }; }; class Item228 { position[]={15285.455,0.23108916,11858.342}; a=0; b=0; timeoutMin=5; timeoutMid=5; timeoutMax=5; age="UNKNOWN"; text="Doctor hint"; expCond="typeOf player==""Dr_Hladik_EP1"" and obj1activated"; expActiv="hint parseText ""As the Doctor, you have a generous amount of bandages. Be sure to share them with your teammates, as they start with only one!"""; class Effects { }; }; class Item229 { position[]={15177.677,0.16654955,11858.412}; a=0; b=0; timeoutMin=5; timeoutMid=5; timeoutMax=5; age="UNKNOWN"; text="Reporter hint"; expCond="typeOf player==""Haris_Press_EP1"" and obj1activated"; expActiv="hint parseText ""As the reporter, you have a GPS map that shows where everyone is. You also know the location of a geocache that may contain useful things."""; class Effects { }; }; class Item230 { position[]={15351.882,0.32298309,12212.132}; a=0; b=0; interruptable=1; type="LOOSE"; age="UNKNOWN"; text="Mission fail"; expCond="CLY_alldead"; expActiv="player addRating CLY_playerrating"; class Effects { }; }; class Item231 { position[]={15280.938,0.059992701,12326.756}; a=0; b=0; repeating=1; interruptable=1; age="UNKNOWN"; text="Prevent grouping"; expCond="count units group player>1"; expActiv="newgroup=createGroup civilian;[player] joinSilent newgroup"; class Effects { }; }; class Item232 { position[]={12184.971,158.01082,12532.254}; a=1300; b=1300; age="UNKNOWN"; text="Window lights"; expCond="true"; expActiv="if (isServer) then {{for ""_y"" from 1 to 5 do {if (random 1<0.2) then {_x animate [format [""Lights_%1"",_y],1]}}} forEach nearestObjects [thisTrigger,[""House""],triggerArea thisTrigger select 0]}"; class Effects { }; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=2396248; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=6450384; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=2831889; class Intel { startWeather=0.25; forecastWeather=0.25; year=2008; month=10; day=11; hour=9; minute=20; }; }; OggSHM=KYvorbis}OggSHM/3I2vorbis9BS; Lancer(SSE) [20061110] (based on aoTuV b5 [20061024])vorbisBCVcT)FRJs1FbJBHsS9לk SP)RRic)RKI%t:'c[I֘kA RL)ĔRBS)ŔRJB%t:SJ(AsctJ$dLBH)JSNBH5R)sRRjA B АU@ P2((#9cI pIɱ$K,KDQU}6UUu]u]u 4d@H d Y F(BCVb(9&|sf9h*tp"In*s9's8srf1h&sf)h&sAks9qFsAj6s9j.s"Im.s9s9sspN8sZnBs>{sB8s9s9sАUA6q HEiȤݣ$h r GR TI) 4d!RH!RH!R!b) *2,2,2밳:0C KMXckZiJ)RJ) YdAF!R!r)BCVU}SvteׅYn]8u}amXeY9~Xet]_XmVY_}xu]n̺ mc}Yf_w:㩪+ , Ƴ, *±,j°ڶ1ܾn,pk1Qu|_x tu]yf]utG8~@!+8$dY(Y(躢hiiiZgi),iiZfhk)˦jʲi캲mlۢiʲil,ۮ꺤Yyijgjʲiyjzh(j,[g試'j*˦ڲilmmim-jۮ,ۺ/iijg癦il+[(扦j,ʖ癪'ꉞk*˦jڪil-*ˮmʲnljjʲl˾ʪ)˦ڲi-۲˲iʲim.˲mlhm-*۲-,ۺʮo-p0l+ۺo2}DӔeS5mTUYvee}4m[UU[6MնeY}Yma4M6UUMմmYmaeveٷe[uוu_}e溲˲p p0 a1R9Q9 dA!9!92 RZ !Rk8ؠ)8@!+TX癢jڲcI'H牢im['牢ih뺺.뺲+릪ʮ,ª+˲m°ʲl۶oܺ‘.1 G @6pR4XhJ 0!B!RJ!0`B(4dE'C)RJ)RJ)RJ)RJ)RJ)RH)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJRJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)RJ)R pz0 HQJ)Ɯ1cI()b9RRi-9!RmsRZ13礤[9RRkVk5ZZ5לs͹k9לs1לs9s9s48ذ:IX`!+Ts9R9"s9!T9tBs9!9B!s: BBA!J(!B!:!B!B!RJ!B P`@ #R΄AA AQ3 BL9љbNj3S9tjA^2  (B1A U DDH.\]BBX@ 88'ST ""8>*,.02468:<@OggS@HMW-]c^\`\_]\]Y[`[]aabZ_[cX[ZX^```a_`cb`TS[_dbj;ڼ|4`Dw~޿xnS]y U7+͚s/mokzٻLfk6+_eFhO{Nf̬S 3 >ٱLP(< Ѐ -;@(IK5ӂ6QVO3,t>Uc>Ό _q͖908&Re81uE1!`fz@EZa{ زBww ۸o ^RDFa69-^R{QegRC;Q"ƒ(:=Le PC ֽLh +@3,_εF3(FO;ۧ)aDJguy$^u:n @<]&7 ABX.m$T @ԃ2ƿ\a^KͥT+B%BLWm_lzϽR 9׿7`4` h` >Mm$o_\SJGЉ dא1:Lz֨t"QY** ;ii\r@^]D[_o*ãޡ$@GT((>ܙ"w;=Pf V<'R%ޏ^WBw5KһRf:`0<۬D(E-t/@#Q7o\}Sw4>VrR%ַMc%[k꧳^I׉(Ys& `!L&@"ln& `h5*aX;?qUש?r5=Js`Pa4J?a fr-8/4gJxLt<,0BFBxQqV-G15޴殱iIq]l⪵y\E̓9A<۬sPK͜aV(ϯ5%*!HT@qk=۬GyaBB;T @9a ByEPL*$@#$W<\.Wq H~1RTujc} ,~=s4Ԑ J P&W^&"dJ/OJvvi'cZ>>cWK[+ؙ ٘F @={T:(zG F GT(*V; TI2HBbfr+H;xcM7DwZi * ,4܀A_6HU`) kA0 5s顽9hY?gm'#<9BksW,*0i,`,۬K H1D4\DJ)+ +L)4WImaFS6wI]V't, "0A>Ms4H,ܷ^L G~hBG,(*ISb*TC)z¥wb&~WSX < ~-۬g3@ cĽPE,s>AY":FEFԎeNrcڕ.➻3cbƈGq<{S tL3u`Eྃ4NpH QQX :@ P5Nye[ Q3+Xz}=Qe;I3CZ^LF@_bة%F`_گU@bmP߇6֬ۧG~Dfˍ:ޔK_C3ŢL<M۬k'@Xj+!cGȌ? xɗ @MuN4j"$psQ'%Q܁s>2BL;GYsmB}-cJ/Cޘ$q%9*:L>),PL~M|z!g̱^_Z*@9Tk1N. 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