briefing.htmln)Gycorazol_pat.sqsn)GWdescription.ext;Ginit.sqfd?Gvinit.sqs)G)initold.sqf;Gtmission.sqmd?G" reload\ammobox.sqsn)GXrevive_sqf\CAM_KEY_pressed.sqf9"GOrevive_sqf\camera_follow.sqs8S Payback


Payback beta version 1.6
By Midhaven


Upcoming changes:
Side missions, rewarding special vehicles.
More agressive SLA troops, they will attempt to take back the towns.

Special thanks to:
Kronzky
Terox
Chris
Kellys-Heroes
Wanderfalke



A few moments ago the SLA forces crossed
the northern borders and occupied Carmen
that has been under RACS control. RACS
headquarters were contacted by a border
guard who managed to escape with his life.
The SLA forces had left none alive and
are on the move further inland towards
Tandag and Eponia. With the help of the
US troops stationed in the south we will
launch a counter attack imidiatly.

Good Luck!


Control Tandag


Control Eponia


Control Carmen


Control Bagango


Control Mercalillo


Control Obregan


Control Corazol



SLA forces now control Sahrani.





Sahrani is at peace again.







createMarker ["corazol_pat",[(getpos corazol_marker select 0),(getpos corazol_marker select 1)]] corazol_pat setMarkerShape "ELLIPSE" corazol_pat setMarkerSize [250, 250] ~0.1 createMarker ["heli_pat",[(getpos corazol_marker select 0),(getpos corazol_marker select 1)]] heli_pat setMarkerShape "ELLIPSE" heli_pat setMarkerSize [400, 400]OnLoadMission = "Payback"; onLoadIntroTime = false; onLoadMissionTime = false; ShowGPS=1; showWatch=1; briefing=1; /////////////////////////////////////////////////////////////////////////////////////////// //Description.ext settings for NORRN_revive respawn = "BASE"; respawndelay = 2; disabledAI = 1; // Include revive script resources #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" // Include spectating script resource #include "spect\spectating.hpp" /////////////////////////////////////////////////////////////////////////////////////////// titleParam1 = "Conditions:"; valuesParam1[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20}; defValueParam1 = 3; textsParam1[] = {"Dusk - Clear","Night - Clear","Dawn - Clear","Noon - Clear","Dusk - Overcast","Night - Overcast","Dawn - Overcast","Noon - Overcast","Dusk - Storm","Night - Storm","Dawn - Storm","Noon - Storm","Dusk - Mist","Night - Mist","Dawn - Mist","Noon - Mist","Dusk - Fog","Night - Fog","Dawn - Fog","Noon - Fog"}; titleParam2 = "Number of Revives:"; valuesParam2[] = {1000,20,10,7,5}; defValueParam2 = 7; textsParam2[] = {"Infinite - Cadet","20 - Easy ","10 - Normal","7 - Hard","5 - Extreme"}; //////////////////// /* INITIALISATION SCRIPT FOR AI_DISABLED REVIVE SCRIPT NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1c ******************************************************* Start init.sqf */ //Init.sqf settings for revive_player scripts by norrin // ==================================================== waitUntil {player == player}; //This next line can be commented out or removed if it //interferes with intro movies // ==================================================== titleText ["Joining Mission", "BLACK FADED", 0.2]; //Configurable revive script options (Off = 0, On = 1) // ==================================================== _NORRN_mission_end_function = 0; //array no.0 _NORRN_reward_function = 0; //array no.1 _NORRN_team_kill_function = 0; //array no.2 _NORRN_all_dead_dialog = 1; //array no.3 _NORRN_JIP_spawn_dialog = 0; //array no.4 _NORRN_nearest_teammate_dialog = 0; //array no.5 _NORRN_unconcious_markers = 1; //array no.6 _NORRN_follow_cam = 1; //array no.7 _NORRN_call_out_function = 1; //array no.8 _NORRN_revive_timer = 0; //array no.9 _NORRN_heal_yourself = 1; //array no.10 _NORRN_kegetys_spectator = 1; //array no.11 //list of playable units // ==================================================== NORRN_player_units = ["alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","alpha_14","alpha_15","alpha_16","alpha_17","alpha_18","alpha_19","alpha_20","alpha_21","alpha_22","alpha_23","alpha_24","alpha_25","alpha_26","alpha_27","alpha_28","alpha_29","alpha_30","alpha_31","alpha_32","alpha_33","alpha_34","alpha_35","alpha_36","alpha_37","alpha_38","alpha_39","alpha_40"]; // no of respawn points, spawn position names for //respawn and the time before the respawn dialog appears //for JIP players - Option to make base_1 respawn possible //even if enemy forces are within 50 metres (options OFF = 0, ON = 1) // ===================================================== _NORRN_no_respawn_points = 2; //array no.12 _NORRN_Base_1 = "West_spawn_1"; //array no.13 _NORRN_Base_2 = "West_spawn_2"; //array no.14 _NORRN_Base_3 = ""; //array no.15 _NORRN_Base_4 = ""; //array no.16 _NORRN_time_b4_JIP_spawn_dialog = 10000; //array no.17 _NORRN_Base_1_respawn = 1; //array no.18 //The can_revive variable can be changed if for example // you only one sort of unit to be able to revive eg. "soldierWMedic" //The can_be_revived variable can be changed if you want //to use these scripts for a different side // ===================================================== _NORRN_can_revive = "soldierWB"; //array no.19 _NORRN_can_revive_2 = "soldierGB"; //array no.20 _NORRN_can_be_revived = "soldierWB"; //array no.21 _NORRN_can_be_revived_2 = "soldierGB"; //array no.22 //No of Enemy sides (0, 1 or 2). Enemy sides can be "EAST", //"WEST","GUER" etc // ====================================================== _NORRN_no_enemy_sides = 1; //array no.23 _NORRN_enemy_side_1 = "EAST"; //array no.24 _NORRN_enemy_side_2 = ""; //array no.25 //Maximum number of revives per unit - adjust to whatever //value you like // ====================================================== _NORRN_max_respawns = param2; //array no.26 //Time until respawn button appears (0 = approx. 12 seconds) //Set to a high number like 100000 seconds if you do not want //to use this option // ====================================================== _NORRN_respawn_button_timer = 300; //array no.27 //If the closest friendly unit is further //than this distance away trigger respawn dialog // ====================================================== _NORRN_distance_to_friend = 200; //array no.28 //Number fo the revives required for bonus // ====================================================== _NORRN_revives_required = 2; //array no.29 //Number of teamkills before punishment // ====================================================== _NORRN_no_team_kills = 1; //array no.30 //Choose what type of respawn option for the revive_timer //function: 0 = dead or 1 = spawns at base (NORRN_respawn_position = 0) //or the closest enemy free respawn point to where the player died //(NORRN_respawn_positon = 1)When using the revive_timer function //the length of time before the unconscious player is declared dead //or spawns at base_1 // ====================================================== _NORRN_revive_timer_type = 0; //array no.31 _NORRN_respawn_position = 1; //array no.32 _NORRN_revive_time_limit = 10000; //array no.33 //Number of heals that each player gets during a mission //The damage level range between which the heal action becomes available //======================================================= _NORRN_no_of_heals = 1; //array no.34 _NORRN_lower_bound_heal = 0.1; //array no.35 _NORRN_upper_bound_heal = 0.7; //array no.36 //This sets the distance that you wish the unconscious //follow cam to follow other team members //======================================================= _NORRN_follow_cam_distance = 250; //array no.37 NORRN_revive_array = []; NORRN_revive_array = [_NORRN_mission_end_function,_NORRN_reward_function, _NORRN_team_kill_function, _NORRN_all_dead_dialog, _NORRN_JIP_spawn_dialog, _NORRN_nearest_teammate_dialog, _NORRN_unconcious_markers, _NORRN_follow_cam, _NORRN_call_out_function, _NORRN_revive_timer, _NORRN_heal_yourself, _NORRN_kegetys_spectator,_NORRN_no_respawn_points,_NORRN_Base_1,_NORRN_Base_2,_NORRN_Base_3,_NORRN_Base_4, _NORRN_time_b4_JIP_spawn_dialog,_NORRN_Base_1_respawn,_NORRN_can_revive,_NORRN_can_revive_2,_NORRN_can_be_revived, _NORRN_can_be_revived_2,_NORRN_no_enemy_sides,_NORRN_enemy_side_1,_NORRN_enemy_side_2,_NORRN_max_respawns,_NORRN_respawn_button_timer, _NORRN_distance_to_friend,_NORRN_revives_required,_NORRN_no_team_kills,_NORRN_revive_timer_type,_NORRN_respawn_position, _NORRN_revive_time_limit,_NORRN_no_of_heals,_NORRN_lower_bound_heal,_NORRN_upper_bound_heal,_NORRN_follow_cam_distance]; [] execVM "revive_sqf\revive_init.sqf"; ;titleCut ["","BLACK IN", 3] [] exec "Scripts\Cond.sqs" if !(local Server) then {exit} onPlayerConnected "publicvariable ""done1"";publicVariable ""done2"";publicVariable ""done3"";publicVariable ""done4"";publicVariable ""done5"";publicVariable ""done6"";PublicVariable ""done7"""; exit/* INITIALISATION SCRIPT FOR AI_DISABLED REVIVE SCRIPT NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ******************************************************* Start init.sqf */ //Init.sqf settings for revive_player scripts by norrin // ==================================================== waitUntil {player == player}; //This next line can be commented out or removed if it //interferes with intro movies // ==================================================== titleText ["Joining Mission", "BLACK FADED", 0.2]; //Configurable revive script options (Off = 0, On = 1) // ==================================================== _NORRN_mission_end_function = 1; //array no.1 _NORRN_reward_function = 0; //array no.2 _NORRN_team_kill_function = 0; //array no.3 _NORRN_all_dead_dialog = 1; //array no.4 _NORRN_JIP_spawn_dialog = 0; //array no.5 _NORRN_nearest_teammate_dialog = 0; //array no.6 _NORRN_unconcious_markers = 1; //array no.7 _NORRN_follow_cam = 1; //array no.8 _NORRN_call_out_function = 1; //array no.9 _NORRN_revive_timer = 0; //array no.10 _NORRN_heal_yourself = 1; //array no.11 _NORRN_kegetys_spectator = 1; //array no.12 //list of playable units // ==================================================== NORRN_player_units = ["alpha_1","alpha_2","alpha_3","alpha_4","alpha_5","alpha_6","alpha_7","alpha_8","alpha_9","alpha_10","alpha_11","alpha_12","alpha_13","alpha_14","alpha_15","alpha_16","alpha_17","alpha_18","alpha_19","alpha_20","alpha_21","alpha_22","alpha_23","alpha_24","alpha_25","alpha_26","alpha_27","alpha_28","alpha_29","alpha_30","alpha_31","alpha_32","alpha_33","alpha_34","alpha_35","alpha_36","alpha_37","alpha_38","alpha_39","alpha_40"]; // no of respawn points, spawn position names for //respawn and the time before the respawn dialog appears //for JIP players - Option to make base_1 respawn possible //even if enemy forces are within 50 metres (options OFF = 0, ON = 1) // ===================================================== _NORRN_no_respawn_points = 2; //array no.13 _NORRN_Base_1 = "West_spawn_1"; //array no.14 _NORRN_Base_2 = "West_spawn_2"; //array no.15 _NORRN_Base_3 = ""; //array no.16 _NORRN_Base_4 = ""; //array no.17 _NORRN_time_b4_JIP_spawn_dialog = 600; //array no.18 _NORRN_Base_1_respawn = 1; //array no.19 //The can_revive variable can be changed if for example // you only one sort of unit to be able to revive eg. "soldierWMedic" //The can_be_revived variable can be changed if you want //to use these scripts for a different side // ===================================================== _NORRN_can_revive = "soldierWB"; //array no.20 _NORRN_can_revive_2 = "soldierGB"; //array no.21 _NORRN_can_be_revived = "soldierWB"; //array no.22 _NORRN_can_be_revived_2 = "soldierGB"; //array no.23 //No of Enemy sides (0, 1 or 2). Enemy sides can be "EAST", //"WEST","GUER" etc // ====================================================== _NORRN_no_enemy_sides = 1; //array no.24 _NORRN_enemy_side_1 = "EAST"; //array no.25 _NORRN_enemy_side_2 = ""; //array no.26 //Maximum number of revives per unit - adjust to whatever //value you like // ====================================================== _NORRN_max_respawns = param2; //array no.27 //Time until respawn button appears (0 = approx. 12 seconds) //Set to a high number like 100000 seconds if you do not want //to use this option // ====================================================== _NORRN_respawn_button_timer = 300; //array no.28 //If the closest friendly unit is further //than this distance away trigger respawn dialog // ====================================================== _NORRN_distance_to_friend = 200; //array no.29 //Number fo the revives required for bonus // ====================================================== _NORRN_revives_required = 2; //array no.30 //Number of teamkills before punishment // ====================================================== _NORRN_no_team_kills = 2; //array no.31 //Choose what type of respawn option for the revive_timer //function: 0 = dead or 1 = spawns at base (NORRN_respawn_position = 0) //or the closest enemy free respawn point to where the player died //(NORRN_respawn_positon = 1)When using the revive_timer function //the length of time before the unconscious player is declared dead //or spawns at base_1 // ====================================================== _NORRN_revive_timer_type = 0; //array no.32 _NORRN_respawn_position = 1; //array no.33 _NORRN_revive_time_limit = 10000; //array no.34 //Number of heals that each player gets during a mission //The damage level range between which the heal action becomes available //======================================================= _NORRN_no_of_heals = 1; //array no.35 _NORRN_lower_bound_heal = 0.1; //array no.36 _NORRN_upper_bound_heal = 0.7; //array no.37 //This sets the distance that you wish the unconscious //follow cam to follow other team members //======================================================= _NORRN_follow_cam_distance = 250; //array no.38 NORRN_revive_array = []; NORRN_revive_array = [_NORRN_mission_end_function,_NORRN_reward_function, _NORRN_team_kill_function, _NORRN_all_dead_dialog, _NORRN_JIP_spawn_dialog, _NORRN_nearest_teammate_dialog, _NORRN_unconcious_markers, _NORRN_follow_cam, _NORRN_call_out_function, _NORRN_revive_timer, _NORRN_heal_yourself, _NORRN_kegetys_spectator,_NORRN_no_respawn_points,_NORRN_Base_1,_NORRN_Base_2,_NORRN_Base_3,_NORRN_Base_4, _NORRN_time_b4_JIP_spawn_dialog,_NORRN_Base_1_respawn,_NORRN_can_revive,_NORRN_can_revive_2,_NORRN_can_be_revived, _NORRN_can_be_revived_2,_NORRN_no_enemy_sides,_NORRN_enemy_side_1,_NORRN_enemy_side_2,_NORRN_max_respawns,_NORRN_respawn_button_timer, _NORRN_distance_to_friend,_NORRN_revives_required,_NORRN_no_team_kills,_NORRN_revive_timer_type,_NORRN_respawn_position, _NORRN_revive_time_limit,_NORRN_no_of_heals,_NORRN_lower_bound_heal,_NORRN_upper_bound_heal,_NORRN_follow_cam_distance]; [] execVM "revive_sqf\revive_init.sqf"; version=11; class Mission { addOns[]= { "cacharacters", "sara", "CATracked", "CAWheeled", "caair", "camisc", "cabuildings", "caweapons", "casounds", "caweapons3_aks74pso" }; addOnsAuto[]= { "cacharacters", "cawheeled", "CATracked", "caweapons", "caair", "camisc", "casounds", "CABuildings", "sara" }; randomSeed=16181251; class Intel { briefingName="Co40 Payback (v1.6) REV11d"; briefingDescription="by Midhaven (rev added by =BoB=Gonza)"; startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=0; }; class Groups { items=159; class Item0 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={12591.725586,175.199585,13415.750000}; azimut=75.000000; special="NONE"; id=31; side="GUER"; vehicle="SoldierGB"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item1 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={12593.779297,175.507996,13407.922852}; azimut=70.000000; special="NONE"; id=32; side="GUER"; vehicle="SoldierGB"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item2 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={12581.363281,177.320663,13403.155273}; azimut=350.000000; special="NONE"; id=33; side="GUER"; vehicle="SoldierGB"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item3 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={12558.849609,178.156509,13428.076172}; azimut=335.000000; special="NONE"; id=36; side="CIV"; vehicle="Civilian4"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item4 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={12558.806641,177.994019,13413.164063}; azimut=75.000000; special="NONE"; id=34; side="CIV"; vehicle="Civilian14"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item5 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={12504.281250,181.033310,13396.013672}; azimut=115.000000; special="NONE"; id=37; side="CIV"; vehicle="Civilian11"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item6 { side="CIV"; class Vehicles { items=1; class Item0 { position[]={12551.156250,178.372223,13404.548828}; azimut=335.000000; special="NONE"; id=35; side="CIV"; vehicle="Civilian18"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item7 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={12566.395508,177.898758,13434.916016}; azimut=220.000000; special="NONE"; id=39; side="GUER"; vehicle="OfficerG"; leader=1; skill=0.600000; health=0.000000; }; }; }; class Item8 { side="GUER"; class Vehicles { items=5; class Item0 { position[]={11864.913086,153.000000,15366.958984}; azimut=15.000000; special="NONE"; id=43; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_24"; }; class Item1 { position[]={11866.277344,153.000000,15366.389648}; azimut=15.000000; special="NONE"; id=44; side="GUER"; vehicle="SoldierGAT"; player="PLAY CDG"; skill=0.600000; text="alpha_26"; }; class Item2 { position[]={11862.436523,153.000000,15367.859375}; azimut=15.000000; special="NONE"; id=42; side="GUER"; vehicle="SquadLeaderG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="alpha_22"; }; class Item3 { position[]={11865.660156,153.000000,15366.661133}; azimut=15.000000; special="NONE"; id=45; side="GUER"; vehicle="SoldierGMedic"; player="PLAY CDG"; rank="CORPORAL"; skill=0.600000; text="alpha_25"; }; class Item4 { position[]={11863.464844,153.000000,15367.520508}; azimut=15.000000; special="NONE"; id=46; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_23"; }; }; }; class Item9 { side="GUER"; class Vehicles { items=5; class Item0 { position[]={11879.054688,153.000000,15363.741211}; azimut=15.000000; special="NONE"; id=48; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_29"; }; class Item1 { position[]={11880.443359,153.000000,15363.171875}; azimut=15.000000; special="NONE"; id=49; side="GUER"; vehicle="SoldierGAT"; player="PLAY CDG"; skill=0.600000; text="alpha_31"; }; class Item2 { position[]={11876.699219,153.000000,15364.673828}; azimut=15.000000; special="NONE"; id=47; side="GUER"; vehicle="SquadLeaderG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="alpha_27"; }; class Item3 { position[]={11879.826172,153.000000,15363.443359}; azimut=15.000000; special="NONE"; id=50; side="GUER"; vehicle="SoldierGMedic"; player="PLAY CDG"; rank="CORPORAL"; skill=0.600000; text="alpha_30"; }; class Item4 { position[]={11877.630859,153.000000,15364.302734}; azimut=15.000000; special="NONE"; id=51; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_28"; }; }; }; class Item10 { side="GUER"; class Vehicles { items=5; class Item0 { position[]={11948.515625,153.000000,15439.685547}; azimut=135.000000; id=52; side="GUER"; vehicle="SquadLeaderG"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.739093; text="alpha_34"; }; class Item1 { position[]={11951.456055,153.000000,15442.266602}; azimut=135.000000; id=53; side="GUER"; vehicle="SoldierGMedic"; player="PLAY CDG"; rank="CORPORAL"; skill=0.333333; text="alpha_36"; }; class Item2 { position[]={11949.364258,153.000000,15440.468750}; azimut=135.000000; id=54; side="GUER"; vehicle="SoldierGAT"; player="PLAY CDG"; skill=0.333333; text="alpha_35"; }; class Item3 { position[]={11952.255859,153.000000,15442.943359}; azimut=140.000000; id=214; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_37"; }; class Item4 { position[]={11952.889648,153.000000,15443.728516}; azimut=140.000000; id=215; side="GUER"; vehicle="SoldierGB"; player="PLAY CDG"; skill=0.600000; text="alpha_38"; }; }; }; class Item11 { side="GUER"; class Vehicles { items=3; class Item0 { position[]={11963.926758,153.000000,15444.370117}; azimut=195.000000; id=55; side="GUER"; vehicle="SoldierGGuard"; player="PLAY CDG"; rank="SERGEANT"; skill=0.333333; text="alpha_39"; description="RACS Special Forces"; }; class Item1 { position[]={11964.853516,153.000000,15443.962891}; azimut=195.000000; id=56; side="GUER"; vehicle="SoldierGGuard"; player="PLAY CDG"; leader=1; rank="CAPTAIN"; skill=0.333333; text="alpha_40"; description="RACS Special Forces"; }; class Item2 { position[]={11965.983398,153.000000,15443.699219}; azimut=195.000000; id=57; side="GUER"; vehicle="SoldierGGuard"; player="PLAY CDG"; rank="SERGEANT"; skill=0.333333; text="alpha_21"; description="RACS Special Forces"; }; }; }; class Item12 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={12549.590820,178.480576,13392.954102}; id=59; side="EAST"; vehicle="SoldierEB"; skill=0.600000; }; class Item1 { position[]={12544.911133,178.347260,13395.357422}; id=58; side="EAST"; vehicle="SoldierEB"; skill=0.600000; }; class Item2 { position[]={12548.579102,178.379715,13396.390625}; id=60; side="EAST"; vehicle="SoldierEB"; leader=1; rank="SERGEANT"; skill=0.600000; }; class Item3 { position[]={12546.351563,178.420990,13393.555664}; id=61; side="EAST"; vehicle="SoldierEAT"; rank="SERGEANT"; skill=0.600000; }; }; }; class Item13 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={12429.168945,191.374435,13351.772461}; azimut=35.000000; id=62; side="EAST"; vehicle="UAZ_AGS30"; leader=1; rank="SERGEANT"; skill=0.600000; init="nul=[this,""carmen_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item14 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={12347.423828,207.031189,13559.297852}; azimut=30.000000; id=72; side="EAST"; vehicle="SoldierEMiner"; leader=1; rank="SERGEANT"; skill=0.500000; }; class Item1 { position[]={12344.539063,207.292282,13560.723633}; azimut=20.000000; id=74; side="EAST"; vehicle="SoldierEAT"; rank="SERGEANT"; skill=0.500000; }; }; class Waypoints { items=1; class Item0 { position[]={12350.870117,208.798950,13564.232422}; type="SENTRY"; combatMode="RED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={12455.250977,187.192215,13460.392578}; azimut=10.000000; id=64; side="EAST"; vehicle="BMP2"; leader=1; rank="SERGEANT"; skill=0.600000; }; }; class Waypoints { items=1; class Item0 { position[]={12457.053711,188.481781,13472.996094}; type="SENTRY"; combatMode="RED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item16 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={12451.809570,187.707840,13382.154297}; id=65; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""carmen_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={12454.809570,187.669815,13377.154297}; id=66; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12456.809570,187.453735,13377.154297}; id=67; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={12458.809570,187.237793,13377.154297}; id=68; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={12460.809570,187.027267,13377.154297}; id=69; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={12462.809570,186.824600,13377.154297}; id=70; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={12464.809570,186.569016,13377.154297}; id=71; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item17 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={12382.694336,210.494843,13570.153320}; azimut=335.000000; id=73; side="EAST"; vehicle="SoldierEMiner"; leader=1; rank="SERGEANT"; skill=0.500000; }; class Item1 { position[]={12381.554688,209.998917,13566.760742}; azimut=345.000000; id=75; side="EAST"; vehicle="SoldierEAT"; rank="SERGEANT"; skill=0.500000; }; }; class Waypoints { items=1; class Item0 { position[]={12383.921875,211.049042,13574.025391}; type="SENTRY"; combatMode="RED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={12451.135742,224.615341,13637.881836}; id=80; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={12446.135742,223.400009,13632.881836}; id=81; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12456.135742,224.255341,13632.881836}; id=82; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={12458.135742,224.375397,13632.881836}; id=83; side="EAST"; vehicle="SoldierEB"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={12460.135742,224.422226,13632.881836}; id=84; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={12462.135742,224.494247,13632.881836}; id=85; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item6 { position[]={12464.135742,224.566238,13632.881836}; id=86; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item7 { position[]={12466.135742,224.638260,13632.881836}; id=87; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=3; class Item0 { position[]={12397.763672,205.145126,14496.952148}; combatMode="RED"; speed="LIMITED"; combat="AWARE"; expActiv="deleteMarker ""sla_adv"""; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={11888.607422,225.140640,14400.681641}; type="UNLOAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={11877.036133,225.962326,14397.392578}; type="SENTRY"; class Effects { }; showWP="NEVER"; }; }; }; class Item19 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={12508.107422,224.913147,13707.057617}; id=88; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={12503.107422,225.492920,13702.057617}; id=89; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12513.107422,224.176727,13702.057617}; id=90; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={12515.107422,223.906799,13702.057617}; id=91; side="EAST"; vehicle="SoldierEB"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={12517.107422,223.636703,13702.057617}; id=92; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={12519.107422,223.372025,13702.057617}; id=93; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item6 { position[]={12521.107422,223.051285,13702.057617}; id=94; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item7 { position[]={12523.107422,222.682159,13702.057617}; id=95; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=3; class Item0 { position[]={12498.622070,201.437439,14435.483398}; combatMode="RED"; speed="LIMITED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={12488.104492,179.999985,14982.734375}; type="UNLOAD"; speed="NORMAL"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={12432.617188,179.999985,15006.949219}; type="SENTRY"; class Effects { }; showWP="NEVER"; }; }; }; class Item20 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={12527.169922,221.825134,13641.454102}; id=96; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={12522.169922,222.782532,13636.454102}; id=97; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12532.169922,221.470871,13636.454102}; id=98; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={12534.169922,221.173950,13636.454102}; id=99; side="EAST"; vehicle="SoldierEB"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={12536.169922,220.876846,13636.454102}; id=100; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={12538.169922,220.579910,13636.454102}; id=101; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item6 { position[]={12540.169922,220.302078,13636.454102}; id=102; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item7 { position[]={12542.169922,220.230042,13636.454102}; id=103; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=3; class Item0 { position[]={12617.133789,179.999985,15008.139648}; combatMode="RED"; speed="LIMITED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={12610.391602,179.999985,15010.373047}; type="UNLOAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={12605.770508,179.999985,15051.557617}; type="SENTRY"; speed="NORMAL"; class Effects { }; showWP="NEVER"; }; }; }; class Item21 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={12454.941406,227.446060,13676.379883}; id=104; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={12449.941406,227.091751,13671.379883}; id=105; side="EAST"; vehicle="UAZMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12459.941406,227.311066,13671.379883}; id=106; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={12461.941406,227.312119,13671.379883}; id=107; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=3; class Item0 { position[]={12393.642578,205.013000,14466.138672}; combatMode="RED"; speed="LIMITED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={11939.415039,220.841904,14444.301758}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={11906.136719,221.837585,14455.610352}; type="SENTRY"; class Effects { }; showWP="NEVER"; }; }; }; class Item22 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={12503.916992,225.169952,13748.752930}; id=108; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={12498.916992,225.465286,13743.752930}; id=109; side="EAST"; vehicle="UAZMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12508.916992,224.877472,13743.752930}; id=110; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={12510.916992,224.757477,13743.752930}; id=111; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=2; class Item0 { position[]={12495.980469,180.000229,15015.226563}; combatMode="RED"; speed="LIMITED"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={12474.719727,179.999985,15075.718750}; type="SENTRY"; speed="NORMAL"; class Effects { }; showWP="NEVER"; }; }; }; class Item23 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11879.791992,225.340683,14408.463867}; id=112; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="tandag_marker"; }; }; }; class Item24 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12496.088867,180.000244,15009.313477}; id=113; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="eponia_marker"; }; }; }; class Item25 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12520.132813,180.640579,13382.529297}; id=114; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="carmen_marker"; }; }; }; class Item26 { side="EAST"; class Vehicles { items=2; class Item0 { position[]={12527.651367,179.262527,13422.177734}; azimut=335.000000; id=115; side="EAST"; vehicle="SoldierEAA"; skill=0.645179; }; class Item1 { position[]={12527.886719,179.310013,13424.995117}; azimut=335.000000; id=63; side="EAST"; vehicle="SoldierEAA"; leader=1; rank="SERGEANT"; skill=0.861525; }; }; }; class Item27 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13404.224609,113.615166,13284.901367}; azimut=310.000000; id=161; side="EAST"; vehicle="OfficerE"; leader=1; rank="CAPTAIN"; skill=0.861525; }; }; }; class Item28 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13403.117188,112.685211,13291.908203}; azimut=345.000000; id=171; side="EAST"; vehicle="SoldierEG"; leader=1; skill=0.861525; }; }; }; class Item29 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13411.363281,111.844086,13293.348633}; id=162; side="EAST"; vehicle="D30"; leader=1; skill=0.861525; }; }; }; class Item30 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13398.583008,113.301758,13291.855469}; azimut=310.000000; id=160; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.861525; }; }; }; class Item31 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13396.413086,113.945732,13278.716797}; azimut=270.000000; id=166; side="EAST"; vehicle="D30"; leader=1; skill=0.861525; }; }; }; class Item32 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13398.500000,114.157700,13266.038086}; azimut=215.000000; id=167; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.861525; }; }; }; class Item33 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13423.942383,111.484985,13291.291992}; azimut=60.000000; id=163; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.861525; }; }; }; class Item34 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13398.472656,113.707153,13284.989258}; azimut=240.000000; id=173; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.861525; }; }; }; class Item35 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13418.589844,112.069687,13291.871094}; azimut=345.000000; id=172; side="EAST"; vehicle="SoldierEG"; leader=1; skill=0.861525; }; }; }; class Item36 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12381.235352,31.994999,8516.147461}; azimut=90.000000; id=193; side="WEST"; vehicle="SoldierWPilot"; player="PLAY CDG"; leader=1; skill=0.600000; text="alpha_15"; description="MH-6 Littlebird Pilot"; }; }; }; class Item37 { side="WEST"; class Vehicles { items=3; class Item0 { position[]={12343.242188,31.994999,8472.090820}; id=194; side="WEST"; vehicle="SoldierWCrew"; player="PLAYER COMMANDER"; leader=1; rank="SERGEANT"; skill=0.600000; text="alpha_1"; description="M1A1 Abrams Crew"; }; class Item1 { position[]={12341.830078,31.994999,8470.243164}; id=195; side="WEST"; vehicle="SoldierWCrew"; player="PLAY CDG"; skill=0.600000; text="alpha_3"; description="M1A1 Abrams Crew"; }; class Item2 { position[]={12344.287109,31.994999,8470.298828}; id=196; side="WEST"; vehicle="SoldierWCrew"; player="PLAY CDG"; skill=0.600000; text="alpha_2"; description="M1A1 Abrams Crew"; }; }; }; class Item38 { side="WEST"; class Vehicles { items=3; class Item0 { position[]={12352.406250,31.994999,8471.658203}; id=197; side="WEST"; vehicle="SoldierWCrew"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="alpha_5"; description="M1A1 Abrams Crew"; }; class Item1 { position[]={12351.339844,31.994999,8470.020508}; id=198; side="WEST"; vehicle="SoldierWCrew"; player="PLAY CDG"; skill=0.600000; text="alpha_4"; description="M1A1 Abrams Crew"; }; class Item2 { position[]={12353.283203,31.995001,8469.980469}; id=199; side="WEST"; vehicle="SoldierWCrew"; player="PLAY CDG"; skill=0.600000; text="alpha_6"; description="M1A1 Abrams Crew"; }; }; }; class Item39 { side="WEST"; class Vehicles { items=5; class Item0 { position[]={12384.351563,31.994999,8532.537109}; azimut=180.000000; id=200; side="WEST"; vehicle="SoldierWSaboteurAssault"; player="PLAY CDG"; leader=1; rank="CAPTAIN"; skill=0.600000; text="alpha_16"; description="US Special Forces"; }; class Item1 { position[]={12385.494141,31.994999,8533.490234}; azimut=180.000000; id=201; side="WEST"; vehicle="SoldierWSaboteurAssault"; player="PLAY CDG"; rank="SERGEANT"; skill=0.600000; text="alpha_19"; description="US Special Forces"; }; class Item2 { position[]={12383.171875,31.994999,8533.488281}; azimut=180.000000; id=202; side="WEST"; vehicle="SoldierWSaboteurAssault"; player="PLAY CDG"; rank="SERGEANT"; skill=0.600000; text="alpha_17"; description="US Special Forces"; }; class Item3 { position[]={12386.636719,31.994999,8534.250000}; azimut=180.000000; id=203; side="WEST"; vehicle="SoldierWSaboteurMarksman"; player="PLAY CDG"; rank="SERGEANT"; skill=0.600000; text="alpha_20"; description="US Special Forces Sniper"; }; class Item4 { position[]={12382.144531,31.994999,8534.443359}; azimut=180.000000; id=204; side="WEST"; vehicle="SoldierWSaboteurMarksman"; player="PLAY CDG"; rank="SERGEANT"; skill=0.600000; text="alpha_18"; description="US Special Forces Sniper"; }; }; }; class Item40 { side="WEST"; class Vehicles { items=7; class Item0 { position[]={12380.708008,31.994999,8467.945313}; id=205; side="WEST"; vehicle="SquadLeaderW"; player="PLAY CDG"; leader=1; rank="SERGEANT"; skill=0.600000; text="alpha_8"; description="Squad Leader"; }; class Item1 { position[]={12379.814453,31.994999,8467.186523}; id=206; side="WEST"; vehicle="SoldierWAR"; player="PLAY CDG"; skill=0.600000; text="alpha_9"; description="M249 Light Support"; }; class Item2 { position[]={12378.279297,31.994999,8467.176758}; id=207; side="WEST"; vehicle="SoldierWAT"; player="PLAY CDG"; skill=0.600000; text="alpha_11"; description="M136 Anti-Tank Specialist"; }; class Item3 { position[]={12381.514648,31.994999,8467.184570}; id=208; side="WEST"; vehicle="SoldierWMedic"; player="PLAY CDG"; rank="CORPORAL"; skill=0.600000; text="alpha_12"; }; class Item4 { position[]={12379.032227,31.994999,8467.170898}; id=209; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; skill=0.600000; text="alpha_10"; description="M16 Rifleman"; }; class Item5 { position[]={12382.454102,31.994999,8467.151367}; id=210; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; skill=0.600000; text="alpha_13"; description="M16 Rifleman"; }; class Item6 { position[]={12383.165039,31.994999,8467.214844}; id=211; side="WEST"; vehicle="SoldierWB"; player="PLAY CDG"; skill=0.600000; text="alpha_14"; description="M16 Rifleman"; }; }; }; class Item41 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={11866.716797,153.000000,15384.229492}; azimut=55.000000; id=212; side="GUER"; vehicle="SoldierGPilot"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.600000; text="alpha_33"; description="MH-6 Littlebird Pilot"; }; }; }; class Item42 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={11887.745117,153.000000,15379.384766}; azimut=55.000000; id=213; side="GUER"; vehicle="SoldierGPilot"; player="PLAY CDG"; leader=1; rank="LIEUTENANT"; skill=0.600000; text="alpha_32"; description="MH-6 Littlebird Pilot"; }; }; }; class Item43 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={13849.333008,26.029779,9505.134766}; special="NONE"; id=224; side="WEST"; vehicle="SearchLight"; leader=1; skill=0.600000; }; }; }; class Item44 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={13844.734375,26.167273,9505.952148}; special="NONE"; id=223; side="WEST"; vehicle="M2StaticMG"; leader=1; skill=0.600000; }; }; }; class Item45 { side="WEST"; class Vehicles { items=5; class Item0 { position[]={13813.445313,25.843399,9504.264648}; azimut=35.000000; special="NONE"; id=229; side="WEST"; vehicle="SoldierWB"; skill=0.600000; }; class Item1 { position[]={13815.055664,26.007866,9503.914063}; azimut=35.000000; special="NONE"; id=230; side="WEST"; vehicle="SquadLeaderW"; leader=1; rank="CORPORAL"; skill=0.600000; }; class Item2 { position[]={13814.654297,26.045853,9502.968750}; azimut=35.000000; special="NONE"; id=231; side="WEST"; vehicle="SoldierWB"; rank="CORPORAL"; skill=0.600000; }; class Item3 { position[]={13815.943359,26.123104,9503.399414}; azimut=35.000000; special="NONE"; id=232; side="WEST"; vehicle="SoldierWAT"; rank="CORPORAL"; skill=0.600000; }; class Item4 { position[]={13817.262695,26.269125,9503.514648}; azimut=340.000000; special="NONE"; id=233; side="WEST"; vehicle="SoldierWAR"; skill=0.600000; }; }; class Waypoints { items=1; class Item0 { position[]={13820.990234,26.546516,9507.758789}; type="DISMISS"; combatMode="RED"; speed="LIMITED"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; }; }; class Item46 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={13842.705078,26.225866,9506.795898}; azimut=340.000000; special="NONE"; id=226; side="WEST"; vehicle="SoldierWAT"; leader=1; skill=0.600000; }; }; }; class Item47 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={13832.626953,26.485399,9509.531250}; azimut=40.000000; special="NONE"; id=225; side="WEST"; vehicle="SoldierWB"; leader=1; skill=0.600000; }; }; }; class Item48 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13689.943359,57.583012,13318.475586}; id=257; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13692.943359,57.882446,13313.475586}; id=258; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13694.943359,57.450287,13313.475586}; id=259; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13696.943359,57.016510,13313.475586}; id=260; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13698.943359,56.575348,13313.475586}; id=261; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13700.943359,56.134457,13313.475586}; id=262; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13702.943359,55.693562,13313.475586}; id=263; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item7 { position[]={13704.943359,55.252399,13313.475586}; id=264; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13706.943359,54.826580,13313.475586}; id=265; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13690.797852,58.345486,13313.476563}; id=266; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item49 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13599.131836,75.891533,13256.211914}; id=267; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13602.131836,75.163315,13251.211914}; id=268; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13604.131836,74.866386,13251.211914}; id=269; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13606.131836,74.569458,13251.211914}; id=270; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13608.131836,74.272346,13251.211914}; id=271; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13610.131836,73.966408,13251.211914}; id=272; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13612.131836,73.615280,13251.211914}; id=273; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item7 { position[]={13614.131836,73.264366,13251.211914}; id=274; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13616.131836,72.913452,13251.211914}; id=275; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13599.986328,75.482597,13251.212891}; id=276; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item50 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13693.907227,28.678238,11066.330078}; id=277; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13696.907227,28.237444,11061.330078}; id=278; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13698.907227,28.205736,11061.330078}; id=279; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13700.907227,28.222063,11061.330078}; id=280; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13702.907227,28.258076,11061.330078}; id=281; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13704.907227,28.294067,11061.330078}; id=282; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13706.907227,28.330080,11061.330078}; id=283; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={13708.907227,28.359644,11061.330078}; id=284; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13710.907227,28.317160,11061.330078}; id=285; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13694.761719,28.276165,11061.331055}; id=286; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item51 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={14235.701172,40.738861,11180.633789}; id=287; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14238.701172,40.681541,11175.633789}; id=288; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14240.701172,40.747723,11175.633789}; id=289; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={14242.701172,40.819706,11175.633789}; id=290; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={14244.701172,40.893192,11175.633789}; id=291; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={14246.701172,40.974224,11175.633789}; id=292; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={14248.701172,41.055202,11175.633789}; id=293; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={14250.701172,41.155186,11175.633789}; id=294; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={14252.701172,41.290154,11175.633789}; id=295; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={14236.555664,40.614017,11175.634766}; id=296; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item52 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13961.962891,28.951763,10778.089844}; id=297; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13964.962891,29.691195,10773.089844}; id=298; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13966.962891,29.694263,10773.089844}; id=299; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13968.962891,29.811306,10773.089844}; id=300; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13970.962891,30.027964,10773.089844}; id=301; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13972.962891,30.351883,10773.089844}; id=302; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13974.962891,30.676003,10773.089844}; id=303; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={13976.962891,31.000395,10773.089844}; id=304; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13978.962891,31.342520,10773.089844}; id=305; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13962.817383,29.691013,10773.090820}; id=306; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item53 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13942.801758,41.746223,11610.562500}; id=307; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13945.801758,41.562008,11605.562500}; id=308; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13947.801758,41.615997,11605.562500}; id=309; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13949.801758,41.670013,11605.562500}; id=310; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13951.801758,41.805080,11605.562500}; id=311; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13953.801758,41.949131,11605.562500}; id=312; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13955.801758,42.111523,11605.562500}; id=313; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item7 { position[]={13957.801758,42.282478,11605.562500}; id=314; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13959.801758,42.453545,11605.562500}; id=315; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13943.656250,41.497108,11605.563477}; id=316; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item54 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13591.643555,19.678463,10559.831055}; azimut=180.000000; id=369; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item55 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13591.643555,19.678463,10559.831055}; azimut=180.000000; id=370; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item56 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13573.583984,19.592709,10559.956055}; azimut=180.000000; id=371; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item57 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13573.583984,19.592709,10559.956055}; azimut=180.000000; id=372; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item58 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13554.414063,19.679468,10559.875000}; azimut=180.000000; id=373; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item59 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13554.414063,19.679468,10559.875000}; azimut=180.000000; id=374; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.466667; }; }; }; class Item60 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13598.549805,19.727074,10559.343750}; azimut=180.000000; id=375; side="EAST"; vehicle="D30"; leader=1; skill=0.466667; }; }; }; class Item61 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13579.590820,19.565672,10573.962891}; azimut=180.000000; id=376; side="EAST"; vehicle="AGS"; leader=1; skill=0.466667; }; }; }; class Item62 { side="EAST"; class Vehicles { items=6; class Item0 { position[]={13688.835938,27.127655,10569.999023}; azimut=270.000000; id=377; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={13691.933594,27.202427,10571.561523}; azimut=270.000000; id=378; side="EAST"; vehicle="SoldierEB"; rank="SERGEANT"; skill=0.466667; }; class Item2 { position[]={13691.699219,27.218231,10568.384766}; azimut=270.000000; id=379; side="EAST"; vehicle="SoldierEB"; rank="SERGEANT"; skill=0.466667; }; class Item3 { position[]={13694.052734,27.271185,10569.385742}; azimut=270.000000; id=380; side="EAST"; vehicle="SoldierEAT"; rank="SERGEANT"; skill=0.466667; }; class Item4 { position[]={13695.228516,27.263819,10572.504883}; azimut=270.000000; id=381; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; class Item5 { position[]={13693.050781,27.189392,10574.387695}; azimut=270.000000; id=382; side="EAST"; vehicle="SoldierEMG"; rank="SERGEANT"; skill=0.466667; }; }; class Waypoints { items=2; class Item0 { position[]={13459.193359,20.347260,10567.707031}; combatMode="RED"; formation="COLUMN"; speed="LIMITED"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13680.941406,26.764156,10570.910156}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item63 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13714.705078,27.087088,10624.646484}; azimut=245.000000; id=384; side="EAST"; vehicle="SoldierEPilot"; leader=1; skill=0.466667; text="sla_pilot_1"; }; }; class Waypoints { items=1; class Item0 { position[]={13722.705078,27.098749,10619.351563}; id=383; expActiv="sla_pilot_1 moveInDriver sla_heli_1; nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"";"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; }; }; class Item64 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14324.238281,43.670673,10622.588867}; azimut=200.000000; id=402; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.720856; }; }; }; class Item65 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14312.607422,43.625149,10624.477539}; azimut=170.000000; id=403; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.466667; }; }; }; class Item66 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14306.277344,43.563801,10625.732422}; azimut=205.000000; id=404; side="EAST"; vehicle="SoldierEAT"; leader=1; skill=0.774258; }; }; }; class Item67 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14331.836914,43.826492,10622.605469}; azimut=205.000000; id=405; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.466667; }; }; }; class Item68 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14318.307617,43.763268,10642.661133}; azimut=19.999998; id=406; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={14319.416992,43.771900,10636.936523}; azimut=19.999998; id=407; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14321.295898,43.814167,10636.252930}; azimut=19.999998; id=408; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14325.054688,43.898735,10634.884766}; azimut=19.999998; id=409; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item4 { position[]={14326.934570,43.971684,10634.200195}; azimut=19.999998; id=410; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=2; class Item0 { position[]={14354.911133,42.457245,10755.078125}; combatMode="RED"; formation="FILE"; speed="LIMITED"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={14315.014648,43.677814,10634.430664}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item69 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14364.279297,47.546421,10615.519531}; azimut=225.000000; id=411; side="EAST"; vehicle="D30"; leader=1; skill=0.766667; }; }; }; class Item70 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={13167.047852,25.340239,11423.798828}; id=419; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""mercalillo_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13170.047852,25.149126,11418.798828}; id=420; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13189.044922,24.708822,11418.798828}; id=421; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={13174.047852,25.066404,11418.798828}; id=422; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={13176.047852,25.048397,11418.798828}; id=423; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={13178.047852,25.030401,11418.798828}; id=424; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13180.047852,25.011978,11418.798828}; id=425; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item71 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={13328.241211,25.964998,11311.669922}; id=426; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""mercalillo_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13331.241211,25.964998,11306.669922}; id=427; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13333.241211,25.964998,11306.669922}; id=428; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={13335.241211,25.964998,11306.669922}; id=429; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={13337.241211,25.964998,11306.669922}; id=430; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={13339.241211,25.964998,11306.669922}; id=431; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13341.241211,25.953825,11306.669922}; id=432; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item72 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={14374.385742,41.841961,10765.089844}; id=433; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""obregan_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14377.385742,42.017445,10760.089844}; id=434; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14379.385742,41.954460,10760.089844}; id=435; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14381.385742,41.899338,10760.089844}; id=436; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={14383.385742,41.845318,10760.089844}; id=437; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={14385.385742,41.791332,10760.089844}; id=438; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={14387.385742,41.737312,10760.089844}; id=439; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item73 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={14449.507813,41.387146,10813.538086}; id=440; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""obregan_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14452.507813,41.551460,10808.538086}; id=441; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14454.507813,41.677429,10808.538086}; id=442; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14456.507813,41.803398,10808.538086}; id=443; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={14458.507813,41.929443,10808.538086}; id=444; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={14460.507813,42.048561,10808.538086}; id=445; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={14462.507813,42.147594,10808.538086}; id=446; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item74 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14352.127930,42.939266,10718.344727}; azimut=20.000000; id=447; side="EAST"; vehicle="BMP2"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""obregan_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item75 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14537.463867,43.965000,10790.833984}; azimut=290.000000; id=448; side="EAST"; vehicle="UAZMG"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""obregan_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item76 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13897.071289,28.231043,11068.491211}; azimut=180.000000; id=449; side="EAST"; vehicle="ZSU"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; }; class Item77 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13481.553711,26.036036,11072.677734}; azimut=180.000000; id=450; side="EAST"; vehicle="ZSU"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; }; class Item78 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14265.786133,55.079998,11900.383789}; azimut=180.000000; id=451; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; class Waypoints { items=1; class Item0 { position[]={14265.688477,55.061134,11895.807617}; expActiv="nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"";"; synchronizations[]={3}; class Effects { }; showWP="NEVER"; }; }; }; class Item79 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14248.746094,55.079998,11900.131836}; azimut=180.000000; id=452; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; class Waypoints { items=1; class Item0 { position[]={14248.644531,55.057316,11894.958984}; expActiv="nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"";"; synchronizations[]={2}; class Effects { }; showWP="NEVER"; }; }; }; class Item80 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14232.715820,55.079998,11900.565430}; azimut=180.000000; id=453; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; class Waypoints { items=2; class Item0 { position[]={14232.728516,55.041161,11891.369141}; synchronizations[]={11}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13175.030273,19.404383,8860.707031}; idStatic=152582; idObject=-1683338234; combatMode="RED"; speed="FULL"; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item81 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14213.952148,55.079998,11901.074219}; azimut=180.000000; id=454; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; class Waypoints { items=2; class Item0 { position[]={14215.053711,55.043369,11891.860352}; synchronizations[]={12}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13654.499023,21.053320,9124.628906}; combatMode="RED"; speed="FULL"; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item82 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14227.499023,54.989998,11836.093750}; id=455; side="EAST"; vehicle="ZSU"; leader=1; skill=0.687329; }; }; class Waypoints { items=1; class Item0 { position[]={12546.943359,34.404327,11386.462891}; combatMode="RED"; class Effects { }; showWP="NEVER"; }; }; }; class Item83 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14223.252930,57.601936,11970.341797}; azimut=330.000000; id=467; side="EAST"; vehicle="SoldierEPilot"; leader=1; skill=0.466667; text="sla_pilot_2"; }; }; class Waypoints { items=1; class Item0 { position[]={14228.782227,57.810440,11973.254883}; id=466; expActiv="sla_pilot_2 moveInDriver sla_heli_2"; synchronizations[]={1}; class Effects { }; showWP="NEVER"; }; }; }; class Item84 { side="EAST"; class Vehicles { items=9; class Item0 { position[]={14206.499023,55.016365,11885.859375}; azimut=135.000000; id=468; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; text="s_1"; init="grp_1= group this; s_1 moveInCargo ural_1"; }; class Item1 { position[]={14197.320313,55.017021,11888.685547}; id=469; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="s_9"; init="s_9 moveInCargo ural_1"; }; class Item2 { position[]={14199.320313,55.026020,11888.685547}; id=470; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="s_8"; init="s_8 moveInCargo ural_1"; }; class Item3 { position[]={14201.320313,55.029079,11888.685547}; id=471; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="s_7"; init="s_7 moveInCargo ural_1"; }; class Item4 { position[]={14203.320313,55.029079,11888.685547}; id=472; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; text="s_6"; init="s_6 moveInCargo ural_1"; }; class Item5 { position[]={14205.320313,55.029079,11888.685547}; id=473; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="s_5"; init="s_5 moveInCargo ural_1"; }; class Item6 { position[]={14207.320313,55.029079,11888.685547}; id=474; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="s_4"; init="s_4 moveInCargo ural_1"; }; class Item7 { position[]={14209.320313,55.029079,11888.685547}; id=475; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="s_3"; init="s_3 moveInCargo ural_1"; }; class Item8 { position[]={14211.320313,55.029079,11888.685547}; id=476; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; text="s_2"; init="s_2 moveInCargo ural_1"; }; }; }; class Item85 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14213.175781,54.989998,11878.891602}; azimut=135.000000; id=477; side="EAST"; vehicle="SoldierEMiner"; leader=1; rank="SERGEANT"; skill=0.466667; text="ural_driver_1"; }; }; class Waypoints { items=2; class Item0 { position[]={14208.077148,54.989998,11877.778320}; id=456; expActiv="ural_driver_1 moveInDriver ural_1"; synchronizations[]={4}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13501.488281,80.038933,13382.353516}; type="TR UNLOAD"; expActiv="nul=[this,""danger_1_pat""] execVM ""ups-f.sqf"";"; class Effects { }; showWP="NEVER"; }; }; }; class Item86 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={14309.820313,40.245632,12354.234375}; id=478; side="EAST"; vehicle="SoldierESaboteurPipe"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14310.568359,40.417843,12350.755859}; id=480; side="EAST"; vehicle="SoldierESaboteurBizon"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14313.276367,40.427872,12350.552734}; id=481; side="EAST"; vehicle="SoldierESaboteurMarksman"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={14307.756836,40.442978,12350.248047}; id=479; side="EAST"; vehicle="SoldierESaboteurBizon"; rank="CORPORAL"; skill=0.333333; }; }; }; class Item87 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={14237.678711,39.959999,12646.211914}; azimut=185.000000; id=482; side="EAST"; vehicle="SoldierESaboteurPipe"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14235.125977,39.960247,12651.455078}; azimut=185.000000; id=483; side="EAST"; vehicle="SoldierESaboteurBizon"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14233.132813,39.960247,12651.628906}; azimut=185.000000; id=484; side="EAST"; vehicle="SoldierESaboteurBizon"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={14231.140625,39.960247,12651.803711}; azimut=185.000000; id=485; side="EAST"; vehicle="SoldierESaboteurMarksman"; rank="CORPORAL"; skill=0.333333; }; }; }; class Item88 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14123.851563,39.960247,12471.642578}; azimut=185.000000; id=486; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14127.442383,40.062000,12475.125000}; azimut=185.000000; id=487; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.466667; }; class Item2 { position[]={14124.201172,39.960247,12475.935547}; azimut=185.000000; id=488; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; class Item3 { position[]={14120.757813,39.960247,12475.632813}; azimut=185.000000; id=489; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; class Item4 { position[]={14117.720703,39.959999,12474.416016}; azimut=185.000000; id=490; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; }; }; class Item89 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14359.252930,39.959999,12508.015625}; azimut=280.000000; id=491; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14367.457031,40.062000,12511.007813}; azimut=280.000000; id=492; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; class Item2 { position[]={14367.970703,39.959999,12508.232422}; azimut=280.000000; id=493; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; class Item3 { position[]={14366.981445,39.959999,12505.333984}; azimut=280.000000; id=494; side="EAST"; vehicle="SoldierEB"; skill=0.466667; }; class Item4 { position[]={14363.095703,40.062000,12504.415039}; azimut=280.000000; id=495; side="EAST"; vehicle="SoldierEMG"; skill=0.466667; }; }; }; class Item90 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={14176.726563,42.542824,12377.928711}; id=496; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14171.726563,42.679375,12372.928711}; id=497; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14181.726563,42.504780,12372.928711}; id=498; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={14183.726563,42.459789,12372.928711}; id=499; side="EAST"; vehicle="SoldierEB"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={14185.726563,42.414799,12372.928711}; id=500; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={14187.726563,42.390430,12372.928711}; id=501; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item6 { position[]={14189.726563,42.408428,12372.928711}; id=502; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item7 { position[]={14191.726563,42.325386,12372.928711}; id=503; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item91 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13977.805664,55.110836,12801.875977}; azimut=335.000000; id=513; side="EAST"; vehicle="D30"; leader=1; skill=0.861525; }; }; }; class Item92 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13974.961914,54.827950,12794.608398}; azimut=270.000000; special="NONE"; id=521; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.600000; }; }; }; class Item93 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13975.554688,52.594025,12777.597656}; azimut=270.000000; special="NONE"; id=522; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.600000; }; }; }; class Item94 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13963.047852,62.017067,13081.165039}; azimut=310.000000; special="NONE"; id=538; side="EAST"; vehicle="AGS"; leader=1; skill=0.600000; }; }; }; class Item95 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13977.794922,63.527447,13091.278320}; azimut=310.000000; special="NONE"; id=539; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.600000; }; }; }; class Item96 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13974.835938,63.342762,13087.465820}; azimut=310.000000; special="NONE"; id=540; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.600000; }; }; }; class Item97 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13971.604492,63.199753,13083.772461}; azimut=310.000000; special="NONE"; id=541; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.600000; }; }; }; class Item98 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13973.142578,63.189339,13085.664063}; azimut=310.000000; special="NONE"; id=542; side="EAST"; vehicle="OfficerE"; leader=1; rank="CAPTAIN"; skill=0.600000; }; }; }; class Item99 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13976.395508,63.541420,13089.262695}; azimut=310.000000; special="NONE"; id=543; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.600000; }; }; }; class Item100 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={14199.778320,37.754997,12874.679688}; azimut=310.000000; special="NONE"; id=544; side="EAST"; vehicle="SoldierEAT"; skill=0.600000; }; class Item1 { position[]={14199.223633,37.770325,12866.593750}; azimut=310.000000; special="NONE"; id=545; side="EAST"; vehicle="SoldierEAT"; skill=0.600000; }; class Item2 { position[]={14207.734375,38.096642,12872.977539}; azimut=310.000000; special="NONE"; id=546; side="EAST"; vehicle="SoldierEAT"; skill=0.600000; }; class Item3 { position[]={14193.496094,37.754997,12872.486328}; azimut=310.000000; special="NONE"; id=547; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.600000; init="nul=[this,""at_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item101 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={14129.990234,57.908539,11835.390625}; azimut=135.000000; id=548; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; text="b1"; init="grp_4= group this; b1 moveInCargo sla_heli_5"; }; class Item1 { position[]={14120.811523,58.412102,11838.216797}; id=549; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="b9"; init="b9 moveInCargo sla_heli_5"; }; class Item2 { position[]={14122.811523,58.277637,11838.216797}; id=550; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="b8"; init="b8 moveInCargo sla_heli_5"; }; class Item3 { position[]={14124.811523,58.160595,11838.216797}; id=551; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="b7"; init="b7 moveInCargo sla_heli_5"; }; class Item4 { position[]={14126.811523,58.043625,11838.216797}; id=552; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; text="b6"; init="b6 moveInCargo sla_heli_5"; }; class Item5 { position[]={14128.811523,57.926582,11838.216797}; id=553; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="b5"; init="b5 moveInCargo sla_heli_5"; }; class Item6 { position[]={14130.811523,57.816917,11838.216797}; id=554; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="b4"; init="b4 moveInCargo sla_heli_5"; }; class Item7 { position[]={14132.811523,57.671688,11838.216797}; id=555; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="b3"; init="b3 moveInCargo sla_heli_5"; }; }; class Waypoints { items=1; class Item0 { position[]={13253.025391,6.480000,9041.036133}; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item102 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={14188.821289,55.286835,11782.170898}; azimut=135.000000; id=566; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; text="f1"; init="grp_2= group this; f1 moveInCargo sla_heli_3"; }; class Item1 { position[]={14179.642578,56.047356,11784.997070}; id=567; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="f9"; init="f9 moveInCargo sla_heli_3"; }; class Item2 { position[]={14181.642578,55.936096,11784.997070}; id=568; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="f8"; init="f8 moveInCargo sla_heli_3"; }; class Item3 { position[]={14183.642578,55.828121,11784.997070}; id=569; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="f7"; init="f7 moveInCargo sla_heli_3"; }; class Item4 { position[]={14185.642578,55.682590,11784.997070}; id=570; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; text="f6"; init="f6 moveInCargo sla_heli_3"; }; class Item5 { position[]={14187.642578,55.457645,11784.997070}; id=571; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="f5"; init="f5 moveInCargo sla_heli_3"; }; class Item6 { position[]={14189.642578,55.232700,11784.997070}; id=572; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="f4"; init="f4 moveInCargo sla_heli_3"; }; class Item7 { position[]={14191.642578,55.096344,11784.997070}; id=573; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="f3"; init="f3 moveInCargo sla_heli_3"; }; }; class Waypoints { items=1; class Item0 { position[]={13575.155273,19.909382,8966.000000}; idStatic=14311; idObject=-1677025305; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item103 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14200.492188,54.426025,11772.255859}; azimut=330.000000; id=575; side="EAST"; vehicle="SoldierEPilot"; leader=1; skill=0.466667; text="p1"; }; }; class Waypoints { items=2; class Item0 { position[]={14192.131836,54.765606,11773.080078}; id=462; expActiv="p1 moveInDriver sla_heli_3; sla_heli_3 flyInHeight 100"; synchronizations[]={5}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13608.969727,19.980000,8962.426758}; expActiv="sla_heli_3 flyInHeight 50; nul=[this,""heli_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item104 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14175.476563,56.372776,11810.570313}; azimut=330.000000; id=576; side="EAST"; vehicle="SoldierEPilot"; leader=1; skill=0.466667; text="p2"; }; }; class Waypoints { items=2; class Item0 { position[]={14167.357422,56.790642,11809.517578}; id=463; expActiv="p2 moveInDriver sla_heli_4; sla_heli_4 flyInHeight 100"; synchronizations[]={6}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13257.878906,12.074957,8762.339844}; expActiv="sla_heli_4 flyInHeight 50; nul=[this,""heli_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item105 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14141.357422,57.621113,11827.072266}; azimut=330.000000; id=577; side="EAST"; vehicle="SoldierEPilot"; leader=1; skill=0.466667; text="p3"; }; }; class Waypoints { items=2; class Item0 { position[]={14133.535156,58.008423,11827.167969}; id=464; expActiv="p3 moveInDriver sla_heli_5; sla_heli_5 flyInHeight 100"; synchronizations[]={7}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13365.658203,11.867668,9051.385742}; expActiv="sla_heli_5 flyInHeight 50; nul=[this,""heli_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item106 { side="EAST"; class Vehicles { items=9; class Item0 { position[]={14168.108398,56.424664,11820.008789}; id=565; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; text="a2"; init="a2 moveInCargo sla_heli_4"; }; class Item1 { position[]={14163.287109,56.718136,11817.182617}; azimut=135.000000; id=557; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; text="a1"; init="grp_3= group this; a1 moveInCargo sla_heli_4"; }; class Item2 { position[]={14154.108398,57.266487,11820.008789}; id=558; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="a9"; init="a9 moveInCargo sla_heli_4"; }; class Item3 { position[]={14156.108398,57.104527,11820.008789}; id=559; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="a8"; init="a8 moveInCargo sla_heli_4"; }; class Item4 { position[]={14158.108398,56.942467,11820.008789}; id=560; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="a7"; init="a7 moveInCargo sla_heli_4"; }; class Item5 { position[]={14160.108398,56.784687,11820.008789}; id=561; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; text="a6"; init="a6 moveInCargo sla_heli_4"; }; class Item6 { position[]={14162.108398,56.694706,11820.008789}; id=562; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; text="a5"; init="a5 moveInCargo sla_heli_4"; }; class Item7 { position[]={14164.108398,56.604675,11820.008789}; id=563; side="EAST"; vehicle="SoldierEG"; skill=0.200000; text="a4"; init="a4 moveInCargo sla_heli_4"; }; class Item8 { position[]={14166.108398,56.514694,11820.008789}; id=564; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; text="a3"; init="a3 moveInCargo sla_heli_4"; }; }; class Waypoints { items=1; class Item0 { position[]={13266.190430,19.483253,8845.593750}; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item107 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14134.811523,57.482620,11838.216797}; id=556; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.200000; text="b2"; init="b2 moveInGunner sla_heli_5"; }; }; }; class Item108 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14193.642578,54.979374,11784.997070}; id=574; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.200000; text="f2"; init="f2 moveInGunner sla_heli_3"; }; }; }; class Item109 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13052.204102,17.862858,10996.396484}; azimut=215.000000; id=578; side="EAST"; vehicle="ZSU"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; }; class Item110 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14311.606445,39.959999,12449.686523}; id=579; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.687329; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item111 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14404.349609,47.445522,11059.747070}; azimut=180.000000; id=580; side="EAST"; vehicle="ZSU"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; }; class Item112 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14253.259766,54.989998,11872.164063}; azimut=25.000000; id=582; side="EAST"; vehicle="UAZMG"; leader=1; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={14266.258789,54.992809,11880.625000}; synchronizations[]={9}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13529.169922,19.980000,9124.150391}; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item113 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14259.838867,54.989998,11872.228516}; azimut=25.000000; id=583; side="EAST"; vehicle="UAZMG"; leader=1; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={14272.423828,55.003616,11883.025391}; synchronizations[]={8}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13534.047852,19.980000,8910.473633}; combatMode="RED"; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item114 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14246.381836,54.989998,11872.442383}; azimut=25.000000; id=581; side="EAST"; vehicle="UAZMG"; leader=1; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={14256.439453,54.989998,11878.456055}; synchronizations[]={10}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13254.754883,12.290563,8966.517578}; expActiv="nul=[this,""corazol_pat""] execVM ""ups-f.sqf"""; class Effects { }; showWP="NEVER"; }; }; }; class Item115 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14248.915039,39.959999,12424.727539}; id=584; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="bagango_marker"; }; }; }; class Item116 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13271.466797,25.965000,11352.905273}; id=585; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="mercalillo_marker"; }; }; }; class Item117 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={14426.800781,41.903999,10773.978516}; id=586; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="obregan_marker"; }; }; }; class Item118 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={13405.017578,17.266802,8926.903320}; id=587; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="corazol_marker"; }; }; }; class Item119 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={14273.568359,44.698658,10428.200195}; azimut=190.000000; id=588; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.702269; }; class Item1 { position[]={14271.482422,43.741241,10433.644531}; azimut=190.000000; id=589; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.712914; }; class Item2 { position[]={14269.512695,43.545151,10433.992188}; azimut=190.000000; id=590; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14267.542969,43.482674,10434.339844}; azimut=190.000000; id=591; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={14265.573242,43.420212,10434.686523}; azimut=190.000000; id=592; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={14263.603516,43.235001,10435.034180}; azimut=190.000000; id=593; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.680192; }; class Item6 { position[]={14261.633789,43.026512,10435.381836}; azimut=190.000000; id=594; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={14065.594727,32.541672,9823.254883}; combatMode="RED"; formation="LINE"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13504.388672,19.899004,8912.375977}; idStatic=567662; idObject=-1681225362; class Effects { }; showWP="NEVER"; }; }; }; class Item120 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={14224.352539,43.196491,10446.867188}; azimut=190.000000; id=595; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.689180; }; class Item1 { position[]={14220.296875,43.166550,10452.659180}; azimut=190.000000; id=597; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item2 { position[]={14222.266602,43.212975,10452.311523}; azimut=190.000000; id=596; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={14218.327148,42.969677,10453.006836}; azimut=190.000000; id=598; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.771815; }; class Item4 { position[]={14216.357422,42.755085,10453.353516}; azimut=190.000000; id=599; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={14214.387695,42.582539,10453.701172}; azimut=190.000000; id=600; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.758726; }; class Item6 { position[]={14212.417969,42.409901,10454.048828}; azimut=190.000000; id=601; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={13881.350586,29.160343,9890.350586}; combatMode="RED"; formation="LINE"; combat="AWARE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13401.419922,22.319855,9000.098633}; idStatic=255946; idObject=-1674936374; class Effects { }; showWP="NEVER"; }; }; }; class Item121 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13969.750977,32.925091,10502.316406}; id=602; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13972.750977,32.844025,10497.316406}; id=603; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13974.750977,32.862019,10497.316406}; id=604; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13976.750977,32.880024,10497.316406}; id=605; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13978.750977,32.898022,10497.316406}; id=606; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13980.750977,32.936287,10497.316406}; id=607; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13982.750977,33.008003,10497.316406}; id=608; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={13984.750977,33.070988,10497.316406}; id=609; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13986.750977,33.134010,10497.316406}; id=610; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13970.605469,32.806076,10497.317383}; id=611; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item122 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={13800.290039,30.836830,10856.910156}; id=612; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13803.290039,31.345295,10851.910156}; id=613; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13805.290039,31.444330,10851.910156}; id=614; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={13807.290039,31.543306,10851.910156}; id=615; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={13809.290039,31.718018,10851.910156}; id=616; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={13811.290039,31.879093,10851.910156}; id=617; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13813.290039,32.005062,10851.910156}; id=618; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={13815.290039,32.131107,10851.910156}; id=619; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={13817.290039,32.257080,10851.910156}; id=620; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={13801.144531,31.239040,10851.911133}; id=621; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item123 { side="EAST"; class Vehicles { items=10; class Item0 { position[]={14019.719727,34.870514,11056.520508}; id=622; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14022.719727,34.805534,11051.520508}; id=623; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14024.719727,34.805534,11051.520508}; id=624; side="EAST"; vehicle="SoldierEG"; skill=0.200000; }; class Item3 { position[]={14026.719727,34.805534,11051.520508}; id=625; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item4 { position[]={14028.719727,34.806614,11051.520508}; id=626; side="EAST"; vehicle="SoldierEAT"; skill=0.200000; }; class Item5 { position[]={14030.719727,34.818859,11051.520508}; id=627; side="EAST"; vehicle="TeamLeaderE"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={14032.719727,34.836857,11051.520508}; id=628; side="EAST"; vehicle="SoldierEAA"; skill=0.200000; }; class Item7 { position[]={14034.719727,34.854862,11051.520508}; id=629; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item8 { position[]={14036.719727,34.872856,11051.520508}; id=630; side="EAST"; vehicle="SoldierESniper"; skill=0.200000; }; class Item9 { position[]={14020.574219,34.805550,11051.521484}; id=631; side="EAST"; vehicle="SoldierEAA"; rank="SERGEANT"; skill=0.466667; }; }; }; class Item124 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13566.691406,19.574999,10560.147461}; azimut=180.000000; id=632; side="EAST"; vehicle="SoldierEAT"; leader=1; rank="CORPORAL"; skill=0.771815; }; }; }; class Item125 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13559.966797,19.575592,10560.260742}; azimut=180.000000; id=633; side="EAST"; vehicle="SoldierEAT"; leader=1; rank="CORPORAL"; skill=0.771815; }; }; }; class Item126 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13585.457031,19.636099,10560.939453}; azimut=180.000000; id=634; side="EAST"; vehicle="SoldierEAT"; leader=1; rank="CORPORAL"; skill=0.771815; }; }; }; class Item127 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14309.486328,43.621296,10625.676758}; azimut=210.000000; id=635; side="EAST"; vehicle="SoldierEAT"; leader=1; rank="CORPORAL"; skill=0.771815; }; }; }; class Item128 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14328.037109,43.717758,10623.109375}; azimut=205.000000; id=636; side="EAST"; vehicle="SoldierEAT"; leader=1; rank="CORPORAL"; skill=0.771815; }; }; }; class Item129 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14377.825195,49.969616,10594.156250}; azimut=235.000000; id=637; side="EAST"; vehicle="D30"; leader=1; skill=0.766667; }; }; }; class Item130 { side="EAST"; class Vehicles { items=3; class Item0 { position[]={14274.015625,43.389217,10466.539063}; azimut=235.000000; id=638; side="EAST"; vehicle="SoldierEMiner"; leader=1; skill=0.766667; }; class Item1 { position[]={14275.486328,43.409073,10465.317383}; azimut=325.000000; id=639; side="EAST"; vehicle="SoldierEMiner"; skill=0.766667; }; class Item2 { position[]={14274.448242,43.368683,10464.819336}; azimut=325.000000; id=640; side="EAST"; vehicle="SoldierEMiner"; skill=0.766667; }; }; class Waypoints { items=1; class Item0 { position[]={14273.110352,43.303642,10464.852539}; type="DISMISS"; class Effects { }; showWP="NEVER"; }; }; }; class Item131 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14295.689453,50.762516,10363.385742}; azimut=250.000000; id=641; side="EAST"; vehicle="SoldierEB"; skill=0.766667; }; class Item1 { position[]={14300.445313,51.346390,10358.105469}; azimut=250.000000; id=642; side="EAST"; vehicle="SoldierEB"; skill=0.766667; }; class Item2 { position[]={14293.125977,50.742577,10359.491211}; azimut=250.000000; id=643; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.766667; }; class Item3 { position[]={14296.378906,50.937992,10360.279297}; azimut=250.000000; id=644; side="EAST"; vehicle="SoldierEAT"; rank="SERGEANT"; skill=0.766667; }; class Item4 { position[]={14297.120117,51.232388,10355.746094}; azimut=250.000000; id=645; side="EAST"; vehicle="SoldierEMG"; rank="SERGEANT"; skill=0.766667; }; }; class Waypoints { items=1; class Item0 { position[]={14280.310547,49.831284,10359.270508}; combatMode="RED"; formation="LINE"; combat="COMBAT"; class Effects { }; showWP="NEVER"; }; }; }; class Item132 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14177.887695,43.644253,10276.040039}; azimut=19.999998; id=656; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={14178.997070,43.501713,10270.315430}; azimut=19.999998; id=657; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14180.875977,43.570095,10269.631836}; azimut=19.999998; id=658; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14184.634766,43.817558,10268.263672}; azimut=19.999998; id=659; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item4 { position[]={14186.514648,43.941307,10267.579102}; azimut=19.999998; id=660; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=2; class Item0 { position[]={13762.783203,28.017542,10250.794922}; combatMode="RED"; formation="COLUMN"; speed="LIMITED"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={14159.441406,42.706348,10275.472656}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item133 { side="EAST"; class Vehicles { items=5; class Item0 { position[]={14145.823242,36.518528,10856.418945}; azimut=19.999998; id=661; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={14146.932617,36.543587,10850.694336}; azimut=19.999998; id=662; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14148.811523,36.568966,10850.010742}; azimut=19.999998; id=663; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14152.570313,36.619705,10848.642578}; azimut=19.999998; id=664; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item4 { position[]={14154.450195,36.645084,10847.958008}; azimut=19.999998; id=665; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=2; class Item0 { position[]={13525.048828,27.852098,10870.371094}; combatMode="RED"; formation="COLUMN"; speed="LIMITED"; combat="CARELESS"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={14100.578125,35.962811,10849.150391}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item134 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14748.032227,60.855019,11555.083984}; azimut=205.000000; id=672; side="EAST"; vehicle="DSHKM"; leader=1; skill=0.766667; }; }; }; class Item135 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14743.669922,60.970459,11556.357422}; azimut=205.000000; id=673; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.766667; }; }; }; class Item136 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14742.411133,61.006023,11556.801758}; azimut=205.000000; id=674; side="EAST"; vehicle="SoldierEAT"; leader=1; skill=0.766667; }; }; }; class Item137 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14741.171875,61.023705,11557.107422}; azimut=205.000000; id=675; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.766667; }; }; }; class Item138 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14739.993164,61.075451,11557.669922}; azimut=205.000000; id=676; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.766667; }; }; }; class Item139 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14738.774414,61.041969,11558.085938}; azimut=205.000000; id=677; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.766667; }; }; }; class Item140 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14745.236328,60.937241,11555.967773}; azimut=205.000000; id=678; side="EAST"; vehicle="SoldierEB"; leader=1; skill=0.766667; }; }; }; class Item141 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14734.712891,60.999344,11560.226563}; azimut=205.000000; id=679; side="EAST"; vehicle="AGS"; leader=1; skill=0.766667; }; }; }; class Item142 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14165.517578,38.273270,12795.300781}; azimut=215.000000; id=680; side="EAST"; vehicle="ZSU"; leader=1; rank="SERGEANT"; skill=0.687329; }; }; }; class Item143 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14753.007813,111.507156,13902.932617}; azimut=245.000000; id=681; side="EAST"; vehicle="SoldierEAA"; leader=1; skill=0.600000; }; }; }; class Item144 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14747.463867,111.507156,13902.926758}; azimut=245.000000; id=682; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.600000; }; }; }; class Item145 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14753.017578,111.507156,13907.576172}; azimut=5.000000; id=683; side="EAST"; vehicle="SoldierESniper"; leader=1; skill=0.600000; }; }; }; class Item146 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14752.952148,111.507156,13905.058594}; azimut=285.000000; id=684; side="EAST"; vehicle="SoldierEMG"; leader=1; skill=0.600000; }; }; }; class Item147 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={13125.357422,25.965000,11298.302734}; id=412; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""mercalillo_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={13128.357422,25.965000,11293.302734}; id=413; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13130.357422,25.965000,11293.302734}; id=414; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={13132.357422,25.965000,11293.302734}; id=415; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={13134.357422,25.965000,11293.302734}; id=416; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={13136.357422,25.965000,11293.302734}; id=417; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={13138.357422,25.965000,11293.302734}; id=418; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item148 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={14745.162109,89.039658,13929.484375}; id=685; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""danger_4_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={14748.162109,89.545906,13924.484375}; id=686; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={14750.162109,89.545906,13924.484375}; id=687; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={14752.162109,89.545906,13924.484375}; id=688; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={14754.162109,89.545906,13924.484375}; id=689; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={14756.162109,89.481857,13924.484375}; id=690; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={14758.162109,89.283783,13924.484375}; id=691; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item149 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={13105.501953,25.965000,11281.948242}; azimut=70.000000; id=692; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""mercalillo_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item150 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14227.104492,39.959999,12554.541992}; id=693; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""bagango_pat""] execVM ""ups-f.sqf"""; }; }; }; class Item151 { side="EAST"; class Vehicles { items=7; class Item0 { position[]={12463.097656,186.166901,13435.011719}; id=694; side="EAST"; vehicle="SquadLeaderE"; leader=1; rank="SERGEANT"; skill=0.466667; init="nul=[this,""carmen_pat""] execVM ""ups-f.sqf"""; }; class Item1 { position[]={12466.097656,185.280502,13430.011719}; id=695; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={12468.097656,185.019409,13430.011719}; id=696; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item3 { position[]={12470.097656,184.749069,13430.011719}; id=697; side="EAST"; vehicle="SoldierEMG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={12472.097656,184.316910,13430.011719}; id=698; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item5 { position[]={12474.097656,183.885025,13430.011719}; id=699; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item6 { position[]={12476.097656,183.453125,13430.011719}; id=700; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; }; class Item152 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12372.459961,31.995001,8478.273438}; id=701; side="WEST"; vehicle="SoldierWPilot"; player="PLAY CDG"; leader=1; skill=0.600000; text="alpha_7"; description="UH-60 Blackhawk Pilot"; }; }; }; class Item153 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={14301.854492,47.917370,13141.232422}; azimut=314.999969; id=702; side="EAST"; vehicle="T72"; leader=1; rank="CAPTAIN"; skill=0.733333; }; class Item1 { position[]={14291.247070,48.082596,13123.554688}; azimut=315.000000; id=703; side="EAST"; vehicle="BMP2"; rank="LIEUTENANT"; skill=0.600000; }; class Item2 { position[]={14333.673828,49.520214,13165.981445}; azimut=315.000000; id=705; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={14319.532227,48.163265,13151.839844}; azimut=315.000000; id=704; side="EAST"; vehicle="BMP2"; rank="LIEUTENANT"; skill=0.600000; }; }; class Waypoints { items=3; class Item0 { position[]={14257.675781,46.167126,13150.283203}; combatMode="RED"; formation="LINE"; combat="AWARE"; synchronizations[]={13}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13542.958008,84.714310,13305.125977}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={12495.130859,181.803955,13441.687500}; class Effects { }; showWP="NEVER"; }; }; }; class Item154 { side="EAST"; class Vehicles { items=4; class Item0 { position[]={14654.951172,56.279133,11734.187500}; azimut=185.000000; id=706; side="EAST"; vehicle="T72"; leader=1; rank="CAPTAIN"; skill=0.733333; }; class Item1 { position[]={14675.310547,58.371647,11737.425781}; azimut=185.000000; id=707; side="EAST"; vehicle="BMP2"; rank="LIEUTENANT"; skill=0.600000; }; class Item2 { position[]={14635.462891,54.793606,11740.912109}; azimut=185.000000; id=708; side="EAST"; vehicle="BMP2"; rank="LIEUTENANT"; skill=0.600000; }; class Item3 { position[]={14615.539063,54.111259,11742.655273}; azimut=185.000000; id=709; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; }; class Waypoints { items=2; class Item0 { position[]={14648.506836,54.925865,11673.390625}; combatMode="RED"; formation="LINE"; combat="AWARE"; synchronizations[]={14}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={14437.959961,40.858620,10805.365234}; class Effects { }; showWP="NEVER"; }; }; }; class Item155 { side="EAST"; class Vehicles { items=8; class Item0 { position[]={13637.254883,42.845833,11961.490234}; azimut=210.000000; id=710; side="EAST"; vehicle="SquadleaderE"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={13644.084961,43.331547,11963.320313}; azimut=210.000000; id=711; side="EAST"; vehicle="BMP2"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={13635.424805,43.026619,11968.320313}; azimut=210.000000; id=712; side="EAST"; vehicle="SoldierEG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={13633.692383,42.932961,11969.320313}; azimut=210.000000; id=713; side="EAST"; vehicle="SoldierEB"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={13631.960938,42.841171,11970.320313}; azimut=210.000000; id=714; side="EAST"; vehicle="SoldierEAT"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={13630.228516,42.752766,11971.320313}; azimut=210.000000; id=715; side="EAST"; vehicle="SoldierEMG"; skill=0.200000; }; class Item6 { position[]={13628.496094,42.687725,11972.320313}; azimut=210.000000; id=716; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; class Item7 { position[]={13626.764648,42.626289,11973.320313}; azimut=210.000000; id=717; side="EAST"; vehicle="SoldierEB"; skill=0.200000; }; }; class Waypoints { items=4; class Item0 { position[]={13622.440430,39.271008,11944.584961}; combatMode="RED"; speed="FULL"; combat="AWARE"; synchronizations[]={15}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={13232.754883,25.965000,11329.796875}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={13076.066406,25.965000,11272.861328}; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={13141.860352,25.965000,11218.525391}; class Effects { }; showWP="NEVER"; }; }; }; class Item156 { side="EAST"; class Vehicles { items=1; class Item0 { position[]={14263.043945,37.260857,10711.041016}; azimut=150.000000; id=718; side="EAST"; vehicle="T72"; leader=1; rank="SERGEANT"; skill=0.500000; description="US Special Forces Sniper"; }; }; class Waypoints { items=3; class Item0 { position[]={14270.142578,37.831726,10696.760742}; combatMode="RED"; combat="AWARE"; synchronizations[]={16}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={14325.704102,44.111320,10644.263672}; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={14296.068359,43.471737,10565.017578}; class Effects { }; showWP="NEVER"; }; }; }; class Item157 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12696.412109,0.410565,9933.943359}; id=719; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="Server"; init="nul=[""init""] execVM ""ups-f.sqf"""; }; }; }; class Item158 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12706.810547,0.561177,9934.341797}; id=720; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.600000; text="AI"; }; }; }; }; class Vehicles { items=270; class Item0 { position[]={12010.330078,153.000000,15446.250977}; azimut=190.000000; special="NONE"; id=0; side="EMPTY"; vehicle="M113_RACS"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item1 { position[]={11991.948242,153.000000,15450.020508}; azimut=190.000000; special="NONE"; id=1; side="EMPTY"; vehicle="M113_RACS"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item2 { position[]={11973.678711,153.000000,15454.016602}; azimut=190.000000; special="NONE"; id=2; side="EMPTY"; vehicle="M113_RACS"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item3 { position[]={11955.296875,153.000000,15457.786133}; azimut=190.000000; special="NONE"; id=3; side="EMPTY"; vehicle="M113_RACS"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item4 { position[]={11939.541016,153.000000,15442.481445}; azimut=190.000000; special="NONE"; id=4; side="EMPTY"; vehicle="Truck5tRefuel"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item5 { position[]={11864.681641,153.000000,15390.256836}; azimut=100.000000; special="NONE"; id=5; side="EMPTY"; vehicle="MH6_RACS"; skill=0.600000; text="racs_heli2"; init="this exec ""vehicles.sqs"""; }; class Item6 { position[]={11887.173828,153.000000,15386.146484}; azimut=100.000000; special="NONE"; id=6; side="EMPTY"; vehicle="MH6_RACS"; skill=0.600000; text="racs_heli1"; init="this exec ""vehicles.sqs"""; }; class Item7 { position[]={11978.626953,153.000000,15417.104492}; azimut=100.000000; special="NONE"; id=7; side="EMPTY"; vehicle="Vulcan_RACS"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item8 { position[]={12030.199219,152.329849,15406.683594}; azimut=150.000000; special="NONE"; id=8; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item9 { position[]={12033.473633,152.256760,15420.612305}; azimut=55.000000; special="NONE"; id=9; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item10 { position[]={12001.722656,153.000000,15450.606445}; azimut=55.000000; special="NONE"; id=10; side="EMPTY"; vehicle="Barrels"; skill=0.600000; }; class Item11 { position[]={11964.983398,153.000000,15458.239258}; azimut=55.000000; special="NONE"; id=11; side="EMPTY"; vehicle="Barrels"; skill=0.600000; }; class Item12 { position[]={11887.185547,153.000000,15385.682617}; azimut=100.000000; special="NONE"; id=12; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item13 { position[]={11865.791016,153.000000,15389.572266}; azimut=100.000000; special="NONE"; id=13; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item14 { position[]={12597.099609,174.529587,13418.325195}; azimut=120.000000; special="NONE"; id=14; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item15 { position[]={12599.071289,175.047897,13407.331055}; azimut=45.000000; special="NONE"; id=15; side="EMPTY"; vehicle="Wire"; skill=0.600000; }; class Item16 { position[]={12584.117188,176.970276,13403.485352}; azimut=185.000000; special="NONE"; id=16; side="EMPTY"; vehicle="FireLit"; skill=0.600000; }; class Item17 { position[]={11964.756836,153.397995,15416.309570}; azimut=280.000000; id=17; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_10"; init="[box_10] exec ""reload\ammobox.sqs"";"; }; class Item18 { position[]={11964.371094,153.000000,15414.149414}; azimut=280.000000; id=18; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_9"; init="[box_9] exec ""reload\ammobox.sqs"";"; }; class Item19 { position[]={11878.756836,153.000000,15386.648438}; azimut=100.000000; id=19; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_6"; init="[box_6] exec ""reload\ammobox.sqs"";"; }; class Item20 { position[]={11873.833008,153.000000,15387.706055}; azimut=100.000000; id=20; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_4"; init="[box_4] exec ""reload\ammobox.sqs"";"; }; class Item21 { position[]={11954.500977,153.000000,15418.096680}; azimut=280.000000; id=21; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_8"; init="[box_8] exec ""reload\ammobox.sqs"";"; }; class Item22 { position[]={11954.115234,153.000000,15415.936523}; azimut=280.000000; id=22; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_7"; init="[box_7] exec ""reload\ammobox.sqs"";"; }; class Item23 { position[]={11886.717773,153.000000,15484.624023}; azimut=155.000000; id=23; side="EMPTY"; vehicle="Truck5tReammo"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item24 { position[]={12001.638672,153.000000,15357.338867}; azimut=10.000000; id=24; side="EMPTY"; vehicle="Truck5tRepair"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item25 { position[]={12011.333984,153.000000,15429.511719}; azimut=190.000000; id=25; side="EMPTY"; vehicle="Landrover"; skill=0.600000; }; class Item26 { position[]={11991.033203,153.000000,15406.509766}; azimut=55.000000; id=26; side="EMPTY"; vehicle="LandroverMG"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item27 { position[]={11990.582031,153.000000,15401.208984}; azimut=55.000000; id=27; side="EMPTY"; vehicle="LandroverMG"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item28 { position[]={11990.312500,153.000000,15395.279297}; azimut=55.000000; id=28; side="EMPTY"; vehicle="LandroverMG"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item29 { position[]={12584.045898,177.120285,13401.827148}; azimut=185.000000; special="NONE"; id=29; side="EMPTY"; vehicle="JeepWreck3"; skill=0.600000; }; class Item30 { position[]={12551.653320,190.049774,13413.687500}; azimut=185.000000; special="NONE"; id=30; side="EMPTY"; vehicle="Music"; skill=0.600000; }; class Item31 { position[]={12570.347656,177.376831,13437.163086}; azimut=260.000000; special="NONE"; id=38; side="EMPTY"; vehicle="CampEmpty"; leader=1; skill=0.600000; }; class Item32 { position[]={12566.157227,177.939178,13436.758789}; azimut=240.000000; special="NONE"; id=40; side="EMPTY"; vehicle="Vysilacka"; leader=1; skill=0.600000; }; class Item33 { position[]={12567.370117,177.760620,13433.480469}; azimut=165.000000; special="NONE"; id=41; side="EMPTY"; vehicle="WallMap"; leader=1; skill=0.600000; }; class Item34 { position[]={12363.525391,208.153870,13563.181641}; azimut=345.000000; id=76; side="EMPTY"; vehicle="MineMine"; leader=1; skill=0.500000; }; class Item35 { position[]={12365.044922,207.857269,13559.579102}; azimut=345.000000; id=77; side="EMPTY"; vehicle="MineMine"; leader=1; skill=0.500000; }; class Item36 { position[]={12360.819336,206.970276,13555.731445}; azimut=345.000000; id=78; side="EMPTY"; vehicle="MineMine"; leader=1; skill=0.500000; }; class Item37 { position[]={12362.791992,206.387924,13551.686523}; azimut=345.000000; id=79; side="EMPTY"; vehicle="MineMine"; leader=1; skill=0.500000; }; class Item38 { position[]={13417.696289,112.365059,13285.410156}; azimut=335.000000; id=116; side="EMPTY"; vehicle="FlagCarrierNorth"; leader=1; skill=0.861525; }; class Item39 { position[]={13406.125000,113.579819,13284.342773}; azimut=55.000000; id=117; side="EMPTY"; vehicle="Fortress1"; leader=1; skill=0.861525; }; class Item40 { position[]={13414.990234,111.951210,13292.847656}; azimut=90.000000; id=118; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item41 { position[]={13407.893555,111.962975,13292.896484}; azimut=90.000000; id=119; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item42 { position[]={13405.612305,112.185852,13292.906250}; azimut=90.000000; id=120; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item43 { position[]={13403.250000,112.482468,13292.923828}; azimut=90.000000; id=121; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item44 { position[]={13400.877930,112.780922,13292.937500}; azimut=90.000000; id=122; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item45 { position[]={13398.515625,113.110497,13292.955078}; azimut=90.000000; id=123; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item46 { position[]={13424.363281,111.148048,13292.810547}; azimut=90.000000; id=124; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item47 { position[]={13422.000977,111.504433,13292.828125}; azimut=90.000000; id=125; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item48 { position[]={13419.628906,111.829742,13292.841797}; azimut=90.000000; id=126; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item49 { position[]={13417.266602,111.975502,13292.859375}; azimut=90.000000; id=127; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item50 { position[]={13425.726563,111.519325,13289.103516}; id=128; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item51 { position[]={13425.726563,111.186745,13291.442383}; id=129; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item52 { position[]={13425.708008,111.715027,13286.745117}; id=130; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item53 { position[]={13425.705078,111.957405,13282.026367}; id=131; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item54 { position[]={13425.705078,111.910103,13284.365234}; id=132; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item55 { position[]={13425.727539,111.787033,13274.835938}; id=133; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item56 { position[]={13425.708984,111.737572,13272.477539}; id=134; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item57 { position[]={13425.706055,111.621719,13267.758789}; id=135; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item58 { position[]={13425.706055,111.699280,13270.097656}; id=136; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item59 { position[]={13425.687500,111.543961,13265.400391}; id=137; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item60 { position[]={13397.193359,113.662018,13289.194336}; id=138; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item61 { position[]={13397.193359,113.471222,13291.533203}; id=139; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item62 { position[]={13397.174805,113.741188,13286.835938}; id=140; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item63 { position[]={13397.171875,113.869225,13282.117188}; id=141; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item64 { position[]={13397.171875,113.819969,13284.456055}; id=142; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item65 { position[]={13397.138672,114.102730,13275.084961}; id=143; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item66 { position[]={13397.120117,114.218582,13272.726563}; id=144; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item67 { position[]={13397.117188,114.243225,13268.007813}; id=145; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item68 { position[]={13397.117188,114.295746,13270.346680}; id=146; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item69 { position[]={13397.098633,114.168076,13265.649414}; id=147; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item70 { position[]={13414.932617,112.799927,13264.065430}; azimut=90.000000; id=148; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item71 { position[]={13407.835938,113.282516,13264.114258}; azimut=90.000000; id=149; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item72 { position[]={13405.554688,113.493118,13264.124023}; azimut=90.000000; id=150; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item73 { position[]={13403.192383,113.739922,13264.141602}; azimut=90.000000; id=151; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item74 { position[]={13400.820313,113.987495,13264.155273}; azimut=90.000000; id=152; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item75 { position[]={13398.458008,114.098686,13264.172852}; azimut=90.000000; id=153; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item76 { position[]={13424.305664,111.705978,13264.028320}; azimut=90.000000; id=154; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item77 { position[]={13421.943359,112.046852,13264.045898}; azimut=90.000000; id=155; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item78 { position[]={13419.571289,112.371010,13264.059570}; azimut=90.000000; id=156; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item79 { position[]={13417.208984,112.611977,13264.077148}; azimut=90.000000; id=157; side="EMPTY"; vehicle="FenceWood"; leader=1; skill=0.400000; }; class Item80 { position[]={13404.446289,113.790596,13268.515625}; azimut=180.000000; id=158; side="EMPTY"; vehicle="CampEast"; leader=1; skill=0.861525; }; class Item81 { position[]={13419.999023,112.346466,13270.512695}; id=159; side="EMPTY"; vehicle="MASH"; leader=1; skill=0.861525; }; class Item82 { position[]={13424.090820,111.739487,13265.423828}; azimut=150.000000; id=164; side="EMPTY"; vehicle="DSHKM"; leader=1; skill=0.861525; }; class Item83 { position[]={13426.221680,111.895004,13278.649414}; azimut=90.000000; id=165; side="EMPTY"; vehicle="D30"; leader=1; skill=0.861525; }; class Item84 { position[]={13411.890625,113.405609,13275.440430}; azimut=105.000000; id=168; side="EMPTY"; vehicle="Land_radar"; leader=1; skill=0.861525; text="radar_1"; }; class Item85 { position[]={13405.377930,113.546417,13274.569336}; azimut=90.000000; id=169; side="EMPTY"; vehicle="Vysilacka"; leader=1; skill=0.861525; }; class Item86 { position[]={13401.334961,113.929214,13274.206055}; azimut=210.000000; id=170; side="EMPTY"; vehicle="WallMap"; leader=1; skill=0.861525; }; class Item87 { position[]={12343.219727,31.995247,8493.683594}; azimut=90.000000; id=174; side="EMPTY"; vehicle="M1Abrams"; skill=0.600000; text="tank2"; init="this exec ""vehicles.sqs"""; }; class Item88 { position[]={12343.405273,31.994999,8483.151367}; azimut=90.000000; id=175; side="EMPTY"; vehicle="M1Abrams"; skill=0.600000; text="tank1"; init="this exec ""vehicles.sqs"""; }; class Item89 { position[]={12387.368164,31.994999,8515.900391}; id=176; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item90 { position[]={12370.795898,31.994999,8483.378906}; azimut=90.000000; id=177; side="EMPTY"; vehicle="HeliH"; skill=0.600000; }; class Item91 { position[]={12368.805664,31.994999,8483.642578}; azimut=90.000000; id=178; side="EMPTY"; vehicle="UH60MG"; skill=0.600000; text="us_heli2"; init="this exec ""vehicles.sqs"""; }; class Item92 { position[]={12387.463867,31.994999,8515.126953}; id=179; side="EMPTY"; vehicle="MH6"; skill=0.600000; text="us_heli1"; init="this exec ""vehicles.sqs"""; }; class Item93 { position[]={12351.646484,35.954597,8544.164063}; azimut=180.000000; id=180; side="EMPTY"; vehicle="HMMWV50"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item94 { position[]={12361.734375,31.994999,8529.209961}; azimut=270.000000; id=181; side="EMPTY"; vehicle="Truck5tMG"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item95 { position[]={12364.322266,32.393002,8504.920898}; azimut=180.000000; id=182; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_1"; init="[box_1] exec ""reload\ammobox.sqs"";"; }; class Item96 { position[]={12366.458008,31.994999,8504.917969}; azimut=180.000000; id=183; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_2"; init="[box_2] exec ""reload\ammobox.sqs"";"; }; class Item97 { position[]={12360.875000,31.994999,8511.267578}; azimut=180.000000; id=184; side="EMPTY"; vehicle="Truck5tReammo"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item98 { position[]={12357.572266,35.954216,8544.162109}; azimut=180.000000; id=185; side="EMPTY"; vehicle="HMMWV50"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item99 { position[]={12364.094727,35.954502,8544.155273}; azimut=180.000000; id=186; side="EMPTY"; vehicle="HMMWV50"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item100 { position[]={12369.667969,35.958012,8544.114258}; azimut=180.000000; id=187; side="EMPTY"; vehicle="HMMWV50"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item101 { position[]={12343.231445,31.994999,8551.481445}; azimut=180.000000; id=188; side="EMPTY"; vehicle="Truck5tRepair"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item102 { position[]={12332.714844,31.994999,8476.525391}; azimut=90.000000; id=189; side="EMPTY"; vehicle="Truck5tRefuel"; skill=0.600000; init="this exec ""vehicles.sqs"""; }; class Item103 { position[]={12394.995117,31.994999,8490.800781}; azimut=90.000000; id=190; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; }; class Item104 { position[]={12395.155273,31.994999,8503.667969}; azimut=90.000000; id=191; side="EMPTY"; vehicle="FlagCarrierWest"; skill=0.600000; }; class Item105 { position[]={12383.964844,31.994999,8537.407227}; azimut=180.000000; id=192; side="EMPTY"; vehicle="AmmoBoxWest"; skill=0.600000; text="box_3"; init="[box_3] exec ""reload\ammobox.sqs"";"; }; class Item106 { position[]={13835.034180,26.451500,9507.227539}; azimut=100.000000; special="NONE"; id=216; side="EMPTY"; vehicle="ZavoraAnim"; skill=0.600000; }; class Item107 { position[]={13844.161133,26.178782,9506.681641}; azimut=100.000000; special="NONE"; id=217; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item108 { position[]={13846.396484,26.111862,9506.293945}; azimut=100.000000; special="NONE"; id=218; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item109 { position[]={13848.688477,26.043150,9505.905273}; azimut=100.000000; special="NONE"; id=219; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item110 { position[]={13850.924805,26.030636,9505.482422}; azimut=100.000000; special="NONE"; id=220; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item111 { position[]={13843.007813,26.233046,9505.457031}; azimut=15.000000; special="NONE"; id=221; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item112 { position[]={13851.333984,26.054928,9504.010742}; azimut=15.000000; special="NONE"; id=222; side="EMPTY"; vehicle="FenceWood"; skill=0.600000; }; class Item113 { position[]={13846.793945,26.152122,9501.353516}; azimut=340.000000; special="NONE"; id=227; side="EMPTY"; vehicle="FlagCarrierWest"; leader=1; skill=0.600000; }; class Item114 { position[]={13818.671875,26.380493,9507.298828}; azimut=145.000000; special="NONE"; id=228; side="EMPTY"; vehicle="FireLit"; leader=1; skill=0.600000; }; class Item115 { position[]={13552.939453,19.735685,10568.146484}; azimut=270.000000; special="NONE"; id=234; side="EMPTY"; vehicle="CampEastC"; leader=1; skill=0.600000; }; class Item116 { position[]={13850.156250,25.999260,9506.662109}; azimut=15.000000; special="NONE"; id=235; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item117 { position[]={13845.992188,26.113972,9507.473633}; azimut=5.000000; special="NONE"; id=236; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item118 { position[]={13833.291992,26.430374,9512.276367}; azimut=25.000000; special="NONE"; id=237; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item119 { position[]={13828.793945,26.474768,9514.768555}; azimut=35.000000; special="NONE"; id=238; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item120 { position[]={13824.653320,26.392925,9518.070313}; azimut=35.000000; special="NONE"; id=239; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item121 { position[]={13820.716797,26.288958,9521.348633}; azimut=35.000000; special="NONE"; id=240; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item122 { position[]={13400.088867,112.631470,13294.301758}; special="NONE"; id=241; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item123 { position[]={13406.059570,111.908257,13294.253906}; special="NONE"; id=242; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item124 { position[]={13416.520508,111.755608,13294.345703}; special="NONE"; id=243; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item125 { position[]={13422.490234,111.173981,13294.252930}; special="NONE"; id=244; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item126 { position[]={13395.599609,113.760025,13289.760742}; azimut=90.000000; special="NONE"; id=245; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item127 { position[]={13395.553711,113.935165,13283.879883}; azimut=90.000000; special="NONE"; id=246; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item128 { position[]={13395.366211,114.221825,13273.508789}; azimut=90.000000; special="NONE"; id=247; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item129 { position[]={13395.366211,114.258148,13267.581055}; azimut=90.000000; special="NONE"; id=248; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item130 { position[]={13427.438477,111.391701,13266.706055}; azimut=90.000000; special="NONE"; id=249; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item131 { position[]={13427.486328,111.545280,13272.677734}; azimut=90.000000; special="NONE"; id=250; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item132 { position[]={13427.577148,111.668709,13283.836914}; azimut=90.000000; special="NONE"; id=251; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item133 { position[]={13427.488281,111.200783,13289.719727}; azimut=90.000000; special="NONE"; id=252; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item134 { position[]={13422.443359,111.972420,13262.813477}; special="NONE"; id=253; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item135 { position[]={13416.517578,112.646461,13262.720703}; special="NONE"; id=254; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item136 { position[]={13406.335938,113.369759,13262.813477}; special="NONE"; id=255; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item137 { position[]={13400.041992,114.025551,13262.812500}; special="NONE"; id=256; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.600000; }; class Item138 { position[]={13572.115234,19.735954,10555.792969}; id=317; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item139 { position[]={13565.790039,19.726566,10555.790039}; id=318; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item140 { position[]={13560.215820,19.708515,10555.791992}; id=319; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item141 { position[]={13554.320313,19.813089,10555.686523}; id=320; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item142 { position[]={13548.640625,19.882578,10555.688477}; id=321; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item143 { position[]={13542.528320,19.980000,10555.683594}; id=322; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item144 { position[]={13536.203125,19.997084,10555.680664}; id=323; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item145 { position[]={13530.628906,19.988970,10555.682617}; id=324; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item146 { position[]={13524.733398,19.961498,10555.577148}; id=325; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item147 { position[]={13519.053711,19.980000,10555.579102}; id=326; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item148 { position[]={13633.587891,23.382849,10555.885742}; id=327; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item149 { position[]={13628.013672,22.757492,10555.887695}; id=328; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item150 { position[]={13622.118164,22.094345,10555.782227}; id=329; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item151 { position[]={13616.438477,21.401321,10555.784180}; id=330; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item152 { position[]={13610.326172,20.703636,10555.779297}; id=331; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item153 { position[]={13604.000977,20.132149,10555.776367}; id=332; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item154 { position[]={13598.426758,19.854881,10555.778320}; id=333; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item155 { position[]={13592.531250,19.824099,10555.672852}; id=334; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item156 { position[]={13586.851563,19.787067,10555.674805}; id=335; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item157 { position[]={13692.059570,27.276628,10556.175781}; id=336; side="EMPTY"; vehicle="Wire"; leader=1; skill=0.466667; }; class Item158 { position[]={13686.485352,27.165892,10556.177734}; 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leader=1; skill=0.861525; }; class Item268 { position[]={12392.375000,31.995001,8475.454102}; id=723; side="EMPTY"; vehicle="MASH"; leader=1; skill=0.861525; }; class Item269 { position[]={11899.275391,153.000000,15382.791016}; azimut=7.663771; id=724; side="EMPTY"; vehicle="MASH"; leader=1; skill=0.861525; }; }; class Markers { items=41; class Item0 { position[]={11934.584961,153.000000,15384.725586}; name="racs_base"; text="RACS Base"; type="Flag1"; colorName="ColorBlue"; }; class Item1 { position[]={12593.937500,175.248260,13411.660156}; name="racs3"; text="Roadblock"; markerType="RECTANGLE"; type="Flag"; colorName="ColorRedAlpha"; fillName="Grid"; a=5.000000; b=10.000000; }; class Item2 { position[]={12437.882813,219.884277,14145.375977}; name="sla_adv"; text="Advancing SLA mechanized regiment"; type="Arrow"; colorName="ColorRed"; }; class Item3 { position[]={13232.262695,143.089584,14077.609375}; name="border"; markerType="RECTANGLE"; type="Flag"; colorName="ColorRed"; fillName="Grid"; a=2750.000000; b=40.000000; angle=130.000000; }; class Item4 { position[]={14150.209961,44.108688,9247.332031}; name="border2"; markerType="RECTANGLE"; type="Flag"; colorName="ColorRed"; fillName="Grid"; a=1500.000000; b=40.000000; angle=40.000000; }; class Item5 { position[]={12497.784180,180.000229,15010.007813}; name="eponia_racs"; text="Controlled by RACS"; type="Flag1"; colorName="ColorGreen"; }; class Item6 { position[]={11881.028320,225.194504,14410.424805}; name="tandag_racs"; text="Controlled by RACS"; type="Flag1"; colorName="ColorGreen"; }; class Item7 { position[]={12520.913086,180.565170,13383.373047}; name="carmen_sla"; text="Controlled by SLA"; type="Flag1"; colorName="ColorRed"; }; class Item8 { position[]={14254.318359,56.571831,12426.639648}; name="bagango_sla"; text="Controlled by SLA"; type="Flag1"; colorName="ColorRed"; }; class Item9 { position[]={13272.877930,25.964998,11353.547852}; name="mercalillo_sla"; text="Controlled by SLA"; type="Flag1"; colorName="ColorRed"; }; class Item10 { position[]={14427.237305,41.858154,10775.121094}; name="obregan_sla"; text="Controlled by SLA"; type="Flag1"; colorName="ColorRed"; }; class Item11 { position[]={13405.629883,17.324627,8927.724609}; name="corazol_racs"; text="Controlled by US"; type="Flag1"; colorName="ColorGreen"; }; class Item12 { position[]={12367.270508,31.994999,8483.568359}; name="us_base"; text="US Base"; type="Flag1"; colorName="ColorBlue"; }; class Item13 { position[]={14217.982422,54.989998,11852.003906}; name="sla_base"; text="SLA Base"; type="Flag1"; colorName="ColorRed"; }; class Item14 { position[]={12449.009766,186.483841,13421.346680}; name="carmen_pat"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRed"; a=80.000000; b=80.000000; }; class Item15 { position[]={13571.125977,81.008766,13289.518555}; name="danger_1_pat"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=500.000000; b=300.000000; angle=30.000000; }; class Item16 { position[]={13850.034180,29.363565,10779.831055}; name="danger_3_pat"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=400.000000; b=800.000000; }; class Item17 { position[]={14234.119141,39.959999,12432.732422}; name="danger_2"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=500.000000; b=500.000000; angle=30.000000; }; class Item18 { position[]={13574.270508,80.905647,13285.323242}; name="danger_1_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=500.000000; b=300.000000; angle=30.000000; }; class Item19 { position[]={13858.625977,28.358366,10779.832031}; name="danger_3_1"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=400.000000; b=800.000000; }; class Item20 { position[]={13191.853516,25.964998,11322.340820}; name="mercalillo_pat"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRed"; a=150.000000; b=150.000000; angle=345.000000; }; class Item21 { position[]={14192.641602,37.798321,12803.465820}; name="at_pat"; markerType="ELLIPSE"; type="Flag"; a=100.000000; b=100.000000; }; class Item22 { position[]={13718.236328,25.736458,11006.959961}; name="shiklas"; text="SLA Anti-air defensive line"; type="Warning"; colorName="ColorRed"; }; class Item23 { position[]={13934.922852,33.148403,11047.379883}; name="shilka_line"; markerType="RECTANGLE"; type="Flag"; colorName="ColorRed"; a=1500.000000; b=10.000000; }; class Item24 { position[]={14433.909180,41.235935,10792.375000}; name="obregan_pat"; markerType="ELLIPSE"; type="Flag"; a=130.000000; b=130.000000; }; class Item25 { position[]={12521.065430,180.599442,13382.688477}; name="carmen"; type="Empty"; }; class Item26 { position[]={11882.441406,225.167923,14409.115234}; name="tandag"; type="Empty"; }; class Item27 { position[]={12498.049805,180.000244,15009.439453}; name="eponia"; type="Empty"; }; class Item28 { position[]={14251.729492,54.033218,12426.163086}; name="bagango"; type="Empty"; }; class Item29 { position[]={14427.935547,42.250164,10767.059570}; name="obregan"; type="Empty"; }; class Item30 { position[]={13272.593750,25.965000,11352.193359}; name="mercalillo"; type="Empty"; }; class Item31 { position[]={13405.179688,17.116013,8929.824219}; name="corazol"; type="Empty"; }; class Item32 { position[]={14263.681641,39.959999,12472.152344}; name="bagango_pat"; markerType="ELLIPSE"; type="Flag"; a=170.000000; b=170.000000; }; class Item33 { position[]={14750.614258,111.507156,13906.665039}; name="watchtower"; text="SLA Watchtower"; type="Destroy"; }; class Item34 { position[]={14759.475586,90.000000,13909.564453}; name="danger_4_pat"; markerType="ELLIPSE"; type="Flag"; colorName="ColorRedAlpha"; fillName="FDiagonal"; a=200.000000; b=200.000000; angle=30.000000; }; class Item35 { position[]={13404.809570,113.682175,13277.803711}; name="command"; text="SLA Command Center"; type="Flag1"; colorName="ColorRed"; }; class Item36 { position[]={12350.638672,31.995001,8429.362305}; name="West_spawn_1"; text="West_spawn_1"; type="Empty"; a=0.600000; b=0.600000; angle=77.451599; }; class Item37 { position[]={9457.433594,7.339720,3510.552002}; name="Boot_Hill"; text="Boot_Hill"; type="Flag"; a=0.400000; b=0.400000; }; class Item38 { position[]={11844.265625,153.000000,15294.740234}; name="West_spawn_2"; text="West_spawn_2"; type="Empty"; a=0.600000; b=0.600000; angle=77.451599; }; class Item39 { position[]={9537.512695,5.267778,3470.275391}; name="respawn_guerrila"; type="Empty"; }; class Item40 { position[]={9468.806641,6.598616,3464.081055}; name="respawn_west"; type="Empty"; }; }; class Sensors { items=31; class Item0 { position[]={13168.194336,126.542000,13998.244141}; a=1750.000000; b=40.000000; angle=130.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; name="border_warning1"; expActiv="hint ""SLA troops just crossed the northern border."";"; class Effects { }; }; class Item1 { position[]={14076.108398,39.004295,9308.481445}; a=1750.000000; b=40.000000; angle=40.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; name="border_warning2"; expActiv="hint ""SLA troops just crossed the southern border."";"; class Effects { }; }; class Item2 { position[]={13560.832031,19.574999,10567.649414}; a=200.000000; b=200.000000; activationBy="WEST"; activationType="EAST D"; age="UNKNOWN"; class Effects { voice="AlarmBell"; }; synchronizations[]={0}; }; class Item3 { position[]={13410.731445,113.672600,13278.804688}; a=300.000000; b=200.000000; activationBy="GUER"; activationType="EAST D"; age="UNKNOWN"; expActiv="hint ""Warning: The SLA command center has called in heavy reinforcements. Capture it quickly and use it against them!"""; class Effects { titleEffect="PLAIN DOWN"; }; synchronizations[]={1,2,3,4,13}; }; class Item4 { position[]={13616.995117,20.703871,9046.093750}; a=150.000000; b=150.000000; activationBy="EAST"; age="UNKNOWN"; expActiv="[grp_2, sla_heli_3] exec ""para.sqs"""; class Effects { }; }; class Item5 { position[]={13277.404297,6.480000,9127.803711}; a=150.000000; b=150.000000; activationBy="EAST"; age="UNKNOWN"; expActiv="[grp_3, sla_heli_3] exec ""para.sqs"";"; class Effects { }; }; class Item6 { position[]={13290.662109,12.017943,8865.327148}; a=150.000000; b=150.000000; activationBy="EAST"; age="UNKNOWN"; expActiv="[grp_4, sla_heli_3] exec ""para.sqs"""; class Effects { }; }; class Item7 { position[]={14222.737305,55.652073,12208.243164}; a=500.000000; b=500.000000; rectangular=1; activationBy="WEST"; age="UNKNOWN"; expActiv="hint ""The SLA are making one final push, a large regiment are heading straight for Corazol!"""; class Effects { }; synchronizations[]={5,6,7,8,9,10,11,12}; }; class Item8 { position[]={13395.114258,15.363023,8937.397461}; a=300.000000; b=300.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\corazol_sla.sqs"""; class Effects { }; }; class Item9 { position[]={14236.700195,54.989998,11874.296875}; activationBy="EAST"; age="UNKNOWN"; expActiv="""1"" objstatus ""DONE""; ""2"" objstatus ""DONE""; ""7"" objstatus ""DONE"";"; class Effects { }; }; class Item10 { position[]={11910.837891,153.000000,15391.971680}; a=100.000000; b=100.000000; activationBy="GUER"; age="UNKNOWN"; class Effects { voice="Alarm"; }; }; class Item11 { position[]={14317.958984,43.708996,10627.308594}; a=150.000000; b=150.000000; activationBy="WEST"; activationType="EAST D"; age="UNKNOWN"; expActiv="nul=[this,""danger_3_pat""] execVM ""ups-f.sqf"""; class Effects { voice="AlarmBell"; }; synchronizations[]={16}; }; class Item12 { position[]={12702.792969,0.413273,9919.892578}; a=0.000000; b=0.000000; rectangular=1; activationType="NOT PRESENT"; age="UNKNOWN"; text="Mission Complete"; name="complete"; expCond="done1 AND done2 AND done3 AND done4 AND done5 AND done6 AND done7"; expActiv="end2=true;"; class Effects { titleType="TEXT"; title="Sahrani is now under US and RACS control, well done!"; }; }; class Item13 { position[]={12702.871094,0.412830,9922.414063}; a=0.000000; b=0.000000; rectangular=1; activationType="NOT PRESENT"; age="UNKNOWN"; text="Mission Failed"; name="failed"; expCond="fail1 AND fail2 AND fail3 AND fail4 AND fail5 AND fail6 AND fail7"; expActiv="end1=true;"; class Effects { titleType="TEXT"; title="SLA forces now control Sahrani!"; }; }; class Item14 { position[]={13397.049805,15.550216,8937.397461}; a=300.000000; b=300.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\corazol_racs.sqs"""; class Effects { }; }; class Item15 { position[]={14433.259766,41.170650,10793.093750}; a=150.000000; b=150.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\obregan_sla.sqs"""; class Effects { }; }; class Item16 { position[]={14435.195313,41.244656,10793.093750}; a=150.000000; b=150.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\obregan_racs.sqs"""; class Effects { }; synchronizations[]={14}; }; class Item17 { position[]={13191.797852,25.965000,11320.875977}; a=200.000000; b=200.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\mercalillo_sla.sqs"""; class Effects { }; }; class Item18 { position[]={13193.733398,25.965000,11320.875977}; a=200.000000; b=200.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\mercalillo_racs.sqs"""; class Effects { }; synchronizations[]={15}; }; class Item19 { position[]={14261.716797,39.959999,12471.988281}; a=200.000000; b=200.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\bagango_sla.sqs"""; class Effects { }; }; class Item20 { position[]={14263.652344,39.959999,12471.988281}; a=200.000000; b=200.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\bagango_racs.sqs"""; class Effects { }; }; class Item21 { position[]={12453.111328,185.988907,13421.417969}; a=100.000000; b=100.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\carmen_sla.sqs"""; class Effects { }; }; class Item22 { position[]={12455.046875,185.753677,13421.417969}; a=100.000000; b=100.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\carmen_racs.sqs"""; class Effects { }; }; class Item23 { position[]={12519.741211,180.000000,15002.712891}; a=100.000000; b=100.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\eponia_sla.sqs"""; class Effects { }; }; class Item24 { position[]={12521.676758,180.000000,15002.712891}; a=100.000000; b=100.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\eponia_racs.sqs"""; class Effects { }; }; class Item25 { position[]={11892.103516,224.120636,14420.250000}; a=80.000000; b=80.000000; activationBy="EAST"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\tandag_sla.sqs"""; class Effects { }; }; class Item26 { position[]={11894.039063,224.001953,14420.250000}; a=80.000000; b=80.000000; activationBy="EAST"; activationType="NOT PRESENT"; repeating=1; age="UNKNOWN"; expActiv="this exec ""towns\tandag_racs.sqs"""; class Effects { }; }; class Item27 { position[]={12485.737305,209.126480,14067.730469}; a=200.000000; b=500.000000; activationBy="EAST"; activationType="NOT PRESENT"; interruptable=1; age="UNKNOWN"; expActiv="deleteMarker ""sla_adv"""; class Effects { }; }; class Item28 { position[]={13439.662109,19.974192,9058.094727}; a=300.000000; b=300.000000; activationBy="EAST"; interruptable=1; age="UNKNOWN"; expActiv="this exec ""corazol_pat.sqs"""; class Effects { }; }; class Item29 { position[]={12705.400391,-19.934999,9922.420898}; a=0.000000; b=0.000000; timeoutMin=5.000000; timeoutMid=5.000000; timeoutMax=5.000000; interruptable=1; type="END1"; age="UNKNOWN"; expCond="end1"; expActiv="forceEnd"; class Effects { }; }; class Item30 { position[]={12705.559570,0.429782,9919.790039}; a=0.000000; b=0.000000; timeoutMin=5.000000; timeoutMid=5.000000; timeoutMax=5.000000; interruptable=1; type="END2"; age="UNKNOWN"; expCond="end2"; expActiv="forceEnd"; class Effects { }; }; }; }; class Intro { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=7684611; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; class OutroWin { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=8104451; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; class OutroLoose { addOns[]= { "sara" }; addOnsAuto[]= { "sara" }; randomSeed=2361859; class Intel { startWeather=0.100000; forecastWeather=0.300000; year=2007; month=6; day=7; hour=8; }; }; ; Get the crate parameter given _crate = _this Select 0 ; Remove the stock items from the crate ClearMagazineCargo _crate ClearWeaponCargo _crate ; Add the items to the crate _crate addweaponcargo ["M9",10] _crate addweaponcargo ["M9SD",10] _crate addweaponcargo ["M16A2",10] _crate addweaponcargo ["M16A2GL",10] _crate addweaponcargo ["M4",10] _crate addweaponcargo ["M4A1SD",10] _crate addweaponcargo ["M4GL",10] _crate addweaponcargo ["M4A1",10] _crate addweaponcargo ["M4A1GL",10] _crate addweaponcargo ["M4AIM",10] _crate addweaponcargo ["M4SPR",10] _crate addweaponcargo ["G36a",10] _crate addweaponcargo ["g36c",10] _crate addweaponcargo ["g36k",10] _crate addweaponcargo ["m24",10] _crate addweaponcargo ["mp5A5",10] _crate addweaponcargo ["MP5SD",10] _crate addweaponcargo ["M240",10] _crate addweaponcargo ["M249",10] _crate addweaponcargo ["Stinger",10] _crate addweaponcargo ["M136",10] _crate addweaponcargo ["Laserdesignator",10] _crate addweaponcargo ["Binocular",10] _crate addweaponcargo ["NVGoggles",80] _crate addmagazinecargo ["Handgrenade",50] _crate addmagazinecargo ["Smokeshell",50] _crate addmagazinecargo ["Smokeshellred",50] _crate addmagazinecargo ["Smokeshellgreen",50] _crate addmagazinecargo ["30Rnd_9x19_MP5",100] _crate addmagazinecargo ["30Rnd_9x19_MP5SD",100] _crate addmagazinecargo ["15Rnd_9x19_M9",100] _crate addmagazinecargo ["15Rnd_9x19_M9SD",100] _crate addmagazinecargo ["30Rnd_556x45_Stanag",100] _crate addmagazinecargo ["30Rnd_556x45_G36",100] _crate addmagazinecargo ["200Rnd_556x45_M249",100] _crate addmagazinecargo ["5Rnd_762x51_M24",100] _crate addmagazinecargo ["100Rnd_762x51_M240",100] _crate addmagazinecargo ["FlareWhite_M203",100] _crate addmagazinecargo ["FlareGreen_M203",100] _crate addmagazinecargo ["FlareRed_M203",100] _crate addmagazinecargo ["FlareYellow_M203",100] _crate addmagazinecargo ["1Rnd_HE_M203",100] _crate addmagazinecargo ["M136",50] _crate addmagazinecargo ["Stinger",50] _crate addmagazinecargo ["Pipebomb",50] _crate addmagazinecargo ["Mine",50] _crate addmagazinecargo ["Laserbatteries",50] Exit//CAM_KEY_pressed.sqf start switch ((_this select 1)) do { //N key case 49: { camUseNVG true; }; //M key case 50: { camUseNVG false; }; //A key case 30: { comment "A = Previous target"; if (NORRN_FOCUS_CAM_ON > 0) then { NORRN_FOCUS_CAM_ON = NORRN_FOCUS_CAM_ON - 1; lbSetCurSel [10005, NORRN_FOCUS_CAM_ON]; }; }; //D key case 32: { comment "D = Next target"; if (NORRN_FOCUS_CAM_ON < COUNT_CAM_friends - 1) then { NORRN_FOCUS_CAM_ON = NORRN_FOCUS_CAM_ON + 1; lbSetCurSel [10005, NORRN_FOCUS_CAM_ON]; }; }; //S key case 31: { "S = Next camera"; if (NORRN_REVIVE_CAM_TYPE < 3) then { NORRN_REVIVE_CAM_TYPE = NORRN_REVIVE_CAM_TYPE + 1; lbSetCurSel [10004, NORRN_REVIVE_CAM_TYPE]; }; }; //W key case 17: { comment "W = Previous camera"; if (NORRN_REVIVE_CAM_TYPE > 0) then { NORRN_REVIVE_CAM_TYPE = NORRN_REVIVE_CAM_TYPE - 1; lbSetCurSel [10004, NORRN_REVIVE_CAM_TYPE]; }; }; }; ; ; CAMERA_FOLLOW SCRIPT ; ; Upon the player falling unconcious creates a camera that follows the nearest alive friendly unit (with preference for players) ; ; NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) ; ; Version: 1.1 ;************************************************************************************************************************** ; Start camera_follow.sqs ;define variables _Object = _this select 0 _pos = _this select 1 _me = _this select 2 _c = 0; _d = 0; _alive_friends = []; NORRN_FOCUS_CAM_ON = 0; NORRN_REVIVE_CAM_TYPE = 0; _target = player; _all_dead_dialog = NORRN_revive_array select 3; _nearest_teammate_dialog = NORRN_revive_array select 5; _follow_cam = NORRN_revive_array select 7; _no_respawn_points = NORRN_revive_array select 12; _can_be_revived = NORRN_revive_array select 21; _can_be_revived_2 = NORRN_revive_array select 22; _respawn_button_timer = NORRN_revive_array select 27; _distance_to_friend = NORRN_revive_array select 28; _follow_cam_distance = NORRN_revive_array select 37; CAM_KEY_pressed = compile preprocessfile "revive_sqf\CAM_KEY_pressed.sqf"; showcinemaborder false; ;set camera to target body _camx = getpos _target select 0 _camy = getpos _target select 1 _camz = getpos _target select 2 NORRN_REVIVE_cam = "camera" CamCreate [_camx,_camy+5,_camz+1] NORRN_REVIVE_cam CamSetTarget _target NORRN_REVIVE_cam CameraEffect ["INTERNAL","Back"] NORRN_REVIVE_cam CamCommit 2 ~4 titleText ["You are unconscious and waiting to be revived", "PLAIN"] ~3 _foo = [] _friends = nearestObjects [_me, ["AllVehicles"],_follow_cam_distance]; {if (side _x == side player && alive _x && animationState _x != "AmovPpneMstpSnonWnonDnon_healed") then {_foo = _foo + [_x]}}forEach _friends _alive_friends = _foo COUNT_CAM_friends = count _alive_friends _camera_friends = _alive_friends - [_me] ;create dialog and initialise keyboard _dialog_2 = createDialog "rev_cam_dialog"; _display = findDisplay 46; _display displaySetEventHandler ["Keydown", "_this call CAM_KEY_pressed"] ;Add cameras to list lbClear 10004; _index = lbAdd[10004, "Follow"]; _index = lbAdd[10004, "Top Down"]; _index = lbAdd[10004, "Front Side"]; _index = lbAdd[10004, "1st Person"]; lbSetCurSel [10004, 0]; ;Add friends to list _index_friends = lbAdd[10005, name player] ;{_index_friends = lbAdd[10005, name _x]} forEach _camera_friends lbSetCurSel [10005, 0]; titlecut [" ","BLACK IN",1] #target_cam ;create respawn button _e = 0; _f = 0; call compile format ["if(!%1_a) then {goto ""destroy""}", player] ?(mission_Over): goto "destroy" ?(!alive player): goto "destroy_2" ?(!alive _me):goto "destroy" {call compile format ["if(isplayer %1) then {_f = _f + 1}", _x]} forEach NORRN_player_units {call compile format ["if(%1_a)then {_e = _e + 1}", _x]}forEach NORRN_player_units _nearest_friend = count nearestObjects [_me,[_can_be_revived, _can_be_revived_2], _distance_to_friend] if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 1 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 1 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 1) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_1";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 2 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 2 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 2) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_2";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 3 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 3 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 3) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_3";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 4 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 4 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 4) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_4";} if(_target != _me) then {if (name _target == "Error: No unit") then {COUNT_CAM_friends = COUNT_CAM_friends - 1}} _foo = [] _allUnits = [] _friends = nearestObjects [_me, ["AllVehicles"], _follow_cam_distance]; _foo = _foo + [_me]; {if (side _x == side player && alive _x && animationState _x != "AmovPpneMstpSnonWnonDnon_healed") then {_foo = _foo + [_x]}}forEach _friends if (count _foo != COUNT_CAM_friends) then {_alive_friends = _foo; COUNT_CAM_friends = count _alive_friends} _camera_friends = _alive_friends - [_me] ;change camera via dialog lbClear 10004; _index = lbAdd[10004, "Follow"]; _index = lbAdd[10004, "Top Down"]; _index = lbAdd[10004, "Front Side"]; _index = lbAdd[10004, "1st Person"]; lbSetCurSel [10004, lbCurSel 10004]; NORRN_REVIVE_CAM_TYPE = lbCurSel 10004; ;change target via dialog lbClear 10005; _index_friends = lbAdd[10005, name player] {_index_friends = lbAdd[10005, name _x]} forEach _camera_friends lbSetCurSel [10005, lbCurSel 10005]; NORRN_FOCUS_CAM_ON = lbCurSel 10005; _max_box = (boundingbox _target select 1) _min_box = (boundingbox _target select 0) if (_follow_cam == 1 && !dialog) then {_target = _me; NORRN_REVIVE_cam camsettarget _target;NORRN_REVIVE_cam cameraeffect ["internal", "back"];NORRN_REVIVE_cam camsetrelpos [-3, +1, (_max_box select 2) +1];NORRN_REVIVE_cam camcommit 1}; if (_follow_cam == 0) then {goto "body_cam"} if (_follow_cam == 1 && NORRN_REVIVE_CAM_TYPE == 0) then {_target = _alive_friends select NORRN_FOCUS_CAM_ON;if (_target == player) then {_me switchCamera "EXTERNAL"} else {_target switchCamera "EXTERNAL"};NORRN_REVIVE_cam CameraEffect ["Terminate","Back"]} if (_follow_cam == 1 && NORRN_REVIVE_CAM_TYPE == 1) then {_target = _alive_friends select NORRN_FOCUS_CAM_ON;if (_target == player) then {NORRN_REVIVE_cam camsettarget _me} else {NORRN_REVIVE_cam camsettarget _target};NORRN_REVIVE_cam cameraeffect ["internal", "back"];NORRN_REVIVE_cam camsetrelpos [0, -2, (_max_box select 2) + 15];NORRN_REVIVE_cam camcommit 1} if (_follow_cam == 1 && NORRN_REVIVE_CAM_TYPE == 2) then {_target = _alive_friends select NORRN_FOCUS_CAM_ON;if (_target == player) then {NORRN_REVIVE_cam camsettarget _me} else {NORRN_REVIVE_cam camsettarget _target};NORRN_REVIVE_cam cameraeffect ["internal", "back"];NORRN_REVIVE_cam camsetrelpos [-1.5, 3, (_min_box select 2)];NORRN_REVIVE_cam camSetFov 1.1; NORRN_REVIVE_cam camcommit 1} if (_follow_cam == 1 && NORRN_REVIVE_CAM_TYPE == 3) then {_target = _alive_friends select NORRN_FOCUS_CAM_ON;if (_target == player) then {_me switchCamera "INTERNAL"} else {_target switchCamera "INTERNAL"};NORRN_REVIVE_cam CameraEffect ["Terminate","Back"]}; if (_follow_cam == 1 && NORRN_REVIVE_CAM_TYPE == 4) then {NORRN_REVIVE_cam CamSetTarget _me; NORRN_REVIVE_cam CameraEffect ["INTERNAL","Back"];NORRN_REVIVE_cam camsetrelpos [_camx,_camy+3,_camz+1]; NORRN_REVIVE_cam CamCommit 2}; if (_c == 0 && dialog || _Camera_target != NORRN_FOCUS_CAM_ON && dialog) then {if (NORRN_FOCUS_CAM_ON == 0) then {titleText [format ["Camera following: %1", name player], "PLAIN DOWN", 0.3]}else {titleText [format ["Camera following: %1", name _target], "PLAIN DOWN", 0.3]}} _Camera_target = NORRN_FOCUS_CAM_ON _c = _c + 1; if (_c == 400) then {_c = 0} ~0.01 goto "target_cam" #body_cam ;create respawn button _e = 0; _f = 0; call compile format ["if(!%1_a) then {goto ""destroy""}", player] ?(mission_Over): goto "destroy" ?(!alive player): goto "destroy_2" {call compile format ["if(isplayer %1) then {_f = _f + 1}", _x]} forEach NORRN_player_units {call compile format ["if(%1_a)then {_e = _e + 1}", _x]}forEach NORRN_player_units _nearest_friend = count nearestObjects [_me,[_can_be_revived, _can_be_revived_2], _distance_to_friend] if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 1 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 1 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 1) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_1";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 2 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 2 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 2) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_2";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 3 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 3 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 3) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_3";} if (_time > _respawn_button_timer && _d == 0 && _no_respawn_points == 4 || _all_dead_dialog == 1 && _e == _f && _d == 0 && _no_respawn_points == 4 || _nearest_teammate_dialog == 1 && _nearest_friend == 1 && _d == 0 && _no_respawn_points == 4) then {closeDialog 1; _d = 1; _dialog_1 = createDialog "respawn_button_4";} ;change camera via dialog lbClear 10004; _index = lbAdd[10004, "Follow"]; lbSetCurSel [10004, lbCurSel 10004]; NORRN_REVIVE_CAM_TYPE = lbCurSel 10004; ;change target via dialog lbClear 10005; _index_friends = lbAdd[10005, name player]; lbSetCurSel [10005, lbCurSel 10005]; NORRN_FOCUS_CAM_ON = lbCurSel 10005; if (dialog) then {_me switchCamera "EXTERNAL";NORRN_REVIVE_cam CameraEffect ["Terminate","Back"]} else {NORRN_REVIVE_cam camsettarget _me;NORRN_REVIVE_cam cameraeffect ["internal", "back"];NORRN_REVIVE_cam camsetrelpos [-3, +1, (_max_box select 2) +1];NORRN_REVIVE_cam camcommit 1} ~0.5 goto "body_cam" ;destroy camera #destroy ~5 camUseNVG false closeDialog 0 closeDialog 1 closeDialog 2 closeDialog 3 titlecut [" ","BLACK IN",4] player switchCamera "INTERNAL"; NORRN_REVIVE_cam CameraEffect ["Terminate","Back"] CamDestroy NORRN_REVIVE_cam exit #destroy_2 camUseNVG false closeDialog 0 closeDialog 1 closeDialog 2 closeDialog 3 titlecut [" ","BLACK IN",4] player switchCamera "INTERNAL"; NORRN_REVIVE_cam CameraEffect ["Terminate","Back"] CamDestroy NORRN_REVIVE_cam exit/* CONFIG.CPP Taken and adapted from ArmA Group Link II Plus! script by SNKMAN. ******************************************************************************************************************************** Start config.cpp */ class CfgSounds { sounds[] = { Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no, Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here }; class Brian_Im_hit { name="Brian_Im_hit"; sound[]={"UNIV_v05.ogg",0.05,1.0}; titles[]={}; }; class Brian_Im_bleeding { name="Brian_Im_bleeding"; sound[]={"UNIV_v06.ogg",0.05,1.0}; titles[]={}; }; class Brian_Medic { name="Brian_Medic"; sound[]={"UNIV_v07.ogg",0.05,1.0}; titles[]={}; }; class Brian_Bastards { name="Brian_Bastards"; sound[]={"UNIV_v10.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit_Man_down { name="Brian_Shit_Man_down"; sound[]={"UNIV_v11.ogg",0.05,1.0}; titles[]={}; }; class Brian_Oh_no { name="Brian_Oh_no"; sound[]={"UNIV_v18.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck { name="Brian_Fuck"; sound[]={"UNIV_v24.ogg",0.05,1.0}; titles[]={}; }; class Brian_Fuck_it { name="Brian_Fuck_it"; sound[]={"UNIV_v25.ogg",0.05,1.0}; titles[]={}; }; class Brian_Shit { name="Brian_Shit"; sound[]={"UNIV_v31.ogg",0.05,1.0}; titles[]={}; }; class Brian_Need_help { name="Brian_Need_help"; sound[]={"UNIV_v50.ogg",0.05,1.0}; titles[]={}; }; class Brian_A_little_help_here { name="Brian_A_little_help_here"; sound[]={"UNIV_v51.ogg",0.05,1.0}; titles[]={}; }; };/* RESPAWN AT BASE DIALOG This script adds a button when the follow_camera activates that allows the player to respawn at base June 2007 - norrin (norrins_nook@iprimus.com.au) ********************************************************************************************************************************** respawn_button_1.hpp */ // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define FontM "Zeppelin32" class Respawn_button_1 { idd = -1; movingEnable = false; controlsBackground[] = {}; objects[] = { }; controls[] = {TOP_BORDER, BOTTOM_BORDER, TITLE_DIALOG, HELP_DIALOG, PRESS_HELP, CAM_LIST, CAM_select, FRIEND_LIST, FRIEND_select, Respawn_1}; class TOP_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = -0.2; w = 1.4; h = 0.28; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class BOTTOM_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = 0.89; w = 1.4; h = 0.25; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class TITLE_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.38; y = 0.03; w = 0.4; h = 0.04; font = FontM; sizeEx = 0.04; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = ""; text = "Unconscious Camera"; blinkingPeriod = 20; default = true; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; }; class PRESS_HELP : RscText { idc = 10000; style = ST_MULTI; linespacing = 1; x = 0.8; y = 0.92; w = 0.2; h = 0.1; text = ""; }; class HELP_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.8; y = 0.9; w = 0.4; h = 0.02; font = FontM; sizeEx = 0.02; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "ctrlSetText [10000, ""Keyboard controls: A/D - Previous/Next target W/S - Previous/Next camera N/M - NV Cam On/Off""]"; text = "Press for Help"; blinkingPeriod = 20; default = true; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1 }; colorSelectBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 1}; colorBorder[] = {0, 0, 0, 0}; colorShadow[] = {0, 0, 0, 0}; borderSize = 0; font = FontM; sizeEx = 0.02; rowHeight = 0.025; }; class RscCombo : RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class CAM_LIST: RscCombo { idc = 10004; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.09; y = 0.03; w = 0.1; h = 0.04; blinkingPeriod = 20; }; class CAM_select { type = CT_STATIC; style = ST_LEFT; idc = 10001; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.02; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Camera:"; default = true; blinkingPeriod = 20; }; class FRIEND_LIST: RscCombo { idc = 10005; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.82; y = 0.03; w = 0.15; h = 0.04; blinkingPeriod = 20; }; class FRIEND_select { type = CT_STATIC; style = ST_LEFT; idc = 10002; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.75; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Target:"; default = true; blinkingPeriod = 20; }; class Respawn_1 { idc = 1; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.7; w = 0.11; h = 0.04; text = "US Base"; action = "[1, player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; };/* RESPAWN AT BASE DIALOG This script adds a button when the follow_camera activates that allows the player to respawn at base June 2007 - norrin (norrins_nook@iprimus.com.au) ********************************************************************************************************************************** respawn_button_2.hpp */ // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define FontM "Zeppelin32" class Respawn_button_2 { idd = -1; movingEnable = false; controlsBackground[] = {}; objects[] = { }; controls[] = {TOP_BORDER, BOTTOM_BORDER, TITLE_DIALOG, HELP_DIALOG, PRESS_HELP, CAM_LIST, CAM_select, FRIEND_LIST, FRIEND_select, Respawn_1, Respawn_2}; class TOP_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = -0.2; w = 1.4; h = 0.28; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class BOTTOM_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = 0.89; w = 1.4; h = 0.25; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class TITLE_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.38; y = 0.03; w = 0.4; h = 0.04; font = FontM; sizeEx = 0.04; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = ""; text = "Unconscious Camera"; blinkingPeriod = 20; default = true; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; }; class PRESS_HELP : RscText { idc = 10000; style = ST_MULTI; linespacing = 1; x = 0.8; y = 0.92; w = 0.2; h = 0.1; text = ""; }; class HELP_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.8; y = 0.9; w = 0.4; h = 0.02; font = FontM; sizeEx = 0.02; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "ctrlSetText [10000, ""Keyboard controls: A/D - Previous/Next target W/S - Previous/Next camera N/M - NV Cam On/Off""]"; text = "Press for Help"; blinkingPeriod = 20; default = true; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1 }; colorSelectBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 1}; colorBorder[] = {0, 0, 0, 0}; colorShadow[] = {0, 0, 0, 0}; borderSize = 0; font = FontM; sizeEx = 0.02; rowHeight = 0.025; }; class RscCombo : RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class CAM_LIST: RscCombo { idc = 10004; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.09; y = 0.03; w = 0.1; h = 0.04; blinkingPeriod = 20; }; class CAM_select { type = CT_STATIC; style = ST_LEFT; idc = 10001; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.02; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Camera:"; default = true; blinkingPeriod = 20; }; class FRIEND_LIST: RscCombo { idc = 10005; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.82; y = 0.03; w = 0.15; h = 0.04; blinkingPeriod = 20; }; class FRIEND_select { type = CT_STATIC; style = ST_LEFT; idc = 10002; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.75; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Target:"; default = true; blinkingPeriod = 20; }; class Respawn_1 { idc = 1; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.7; w = 0.11; h = 0.04; text = "US Base"; action = "[1,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_2 { idc = 2; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.75; w = 0.11; h = 0.04; text = "RACS Base"; action = "[2,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; };/* RESPAWN AT BASE DIALOG This script adds a button when the follow_camera activates that allows the player to respawn at base June 2007 - norrin (norrins_nook@iprimus.com.au) ********************************************************************************************************************************** respawn_button_3.hpp */ // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define FontM "Zeppelin32" class Respawn_button_3 { idd = -1; movingEnable = false; controlsBackground[] = {}; objects[] = { }; controls[] = {TOP_BORDER, BOTTOM_BORDER, TITLE_DIALOG, HELP_DIALOG, PRESS_HELP, CAM_LIST, CAM_select, FRIEND_LIST, FRIEND_select, Respawn_1, Respawn_2, Respawn_3}; class TOP_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = -0.2; w = 1.4; h = 0.28; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class BOTTOM_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = 0.89; w = 1.4; h = 0.25; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class TITLE_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.38; y = 0.03; w = 0.4; h = 0.04; font = FontM; sizeEx = 0.04; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = ""; text = "Unconscious Camera"; blinkingPeriod = 20; default = true; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; }; class PRESS_HELP : RscText { idc = 10000; style = ST_MULTI; linespacing = 1; x = 0.8; y = 0.92; w = 0.2; h = 0.1; text = ""; }; class HELP_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.8; y = 0.9; w = 0.4; h = 0.02; font = FontM; sizeEx = 0.02; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "ctrlSetText [10000, ""Keyboard controls: A/D - Previous/Next target W/S - Previous/Next camera N/M - NV Cam On/Off""]"; text = "Press for Help"; blinkingPeriod = 20; default = true; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1 }; colorSelectBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 1}; colorBorder[] = {0, 0, 0, 0}; colorShadow[] = {0, 0, 0, 0}; borderSize = 0; font = FontM; sizeEx = 0.02; rowHeight = 0.025; }; class RscCombo : RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class CAM_LIST: RscCombo { idc = 10004; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.09; y = 0.03; w = 0.1; h = 0.04; blinkingPeriod = 20; }; class CAM_select { type = CT_STATIC; style = ST_LEFT; idc = 10001; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.02; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Camera:"; default = true; blinkingPeriod = 20; }; class FRIEND_LIST: RscCombo { idc = 10005; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.82; y = 0.03; w = 0.15; h = 0.04; blinkingPeriod = 20; }; class FRIEND_select { type = CT_STATIC; style = ST_LEFT; idc = 10002; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.75; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Target:"; default = true; blinkingPeriod = 20; }; class Respawn_1 { idc = 1; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.7; w = 0.11; h = 0.04; text = "RESPAWN 1"; action = "[1,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_2 { idc = 2; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.75; w = 0.11; h = 0.04; text = "RESPAWN 2"; action = "[2,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_3 { idc = 3; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.8; w = 0.11; h = 0.04; text = "RESPAWN 3"; action = "[3,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; };/* RESPAWN AT BASE DIALOG This script adds a button when the follow_camera activates that allows the player to respawn at base June 2007 - norrin (norrins_nook@iprimus.com.au) ********************************************************************************************************************************** respawn_button_4.hpp */ // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define FontM "Zeppelin32" class Respawn_button_4 { idd = -1; movingEnable = false; controlsBackground[] = {}; objects[] = { }; controls[] = {TOP_BORDER, BOTTOM_BORDER, TITLE_DIALOG, HELP_DIALOG, PRESS_HELP, CAM_LIST, CAM_select, FRIEND_LIST, FRIEND_select, Respawn_1, Respawn_2, Respawn_3, Respawn_4}; class TOP_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = -0.2; w = 1.4; h = 0.28; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class BOTTOM_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = 0.89; w = 1.4; h = 0.25; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class TITLE_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.38; y = 0.03; w = 0.4; h = 0.04; font = FontM; sizeEx = 0.04; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = ""; text = "Unconscious Camera"; blinkingPeriod = 20; default = true; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; }; class PRESS_HELP : RscText { idc = 10000; style = ST_MULTI; linespacing = 1; x = 0.8; y = 0.92; w = 0.2; h = 0.1; text = ""; }; class HELP_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.8; y = 0.9; w = 0.4; h = 0.02; font = FontM; sizeEx = 0.02; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "ctrlSetText [10000, ""Keyboard controls: A/D - Previous/Next target W/S - Previous/Next camera N/M - NV Cam On/Off""]"; text = "Press for Help"; blinkingPeriod = 20; default = true; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1 }; colorSelectBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 1}; colorBorder[] = {0, 0, 0, 0}; colorShadow[] = {0, 0, 0, 0}; borderSize = 0; font = FontM; sizeEx = 0.02; rowHeight = 0.025; }; class RscCombo : RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class CAM_LIST: RscCombo { idc = 10004; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.09; y = 0.03; w = 0.1; h = 0.04; blinkingPeriod = 20; }; class CAM_select { type = CT_STATIC; style = ST_LEFT; idc = 10001; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.02; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Camera:"; default = true; blinkingPeriod = 20; }; class FRIEND_LIST: RscCombo { idc = 10005; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.82; y = 0.03; w = 0.15; h = 0.04; blinkingPeriod = 20; }; class FRIEND_select { type = CT_STATIC; style = ST_LEFT; idc = 10002; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.75; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Target:"; default = true; blinkingPeriod = 20; }; class Respawn_1 { idc = 1; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.65; w = 0.11; h = 0.04; text = "RESPAWN 1"; action = "[1,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_2 { idc = 2; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.7; w = 0.11; h = 0.04; text = "RESPAWN 2"; action = "[2,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_3 { idc = 3; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.75; w = 0.11; h = 0.04; text = "RESPAWN 3"; action = "[3,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; class Respawn_4 { idc = 4; type = CT_BUTTON; style = ST_CENTRE; default = false; font = FontM; sizeEx = 0.022; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 0.31, 0.31, 0.31, 0.31 }; colorDisabled[] = { 0, 0, 1, 0.7 }; colorBackground[] = { 1, 1, 1, 0.5 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; colorBackgroundActive[] = { 0.5, 0.5, 0.5, 0.5 }; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0.5, 0.5, 0.5, 0.5 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; x = 0.85; y = 0.8; w = 0.11; h = 0.04; text = "RESPAWN 4"; action = "[4,player] execVM ""revive_sqf\respawn_at_base.sqf"""; }; };/* REVIVE CAMERA DIALOG AUGUST 2007 - norrin (norrins_nook@iprimus.com.au) ********************************************************************************************************************************** rev_cam_dialog.hpp */ // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 #define FontM "Zeppelin32" class rev_cam_dialog { idd = -1; movingEnable = true; controlsBackground[] = { }; objects[] = { }; controls[] = {TOP_BORDER, BOTTOM_BORDER, TITLE_DIALOG, HELP_DIALOG, PRESS_HELP, CAM_LIST, CAM_select, FRIEND_LIST, FRIEND_SELECT}; class TOP_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = -0.2; w = 1.4; h = 0.28; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class BOTTOM_BORDER { idc = -1; type = CT_STATIC; style = ST_CENTER; x = -0.2; y = 0.89; w = 1.4; h = 0.25; font = FontM; sizeEx = 0.04; colorText[] = { 1, 1, 1, 1 }; colorBackground[] = {0,0,0,1}; text = ""; blinkingPeriod = 20; }; class TITLE_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.38; y = 0.03; w = 0.4; h = 0.04; font = FontM; sizeEx = 0.04; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = ""; text = "Unconscious Camera"; blinkingPeriod = 20; default = true; }; class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.02; }; class PRESS_HELP : RscText { idc = 10000; style = ST_MULTI; linespacing = 1; x = 0.8; y = 0.92; w = 0.2; h = 0.1; text = ""; }; class HELP_DIALOG { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.8; y = 0.9; w = 0.4; h = 0.02; font = FontM; sizeEx = 0.02; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "ctrlSetText [10000, ""Keyboard controls: A/D - Previous/Next target W/S - Previous/Next camera N/M - NV Cam On/Off""]"; text = "Press for Help"; blinkingPeriod = 20; default = true; }; class RscLB_C { style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1 }; colorSelectBackground[] = {0, 0, 0, 1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0, 0, 1}; colorBorder[] = {0, 0, 0, 0}; colorShadow[] = {0, 0, 0, 0}; borderSize = 0; font = FontM; sizeEx = 0.02; rowHeight = 0.025; }; class RscCombo : RscLB_C { type = CT_COMBO; wholeHeight = 0.3; }; class CAM_LIST: RscCombo { idc = 10004; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.09; y = 0.03; w = 0.1; h = 0.04; blinkingPeriod = 20; }; class CAM_select { type = CT_STATIC; style = ST_LEFT; idc = 10001; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.02; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Camera:"; default = true; blinkingPeriod = 20; }; class FRIEND_LIST: RscCombo { idc = 10005; soundSelect[] = { "", 0, 1 }; soundExpand[] = { "", 0, 1 }; soundCollapse[] = { "", 0, 1 }; x = 0.82; y = 0.03; w = 0.15; h = 0.04; blinkingPeriod = 20; }; class FRIEND_select { type = CT_STATIC; style = ST_LEFT; idc = 10002; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0,0,0,0}; x = 0.75; y = 0.03; w = 0.08; h = 0.04; font = FontM; sizeEx = 0.02; text = "Target:"; default = true; blinkingPeriod = 20; }; }; /* HEAL_ACTION SCRIPT Causes the player to execute the medic animation when the revive action is chosen April 2007 - norrin (norrins_nook@iprimus.com.au) *********************************************************************************************************************** begin heal.sqf */ player playMove "AinvPknlMstpSlayWrflDnon_medic"; sleep 8; if (true) exitWith {}; /* HEAL_ACTION SCRIPT Causes the player to execute the medic animation when the heal action is chosen and resets dammage to 0. JUNE 2007 - norrin (norrins_nook@iprimus.com.au) *********************************************************************************************************************** begin heal.sqf */ player playMove "AinvPknlMstpSlayWrflDnon_medic"; player setdammage 0; call compile format ["NORRN_healed_%1 = true; publicVariable ""NORRN_healed_%1""", player]; sleep 8; if (true) exitWith {};/* PLAYER HEAL SCRIPT - Doc SNKMAN's Amazing Snake Oil Elixir All playable units can heal themselves a x number of times NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ******************************************************************************************************* Based on an idea by SNKMAN ******************************************************************************************************* Start player_heal.sqf */ if (!local player) exitWith {}; _unit = _this select 0; _no_of_heals = NORRN_revive_array select 34; _lower_bound_heal = NORRN_revive_array select 35; _upper_bound_heal = NORRN_revive_array select 36; _c = 0; _no_heals_remaining = _no_of_heals; _remove_heal = false; //Probably best not to play with the following code unless you know what you are doing sleep 0.5; //Prompt joining player the number of heals remaining _no_heals = format ["Heals remaining: %1", _no_of_heals]; // hint _no_heals; //Body of the script while {true} do { //While player alive if (alive player) then { //add heal action for players if(_c == 0 && getDammage player >= _lower_bound_heal && getDammage player <= _upper_bound_heal && _no_heals_remaining > 0) then { call compile format ["NORRN_myaction_%1 = %1 addAction [""Heal"", ""revive_sqf\heal_sqf\heal.sqf"","""", 0, false, true]", player]; _c = _c + 1; }; call compile format ["if (NORRN_healed_%1) then {_remove_heal = true}", player]; if(_remove_heal) then { _no_heals_remaining = _no_heals_remaining - 1; hint format ["Heals remaining: %1", _no_heals_remaining]; call compile format ["%1 removeAction NORRN_myaction_%1;", player]; _c = 0; call compile format ["NORRN_healed_%1 = false;publicVariable ""NORRN_healed_%1"";", player]; _remove_heal = false; sleep 4; hint""; sleep 6; }; if (getDammage player > _upper_bound_heal) then { call compile format ["%1 removeAction NORRN_myaction_%1;", player]; _c = 0; sleep 1; }; sleep 2; }; //if player is dead if (!alive player) then { _no_heals_remaining = _no_of_heals; _no_left = format ["Heals remaining: %1", _no_heals_remaining]; //hint _no_left; call compile format ["NORRN_healed_%1 = false; publicVariable ""NORRN_healed_%1"";", player]; _c = 0; sleep 2; }; };/* ISPLAYER SCRIPT Checks to determine whether the unit isplayer and resets unconcious variable and deletes marker if player no longer present NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ************************************************************************************************************************************ isplayer.sqf */ _units = _this select 0; _can_be_revived = NORRN_revive_array select 21; _can_be_revived_2 = NORRN_revive_array select 22; //Create array _names that contains names of all current players _c = 0; _no_units = count _units; _names =[]; while {_c < _no_units} do { _unit = _units select _c; _name = call compile format ["%1", _unit]; if (isplayer _name) then { _name_unit = name _name; _names = _names + [_name_unit]; }; _c = _c + 1; sleep 0.01; }; while {true} do { {call compile format ["if (!isplayer %1) then {%1_a = false; publicVariable ""%1_a""}", _x];}forEach _units; //Create array _names_2 that contains names of all current players _c = 0; _no_units = count _units; _names_2 = []; _players = []; while {_c < _no_units} do { {call compile format ["if (!isplayer %1) then {%1_a = false; publicVariable ""%1_a""}", _x];}forEach _units; _unit = _units select _c; _name = call compile format ["%1", _unit]; if (isplayer _name) then { _name_unit = name _name; _names_2 = _names_2 + [_name_unit]; _players = _players + [_unit]; }; _c = _c + 1; sleep 0.01; }; //Compare _names and _names_2 and if player has disconnected then delete player's unconcious marker _c = 0; _no_units = count _names; while {_c < _no_units} do { {call compile format ["if (!isplayer %1) then {%1_a = false; publicVariable ""%1_a""}", _x];}forEach _units; _string = _names select _c; call compile format ["if (""%1"" in %2) then {} Else { _body = nearestObjects [getMarkerPos ""%1 is down"", [_can_be_revived, _can_be_revived_2], 3] select 0; if (animationState _body == ""AmovPpneMstpSnonWnonDnon_healed"") then { deleteVehicle _body; };deleteMarker ""%1 is down"";}", _string, _names_2]; _c = _c + 1; sleep 0.01; }; //Create array _names that contains names of all current players _c = 0; _no_units = count _units; _names =[]; while {_c < _no_units} do { {call compile format ["if (!isplayer %1) then {%1_a = false; publicVariable ""%1_a""}", _x];}forEach _units; _unit = _units select _c; _name = call compile format ["%1", _unit]; if (isplayer _name) then { _name_unit = name _name; _names = _names + [_name_unit]; }; _c = _c + 1; sleep 0.01; }; //Compare _names_2 and _names and if player has disconnected then delete player's unconcious marker _c = 0; _no_units = count _names_2; while {_c < _no_units} do { {call compile format ["if (!isplayer %1) then {%1_a = false; publicVariable ""%1_a""}", _x];}forEach _units; _string = _names_2 select _c; call compile format ["if (""%1"" in %2) then {} Else { _body = nearestObjects [getMarkerPos ""%1 is down"", [_can_be_revived,_can_be_revived_2], 3] select 0; if (animationState _body == ""AmovPpneMstpSnonWnonDnon_healed"") then { deleteVehicle _body; };deleteMarker ""%1 is down"";}", _string, _names_2]; _c = _c + 1; sleep 0.01; }; sleep 3; };/* MISSION END SCRIPT Ends mission when all playable units are unconcious NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ************************************************************************************************************************************ mission_end.sqf */ _units = _this select 0; while {true} do { sleep 2; _no_concious = 0; {call compile format ["if (isplayer %1 && !%1_a) then {_no_concious = _no_concious + 1;};", _x];}forEach _units; sleep 2; if (_no_concious == 0) exitWith { mission_Over = true; publicVariable "mission_Over"; }; sleep 5; }; /* ONCONNECT SCRIPT This script gets the current unit status when a player joins the mission NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ************************************************************************************************************************************* onConnect.sqf */ _mission_end_function = NORRN_revive_array select 0; _heal_yourself = NORRN_revive_array select 10; if(local player) then { //Initialise weapon_respawn script for all units [1] exec "revive_sqf\weapons_respawn.sqs"; //Initialise revive script for all units [NORRN_player_units] execVM "revive_sqf\Revive_player.sqf"; //Initialise heal script for each player if (_heal_yourself == 1) then {[player] execVM "revive_sqf\heal_sqf\player_heal.sqf"}; //Initialise mission end script if (_mission_end_function == 1) then {[NORRN_player_units] execVM "revive_sqf\mission_end.sqf"}; //Initialise isplayer script [NORRN_player_units] execVM "revive_sqf\isplayer.sqf"; sleep 2; }; if (true) exitWith {};/* RESPAWN AT BASE SCRIPT OCTOBER 2007 - norrin (norrins_nook@iprimus.com.au) **************************************************************************** respawn_at_base.sqf */ _spawn_pos = _this select 0; _name = _this select 1; _no_respawn_points = NORRN_revive_array select 12; _Base_1 = NORRN_revive_array select 13; _Base_2 = NORRN_revive_array select 14; _Base_3 = NORRN_revive_array select 15; _Base_4 = NORRN_revive_array select 16; if (_spawn_pos == 1 && _Base_1 != "" && !no_base_1 && !no_base_1b) then { _name setpos getMarkerPos _Base_1; //_name switchMove "AmovPercMstpSnonWnonDnon"; if (local _name && isplayer _name) then {titleText ["You have respawned at position 1", "PLAIN", 0.5]}; call compile format ["%1_respawn_at_base = true; publicVariable ""%1_respawn_at_base""", _name]; forceMap false; }; if (_spawn_pos == 1 && _Base_1 != "" && no_base_1 || _spawn_pos == 1 && _Base_1 != "" && no_base_1b) then { titletext ["This spawn point is currently occupied by enemy forces", "PLAIN", 0.3]; if (_no_respawn_points == 1) then {_dialog_1 = createDialog "respawn_button_1"}; if (_no_respawn_points == 2) then {_dialog_1 = createDialog "respawn_button_2"}; if (_no_respawn_points == 3) then {_dialog_1 = createDialog "respawn_button_3"}; if (_no_respawn_points == 4) then {_dialog_1 = createDialog "respawn_button_4"}; }; if (_spawn_pos == 2 && _Base_2 != "" && !no_base_2 && !no_base_2b) then { _name setpos getMarkerPos _Base_2; //_name switchMove "AmovPercMstpSnonWnonDnon"; if (local _name && isplayer _name) then {titleText ["You have respawned at position 2", "PLAIN", 0.5]}; call compile format ["%1_respawn_at_base = true; publicVariable ""%1_respawn_at_base""", _name]; forceMap false; }; if (_spawn_pos == 2 && _Base_2 != "" && no_base_2 || _spawn_pos == 2 && _Base_2 != "" && no_base_2b) then { titletext ["This spawn point is currently occupied by enemy forces", "PLAIN", 0.3]; if (_no_respawn_points == 2) then {_dialog_1 = createDialog "respawn_button_2"}; if (_no_respawn_points == 3) then {_dialog_1 = createDialog "respawn_button_3"}; if (_no_respawn_points == 4) then {_dialog_1 = createDialog "respawn_button_4"}; }; if (_spawn_pos == 3 && _Base_3 != "" && !no_base_3 && !no_base_3b) then { _name setpos getMarkerPos _Base_3; //_name switchMove "AmovPercMstpSnonWnonDnon"; if (local _name && isplayer _name) then {titleText ["You have respawned at position 3", "PLAIN", 0.5]}; call compile format ["%1_respawn_at_base = true; publicVariable ""%1_respawn_at_base""", _name]; forceMap false; }; if (_spawn_pos == 3 && _Base_3 != "" && no_base_3 || _spawn_pos == 3 && _Base_3 != "" && no_base_3b) then { titletext ["This spawn point is currently occupied by enemy forces", "PLAIN", 0.3]; // if (NORRN_no_respawn_points == 3) then {_dialog_1 = createDialog "respawn_button_3"}; // if (NORRN_no_respawn_points == 4) then {_dialog_1 = createDialog "respawn_button_4"}; }; if (_spawn_pos == 4 && _Base_4 != "" && !no_base_4 && !no_base_4b) then { _name setpos getMarkerPos _Base_4; //_name switchMove "AmovPercMstpSnonWnonDnon"; if (local _name && isplayer _name) then {titleText ["You have respawned at position 4", "PLAIN", 0.5]}; call compile format ["%1_respawn_at_base = true; publicVariable ""%1_respawn_at_base""", _name]; forceMap false; }; if (_spawn_pos == 4 && _Base_4 != "" && no_base_4 || _spawn_pos == 4 && _Base_4 != "" && no_base_4b) then { titleText ["This spawn point is currently occupied by enemy forces", "PLAIN", 0.3]; }; if(true) exitWith {};/* REVIVE_INIT SCRIPT NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1 ****************************************************************************************************************************** Start revive_init.sqf */ _JIP_spawn_dialog = NORRN_revive_array select 4; _no_respawn_points = NORRN_revive_array select 12; _time_b4_JIP_spawn_dialog = NORRN_revive_array select 17; //run script that creates all triggers required for the revive script [] execVM "revive_sqf\trigger_mkr.sqf"; sleep 0.1; //Variables required for onConnect script and triggers onConnect = true; no_base_1 = false; no_base_2 = false; no_base_3 = false; no_base_4 = false; no_base_1b = false; no_base_2b = false; no_base_3b = false; no_base_4b = false; sleep 5; if (_JIP_spawn_dialog == 1 && time > _time_b4_JIP_spawn_dialog) then { titleText ["Choose spawn point or press escape to close dialog and start at current position","PLAIN", 0.5]; if (_no_respawn_points == 1) then {_d = 1; _dialog_1 = createDialog "respawn_button_1"}; if (_no_respawn_points == 2) then {_d = 1; _dialog_1 = createDialog "respawn_button_2"}; if (_no_respawn_points == 3) then {_d = 1; _dialog_1 = createDialog "respawn_button_3"}; if (_no_respawn_points == 4) then {_d = 1; _dialog_1 = createDialog "respawn_button_4"}; }; if (true) exitWith {};/* REVIVE SCRIPT - AI disabled Creates playable units that fall unconcious when killed which can then be revived NOVEMBER 2007 - norrin (norrins_nook@iprimus.com.au) Version: 1.1d (Revivable Players - AI disabled) ******************************************************************************************************* Special thanks to HulkingUnicorn for his scripting advice, testing and many suggestions Many thanks also to satexas69, MCPXXL, SNKMAN, sickboy, vengeance1 (JAAF), Legislator, Xeno, and Raedor for all their suggestions, advice and support and to all at the BIS forums. Based on concepts by PRiMe, toadlife and Mongoose_84. Also thanks to Chris'OFP editor. Some of the voice arrray stuff stolen with the permission of SNKMAN from ArmA Group Link II Plus! And of course thanks to Kegetys for his amazing spectating script and to ViperMaul for his script fix Last but not least to Foxhound and ArmAholic for their great support and providing mirrors for all my scripts ------------------------------------------------------------------------------------------------------- See release notes for details on incorporating revive scripts in your missions ******************************************************************************************************** Start Revive_player.sqf */ //Do not touch these variables _revive_array = []; _revive_array = NORRN_revive_array; _units = _this select 0; _respawn = false; _concious = false; _dead = false; _name = player; _unit_type = typeOf player; _group = group player; _leader = leader _group; _player_side = side player; _c = 0; _d = 0; _reward_function = _revive_array select 1; _team_kill_function = _revive_array select 2; _unconscious_markers = _revive_array select 6; _call_out_function = _revive_array select 8; _revive_timer = _revive_array select 9; _kegetys_spectator = _revive_array select 11; _no_respawn_points = _revive_array select 12; _Base_1 = _revive_array select 13; _Base_2 = _revive_array select 14; _Base_3 = _revive_array select 15; _Base_4 = _revive_array select 16; _can_revive = _revive_array select 19; _can_revive_2 = _revive_array select 20; _can_be_revived = _revive_array select 21; _can_be_revived_2 = _revive_array select 22; _max_respawns = _revive_array select 26; _revives_required = _revive_array select 29; _no_team_kills = _revive_array select 30; _revive_timer_type = _revive_array select 31; _respawn_position = _revive_array select 32; _revive_time_limit = _revive_array select 33; _respawn_at_base = false; _revived_position = false; call compile format ["say_%1 = false", _name]; _bonus = 0; NORRN_units = []; commentsBrian = ["Brian_Im_hit","Brian_Im_bleeding","Brian_Medic","Brian_Bastards","Brian_Shit_Man_down","Brian_Oh_no","Brian_Fuck","Brian_Fuck_it","Brian_Shit","Brian_Need_help","Brian_A_little_help_here"]; //Probably best not to play with the following code unless you know what you are doing sleep 0.5 + random 2; //Set and broadcast dynamic variables call compile format ["%1_revives = 0", _name]; call compile format ["revive_%1 = 0; publicVariable ""revive_%1""", _name]; call compile format ["%1_killer = 0; publicVariable ""%1_killer""", _name]; call compile format ["%1_a = false; publicVariable ""%1_a""", _name]; {call compile format ["if (isplayer %1) then {NORRN_units = NORRN_units + [%1]}", _x]} forEach _units; call compile format ["NORRN_respawn_mrkr = getMarkerPos 'Respawn_%1'", _player_side]; sleep 0.5; //Get and set existing unconcious markers {call compile format ["if (isplayer %1 && %1_a && _unconscious_markers == 1) then { _mrker_pos = [NORRN_pos_x_%1, NORRN_pos_y_%1, 0]; _mrkr_ex = ""%2 is down""; createMarkerLocal [_mrkr_ex, _mrker_pos]; _mrkr_ex setMarkerColorLocal ""ColorBlue""; _mrkr_ex setMarkerTypeLocal ""Flag1""; _mrkr_ex setMarkerTextLocal ""%2 is down""; _mrkr_ex setMarkerSizeLocal [0.4, 0.4];}",_x, name _x];}forEach NORRN_units; //Prompt joining player the no revives remaining if (_max_respawns != 1000) then { _revives = call compile format ["%1_revives", _name]; _revives_remain = _max_respawns - _revives; _no_revives = format ["Revives remaining: %1 out of %2", _revives_remain, _max_respawns]; hint _no_revives; }; //initialise team kill function if (_team_kill_function == 1 && _max_respawns != 1000) then { _name addeventhandler ["killed", {_this execVM "revive_sqf\team_killer.sqf"}]; }; //Body of the script while {true} do { if(!alive player) then {_respawn = true; _concious = false; deleteVehicle unconscious_body; titlecut [" ","BLACK OUT",10]}; //While player alive if (alive player && !_respawn && !_concious && !_dead) then { _name = player; //add revive action for when player gets in range of unconcious unit if (count (nearestObjects [player, [_can_be_revived, _can_be_revived_2], 3]) > 1) then { if (_name isKindOf _can_revive && _c == 0 && animationState (nearestObjects [player, [_can_be_revived, _can_be_revived_2], 3] select 1) == "AmovPpneMstpSnonWnonDnon_healed" || _name isKindOf _can_revive_2 && _c == 0 && animationState (nearestObjects [player, [_can_be_revived, _can_be_revived_2], 3] select 1) == "AmovPpneMstpSnonWnonDnon_healed") then { call compile format ["%1_myaction = %1 addAction ['Revive', 'revive_sqf\heal.sqf','', 0, false, true];", player]; _c = _c + 1; }; if (_c == 1 && animationState (nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3] select 1) != "AmovPpneMstpSnonWnonDnon_healed") then { call compile format ["%1 removeAction %1_myaction", _name]; _c = 0; sleep 0.5; }; }; if (count (nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3]) == 1 && _c == 1) then { call compile format ["%1 removeAction %1_myaction", _name]; _c = 0; }; call compile format ["if (%1_killer == _no_team_kills && _team_kill_function == 1 && _max_respawns != 1000) then { _no_respawns = %1_revives + 1; _respawns_left = _max_respawns - _no_respawns; _no_left = ""You have lost a life for excessive team killing.""; if (local _name) then {hint _no_left}; %1_revives = _no_respawns; %1_killer = 0; publicVariable ""%1_killer""; };", _name]; //if respawn limit has been reached, define unit as dead call compile format ["if (_max_respawns < %1_revives) then {_dead = true};", _name]; //revive/reward function call compile format ["if (revive_%1 >= _revives_required && _reward_function == 1 && _max_respawns != 1000) then { _no_respawns = %1_revives - 1; _respawns_left = _max_respawns - _no_respawns; _no_left = ""You have received a bonus life for teamplay.""; hint _no_left; %1_revives = _no_respawns; revive_%1 = 0; _bonus = 0; publicVariable ""revive_%1""; };", _name]; //prompt the number of revives required for next bonus if (_reward_function == 1 && _max_respawns != 1000 && _bonus != call compile format ["revive_%1", _name]) then { _bonus = call compile format ["revive_%1", _name]; _revives_till_bonus = _revives_required - _bonus; _hint = format ["Revives required for next bonus: %1", _revives_till_bonus]; hint _hint; }; sleep 0.5; }; //if player is dead if (_respawn && !_concious && !_dead) then { _body = _name; _water = false; enableRadio false; //[player] join grpNull; disableUserInput true; if (!_revived_position) then { NORRN_pos = getPos _body; NORRN_dir = getDir _body; call compile format ["NORRN_pos_x_%1 = NORRN_pos select 0; NORRN_pos_y_%1 = NORRN_pos select 1, publicVariable 'NORRN_pos_x_%1';publicVariable 'NORRN_pos_y_%1'", _body]; }; //if respawn limit has been reached, define unit as dead call compile format ["if (_max_respawns <= %1_revives) then {_dead = true};", _body]; if (!_dead) then { unconscious_body = _unit_type createVehicle getMarkerPos "Boot_Hill"; _InitString = "this addeventhandler [""hit"", {_this select 0 setdamage 0}]; this addeventhandler [""dammaged"", {_this select 0 setdamage 0}]; this setCaptive true; this switchMove 'AmovPpneMstpSnonWnonDnon_healed'; this disableAI 'ANIM'; "; unconscious_body SetVehicleInit _InitString; processInitCommands; sleep 0.1; }; if (!surfaceIsWater getPos _body) then {_body switchMove "AmovPpneMstpSnonWnonDnon_healed"}; //anti-water code if (surfaceIsWater getPos _body && !_dead) then { waitUntil{alive player}; player setPos NORRN_pos; player setCaptive true; if (_no_respawn_points > 0) then {titleText ["Choose spawn point or press escape to close dialog and start at current position","PLAIN", 0.5]}; if (_no_respawn_points == 1) then {_dialog_1 = createDialog "respawn_button_1"}; if (_no_respawn_points == 2) then {_dialog_1 = createDialog "respawn_button_2"}; if (_no_respawn_points == 3) then {_dialog_1 = createDialog "respawn_button_3"}; if (_no_respawn_points == 4) then {_dialog_1 = createDialog "respawn_button_4"}; }; while {surfaceIsWater getPos player && !_dead} do { if (!_water) then {titlecut [" ","BLACK IN", 0.4]}; disableUserInput false; if(!alive player) then {_body = player; waitUntil{alive player};player setPos NORRN_pos;player setCaptive true;}; if (primaryWeapon player != "") then {player action ["WEAPONONBACK", player]}; player setdammage 0; deleteVehicle _body; if (vehicle player != player && player == driver (vehicle player)) then {player action ["GETOUT", vehicle player]}; if (vehicle player != player && player == gunner vehicle player) then {player action ["GETOUT", vehicle player]}; _water = true; sleep 1; }; if (!surfaceIsWater getPos player && !_dead && _water) then { call compile format ["if (%1_respawn_at_base) then {_respawn_at_base = true}", player]; if (vehicle player != player) then {player action ["GETOUT", vehicle player]}; player setCaptive false; if (!_respawn_at_base) then { titlecut [" ","BLACK OUT",10]; NORRN_pos = getPos player; NORRN_dir = getDir player; player switchMove "AmovPpneMstpSnonWnonDnon_healed"; titlecut [" ","BLACK OUT",10]; sleep 1; unconscious_body setPos NORRN_pos; unconscious_body setDir NORRN_dir; call compile format ["NORRN_pos_x_%1 = NORRN_pos select 0; NORRN_pos_y_%1 = NORRN_pos select 1, publicVariable 'NORRN_pos_x_%1';publicVariable 'NORRN_pos_y_%1'", player]; call compile format ["player setPos getMarkerPos 'Respawn_%1'", _player_side]; player setCaptive false; sleep 0.1; _water = false; disableUserInput true; }; }; //If player is down start camera if (!_dead && !_respawn_at_base) then { _bee = "butterfly" createVehicle NORRN_pos; [ _bee, NORRN_pos, unconscious_body] exec "revive_sqf\camera_follow.sqs"; sleep 0.1; }; call compile format ["%1_a = true; publicVariable ""%1_a""", player]; //create marker at scene of unconcious player if (_unconscious_markers == 1 && !_dead && !_respawn_at_base) then { _mrkr = format["%1 is down", name player]; createMarker [_mrkr, NORRN_pos]; _mrkr setMarkerColor "ColorBlue"; _mrkr setMarkerType "Flag1"; _mrkr setMarkerText format["%1 is down", name player]; _mrkr setMarkerSize [0.4, 0.4]; }; //move body _respawn = true; waitUntil {alive player}; _name = player; sleep 4; if (!_respawn_at_base) then { unconscious_body setPos NORRN_pos; unconscious_body setDir NORRN_dir; }; if (!_dead) then {deleteVehicle _body}; sleep 0.05; disableUserInput false; _revived_position = true; _concious = true; }; //player unconcious while {_revive_timer == 0 && alive player && _respawn && _concious && !_dead && !_respawn_at_base} do { call compile format ["if (%1_respawn_at_base) then {_respawn_at_base = true}", _name]; //call-out while unconcious if (_call_out_function == 1 && _d == 0) then { unconscious_body setVehicleInit "this say (commentsBrian select floor(random 11))"; processInitCommands; NORRN_random = 75 + ceil(random 25); }; _d = _d + 1; if (_d == NORRN_random) then {_d = 0}; sleep 0.2; //reviver is within the revive radius and is reviving - unit revived if (alive player && count (nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3]) > 1) then { call compile format ["if (%1_respawn_at_base) then {_respawn_at_base = true}", _name]; _near_Objects = nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3]; _e = 0; {if(animationState _x == "AinvPknlMstpSlayWrflDnon_medic")then {_e = _e + 1}}forEach _near_Objects; if (_e >= 1) then { sleep 1; _reviver = nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3] select 1; if (animationState _reviver != "AinvPknlMstpSlayWrflDnon_medic") then {_reviver = nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3] select 2}; if (animationState _reviver != "AinvPknlMstpSlayWrflDnon_medic") then {_reviver = nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3] select 3}; sleep 1; if (_reward_function == 1 && _max_respawns != 1000) then { call compile format ["revive_%1 = revive_%1 + 1; publicVariable ""revive_%1""", _reviver]; }; //Set current unit status unconcious call compile format ["%1_a = false; publicVariable ""%1_a""", _name]; if (_unconscious_markers == 1) then {deleteMarker format["%1 is down", name _name]}; sleep 1; //Return player to position where they were shot if (NORRN_respawn_mrkr distance NORRN_pos > 1000) then { _name setCaptive true; _name setPos [(NORRN_pos select 0) - 1000, NORRN_pos select 1, 0]; _name playMove "AmovPpneMstpSnonWnonDnon_healed"; sleep 4; _name setPos NORRN_pos; _name setDir NORRN_dir; _name setCaptive false; }else { _name playMove "AmovPpneMstpSnonWnonDnon_healed"; sleep 4; _name setPos NORRN_pos; _name setDir NORRN_dir; }; //increment respawn counter if (local _name && _max_respawns != 1000) then { _no_respawns = call compile format ["%1_revives", _name] + 1; _respawns_left = _max_respawns - _no_respawns; _no_left = format ["Revives remaining: %1", _respawns_left]; hint _no_left; call compile format ["%1_revives = _no_respawns", _name]; }; enableRadio true; deleteVehicle unconscious_body; //Fix for leader if (_leader != formleader _name) then { {_x doFollow _leader; _x doMove getPos _x} forEach units _group; }; //reset variables _revived_position = false; _respawn = false; _concious = false; _c = 0; _d = 0; sleep 1; }; }; }; if (_revive_timer == 1 && alive player && _respawn && _concious && !_dead && !_respawn_at_base) then { _revive_time = time + _revive_time_limit; sleep 0.05; while {_revive_timer == 1 && alive player && _respawn && _concious && !_dead && !_respawn_at_base && time < _revive_time} do { call compile format ["if (%1_respawn_at_base) then {_respawn_at_base = true}", _name]; //call-out while unconcious if (_call_out_function == 1 && _d == 0) then { unconscious_body setVehicleInit "this say (commentsBrian select floor(random 11))"; processInitCommands; NORRN_random = 75 + ceil(random 25); }; _d = _d + 1; if (_d == NORRN_random) then {_d = 0}; sleep 0.2; //reviver is within the revive radius and is reviving - unit revived if (count (nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3]) > 1) then { call compile format ["if (%1_respawn_at_base) then {_respawn_at_base = true}", _name]; _near_Objects = nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3]; _e = 0; {if(animationState _x == "AinvPknlMstpSlayWrflDnon_medic")then {_e = _e + 1}}forEach _near_Objects; if (_e >= 1) then { sleep 1; _reviver = nearestObjects [unconscious_body, [_can_be_revived, _can_be_revived_2], 3] select 1; if (animationState _reviver != "AinvPknlMstpSlayWrflDnon_medic") then {_reviver = nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3] select 2}; if (animationState _reviver != "AinvPknlMstpSlayWrflDnon_medic") then {_reviver = nearestObjects [_name, [_can_be_revived, _can_be_revived_2], 3] select 3}; sleep 1; if (local _name && _reward_function == 1 && _max_respawns != 1000) then { call compile format ["revive_%1 = revive_%1 + 1; publicVariable ""revive_%1""", _reviver]; }; //Set current unit status unconcious call compile format ["%1_a = false; publicVariable ""%1_a""", _name]; if (_unconscious_markers == 1) then {deleteMarker format["%1 is down", name _name]}; sleep 1; //Return player to position where they were shot if (NORRN_respawn_mrkr distance NORRN_pos > 1000) then { _name setCaptive true; _name setPos [(NORRN_pos select 0) - 1000, NORRN_pos select 1, 0]; _name playMove "AmovPpneMstpSnonWnonDnon_healed"; sleep 4; _name setPos NORRN_pos; _name setDir NORRN_dir; _name setCaptive false; }else { _name playMove "AmovPpneMstpSnonWnonDnon_healed"; sleep 4; _name setPos NORRN_pos; _name setDir NORRN_dir; }; //increment respawn counter if (local _name && _max_respawns != 1000) then { _no_respawns = call compile format ["%1_revives", _name] + 1; _respawns_left = _max_respawns - _no_respawns; _no_left = format ["Revives remaining: %1", _respawns_left]; hint _no_left; call compile format ["%1_revives = _no_respawns", _name]; }; enableRadio true; deleteVehicle unconscious_body; //Fix for leader if (_leader != formleader _name) then { {_x doFollow _leader; _x doMove getPos _x} forEach units _group; }; if (_leader != formleader _name) then { {_x doFollow _leader; _x doMove getPos _x} forEach units _group; }; //reset variables _revived_position = false; _respawn = false; _concious = false; _c = 0; _d = 0; sleep 1; }; }; if (_revive_timer == 1 && alive player && _respawn && _concious && !_dead && !_respawn_at_base && time >= _revive_time) then { if (_revive_timer_type == 0) then { titleText ["Revive timer has been exceeded. You are dead", "BLACK", 10]; _dead = true; }; if (_revive_timer_type == 1) then { titleText ["Revive timer has been exceeded. Respawning at marker", "PLAIN", 0.3]; sleep 2; //Unit respawns at mission start if (_respawn_position == 0) then {[1, _name] execVM "revive_sqf\respawn_at_base.sqf"; _respawn_at_base = true}; //Unit respawns at closest enemy free base if (_respawn_position == 1) then { _base_1_distance = NORRN_pos distance getMarkerPos _Base_1; _base_2_distance = NORRN_pos distance getMarkerPos _Base_2; _base_3_distance = NORRN_pos distance getMarkerPos _Base_3; _base_4_distance = NORRN_pos distance getMarkerPos _Base_4; _base_distance = _base_1_distance; _respawn_base = 1; if (_base_distance > _base_2_distance && !no_base_2 && !no_base_2b) then {_base_distance = _base_2_distance; _respawn_base = 2;}; if (_base_distance > _base_3_distance && !no_base_3 && !no_base_3b) then {_base_distance = _base_3_distance; _respawn_base = 3;}; if (_base_distance > _base_4_distance && !no_base_4 && !no_base_4b) then {_base_distance = _base_4_distance; _respawn_base = 4;}; sleep 0.01; [_respawn_base, _name] execVM "revive_sqf\respawn_at_base.sqf"; _respawn_at_base = true; }; }; sleep 0.1; }; }; }; if (alive player && _respawn && _concious && !_dead && _respawn_at_base) then { sleep 0.2; _name playmove "AmovPercMstpSrasWrflDnon"; //Set current unit status unconcious call compile format ["%1_a = false; publicVariable ""%1_a""", _name]; if (_unconscious_markers == 1) then {deleteMarker format["%1 is down", name _name]}; sleep 4; deleteVehicle unconscious_body; //Fix for leader if (_leader != formleader _name) then { {_x doFollow _leader; _x doMove getPos _x} forEach units _group; }; enableRadio true; if (_leader != formleader _name) then { {_x doFollow _leader; _x doMove getPos _x} forEach units _group; }; //increment respawn counter if (local _name && _max_respawns != 1000) then { _no_respawns = call compile format ["%1_revives", _name] + 1; _respawns_left = _max_respawns - _no_respawns; _no_left = format ["Revives remaining: %1", _respawns_left]; hint _no_left; call compile format ["%1_revives = _no_respawns", _name]; }; //reset variables call compile format ["%1_respawn_at_base = false; publicVariable ""%1_respawn_at_base""", _name]; _revived_position = false; _respawn = false; _concious = false; _c = 0; _d = 0; _respawn_at_base = false; sleep 0.2; }; sleep 1; _respawn = false; _concious = false; //if the unit is dead prompt player revive limit has been reached and select another slot if (_dead) exitWith { [player] join grpNull; if (_unconscious_markers == 1) then {deleteMarker format["%1 is down", name _name]}; if (_revive_timer == 1) then { call compile format ["if (_max_respawns > %1_revives) then {_name switchMove 'AmovPpneMstpSnonWnonDnon'; sleep 4; _name setPos NORRN_pos; _name setDir NORRN_dir;deleteVehicle unconscious_body; player setDamage 1; waitUntil {alive player}}", player]; }; deleteVehicle unconscious_body; if (_kegetys_spectator == 1) then {titleText ["You are dead", "BLACK FADED", 2]; sleep 1; [player, player, "null"] execVM "spect\specta.sqf"}; waitUntil{alive player}; sleep 0.5; if (_revive_timer == 0 && _kegetys_spectator == 0 || _revive_timer == 1 && NORRN_kegetys_spectator == 0) then {titleText ["Player is dead. Please press escape, return to the unit selection menu and choose another playable unit", "BLACK FADED", 10]}; [player] join grpNull; sleep 5; }; };/* TEAM KILL PUNISHMENT SCRIPT This script automatically decreases the revive count of players that team kill JUNE 2007 - norrin (norrins_nook@iprimus.com.au) ************************************************************************************************************************************* team_killer.sqf */ _killer = _this select 1; if (isplayer _killer && _killer != player) then { call compile format ["%1_killer = %1_killer + 1; publicVariable ""%1_killer""", _killer]; }; if (true) exitWith {}; /* TRIGGER MAKING SCRIPT This script automatically creates the triggers required for the revive_player.sqf script OCTOBER 2007 - norrin (norrins_nook@iprimus.com.au) ************************************************************************************************************************************* trigger_mkr.sqf */ _mission_end_function = NORRN_revive_array select 0; _Base_1 = NORRN_revive_array select 13; _Base_2 = NORRN_revive_array select 14; _Base_3 = NORRN_revive_array select 15; _Base_4 = NORRN_revive_array select 16; _Base_1_respawn = NORRN_revive_array select 18; _no_enemy_sides = NORRN_revive_array select 23; _enemy_side_1 = NORRN_revive_array select 24; _enemy_side_2 = NORRN_revive_array select 25; if (_mission_end_function == 1) then { _trig_0 = createTrigger["EmptyDetector",getArray(configFile>>"CfgWorlds">>worldName>>"centerPosition")]; _trig_0 setTriggerType "END6"; _trig_0 setTriggerActivation ["LOGIC", "", false]; _trig_0 setTriggerArea [1, 1, 0, false]; _trig_0 setTriggerStatements ["mission_Over", "titleText [""Mission Failed - all players are unconscious"", ""PLAIN"", 1]", ""]; _trig_0 setTriggerTimeout [15, 15, 15, false]; }; _trig_1 = createTrigger["EmptyDetector",getArray(configFile>>"CfgWorlds">>worldName>>"centerPosition")]; _trig_1 setTriggerType "NONE"; _trig_1 setTriggerActivation ["LOGIC", "", true]; _trig_1 setTriggerArea [1, 1, 0, false]; _trig_1 setTriggerStatements ["onConnect", "call{[] execVM ""revive_sqf\onConnect.sqf""}",""]; if (_no_enemy_sides == 1 || _no_enemy_sides == 2) then { if (_Base_1_respawn == 0) then { _trig_4 = createTrigger["EmptyDetector", getMarkerPos _Base_1]; _trig_4 setTriggerType "NONE"; _trig_4 setTriggerActivation [_enemy_side_1, "PRESENT", true]; _trig_4 setTriggerArea [50, 50, 0, false]; _trig_4 setTriggerStatements ["this && !no_base_1", "no_base_1 = true;publicvariable ""no_base_1""",""]; _trig_5 = createTrigger["EmptyDetector", getMarkerPos _Base_1]; _trig_5 setTriggerType "NONE"; _trig_5 setTriggerActivation [_enemy_side_1, "NOT PRESENT", true]; _trig_5 setTriggerArea [50, 50, 0, false]; _trig_5 setTriggerStatements ["this && no_base_1", "no_base_1 = false;publicvariable ""no_base_1""",""]; }; _trig_6 = createTrigger["EmptyDetector", getMarkerPos _Base_2]; _trig_6 setTriggerType "NONE"; _trig_6 setTriggerActivation [_enemy_side_1, "PRESENT", true]; _trig_6 setTriggerArea [50, 50, 0, false]; _trig_6 setTriggerStatements ["this && !no_base_2", "no_base_2 = true; publicvariable ""no_base_2""", ""]; _trig_7 = createTrigger["EmptyDetector", getMarkerPos _Base_2]; _trig_7 setTriggerType "NONE"; _trig_7 setTriggerActivation [_enemy_side_1, "NOT PRESENT", true]; _trig_7 setTriggerArea [50, 50, 0, false]; _trig_7 setTriggerStatements ["this && no_base_2", "no_base_2 = false; publicvariable ""no_base_2""", ""]; _trig_8 = createTrigger["EmptyDetector", getMarkerPos _Base_3]; _trig_8 setTriggerType "NONE"; _trig_8 setTriggerActivation [_enemy_side_1, "PRESENT", true]; _trig_8 setTriggerArea [50, 50, 0, false]; _trig_8 setTriggerStatements ["this && !no_base_3", "no_base_3 = true; publicvariable ""no_base_3""", ""]; _trig_9 = createTrigger["EmptyDetector", getMarkerPos _Base_3]; _trig_9 setTriggerType "NONE"; _trig_9 setTriggerActivation [_enemy_side_1, "NOT PRESENT", true]; _trig_9 setTriggerArea [50, 50, 0, false]; _trig_9 setTriggerStatements ["this && no_base_3", "no_base_3 = false; publicvariable ""no_base_3""", ""]; _trig_10 = createTrigger["EmptyDetector", getMarkerPos _Base_4]; _trig_10 setTriggerType "NONE"; _trig_10 setTriggerActivation [_enemy_side_1, "PRESENT", true]; _trig_10 setTriggerArea [50, 50, 0, false]; _trig_10 setTriggerStatements ["this && !no_base_4", "no_base_4 = true; publicvariable ""no_base_4""", ""]; _trig_11 = createTrigger["EmptyDetector", getMarkerPos _Base_4]; _trig_11 setTriggerType "NONE"; _trig_11 setTriggerActivation [_enemy_side_1, "NOT PRESENT", true]; _trig_11 setTriggerArea [50, 50, 0, false]; _trig_11 setTriggerStatements ["this && no_base_4", "no_base_4 = false; publicvariable ""no_base_4""", ""]; }; If (_no_enemy_sides == 2) then { if (_Base_1_respawn == 0) then { _trig_12 = createTrigger["EmptyDetector", getMarkerPos _Base_1]; _trig_12 setTriggerType "NONE"; _trig_12 setTriggerActivation [_enemy_side_2, "PRESENT", true]; _trig_12 setTriggerArea [50, 50, 0, false]; _trig_12 setTriggerStatements ["this && !no_base_1b", "no_base_1b = true; publicvariable ""no_base_1b""", ""]; _trig_13 = createTrigger["EmptyDetector", getMarkerPos _Base_1]; _trig_13 setTriggerType "NONE"; _trig_13 setTriggerActivation [_enemy_side_2, "NOT PRESENT", true]; _trig_13 setTriggerArea [50, 50, 0, false]; _trig_13 setTriggerStatements ["this && no_base_1b", "no_base_1b = false; publicvariable ""no_base_1b""", ""]; }; _trig_14 = createTrigger["EmptyDetector", getMarkerPos _Base_2]; _trig_14 setTriggerType "NONE"; _trig_14 setTriggerActivation [_enemy_side_2, "PRESENT", true]; _trig_14 setTriggerArea [50, 50, 0, false]; _trig_14 setTriggerStatements ["this && !no_base_2b", "no_base_2b = true; publicvariable ""no_base_2b""", ""]; _trig_15 = createTrigger["EmptyDetector", getMarkerPos _Base_2]; _trig_15 setTriggerType "NONE"; _trig_15 setTriggerActivation [_enemy_side_2, "NOT PRESENT", true]; _trig_15 setTriggerArea [50, 50, 0, false]; _trig_15 setTriggerStatements ["this && no_base_2b", "no_base_2b = false; publicvariable ""no_base_2b""", ""]; _trig_16 = createTrigger["EmptyDetector", getMarkerPos _Base_3]; _trig_16 setTriggerType "NONE"; _trig_16 setTriggerActivation [_enemy_side_2, "PRESENT", true]; _trig_16 setTriggerArea [50, 50, 0, false]; _trig_16 setTriggerStatements ["this && !no_base_3b", "no_base_3b = true; publicvariable ""no_base_3b""", ""]; _trig_17 = createTrigger["EmptyDetector", getMarkerPos _Base_3]; _trig_17 setTriggerType "NONE"; _trig_17 setTriggerActivation [_enemy_side_2, "NOT PRESENT", true]; _trig_17 setTriggerArea [50, 50, 0, false]; _trig_17 setTriggerStatements ["this && no_base_3b", "no_base_3b = false; publicvariable ""no_base_3b""", ""]; _trig_18 = createTrigger["EmptyDetector", getMarkerPos _Base_4]; _trig_18 setTriggerType "NONE"; _trig_18 setTriggerActivation [_enemy_side_2, "PRESENT", true]; _trig_18 setTriggerArea [50, 50, 0, false]; _trig_18 setTriggerStatements ["this && !no_base_4b", "no_base_4b = true; publicvariable ""no_base_4b""", ""]; _trig_19 = createTrigger["EmptyDetector", getMarkerPos _Base_4]; _trig_19 setTriggerType "NONE"; _trig_19 setTriggerActivation [_enemy_side_2, "NOT PRESENT", true]; _trig_19 setTriggerArea [50, 50, 0, false]; _trig_19 setTriggerStatements ["this && no_base_4b", "no_base_4b = false; publicvariable ""no_base_4b""", ""]; }; if (true) exitWith {};;Universal Weapons Respawn Script v1.04 (March 31, 2003) revised (February 1, 2007) ;Revised for norrin's revive November 2007 ;Required Version: ArmA ;original by toadlife revised by norrin for ArmA ;toadlife@toadlife.net ?(!local player): exit ~(random 0.3) _method = _this select 0 _hasrifle = false ?(_method == 0):_return = "checklocal";goto "guncheck" #respawnloop @!alive player #checkmethod ?(_method == 1):_return = "waitforlife";goto "guncheck" #waitforlife @alive player removeAllWeapons player ?_hasrifle:_guns = _guns - [_prigun];_guncount = count _guns _c = 0 while {_c <= (_magcount - 1)} do {player addmagazine (_mags select _c); _c = _c + 1} _c = 0 while {_c <= (_guncount - 1)} do {player addweapon (_guns select _c); _c = _c + 1} ?_hasrifle: player addweapon _prigun;_gun = _guns + [_prigun] ;//If unit has a rifle select it ?_hasrifle:goto "selectrifle" ;//No rifle - if unit has a pistol, select it ?player hasweapon ((weapons player - [secondaryweapon player,"Binocular","NVGoggles"]) select 0):player selectweapon ((weapons player - [secondaryweapon player,"Binocular","NVGoggles"]) select 0);goto "respawnloop" ;//No rifle or pistol, select secondary weapon player selectweapon secondaryweapon player goto "respawnloop" #selectrifle ;// BUG WORKAROUND! - Added to compensate for selectweapon bug ;// Any gun with more than one muzzle (grenadelaunchers) cannot be selected with selectweapon! ;// Default Grenadelaunchers supported - Add your own types if you need to. player selectweapon _prigun ?_prigun == "M16A2GL":player selectweapon "M16Muzzle" ?_prigun == "M16A4GL":player selectweapon "M16Muzzle" ?_prigun == "M16A4_ACG_GL":player selectweapon "M16Muzzle" ?_prigun == "M4GL":player selectweapon "M4Muzzle" ?_prigun == "M4A1GL":player selectweapon "M4Muzzle" ?_prigun == "AK74GL":player selectweapon "AK74Muzzle" goto "respawnloop" #guncheck _guns = weapons player _mags = magazines player ~(random 0.5) _guncount = count _guns _magcount = count _mags ?player hasweapon (primaryweapon player):_hasrifle = true;_prigun = primaryweapon player;goto _return _hasrifle = false goto _return?(Param1 == 1) : goto "DuskClear" ?(Param1 == 2) : goto "NightClear" ?(Param1 == 3) : goto "DawnClear" ?(Param1 == 4) : goto "NoonClear" ?(Param1 == 5) : goto "DuskOvercast" ?(Param1 == 6) : goto "NightOvercast" ?(Param1 == 7) : goto "DawnOvercast" ?(Param1 == 8) : goto "NoonOvercast" ?(Param1 == 9) : goto "DuskStorm" ?(Param1 == 10) : goto "NightStorm" ?(Param1 == 11) : goto "DawnStorm" ?(Param1 == 12) : goto "NoonStorm" ?(Param1 == 13) : goto "DuskMist" ?(Param1 == 14) : goto "NightMist" ?(Param1 == 15) : goto "DawnMist" ?(Param1 == 16) : goto "NoonMist" ?(Param1 == 17) : goto "DuskFog" ?(Param1 == 18) : goto "NightFog" ?(Param1 == 19) : goto "DawnFog" ?(Param1 == 20) : goto "NoonFog" #DuskClear skiptime 17.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #NightClear skiptime 0 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #DawnClear skiptime 6.25 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #NoonClear skiptime 12 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #DuskOvercast skiptime 17.5 0 setFog 0.0 0 setOvercast 0.7 goto "ConditionsSet" #NightOvercast skiptime 0 0 setFog 0.0 0 setOvercast 0.7 goto "ConditionsSet" #DawnOvercast skiptime 6.25 0 setFog 0.0 0 setOvercast 0.7 goto "ConditionsSet" #NoonOvercast skiptime 12 0 setFog 0.0 0 setOvercast 0.7 goto "ConditionsSet" #DuskStorm skiptime 17.5 0 setFog 0.4 0 setOvercast 1.0 goto "ConditionsSet" #NightStorm skiptime 0 0 setFog 0.4 0 setOvercast 1.0 goto "ConditionsSet" #DawnStorm skiptime 6.25 0 setFog 0.4 0 setOvercast 1.0 goto "ConditionsSet" #NoonStorm skiptime 12 0 setFog 0.4 0 setOvercast 1.0 goto "ConditionsSet" #DuskMist skiptime 17.5 0 setFog 0.70 0 setOvercast 0.7 goto "ConditionsSet" #NightMist skiptime 0 0 setFog 0.70 0 setOvercast 0.7 goto "ConditionsSet" #DawnMist skiptime 6.25 0 setFog 0.70 0 setOvercast 0.7 goto "ConditionsSet" #NoonMist skiptime 12 0 setFog 0.70 0 setOvercast 0.7 goto "ConditionsSet" #DuskFog skiptime 17.5 0 setFog 0.97 0 setOvercast 0.7 goto "ConditionsSet" #NightFog skiptime 0 0 setFog 0.97 0 setOvercast 0.7 goto "ConditionsSet" #DawnFog skiptime 6.25 0 setFog 0.97 0 setOvercast 0.7 goto "ConditionsSet" #NoonFog skiptime 12 0 setFog 0.97 0 setOvercast 0.7 goto "ConditionsSet" #ConditionsSetframe = 0.040 0.000, 1 0.040, 3 0.080, 6 0.160, 3 0.200, 2 0.240, 3 0.320, 2 0.360, 7 0.400, 3 0.480, 1 0.680, -1 OggSaJvorbisDOggSaJqvorbisXiph.Org libVorbis I 20020717Sony Ogg Vorbis 1.0 FinalDATE=2006-09-25ENGINEER=BIG xcvvorbis)BCV1L(ĀАU 6kZkvZkZk&ZkZkZkZc 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text = ""; }; class KEGsRscListBox { access = ReadAndWrite; type = 5; style = 0; w = 0.4; h = 0.4; font = "TahomaB"; sizeEx = 0.04; rowHeight = 0; colorText[] = {1, 1, 1, 1}; colorScrollbar[] = {1, 1, 1, 1}; colorSelect[] = {0, 0, 0, 1}; colorSelect2[] = {1, 0.5, 0, 1}; colorSelectBackground[] = {0.6, 0.6, 0.6, 1}; colorSelectBackground2[] = {0.2, 0.2, 0.2, 1}; colorBackground[] = {0, 0, 0, 1}; soundSelect[] = {"", 0.1, 1}; period = 1; }; class KEGsRscActiveText { access = ReadAndWrite; type = 11; style = 2; h = 0.05; w = 0.15; font = "TahomaB"; sizeEx = 0.04; color[] = {1, 1, 1, 1}; colorActive[] = {1, 0.5, 0, 1}; soundEnter[] = {"", 0.1, 1}; soundPush[] = {"", 0.1, 1}; soundClick[] = {"", 0.1, 1}; soundEscape[] = {"", 0.1, 1}; text = ""; default = 0; }; class KEGsRscMapControl { access = ReadAndWrite; type = 101; idc = 51; style = 48; colorBackground[] = {1, 1, 1, 1}; colorText[] = {0, 0, 0, 1}; font = "TahomaB"; sizeEx = 0.04; colorSea[] = {0.56, 0.8, 0.98, 0.5}; colorForest[] = {0.6, 0.8, 0.2, 0.5}; colorRocks[] = {0.5, 0.5, 0.5, 0.5}; colorCountlines[] = {0.65, 0.45, 0.27, 0.5}; colorMainCountlines[] = {0.65, 0.45, 0.27, 1}; colorCountlinesWater[] = {0, 0.53, 1, 0.5}; colorMainCountlinesWater[] = {0, 0.53, 1, 1}; colorForestBorder[] = {0.4, 0.8, 0, 1}; colorRocksBorder[] = {0.5, 0.5, 0.5, 1}; colorPowerLines[] = {0, 0, 0, 1}; colorNames[] = {0, 0, 0, 1}; colorInactive[] = {1, 1, 1, 0.5}; colorLevels[] = {0, 0, 0, 1}; fontLabel = "Zeppelin32"; sizeExLabel = 0.027; fontGrid = "Zeppelin32"; sizeExGrid = 0.027; fontUnits = "Zeppelin32"; sizeExUnits = 0.027; fontNames = "Zeppelin32"; sizeExNames = 0.027; fontInfo = "Zeppelin32"; sizeExInfo = 0.027; fontLevel = "Zeppelin32"; sizeExLevel = 0.027; text = "#(argb,8,8,3)color(1,1,1,1)"; stickX[] = {0.2, {"Gamma", 1, 1.5}}; stickY[] = {0.2, {"Gamma", 1, 1.5}}; ptsPerSquareSea = 6; ptsPerSquareTxt = 8; ptsPerSquareCLn = 8; ptsPerSquareExp = 8; ptsPerSquareCost = 8; ptsPerSquareFor = "4.0f"; ptsPerSquareForEdge = "10.0f"; ptsPerSquareRoad = 2; ptsPerSquareObj = 10; class Bunker { icon = "\ca\ui\data\map_bunker_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 1.5 * 14 * 0.05; coefMin = 0.25; coefMax = 4; }; class Bush { icon = "\ca\ui\data\map_bush_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 0.2 * 14 * 0.05; coefMin = 0.25; coefMax = 4; }; class BusStop { icon = "\ca\ui\data\map_busstop_ca.paa"; color[] = {0, 0, 1, 1}; size = 10; importance = 1 * 10 * 0.05; coefMin = 0.25; coefMax = 4; }; class Cross { icon = "\ca\ui\data\map_cross_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 0.7 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Fortress { icon = "\ca\ui\data\map_bunker_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Fuelstation { icon = "\ca\ui\data\map_fuelstation_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.75; coefMax = 4; }; class Fountain { icon = "\ca\ui\data\map_fountain_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 12; importance = 1 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Hospital { icon = "\ca\ui\data\map_hospital_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Chapel { icon = "\ca\ui\data\map_chapel_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 1 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Church { icon = "\ca\ui\data\map_church_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Lighthouse { icon = "\ca\ui\data\map_lighthouse_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 20; importance = 3 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Quay { icon = "\ca\ui\data\map_quay_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Rock { icon = "\ca\ui\data\map_rock_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 12; importance = 0.5 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Ruin { icon = "\ca\ui\data\map_ruin_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 1.2 * 16 * 0.05; coefMin = 1; coefMax = 4; }; class SmallTree { icon = "\ca\ui\data\map_smalltree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 0.6 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Stack { icon = "\ca\ui\data\map_stack_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 20; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Tree { icon = "\ca\ui\data\map_tree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 16; importance = 0.9 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Tourism { icon = "\ca\ui\data\map_tourism_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 1 * 16 * 0.05; coefMin = 0.7; coefMax = 4; }; class Transmitter { icon = "\ca\ui\data\map_transmitter_ca.paa"; size = 20; color[] = {0, 0.35, 0.7, 1}; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class ViewTower { icon = "\ca\ui\data\map_viewtower_ca.paa"; size = 16; color[] = {0, 0.35, 0.7, 1}; importance = 2.5 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Watertower { icon = "\ca\ui\data\map_watertower_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 32; importance = 1.2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Waypoint { icon = "\ca\ui\data\map_waypoint_ca.paa"; size = 16; color[] = {0, 0.35, 0.7, 1}; importance = 2.5 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class WaypointCompleted { icon = "\ca\ui\data\map_waypoint_completed_ca.paa"; size = 16; color[] = {0, 0.35, 0.7, 1}; importance = 2.5 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; }; class KEGsRscControlsGroup { type = 15; idc = -1; style = 0; x = 0; y = 0; w = 1; h = 1; class VScrollbar { color[] = {1, 1, 1, 1}; width = 0.021; }; class HScrollbar { color[] = {1, 1, 1, 1}; height = 0.028; }; class Controls {}; };// // Spectating Script for Armed Assault // by Kegetys // _player = _this select 0; _killer = _this select 1; _seagull = _this select 2; // If seagull is valid we came from the respawn scene if(typeName _seagull != "string") then { _seagull setpos[-1000, -1000, 1000]; sleep 1.5; titleCut["","BLACK OUT", 1.5]; }; // Globals etc. spectate_events = compile loadfile "spect\specta_events.sqf"; KEGsMouseButtons = [false, false]; KEGsMouseScroll = 0; KEGsMouseCoord = [0.5, 0.5]; KEGsUseNVG = false; KEGsMissileCamActive = false; KEGsUseMissileCam = true; KEGsMarkerNames = false; // True = display marker names and arrows KEGsMarkerType = 1; // 0 = disabled, 1 = names, 2 = types KEGsTags = false; // Particlesource tags KEGsAIfilter = false; // Filter AI units (only players displayed) KEGsClientAddonPresent = false; // Is client-side addon present? KEGsMarkerSize = 1.0; // Full map marker size KEGsMinimapZoom = 0.5; // Minimap zoom KEGsSelect = 0; // Used to change selected target KEGs1stGunner = false; // Gunner view on 1st person camera? KEGsDroppedCamera = false; // Free camera dropped (non-targeted with free motion)? KEGsCamForward = false; KEGsCamBack = false; KEGsCamLeft = false; KEGsCamRight = false; KEGsNeedUpdateLB = false; _mouseDeltaX = 0; _mouseDeltaY = 0; _sdistance = 1; // camera distance _fangle = 0; // Free camera angle _fangleY = 15; _flybydst = 35; // Distance of flyby camera (adjusted based on target speed) _szoom = 0.976; _markers = []; // Map markers showing positions of all units KEGsTagSources = []; // Particle sources for tags _lastTgt = 0; _nameCache = []; // Used to store valid names since name command cannot be trusted _maxDistance = 50; // Maximum distance for camera _maxZoom = 0.05; // Maximum zoom level _minZoom = 2; // Unit sides shown - Show all if sides not set if(format["%1", KEGsShownSides] == "scalar bool array string 0xe0ffffef") then { // KEGsShownSides = [west, east, resistance, civilian]; KEGsShownSides = [west, resistance, civilian]; }; deathCam = []; _ehVehicles = []; // Used to keep track of added eventhandlers KEGsAllUnits = []; // Create trigger for retrieving all vehicles _t = createTrigger["EmptyDetector", getpos player]; _t setTriggerType "NONE"; _t setTriggerStatements ["this", "KEGsAllUnits = thislist", ""]; _t setTriggerArea[50000, 50000, 0, false]; _t setTriggerActivation["ANY", "PRESENT", false]; // Wait until trigger assigns the array waitUntil{count KEGsAllUnits > 0}; if(typeName _seagull != "string") then { sleep 1; titleCut ["","BLACK IN", 8]; } else { titleText["","BLACK IN", 0]; }; // Create dialog & assign keyboard handler createDialog "rscSpectate"; _disp = (findDisplay 55001); _disp displaySetEventHandler["KeyDown", "[""KeyDown"",_this] call spectate_events"]; _disp displaySetEventHandler["KeyUp", "[""KeyUp"",_this] call spectate_events"]; // Hide menus by default ["ToggleCameraMenu",0] call spectate_events; ["ToggleTargetMenu",0] call spectate_events; ["ToggleHelp",0] call spectate_events; ["ToggleMap",1] call spectate_events; // IDC's from rsc _cCamera = 55002; _cTarget = 55003; _cName = 55004; _cLBCameras = 55005; _cLBTargets = 55006; _cCamerasBG = 55007; _cTargetsBG = 55008; _cMap = 55013; _cMapFull = 55014; _cDebug = 55100; _nearest = objNull; // Create cameras _pos = [(getpos player select 0)-1+random 2, (getpos player select 1)-1+random 2, 2]; KEGscam_static = "camera" camCreate _pos; KEGscam_target = "camera" camCreate _pos; // "Dummy" target camera for smooth transitions KEGscam_free = "camera" camCreate _pos; KEGscam_flyby = "camera" camCreate _pos; KEGscam_topdown = "camera" camCreate _pos; KEGscam_1stperson = "camera" camCreate _pos; // Dummy camera KEGscam_missile = "camera" camCreate _pos; // Missile camera KEGscam_fullmap = "camera" camCreate _pos; // Full map view camera _cameras = [KEGscam_free, KEGscam_static, KEGscam_flyby, KEGscam_topdown, KEGscam_1stperson]; _cameraNames = ["Free", "Chase", "Flyby", "Top-down", "1st person"]; _dummy = "helihempty" createVehicleLocal [0,0,0]; // Dummy object for distance command KEGscameras = _cameras; // Hack to allow access from events.sqf // Add cameras to listbox lbClear _cLBCameras; {lbAdd[_cLBCameras, _x]} foreach _cameraNames; // Add separator & toggles _cLbSeparator = lbAdd[_cLBCameras, "---"]; lbSetColor[_cLBCameras, _cLbSeparator, [0.5, 0.5, 0.5, 0.5]]; _cLbMissileCam = lbAdd[_cLBCameras, "Missile camera"]; _cLbToggleNVG = lbAdd[_cLBCameras, "Night vision"]; _cLbToggleTags = lbAdd[_cLBCameras, "Unit tags"]; _cLbToggleAiFilter = lbAdd[_cLBCameras, "Filter AI"]; KEGs_tgtIdx = 0; KEGs_cameraIdx = 0; showcinemaborder false; lbClear _cLBTargets; onMapSingleClick "[""MapClick"",_pos] call spectate_events"; ["EventLogAdd",["Initialize",[1,1,1,1]]] call spectate_events; // Check for client side addon _foo = "KEGsAddon10" createVehicleLocal[-1000,-1000,0]; //_foo = "KEGspect_bar_yellow" createVehicleLocal[-1000,-1000,0]; if(!isNull _foo) then { deletevehicle _foo; KEGsClientAddonPresent = true; }; // Spawn thread to display help reminder after a few seconds [] spawn {sleep(3);if(dialog) then {cutText["\n\n\n\n\nPress F1 for help","PLAIN DOWN", 0.75]}}; _camSelLast = 0; _tgtSelLast = 0; _mouseLastX = 0.5; _mouseLastY = 0.5; _nNoDialog = 0; _lastCheckNewUnits = -100; _lastUpdateMarkers = -100; _lastUpdateMarkerTypes = -100; _lastUpdateTags = -100; _lastAutoUpdateLB = time; KEGsCamPos = [0,0,0]; _cxpos = 0; _cypos = 0; _czpos = 0; _cspeedx = 0; _cspeedy = 0; _tbase = 0.1; _h = 2; // Main loop - Ugly double loop to avoid exit after 10000 iterations while{dialog} do { while{dialog} do { call { // Check for listbox selections if(_camSelLast != lbCurSel _cLBCameras) then { _cs = lbCurSel _cLBCameras; if(_cs == _cLbSeparator) then {_cs = _camSelLast}; // Special for toggling missile camera if(_cs == _cLbMissileCam) then { KEGsUseMissileCam = !KEGsUseMissileCam; _cs = _camSelLast; }; // Special for toggling NVG if(_cs == _cLbToggleNVG) then { KEGsUseNVG = !KEGsUseNVG; _cs = _camSelLast; }; // Special for toggling tags if(_cs == _cLbToggleTags) then { KEGsTags = !KEGsTags; ["ToggleTags", [KEGsTags, (_cameras select KEGs_cameraIdx)]] call spectate_events; _cs = _camSelLast; }; // Special for toggling AI filter if(_cs == _cLbToggleAiFilter) then { KEGsAIfilter = !KEGsAIfilter; _cs = _camSelLast; KEGsNeedUpdateLB = true; // Request listbox update }; if(_cs != _camSelLast) then { // Selected another camera - disable dropped cam KEGsDroppedCamera = false; }; KEGs_cameraIdx = _cs; }; if(lbCurSel _cLBTargets > lbSize _cLBTargets) then { lbSetCurSel[_cLBTargets, lbSize _cLBTargets]; // Selection outside listbox size }; // Update selected target from listbox if(KEGsSelect != 0) then { lbSetCurSel[_cLBTargets, ((lbCurSel _cLBTargets)+KEGsSelect)]; KEGsSelect = 0; }; if(_tgtSelLast != lbCurSel _cLBTargets) then { KEGsDroppedCamera = false; KEGs_tgtIdx = lbValue[_cLBTargets, (lbCurSel _cLBTargets)]; }; // Process mouse movement _mouseDeltaX = _mouseLastX - (KEGsMouseCoord select 0); _mouseDeltaY = _mouseLastY - (KEGsMouseCoord select 1); if(!(KEGsMouseButtons select 0) and (KEGsMouseButtons select 1)) then { // Right mouse button - Adjust position _fangle = _fangle - (_mouseDeltaX*360); _fangleY=_fangleY + (_mouseDeltaY*180); if(_fangleY > 89) then {_fangleY = 89}; if(_fangleY < -89) then {_fangleY = -89}; }; if((KEGsMouseButtons select 0) and !(KEGsMouseButtons select 1)) then { // Left mouse button - Adjust distance _sdistance = _sdistance - (_mouseDeltaY*10); if(_sdistance > _maxDistance) then {_sdistance = _maxDistance}; if(_sdistance < -_maxDistance) then {_sdistance = -_maxDistance}; }; if(KEGsMouseScroll != 0) then { // Mouse scroll wheel - Adjust distance _sdistance = _sdistance - (KEGsMouseScroll*0.11); KEGsMouseScroll = KEGsMouseScroll * 0.75; if(_sdistance > _maxDistance) then {_sdistance = _maxDistance}; if(_sdistance < -_maxDistance) then {_sdistance = -_maxDistance}; }; if((KEGsMouseButtons select 0) and (KEGsMouseButtons select 1)) then { // Both mousebuttons - Adjust zoom _szoom = _szoom - (_mouseDeltaY*3); if(_szoom > _minZoom) then {_szoom = _minZoom}; if(_szoom < _maxZoom) then {_szoom = _maxZoom}; }; // Check for new units every 2 seconds if(time - _lastCheckNewUnits > 2) then { _lastCheckNewUnits = time; _allUnits = []; _allVehicles = []; // Avoid game logics _foo = []; //Next line of code adapted by norrin for revive script {if(side _x != sideLogic && (_x distance getMarkerPos "Boot_Hill") > 700) then {_foo = _foo + [_x]}} foreach KEGsAllUnits; {_allUnits = _allUnits + (crew _x);_allVehicles = _allVehicles + [_x]} foreach _foo; _newUnits = _allUnits - deathCam; _newVehicles = _allVehicles - _ehVehicles; if(count _newVehicles > 0) then { // Add event handlers to new vehicles _ehVehicles = _ehVehicles + _newVehicles; { // Add fired eventhandler for map indication _fh = _x addeventhandler["fired", {["UnitFired",_this] call spectate_events}]; //_kh = _x addeventhandler["killed", {["UnitKilled",_this] call spectate_events}]; _x setVariable["KEGsEHfired", _fh]; //_x setVariable["KEGsEHkilled", _kh]; } foreach _newVehicles; }; if(count _newUnits > 0) then { // Add new units to end of list deathCam = deathCam + _newUnits; // Request listbox update KEGsNeedUpdateLB = true; // Create markers { // Crete marker _m = createMarkerLocal[format["KEGsMarker%1", count _markers], getpos player]; _m setMarkerTypeLocal "Dot"; _m setMarkerSizeLocal[0.4, 0.4]; _markers = _markers + [_m]; // Set marker color if(side _x == west) then {_m setMarkerColorLocal "ColorBlue";}; if(side _x == east) then {_m setMarkerColorLocal "ColorRed";}; if(side _x == resistance) then {_m setMarkerColorLocal "ColorGreen";}; if(side _x == civilian) then {_m setMarkerColorLocal "ColorWhite";}; // Create particle source _s = "#particlesource" createvehiclelocal (getpos _x); KEGsTagSources = KEGsTagSources + [[_x, _s]]; // If tags are on, turn them off and back again to include new units if(KEGsTags) then { ["ToggleTags",[false, (_cameras select KEGs_cameraIdx)]] call spectate_events; ["ToggleTags",[true, (_cameras select KEGs_cameraIdx)]] call spectate_events; }; } foreach _newUnits; }; }; // Request listbox update every 4 seconds to update dead units or jip player names if(time - _lastAutoUpdateLB > 4) then { _lastAutoUpdateLB = time; KEGsNeedUpdateLB = true; }; if(KEGsNeedUpdateLB) then { // Clear and re-fill targets listbox lbClear _cLBTargets; for "_idx" from 0 to ((count deathCam)-1) do { _x = deathCam select _idx; _name = ""; if(alive _x) then { // Unit is alive, use name command _name = name _x; _nameCache set[_idx, _name]; } else { // Dead unit, use cached name _name = _nameCache select _idx; }; if((!KEGsAIfilter or isPlayer _x) and ((side _x) in KEGsShownSides)) then { _i = lbAdd[_cLBTargets, _name]; lbSetValue[_cLBTargets, _i, _idx]; // Value used to id unit if(side _x == west) then {lbSetColor[_cLBTargets, _i, [0.8,0.8,1,1]]}; if(side _x == east) then {lbSetColor[_cLBTargets, _i, [1,0.8,0.8,1]]}; if(side _x == resistance) then {lbSetColor[_cLBTargets, _i, [0.8,1,0.8,1]]}; if(side _x == civilian) then {lbSetColor[_cLBTargets, _i, [1,1,1,1]]}; if(not alive _x) then { // Whoops, unit is dead, change color lbSetColor[_cLBTargets, _i, [0.5,0.5,0.5,1]]; }; //if(_x == KEGs_target) then { // Select target // Not a good idea //lbSetCurSel[_cLBTargets, _i]; //}; }; }; KEGsNeedUpdateLB = false; }; // Check limits if(KEGs_tgtIdx >= count deathCam) then {KEGs_tgtIdx = (count deathCam)-1;}; if(KEGs_tgtIdx < 0) then {KEGs_tgtIdx = 0}; if(KEGs_cameraIdx < 0) then {KEGs_cameraIdx = 0}; if(KEGs_cameraIdx >= count _cameras) then {KEGs_cameraIdx = (count _cameras)-1;}; // Select camera, get target if(!KEGsMissileCamActive) then { (_cameras select KEGs_cameraIdx) cameraEffect["internal", "BACK"]; KEGs_target = deathCam select KEGs_tgtIdx; }; lbSetCurSel[_cLBCameras, KEGs_cameraIdx]; if(lbValue[_cLBTargets, (lbCurSel _cLBTargets)] != KEGs_tgtIdx) then { // Find listbox element with matching value for "_idx" from 0 to (lbSize _cLBTargets) do { if(lbValue[_cLBTargets, (lbCurSel _cLBTargets)] == KEGs_tgtIdx) then { lbSetCurSel[_cLBTargets, _idx]; _found = true; }; }; }; //if(lbCurSel _cLBTargets != KEGs_tgtIdx) then { // lbSetCurSel[_cLBTargets, KEGs_tgtIdx]; // }; camUseNVG KEGsUseNVG; if(ctrlVisible _cMapFull) then { KEGscam_fullmap cameraEffect["internal", "BACK"]; }; //ctrlSetText[_cDebug, format["%1", count _markers]]; // Update tag particlesources if(time - _lastUpdateTags > (1/5)) then { _lastUpdateTags = time; if(KEGsTags) then { ["ToggleTags", [true, (_cameras select KEGs_cameraIdx)]] call spectate_events; }; }; // Update markers 10fps _rate = 15; if(count _markers > 100) then {_rate = 7.5}; // Update large number of markers less often if(time - _lastUpdateMarkers > (1/_rate)) then { _lastUpdateMarkers = time; // setMarkerTypeLocal is very slow, call it only once per second _doMarkerTypes = false; if(time - _lastUpdateMarkerTypes > 1) then { _lastUpdateMarkerTypes = time; _doMarkerTypes = true; // Allow update marker types }; if(ctrlVisible _cMapFull) then { // Position camera in the middle of full map, for sound and // smoother marker motion (distant objects appear less smooth) _mapFull = _disp displayctrl _cMapFull; _mappos = _mapFull posScreenToWorld[0.5, 0.5]; KEGscam_fullmap camsettarget _mappos; KEGscam_fullmap camsetrelpos [0, -1, 150]; KEGscam_fullmap camcommit 0; }; _markedVehicles = []; // Keep track of vehicles with markers to avoid multiple markers for one vehicle for "_i" from 0 to ((count _markers)-1) do { _m = _markers select _i; _u = (deathCam select _i); _m setMarkerPosLocal (getpos vehicle _u); if(!((side _u) in KEGsShownSides)) then { // We arent' supposed to show this side unit - hide marker if(_doMarkerTypes) then {_m setMarkerTypeLocal "empty"}; } else { if(KEGsMarkerNames or KEGsMinimapZoom < 0.15) then { // Set full screen map marker types - Also zoomed minimap if(ctrlVisible _cMapFull) then { switch(KEGsMarkerType) do { case 0: { // No text _m setMarkerTextLocal ""; }; case 1: { // Names if(alive (vehicle _u)) then { if(name (vehicle _u) != "Error: no unit") then {_m setMarkerTextLocal name ( _u)}; }; }; case 2: { // Types _m setMarkerTextLocal getText (configFile >> "CfgVehicles" >> format["%1", typeOf (vehicle _u)] >> "DisplayName"); }; }; } else { // Minimap with detailed icons but no text _m setMarkerTextLocal ""; }; if(KEGsClientAddonPresent) then { // With client side addon use better icons _type = getText(configFile >> "CfgVehicles" >> format["%1", typeOf (vehicle _u)] >> "simulation"); _icon = "Arrow"; switch(_type) do { case "tank": {_icon = "KEGsTank"}; case "car": {_icon = "KEGsCar"}; case "soldier": {_icon = "KEGsMan"}; case "ship": {_icon = "KEGsShip"}; case "airplane": {_icon = "KEGsPlane"}; case "helicopter": {_icon = "KEGsHelicopter"}; case "motorcycle": {_icon = "KEGsMotorcycle"}; case "parachute": {_icon = "KEGsParachute"}; }; if(_doMarkerTypes) then {_m setMarkerTypeLocal _icon}; _m setMarkerSizeLocal[0.42*KEGsMarkerSize, 0.42*KEGsMarkerSize]; } else { // No client side addon - basic markers if(_doMarkerTypes) then {_m setMarkerTypeLocal "Arrow"}; if(_u == vehicle _u) then { _m setMarkerSizeLocal[0.33*KEGsMarkerSize, 0.27*KEGsMarkerSize]; } else { _m setMarkerSizeLocal[0.42*KEGsMarkerSize, 0.42*KEGsMarkerSize]; }; }; _m setMarkerDirLocal (getdir (vehicle _u)); } else { _m setMarkerTextLocal ""; if(_doMarkerTypes) then {_m setMarkerTypeLocal "Dot"}; _m setMarkerSizeLocal[0.4,0.4]; }; }; if(not alive _u) then { if(KEGsClientAddonPresent) then { // Switch to darker color, cant use side since the unit is already dead if(getMarkerColor _m == "ColorBlue") then {_m setMarkerColorLocal "KEGsDarkBlue"}; if(getMarkerColor _m == "ColorRed") then {_m setMarkerColorLocal "KEGsDarkRed"}; if(getMarkerColor _m == "ColorGreen") then {_m setMarkerColorLocal "KEGsDarkGreen"}; if(getMarkerColor _m == "ColorWhite") then {_m setMarkerColorLocal "KEGsGrey"}; } else { _m setMarkerColorLocal "ColorBlack" }; }; if(vehicle _u in _markedVehicles) then { // This vehicle was already marked, hide marker _m setMarkerTypeLocal "Empty"; } else { _markedVehicles = _markedVehicles + [vehicle _u]; }; }; // Follow target with small map _map = _disp displayctrl _cMap; ctrlMapAnimClear _map; if(KEGsDroppedCamera) then { // Center on dropped camera position _map ctrlMapAnimAdd[0.3, KEGsMinimapZoom, [_cxpos, _cypos,0]]; } else { // Center on target _map ctrlMapAnimAdd[0.3, KEGsMinimapZoom, getpos KEGs_target]; }; ctrlMapAnimCommit _map; }; // Check if target changed and center main map if(KEGs_tgtIdx != _lastTgt) then { _map = _disp displayctrl _cMapFull; ctrlMapAnimClear _map; _map ctrlMapAnimAdd [0.2, 1.0, getpos (deathcam select KEGs_tgtIdx)]; ctrlMapAnimCommit _map; }; if((_cameras select KEGs_cameraIdx) == KEGscam_1stperson) then { // 1st person view if(KEGs1stGunner) then { (vehicle KEGs_target) switchCamera "GUNNER"; } else { (vehicle KEGs_target) switchCamera "INTERNAL"; }; (vehicle KEGs_target) cameraEffect ["terminate","FRONT"]; }; // Get target properties _dir = getdir vehicle KEGs_target; _bb = boundingBox vehicle KEGs_target; //_h = ((_bb select 1) select 2) - ((_bb select 0) select 2); // Height _foo = ((_bb select 1) select 2) - ((_bb select 0) select 2); // Height _l = ((_bb select 1) select 1) - ((_bb select 0) select 1); // Length _w = ((_bb select 1) select 0) - ((_bb select 0) select 0); // Width _hstr = 0.15; _h = (_foo*_hstr)+(_h*(1-_hstr)); // Set UI texts _role = ""; if(vehicle KEGs_target != KEGs_target) then { if(KEGs_target == driver vehicle KEGs_target) then {_role = "(Driver)"}; if(KEGs_target == gunner vehicle KEGs_target) then {_role = "(Gunner)"}; if(KEGs_target == commander vehicle KEGs_target) then {_role = "(Commander)"}; }; _name = "Unknown"; if(alive KEGs_target) then { _name = name KEGs_target; if(_name == "Error: no unit") then {_name = "Unknown"}; }; if(KEGsDroppedCamera and isNull _nearest) then { // Dropped camera mode - no target _name = ""; _role = ""; }; ctrlSetText[_cName, format["%1 %2", _name, _role]]; ctrlSetText[_cCamera, format["Camera: %1", _cameraNames select KEGs_cameraIdx]]; // Set name color to gray if dropped cam _ccName = _disp displayctrl _cName; if(KEGsDroppedCamera) then { _ccName ctrlSetTextColor[0.6, 0.6, 0.6, 1]; } else { _ccName ctrlSetTextColor[1, 1, 1, 1]; }; // Set toggle text color for camera menu if(KEGsUseMissileCam) then {lbSetColor[_cLBCameras, _cLbMissileCam, [1, 0.5, 0, 1]]} else {lbSetColor[_cLBCameras, _cLbMissileCam, [1,1,1,0.33]]}; if(KEGsUseNVG) then {lbSetColor[_cLBCameras, _cLbToggleNVG, [1, 0.5, 0, 1]]} else {lbSetColor[_cLBCameras, _cLbToggleNVG, [1,1,1,0.33]]}; if(KEGsTags) then {lbSetColor[_cLBCameras, _cLbToggleTags, [1, 0.5, 0, 1]]} else {lbSetColor[_cLBCameras, _cLbToggleTags, [1,1,1,0.33]]}; if(KEGsAIfilter) then {lbSetColor[_cLBCameras, _cLbToggleAiFilter, [1, 0.5, 0, 1]]} else {lbSetColor[_cLBCameras, _cLbToggleAiFilter, [1,1,1,0.33]]}; if(KEGsDroppedCamera) then { // Dropped free camera, moved with WSAD keys if(KEGs_cameraIdx != 0) then { // User changed camera KEGsDroppedCamera = false; }; // Adjust speed from buttons held down _spd = (_sdistance max 1)*20; if(KEGsCamForward) then { _cspeedx = _cspeedx + ((_spd*_tbase)*sin _fangle); _cspeedy = _cspeedy + ((_spd*_tbase)*cos _fangle); }; if(KEGsCamBack) then { _cspeedx = _cspeedx + ((-_spd*_tbase)*sin _fangle); _cspeedy = _cspeedy + ((-_spd*_tbase)*cos _fangle); }; if(KEGsCamLeft) then { _cspeedx = _cspeedx + ((_spd*_tbase)*sin (_fangle-90)); _cspeedy = _cspeedy + ((_spd*_tbase)*cos (_fangle-90)); }; if(KEGsCamRight) then { _cspeedx = _cspeedx + ((-_spd*_tbase)*sin (_fangle-90)); _cspeedy = _cspeedy + ((-_spd*_tbase)*cos (_fangle-90)); }; // Move camera _cxpos = _cxpos + (_cspeedx*_tbase); _cypos = _cypos + (_cspeedy*_tbase); _czpos = 0; _h = 2; // Static camera height _l = 2.2; // Slow down _bstr = 5; _cspeedx = _cspeedx * ((1.0-(_tbase*_bstr)) max 0); _cspeedy = _cspeedy * ((1.0-(_tbase*_bstr)) max 0); // Check for nearby targets _dummy setpos[_cxpos, _cypos, 1.5]; _objs = [_cxpos, _cypos, 1.5] nearObjects 5; _nearest = objNull; _dist = 10; { { _d = _dummy distance _x; if(_d < _dist and _x in deathCam and alive _x) then {_nearest = _x;_dist = _d;}; } foreach crew _x; } foreach _objs; if(!isNull _nearest) then {KEGs_tgtIdx = deathCam find _nearest}; } else { // Set targets for all cameras _cxpos = getpos vehicle KEGs_target select 0; _cypos = getpos vehicle KEGs_target select 1; _czpos = getpos vehicle KEGs_target select 2; }; KEGscam_target camSetPos[_cxpos, _cypos, _czpos+(_h*0.7)]; KEGscam_static camSetTarget KEGscam_target; KEGscam_free camSetTarget[_cxpos, _cypos, _czpos+(_h*0.6)]; KEGscam_flyby camSetTarget KEGscam_target; KEGscam_topdown camSetTarget[_cxpos, _cypos, _czpos+(_h*0.6)]; {_x camSetFov _szoom} foreach _cameras; // Static camera, follows unit from behind KEGscam_static camSetRelPos[sin(_dir)*(-(_l*_sdistance)), cos(_dir)*(-(_l*_sdistance)), 0.6*abs _sdistance]; // Free camera, user rotates camera around target _d = (-(_l*(0.3 max _sdistance))); _z = sin(_fangleY)*(_l*(0.3 max _sdistance)); KEGscam_free camSetRelPos[(sin(_fangle)*_d)*cos(_fangleY), (cos(_fangle)*_d)*cos(_fangleY), _z]; KEGscam_free camCommit 0; // Flyby camera, no user control except zoom if(KEGs_target distance KEGscam_flyby > (_flybydst*1.1)) then { _flybydst = 20+(speed vehicle KEGs_target); KEGscam_flyby camSetRelPos[sin(_dir)*_flybydst, cos(_dir)*_flybydst, 1+((random _h)*1.5)]; KEGscam_flyby camCommit 0; KEGscam_target camCommit 0; }; // Top-down camera KEGscam_topdown camSetRelPos[0.0, -0.01, 2+((0 max _sdistance)*15)]; KEGscam_topdown camCommit 0; // Commit static and flyby cameras _comSpeed = 1.0 - ((speed vehicle KEGs_target)/70); if(_comSpeed < 0.0) then {_comSpeed = 0.0;}; if((vehicle KEGs_target) distance KEGscam_static > 650) then {_comSpeed = 0}; // Jump immediately to distant target KEGscam_static camCommit _comSpeed/2; KEGscam_target camCommit _comSpeed/3; KEGscam_flyby camCommit _comSpeed; _mouseLastX = KEGsMouseCoord select 0; _mouseLastY = KEGsMouseCoord select 1; _camSelLast = lbCurSel _cLBCameras; _tgtSelLast = lbCurSel _cLBTargets; _lastTgt = KEGs_tgtIdx; }; // Wait a moment. 150fps ought to be enough for everyone :-) _tt = time; sleep(1/150); _tbase = time-_tt; }}; // Dialog closed with esc key titleText["","BLACK IN", 0.5]; // Destroy cameras, markers, particlesources, etc. {camDestroy _x} foreach _cameras; deletevehicle KEGscam_target; deletevehicle KEGscam_missile; deletevehicle KEGscam_fullmap; {deletemarkerlocal _x} foreach _markers; deletevehicle _t; camUseNVG false; KEGsTags = false; onMapSingleClick ""; {deletevehicle (_x select 1)} foreach KEGsTagSources; KEGsTagSources = []; // Remove eventhandlers TODO: does this work properly? { _fh = _x getVariable "KEGsEHfired"; //_kh = _x getVariable "KEGsEHkilled"; if(typeName _fh == "SCALAR") then {_x removeEventHandler["fired", _fh]}; //if(typeName _kh == "SCALAR") then {_x removeEventHandler["killed", _kh]}; } foreach _ehVehicles; // Create a butterfly for player to fly with _bpos = [(getpos (vehicle KEGs_target) select 0)-5+random 10, (getpos (vehicle KEGs_target) select 1)-5+random 10, 1]; _bird = "ButterFly" createVehicle _bpos; _bird setvelocity[0,0,5]; _bird setpos _bpos; _bird switchCamera "INTERNAL"; _bird cameraEffect["terminate","FRONT"]; _bird camCommand "manual on"; KEGsBird = _bird; onMapSingleClick "KEGsBird setpos [_pos select 0, _pos select 1, 2];KEGsBird setvelocity[0,0,5];"; cutText["\n\n\n\n\nLand on ground to return to spectating\nClick at map to jump to location","PLAIN DOWN", 0.75]; // Wait until landed, delete bird & restart script waitUntil{getpos _bird select 2 < 0.05 and speed _bird < 1}; onMapSingleClick ""; sleep(0.5); titleText["","BLACK OUT", 0.5]; sleep(1); _player switchCamera "INTERNAL"; _player cameraEffect["terminate","FRONT"]; deletevehicle _bird; [_player, _killer, "noWait"] execVM "spect\specta.sqf";comment "for Spectating Script"; comment "Handles events such as keyboard keypresses"; comment "by Kegetys "; _type = _this select 0; _param = _this select 1; _cCamera = 55002; _cTarget = 55003; _cName = 55004; _cLBCameras = 55005; _cLBTargets = 55006; _cCamerasBG = 55007; _cTargetsBG = 55008; _cBG1 = 55009; _cBG2 = 55010; _cTitle = 55011; _cHelp = 55012; _cMap = 55013; _cMapFull = 55014; _cMapFullBG = 55015; _cEventLog = 50016; _cDebug = 55100; _UI = [_cCamera, _cTarget, _cName, _cLBCameras, _cLBTargets, _cCamerasBG, _cTargetsBG, _cBG1, _cBG2, _cTitle, _cHelp]; switch (_type) do { comment "User clicked map, find nearest unit"; case "MapClick": { _dummy = "helihempty" createVehicleLocal _param; _closest = 250; _id = -1; for "_i" from 0 to ((count deathCam)-1) do { if((side (deathCam select _i)) in KEGsShownSides) then { _d = _dummy distance (deathCam select _i); if(_d < _closest) then {_id = _i;_closest = _d}; }; }; if(_id != -1) then { KEGs_tgtIdx = _id; KEGsDroppedCamera = false; if(ctrlVisible _cMapFull) then { comment "Full map -> Small map"; [] spawn {sleep(0.25);["ToggleMap",0] call spectate_events;["ToggleMap",0] call spectate_events;}; } }; deletevehicle _dummy; }; case "KeyDown": { _key = _param select 1; comment "WSAD keys: camera movement in dropped mode"; switch(_key) do { case 32: { KEGsCamRight = true; }; case 30: { KEGsCamLeft = true; }; case 17: { KEGsCamForward = true; }; case 31: { KEGsCamBack = true; }; }; }; comment "Key up - process keypress"; case "KeyUp": { _key = _param select 1; switch(_key) do { case 32: { comment "D = Next target"; if(!KEGsDroppedCamera) then {KEGsSelect = 1}; KEGsCamRight = false; }; case 30: { comment "A = Previous target"; if(!KEGsDroppedCamera) then {KEGsSelect = -1}; KEGsCamLeft = false; }; case 17: { comment "W = Previous camera"; if(!KEGsDroppedCamera) then {KEGs_cameraIdx = KEGs_cameraIdx - 1}; KEGsCamForward = false; }; case 31: { comment "S = Next camera"; if(!KEGsDroppedCamera) then {KEGs_cameraIdx = KEGs_cameraIdx + 1}; KEGsCamBack = false; }; case 20: { comment "T = Toggle tags"; KEGsTags = !KEGsTags; if(!KEGsTags) then { ["ToggleTags", [false, objNull]] call spectate_events; }; }; case 33: { comment "F = Toggle filter"; KEGsAIfilter = !KEGsAIfilter; KEGsNeedUpdateLB = true; }; case 57: { comment "Space - drop camera or toggle 1stperson/gunner"; if(KEGscameras select KEGs_cameraIdx == KEGscam_1stperson) then { KEGs1stGunner = !KEGs1stGunner; } else { KEGsDroppedCamera = !KEGsDroppedCamera; if(KEGsDroppedCamera) then { KEGs_cameraIdx = 0; }; }; }; comment "Direct camera change with number keys"; case 2: {KEGs_cameraIdx = 0}; case 3: {KEGs_cameraIdx = 1}; case 4: {KEGs_cameraIdx = 2}; case 5: {KEGs_cameraIdx = 3}; case 6: {KEGs_cameraIdx = 4}; comment "Toggle NVG or map text type"; case 49: { if(ctrlVisible _cMapFull) then { KEGsMarkerType = KEGsMarkerType + 1; if(KEGsMarkerType > 2) then {KEGsMarkerType=0;}; } else { KEGsUseNVG = !KEGsUseNVG; }; }; case 50: {["ToggleMap",0] call spectate_events;}; case 15: {["ToggleUI",0] call spectate_events;}; case 59: {["ToggleHelp",0] call spectate_events;}; comment "Numpad + / -"; case 78: {if(KEGsMarkerSize < 1.7) then {KEGsMarkerSize = KEGsMarkerSize * 1.15}}; case 74: {if(KEGsMarkerSize > 0.7) then {KEGsMarkerSize = KEGsMarkerSize * (1/1.15)}}; } }; comment "Mouse events"; case "MouseMoving": { _x = _param select 1; _y = _param select 2; KEGsMouseCoord = [_x, _y]; }; case "MouseButtonDown": { _x = _param select 2; _y = _param select 3; _button = _param select 1; KEGsMouseButtons set[_button, true]; }; case "MouseButtonUp": { _x = _param select 2; _y = _param select 3; _button = _param select 1; KEGsMouseButtons set[_button, false]; }; case "MouseZChanged": { KEGsMouseScroll = KEGsMouseScroll + (_param select 1); }; case "MouseZChangedminimap": { KEGsMinimapZoom = KEGsMinimapZoom + ((_param select 1)*0.066); if(KEGsMinimapZoom > 0.5) then {KEGsMinimapZoom=0.5}; if(KEGsMinimapZoom < 0.05) then {KEGsMinimapZoom=0.05}; }; case "ToggleCameraMenu": { comment "Hide/unhide camera menu"; if(ctrlVisible _cLBCameras) then { ctrlShow[_cLBCameras, false]; ctrlShow[_cCamerasBG, false]; } else { ctrlShow[_cLBCameras, true]; ctrlShow[_cCamerasBG, true]; }; }; case "ToggleTargetMenu": { comment "Hide/unhide targets menu"; if(ctrlVisible _cLBTargets) then { ctrlShow[_cLBTargets, false]; ctrlShow[_cTargetsBG, false]; } else { ctrlShow[_cLBTargets, true]; ctrlShow[_cTargetsBG, true]; }; }; case "ToggleUI": { comment "Hide/unhide UI"; if(ctrlVisible _cName) then { {ctrlShow[_x, false]} foreach _UI; } else { {ctrlShow[_x, true]} foreach _UI; ctrlShow[_cHelp, false]; ctrlShow[_cLBTargets, false]; ctrlShow[_cTargetsBG, false]; ctrlShow[_cLBCameras, false]; ctrlShow[_cCamerasBG, false]; }; }; case "ToggleHelp": { comment "Hide/unhide Help text"; if(ctrlVisible _cHelp) then { ctrlShow[_cHelp, false]; } else { ctrlShow[_cHelp, true]; }; }; case "ToggleMap": { comment "Hide/unhide Map"; if(ctrlVisible _cMap and ctrlVisible _cMapFull) then { comment "Beginning, hide both"; ctrlShow[_cMap, false]; ctrlShow[_cMapFull, false]; ctrlShow[_cMapFullBG, false]; }; if(ctrlVisible _cMap) then { ctrlShow[_cMap, false]; ctrlShow[_cMapFull, true]; ctrlShow[_cMapFullBG, true]; KEGsMarkerNames = true; KEGsSoundVolume = soundVolume; 0.5 fadeSound 0.2; } else { KEGsMarkerNames = false; if(ctrlVisible _cMapFull) then { ctrlShow[_cMapFull, false]; ctrlShow[_cMapFullBG, false]; 0.5 fadeSound KEGsSoundVolume; } else { ctrlShow[_cMap, true]; }; }; }; comment "Toggle particlesource tags"; case "ToggleTags": { if(_param select 0) then { comment "turn on"; _lifeTime = 0.5; _dropPeriod = 0.05; _size = 0.5; _cam = _param select 1; _part = "\ca\data\cl_water.p3d"; if(KEGsClientAddonPresent) then {_part = "\KEGspect\tag.p3d"}; { _u = _x select 0; _s = _x select 1; _size = 1.33 min (((vehicle _u) distance _cam)/100); _color = [1,1,1,1]; if(side _u == east) then {_color = [1,0,0,1]}; if(side _u == west) then {_color = [0,0,1,1]}; if(side _u == resistance) then {_color = [0,1,0,1]}; if(alive _u) then { _colorB = [_color select 0, _color select 1, _color select 2, 0]; _s setParticleParams[_part, "", "billboard", 1, _lifeTime, [0, 0, 2], [0,0,0], 1, 1, 0.784, 0.1, [_size, _size*0.66], [_color, _color, _color, _color, _colorB], [1], 10.0, 0.0, "", "", vehicle _u]; _s setDropInterval _dropPeriod; } else { _s setDropInterval 0; }; } foreach KEGsTagSources; } else { comment "turn off"; { _s = _x select 1; _s setDropInterval 0; } foreach KEGsTagSources; }; }; comment "Add string to event log"; case "EventLogAdd": { _txt = _param select 0; _color = _param select 1; _i = lbAdd[_cEventLog, _txt]; lbSetColor[_cEventLog, _i, _color]; lbSetCurSel[_cEventLog, _i]; }; comment "Killed eventhandler, add to log"; case "UnitKilled": { _killed = _param select 0; _killer = _param select 1; _txt = format["%1 (%2) was killed by %3 (%4) (%5m)", _killed, side _killed, _killer, side _killer, _killed distance _killer]; ["EventLogAdd",[_txt,[1,1,1,1]]] call spectate_events; }; comment "Fired eventhandler, display as marker in map"; comment "Also missile camera is handled here"; case "UnitFired": { if(KEGsTags and KEGsClientAddonPresent) then { comment "Bullet path bar"; _u = _param select 0; _w = _param select 1; _a = _param select 4; _o = (getpos _u) nearestObject _a; _type = getText(configFile >> "CfgAmmo" >> format["%1", typeOf _o] >> "simulation"); if(_type == "shotBullet") then { _bar = "KEGspect_bar_yellow"; if(side _u == west) then {_bar = "KEGspect_bar_red"}; if(side _u == east) then {_bar = "KEGspect_bar_green"}; _bars = []; for "_i" from 0 to 300 step 5 do { _pos = _o modelToWorld[0,_i+2.5,0]; _b = _bar createVehicleLocal _pos; _b setVectorDir(vectorDir _o); _b setVectorUp(vectorUp _o); _bars = _bars + [_b]; }; _bars spawn {sleep 1.5;{deletevehicle _x} foreach _this}; }; }; if(ctrlVisible _cMapFull) then { _u = _param select 0; _w = _param select 1; _a = _param select 4; _o = (getpos _u) nearestObject _a; _len = (speed _o)/15; _dir = getdir _o; comment "Marker for shot effect (stationary circle)"; _m2 = createMarkerLocal[format["KEGsMarkerFired%1", random 10000], getpos _o]; _m2 setMarkerColorLocal "ColorYellow"; _m2 setMarkerSizeLocal[0.45, 0.45]; _m2 setMarkerTypeLocal "Select"; _type = getText(configFile >> "CfgAmmo" >> format["%1", typeOf _o] >> "simulation"); _name = getText(configFile >> "CfgWeapons" >> format["%1", _w] >> "displayName"); comment "Marker for round itself, for bullet display line, everything else a named marker"; if(_type == "shotMissile" OR _type == "shotRocket" OR _type == "shotShell" OR _type == "shotTimeBomb" OR _type == "shotPipeBomb" OR _type == "shotMine" OR _type == "shotSmoke") then { _m = createMarkerLocal[format["KEGsMarkerFired%1", random 10000], [(getpos _o select 0)+(sin _dir)*_len, (getpos _o select 1)+(cos _dir)*_len, 0]]; _m setMarkerTypeLocal "Dot"; _m setMarkerColorLocal "ColorWhite"; _m setMarkerSizeLocal[0.25,0.5]; _m setMarkerTextLocal _name; _m2 spawn {sleep(2);deleteMarkerLocal _this}; [_m, _o] spawn { _m = _this select 0; _o = _this select 1; while{!isNull _o} do { _m setMarkerPosLocal getpos _o; _m setMarkerDirLocal getdir _o; sleep(1/50); }; _m setMarkerColorLocal "ColorBlack"; sleep(3); deleteMarkerLocal _m; }; } else { _m = createMarkerLocal[format["KEGsMarkerFired%1", random 10000], [(getpos _o select 0)+(sin _dir)*_len, (getpos _o select 1)+(cos _dir)*_len, 0]]; _m setMarkerShapeLocal "RECTANGLE"; _m setMarkerSizeLocal[0.25,_len]; _m setMarkerDirLocal (getdir _o); if(KEGsClientAddonPresent) then { _m setMarkerColorLocal "KEGsDarkYellow"; [_m2, _m] spawn {sleep(1.0);(_this select 1) setMarkerColorLocal "KEGsYellowAlpha";sleep(1);deletemarkerLocal (_this select 1);deletemarkerLocal (_this select 0);}; } else { _m setMarkerColorLocal "ColorYellow"; [_m2, _m] spawn {sleep(1.0);(_this select 1) setmarkerbrushLocal "grid";sleep(1);deletemarkerLocal (_this select 1);deletemarkerLocal (_this select 0);}; }; } }; comment "Missile camera"; if(KEGsUseMissileCam and !KEGsDroppedCamera) then { _u = _param select 0; _w = _param select 1; _a = _param select 4; _o = (getpos _u) nearestObject _a; _type = getText(configFile >> "CfgAmmo" >> format["%1", typeOf _o] >> "simulation"); _name = getText(configFile >> "CfgWeapons" >> format["%1", _w] >> "displayName"); if(_u == vehicle KEGs_target and (_type == "shotMissile" or _type == "shotRocket") and !KEGsMissileCamActive) then { KEGsMissileCamActive = true; cutText[_name,"PLAIN DOWN", 0.10]; KEGscam_missile switchCamera "INTERNAL"; KEGscam_missile cameraEffect["internal", "BACK"]; KEGscam_missile camsettarget _o; KEGscam_missile camsetrelpos[0,0,0]; KEGscam_missile camSetFov 0.5; KEGscam_missile camCommit 0; KEGscam_missile camSetFov 1.25; KEGscam_missile camCommit 2; _o spawn { while{!isNull _this and speed _this > 1} do { KEGscam_missile camsettarget _this; KEGscam_missile camsetrelpos[0,-0.1,0.20]; KEGscam_missile camCommit 0; sleep(0.01); }; sleep(3); KEGsMissileCamActive = false; }; } }; }; default { hint "Unknown event"; }; } // // Spectating Script for Armed Assault // by Kegetys // #include "common.hpp" #define BORDERSIZE 0.06 #define BORDERXSIZE 0.015 #define CMENUWIDTH 0.1575 // Camera menu width #define TMENUWIDTH 0.200 // Target menu width #define MENUHEIGHT 0.25 #define MAPWIDTH 0.3 #define MAPHEIGHT 0.28 #define MAPTXTSIZE 0.02 #define ELOGWIDTH 0.900 //#define ELOGHEIGHT 0.1525 #define ELOGHEIGHT 0.0 #define IDC_MAIN 55001 #define IDC_CAMERA 55002 #define IDC_TARGET 55003 #define IDC_NAME 55004 #define IDC_MENUCAM 55005 #define IDC_MENUTGT 55006 #define IDC_MENUCAMB 55007 #define IDC_MENUTGTB 55008 #define IDC_BG1 55009 #define IDC_BG2 55010 #define IDC_TITLE 55011 #define IDC_HELP 55012 #define IDC_MAP 55013 #define IDC_MAPFULL 55014 #define IDC_MAPFULLBG 55015 #define IDC_EVENTLOG 50016 #define IDC_DEBUG 55100 #define COL_ORANGE {1, 0.5, 0, 1} #define COL_GRAY {0.2, 0.2, 0.2, 1} class rscSpectate { idd = IDC_MAIN; movingEnable = false; class controls { // Dummy element for retrieving mouse events class mouseHandler: KEGsRscControlsGroup { onMouseMoving = "[""MouseMoving"",_this] call spectate_events"; onMouseButtonDown = "[""MouseButtonDown"",_this] call spectate_events"; onMouseButtonUp = "[""MouseButtonUp"",_this] call spectate_events"; onMouseZChanged = "[""MouseZChanged"",_this] call spectate_events"; idc = 123; x = 0.0; y = 0.0; w = 1.0; h = 1.0; colorBackground[] = {0.2, 0.0, 0.0, 0.0}; }; // Borders and title text class BackgroundTop: KEGsRscText { idc = IDC_BG1; x = -3.0; y = -1.0; w = 7.0; h = BORDERSIZE+1; colorBackground[] = {0.0, 0.0, 0.0, 1.0}; }; class BackgroundBottom: BackgroundTop { idc = IDC_BG2; y = 1.0-BORDERSIZE; }; class title : BackgroundTop { idc = IDC_TITLE; colorBackground[] = {0.0, 0.0, 0.0, 0.0}; text = "SPECTATING"; style = 2; sizeEx = 0.035; colorText[] = {1.0, 0.0, 0.0, 1.0}; shadow = true; y = 0.0; h = BORDERSIZE; font = "Zeppelin32"; } // Camera menu class menuCameras : KEGsRscText { idc = IDC_MENUCAMB; style = ST_HUD_BACKGROUND; x = BORDERXSIZE; y = BORDERSIZE; w = CMENUWIDTH; h = MENUHEIGHT; text = ; colorBackground[] = {0, 0, 0, 0.7}; }; class menuCamerasLB : KEGsRscListBox { idc = IDC_MENUCAM; x = BORDERXSIZE; y = BORDERSIZE; w = CMENUWIDTH; h = MENUHEIGHT; colorSelect[] = COL_ORANGE; colorSelect2[] = COL_ORANGE; colorSelectBackground[] = COL_GRAY; colorSelectBackground2[] = COL_GRAY; sizeEx = 0.025; } // Targets menu class menuTargets : KEGsRscText { idc = IDC_MENUTGTB; style = ST_HUD_BACKGROUND; x = 1.0-BORDERXSIZE-TMENUWIDTH; y = BORDERSIZE; w = TMENUWIDTH; h = MENUHEIGHT; text = ; colorBackground[] = {0, 0, 0, 0.7}; }; class menuTargetsLB : KEGsRscListBox { idc = IDC_MENUTGT; x = 1.0-BORDERXSIZE-TMENUWIDTH; y = BORDERSIZE; w = TMENUWIDTH; h = MENUHEIGHT; colorSelect[] = COL_ORANGE; colorSelect2[] = COL_ORANGE; colorSelectBackground[] = COL_GRAY; colorSelectBackground2[] = COL_GRAY; colorScrollbar[] = COL_ORANGE; colorText[] = {1, 1, 1, 1}; sizeEx = 0.025; period = 0; } // Top texts class tCamera : KEGsRscActiveText { idc = IDC_CAMERA; x = BORDERXSIZE; y = 0.0; w = 1.0-(2*BORDERXSIZE); h = BORDERSIZE; text = "Camera"; style = 0; sizeEx = 0.025; color[] = {1.0, 1.0, 1.0, 0.9}; shadow = true; font = "Zeppelin32"; onMouseButtonUp = "[""ToggleCameraMenu"",0] call spectate_events"; } class tTarget : tCamera { idc = IDC_TARGET; text = "Target"; style = 1; onMouseButtonUp = "[""ToggleTargetMenu"",0] call spectate_events"; } // Bottom texts class tName : KEGsRscText { idc = IDC_NAME; x = BORDERXSIZE;y= 1.0-BORDERSIZE; w = 1.0-(2*BORDERXSIZE); h = BORDERSIZE; text = "Unknown"; style = 0; sizeEx = 0.030; colorText[] = {1.0, 1.0, 1.0, 0.9}; font = "Zeppelin32"; } // Help text class tHelp : KEGsRscText { type = 13; idc = IDC_HELP; x = BORDERXSIZE*3;y=BORDERSIZE*3; w = 1-(2*BORDERXSIZE*3); h = 1.0-(2*BORDERSIZE*2); text = "Spectating Script v1.01 by Kegetys

Click at the camera/target text at the top to open camera/target menus.
Units on the map can be clicked to target them

Keyboard controls:
A/D - Previous/Next target
W/S - Previous/Next camera
1-5 - Direct camera change
N - 3D view: Toggle night vision on/off
N - Full map: Toggle marker text off/names/types
T - Toggle unit tags on/off
F - Toggle AI filter on/off
Tab - Toggle UI on/off
M - Toggle map on/full/off
Numpad plus/minus - Increase/decrease full map marker size
Space - Drop camera (W,S,A,D keys = movement)
Space - Toggle gunsight (1st person view)
Esc - Butterfly mode

Mouse controls:
Right button - Rotate camera (free camera mode only)
Left button - Move camera
Left and right button - Zoom

Download the client-side addon from
http://www.kegetys.net for enhanced functionality
"; style = 2; sizeEx = 0.025; size = 0.025; colorText[] = {1.0, 1.0, 1.0, 1.0}; color[] = {0.0, 0.0, 0.0, 1.0}; font = "LucidaConsoleB"; class Attributes{ font = "Bitstream"; color = "#ffffff"; align = "left"; shadow = true; }; } // Debug text class tDebug : tCamera { idc = IDC_DEBUG; text = ""; style = 2; x = 0; y = 0; w = 1; h = 1; action =""; } // Map class map : KEGsRscMapControl { idc = IDC_MAP; x = 1.0-MAPWIDTH;y=1.0-MAPHEIGHT; w = MAPWIDTH; h = MAPHEIGHT; colorBackground[] = {0.7, 0.7, 0.7, 0.75}; //sizeEx = 0.02; sizeExLabel = MAPTXTSIZE; sizeExGrid = MAPTXTSIZE; sizeExUnits = MAPTXTSIZE; sizeExNames = MAPTXTSIZE; sizeExInfo = MAPTXTSIZE; sizeExLevel = MAPTXTSIZE; showCountourInterval = "false"; onMouseZChanged = "[""MouseZChangedminimap"",_this] call spectate_events"; class Command { icon = "#(argb,8,8,3)color(1,1,1,1)"; color[] = {0, 0, 0, 1}; size = 18; importance = 1; coefMin = 1; coefMax = 1; }; class ActiveMarker { color[] = {0.3, 0.1, 0.9, 1}; size = 50; }; } // Fullscreen map class mapFullBG : BackgroundTop { idc = IDC_MAPFULLBG; x = -3;y=-3; w = 9;h=9; colorBackground[] = {0.0, 0.0, 0.0, 1.0}; } class mapFull : map { showCountourInterval = "true"; idc = IDC_MAPFULL; x = 0;y=BORDERSIZE; w = 1;h=1.0-(BORDERSIZE*2); colorBackground[] = {0.85, 0.85, 0.85, 1.0}; } // Fullscreen event log class mapFullEventLog : KEGsRscListBox { idc = IDC_EVENTLOG; x = 0; y = 1-ELOGHEIGHT; w = ELOGWIDTH; h = ELOGHEIGHT; colorText[] = {1, 1, 1, 0}; colorSelect[] = {1, 1, 1, 0}; colorSelect2[] = {1, 1, 1, 0}; colorSelectBackground[] = {1, 1, 1, 0}; colorSelectBackground2[] = {1, 1, 1, 0}; colorBackground[] = {0, 0, 0, 0.5}; colorScrollbar[] = {1, 1, 1, 0}; sizeEx = 0.021; } } }_objekt = bagango_marker _pos = getpos _objekt _nymark = "bagango_racs" _oldmark = "bagango_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = bagango_pat _objnumber = "4" _status = "DONE" _hint = "Bagango is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done4=true fail4=false_objekt = bagango_marker _pos = getpos _objekt _nymark = "bagango_sla" _oldmark = "bagango_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "4" _status = "FAILED" _hint = "Enemy forces just entered Bagango." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done4=false fail4=true_objekt = carmen_marker _pos = getpos _objekt _nymark = "carmen_racs" _oldmark = "carmen_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = carmen_pat _objnumber = "3" _status = "DONE" _hint = "Carmen is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done3=true fail3=false_objekt = carmen_marker _pos = getpos _objekt _nymark = "carmen_sla" _oldmark = "carmen_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "3" _status = "FAILED" _hint = "Enemy forces just entered Carmen." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done3=false fail3=true_objekt = corazol_marker _pos = getpos _objekt _nymark = "corazol_racs" _oldmark = "corazol_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = corazol_pat _oldpat2 = heli_pat _objnumber = "7" _status = "DONE" _hint = "Corazol is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 deleteMarker _oldpat2 _objnumber objStatus _status hint _hint done7=true fail7=false_objekt = corazol_marker _pos = getpos _objekt _nymark = "corazol_sla" _oldmark = "corazol_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "7" _status = "FAILED" _hint = "Enemy forces just entered Corazol." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done7=false fail7=true_objekt = eponia_marker _pos = getpos _objekt _nymark = "eponia_racs" _oldmark = "eponia_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = eponia_pat _objnumber = "2" _status = "DONE" _hint = "Eponia is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done2=true fail2=false_objekt = eponia_marker _pos = getpos _objekt _nymark = "eponia_sla" _oldmark = "eponia_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "2" _status = "FAILED" _hint = "Enemy forces just entered Eponia." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done2=false fail2=true_objekt = mercalillo_marker _pos = getpos _objekt _nymark = "mercalillo_racs" _oldmark = "mercalillo_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = mercalillo_pat _objnumber = "5" _status = "DONE" _hint = "Mercalillo is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done5=true fail5=false_objekt = mercalillo_marker _pos = getpos _objekt _nymark = "mercalillo_sla" _oldmark = "mercalillo_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "5" _status = "FAILED" _hint = "Enemy forces just entered Mercalillo." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done5=false fail5=true_objekt = obregan_marker _pos = getpos _objekt _nymark = "obregan_racs" _oldmark = "obregan_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = obregan_pat _objnumber = "6" _status = "DONE" _hint = "Obregan is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done6=true fail6=false_objekt = obregan_marker _pos = getpos _objekt _nymark = "obregan_sla" _oldmark = "obregan_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "6" _status = "FAILED" _hint = "Enemy forces just entered Obregan." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done6=false fail6=true_objekt = tandag_marker _pos = getpos _objekt _nymark = "tandag_racs" _oldmark = "tandag_sla" _form = "ICON" _typ = "Flag1" _color = "ColorGreen" _text = "Controlled by US" _oldpat1 = tandag_pat _objnumber = "1" _status = "DONE" _hint = "Tandag is cleared of enemy forces." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark deleteMarker _oldpat1 _objnumber objStatus _status hint _hint done1=true fail1=false_objekt = tandag_marker _pos = getpos _objekt _nymark = "tandag_sla" _oldmark = "tandag_racs" _form = "ICON" _typ = "Flag1" _color = "ColorRed" _text = "Controlled by SLA" _objnumber = "1" _status = "FAILED" _hint = "Enemy forces just entered Tandag." createMarker [_nymark,[_pos select 0, _pos select 1]] _nymark setMarkerShape _form _nymark setMarkerType _typ _nymark setMarkerColor _color _nymark setMarkerText _text ~0.1 deleteMarker _oldmark _objnumber objStatus _status hint _hint done1=false fail1=true// ========================================================================================================= // Urban Patrol Script // Version: 1.7.0 // Author: Kronzky (www.kronzky.info / kronzky@gmail.com) // ========================================================================================================= // // Lets a unit or group move randomly through a defined area, // with enhanced behaviour for enemy encounters. // // =========================================================================================================// // // Call syntax: nul=[unit, markername] execVM "ups-f.sqf" // // unit = unit to be patrolling area // markername = name of rectangular marker that covers the area to be patrolled. // nul=[this,"town"] execVM "ups-f.sqf" // // Requires a Game Logic named "server" to work. // Script has to be initialized via nul=["init"] execVM "ups-f.sqs", // either in the init.sqs or from the server GL. // // ========================================================================================================= // ========================================================================================================= // server parameters // how close unit has to be to target to generate a new one (as squared value) _closeenough=100; // how far opfors should move away if they're under attack _safedist=75; // ********************************************************************************************************* _exit = false; // does the server GL exist? if (isNil ("server")) exitWith { hintc "This script requires a game logic named 'server."; }; // ***************************************** SERVER INITIALIZATION ***************************************** // global functions if (((_this find "INIT")!=-1) || ((_this find "init")!=-1)) then { VBS_randomElement = {private["_r"]; _r = random (count _this); _r = (_r - (_r mod 1)); (_this select _r)}; VBS_getDirPos = {private["_a","_b","_from","_to","_return"]; _from = _this select 0; _to = _this select 1; _return = 0; _a = ((_to select 0) - (_from select 0)); _b = ((_to select 1) - (_from select 1)); if (_a != 0 || _b != 0) then {_return = _a atan2 _b}; if ( _return < 0 ) then { _return = _return + 360 }; _return}; VBS_distancePosSqr = {(((_this select 0) select 0)-((_this select 1) select 0))^2 + (((_this select 0) select 1)-((_this select 1) select 1))^2}; KRON_compassDir = {private["_d","_r","_c"]; _c=["North","NorthEast","East","SouthEast","South","SouthWest","West","NorthWest","North"]; _d=[getpos player,_this select 0] call VBS_getDirPos; _d=1+floor((_d-22.5)/45); _r=_c select _d; _r}; // server functions KRON_randomPos = {private["_cx","_cy","_rx","_ry","_cd","_sd","_ad","_tx","_ty","_xout","_yout"];_cx=_this select 0; _cy=_this select 1; _rx=_this select 2; _ry=_this select 3; _cd=_this select 4; _sd=_this select 5; _ad=_this select 6; _tx=random (_rx*2)-_rx; _ty=random (_ry*2)-_ry; _xout=if (_ad!=0) then {_cx+ (_cd*_tx - _sd*_ty)} else {_cx+_tx}; _yout=if (_ad!=0) then {_cy+ (_sd*_tx + _cd*_ty)} else {_cy+_ty}; [_xout,_yout]}; KRON_PosInfo = {private["_pos","_lst","_bld","_bldpos"];_pos=_this select 0; _lst=_pos nearObjects ["House",12]; if (count _lst==0) then {_bld=0;_bldpos=0} else {_bld=_lst select 0; _bldpos=[_bld] call KRON_BldPos}; [_bld,_bldpos]}; KRON_BldPos = {private ["_bld","_bldpos","_bz","_hz"];_bld=_this select 0; _hz=2; _bi=40; _bldpos=0; while {_bi>0} do {_bz=((_bld BuildingPos _bi) select 2); if ((_bz-_hz)>.3) then {_hz=_bz; _bldpos=_bi+1;}; _bi=_bi-1;}; _bldpos;}; KRON_OnRoad = {private["_pos","_rdidx","_lst"];_pos=_this select 0; _rdidx=_this select 1; _lst=_pos nearObjects ["House",12]; if (count _lst==0) then {_rdidx=99}; _rdidx+1}; KRON_AllTroops=[]; KRON_AllWest=[]; KRON_AllEast=[]; KRON_AllRes=[]; KRON_KnownEnemy=0; _trg=createTrigger ["EmptyDetector", [5000,5000]]; _trg setTriggerArea [20000,20000,0,false]; _trg setTriggerActivation ["ANY","PRESENT",false]; _trg setTriggerTimeout [1,1,1,false]; sleep 1 + (random 1); _l=list _trg; deleteVehicle _trg; { if (("AllVehicles" countType [_x]>0) && (side _x != civilian)) then { KRON_AllTroops=KRON_AllTroops+[_x]; _s = side _x; switch (_s) do { case west: { KRON_AllWest=KRON_AllWest+[_x]; }; case east: { KRON_AllEast=KRON_AllEast+[_x]; }; case resistance: { KRON_AllRes=KRON_AllRes+[_x]; }; }; }; } forEach _l; _l = nil; if (isNil("KRON_UPS_Debug")) then {KRON_UPS_Debug=0}; KRON_HQ=server; KRON_UPS_INIT=true; KRON_UPS_Instances=0; KRON_UPS_Total=0; KRON_UPS_Exited=0; //player globalChat "initialized"; _exit=true; }; if (_exit) exitWith {}; // --------------------------------------------------------------------------------------------------------- // unit that's moving _obj = _this select 0; _exit = true; _npc = _obj; if (typename _obj=="OBJECT") then { if (alive _npc) then {_exit = false;} } else { if (count _obj==0) then { _exit=true; } else { {if (alive _x) then {_npc = _x; _exit = false;}} forEach _obj; }; }; //player sidechat format["%1: %2",_npc,_exit]; // get name of area marker _areamarker = _this select 1; if (isNil ("_areamarker")) exitWith { hintc "Area marker not defined.\n(Name not enclosed in quotation marks?)"; }; // remember center position of area marker _centerpos = getMarkerPos _areamarker; _centerX = abs(_centerpos select 0); _centerY = abs(_centerpos select 1); // show area marker _showmarker = if (((_this find "SHOWMARKER")!=-1) || ((_this find "showmarker")!=-1)) then {"SHOWMARKER"} else {"HIDEMARKER"}; if (_showmarker=="HIDEMARKER") then {_areamarker setmarkerpos [-abs(_centerX),-abs(_centerY)]}; // ***************************************** PLAYER INITIALIZATION ***************************************** if !(local server) then { _exit=true; // more to come... eventually... }; if (_exit) exitWith {}; // --------------------------------------------------------------------------------------------------------- waitUntil {KRON_UPS_INIT}; sleep (random 1); // give this group a unique index _grpidx = format["%1",round(random(100000))]; _grpname = format["%1_%2",(side _npc),_grpidx]; // remember the original group members, so we can later find a new leader, in case he dies _members = units _npc; //hint format["%1",_members]; //player globalChat format["%1:%2",KRON_UPS_Instances, count _members]; KRON_UPS_Instances = KRON_UPS_Instances + 1; KRON_UPS_Total = KRON_UPS_Total + (count _members); // is unit infantry ? _isman = if ("Man" countType [_npc]>0) then {true} else {false}; _iscar = if ("LandVehicle" countType [_npc]>0) then {true} else {false}; _isboat = if ("Ship" countType [_npc]>0) then {true} else {false}; _isplane = if ("Air" countType [_npc]>0) then {true} else {false}; // check to see whether group is an enemy of the player (for attack and avoidance maneuvers) // since countenemy doesn't count vehicles, and also only counts enemies if they're known, we just have to brute-force it for now, and declare *everyone* an enemy who isn't a civilian _issoldier = if (side _npc != civilian) then {true} else {false}; _friends=[]; _enemies=[]; //TODO: FIND A WAY TO DETERMINE ASSOCIATION OF RESISTANCE UNITS if (_issoldier) then { switch (side _npc) do { case west: { _friends=_friends+KRON_AllWest; _enemies=_enemies+KRON_AllEast+KRON_AllRes; }; case east: { _friends=_friends+KRON_AllEast; _enemies=_enemies+KRON_AllWest+KRON_AllRes; }; case resistance: { _enemies=_enemies+KRON_AllEast+KRON_AllWest; }; }; _friends=_friends-[_npc]; if (KRON_UPS_Debug==3) then {hint format["[%1]:\nfriends (%2):%3\nenemies (%4):%5",_npc,count _friends,_friends,count _enemies,_enemies]}; }; //player globalChat format["%1:%2",count _friends,count _enemies]; sleep .1; // global unit variable to externally influence script _named = false; _npcname = str(side _npc); if (((_this find "NAMED")!=-1) || ((_this find "named")!=-1)) then { _named = true; _npcname = format["%1",_npc]; _grpidx = _npcname; }; // create global variable for this group call compile format ["KRON_UPS_%1=1",_npcname]; // X/Y range of target area _areasize = getMarkerSize _areamarker; _rangeX = _areasize select 0; _rangeY = _areasize select 1; // marker orientation (needed as negative value!) _a=-1; _areadir=0; // _areadir = (markerDir _areamarker) * -1; // NO GETMARKERDIR IN ARMA YET, so we have to use [...,"ROT:",15] {_a=_a+1; _v=format["%1",_this select _a]; if ((_v=="ROT:") || (_v=="rot:")) then {_areadir=(_this select _a+1)*-1}} foreach _this; sleep .1; // remember some trig calculations _cosdir=cos(_areadir); _sindir=sin(_areadir); // minimum distance of new target position _mindist=(_rangeX^2+_rangeY^2)/4; if (_rangeX==0) exitWith { hintc format["Cannot patrol Sector: %1\nArea Marker doesn't exist",_areamarker]; }; //hint format["%1,%2,%3,%4",_areamarker,isNil ("_areamarker"),_rangeX,_rangeY]; // set first target to current position (so we'll generate a new one right away) _currPos = getpos _npc; _avoidPos = [0,0]; _flankPos = [0,0]; _attackPos = [0,0]; _dist = 0; _lastdist = 0; _lastmove1 = 0; _lastmove2 = 0; _maxmove=0; _moved=0; _damm=0; _dammchg=0; _lastdamm = 0; _timeontarget = 0; _waiting = 0; _fightmode = "walk"; _fm=0; _gothit = false; _react = 99; _lastdamage = 0; _lastknown = 0; _opfknowval = 0; _sin90=1; _cos90=0; _sin270=-1; _cos270=0; // set target tolerance high for choppers & planes if (_isplane) then {_closeenough=5000}; sleep .1; // ***************************************** optional arguments ***************************************** // wait at patrol end points _pause = if (((_this find "NOWAIT")!=-1) || ((_this find "nowait")!=-1)) then {"NOWAIT"} else {"WAIT"}; // drop units at random positions _initpos = "ORIGINAL"; if (((_this find "RANDOM")!=-1) || ((_this find "random")!=-1)) then {_initpos = "RANDOM"}; if (((_this find "RANDOMUP")!=-1) || ((_this find "randomup")!=-1)) then {_initpos = "RANDOMUP"}; if (((_this find "RANDOMDN")!=-1) || ((_this find "randomdn")!=-1)) then {_initpos = "RANDOMDN"}; // don't position groups or vehicles on rooftops if ((_initpos!="ORIGINAL") && ((!_isman) || (count _members)>1)) then {_initpos="RANDOMDN"}; // share enemy info _shareinfo = if (((_this find "NOSHARE")!=-1) || ((_this find "noshare")!=-1)) then {"NOSHARE"} else {"SHARE"}; _sharedist = 50*50; // set behaviour modes (or not) _noslow = if (((_this find "NOSLOW")!=-1) || ((_this find "noslow")!=-1)) then {"NOSLOW"} else {"SLOW"}; if (_noslow!="NOSLOW") then {_npc setbehaviour "safe"; _npc setspeedmode "limited";}; // remember the original speed _defspeed = speedmode _npc; sleep .1; // make start position random _stayput=false; if (_initpos!="ORIGINAL") then { // find a random position (try a max of 20 positions) _try=0; _bld=0; _bldpos=0; while {_try<20} do { _currPos=[_centerX,_centerY,_rangeX,_rangeY,_cosdir,_sindir,_areadir] call KRON_randomPos; _posinfo=[_currPos] call KRON_PosInfo; // _posinfo: [0,0]=no house near, [obj,-1]=house near, but no roof positions, [obj,pos]=house near, with roof pos _bld=_posinfo select 0; _bldpos=_posinfo select 1; if (_isplane || _isboat || !(surfaceiswater _currPos)) then { if (((_initpos=="RANDOM") || (_initpos=="RANDOMUP")) && (_bldpos>0)) then {_try=99}; if (((_initpos=="RANDOM") || (_initpos=="RANDOMDN")) && (_bldpos==0)) then {_try=99}; }; _try=_try+1; }; if (_bldpos==0) then { if (_isman) then { {_x setpos _currPos} foreach units _npc; } else { _npc setpos _currPos; }; } else { // put the unit on top of a building _npc setPos (_bld buildingPos _bldpos-1); _currPos = getPos _npc; _stayput=true; if (KRON_UPS_Debug==3) then {player globalChat format["%1:%2",_bld,_bldpos-1]}; }; }; sleep .1; // "area cleared" trigger activator _areatrigger = if (((_this find "TRIGGER")!=-1) || ((_this find "trigger")!=-1)) then {"TRIGGER"} else {"NOTRIGGER"}; // suppress fight behaviour if (((_this find "NOAI")!=-1) || ((_this find "noai")!=-1)) then {_issoldier=false}; // adjust cycle delay _a=-1; _cycle=5; {_a=_a+1; _v=format["%1",_this select _a]; if ((_v=="CYCLE:") || (_v=="cycle:")) then {_cycle=(_this select _a+1)}} foreach _this; // how many group clones? _a=-1; _mincopies=0; {_a=_a+1; _v=format["%1",_this select _a]; if ((_v=="MIN:") || (_v=="min:")) then {_mincopies=(_this select _a+1)}} foreach _this; _a=-1; _maxcopies=0; {_a=_a+1; _v=format["%1",_this select _a]; if ((_v=="MAX:") || (_v=="max:")) then {_maxcopies=(_this select _a+1)}} foreach _this; if (_mincopies>_maxcopies) then {_maxcopies=_mincopies}; if (_maxcopies>0) then { _copies=_mincopies+random (_maxcopies-_mincopies); // any init strings? _a=-1; _initstr=""; {_a=_a+1; _v=format["%1",_this select _a]; if ((_v=="INIT:") || (_v=="init:")) then {_initstr=(_this select _a+1)}} foreach _this; // create the clones for "_grpcnt" from 1 to _copies do { //KRON_HQ globalChat format["creating clone %1 of %2",_grpcnt,_copies]; // copy groups if (isNil ("KRON_grpindex")) then {KRON_grpindex = 0}; KRON_grpindex = KRON_grpindex+1; // copy group leader _unittype=typeof _npc; // make the clones civilians if ((_this find "CLONECIV")!=-1) then {_unittype="Civilian"}; // use random Civilian models for single unit groups if ((_unittype=="Civilian") && (count _members==1)) then {_rnd=1+round(random 20); if (_rnd>1) then {_unittype=format["Civilian%1",_rnd]}}; npc=_npc; call compile format["""%1"" createunit [getpos _npc,group npc,'grp%2=this;this setbehaviour behaviour npc;this setspeedmode speedmode npc;%3'];",_unittype,KRON_grpindex,_initstr]; _lead=_npc; call compile format["_lead=grp%1",KRON_grpindex]; [_lead] join grpNull; [_lead] join _lead; // copy team members (skip the leader) _c=0; {_c=_c+1;if (_c>1) then {(typeof _x) createunit [getpos _x,group _lead,_initstr,skill _x,"PRIVATE"]}} foreach _members; _nul=[_lead,_areamarker,_pause,_noslow,_initpos,_areatrigger,_track,_showmarker,_shareinfo] execVM "ups-f.sqf"; sleep .1; }; }; sleep .1; // create area trigger _trgside = switch (side _npc) do { case west: {"WEST"}; case east: {"EAST"}; case resistance: {"GUER"}; case civilian: {"CIV"};}; _trgname="KRON_Trig_"+_areamarker; _flgname="KRON_Cleared_"+_areamarker; // has the trigger been created already? KRON_TRGFlag=-1; call compile format["%1=false",_flgname]; call compile format["KRON_TRGFlag=%1",_trgname]; if (isNil ("KRON_TRGFlag")) then { // trigger doesn't exist yet, so create one (make it a bit bigger than the marker, to catch path finding 'excursions' and flanking moves) call compile format["%1=createTrigger[""EmptyDetector"",_centerpos]",_trgname]; call compile format["%1 setTriggerArea[_rangeX*1.5,_rangeY*1.5,_areadir,true]",_trgname]; call compile format["%1 setTriggerActivation[_trgside,""NOT PRESENT"",true]",_trgname]; call compile format["%1 setEffectCondition ""true""",_trgname]; if (_areatrigger!="NOTRIGGER") then { call compile format["%1 setTriggerStatements[""this"", ""titletext [""""SECTOR <%2> CLEARED"""",""""PLAIN""""];""""%2"""" setmarkerpos [-%4,-%5];%3=true;"", ""titletext [""""SECTOR <%2> HAS BEEN RE-OCCUPIED"""",""""PLAIN""""];""""%2"""" setmarkerpos [%4,%5];%3=false;""]", _trgname,_areamarker,_flgname,_centerX,_centerY]; } else { call compile format["%1 setTriggerStatements[""this"", ""%2=true;"", ""%2=false;""]", _trgname,_flgname]; }; }; sleep .1; // track unit _track = if (((_this find "TRACK")!=-1) || ((_this find "track")!=-1) || (KRON_UPS_Debug>0)) then {"TRACK"} else {"NOTRACK"}; _trackername = ""; _destname = ""; if (_track=="TRACK") then { _track = "TRACK"; _trackername=format["trk_%1",_grpidx]; _markerobj = createMarker[_trackername,[0,0]]; _markerobj setMarkerShape "ICON"; _trackername setMarkerType "WTF_DOT"; _markercolor = switch (side _npc) do { case west: {"ColorGreen"}; case east: {"ColorRed"}; case resistance: {"ColorBlue"}; default {"ColorBlack"}; }; _trackername setMarkerColor _markercolor; _trackername setMarkerText format["%1",_grpidx]; _trackername setmarkerpos _currPos; _destname=format["dest_%1",_grpidx]; _markerobj = createMarker[_destname,[0,0]]; _markerobj setMarkerShape "ICON"; _destname setMarkerType "WTF_FLAG"; _destname setMarkerColor _markercolor; _destname setMarkerText format["%1",_grpidx]; _destname setMarkerSize [.5,.5]; }; sleep .1; // init done _makenewtarget=true; _newpos=false; _targetPos = _currPos; // unit is on roof - don't patrol if (_stayput) then {_exit=true}; // exit if something went wrong during initialization if (_exit) exitWith {}; // *********************************************************************************************************** // ************************************************ MAIN LOOP ************************************************ for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep .1; _timeontarget=_timeontarget+_cycle; _react=_react+_cycle; //KRON_HQ globalChat format["loop: %1",round(time)]; // current position _currPos = getpos _npc; _currX = _currPos select 0; _currY = _currPos select 1; if (_track=="TRACK") then { _trackername setmarkerpos _currPos; }; // did anybody get hit in the opfor group? _newdamage=0; { if((damage _x)>0.2) then { _newdamage=_newdamage+(damage _x); // damage has increased since last round if (_newdamage>_lastdamage) then { _lastdamage=_newdamage; _gothit=true; }; _hitPos=getpos _x; if (!alive _x) then { _members=_members-[_x]; _friends=_friends-[_x]; KRON_AllTroops=KRON_AllTroops-[_x]; }; }; } foreach _members; sleep .1; // nobody left alive, exit routine if (count _members==0) then {_exit=true}; // did the leader die? if (!alive _npc) then { _npc = _members select 0; if (isPlayer _npc) then {_exit=true}; }; // if the group is a civilian we don't have to bother checking for enemy encounters if ((_issoldier) && ((count _enemies)>0)) then { _hitPos=[0,0,0]; // if the leader comes across another unit that's either injured, dead or in combat mode, go into combat mode as well. If the other person is still alive, share enemy information. if ((_shareinfo=="SHARE") && (behaviour _npc=="SAFE")) then { _others=_friends-_members; { if ((_npc knowsabout _x>3) && (_npc countEnemy [_x]>0)) then { if ((damage _x>.5) || (behaviour _x!="SAFE")) then { _npc setbehaviour "combat"; _gothit=true; _hitPos=getpos _x; if (alive _x) then {_npc reveal KRON_KnownEnemy}; }; }; } foreach _others; }; sleep .1; // did the group spot an enemy? KRON_KnownEnemy=_npc; _lastknown=_opfknowval; _opfknowval=0; _maxknowledge=0; { _knows=_npc knowsabout _x; if((alive _x) && (_knows>0.2) && (_npc countEnemy [_x]>0)) then { KRON_KnownEnemy=_x; _opfknowval=_opfknowval+_knows; if (_knows>_maxknowledge) then {_maxknowledge=_knows}; }; if (!alive _x) then {_enemies=_enemies-[_x]}; } foreach _enemies; //player globalChat format["%1:%2",_npc,count _enemies]; sleep .1; _pursue=false; // opfor spotted an enemy or got shot, so start pursuit if (_opfknowval>_lastknown || _gothit) then {_pursue=true}; // don't react to new fatalities if less than 60 seconds have passed since the last one if ((_react<60) && (_fightmode!="walk")) then {_pursue=false}; if (KRON_UPS_Debug==3) then {KRON_HQ globalChat format["%1: knowledge:%2, gothit:%3",_npc,_opfknowval,_gothit]}; if (_pursue) then { if (KRON_UPS_Debug==3) then {KRON_HQ globalChat format["%1 target contact",_npc]}; // make the exactness of the target dependend on the knowledge about the shooter _accuracy=16-(_maxknowledge^2); // even though opfor got hit, he sometimes doesn't get the shooter info right away, so we'll just assume that it was the player if (KRON_KnownEnemy==_npc) then {KRON_KnownEnemy=player; _accuracy=100}; _offsx=_accuracy/2-random _accuracy; _offsY=_accuracy/2-random _accuracy; // get position of spotted unit in player group, and watch that spot _bluPos = [(getpos KRON_KnownEnemy select 0) + _offsX, (getpos KRON_KnownEnemy select 1) + _offsY]; _bluX = _bluPos select 0; _bluY = _bluPos select 1; {_x dowatch _bluPos} foreach units _npc; sleep .1; // also go into "combat mode" _npc setspeedmode "full"; _npc setbehaviour "combat"; _pause="NOWAIT"; _waiting=0; // angle from unit to target _dir1 = [_currPos,_bluPos] call VBS_getDirPos; // angle from target to unit _dir2 = if (_dir1>180) then {_dir1-180} else {_dir1+180}; // angle from fatality to target _dir3 = if (_hitPos select 0!=0) then {[_hitPos,_targetPos] call VBS_getDirPos} else {_dir1}; _dd=(_dir3-_dir1); // unit position offset straight towards target _relUX = sin(_dir1)*_safedist; _relUY = cos(_dir1)*_safedist; // target position offset straight towards unit _relTX = sin(_dir2)*_safedist; _relTY = cos(_dir2)*_safedist; // go either left or right (depending on location of fatality - or randomly if no fatality) _sinU=_sin90; _cosU=_cos90; _sinT=_sin270; _cosT=_cos270; if ((_dd<0 && _dd>-180) || (_dd==0 && (random 1)>.5)) then {_sinU=_sin270; _cosU=_cos270; _sinT=_sin90; _cosT=_cos90}; // avoidance position (right or left of unit) _avoidX = _currX + _cosU*_relUX - _sinU*_relUY; _avoidY = _currY + _sinU*_relUX + _cosU*_relUY; _avoidPos = [_avoidX,_avoidY]; // flanking position (right or left of target) _flankX = _bluX + _cosT*_relTX - _sinT*_relTY; _flankY = _bluY + _sinT*_relTX + _cosT*_relTY; _flankPos = [_flankX,_flankY]; // final target position _attackPos = _bluPos; // for now we're stepping a bit to the side _targetPos = _avoidPos; _react=0; _fightmode="fight"; _fm=1; if (KRON_UPS_Debug==3) then { KRON_HQ globalChat format["%1 approaching target",_npc]; "dead" setmarkerpos _hitPos; "avoid" setmarkerpos _avoidPos; "flank" setmarkerpos _flankPos; "target" setmarkerpos _bluPos; }; _newpos=true; }; }; sleep .1; if !(_newpos) then { // calculate new distance // if we're waiting at a waypoint, no calculating necessary if (_waiting<=0) then { // distance to target _dist = [_currPos,_targetPos] call VBS_distancePosSqr; if (KRON_UPS_Debug==1) then {KRON_HQ globalChat format["[%1] dist:%2, lastd:%3, moved:%4, lastm1:%5, lastm2:%6, mode:%7",_grpidx,round(_dist),round(_lastdist),round(_moved),round(_lastmove1),round(_lastmove2),_fightmode];}; if (_lastdist==0) then {_lastdist=_dist}; _moved = abs(_dist-_lastdist); // adjust the target tolerance for fast moving vehicles if (_moved>_maxmove) then {_maxmove=_moved; if ((_maxmove/40) > _closeenough) then {_closeenough=_maxmove/40}}; if (KRON_UPS_Debug==2) then {KRON_HQ globalChat format["[%1] dist:%2, moved:%3, tol:%4, mode:%5",_grpidx,_dist,_maxmove,_closeenough,_fightmode];}; // how much did we move in the last three cycles? _totmove=_moved+_lastmove1+_lastmove2; _damm = damage _npc; // is our damage changing (increasing)? _dammchg = abs(_damm - _lastdamm); // we're either close enough, seem to be stuck, or are getting damaged, so find a new target if ((_dist<=_closeenough) || (_totmove<.2) || (_dammchg>0.01) || (_timeontarget>180)) then {_makenewtarget=true;}; // in 'attack (approach) mode', so follow the flanking path (don't make it too predictable though) if ((_fightmode!="walk") && (_dist<=_closeenough)) then { if ((random 1)<.95) then { if (_flankPos select 0!=0) then { _targetPos=_flankPos; _flankPos=[0,0]; _makenewtarget=false; _newpos=true; if (KRON_UPS_Debug==1) then {KRON_HQ globalChat format ["[%1] flanking",_grpidx]}; _fm=1; } else { if (_attackPos select 0!=0) then { _targetPos=_attackPos; _attackPos=[0,0]; _makenewtarget=false; _newpos=true; if (KRON_UPS_Debug==1) then {KRON_HQ globalChat format ["[%1] attacking",_grpidx]}; _fm=2; }; }; }; }; sleep .1; // make new target if (_makenewtarget) then { if (KRON_UPS_Debug==1) then {KRON_HQ globalChat format["[%1] new target (%2)",_grpidx,_waiting];}; // re-read marker position/size _centerpos = getMarkerPos _areamarker; _centerX = abs(_centerpos select 0); _centerY = abs(_centerpos select 1); _areasize = getMarkerSize _areamarker; _rangeX = _areasize select 0; _rangeY = _areasize select 1; // find a new target that's not too close to the current position _targetPos=_currPos; _tries=0; while {((([_currPos,_targetPos] call VBS_distancePosSqr) < _mindist)) && (_tries<20)} do { _tries=_tries+1; // generate new target position (on the road) _road=0; while {_road<20} do { _targetPos=[_centerX,_centerY,_rangeX,_rangeY,_cosdir,_sindir,_areadir] call KRON_randomPos; _road=[_targetPos,_road] call KRON_OnRoad; sleep .1; }; if (KRON_UPS_Debug==1) then {KRON_HQ globalChat format["[%1] new pos:%2,%3, dist:%4 (%5)",_grpidx,_road,_targetPos,([_currPos,_targetPos] call VBS_distancePosSqr),_mindist];}; }; _avoidPos = [0,0]; _flankPos = [0,0]; _attackPos = [0,0]; _gothit=false; _fightmode="walk"; _fm=0; _npc setspeedmode _defspeed; _newpos=true; // if we're waiting at patrol end points then don't create a new target right away. Keep cycling though to check for enemy encounters if ((_pause!="NOWAIT") && (_waiting<0)) then {_waiting = (15 + random 20)}; }; }; }; sleep .1; _waiting = _waiting - _cycle; if ((_waiting<=0) && _newpos) then { if (KRON_UPS_Debug==1) then { KRON_HQ globalChat format["[%1] move to new position",_grpidx]; //mrk setPos _targetPos; }; // tell unit about new target position //if (_fightmode=="walk") then {{_x move _targetPos} foreach _members} else {{_x domove _targetPos} foreach _members}; if (_fightmode=="walk") then {_npc move _targetPos} else {_npc domove _targetPos}; if (_track=="TRACK") then { switch (_fm) do { case 1: {_destname setmarkerSize [.4,.4]}; case 2: {_destname setmarkerSize [.6,.6]}; default {_destname setmarkerSize [.5,.5]}; }; _destname setMarkerPos _targetPos; }; _dist=0; _moved=0; _lastmove1=10; _timeontarget=0; _waiting=-1; _newpos=false; }; // move on _lastdist = _dist; _lastmove2 = _lastmove1; _lastmove1 = _moved; _lastdamm = _damm; // check external loop switch _cont = (call compile format ["KRON_UPS_%1",_npcname]); if (_cont==0) then {_exit=true}; _makenewtarget=false; if ((_exit) || (isNil("_npc"))) then { _loop=1; } else { sleep _cycle; }; }; if !(isNil("_npc")) then { {doStop _x; _x domove getPos _x; _x move getPos _x} forEach _members; }; if (KRON_UPS_Debug>0) then { KRON_HQ globalChat format["%1 (%3) exited (%2th)",_npc,KRON_UPS_Exited,_grpname];}; KRON_UPS_Exited=KRON_UPS_Exited+1; if (_track=="TRACK") then { _trackername setMarkerType "WTF_Dotbluforkill"; _destname setMarkerType "Empty"; }; _friends=nil; _enemies=nil; ?(! local server): exit _pause=10 _respawndelay = 120 _fordon = vehicle _this _startpos = getpos _fordon _typ = typeOf _this _dir = Getdir _fordon #igen ~_pause ? (getdammage _fordon > 0.9) : goto "respawn" ? !(canMove _fordon) : goto "respawn" ? (fuel _fordon == 0) : goto "respawn" goto "igen" #respawn ~_respawndelay deletevehicle _fordon ~0.1 _ny = _typ createVehicle [_startpos select 0, _startpos select 1,0] _ny setdir _dir _ny exec "vehicles.sqs" exitGw-.!w 2r