boss.sqs .J civ_flee.sqs vJ civ_weep.sqs -J2 DESCRIPTION.EXT Jr generateRandomWeather.sqs Jx Init.sqs J initEast.sqs Js3 initWest.sqs J initWestCrates.sqs gJ intro.sqs ݒJ listenRandomWeather.sqs E medic.sqs w1J! mission.sqm J^ onPlayerRespawnAsSeagull.sqs VJ# outro.sqs J shuffle.sqs Jr ? !(local boss) : exit
_buildings = [10594, 10620, 10553, 11006]
_positions = [6, 1, 6, 1]
_gamelogcs = [hidea, hideb, hidec, hided]
#newpos
@unitready boss
~1
_random = floor random count _buildings
_building = _buildings select _random
_position = _positions select _random
_gamelogc = _gamelogcs select _random
_bobj = (getPos _gamelogc) nearestObject _building
_wp = group boss addWaypoint [getPos _bobj ,0]
_wp waypointAttachObject _building
_wp setWaypointHousePosition _position
_wp setWaypointType "MOVE"
#newdir
@unitready boss
~1
group boss setFormDir random 360
~(random 30) + 10
? not alive boss : exit
? random 1.0 > 0.98 : goto "newpos"
goto "newdir"
_theciv = _this select 0
_hiding = _this select 1
_ismale = _this select 2
_radius = 15
? !(_ismale) : [_theciv] exec "civ_weep.sqs"
? !(local _theciv) : exit
_theCiv allowfleeing 0
group _theCiv setSpeedMode "FULL"
_theCiv setUnitPos "UP"
group _theCiv setBehaviour "CARELESS"
_random = random 1.0
?_random > 0.8 AND !(_hiding) : _theCiv setdamage (random 0.5) + 0.5
? _hiding : goto "hide"
_random = random 300
@ (time > _random OR playerapproach)
goto "flee"
#hide
~5
_civilians = nearestObjects [_theciv, ["Man"], 10]
? {side _x == west} count _civilians == 0 : goto "hide"
~(random 10)
#flee
? not alive _theciv : exit
_theciv domove [(getpos civ_dest select 0) + (random _radius) - _radius*0.5, (getpos civ_dest select 1) + (random _radius) - _radius*0.5, 0]
@unitReady _theciv
_theciv dowatch getpos civ_dest
group _theCiv setSpeedMode "LIMITED"
~(random 180) + 30
goto "flee"_theciv = _this select 0
#weep
~(random 30) + 10
_random = random 1.0
_weep = "weep01c"
? _random > 0.25 : _weep = "weep02c"
? _random > 0.50 : _weep = "weep03c"
? _random > 0.75 : _weep = "weep04c"
_theciv say _weep
? not alive _theciv OR not alive player : exit
goto "weep"disabledAI=1;
onLoadMission="Terror from the Seas"
class Params
{
class Objectives
{
title="Objectives:";
values[]={1,2,3,4};
texts[]={"Kill Insurgent Leader","Destroy Mortar","Destroy Supplies","All Objectives"};
default = 4;
};
class EnemyForces
{
title="Enemy Forces:";
values[]={1,2,3,4};
texts[]={"Large","Medium","Small","Tiny"};
default = 2;
};
class TimeOfDay
{
title="Time of Day:";
values[]={0.0,3.75,4.0,6.0,12.0,18.0,19.85,20.75};
texts[]={"Midnight","Pre-dawn","Sunrise","Morning","Noon","Afternoon","Sunset","Twilight"};
default = 12.0;
};
class Grass
{
title="Terrain Detail (Grass):";
values[]={0,50,25,12.5,6.25,3.125};
texts[]={"Use System Default","Very Low (No Grass)", "Low (Least Grass)", "Normal (Medium Grass)", "High (More Grass)", "Very High (Max Grass)"};
default = 0;
};
};; generateRandomWeather.sqs
;
; Generates random weather overcastness. Fog is unchanged.
; This script is run by the server for the entire duration
; of the mission. The script "listenRandomWeather.sqs" allows
; clients to apply this generated weather to thier computers.
;
; Example usage: [] exec "generateRandomWeather.sqs"
;
; Last edit date: 6 Nov 2003
; Servers only:
?!(isServer): exit
; Initial weather:
~1
WeatherChanged = true
WeatherOvercast = random 1
WeatherChangeTime = 0
PublicVariable "WeatherChangeTime"
PublicVariable "WeatherOvercast"
PublicVariable "WeatherChanged"
~5
; Weather for the rest of the mission:
#loop
WeatherChanged = true
WeatherOvercast = random 1
WeatherChangeTime = 60 + random(360)
PublicVariable "WeatherChangeTime"
PublicVariable "WeatherOvercast"
PublicVariable "WeatherChanged"
~WeatherChangeTime
goto "loop"
cutText ["", "BLACK OUT", 0.001]
playerarray = [p1,p2,p3,p4,p5,p6,p7,p8]
playerapproach = false
? (paramsArray select 3) > 0 : setTerrainGrid (paramsArray select 3);
tskReturn = player createSimpleTask["Return to Base"];
tskReturn setSimpleTaskDescription["Return to base once all other objectives are complete.", "Return to Base", "Return to Base"];
tskReturn setSimpleTaskDestination (getMarkerPos "marker_base");
param3 = paramsArray select 0
? param3 == 4 OR param3 == 3 : tskSupplies = player createSimpleTask["Destroy Enemy Supplies"];
? param3 == 4 OR param3 == 3 : tskSupplies setSimpleTaskDescription["The enemy have unloaded a large stockpile of equipment in a secluded bay north of Strelka. Destroy it. You will need powerful explosives to ensure nothing can be salvaged.", "Destroy Enemy Supplies", "Destroy Enemy Supplies"];
? param3 == 4 OR param3 == 3 : tskSupplies setSimpleTaskDestination (getMarkerPos "marker_supplies");
? !(param3 == 4 OR param3 == 3) : deletemarker "marker_supplies"
? param3 == 4 OR param3 == 2 : tskMortar = player createSimpleTask["Destroy Enemy Munitions Crate"];
? param3 == 4 OR param3 == 2 : tskMortar setSimpleTaskDescription["The insurgents have a mortar set up on the south of the island. They have not fired it yet, but it is only a matter of time. We must neutralise this weapon before it can be used against our base or a civilian centre.
Ordinarily, we would consider capturing this weapon and using it against the enemy. However, the enemy are using white phosphorous rounds. The Geneva Convention forbids use of this munition type near civilian areas.
Destroy the cache of ammunition near the mortar. White phosphorous burns easily -- a few dozen bullets should set the crate on fire.", "Destroy Enemy Mortar Munitions", "Destroy Enemy Mortar Munitions"];
? param3 == 4 OR param3 == 2 : tskMortar setSimpleTaskDestination (getMarkerPos "marker_mortar");
? !(param3 == 4 OR param3 == 2) : deletemarker "marker_mortar"
? param3 == 4 OR param3 == 1 : tskKill = player createSimpleTask["Kill Insurgent Leader"];
? param3 == 4 OR param3 == 1 : tskKill setSimpleTaskDescription["The insurgent leader is hiding somewhere in Strelka. You will recognize him by his black beret. Search the town and neutralise him.", "Kill Insurgent Leader", "Kill Insurgent Leader"];
? param3 == 4 OR param3 == 1 : tskKill setSimpleTaskDestination (getMarkerPos "marker_leader");
? !(param3 == 4 OR param3 == 1) : deletemarker "marker_leader"
tskEquip = player createSimpleTask["Get Equipped"];
tskEquip setSimpleTaskDescription["Take whatever equipment you need from the weapon crates at base.", "Get Equipped", "Get Equipped"];
tskEquip setSimpleTaskDestination (getMarkerPos "marker_base");
player createDiaryRecord["Diary", ["Developer's Notes", "This mission was designed for replayability, with various difficulty levels and considerable amounts of the mission determined by randomness. It was designed as a multi-player mission for 1 to 8 people. It was not designed to function as a single-player scenario.
If you run ArmA 2 with the -showScriptErrors switch, be prepared to see script errors on-screen (mostly relating to unoccupied player slots).
Last update date: 31 October 2009.
Many thanks to play-testers Mortalwound, Coconut Monkey and Lacus."]];
player createDiaryRecord["Diary", ["Mission Overview", "Listen up Marines!
We've been taken completely by surprise. A force of Chedaki has landed on southeast Utes. It appears they were transported by sympathetic civilians from the mainland.
The Chedaki have taken over Strelka and its surrounds. They are currently searching for 'traitors' amongst the civilians, those who have worked with us.
Our only advantage is surprise. As you know, most of Utes was destroyed early in the war, greatly reducing its strategic significance as an airfield. It doesn't appear that the Chedaki know we are here... at least not yet. If we act quickly, we can take the enemy by surprise.
As a Force Recon team, your job will be to disrupt the enemy, putting them on the defensive until help from the mainland arrives. The rest of the men will defend the base and shelter any civilians that manage to escape."]];
; RANDOM EQUIPMENT SCRIPT
;
; usage:
; [this] exec "init.sqs"
_target = _this select 0
; Only servers need execute this script:
?!(isserver) : exit
; PARAMETERS:
_maxSkill = 1.0
_minSkill = 0.2
_probablityPriWeapon = 1.0
_probablitySecWeapon = 0.1
_probablityPisWeapon = 0.4
_probablityBinoc = 0.2
_probablityNvg = 0.0
_priMagSlots = 8 + round(random 4)
_pisMagSlots = 4 + round(random 4)
; Initialisation:
_priWeaponChosen = -1
_secWeaponChosen = -1
_pisWeaponChosen = -1
; Give the unit a random skill:
_target setSkill (random (_maxSkill - _minSkill)) + _minSkill
; Remove all of the unit's weapons:
removeAllWeapons _target
; Populate a list of weapons:
goto "startPopulateArrays"
#finishPopualteArrays
; Should we give this unit a primary weapon?
? random 1.0 > _probablityPriWeapon : goto "skipPri"
; Randomly choose a primary weapon:
_priWeaponChosen = (floor random (count _priWeapArray / 5.0)) * 5.0
; Give a single magazine, to ensure the weapon is loaded:
_priWeapMag = (_priWeapArray select (_priWeaponChosen + 1))
_priWeapMagSize = (_priWeapArray select (_priWeaponChosen + 4))
_target addmagazine _priWeapMag
_priMagSlots = _priMagSlots - _priWeapMagSize
; If this weapon is a gren launcher give at least one grenade:
? _priWeapArray select (_priWeaponChosen + 2) != "" : _target addmagazine (_priWeapArray select (_priWeaponChosen + 2))
? _priWeapArray select (_priWeaponChosen + 2) != "" : _pisMagSlots = _pisMagSlots - 1
; Give the weapon to the unit
_target addweapon (_priWeapArray select _priWeaponChosen)
; Have the unit hold the weapon:
_target selectweapon primaryweapon _target
#skipPri
; Should we give this unit a secondary weapon?
? random 1.0 > _probablitySecWeapon : goto "skipSec"
? _priWeaponChosen == -1 : goto "skipCompat"
? !(_priWeapArray select (_priWeaponChosen + 3)) : goto "skipSec"
#skipCompat
; Randomly choose a secondary weapon:
_secWeaponChosen = (floor random (count _secWeapArray / 3.0)) * 3.0
; Give a single magazine, to ensure the weapon is loaded:
_secWeapMag = (_secWeapArray select (_secWeaponChosen + 1))
_secWeapMagSize = (_secWeapArray select (_secWeaponChosen + 2))
_target addmagazine _secWeapMag
_priMagSlots = _priMagSlots - _secWeapMagSize
; Give the weapon to the unit
_target addweapon (_secWeapArray select _secWeaponChosen)
#skipSec
; Should we give this unit a pistol weapon?
? random 1.0 > _probablityPisWeapon : goto "skipPis"
; Randomly choose a pistol weapon:
_pisWeaponChosen = (floor random (count _pisWeapArray / 2.0)) * 2.0
; Give a single magazine, to ensure the weapon is loaded:
_pisWeapMag = (_pisWeapArray select (_pisWeaponChosen + 1))
_target addmagazine _pisWeapMag
_pisMagSlots = _pisMagSlots - 1
; Give the weapon to the unit
_target addweapon (_pisWeapArray select _pisWeaponChosen)
#skipPis
; Binoculars and NVG:
? random 1.0 < _probablityBinoc : _target addweapon "binocular"
? random 1.0 < _probablityNvg : _target addweapon "NVGoggles"
; Populate primary inventory slots:
_priSlotStuffBase = []
_priSlotStuffBaseSize = []
? _priWeaponChosen != -1 : _priSlotStuffBase = _priSlotStuffBase + [_priWeapMag] + [_priWeapMag]
? _secWeaponChosen != -1 : _priSlotStuffBase = _priSlotStuffBase + [_secWeapMag]
? _priWeaponChosen != -1 : _priSlotStuffBaseSize = _priSlotStuffBaseSize + [_priWeapMagSize] + [_priWeapMagSize]
? _secWeaponChosen != -1 : _priSlotStuffBaseSize = _priSlotStuffBaseSize + [_secWeapMagSize]
? count _priSlotStuffBase + count _extWeapArray == 0 : goto "endFillPriSlots"
#fillPriSlots
_extWeaponChosen = (floor random (count _extWeapArray / 2.0)) * 2.0
_priSlotStuff = _priSlotStuffBase + [(_extWeapArray select (_extWeaponChosen + 0))]
_priSlotStuffSize = _priSlotStuffBaseSize + [(_extWeapArray select (_extWeaponChosen + 1))]
_random = floor random count _priSlotStuff
? (_priSlotStuffSize select _random) > _priMagSlots : goto "fillPriSlots"
_target addmagazine (_priSlotStuff select _random)
_priMagSlots = _priMagSlots - (_priSlotStuffSize select _random)
? _priMagSlots > 0 : goto "fillPriSlots"
#endFillPriSlots
; Populate pistol inventory slots:
_pisSlotStuff = []
? _pisWeaponChosen != -1 : _pisSlotStuff = _pisSlotStuff + [_pisWeapMag]
? _priWeaponChosen != -1 AND _priWeapArray select (_priWeaponChosen + 2) != "" : _pisSlotStuff = _pisSlotStuff + [_priWeapArray select (_priWeaponChosen + 2)]
? count _pisSlotStuff == 0 : goto "endFillPisSlots"
#fillPisSlots
_target addmagazine (_pisSlotStuff select floor random count _pisSlotStuff)
_pisMagSlots = _pisMagSlots - 1
? _pisMagSlots > 0 : goto "fillPisSlots"
#endFillPisSlots
; Exit the script
exit
#startPopulateArrays
; Weapon arrays.
; Comment out weapons you don't want the unit to have.
; Duplicate lines for weapons you want to be more probable.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PRIMARY WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
_priWeapArray = []
; Rifles:
; wEAPON STRING AMMO STRING GL STRING SECWEP? MAGSIZ
_priWeapArray = _priWeapArray + ["AK_107_kobra" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_107_GL_kobra" ,"30Rnd_545x39_AK" ,"1Rnd_HE_GP25" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_107_GL_pso" ,"30Rnd_545x39_AK" ,"1Rnd_HE_GP25" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_107_pso" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_74_GL" ,"30Rnd_545x39_AK" ,"1Rnd_HE_GP25" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_M" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_S" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_M" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_S" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_M" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AK_47_S" ,"30Rnd_762x39_AK47" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AKS_74_kobra" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AKS_74_pso" ,"30Rnd_545x39_AK" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["AKS_74_U" ,"30Rnd_545x39_AK" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["AKS_74_UN_kobra" ,"30Rnd_545x39_AKSD" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["Bizon" ,"64Rnd_9x19_Bizon" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["bizon_silenced" ,"64Rnd_9x19_SD_Bizon" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["G36a" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["G36C" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["G36_C_SD_eotech" ,"30Rnd_556x45_G36SD" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["G36K" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M1014" ,"8Rnd_B_Beneli_74Slug" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A2" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A2GL" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A4" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A4_GL" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A4_ACG_GL" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M16A4_ACG" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_HWS_GL" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_HWS_GL_camo" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_HWS_GL_SD_Camo" ,"30Rnd_556x45_StanagSD" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_RCO_GL" ,"30Rnd_556x45_Stanag" ,"1Rnd_HE_M203" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_Aim" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_Aim_camo" ,"30Rnd_556x45_Stanag" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4A1_AIM_SD_camo" ,"30Rnd_556x45_StanagSD" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["MP5A5" ,"30Rnd_9x19_MP5" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["MP5SD" ,"30Rnd_9x19_MP5SD" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["Saiga12K" ,"8Rnd_B_Saiga12_74Slug" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["VSS_vintorez" ,"10Rnd_9x39_SP5_VSS" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M8_carbine" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M8_carbineGL" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M8_compact" ,"30Rnd_556x45_G36" ,"" ,true ,1]
; Machine Guns:
; wEAPON STRING AMMO STRING GL STRING SECWEP? MAGSIZ
;_priWeapArray = _priWeapArray + ["MG36" ,"100Rnd_556x45_BetaCMag" ,"" ,false ,2]
;_priWeapArray = _priWeapArray + ["Mk_48" ,"100Rnd_762x51_M240" ,"" ,false ,2]
;_priWeapArray = _priWeapArray + ["M240" ,"100Rnd_762x51_M240" ,"" ,false ,2]
;_priWeapArray = _priWeapArray + ["M249" ,"200Rnd_556x45_M249" ,"" ,false ,2]
_priWeapArray = _priWeapArray + ["Pecheneg" ,"100Rnd_762x54_PK" ,"" ,false ,2]
_priWeapArray = _priWeapArray + ["PK" ,"100Rnd_762x54_PK" ,"" ,false ,2]
_priWeapArray = _priWeapArray + ["RPK_74" ,"75Rnd_545x39_RPK" ,"" ,false ,2]
;_priWeapArray = _priWeapArray + ["M8_SAW" ,"30Rnd_556x45_G36" ,"" ,true ,1]
; Sniper Rifles:s
; wEAPON STRING AMMO STRING GL STRING SECWEP? MAGSIZ
_priWeapArray = _priWeapArray + ["Huntingrifle" ,"5x_22_LR_17_HMR" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["DMR" ,"20Rnd_762x51_DMR" ,"" ,false ,1]
_priWeapArray = _priWeapArray + ["KSVK" ,"5Rnd_127x108_KSVK" ,"" ,false ,1]
;_priWeapArray = _priWeapArray + ["M107" ,"10Rnd_127x99_m107" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M24" ,"5Rnd_762x51_M24" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M40A3" ,"5Rnd_762x51_M24" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M4SPR" ,"20Rnd_556x45_Stanag" ,"" ,true ,1]
_priWeapArray = _priWeapArray + ["SVD" ,"10Rnd_762x54_SVD" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["SVD_CAMO" ,"10Rnd_762x54_SVD" ,"" ,true ,1]
;_priWeapArray = _priWeapArray + ["M8_sharpshooter" ,"30Rnd_556x45_G36" ,"" ,true ,1]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; SECONDARY WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; wEAPON STRING AMMO STRING MAGSIZ
_secWeapArray = []
;_secWeapArray = _secWeapArray + ["Igla" ,"Igla" ,6]
;_secWeapArray = _secWeapArray + ["Javelin" ,"Javelin" ,6]
;_secWeapArray = _secWeapArray + ["M136" ,"M136" ,6]
;_secWeapArray = _secWeapArray + ["MetisLauncher" ,"AT13" ,6]
;_secWeapArray = _secWeapArray + ["RPG18" ,"RPG18" ,6]
_secWeapArray = _secWeapArray + ["RPG7V" ,"PG7V" ,2]
;_secWeapArray = _secWeapArray + ["SMAW" ,"SMAW_HEAA" ,2]
;_secWeapArray = _secWeapArray + ["Stinger" ,"Stinger" ,6]
;_secWeapArray = _secWeapArray + ["Strela" ,"Strela" ,6]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PISTOL WEAPONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
_pisWeapArray = []
_pisWeapArray = _pisWeapArray + ["Colt1911" ,"7Rnd_45ACP_1911"]
_pisWeapArray = _pisWeapArray + ["M9" ,"15Rnd_9x19_M9"]
;_pisWeapArray = _pisWeapArray + ["M9SD" ,"15Rnd_9x19_M9SD"]
_pisWeapArray = _pisWeapArray + ["Makarov" ,"8Rnd_9x18_Makarov"]
;_pisWeapArray = _pisWeapArray + ["MakarovSD" ,"8Rnd_9x18_MakarovSD"]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; EXTRAS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
_extWeapArray = []
;_extWeapArray = _extWeapArray + ["HandGrenade_West" ,1]
_extWeapArray = _extWeapArray + ["HandGrenade_East" ,1]
_extWeapArray = _extWeapArray + ["HandGrenade_East" ,1]
_extWeapArray = _extWeapArray + ["HandGrenade_East" ,1]
_extWeapArray = _extWeapArray + ["SmokeShell" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellRed" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellGreen" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellYellow" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellOrange" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellPurple" ,1]
;_extWeapArray = _extWeapArray + ["SmokeShellBlue" ,1]
_extWeapArray = _extWeapArray + ["PipeBomb" ,2]
;_extWeapArray = _extWeapArray + ["Mine" ,2]
_extWeapArray = _extWeapArray + ["MineE" ,2]
goto "finishPopualteArrays"; initWest.sqs
; [_target]
;
; The soldier mentioned in _target be randomly equipped with weapons.
;
; Only servers execute this code. Because skill & weapons changes will
; be propagated to other client computers automatically, no special
; broadcast need be made.
;
; Example usage: [this] exec "initWest.sqs"
;
; Last edit date: July 2009
_target = _this select 0
; Only servers execute this code:
?!(isserver): exit
; Clear variables:
_weaponString = ""
; Give the unit a random skill:
_target setSkill random 1
; Remove all of the unit's weapons:
removeAllWeapons _target
; Some chance of binoculars
? random 1 < 0.10 : _target addweapon "Binocular"
; Random Weapon (some weapons more common than others):
_weapNo = random 1
? _weapNo < 0.70 : goto "RIFLE"
? _weapNo < 0.80 : goto "GL"
? _weapNo < 0.90 : goto "MG"
? _weapNo < 0.95 : goto "SHOTGUN"
goto "SNIPER"
#GL
_flavour = random 1
? _weaponstring == "" and _flavour < 0.20 : _weaponString = "M16A2GL"
? _weaponstring == "" and _flavour < 0.40 : _weaponString = "M16A4_GL"
? _weaponstring == "" and _flavour < 0.60 : _weaponString = "M16A4_ACG_GL"
? _weaponstring == "" and _flavour < 0.80 : _weaponString = "M4A1_RCO_GL"
? _weaponstring == "" : _weaponString = "M4A1_HWS_GL"
_magString = "30Rnd_556x45_Stanag"
_magQty = (random 3) + 4
_gndQty = 0
_target addmagazine "1Rnd_HE_M203"
_target addmagazine "1Rnd_HE_M203"
goto "GiveWeap"
#RIFLE
_flavour = random 1
? _weaponstring == "" and _flavour < 0.20 : _weaponString = "M16A2"
? _weaponstring == "" and _flavour < 0.40 : _weaponString = "M16A4"
? _weaponstring == "" and _flavour < 0.60 : _weaponString = "M16A4_ACG"
? _weaponstring == "" and _flavour < 0.80 : _weaponString = "M4A1"
? _weaponstring == "" : _weaponString = "M4A1_Aim"
_magString = "30Rnd_556x45_Stanag"
_magQty = (random 4) + 4
_gndQty = (random 2.5)
goto "GiveWeap"
#SNIPER
_weaponString = "M24"
_magString = "5Rnd_762x51_M24"
_magQty = (random 5) + 3.5
_gndQty = (random 2.5)
goto "GiveWeap"
#MG
_weaponString = "M240"
_magString = "100Rnd_762x51_M240"
_magQty = (random 4) + 4
_gndQty = 0
goto "GiveWeap"
#SHOTGUN
_weaponString = "M1014"
_magString = "8Rnd_B_Beneli_74Slug"
_magQty = (random 4) + 4
_gndQty = (random 2.5)
goto "GiveWeap"
#GiveWeap
_target addmagazine _magString
_magQty = _magQty - 1
_target addweapon _weaponString
#GiveMag
? _magQty < 1 : goto "GiveGren"
_target addmagazine _magString
_magQty = _magQty - 1
goto "GiveMag"
#GiveGren
? _gndQty < 1 : goto "startRPG"
_target addmagazine "HandGrenade_West"
_gndQty = _gndQty - 1
#startPistol
; Some chance of pistol
? random 1 > 0.2 : goto "endPistol"
_target addweapon "M9"
_pistolMagQty = random 2.5 + 1
#pistolloop
_target addmagazine "15Rnd_9x19_M9"
_pistolMagQty = _pistolMagQty -1
? _pistolMagQty < 1 : goto "endPistol"
goto "pistolloop"
#endPistol
#startRPG
; Some chance of RPG launcher
? random 1 > 0.1 : goto "endRPG"
_target addweapon "M136"
_rpgQty = random 2.5 + 1
#RPGloop
_target addmagazine "M136"
_rpgQty = _rpgQty -1
? _rpgQty < 1 : goto "endRPG"
goto "rpgLoop"
#endRPG
#End
; exit the script
exit ;crate3 is rifles, pistols and magazines
clearmagazinecargo crate3
clearweaponcargo crate3
crate3 addWeaponCargo ["M16A4", 8]
crate3 addWeaponCargo ["M16A4_GL", 1]
crate3 addWeaponCargo ["M16A4_ACG_GL", 0]
crate3 addWeaponCargo ["M16A4_ACG", 0]
crate3 addWeaponCargo ["M4A1", 8]
crate3 addWeaponCargo ["M4A1_HWS_GL", 0]
crate3 addWeaponCargo ["M4A1_RCO_GL", 0]
crate3 addWeaponCargo ["M4A1_Aim", 8]
crate3 addMagazineCargo ["30Rnd_556x45_Stanag", 250]
crate3 addWeaponCargo ["M240", 1]
crate3 addMagazineCargo ["100Rnd_762x51_M240", 100]
crate3 addMagazineCargo ["200Rnd_556x45_M249", 100]
crate3 addWeaponCargo ["M1014", 2]
crate3 addMagazineCargo ["8Rnd_B_Beneli_74Slug", 50]
crate3 addMagazineCargo ["20Rnd_762x51_DMR", 100]
crate3 addWeaponCargo ["Colt1911", 8]
crate3 addMagazineCargo ["7Rnd_45ACP_1911", 80]
crate3 addWeaponCargo ["M9", 8]
crate3 addMagazineCargo ["15Rnd_9x19_M9", 80]
;crate2 is launchers
clearmagazinecargo crate2
clearweaponcargo crate2
crate2 addWeaponCargo ["SMAW", 1]
crate2 addMagazineCargo ["SMAW_HEAA", 5]
crate2 addMagazineCargo ["SMAW_HEDP", 5]
crate2 addWeaponCargo ["M136", 1]
crate2 addMagazineCargo ["M136", 5]
;crate1 is grenades and satchels
clearmagazinecargo crate1
clearweaponcargo crate1
crate1 addMagazineCargo ["HandGrenade_West", 250]
crate1 addMagazineCargo ["PipeBomb", 5]
crate1 addMagazineCargo ["Mine", 5]
crate1 addMagazineCargo ["SmokeShell", 20]
crate1 addMagazineCargo ["SmokeShellRed", 5]
crate1 addMagazineCargo ["SmokeShellGreen", 5]
crate1 addMagazineCargo ["SmokeShellYellow", 5]
crate1 addMagazineCargo ["SmokeShellOrange", 5]
crate1 addMagazineCargo ["SmokeShellPurple", 5]
crate1 addMagazineCargo ["SmokeShellBlue", 5]
crate1 addMagazineCargo ["1Rnd_HE_M203", 100]
crate1 addMagazineCargo ["1Rnd_Smoke_M203", 20]
crate1 addMagazineCargo ["1Rnd_SmokeRed_M203", 5]
crate1 addMagazineCargo ["1Rnd_SmokeGreen_M203", 5]
crate1 addMagazineCargo ["1Rnd_SmokeYellow_M203", 5]disableUserInput true
~0.5
titletext ["Terror from the Seas\n\nNichevo\nOctober 2009","BLACK"]
~4
cutText ["", "BLACK IN", 4]
titletext ["","PLAIN"]
disableUserInput false
~2
exit; listenRandomWeather.sqs
;
; Applies the weather changes generated by
; "generateRandomWeather.sqs". This script
; should be run while generateRandomWeather.sqs
; is active.
;
; Example usage: [] exec "listenRandomWeather.sqs"
;
; Last edit date: 6 Nov 2003
; Respond to changes in weather. If the overcastness
; is high enough for rain, make it rain:
#loop
weatherchanged = false
@(weatherchanged)
WeatherChangeTime setOvercast WeatherOvercast
? WeatherOvercast > 0.7 : 10 setrain 1;
goto "loop"_medic = _this select 0
? !(local _medic) : exit
#loop
? not alive _medic : exit
~4
_civilians = nearestObjects [civ_dest, ["Man"], 20]
? {damage _x > 0.01} count _civilians > 1 : goto "heal"
? _medic distance medic_dest > 2 : goto "return"
#heal
~0.1
? {damage _x > 0.01 AND alive _x} count _civilians == 0 : goto "loop"
_targetciv = _civilians select floor random count _civilians
? damage _targetciv < 0.01 OR !(alive _targetciv): goto "heal"
_medic domove getpos _targetciv
@unitready _medic
_medic dowatch _targetciv
~1
?_targetciv distance _medic > 2 : goto "heal"
_medic playmove "AinvPknlMstpSlayWrflDnon_medic"
~3
_targetciv setdamage 0.0
~3
goto "heal"
#return
_medic domove getpos medic_dest
@unitReady _medic
_medic dowatch getpos civ_dest
goto "loop"version=11;
class Mission
{
addOns[]=
{
"ca_modules_functions",
"cacharacters2",
"utes",
"CAWheeled2_HMMWV_Ambulance",
"caweapons_ammoboxes",
"CAWheeled",
"CAWheeled3_M1030",
"ca_missions_battlefieldclearance",
"ca_missions_alternativeinjurysimulation",
"ca_modules_animals",
"camisc3",
"CAWeapons_2b14_82mm_Mortar",
"cawater2_fishing_boat",
"cawater2_smallboat_1"
};
addOnsAuto[]=
{
"ca_modules_functions",
"cacharacters2",
"ca_missions_battlefieldclearance",
"ca_missions_alternativeinjurysimulation",
"ca_modules_animals",
"cawater2_fishing_boat",
"cawater2_smallboat_1",
"CAWheeled2_HMMWV_Ambulance",
"caweapons_ammoboxes",
"CAWheeled",
"CAWheeled3_M1030",
"camisc3",
"caweapons_2b14_82mm_mortar",
"utes"
};
randomSeed=6212359;
class Intel
{
briefingName="Co08 Terror from the Seas";
briefingDescription="Co-operative Infantry Action";
resistanceWest=0;
resistanceEast=1;
startWeather=0;
forecastWeather=0;
year=2000;
month=7;
day=17;
hour=12;
minute=0;
};
class Groups
{
items=100;
class Item0
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3049.9807,36.140553,4089.01};
special="NONE";
id=0;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="destroy1";
};
};
};
class Item1
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3855.6904,28,3327.6892};
id=2;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="civ_dest";
};
};
};
class Item2
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.1;
position[]={4384.1382,27,3221.8533};
azimut=-221.666;
id=3;
side="CIV";
vehicle="Priest";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item3
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4328.2271,27.822163,3256.2813};
azimut=-121.39;
id=4;
side="CIV";
vehicle="Citizen2";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item4
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4381.1367,27,3182.3953};
azimut=120.819;
id=5;
side="CIV";
vehicle="Citizen1";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item5
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4397.5479,23.670492,3554.0225};
azimut=115.31;
id=6;
side="CIV";
vehicle="Citizen3";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item6
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4324.8936,27.084656,3240.8464};
azimut=123.027;
id=7;
side="CIV";
vehicle="Citizen4";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item7
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.1;
position[]={4327.9111,27,3217.3733};
azimut=103.851;
id=8;
side="CIV";
vehicle="Doctor";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item8
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.1;
position[]={4364.1577,27.055347,3260.6917};
azimut=-223.90401;
id=9;
side="CIV";
vehicle="Functionary1";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item9
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.1;
position[]={4357.5264,27,3245.9849};
azimut=-239.571;
id=10;
side="CIV";
vehicle="Functionary2";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item10
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4337.4053,27,3231.72};
azimut=-306.66599;
id=11;
side="CIV";
vehicle="Rocker1";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item11
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4367.4087,27,3211.5918};
azimut=-51.058399;
id=12;
side="CIV";
vehicle="Rocker2";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item12
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4430.2061,21.982025,3538.835};
azimut=106.702;
id=13;
side="CIV";
vehicle="Rocker3";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item13
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4385.2544,27.051487,3256.0327};
azimut=133.847;
id=14;
side="CIV";
vehicle="Rocker4";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item14
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.1;
position[]={4417.0571,23.677624,3572.8101};
azimut=-156.965;
id=15;
side="CIV";
vehicle="SchoolTeacher";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item15
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4371.9297,27.422941,3264.6995};
azimut=-68.085899;
id=16;
side="CIV";
vehicle="Villager1";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item16
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4335.3608,27,3180.3027};
azimut=22.678499;
id=17;
side="CIV";
vehicle="Villager4";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item17
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4403.563,23.677624,3585.8547};
azimut=-146.662;
id=18;
side="CIV";
vehicle="Villager2";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item18
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4379.4063,26.021149,3144.2178};
azimut=125.414;
id=19;
side="CIV";
vehicle="Villager3";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item19
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4280.8696,28.520376,3202.345};
azimut=122.493;
id=20;
side="CIV";
vehicle="Worker3";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item20
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4278.126,28.558641,3198.3066};
azimut=122.493;
id=21;
side="CIV";
vehicle="Worker4";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item21
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4419.4487,23.677624,3577.6328};
azimut=-249.104;
id=22;
side="CIV";
vehicle="Worker1";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item22
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4319.2886,27,3234.9973};
azimut=-219.17599;
id=23;
side="CIV";
vehicle="Worker2";
leader=1;
skill=0.2;
init="[this,false,true] exec ""civ_flee.sqs""";
};
};
};
class Item23
{
side="WEST";
class Vehicles
{
items=8;
class Item0
{
position[]={3877.5825,28,3326.6768};
azimut=20.7819;
special="NONE";
id=1;
side="WEST";
vehicle="FR_TL";
player="PLAYER COMMANDER";
leader=1;
rank="LIEUTENANT";
skill=0.60000002;
text="p1";
init="removeallweapons this; for ""_i"" from 1 to 12 do {this addmagazine ""30Rnd_556x45_Stanag""}; this addweapon ""binocular""; this addweapon ""M4A1"";";
synchronizations[]={65,66,67};
};
class Item1
{
position[]={3878.7688,28,3326.1543};
azimut=20.7819;
special="NONE";
id=51;
side="WEST";
vehicle="FR_Marksman";
player="PLAY CDG";
rank="SERGEANT";
skill=0.60000002;
text="p2";
init="removeallweapons this; for ""_i"" from 1 to 12 do {this addmagazine ""20rnd_762x51_DMR""}; this addweapon ""binocular""; this addweapon ""DMR"";";
};
class Item2
{
position[]={3880.05,28,3325.4434};
azimut=20.7819;
special="NONE";
id=53;
side="WEST";
vehicle="FR_Sapper";
player="PLAY CDG";
rank="SERGEANT";
skill=0.60000002;
text="p4";
init="removeallweapons this; for ""_i"" from 1 to 10 do {this addmagazine ""30Rnd_556x45_Stanag""}; this addweapon ""binocular""; this addweapon ""M4A1_Aim""; this addmagazine ""pipebomb""";
};
class Item3
{
position[]={3881.4736,28,3325.0642};
azimut=20.7819;
special="NONE";
id=52;
side="WEST";
vehicle="FR_Corpsman";
player="PLAY CDG";
rank="CORPORAL";
skill=0.60000002;
text="p3";
init="removeallweapons this; for ""_i"" from 1 to 12 do {this addmagazine ""30Rnd_556x45_Stanag""}; this addweapon ""binocular""; this addweapon ""M4A1"";";
};
class Item4
{
position[]={3882.8499,28,3324.7324};
azimut=20.7819;
special="NONE";
id=54;
side="WEST";
vehicle="FR_AR";
player="PLAY CDG";
rank="CORPORAL";
skill=0.60000002;
text="p5";
init="removeallweapons this; for ""_i"" from 1 to 6 do {this addmagazine ""200Rnd_556x45_M249""}; this addweapon ""binocular""; this addweapon ""M249"";";
};
class Item5
{
position[]={3883.9885,28,3324.3059};
azimut=20.7819;
special="NONE";
id=55;
side="WEST";
vehicle="FR_GL";
player="PLAY CDG";
skill=0.60000002;
text="p6";
init="removeallweapons this; for ""_i"" from 1 to 12 do {this addmagazine ""30Rnd_556x45_Stanag""}; for ""_i"" from 1 to 8 do {this addmagazine ""1Rnd_HE_M203""}; this addweapon ""binocular""; this addweapon ""M16A4_ACG_GL""; ";
};
class Item6
{
position[]={3885.3174,28,3323.8318};
azimut=20.7819;
special="NONE";
id=56;
side="WEST";
vehicle="FR_Assault_R";
player="PLAY CDG";
skill=0.60000002;
text="p7";
init="removeallweapons this; for ""_i"" from 0 to 11 do {this addmagazine ""30Rnd_556x45_Stanag""}; this addweapon ""binocular""; this addweapon ""M16A4_ACG"";";
};
class Item7
{
presence=0;
position[]={3886.7778,28,3323.3};
azimut=20.7819;
special="NONE";
id=57;
side="WEST";
vehicle="FR_Assault_GL";
player="PLAY CDG";
skill=0.60000002;
text="p8";
init="removeallweapons this; for ""_i"" from 1 to 12 do {this addmagazine ""30Rnd_556x45_Stanag""}; for ""_i"" from 1 to 8 do {this addmagazine ""1Rnd_HE_M203""}; this addweapon ""binocular""; this addweapon ""M4A1_HWS_GL""; ";
};
};
};
class Item24
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4284.8413,28.475176,3207.5706};
azimut=-218.98399;
id=24;
side="CIV";
vehicle="Sportswoman5";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item25
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4326.5483,26.930969,3178.0273};
azimut=-205.343;
id=25;
side="CIV";
vehicle="Sportswoman2";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item26
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4373.5454,24.946934,3560.6001};
azimut=-151.875;
id=26;
side="CIV";
vehicle="Sportswoman3";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item27
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4411.8569,26.589174,3189.3701};
azimut=-246.679;
id=27;
side="CIV";
vehicle="Sportswoman4";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item28
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4414.0376,26.451956,3198.8433};
azimut=-83.3172;
id=28;
side="CIV";
vehicle="Sportswoman1";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item29
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4380.3813,27,3214.3306};
azimut=-212.55901;
id=29;
side="CIV";
vehicle="WorkWoman2";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item30
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4367.2642,27.50119,3265.8728};
azimut=95.4048;
id=30;
side="CIV";
vehicle="WorkWoman5";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item31
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4394.1006,24.020561,3547.6206};
azimut=-233.98399;
id=31;
side="CIV";
vehicle="WorkWoman3";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item32
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4366.4727,27.129322,3153.5259};
azimut=30.052299;
id=32;
side="CIV";
vehicle="WorkWoman4";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item33
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.231648;
position[]={4401.0083,26.303158,3163.1628};
azimut=114.152;
id=33;
side="CIV";
vehicle="WorkWoman1";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item34
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4375.4253,27,3185.5181};
azimut=148.453;
id=34;
side="CIV";
vehicle="Secretary3";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item35
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4350.7915,26.897833,3158.7053};
azimut=-113.552;
id=35;
side="CIV";
vehicle="Secretary2";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item36
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4388.6226,25.454525,3516.1528};
azimut=123.222;
id=36;
side="CIV";
vehicle="Sportswoman3";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item37
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4380.4756,27,3191.8354};
azimut=135.633;
id=37;
side="CIV";
vehicle="Secretary5";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item38
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.25;
position[]={4352.6685,27,3160.7781};
azimut=38.571098;
id=38;
side="CIV";
vehicle="Secretary4";
leader=1;
skill=0.2;
init="[this,false,false] exec ""civ_flee.sqs""";
};
};
};
class Item39
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3867.4746,28,3337.8618};
azimut=-164.576;
id=39;
side="WEST";
vehicle="USMC_Soldier_Medic";
leader=1;
rank="CORPORAL";
skill=0.2;
init="[this] exec ""medic.sqs""; [this] exec ""initwest.sqs""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3867.4746,28,3337.8618};
id=39;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item40
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3866.2322,28,3332.3774};
id=40;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="medic_dest";
};
};
};
class Item41
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3792.1279,33.122398,3384.5928};
azimut=-390.69901;
special="NONE";
id=42;
side="WEST";
vehicle="USMC_SoldierS";
leader=1;
skill=0.57695109;
init="[this] exec ""initwest.sqs""; this setunitpos ""UP""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3792.8135,31.76129,3383.511};
idStatic=6589;
idObject=-1971129923;
housePos=2;
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item42
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3873.2205,32.922474,3356.1934};
azimut=-339.65375;
special="NONE";
id=43;
side="WEST";
vehicle="USMC_SoldierS";
leader=1;
skill=0.57695109;
init="[this] exec ""initwest.sqs""; this setunitpos ""UP""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={3872.9839,31.561586,3355.3293};
idStatic=6590;
idObject=-1973222978;
housePos=2;
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item43
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={4076.3899,39.866684,3265.5542};
special="NONE";
id=44;
side="WEST";
vehicle="USMC_SoldierS";
leader=1;
skill=0.57695109;
health=0;
init="[this] exec ""initwest.sqs""; this setdir random 360";
};
};
};
class Item44
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3878.897,27.757227,3355.4941};
id=45;
side="WEST";
vehicle="USMC_Soldier";
leader=1;
skill=0.60000002;
init="[this] exec ""initwest.sqs"";";
};
};
class Waypoints
{
items=4;
class Item0
{
position[]={3880.394,27.59215,3360.1143};
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=60;
timeoutMid=600;
timeoutMax=1200;
showWP="NEVER";
};
class Item1
{
position[]={3888.8279,27.448744,3357.0562};
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=60;
timeoutMid=600;
timeoutMax=1200;
showWP="NEVER";
};
class Item2
{
position[]={3866.5242,29.366859,3303.3071};
idStatic=6669;
idObject=-1975320051;
housePos=2;
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={3877.8098,27.629271,3360.7263};
type="CYCLE";
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item45
{
side="WEST";
class Vehicles
{
items=4;
class Item0
{
position[]={3806.343,29.206783,3319.2212};
id=46;
side="WEST";
vehicle="USMC_Soldier_SL";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initwest.sqs"";";
};
class Item1
{
presence=0.79929376;
position[]={3806.4963,29.156229,3317.377};
id=47;
side="WEST";
vehicle="USMC_Soldier";
rank="CORPORAL";
skill=0.60000002;
init="[this] exec ""initwest.sqs"";";
};
class Item2
{
presence=0.80617446;
position[]={3805.9077,29.350393,3315.7197};
id=48;
side="WEST";
vehicle="USMC_Soldier";
skill=0.60000002;
init="[this] exec ""initwest.sqs"";";
};
class Item3
{
presence=0.81649518;
position[]={3806.8176,29.050182,3314.1162};
id=49;
side="WEST";
vehicle="USMC_Soldier";
skill=0.60000002;
init="[this] exec ""initwest.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={3806.6736,28,3323.5369};
placement=30;
combatMode="YELLOW";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMid=10;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={3879.052,28,3329.5398};
placement=15;
combatMode="YELLOW";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMid=10;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={3893.165,28.316498,3291.9856};
placement=25;
combatMode="YELLOW";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMid=10;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={3826.9338,28.040276,3367.094};
placement=10;
combatMode="YELLOW";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMid=10;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={3801.0845,29.774776,3323.5371};
type="CYCLE";
combatMode="YELLOW";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item46
{
side="WEST";
class Vehicles
{
items=1;
class Item0
{
position[]={3883.6348,28,3330.6858};
azimut=-173.313;
id=50;
side="WEST";
vehicle="FR_Commander";
leader=1;
rank="MAJOR";
skill=1;
init="removeallweapons this; this addmagazine ""15Rnd_9x19_M9""; this addmagazine ""15Rnd_9x19_M9""; this addmagazine ""15Rnd_9x19_M9""; this addmagazine ""15Rnd_9x19_M9""; this addweapon ""M9"";";
};
};
class Waypoints
{
items=6;
class Item0
{
position[]={3883.6348,28,3330.6858};
id=50;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
expCond="{_x distance this < 20} count playerarray == 0";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={3881.2993,28,3328.6816};
placement=15;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=60;
timeoutMid=300;
timeoutMax=600;
showWP="NEVER";
};
class Item2
{
position[]={3812.959,29.228041,3360.7036};
idStatic=6624;
idObject=-1971127840;
housePos=3;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=30;
timeoutMid=300;
timeoutMax=600;
showWP="NEVER";
};
class Item3
{
position[]={3855.0493,29.366859,3307.5942};
idStatic=6668;
idObject=-1975320052;
housePos=2;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={3897.8662,29.228373,3322.498};
idStatic=6625;
idObject=-1973220895;
housePos=3;
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=60;
timeoutMid=300;
timeoutMax=600;
showWP="NEVER";
};
class Item5
{
position[]={3881.1104,28,3328.1194};
type="CYCLE";
combatMode="YELLOW";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item47
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3911.1257,28.225159,3327.9519};
id=66;
side="LOGIC";
vehicle="BattleFieldClearance";
leader=1;
skill=0.60000002;
synchronizations[]={1};
};
};
};
class Item48
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3911.1985,27.823206,3338.8154};
id=65;
side="LOGIC";
vehicle="AlternativeInjurySimulation";
leader=1;
skill=0.60000002;
synchronizations[]={1};
};
};
};
class Item49
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3911.2021,28.563843,3316.7656};
id=67;
side="LOGIC";
vehicle="AlternativeInjurySimulation";
leader=1;
skill=0.60000002;
synchronizations[]={1};
};
};
};
class Item50
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={3922.999,27.614119,3338.6536};
id=68;
side="LOGIC";
vehicle="BIS_animals_Logic";
leader=1;
skill=0.60000002;
};
};
};
class Item51
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.3107743;
position[]={4417.5952,26.211962,3213.8306};
id=69;
side="CIV";
vehicle="Farmwife4";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item52
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4369.4082,27,3191.907};
azimut=-218.48114;
id=72;
side="CIV";
vehicle="Farmwife3";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item53
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.23852852;
position[]={4335.8511,28.433765,3275.0159};
azimut=88.445;
id=73;
side="CIV";
vehicle="Farmwife5";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item54
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.23508818;
position[]={4371.4351,25.640936,3565.1829};
azimut=127.543;
id=74;
side="CIV";
vehicle="Farmwife2";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item55
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.51375085;
position[]={4405.7681,28.04842,3577.2334};
azimut=-229.026;
id=75;
side="CIV";
vehicle="Farmwife1";
leader=1;
skill=0.2;
init="this setpos [getpos this select 0, getpos this select 1, 0]";
};
};
};
class Item56
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.24196871;
position[]={4307.9224,26.968573,3204.4058};
azimut=-135.966;
id=76;
side="CIV";
vehicle="HouseWife4";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs"";";
};
};
};
class Item57
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.23852852;
position[]={4373.4272,27,3257.9636};
azimut=-29.346001;
id=77;
side="CIV";
vehicle="HouseWife3";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item58
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.31421447;
position[]={4377.8398,26.285273,3145.9341};
azimut=76.8125;
id=78;
side="CIV";
vehicle="HouseWife5";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item59
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.23852852;
position[]={4391.5923,23.72156,3539.6096};
azimut=19.896299;
id=79;
side="CIV";
vehicle="HouseWife1";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""";
};
};
};
class Item60
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.23508818;
position[]={4400.1392,26.034956,3586.9446};
azimut=-228.153;
id=80;
side="CIV";
vehicle="HouseWife2";
leader=1;
skill=0.2;
init="[this,true,false] exec ""civ_flee.sqs""; this setpos [getpos this select 0, getpos this select 1, 0]";
};
};
};
class Item61
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presence=0.31421447;
position[]={4411.0718,28.647387,3581.4392};
azimut=-140.972;
id=81;
side="CIV";
vehicle="Woodlander1";
leader=1;
skill=0.2;
init="this setpos [getpos this select 0, getpos this select 1, 0]";
};
};
};
class Item62
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.24196871;
position[]={4471.0225,54.614571,3361.2295};
azimut=-125.076;
special="NONE";
id=82;
side="EAST";
vehicle="Ins_Soldier_Sniper";
leader=1;
rank="CORPORAL";
skill=1;
init="[this] exec ""initeast.sqs""; this setunitpos ""up""";
};
};
};
class Item63
{
side="EAST";
class Vehicles
{
items=12;
class Item0
{
presence=0.49310899;
position[]={4378.7334,27,3209.0994};
azimut=-47.765598;
special="NONE";
id=83;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.48966894;
position[]={4382.249,27,3212.0635};
azimut=-47.765598;
special="NONE";
id=93;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.51031035;
presenceCondition="(paramsArray select 1) != 4";
position[]={4382.7979,27,3208.6248};
azimut=-47.76556;
special="NONE";
id=85;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4";
position[]={4384.3516,27,3210.3359};
azimut=-47.765598;
special="NONE";
id=84;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.51031035;
presenceCondition="(paramsArray select 1) != 4";
position[]={4385.9966,27,3212.1492};
azimut=-47.76556;
special="NONE";
id=86;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49654949;
position[]={4383.8931,27,3213.8745};
azimut=-47.765598;
special="NONE";
id=94;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item6
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4384.9521,27,3206.853};
azimut=-47.76556;
special="NONE";
id=88;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item7
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4386.5068,27,3208.5642};
azimut=-47.76556;
special="NONE";
id=87;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item8
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4388.1519,27,3210.3779};
azimut=-47.765598;
special="NONE";
id=89;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item9
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4387.1157,27,3204.8877};
azimut=-47.76556;
special="NONE";
id=91;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item10
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4388.6689,27,3206.5999};
azimut=-47.76556;
special="NONE";
id=90;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item11
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4390.3154,27,3208.4119};
azimut=-47.76556;
special="NONE";
id=92;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={4378.7334,27,3209.0994};
id=83;
combatMode="BLUE";
formation="STAG COLUMN";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
timeoutMin=30;
timeoutMid=30;
timeoutMax=30;
showWP="NEVER";
};
class Item1
{
position[]={4377.9155,27,3209.5481};
type="GUARD";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item64
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
position[]={4338.4849,27,3217.8176};
special="NONE";
id=95;
side="EAST";
vehicle="Ins_Commander";
leader=1;
rank="CAPTAIN";
skill=0.60000002;
text="boss";
init="[this] exec ""initeast.sqs""; [] exec ""boss.sqs""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4338.4849,27,3217.8176};
id=95;
combatMode="YELLOW";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item65
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4357.6748,27,3199.0986};
special="NONE";
id=96;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="hidea";
};
};
};
class Item66
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4319.7842,31.125084,3188.3464};
special="NONE";
id=97;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="hideb";
};
};
};
class Item67
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4285.272,35.952217,3169.7871};
special="NONE";
id=98;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="hidec";
};
};
};
class Item68
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4395.1294,31.288971,3171.6128};
special="NONE";
id=99;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="hided";
};
};
};
class Item69
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48622844;
presenceCondition="(paramsArray select 1) != 4";
position[]={4346.1729,27,3231.5164};
azimut=2.2212501;
special="NONE";
id=100;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4348.6152,27,3231.2864};
azimut=2.2212501;
special="NONE";
id=104;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4346.5859,27,3228.7776};
azimut=2.2212901;
special="NONE";
id=102;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4";
position[]={4348.8965,27,3228.6882};
azimut=2.2212901;
special="NONE";
id=101;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4351.3428,27,3228.594};
azimut=2.2212901;
special="NONE";
id=103;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4351.3105,27,3231.3142};
azimut=2.2212501;
special="NONE";
id=105;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4346.1729,27,3231.5164};
id=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4362.7974,33.180325,3367.2314};
placement=200;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4434.0708,20.943808,3569.4229};
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4375.9922,34.874336,3366.772};
placement=200;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4342.9746,27,3231.6501};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item70
{
side="EAST";
class Vehicles
{
items=9;
class Item0
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4";
position[]={4140.7456,43.498573,2876.1348};
azimut=2.2212501;
special="NONE";
id=112;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4143.188,43.426777,2875.9053};
azimut=2.2212501;
special="NONE";
id=116;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4141.1587,43.216476,2873.3965};
azimut=2.2212901;
special="NONE";
id=114;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4";
position[]={4143.4692,43.161327,2873.3071};
azimut=2.2212901;
special="NONE";
id=113;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4145.9155,43.102974,2873.2129};
azimut=2.2212901;
special="NONE";
id=115;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4145.8833,43.248482,2875.9331};
azimut=2.2212501;
special="NONE";
id=117;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item6
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4141.313,42.727886,2869.1897};
azimut=5.2790537;
special="NONE";
id=202;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item7
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4143.6147,42.64373,2868.978};
azimut=5.2790537;
special="NONE";
id=201;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item8
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4146.0527,42.554321,2868.752};
azimut=5.2790537;
special="NONE";
id=203;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={4161.0112,39.244446,2857.8445};
placement=150;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4302.3164,21.275671,3067.3801};
placement=150;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4109.9438,10.22936,2783.0715};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item71
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48966894;
position[]={4373.1265,27,3161.751};
azimut=2.2212501;
special="NONE";
id=118;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4373.8438,26.878418,3157.5684};
azimut=2.2212501;
special="NONE";
id=122;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4373.2876,26.998978,3159.9795};
azimut=2.2212901;
special="NONE";
id=120;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4375.5981,26.994492,3159.8899};
azimut=2.2212901;
special="NONE";
id=119;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4376.6128,26.876266,3157.5254};
azimut=2.2212901;
special="NONE";
id=121;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
position[]={4375.6548,27,3161.801};
azimut=2.2212501;
special="NONE";
id=123;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4373.1265,27,3161.751};
id=118;
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4334.729,27,3193.7129};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4331.7334,27,3195.7434};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4335.6489,27,3196.1572};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={4369.6685,27,3161.5027};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item72
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48966894;
position[]={4422.2622,23.592196,3574.6936};
azimut=2.2212501;
special="NONE";
id=124;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
position[]={4424.7051,23.499945,3574.4636};
azimut=2.2212501;
special="NONE";
id=128;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
position[]={4422.6758,23.57658,3571.9548};
azimut=2.2212901;
special="NONE";
id=126;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
position[]={4424.9858,23.489342,3571.866};
azimut=2.2212901;
special="NONE";
id=125;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
position[]={4427.4326,23.396952,3571.7712};
azimut=2.2212901;
special="NONE";
id=127;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
position[]={4427.4004,22.868292,3574.4919};
azimut=2.2212501;
special="NONE";
id=129;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4422.2622,23.592196,3574.6936};
id=124;
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4392.3154,25.41651,3511.0439};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4371.5562,26.553591,3574.8926};
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4409.6333,23.575077,3558.4087};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={4424.6001,22.222084,3579.9775};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item73
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.24196871;
position[]={4450.8545,42.640278,3403.4133};
azimut=-125.076;
special="NONE";
id=130;
side="EAST";
vehicle="Ins_Soldier_Sniper";
leader=1;
rank="CORPORAL";
skill=1;
init="[this] exec ""initeast.sqs""; this setunitpos ""up""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4450.8545,42.640278,3403.4133};
id=130;
combatMode="YELLOW";
speed="LIMITED";
combat="COMBAT";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item74
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.23852852;
position[]={4470.6694,54.610943,3363.2148};
azimut=-68.850304;
special="NONE";
id=131;
side="EAST";
vehicle="Ins_Soldier_Sniper";
leader=1;
rank="CORPORAL";
skill=1;
init="[this] exec ""initeast.sqs""; this setunitpos ""up""";
};
};
};
class Item75
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48966894;
position[]={4324.0908,27,3205.8289};
azimut=2.2212501;
special="NONE";
id=134;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
position[]={4326.5337,27,3205.5991};
azimut=2.2212501;
special="NONE";
id=138;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4327.5767,27,3201.1563};
azimut=2.2212901;
special="NONE";
id=136;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4326.8145,27,3203.001};
azimut=2.2212901;
special="NONE";
id=135;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4";
position[]={4325.1367,27,3203.0334};
azimut=2.2212901;
special="NONE";
id=137;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4325.4414,27,3201.2119};
azimut=2.2212501;
special="NONE";
id=139;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4324.0908,27,3205.8289};
id=134;
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4340.7524,27,3189.4409};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4337.7568,27,3191.4714};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4341.6724,27,3191.8853};
placement=100;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={4320.6328,27,3205.5806};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item76
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48966894;
position[]={4338.416,27.050095,3241.0017};
azimut=-222.21367;
special="NONE";
id=140;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4334.9761,27.174255,3243.4851};
azimut=-222.21367;
special="NONE";
id=144;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4337.064,27.107635,3242.1526};
azimut=-222.21364;
special="NONE";
id=142;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4335.3491,27.030014,3240.6003};
azimut=-222.21364;
special="NONE";
id=141;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4332.9702,27.078842,3241.5769};
azimut=-222.21364;
special="NONE";
id=143;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
position[]={4336.646,27,3239.1953};
azimut=-222.21367;
special="NONE";
id=145;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=6;
class Item0
{
position[]={4338.416,27.050095,3241.0017};
id=140;
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4329.3188,27,3204.9941};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4372.2383,27,3164.4163};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4405.186,27,3222.4336};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item4
{
position[]={4367.7046,27.187683,3262.3403};
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item5
{
position[]={4341.0444,27,3238.2175};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item77
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
position[]={4198.4551,35.057625,2807.3416};
azimut=-172.918;
special="NONE";
id=146;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs""; [this, mortar] exec ""shuffle.sqs""";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4198.0918,35.122673,2811.5693};
azimut=-172.9183;
special="NONE";
id=150;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4198.4434,35.108978,2809.1206};
azimut=-172.918;
special="NONE";
id=148;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4196.1465,34.727081,2809.4058};
azimut=-172.91824;
special="NONE";
id=147;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4195.3403,34.663296,2811.8484};
azimut=-172.91824;
special="NONE";
id=149;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.94378579;
position[]={4195.9292,34.633179,2807.5071};
azimut=-172.918;
special="NONE";
id=151;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4198.4551,35.057625,2807.3416};
id=146;
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
};
};
class Item78
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
position[]={4474.8857,0.66943347,3577.7861};
azimut=-78.712799;
special="NONE";
id=154;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs""; [this, shufflepoint] exec ""shuffle.sqs""";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4479.1294,0.657722,3577.8391};
azimut=-78.713081;
special="NONE";
id=158;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4";
position[]={4476.6616,0.63074517,3577.6677};
azimut=-78.71302;
special="NONE";
id=156;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4477.1138,0.68673646,3579.9377};
azimut=-78.71302;
special="NONE";
id=155;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4479.4058,0.71890467,3580.0869};
azimut=-78.71302;
special="NONE";
id=157;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.94378579;
position[]={4475.2373,0.78039432,3580.2937};
azimut=-78.712776;
special="NONE";
id=159;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4474.8857,0.66943347,3577.7861};
id=154;
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
};
};
class Item79
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4467.4951,1.9193792,3583.3989};
special="NONE";
id=160;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="shufflepoint";
};
};
};
class Item80
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4552.4717,0.70636123,3526.9292};
azimut=130;
id=161;
side="CIV";
vehicle="Fishing_Boat";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5694.8613,0.56561041,2663.7957};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item81
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4615.0234,0.71025884,3414.6018};
azimut=130;
id=162;
side="CIV";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5682.1201,0.84793037,2640.0266};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item82
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4752.8071,0.88270497,3221.1963};
azimut=130;
id=163;
side="CIV";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5761.7778,0.73318094,2626.4771};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item83
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4";
position[]={4559.2339,0.90475464,3084.3762};
azimut=130;
id=164;
side="CIV";
vehicle="Fishing_Boat";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5737.8896,0.88282084,2637.1338};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item84
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
position[]={4494.146,0.77756006,3009.2095};
azimut=130;
id=165;
side="CIV";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5706.1479,0.66984177,2685.8784};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item85
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4362.2793,0.84898591,2886.7476};
azimut=130;
id=166;
side="CIV";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5717.2422,0.65132833,2651.0229};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item86
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4";
position[]={4378.3398,0.51933861,2739.793};
azimut=130;
id=167;
side="CIV";
vehicle="Fishing_Boat";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5705.6636,0.67165512,2628.8135};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item87
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4";
position[]={4699.916,0.49779758,3300.7952};
azimut=130;
id=168;
side="CIV";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5725.0889,0.59688616,2610.8513};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item88
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4477.4766,0.75432128,2944.3416};
azimut=130;
id=169;
side="CIV";
vehicle="Smallboat_1";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5775.1401,0.66566056,2647.0767};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item89
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4743.6636,0.50788987,3106.1602};
azimut=130;
id=170;
side="CIV";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5728.8452,0.71179605,2674.1541};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item90
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4657.4102,0.68609488,3019.9819};
azimut=130;
id=171;
side="CIV";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5752.1953,0.55352789,2662.2512};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item91
{
side="CIV";
class Vehicles
{
items=1;
class Item0
{
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4600.6816,0.57984674,3475.2588};
azimut=130;
id=172;
side="CIV";
vehicle="smallboat_2";
leader=1;
skill=0.60000002;
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={5747.6094,0.73297954,2606.0396};
placement=1000;
combatMode="BLUE";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item92
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.47934791;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4602.1597,36.929726,3226.5637};
azimut=2.2212501;
special="NONE";
id=106;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4604.6025,41.15033,3226.3342};
azimut=2.2212501;
special="NONE";
id=110;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4602.5732,37.461403,3223.8254};
azimut=2.2212901;
special="NONE";
id=108;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4604.8833,37.846184,3223.7361};
azimut=2.2212901;
special="NONE";
id=107;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4607.3301,41.042702,3223.6418};
azimut=2.2212901;
special="NONE";
id=109;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4607.2979,43.108177,3226.3621};
azimut=2.2212501;
special="NONE";
id=111;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={4602.1597,36.929726,3226.5637};
id=106;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4470.168,35.192566,3269.2085};
placement=150;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4602.1255,38.313488,3229.7249};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item93
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.48622844;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4399.6758,23.717051,3562.9282};
azimut=2.2212501;
special="NONE";
id=173;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4402.1182,23.677624,3562.6982};
azimut=2.2212501;
special="NONE";
id=177;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4400.0889,23.677624,3560.1895};
azimut=2.2212901;
special="NONE";
id=175;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4402.3994,23.677624,3560.1001};
azimut=2.2212901;
special="NONE";
id=174;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4404.8457,23.677624,3560.0059};
azimut=2.2212901;
special="NONE";
id=176;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4404.8135,23.677624,3562.7261};
azimut=2.2212501;
special="NONE";
id=178;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={4399.6758,23.717051,3562.9282};
id=173;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4369.7476,32.430595,3332.2981};
placement=200;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4316.3228,27,3208.7881};
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item3
{
position[]={4382.9424,34.170074,3331.8386};
placement=200;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4396.4775,24.063568,3563.062};
type="CYCLE";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="SAFE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item94
{
side="EAST";
class Vehicles
{
items=6;
class Item0
{
presence=0.31765497;
position[]={4605.8032,37.326633,3215.1782};
azimut=-136.246;
special="NONE";
id=179;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs""; [this, shufflepoint2] exec ""shuffle.sqs""";
};
class Item1
{
presence=0.30733427;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4608.0361,38.658012,3218.7859};
azimut=-136.246;
special="NONE";
id=183;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.31421447;
presenceCondition="(paramsArray select 1) != 4";
position[]={4606.8564,37.882324,3216.6121};
azimut=-136.246;
special="NONE";
id=181;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.31421447;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4605.1836,38.046875,3218.2129};
azimut=-136.246;
special="NONE";
id=180;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.31421447;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4605.9966,38.548294,3220.6538};
azimut=-136.246;
special="NONE";
id=182;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.31421447;
position[]={4603.875,37.461189,3216.8191};
azimut=-136.246;
special="NONE";
id=184;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4605.8032,37.326633,3215.1782};
id=179;
combatMode="RED";
formation="LINE";
speed="LIMITED";
combat="SAFE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
};
};
class Item95
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={4603.5132,36.832344,3214.0808};
special="NONE";
id=185;
side="LOGIC";
vehicle="LocationLogic";
leader=1;
skill=0.60000002;
text="shufflepoint2";
};
};
};
class Item96
{
side="EAST";
class Vehicles
{
items=12;
class Item0
{
presence=0.49310899;
position[]={4465.0518,7.462244,3148.6743};
azimut=-31.003147;
special="NONE";
id=187;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.48966894;
position[]={4469.2739,7.2324042,3150.4983};
azimut=-31.003147;
special="NONE";
id=197;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.51031035;
presenceCondition="(paramsArray select 1) != 4";
position[]={4468.8071,6.923975,3147.0466};
azimut=-31.003109;
special="NONE";
id=189;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4";
position[]={4470.7881,6.8448734,3148.2371};
azimut=-31.003147;
special="NONE";
id=188;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.51031035;
presenceCondition="(paramsArray select 1) != 4";
position[]={4472.8862,6.7613163,3149.4995};
azimut=-31.003109;
special="NONE";
id=190;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.49654949;
position[]={4471.3691,7.1388798,3151.7581};
azimut=-31.003147;
special="NONE";
id=198;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item6
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4470.3579,6.5371952,3144.7297};
azimut=-31.003109;
special="NONE";
id=192;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item7
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4472.3403,6.4579105,3145.9194};
azimut=-31.003109;
special="NONE";
id=191;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item8
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4474.4395,6.3742619,3147.1819};
azimut=-31.003099;
special="NONE";
id=193;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item9
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4471.8638,6.1359496,3142.2231};
azimut=-31.003109;
special="NONE";
id=195;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item10
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4473.8442,6.0570922,3143.415};
azimut=-31.003109;
special="NONE";
id=194;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item11
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4475.9438,5.9731688,3144.6755};
azimut=-31.003109;
special="NONE";
id=196;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=2;
class Item0
{
position[]={4465.0518,7.462244,3148.6743};
id=187;
combatMode="BLUE";
formation="STAG COLUMN";
speed="LIMITED";
combat="CARELESS";
class Effects
{
};
timeoutMin=30;
timeoutMid=30;
timeoutMax=30;
showWP="NEVER";
};
class Item1
{
position[]={4464.3979,7.5941715,3149.3396};
type="GUARD";
combatMode="RED";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item97
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.18004364;
position[]={4218.4175,37.487541,3141.2456};
azimut=-69.865601;
special="NONE";
id=199;
side="EAST";
vehicle="Ins_Soldier_Sniper";
leader=1;
rank="CORPORAL";
skill=1;
init="[this] exec ""initeast.sqs""; this setunitpos ""down""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4218.4175,37.487541,3141.2456};
id=199;
combatMode="YELLOW";
speed="LIMITED";
combat="COMBAT";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item98
{
side="EAST";
class Vehicles
{
items=1;
class Item0
{
presence=0.16972293;
position[]={4121.2031,40.88018,2943.5708};
azimut=-48.685398;
special="NONE";
id=200;
side="EAST";
vehicle="Ins_Soldier_Sniper";
leader=1;
rank="CORPORAL";
skill=1;
init="[this] exec ""initeast.sqs""; this setunitpos ""down""";
};
};
class Waypoints
{
items=1;
class Item0
{
position[]={4121.2031,40.88018,2943.5708};
id=200;
combatMode="YELLOW";
speed="LIMITED";
combat="COMBAT";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item99
{
side="EAST";
class Vehicles
{
items=9;
class Item0
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4228.3076,23.36223,3000.8755};
azimut=-178.317;
special="NONE";
id=204;
side="EAST";
vehicle="Ins_Soldier_CO";
leader=1;
rank="SERGEANT";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item1
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4225.8628,23.543667,3001.0811};
azimut=-178.317;
special="NONE";
id=208;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item2
{
presence=0.49998966;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4227.8691,23.559101,3003.6079};
azimut=-178.317;
special="NONE";
id=206;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item3
{
presence=0.48966894;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4225.5566,23.694916,3003.6777};
azimut=-178.317;
special="NONE";
id=205;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item4
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4223.1685,23.729549,3001.0271};
azimut=-178.317;
special="NONE";
id=209;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item5
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4227.6743,23.863262,3007.814};
azimut=-175.259;
special="NONE";
id=211;
side="EAST";
vehicle="Ins_Soldier_Sab";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item6
{
presence=0.50687021;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4225.3696,23.991869,3008.0051};
azimut=-175.25882;
special="NONE";
id=210;
side="EAST";
vehicle="Ins_Soldier_2";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item7
{
presence=0.49654949;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3 AND (paramsArray select 1) != 2";
position[]={4222.9316,24.127918,3008.2073};
azimut=-175.25882;
special="NONE";
id=212;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
class Item8
{
presence=0.49310899;
presenceCondition="(paramsArray select 1) != 4 AND (paramsArray select 1) != 3";
position[]={4223.1094,23.869802,3003.7493};
azimut=-178.317;
special="NONE";
id=207;
side="EAST";
vehicle="Ins_Soldier_1";
skill=0.60000002;
init="[this] exec ""initeast.sqs"";";
};
};
class Waypoints
{
items=3;
class Item0
{
position[]={4239.5132,24.808176,2998.5657};
placement=150;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item1
{
position[]={4100.1821,12.12525,2787.7129};
placement=150;
type="SAD";
combatMode="RED";
formation="STAG COLUMN";
speed="NORMAL";
combat="AWARE";
class Effects
{
};
timeoutMin=10;
timeoutMid=30;
timeoutMax=60;
showWP="NEVER";
};
class Item2
{
position[]={4289.876,23.474867,3073.814};
type="CYCLE";
class Effects
{
};
showWP="NEVER";
};
};
};
};
class Vehicles
{
items=15;
class Item0
{
position[]={3869.582,28,3332.1536};
azimut=195;
id=41;
side="EMPTY";
vehicle="HMMWV_Ambulance";
leader=1;
lock="LOCKED";
skill=0.60000002;
};
class Item1
{
position[]={3890.229,28,3321.5027};
azimut=110.876;
special="NONE";
id=58;
side="EMPTY";
vehicle="USBasicWeaponsBox";
skill=0.60000002;
text="crate3";
};
class Item2
{
position[]={3891.4929,28,3325.0081};
azimut=110.876;
special="NONE";
id=59;
side="EMPTY";
vehicle="USLaunchersBox";
skill=0.60000002;
text="crate2";
};
class Item3
{
position[]={3892.7493,28,3328.405};
azimut=110.876;
special="NONE";
id=60;
side="EMPTY";
vehicle="USSpecialWeaponsBox";
skill=0.60000002;
text="crate1";
};
class Item4
{
position[]={3890.5576,28,3306.4233};
azimut=199.52499;
special="NONE";
id=61;
side="EMPTY";
vehicle="HMMWV_M2";
skill=0.60000002;
init="this addMagazineCargo [""30Rnd_556x45_Stanag"", 15]; this addMagazineCargo [""100Rnd_762x51_M240"", 5]; this addMagazineCargo [""200Rnd_556x45_M249"", 5]; this addMagazineCargo [""20Rnd_762x51_DMR"", 5];";
};
class Item5
{
position[]={3896.0676,28,3304.3389};
azimut=199.52499;
special="NONE";
id=62;
side="EMPTY";
vehicle="HMMWV";
skill=0.60000002;
init="this addMagazineCargo [""30Rnd_556x45_Stanag"", 15]; this addMagazineCargo [""100Rnd_762x51_M240"", 5]; this addMagazineCargo [""200Rnd_556x45_M249"", 5]; this addMagazineCargo [""20Rnd_762x51_DMR"", 5];";
};
class Item6
{
position[]={3873.6182,28,3306.6714};
azimut=106.62275;
special="NONE";
id=63;
side="EMPTY";
vehicle="M1030";
skill=0.60000002;
};
class Item7
{
position[]={3873.1917,28,3305.1062};
azimut=106.62275;
special="NONE";
id=64;
side="EMPTY";
vehicle="M1030";
skill=0.60000002;
};
class Item8
{
position[]={4349.6104,27,3221.9595};
azimut=89.425697;
special="NONE";
id=70;
side="EMPTY";
vehicle="Hanged";
leader=1;
skill=0.60000002;
init="this setpos [getpos this select 0, getpos this select 1, 1.7]";
};
class Item9
{
position[]={4274.0386,30.820011,3230.7163};
azimut=185.604;
special="NONE";
id=71;
side="EMPTY";
vehicle="Hanged_MD";
leader=1;
skill=0.60000002;
init="this setpos [getpos this select 0, getpos this select 1, 1]; this setVectorUp [0, 0, 1]";
};
class Item10
{
position[]={4199.9014,35.231236,2804.9333};
azimut=320;
special="NONE";
id=132;
side="EMPTY";
vehicle="2b14_82mm_INS";
leader=1;
lock="LOCKED";
skill=1;
text="mortar";
init="this removemagazine ""ARTY_8Rnd_82mmHE_2B14"";";
};
class Item11
{
position[]={4198.2139,34.911808,2803.8489};
azimut=616.39301;
special="NONE";
id=133;
side="EMPTY";
vehicle="RUOrdnanceBox";
leader=1;
skill=1;
text="mortar_crate";
init="clearmagazinecargo this";
};
class Item12
{
position[]={4500.2734,0.70556009,3567.7676};
azimut=288.22699;
id=152;
side="EMPTY";
vehicle="Fishing_Boat";
lock="LOCKED";
skill=0.60000002;
init="this allowdamage false";
};
class Item13
{
position[]={4501.3384,2.5417666,3585.5156};
id=153;
side="EMPTY";
vehicle="RUVehicleBox";
skill=0.60000002;
text="crates";
init="clearmagazinecargo this";
};
class Item14
{
position[]={4507.9946,0.77273905,3091.3108};
azimut=397.84372;
id=186;
side="EMPTY";
vehicle="Fishing_Boat";
lock="LOCKED";
skill=0.60000002;
};
};
class Markers
{
items=6;
class Item0
{
position[]={4190.2339,34.842762,3268.6206};
name="enemy territory";
markerType="RECTANGLE";
type="Empty";
colorName="ColorRed";
fillName="DiagGrid";
a=550;
b=10;
angle=109.324;
};
class Item1
{
position[]={4229.1411,28.633629,3374.6836};
name="marker_enemy";
text="enemy occupation";
type="Faction_INS";
};
class Item2
{
position[]={4200.3413,35.192696,2805.936};
name="marker_mortar";
text="mortar";
type="mil_objective";
colorName="ColorRed";
};
class Item3
{
position[]={4501.1914,2.5268481,3583.8767};
name="marker_supplies";
text="supplies";
type="mil_objective";
colorName="ColorRed";
};
class Item4
{
position[]={3871.635,28,3321.6521};
name="marker_base";
text="U.S. base";
type="Faction_US";
};
class Item5
{
position[]={4323.2227,27,3202.9265};
name="marker_leader";
text="insurgent leader";
type="mil_unknown";
colorName="ColorRed";
};
};
class Sensors
{
items=19;
class Item0
{
position[]={3047.9929,36.227608,4089.3186};
a=1000;
b=1000;
interruptable=1;
age="UNKNOWN";
expCond="true";
expActiv="{_x setdamage 1} foreach (position destroy1 nearobjects [""static"",1000])";
class Effects
{
};
};
class Item1
{
position[]={3891.8357,28,3328.8887};
a=0;
b=0;
repeating=1;
interruptable=1;
age="UNKNOWN";
expCond="player distance crate1 < player distance crate2 AND player distance crate1 < player distance crate3 AND player distance crate1 < 4";
expActiv="titletext [""\nThis crate contains grenades and satchel charges."",""PLAIN""]";
class Effects
{
};
};
class Item2
{
position[]={3890.4788,28,3325.25};
a=0;
b=0;
repeating=1;
interruptable=1;
age="UNKNOWN";
expCond="player distance crate2 < player distance crate1 AND player distance crate2 < player distance crate3 AND player distance crate2 < 4";
expActiv="titletext [""\nThis crate contains heavy launchers."",""PLAIN""]";
class Effects
{
};
};
class Item3
{
position[]={3889.4199,28,3321.8098};
a=0;
b=0;
repeating=1;
interruptable=1;
age="UNKNOWN";
expCond="player distance crate3 < player distance crate1 AND player distance crate3 < player distance crate2 AND player distance crate3 < 4";
expActiv="titletext [""\nThis crate contains rifles, pistols, and magazines."",""PLAIN""]";
class Effects
{
};
};
class Item4
{
position[]={3892.8945,28,3330.4429};
a=0;
b=0;
repeating=1;
interruptable=1;
age="UNKNOWN";
text="remove ammo hint messages if player moves away";
expCond="player distance crate1 > 4 AND player distance crate2 > 4 AND player distance crate3 > 4";
expActiv="titletext ["""",""PLAIN""]";
class Effects
{
};
};
class Item5
{
position[]={3891.8162,28,3330.4141};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="fill crates with ammo";
expCond="true";
expActiv="[] exec ""initWestCrates.sqs""";
class Effects
{
};
};
class Item6
{
position[]={4557.9604,0.64100653,2994.7241};
a=500;
b=1000;
angle=20;
rectangular=1;
activationBy="WEST";
interruptable=1;
age="UNKNOWN";
expActiv="playerapproach = true";
class Effects
{
};
};
class Item7
{
position[]={3922.1907,28.829584,3325.9617};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="skip time";
expCond="true";
expActiv="skiptime ((paramsArray select 2)-12.0)";
class Effects
{
};
};
class Item8
{
position[]={3893.1567,28,3323.9136};
a=20;
b=20;
angle=157.815;
activationBy="ANY";
interruptable=1;
age="UNKNOWN";
text="finished equip";
expCond="{_x distance crate2 < 20 AND alive _x} count playerarray == 0";
expActiv="nul = [objNull, ObjNull, tskEquip, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf""; tskEquip setTaskState ""SUCCEEDED"";";
class Effects
{
};
};
class Item9
{
position[]={3922.21,29.702213,3321.5994};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="RANDOM WEATHER SERVER ONLY";
expCond="isServer";
expActiv="[] exec ""GenerateRandomWeather.sqs"";";
class Effects
{
};
};
class Item10
{
position[]={3927.2717,29.688616,3321.9204};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="RANDOM WEATHER SERVER AND CLIENTS";
expCond="true";
expActiv="[] exec ""ListenRandomWeather.sqs"";";
class Effects
{
};
};
class Item11
{
position[]={4202.3555,34.639004,2804.2642};
a=0;
b=0;
activationBy="ANY";
interruptable=1;
age="UNKNOWN";
text="mortar destroyed";
expCond="not alive mortar_crate AND (param3 == 4 OR param3 == 2)";
expActiv="nul = [objNull, ObjNull, tskMortar, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf""; tskMortar setTaskState ""SUCCEEDED"";";
class Effects
{
};
};
class Item12
{
position[]={4340.4126,27,3217.9458};
a=0;
b=0;
activationBy="ANY";
interruptable=1;
age="UNKNOWN";
text="leader killed";
expCond="not alive boss AND (param3 == 4 OR param3 == 1)";
expActiv="nul = [objNull, ObjNull, tskKill, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf""; tskKill setTaskState ""SUCCEEDED"";";
class Effects
{
};
};
class Item13
{
position[]={4504,2.5160325,3585.6038};
a=0;
b=0;
activationBy="ANY";
interruptable=1;
age="UNKNOWN";
text="supplies destroyed";
expCond="not alive crates AND (param3 == 4 OR param3 == 3)";
expActiv="nul = [objNull, ObjNull, tskSupplies, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf""; tskSupplies setTaskState ""SUCCEEDED"";";
class Effects
{
};
};
class Item14
{
position[]={3893.1567,28,3322.2542};
angle=157.815;
activationBy="ANY";
interruptable=1;
age="UNKNOWN";
text="all objectives complete";
expCond="{_x distance crate2 > 50 AND alive _x} count playerarray == 0 AND {alive _x} count playerarray > 0 AND (not alive boss OR (param3 != 4 AND param3 != 1)) AND (not alive crates OR (param3 != 4 AND param3 != 3)) AND (not alive mortar_crate OR (param3 != 4 AND param3 != 2))";
expActiv="[""Mission Complete"", true] exec ""outro.sqs""; nul = [objNull, ObjNull, tskReturn, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf""; tskReturn setTaskState ""SUCCEEDED"";";
class Effects
{
};
};
class Item15
{
position[]={3921.9126,30.234985,3317.6501};
a=0;
b=0;
interruptable=1;
type="END1";
age="UNKNOWN";
text="victory";
expCond="victory";
expActiv="endmission ""end1""";
class Effects
{
};
};
class Item16
{
position[]={3921.9968,30.63443,3313.6558};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="outro all dead";
expCond="{alive _x} count playerarray == 0";
expActiv="[""Mission Failed"", false] exec ""outro.sqs"";";
class Effects
{
};
};
class Item17
{
position[]={3926.7944,30.268028,3317.7766};
a=0;
b=0;
interruptable=1;
type="END2";
age="UNKNOWN";
text="failure";
expCond="failure";
expActiv="endmission ""end2""";
class Effects
{
};
};
class Item18
{
position[]={3921.8872,31,3309.4824};
a=0;
b=0;
interruptable=1;
age="UNKNOWN";
text="intro";
expCond="true";
expActiv="[] exec ""intro.sqs"";";
class Effects
{
};
};
};
};
class Intro
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=10292233;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroWin
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=14787589;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
class OutroLoose
{
addOns[]=
{
"utes"
};
addOnsAuto[]=
{
"utes"
};
randomSeed=7133667;
class Intel
{
startWeather=0.40000001;
forecastWeather=0.25;
year=2008;
month=10;
day=11;
hour=14;
minute=20;
};
};
; onPlayerRespawnAsSeagull.sqs
; A basic spectate script.
;
; Things to know when using this script:
; * Place it into your mission folder. It will get called
; automatically as players turn to seagulls... no need
; to reference it manually.
; * Below is a variable called "_units". You must set this
; array to the units you want to be spectatable.
; * The script may prevent mission endings unless the
; "exitspectate" script command is used.
_player = _this select 0;
_killer = _this select 1;
_seagull = _this select 2;
; Units to spectate. This can be manually defined if need be.
; This array should never include the player, subtract him
; manually if need be.
_units = units group _player
_units = _units - [_player]
; Remove the seagull that gets spawned, we don't want
; it flapping about in the sky over the player's body:
deletevehicle _seagull
; Clear any lingering text off-screen:
cutText ["", "PLAIN"]
; The player just died. Keep the camera in his perspective
; for a while. Show him falling to the ground, then black out
; the screen.
~6
cutText ["", "BLACK OUT", 2]
~3
; Create and prepare the spectator camera:
_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]
; No cinema borders:
showcinemaborder false
; We need to choose a new person to spectate;
#select_spectatee
; Let's cycle through all spectatable units:
_i = 0
; By default, the first unit is the best unit to watch:
_bestspectatee = _units select 0
#select_spectatee_loop
; We're looking at unit i in the list of possible spectatees.
; If this unit is a better spectatee contender, it will
; take the crown for best spectatee so far.
_spectateei = _units select _i
; Is this unit alive while the best so far is dead, then it is winning:
? alive _spectateei AND not alive _bestspectatee : _bestspectatee = _spectateei
; Is this unit conscious and alive while the best unit so far is not, then it is winning:
? (lifestate _spectateei != "UNCONSCIOUS" AND alive _spectateei) AND (lifestate _bestspectatee == "UNCONSCIOUS" OR not alive _bestspectatee) : _bestspectatee = _spectateei
; Keep looping while there are more units to consider:
? _i < count _units : _i = _i + 1
? _i < count _units : goto "select_spectatee_loop"
; Out of units, so award the winner:
_spectatee = _bestspectatee
; Right, we've chosen our best spectatee. Let's spectate it.
; Inform the audience who we are watching:
cutText [format ["Now watching:\n%1", name _spectatee], "PLAIN DOWN"]
#loop
; Target the spectatee, or whatever vehicle it is in:
_cam camsettarget vehicle _spectatee
; Move the camera. The position varies if the spectatee is on foot or in a car.
? vehicle _spectatee == _spectatee : _cam camsetrelpos [0, -4, 1.5]
? vehicle _spectatee != _spectatee : _cam camsetrelpos [0, -8, 2]
; Show the scene for a short time:
_cam camcommit 0
~0.001
; Do we need to change target? Let's see...
; Is our spectatee dead, but others exist who are alive? Then we must find a new target:
? !(alive _spectatee) AND {alive _x} count _units > 0 : goto "need_new_target"
; Is our spectatee unconscious, but others exist who are not unconscious and not dead:
? lifestate _spectatee == "UNCONSCIOUS" AND {alive _x AND lifestate _x != "UNCONSCIOUS"} count _units > 0 : goto "need_new_target"
; If we've gotten this far nothing special has changed -- just loop:
goto "loop"
#need_new_target
; We need to choose a new target. Show our old target long enough to
; see any death animation then go select a new target.
~6
goto "select_spectatee" _text = _this select 0
_win = _this select 1
? !(_win) : disableUserInput true
cutText [_text, "BLACK OUT", 2]
~6
cutText ["", "PLAIN", 0]
disableUserInput false
? _win : victory = true
? !(_win) : failure = true
exit_target = _this select 0
_center = _this select 1
? !(local _target) : exit
#newdir
@unitready _target
~(random 30) + 10
_target domove [(getpos _center select 0) - 5 + (random 10.0), (getpos _center select 1) - 5 + (random 10.0), 0]
@unitready _target
group _target setFormDir random 360
~(random 30) + 10
? not alive _target : exit
goto "newdir"
2$
%u]Df