cp_modifs\@init.sqf e[ cp_modifs\ajoutAmmo.sqf B0ZX cp_modifs\ajoutRenforts.sqf #*.[ cp_modifs\ajoutRenforts2.sqf ce[ cp_modifs\modifNoeud.sqf E/[O description.ext ][P equipements\@init - Copie.sqf Z equipements\@init.sqf *ce[ equipements\Anti-Snipe.sqf _@[ equipements\civil1.sqf !Z equipements\civil1_unarmed.sqf ~
Z# equipements\civil2.sqf JZ equipements\civil3.sqf IZ$ equipements\civil4.sqf GZX equipements\Grenadier.sqf _@[z equipements\Plongeur civil.sqf !Z equipements\Plongeur sub.sqf >Z equipements\Plongeur surface.sqf CZ equipements\Polux.sqf Z equipements\Sniper.sqf 6ce[ equipements\Soutien.sqf _@[ exit.sqf Z init.sqf Uce[
initIntro.sqf Z initJIPcompatible.sqf ]Z initPlayerLocal.sqf ]Z initPlayerServer.sqf ]Z initServer.sqf ]Z intro.sqf ]Z largages\@init.sqf йZr largages\largage.sqf ӫZ largages\largageV.sqf AZ mission.sqm 6v[ onPlayerKilled.sqf sk[ onPlayerRespawn.sqf ce[# transports\@init.sqf ?ce[ transports\c130.sqf nZ transports\halo - Copie.sqf mZY transports\halo.sqf ^[ transports\huron.sqf {Z@
// attendre la fin de l'initialisation du module combat patrol original
waitUntil{!isNil("BIS_CP_initDone")};
//#include "ajoutRenforts.sqf";
#include "ajoutAmmo.sqf";
#include "modifNoeud.sqf";
/*
allerBase = player addAction ["Aller à la Base", {
player setPosASLW [(position base) select 0, (position base) select 1, +17];
// player setPos(getMarkerPos "Base") ;
player removeAction allerBase;
}, "", 10, false];
*/
// faire revenir le joueur téléporté à sa base
//player setPos(getMarkerPos "base_jc");
//_markerBase = createMarker ["Base", pos_depart];
//_markerBase setMarkerType "mil_triangle";
//_markerBase setMarkerColor "ColorOrange";
if (isServer) then {
// déplacer la zone d'exfiltration définie par le module combat patrol, vers la base du joueur
["BIS_CP_taskExfil"] call BIS_fnc_deleteTask;
// BIS_CP_exfilPos = position pos_retour;
// BIS_CP_exfilPos = BIS_CP_targetLocationPos;
// exfil_pos = position pos_retour;
exfil_pos = BIS_CP_exfilPos;
sleep 1;
[BIS_CP_grpMain, "BIS_CP_taskExfil_bis", ["STR_A3_combatpatrol_mission_16", "STR_A3_combatpatrol_mission_17", ""], exfil_pos, FALSE, 1, FALSE, "exit", TRUE] call BIS_fnc_taskCreate;
// créer IA "vide" pour éviter la suppression du groupe du joueur lorsque tous les joueurs sont passés en civil
//groupeJoueur = group player;
groupeJoueur = createGroup west;
// générer quelques IA près de l'exfil pour alerter si attaque par renforts ennemis
_newAlerte1 = groupeJoueur createUnit ["B_Soldier_F", position pos_retour, [], 3, "NONE"];
_newAlerte2 = groupeJoueur createUnit ["B_Soldier_F", position pos_retour, [], 3, "NONE"];
_newAlerte3 = groupeJoueur createUnit ["B_Soldier_F", position pos_retour, [], 3, "NONE"];
_newAlerte4 = groupeJoueur createUnit ["B_Soldier_F", position pos_retour, [], 3, "NONE"];
// immobiliser tous les joueurs (IA)
{
{
_posAlentour = [pos_retour, 3, (floor (random 360))] call BIS_fnc_relPos;
_x setPosATL(_posAlentour);
_x setUnitPos "MIDDLE";
_x allowFleeing 0;
doStop _x;
} forEach units _x;
} forEach [groupeJoueur];
};
_posAlentour = [getPosATL pos_depart, 2, (floor (random 360))] call BIS_fnc_relPos;
player setPosATL(_posAlentour);
/*
// créer IA "vide" pour éviter la suppression du groupe du joueur lorsque tous les joueurs sont passés en civil
//groupeCivil = createGroup civilian;
groupeCivil = createGroup BIS_CP_enemySide;
_newUnitCivil = groupeCivil createUnit ["C_Man_1", position pos_depart, [], 10, "NONE"];
_newUnitCivil setPosATL position pos_depart;
_newUnitCivil setUnitPos "DOWN";
_newUnitCivil allowFleeing 0;
doStop _newUnitCivil;
*/
if (isServer) then {
// déplacer les modules de support virtuel à 2 km du target
//_posSupport = [BIS_CP_targetLocationPos, 2000, (floor (random 360))] call BIS_fnc_relPos;
_posSupport = BIS_CP_targetLocationPos getPos [(abs 2000) -0.2, (floor (random 360))];
support1 setPosATL _posSupport;
support2 setPosATL _posSupport;
support3 setPosATL _posSupport;
support4 setPosATL _posSupport;
support5 setPosATL _posSupport;
_markerSupport1 = createMarker ["support1", support1];
_markerSupport1 setMarkerType "mil_triangle";
_markerSupport1 setMarkerColor "ColorOrange";
/*
BIS_CP_targetLocationPos
BIS_CP_radius_core
task1 = camion de munitions/carburant
BIS_CP_objective_vehicle1
BIS_CP_objective_vehicle2
task2 = noeud de communication
BIS_comms = ordinateur dans la maison
task3 = tuer VIP
BIS_HVTVehicle
*/
if (!(isNil "BIS_comms")) then {
//_antenne = BIS_comms;
_antennes = nearestObjects [BIS_comms, ["Land_TTowerSmall_1_F"], 200];
_antenne = _antennes select 0;
cpPralinesTrg = createTrigger ["EmptyDetector", position _antenne, FALSE];
cpPralinesTrg setTriggerArea [50, 50, 0, FALSE];
// cpPralinesTrg setTriggerActivation [str BIS_CP_playerSide, if (BIS_CP_enemySide == EAST) then {"EAST D"} else {"GUER D"}, TRUE];
cpPralinesTrg setTriggerActivation ["ANYPLAYER", "PRESENT", TRUE];
// cpPralinesTrg setTriggerTimeout [5, 5, 5, TRUE];
cpPralinesTrg setTriggerStatements ["this", "
hint 'Alarm ON';
player setCaptive false;
soundSource = createSoundSource ['Sound_Alarm', position BIS_comms, [], 0];
execVM 'cp_modifs\ajoutRenforts2.sqf';
", "
hint 'Alarm OFF';
deleteVehicle soundSource;
"];
};
// soundSource = createSoundSource ['Sound_Alarm', position _antenne, [], 0];
if (!(isNil "BIS_CP_objective_vehicle1")) then {
_vehicule1 = BIS_CP_objective_vehicle1;
cpPralinesTrg = createTrigger ["EmptyDetector", position _vehicule1, FALSE];
cpPralinesTrg setTriggerArea [50, 50, 0, FALSE];
// cpPralinesTrg setTriggerActivation [str BIS_CP_playerSide, if (BIS_CP_enemySide == EAST) then {"EAST D"} else {"GUER D"}, TRUE];
cpPralinesTrg setTriggerActivation ["ANYPLAYER", "PRESENT", TRUE];
cpPralinesTrg setTriggerTimeout [5, 5, 5, TRUE];
cpPralinesTrg setTriggerStatements ["this", "
hint 'Alarm ON';
player setCaptive false;
execVM 'cp_modifs\ajoutRenforts2.sqf';
", "
hint 'Alarm OFF'
"];
_vehicule2 = BIS_CP_objective_vehicle2;
cpPralinesTrg = createTrigger ["EmptyDetector", position _vehicule2, FALSE];
cpPralinesTrg setTriggerArea [50, 50, 0, FALSE];
// cpPralinesTrg setTriggerActivation [str BIS_CP_playerSide, if (BIS_CP_enemySide == EAST) then {"EAST D"} else {"GUER D"}, TRUE];
cpPralinesTrg setTriggerActivation ["ANYPLAYER", "PRESENT", TRUE];
cpPralinesTrg setTriggerTimeout [5, 5, 5, TRUE];
cpPralinesTrg setTriggerStatements ["this", "
hint 'Alarm ON';
player setCaptive false;
execVM 'cp_modifs\ajoutRenforts2.sqf';
", "
hint 'Alarm OFF'
"];
_grp = creategroup BIS_CP_enemySide;
_driver1 = _grp createUnit ["I_Soldier_F", position _vehicule1, [], 0, "NONE"];
_passenger1 = _grp createUnit ["I_Soldier_F", position _vehicule1, [], 0, "NONE"];
_driver2 = _grp createUnit ["I_Soldier_F", position _vehicule2, [], 0, "NONE"];
_passenger2 = _grp createUnit ["I_Soldier_F", position _vehicule2, [], 0, "NONE"];
_driver1 moveInDriver _vehicule1;
_passenger1 moveInCargo _vehicule1;
_driver2 moveInDriver _vehicule2;
_passenger2 moveInCargo _vehicule2;
};
if (!(isNil "BIS_HVTVehicle")) then {
_vehicule1 = BIS_HVTVehicle;
cpPralinesTrg = createTrigger ["EmptyDetector", position _vehicule1, FALSE];
cpPralinesTrg setTriggerArea [30, 30, 0, FALSE];
// cpPralinesTrg setTriggerActivation [str BIS_CP_playerSide, if (BIS_CP_enemySide == EAST) then {"EAST D"} else {"GUER D"}, TRUE];
cpPralinesTrg setTriggerActivation ["ANYPLAYER", "PRESENT", TRUE];
cpPralinesTrg setTriggerTimeout [5, 5, 5, TRUE];
cpPralinesTrg setTriggerStatements ["this", "
hint 'Alarm ON';
player setCaptive false;
execVM 'cp_modifs\ajoutRenforts2.sqf';
", "
hint 'Alarm OFF'
"];
}
};
if (isServer) then {
_allBuildings = BIS_CP_targetLocationPos nearObjects ["Building", BIS_CP_radius_insertion];
// _allUsableBuildings = _allBuildings select {count (_x buildingPos -1) > 4};
_allUsableBuildings = _allBuildings;
_index = 0;
_maxNumberOfPositions = 20;
{
private _var = _x getVariable "BIS_occupied";
if (!isNil "_var") then {
_presence = random 100;
if (_presence >= 0) then {
_index = _index + 1;
_positions = [_x, _maxNumberOfPositions] call BIS_fnc_buildingPositions;
_position = selectRandom _positions;
_crate = createVehicle ["B_supplyCrate_F", _position , [], 0, 'NONE'];
// if (_index == 1) then {
// _markerName = "mark" + str(_index);
// _markerCrate = createMarker [_markerName, _crate];
// _markerCrate setMarkerType "mil_triangle";
// _markerCrate setMarkerColor "ColorOrange";
[[_crate, ["Tenue originale",{
if (!isNil {player getVariable 'Tenue_originale'}) then {
player setUnitLoadout (player getVariable "Tenue_originale");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
// };
};
};
} foreach _allUsableBuildings;
};
/*
if (!isServer) then {
equipOriginal = Caisse1 addAction ["Tenue originale", {
// chargement tenue originale
if (!isNil {player getVariable 'Tenue_originale'}) then {
player setUnitLoadout (player getVariable "Tenue_originale");
player setCaptive false;
};
}, "", 0, false];
// }, [], 9, false, true, "", "(!isNil {player getVariable 'Tenue_originale'})"];
};
*/
/*
BIS_CP_targetLocationPos
BIS_CP_radius_core
task1 = camion de munitions/carburant
BIS_CP_objective_vehicle1
BIS_CP_objective_vehicle2
task2 = noeud de communication
BIS_comms = ordinateur dans la maison
task3 = tuer VIP
BIS_HVTVehicle
*/
if (isServer) then {
//_fumiCentre = "SmokeShellGreen" createVehicle (BIS_CP_targetLocationPos);
_lieuExfil = BIS_CP_targetLocationPos;
if (!(isNil "BIS_CP_objective_vehicle1")) then {
_camion1 = BIS_CP_objective_vehicle1;
// _fumiCamion1 = "SmokeShellGreen" createVehicle (position _camion1);
_fumiCamion1 = "B_IRStrobe" createVehicle (position _camion1);
_fumiCamion1 attachTo [_camion1, [0,0,0.5]];
_lieuExfil = BIS_CP_objective_vehicle1;
_camion2 = BIS_CP_objective_vehicle2;
// _fumiCamion2 = "SmokeShellGreen" createVehicle (position _camion2);
_fumiCamion2 = "B_IRStrobe" createVehicle (position _camion2);
_fumiCamion2 attachTo [_camion2, [0,0,1]];
};
if (!(isNil "BIS_comms")) then {
//_antenne = BIS_comms;
_antennes = nearestObjects [BIS_comms, ["Land_TTowerSmall_1_F"], 200];
_antenne = _antennes select 0;
// _fumiAntenne = "SmokeShellGreen" createVehicle (position _antenne);
_fumiAntenne = "B_IRStrobe" createVehicle (position _antenne);
_fumiAntenne attachTo [_antenne, [0,0,7]];
_lieuExfil = BIS_comms;
};
if (!(isNil "BIS_HVTVehicle")) then {
_vehicule = BIS_HVTVehicle;
// _fumiVehicule = "SmokeShellGreen" createVehicle (position _vehicule);
_fumiVehicule = "B_IRStrobe" createVehicle (position _vehicule);
_fumiVehicule attachTo [_vehicule, [0,0,0]];
_lieuExfil = BIS_HVTVehicle;
_positionInsertion = BIS_CP_insertionPos;
BIS_CP_insertionPos = BIS_HVTVehicle;
[BIS_CP_enemyGrp_fireTeam, {random 50}, 5] call BIS_fnc_CPSpawnGarrisonGrp;
BIS_CP_insertionPos = _positionInsertion;
};
_routes = BIS_CP_targetLocationPos nearRoads 500;
_route0 = _routes select 0;
_dir0 = _route0 getDir ((roadsConnectedTo _route0) select 0);
_route1 = _routes select 1;
_dir1 = _route1 getDir ((roadsConnectedTo _route1) select 0);
// création d'un véhicule de transport à proximité du dernier objectif
_routesExfil = _lieuExfil nearRoads 200;
_routeCentre = _routesExfil select 0;
//_vehiExfiltration = "C_Offroad_01_F" createVehicle (position _routeCentre);
_dir = _routeCentre getDir ((roadsConnectedTo _routeCentre) select 0);
_vehiExfiltration = "B_G_Offroad_01_armed_F" createVehicle (position _routeCentre);
_vehiExfiltration setDir _dir;
_fumiVehicule = "B_IRStrobe" createVehicle (position _vehiExfiltration);
_fumiVehicule attachTo [_vehiExfiltration, [0,0,0]];
// ajout de mitrailleuses à proximité de la cible
_routesMitrailleuses = _lieuExfil nearRoads 50;
_routeMitrailleuse = _routesMitrailleuses select 0;
_mitrailleuse1 = "I_HMG_01_high_F" createVehicle (position _routeMitrailleuse);
_mitrailleuse1 setDir _dir;
_fumiMitrailleuse1 = "SmokeShellGreen" createVehicle (position _mitrailleuse1);
_fumiMitrailleuse1 attachTo [_mitrailleuse1, [0,0,0]];
_mitrailleuse2 = "I_GMG_01_high_F" createVehicle (position _routeMitrailleuse);
_mitrailleuse2 setDir _dir;
_fumiMitrailleuse2 = "B_IRStrobe" createVehicle (position _mitrailleuse2);
_fumiMitrailleuse2 attachTo [_mitrailleuse2, [0,0,0]];
_grp = creategroup resistance;
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
"I_Soldier_F" createUnit [position _routeMitrailleuse, _grp];
_gunner1 = _grp createUnit ["I_Soldier_F", position _routeMitrailleuse, [], 0, "NONE"];
_gunner2 = _grp createUnit ["I_Soldier_F", position _routeMitrailleuse, [], 0, "NONE"];
_gunner1 moveInGunner _mitrailleuse1;
_gunner2 moveInGunner _mitrailleuse2;
// _vehi0 = "I_MBT_03_cannon_F" createVehicle (position _route0);
// _vehi0 = "I_APC_tracked_03_cannon_F" createVehicle (position _route0);
_vehi0 = "I_APC_wheeled_03_cannon_F" createVehicle (position _route0);
_vehi0 setDir _dir0;
_crew0 = _grp createUnit ["I_Soldier_F", position _route0, [], 0, "NONE"];
_crew1 = _grp createUnit ["I_Soldier_F", position _route0, [], 0, "NONE"];
_crew2 = _grp createUnit ["I_Soldier_F", position _route0, [], 0, "NONE"];
_crew0 moveInGunner _vehi0;
_crew1 moveInCommander _vehi0;
_crew2 moveInDriver _vehi0;
_vehi1 = "I_C_Van_01_transport_F" createVehicle (position _route1);
_vehi1 setDir _dir1;
//nul=[group _grp, position _grp] call bis_fnc_taskDefend;
};
// pour ajouter des IR Probes à tous les joueurs d'une unité :
/*
{
_ir = "B_IRStrobe" createVehicle (position player);
_ir attachTo [_x, [0,-0.03,0.07], "LeftShoulder"];
} forEach units group player;
*/
if (isNil {player getVariable 'renforts2'}) then {
player setVariable ["renforts2", true];
if (!(isNil "BIS_comms")) then {
routesProches = BIS_comms nearRoads 50;
[BIS_CP_enemyVeh_reinfAir, 2, routesProches select 0] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_MRAP, 1] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_Truck, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf1, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf2, 1] call BIS_fnc_CPSendReinforcements;
};
if (!(isNil "BIS_CP_objective_vehicle1")) then {
routesProches = BIS_CP_objective_vehicle2 nearRoads 50;
[BIS_CP_enemyVeh_reinfAir, 2, routesProches select 0] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_MRAP, 1] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_Truck, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf1, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf2, 1] call BIS_fnc_CPSendReinforcements;
};
if (!(isNil "BIS_HVTVehicle")) then {
routesProches = BIS_HVTVehicle nearRoads 50;
[BIS_CP_enemyVeh_reinfAir, 2, routesProches select 0] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_MRAP, 1] call BIS_fnc_CPSendReinforcements;
[BIS_CP_enemyVeh_Truck, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf1, 1] call BIS_fnc_CPSendReinforcements;
// [BIS_CP_enemyVeh_reinf2, 1] call BIS_fnc_CPSendReinforcements;
};
};
/*
BIS_CP_targetLocationPos
BIS_CP_radius_core
task1 = camion de munitions/carburant
BIS_CP_objective_vehicle1
BIS_CP_objective_vehicle2
task2 = noeud de communication
BIS_comms = ordinateur dans la maison
task3 = tuer VIP
BIS_HVTVehicle
*/
if (isServer) then {
// modification disposition du noeud de communication
if (!(isNil "BIS_comms")) then {
_objectif = BIS_comms;
_closest_road = (_objectif nearRoads 30) select 0;
_direction = _closest_road getDir ((roadsConnectedTo _closest_road) select 0);
_generateur = "Land_DieselGroundPowerUnit_01_F" createVehicle position _closest_road;
_generateur setDir _direction;
_listeAntennes = nearestObjects [_objectif, ["Land_TTowerSmall_1_F"], 200];
_antenne = _listeAntennes select 0;
// _antenne setPosATL [getPosATL _antenne select 0, getPosATL _antenne select 1, (getPosATL _antenne select 2) - 12];
_antenne setPosATL [getPosATL _generateur select 0, getPosATL _generateur select 1, (getPosATL _generateur select 2) - 15];
// _soundSource = createSoundSource ["Sound_Alarm", position _objectif, [], 0];
/*
_routesAntenne = _antenne nearRoads 30;
_routeAntenne = _routesAntenne select 0;
_direction = _routeAntenne getDir ((roadsConnectedTo _routeAntenne) select 0);
// ajouter antenne au sol
_posAntenne = getPosATL _routeAntenne;
_altitudeRoute = _posAntenne select 2;
// _nouvelleAntenne = "Land_TTowerSmall_1_F" createVehicle (position _posAntenne);
// _nouvelleAntenne setPosATL [_routeAntenne select 0, _routeAntenne select 1, _altitudeRoute];
// _nouvelleAntenne setPosASL [getposASL _nouvelleAntenne select 0,getposASL _nouvelleAntenne select 1, 50];
// ajouter un container fermé dans la rue
_generateur = "Land_Device_slingloadable_F" createVehicle (_posAntenne);
_generateur setDir _direction;
// Land_PowerGenerator_F
// Land_DieselGroundPowerUnit_01_F
// Land_Device_slingloadable_F
// déplacer le BIS_comms à l'intérieur du container
// _antenne setPosATL [_routeAntenne select 0, _routeAntenne select 1, 200];
*/
};
};
respawn = "BASE";
respawnDelay = 5;
class Params
{
class BIS_CP_startingDaytime
{
title = $STR_A3_combatpatrol_params_1;
values[] = {-1, 0, 1, 2, 3, 4};
texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_2, $STR_A3_combatpatrol_params_3, $STR_A3_combatpatrol_params_4, $STR_A3_combatpatrol_params_5, $STR_A3_combatpatrol_params_6};
default = -1;
};
class BIS_CP_weather
{
title = $STR_A3_rscattributeovercast_title;
values[] = {-1, 0, 1, 2, 3};
texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_7, $STR_A3_combatpatrol_params_8, $STR_A3_combatpatrol_params_9, $STR_A3_combatpatrol_params_10};
default = -1;
};
class BIS_CP_garrison
{
title = $STR_A3_combatpatrol_params_11;
values[] = {0, 1, 2};
texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_14};
default = 2;
};
class BIS_CP_reinforcements
{
title = $STR_A3_combatpatrol_params_15;
values[] = {0, 1, 2};
texts[] = {$STR_A3_combatpatrol_params_12, $STR_A3_combatpatrol_params_13, $STR_A3_combatpatrol_params_16};
default = 2;
};
class BIS_CP_showInsertion
{
title = $STR_A3_combatpatrol_params_17;
values[] = {1, 0};
texts[] = {$STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_yes_0, $STR_A3_cfgvehicles_modulestrategicmapimage_f_arguments_shadow_values_no_0};
default = 0;
};
class BIS_CP_tickets
{
title = $STR_A3_combatpatrol_params_18;
values[] = {5, 10, 20, 50, 100};
texts[] = {"5", "10", "20", "50", "100"};
default = 100;
};
class BIS_CP_enemyFaction
{
title = $STR_A3_combatpatrol_params_19;
values[] = {0, 1, 2};
texts[] = {$STR_A3_cfgfactionclasses_opf_f0, $STR_A3_cfgfactionclasses_ind_f0, $STR_A3_bis_fnc_respawnmenuposition_random};
default = 2;
};
class BIS_CP_locationSelection
{
title = $STR_A3_combatpatrol_params_20;
values[] = {0, 1};
texts[] = {$STR_A3_combatpatrol_params_21, $STR_A3_bis_fnc_respawnmenuposition_random};
default = 0;
};
class BIS_CP_objective
{
title = $STR_A3_combatpatrol_params_22;
values[] = {-1, 1, 2, 3};
texts[] = {$STR_A3_bis_fnc_respawnmenuposition_random, $STR_A3_combatpatrol_params_26, $STR_A3_combatpatrol_params_27, $STR_A3_combatpatrol_params_28};
default = -1;
};
};equipBob = pos_depart addAction ["Equipement Bob", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Bob.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipBobSniper = pos_depart addAction ["Equipement Bob Sniper", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Bob Sniper.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipPolux = pos_depart addAction ["Equipement Polux", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Polux.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Pralines", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Pralines.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Plongeur (sub)", {
genererSub = true; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Plongeur sub.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Plongeur (surface)", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Plongeur surface.sqf";
player setVariable ["tenueArmee",getUnitLoadout player];
}, "", 20, false];
equipCivil0 = pos_depart addAction ["Plongeur civil (surface)", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = true; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\Plongeur civil.sqf";
player setCaptive true;
player setVariable ["tenueCivile",getUnitLoadout player];
}, "", 10, false];
equipCivil1 = pos_depart addAction ["Tenue civile 1", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil1.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil2 = pos_depart addAction ["Tenue civile 2", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil2.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil3 = pos_depart addAction ["Tenue civile 3", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil3.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil4 = pos_depart addAction ["Tenue civile 4", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil4.sqf";
player setCaptive true;
}, "", 10, false];
/*
equipBob = player addAction ["Equipement Bob", {
this = player;
execVM "equipements\Bob.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipBobSniper = player addAction ["Equipement Bob Sniper", {
this = player;
execVM "equipements\Bob Sniper.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPolux = player addAction ["Equipement Polux", {
this = player;
execVM "equipements\Polux.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPralines = player addAction ["Equipement Pralines", {
this = player;
execVM "equipements\Pralines.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPralines = player addAction ["Equipement Plongeur", {
this = player;
execVM "equipements\Plongeur.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
*/equipAntiSnipe = pos_depart addAction ["Equipement Anti-Snipe", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Anti-Snipe.sqf";
player setCaptive false;
}, "", 20, false];
//}, "", 20, false, true, "", true, 5];
//}, [], 6, false, true, "", "(player distance pos_depart) < 100"];
equipSoutien = pos_depart addAction ["Equipement Soutien", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Soutien.sqf";
player setCaptive false;
}, "", 20, false];
equipGrenadier = pos_depart addAction ["Equipement Grenadier", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Grenadier.sqf";
player setCaptive false;
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Sniper", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Sniper.sqf";
player setCaptive false;
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Plongeur (sub)", {
genererSub = true; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Plongeur sub.sqf";
player setCaptive false;
}, "", 20, false];
equipPralines = pos_depart addAction ["Equipement Plongeur (surface)", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = true; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
this = player;
execVM "equipements\Plongeur surface.sqf";
player setCaptive false;
}, "", 20, false];
equipCivil0 = pos_depart addAction ["Plongeur civil (surface)", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = true; publicVariable "genererBateauTransport";
genererBateauCivil = false; publicVariable "genererBateauCivil";
player setVariable ["tenueArmee",getUnitLoadout player];
this = player;
execVM "equipements\Plongeur civil.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil1 = pos_depart addAction ["Tenue civile 1", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
player setVariable ["tenueArmee",getUnitLoadout player];
this = player;
execVM "equipements\civil1.sqf";
player setCaptive true;
}, "", 10, false];
/*
equipCivil2 = pos_depart addAction ["Tenue civile 2", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
player setVariable ["tenueArmee",getUnitLoadout player];
this = player;
execVM "equipements\civil2.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil3 = pos_depart addAction ["Tenue civile 3", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
player setVariable ["tenueArmee",getUnitLoadout player];
this = player;
execVM "equipements\civil3.sqf";
player setCaptive true;
}, "", 10, false];
equipCivil4 = pos_depart addAction ["Tenue civile 4", {
genererSub = false; publicVariable "genererSub";
genererBateauArme = false; publicVariable "genererBateauArme";
genererBateauTransport = false; publicVariable "genererBateauTransport";
genererBateauCivil = true; publicVariable "genererBateauCivil";
player setVariable ["tenueArmee",getUnitLoadout player];
this = player;
execVM "equipements\civil4.sqf";
player setCaptive true;
}, "", 10, false];
equipBob = player addAction ["Equipement Bob", {
this = player;
execVM "equipements\Bob.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipBobSniper = player addAction ["Equipement Bob Sniper", {
this = player;
execVM "equipements\Bob Sniper.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPolux = player addAction ["Equipement Polux", {
this = player;
execVM "equipements\Polux.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPralines = player addAction ["Equipement Pralines", {
this = player;
execVM "equipements\Pralines.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
equipPralines = player addAction ["Equipement Plongeur", {
this = player;
execVM "equipements\Plongeur.sqf";
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
*/
comment "Exported from Arsenal by Bob";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_CombatUniform_mcam";
this addItemToUniform "FirstAidKit";
this addItemToUniform "optic_KHS_old";
this addItemToUniform "20Rnd_762x51_Mag";
this addVest "V_PlateCarrierH_CTRG";
for "_i" from 1 to 4 do {this addItemToVest "FirstAidKit";};
this addItemToVest "B_IR_Grenade";
for "_i" from 1 to 2 do {this addItemToVest "11Rnd_45ACP_Mag";};
for "_i" from 1 to 3 do {this addItemToVest "20Rnd_762x51_Mag";};
this addBackpack "B_AssaultPack_rgr";
this addItemToBackpack "FirstAidKit";
for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "11Rnd_45ACP_Mag";};
for "_i" from 1 to 5 do {this addItemToBackpack "20Rnd_762x51_Mag";};
this addHeadgear "H_HelmetSpecB_paint2";
this addGoggles "G_Balaclava_TI_G_blk_F";
comment "Add weapons";
this addWeapon "srifle_EBR_F";
this addPrimaryWeaponItem "muzzle_snds_B_snd_F";
this addPrimaryWeaponItem "optic_ERCO_snd_F";
this addPrimaryWeaponItem "bipod_01_F_snd";
this addWeapon "hgun_Pistol_heavy_01_F";
this addHandgunItem "muzzle_snds_acp";
this addHandgunItem "optic_MRD";
this addWeapon "Rangefinder";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
//this linkItem "ItemGPS";
this linkItem "NVGogglesB_blk_F";
this linkItem "B_UavTerminal";
comment "Set identity";
this setFace "WhiteHead_01";
this setSpeaker "male01eng";
[this,"CombatPatrol"] call bis_fnc_setUnitInsignia;
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_C_Poloshirt_blue";
for "_i" from 1 to 2 do {this addItemToUniform "30Rnd_9x21_Mag";};
this addVest "V_PlateCarrierSpec_rgr";
for "_i" from 1 to 10 do {this addItemToVest "30Rnd_9x21_Mag";};
this addBackpack "B_Carryall_oucamo";
this addItemToBackpack "H_HelmetB_grass";
this addItemToBackpack "SMG_05_F";
this addItemToBackpack "hgun_P07_F";
this addItemToBackpack "Binocular";
for "_i" from 1 to 10 do {this addItemToBackpack "30Rnd_9x21_Mag_SMG_02_Tracer_Green";};
this addItemToBackpack "DemoCharge_Remote_Mag";
this addHeadgear "H_Cap_blk_ION";
this addGoggles "G_Spectacles_Tinted";
comment "Add weapons";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
this linkItem "B_UavTerminal";
comment "Set identity";
this setFace "WhiteHead_02";
this setSpeaker "male12eng";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_C_Poloshirt_blue";
comment "Add weapons";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
comment "Set identity";
this setFace "WhiteHead_02";
this setSpeaker "";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_NikosBody";
this addBackpack "B_Carryall_oucamo";
this addItemToBackpack "hgun_P07_F";
this addItemToBackpack "hgun_PDW2000_F";
for "_i" from 1 to 21 do {this addItemToBackpack "30Rnd_9x21_Mag";};
this addItemToBackpack "DemoCharge_Remote_Mag";
comment "Add weapons";
this addWeapon "Binocular";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
comment "Set identity";
this setFace "Nikos";
this setSpeaker "";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_NikosAgedBody";
this addBackpack "B_Carryall_oucamo";
this addItemToBackpack "hgun_P07_F";
this addItemToBackpack "hgun_PDW2000_F";
for "_i" from 1 to 21 do {this addItemToBackpack "30Rnd_9x21_Mag";};
this addItemToBackpack "DemoCharge_Remote_Mag";
comment "Add weapons";
this addWeapon "Binocular";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
comment "Set identity";
this setFace "Nikos";
this setSpeaker "";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_OrestesBody";
this addBackpack "B_Carryall_oucamo";
this addItemToBackpack "hgun_P07_F";
this addItemToBackpack "hgun_PDW2000_F";
for "_i" from 1 to 21 do {this addItemToBackpack "30Rnd_9x21_Mag";};
this addItemToBackpack "DemoCharge_Remote_Mag";
this addGoggles "G_Shades_Black";
comment "Add weapons";
this addWeapon "Binocular";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
comment "Set identity";
this setFace "GreekHead_A3_09";
this setSpeaker "male02gre";
comment "Exported from Arsenal by Bob";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_CombatUniform_mcam";
this addItemToUniform "30Rnd_556x45_Stanag";
this addVest "V_PlateCarrierH_CTRG";
for "_i" from 1 to 4 do {this addItemToVest "FirstAidKit";};
for "_i" from 1 to 2 do {this addItemToVest "11Rnd_45ACP_Mag";};
for "_i" from 1 to 4 do {this addItemToVest "30Rnd_556x45_Stanag";};
this addBackpack "B_AssaultPack_rgr";
this addItemToBackpack "FirstAidKit";
this addItemToBackpack "optic_ERCO_blk_F";
for "_i" from 1 to 3 do {this addItemToBackpack "1Rnd_HE_Grenade_shell";};
for "_i" from 1 to 6 do {this addItemToBackpack "30Rnd_556x45_Stanag_red";};
for "_i" from 1 to 2 do {this addItemToBackpack "30Rnd_556x45_Stanag";};
this addHeadgear "H_HelmetSpecB_paint2";
this addGoggles "G_Balaclava_TI_G_blk_F";
comment "Add weapons";
this addWeapon "arifle_SPAR_01_GL_blk_F";
this addPrimaryWeaponItem "muzzle_snds_M";
this addPrimaryWeaponItem "acc_pointer_IR";
this addPrimaryWeaponItem "optic_SOS";
this addWeapon "hgun_Pistol_heavy_01_F";
this addHandgunItem "muzzle_snds_acp";
this addHandgunItem "optic_MRD";
this addWeapon "Rangefinder";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
//this linkItem "ItemGPS";
this linkItem "NVGogglesB_blk_F";
this linkItem "B_UavTerminal";
comment "Set identity";
this setFace "WhiteHead_01";
this setSpeaker "male01eng";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_Wetsuit";
this addItemToUniform "FirstAidKit";
this addGoggles "G_B_Diving";
comment "Add weapons";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
comment "Set identity";
this setFace "WhiteHead_04";
this setSpeaker "male06eng";
comment "Exported from Arsenal by Bob";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_Wetsuit";
this addItemToUniform "FirstAidKit";
for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_65x39_caseless_mag_Tracer";};
this addItemToUniform "SmokeShell";
this addItemToUniform "HandGrenade";
for "_i" from 1 to 3 do {this addItemToUniform "11Rnd_45ACP_Mag";};
this addVest "V_RebreatherB";
this addBackpack "B_ViperHarness_blk_F";
for "_i" from 1 to 3 do {this addItemToBackpack "FirstAidKit";};
for "_i" from 1 to 9 do {this addItemToBackpack "30Rnd_65x39_caseless_mag_Tracer";};
for "_i" from 1 to 2 do {this addItemToBackpack "Chemlight_blue";};
for "_i" from 1 to 2 do {this addItemToBackpack "Chemlight_red";};
for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "B_IR_Grenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "11Rnd_45ACP_Mag";};
this addGoggles "G_B_Diving";
comment "Add weapons";
this addWeapon "arifle_MXC_Black_F";
this addPrimaryWeaponItem "muzzle_snds_65_TI_blk_F";
this addPrimaryWeaponItem "optic_Nightstalker";
this addWeapon "hgun_Pistol_heavy_01_F";
this addHandgunItem "muzzle_snds_acp";
this addHandgunItem "acc_flashlight_pistol";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
this linkItem "O_NVGoggles_urb_F";
comment "Set identity";
this setFace "WhiteHead_04";
this setSpeaker "male06eng";
comment "Exported from Arsenal by Bob";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_Wetsuit";
this addItemToUniform "FirstAidKit";
for "_i" from 1 to 3 do {this addItemToUniform "30Rnd_65x39_caseless_mag_Tracer";};
this addItemToUniform "SmokeShell";
this addItemToUniform "HandGrenade";
for "_i" from 1 to 3 do {this addItemToUniform "11Rnd_45ACP_Mag";};
this addBackpack "B_ViperHarness_blk_F";
for "_i" from 1 to 3 do {this addItemToBackpack "FirstAidKit";};
for "_i" from 1 to 9 do {this addItemToBackpack "30Rnd_65x39_caseless_mag_Tracer";};
for "_i" from 1 to 2 do {this addItemToBackpack "Chemlight_blue";};
for "_i" from 1 to 2 do {this addItemToBackpack "Chemlight_red";};
for "_i" from 1 to 3 do {this addItemToBackpack "HandGrenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "B_IR_Grenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "11Rnd_45ACP_Mag";};
this addGoggles "G_B_Diving";
comment "Add weapons";
this addWeapon "arifle_MXC_Black_F";
this addPrimaryWeaponItem "muzzle_snds_65_TI_blk_F";
this addPrimaryWeaponItem "optic_Nightstalker";
this addWeapon "hgun_Pistol_heavy_01_F";
this addHandgunItem "muzzle_snds_acp";
this addHandgunItem "acc_flashlight_pistol";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
this linkItem "O_NVGoggles_urb_F";
comment "Set identity";
this setFace "WhiteHead_04";
this setSpeaker "male06eng";
comment "Exported from Arsenal by 51thPolux";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_CombatUniform_mcam";
this addItemToUniform "muzzle_snds_B_snd_F";
this addItemToUniform "muzzle_snds_B_khk_F";
for "_i" from 1 to 2 do {this addItemToUniform "16Rnd_9x21_Mag";};
this addVest "V_PlateCarrierH_CTRG";
for "_i" from 1 to 2 do {this addItemToVest "FirstAidKit";};
for "_i" from 1 to 2 do {this addItemToVest "HandGrenade";};
this addItemToVest "SmokeShell";
this addItemToVest "B_IR_Grenade";
for "_i" from 1 to 6 do {this addItemToVest "20Rnd_762x51_Mag";};
this addBackpack "B_AssaultPack_rgr";
this addItemToBackpack "FirstAidKit";
for "_i" from 1 to 2 do {this addItemToBackpack "HandGrenade";};
this addItemToBackpack "SmokeShell";
for "_i" from 1 to 2 do {this addItemToBackpack "20Rnd_762x51_Mag";};
this addHeadgear "H_HelmetSpecB_paint2";
this addGoggles "G_Balaclava_TI_G_blk_F";
comment "Add weapons";
this addWeapon "srifle_DMR_03_tan_F";
this addPrimaryWeaponItem "muzzle_snds_B_snd_F";
this addPrimaryWeaponItem "optic_AMS_snd";
this addPrimaryWeaponItem "bipod_01_F_snd";
this addWeapon "hgun_P07_F";
this addHandgunItem "muzzle_snds_L";
this addWeapon "Rangefinder";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "tf_microdagr";
this linkItem "tf_anprc152_1";
this linkItem "NVGogglesB_blk_F";
this linkItem "B_UavTerminal";
comment "Set identity";
this setFace "WhiteHead_01";
this setSpeaker "male01eng";
comment "Exported from Arsenal by Pralines";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
sleep 1;
playSound3D [
"a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss",
this
];
comment "Add containers";
this forceAddUniform "U_O_T_Sniper_F";
for "_i" from 1 to 2 do {this addItemToUniform "FirstAidKit";};
this addVest "V_PlateCarrier2_blk";
for "_i" from 1 to 10 do {this addItemToVest "20Rnd_762x51_Mag";};
for "_i" from 1 to 2 do {this addItemToVest "CUP_30Rnd_9x19_UZI";};
this addBackpack "B_ViperHarness_blk_F";
for "_i" from 1 to 4 do {this addItemToBackpack "FirstAidKit";};
for "_i" from 1 to 2 do {this addItemToBackpack "HandGrenade";};
for "_i" from 1 to 2 do {this addItemToBackpack "MiniGrenade";};
this addItemToBackpack "APERSTripMine_Wire_Mag";
this addItemToBackpack "DemoCharge_Remote_Mag";
this addHeadgear "H_HelmetSpecB_blk";
this addGoggles "G_Balaclava_TI_G_blk_F";
comment "Add weapons";
this addWeapon "srifle_DMR_03_F";
this addPrimaryWeaponItem "muzzle_snds_B";
this addPrimaryWeaponItem "acc_pointer_IR";
this addPrimaryWeaponItem "optic_Nightstalker";
this addPrimaryWeaponItem "bipod_01_F_blk";
this addWeapon "CUP_hgun_MicroUzi";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadio";
this linkItem "B_UavTerminal";
this linkItem "NVGogglesB_blk_F";
comment "Set identity";
this setFace "WhiteHead_07";
this setSpeaker "male11eng";
comment "Exported from Arsenal by Bob";
comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
comment "Add containers";
this forceAddUniform "U_B_CombatUniform_mcam";
this addItemToUniform "11Rnd_45ACP_Mag";
this addVest "V_PlateCarrierH_CTRG";
for "_i" from 1 to 4 do {this addItemToVest "FirstAidKit";};
for "_i" from 1 to 2 do {this addItemToVest "HandGrenade";};
this addItemToVest "SmokeShell";
this addItemToVest "B_IR_Grenade";
for "_i" from 1 to 2 do {this addItemToVest "150Rnd_556x45_Drum_Mag_F";};
for "_i" from 1 to 2 do {this addItemToVest "11Rnd_45ACP_Mag";};
this addBackpack "B_AssaultPack_rgr";
this addItemToBackpack "FirstAidKit";
for "_i" from 1 to 4 do {this addItemToBackpack "HandGrenade";};
this addItemToBackpack "SmokeShell";
for "_i" from 1 to 3 do {this addItemToBackpack "150Rnd_556x45_Drum_Mag_F";};
this addHeadgear "H_HelmetSpecB_paint2";
this addGoggles "G_Balaclava_TI_G_blk_F";
comment "Add weapons";
this addWeapon "arifle_SPAR_02_snd_F";
this addPrimaryWeaponItem "muzzle_snds_m_snd_F";
this addPrimaryWeaponItem "optic_Arco";
this addPrimaryWeaponItem "bipod_03_F_blk";
this addWeapon "hgun_Pistol_heavy_01_F";
this addHandgunItem "muzzle_snds_acp";
this addHandgunItem "optic_MRD";
this addWeapon "Rangefinder";
comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
//this linkItem "ItemGPS";
this linkItem "NVGogglesB_blk_F";
this linkItem "B_UavTerminal";
comment "Set identity";
this setFace "WhiteHead_01";
this setSpeaker "male01eng";
[this,"CombatPatrol"] call bis_fnc_setUnitInsignia;
waitUntil {time > 0};
#include "cp_modifs\@init.sqf";
#include "equipements\@init.sqf";
#include "largages\@init.sqf";
#include "transports\@init.sqf";
/*
if (isServer) then {
crate0 = createVehicle ["O_supplyCrate_F", position pos_depart, [], 0, 'NONE'];
_supplyLight1 = "Chemlight_green" createVehicle (position crate0);
_supplyLight1 attachTo [crate0, [0,0,0]];
_supplyLight2 = "Chemlight_green" createVehicle (position crate0);
_supplyLight2 attachTo [crate0, [0,0,0]];
_supplyLight3 = "Chemlight_green" createVehicle (position crate0);
_supplyLight3 attachTo [crate0, [0,0,0]];
_supplyLight4 = "Chemlight_green" createVehicle (position crate0);
_supplyLight4 attachTo [crate0, [0,0,0]];
_strobe = "B_IRStrobe" createVehicle (position crate0);
_strobe attachTo [crate0, [0,0,0.5]];
nul = [crate0] execVM "G_crate.sqf";
missionNamespace setVariable ["LaCaisse",crate0];
this addAction ["Free the journalist", {
{
journalist setCaptive false;
journalist playMoveNow "acts_executionvictim_unbow";
journalist enableAI "MOVE";
[journalist] joinSilent player;
} remoteExec ["call", journalist];
{
removeAllActions journalist;
hint "The journalist is in our custody. Order a pick up for him.";
} remoteExec ["call", [0, -2] select isDedicated, true];
(leader spetsnazteam) execvm "helievac.sqf";
}];
_actionBob = crate0 addAction ["Equipement Bob", {
{
this = player;
nul = execVM "equipBob.sqf";
} remoteExec ["call", player];
}];
_actionBob1 = crate0 addAction ["Equipement Bob Sniper", {
{
this = player;
nul = execVM "equipBobSniper.sqf";
} remoteExec ["call", player];
}];
_actionPolux = crate0 addAction ["Equipement Polux", {
{
this = player;
nul = execVM "equipPolux.sqf";
} remoteExec ["call", player];
}];
_actionPralines = crate0 addAction ["Equipement Pralines", {
{
this = player;
nul = execVM "equipPralines.sqf";
} remoteExec ["call", player];
}];
};
*/
/*
player addEventHandler ["HandleDamage", {
// hint format ["Santé = %1%2", ceil ((_this select 2) * 100), "%"];
_playerHealth = (1 - (damage player))*100;
hint format ["Santé = %1", _playerHealth, "%"];
}];
*/
/*
player addEventHandler ["InventoryClosed", {
// hint currentWeapon player;
hint currentWeapon (_this select 0);
}];
*/
player addEventHandler ["Take", {
// hint currentWeapon player;
// hint currentWeapon (_this select 0);
_arme = currentWeapon (_this select 0);
if (_arme != '') then {
(_this select 0) setCaptive false;
};
}];
// supprimer canal alpha si déjà existant
1 setRadioMsg "NULL";
support = createTrigger ["EmptyDetector", getPos player, true];
support setTriggerText "Largage armes";
support setTriggerActivation ["ALPHA", "NOT PRESENT", true];
support setTriggerStatements ["this", "0 = execVM 'largages\largage.sqf'",""];
// supprimer canal alpha si déjà existant
2 setRadioMsg "NULL";
support = createTrigger ["EmptyDetector", getPos player, true];
support setTriggerText "Largage véhicule";
support setTriggerActivation ["BRAVO", "NOT PRESENT", true];
support setTriggerStatements ["this", "0 = execVM 'largages\largageV.sqf'",""];
_trigPos = getPos player;
_parachute1 = createVehicle ["B_Parachute_02_F", [(_trigPos select 0), (_trigPos select 1), ((_trigPos select 2)+10)], [], 0, 'FLY'];
//_crate = createVehicle ["O_supplyCrate_F", position _parachute1, [], 0, 'NONE'];
_crate = createVehicle ["B_supplyCrate_F", position _parachute1, [], 0, 'NONE'];
//_crate = createVehicle ["IG_supplyCrate_F", position _parachute1, [], 0, 'NONE'];
//_crate = createVehicle ["I_supplyCrate_F", position _parachute1, [], 0, 'NONE'];
//_crate = createVehicle ["C_supplyCrate_F", position _parachute1, [], 0, 'NONE'];
//_crate = createVehicle ["Box_NATO_WpsSpecial_F", position _parachute1, [], 0, 'NONE'];
_crate attachTo [_parachute1, [0, 0, 1]];
_crate allowdamage false;
_supplyLight1 = "Chemlight_green" createVehicle (position _crate);
_supplyLight1 attachTo [_crate, [0,0,2]];
_supplyLight2 = "Chemlight_green" createVehicle (position _crate);
_supplyLight2 attachTo [_crate, [0,0,2]];
_supplyLight3 = "Chemlight_green" createVehicle (position _crate);
_supplyLight3 attachTo [_crate, [0,0,2]];
_supplyLight4 = "Chemlight_green" createVehicle (position _crate);
_supplyLight4 attachTo [_crate, [0,0,2]];
//_supplyLight setLightBrightness 0.2;
//_supplyLight setLightAmbient [1.0, 0.0, 0.0];
//_supplyLight setLightColor [1.0, 0.0, 0.0];
_supplySmoke = "SmokeShellGreen" createVehicle (position _crate);
_supplySmoke attachTo [_crate, [0,0,0.5]];
_strobe = "B_IRStrobe" createVehicle (position _crate);
_strobe attachTo [_crate, [0,0,0.5]];
// addItemcargo for items
// addbackpackcargo for backpacks
// addWeaponCargo for weapons,
// addMagazineCargo for mags and explosives.
//_crate addbackpackcargo ["B_AssaultPack_khk",1];
_crate addItemCargo ["B_UAVTerminal",1];
_crate addbackpackcargo ["B_UAV_01_backpack_F",1];
// pour copier/coller le contenu d'une caisse dans une autre dynamiquement
/*
variableItems = getItemCargo cursorTarget;
variableItems params ["_classes","_count"];
for "_i" from 0 to count _classes - 1 do {
supplyBox addItemCargo [_classes select _i,_count select _i]
};
*/
_trigPos = getPos player;
_toutTerrain = "B_LSV_01_armed_F" createVehicle _trigPos;
_toutTerrain setPosASL [_trigPos select 0, _trigPos select 1, 200];
[objnull, _toutTerrain] call BIS_fnc_curatorobjectedited;
version=53;
class EditorData
{
moveGridStep=1;
angleGridStep=0.2617994;
scaleGridStep=1;
autoGroupingDist=10;
toggles=1;
class ItemIDProvider
{
nextID=375;
};
class MarkerIDProvider
{
nextID=3;
};
class Camera
{
pos[]={14760.238,56.70491,16892.699};
dir[]={-0.79553074,-0.60517555,0.033019632};
up[]={-0.60473973,0.79601443,0.025101192};
aside[]={0.041476648,7.1577961e-007,0.99923331};
};
};
binarizationWanted=0;
addons[]=
{
"A3_Soft_F_Exp_LSV_01",
"A3_Soft_F_Offroad_01",
"A3_Characters_F_Common",
"A3_Air_F_Exp_UAV_03",
"A3_Air_F_Heli_Heli_Transport_03",
"A3_Drones_F_Air_F_Gamma_UAV_02",
"A3_Modules_F_Supports",
"A3_Boat_F_Boat_Armed_01",
"A3_Modules_F_Patrol",
"A3_Structures_F_Civ_InfoBoards",
"A3_Props_F_Orange_Humanitarian_Camps",
"A3_Structures_F_Civ_Camping",
"A3_Characters_F_Patrol",
"A3_Weapons_F",
"A3_Drones_F_Weapons_F_Gamma_Items",
"A3_Characters_F_Exp",
"A3_Characters_F",
"A3_Weapons_F_Ammoboxes",
"A3_Air_F_Heli_Light_01",
"A3_Air_F_Beta_Heli_Transport_01",
"A3_Structures_F_Mil_Helipads",
"A3_Ui_F"
};
class AddonsMetaData
{
class List
{
items=18;
class Item0
{
className="A3_Soft_F_Exp";
name="Arma 3 Apex - Unarmored Land Vehicles";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item1
{
className="A3_Soft_F";
name="Arma 3 Alpha - Unarmored Land Vehicles";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item2
{
className="A3_Characters_F";
name="Arma 3 Alpha - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item3
{
className="A3_Air_F_Exp";
name="Arma 3 Apex - Aircraft";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item4
{
className="A3_Air_F_Heli";
name="Arma 3 Helicopters - Aircraft";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item5
{
className="A3_Drones_F";
name="Arma 3 Beta - Drones";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item6
{
className="A3_Modules_F";
name="Arma 3 Alpha - Scripted Modules";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item7
{
className="A3_Boat_F";
name="Arma 3 Alpha - Boats and Submersibles";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item8
{
className="A3_Modules_F_Patrol";
name="Arma 3 Patrol - Scripted Modules";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item9
{
className="A3_Structures_F";
name="Arma 3 - Buildings and Structures";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item10
{
className="A3_Props_F_Orange";
name="Arma 3 Orange - Decorative and Mission Objects";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item11
{
className="A3_Characters_F_Patrol";
name="Arma 3 Patrol - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item12
{
className="A3_Weapons_F";
name="Arma 3 Alpha - Weapons and Accessories";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item13
{
className="A3_Characters_F_Exp";
name="Arma 3 Apex - Characters and Clothing";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item14
{
className="A3_Air_F";
name="Arma 3 Alpha - Aircraft";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item15
{
className="A3_Air_F_Beta";
name="Arma 3 Beta - Aircraft";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item16
{
className="A3_Structures_F_Mil";
name="Arma 3 - Military Buildings and Structures";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
class Item17
{
className="A3_Ui_F";
name="Arma 3 - User Interface";
author="Bohemia Interactive";
url="https://www.arma3.com";
};
};
};
randomSeed=5702899;
class ScenarioData
{
author="Pralines";
forceRotorLibSimulation=1;
disabledAI=1;
respawn=2;
class Header
{
gameType="Patrol";
minPlayers=1;
maxPlayers=12;
};
wreckRemovalMaxTime=3600;
};
class CustomAttributes
{
class Category0
{
name="Multiplayer";
class Attribute0
{
property="RespawnTemplates";
expression="true";
class Value
{
class data
{
class type
{
type[]=
{
"ARRAY"
};
};
class value
{
items=2;
class Item0
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Counter";
};
};
class Item1
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Tickets";
};
};
};
};
};
};
class Attribute1
{
property="ReviveMode";
expression="false";
class Value
{
class data
{
class type
{
type[]=
{
"SCALAR"
};
};
value=1;
};
};
};
class Attribute2
{
property="SharedObjectives";
expression="if (isMultiplayer) then {[_value] spawn bis_fnc_sharedObjectives;};";
class Value
{
class data
{
class type
{
type[]=
{
"SCALAR"
};
};
value=1;
};
};
};
nAttributes=3;
};
};
class Mission
{
class Intel
{
briefingName="Patrouille de combat - Pralines";
overviewText="Personnalisation de combat patrol";
resistanceWest=0;
timeOfChanges=1800.0002;
startWeather=0.30000001;
startWind=0.1;
startWaves=0.1;
forecastWeather=0.30000001;
forecastWind=0.1;
forecastWaves=0.1;
forecastLightnings=0.1;
year=2035;
month=6;
day=24;
hour=11;
minute=19;
startFogDecay=0.014;
forecastFogDecay=0.014;
};
class Entities
{
items=59;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14573.807,20.086151,16728.74};
angles[]={0,0.73776293,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=41;
type="B_LSV_01_armed_F";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14576.792,20.074408,16726.412};
angles[]={0,0.74711168,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=43;
type="B_G_Offroad_01_armed_F";
};
class Item2
{
dataType="Object";
class PositionInfo
{
position[]={14579.555,19.521503,16724.131};
angles[]={0,0.76488888,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=44;
type="C_Offroad_01_F";
};
class Item3
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14242.446,19.432932,16286.113};
angles[]={0.0079935296,2.483613,0};
};
side="West";
flags=6;
class Attributes
{
};
id=63;
type="B_UAV_AI";
atlOffset=1.5258789e-005;
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14242.446,19.432932,16286.113};
angles[]={0.0079935296,2.483613,0};
};
side="West";
flags=4;
class Attributes
{
};
id=64;
type="B_UAV_AI";
atlOffset=1.5258789e-005;
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=63;
item1=62;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=64;
item1=62;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=61;
atlOffset=-0.00031280518;
};
class Item4
{
dataType="Object";
class PositionInfo
{
position[]={14242.446,20.967846,16286.029};
angles[]={0.0079935296,2.483613,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
pylons="PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];";
};
id=62;
type="B_T_UAV_03_dynamicLoadout_F";
atlOffset=-0.00031280518;
};
class Item5
{
dataType="Object";
class PositionInfo
{
position[]={9344.1602,102.28243,20260.717};
angles[]={0,4.6812816,6.2816415};
};
side="Empty";
class Attributes
{
};
id=98;
type="B_G_Offroad_01_armed_F";
atlOffset=0.45070648;
};
class Item6
{
dataType="Object";
class PositionInfo
{
position[]={14166.433,23.901957,16192.074};
angles[]={0.010664274,1.9626062,0.0026520467};
};
side="Empty";
flags=4;
class Attributes
{
name="huron";
};
id=100;
type="B_Heli_Transport_03_F";
atlOffset=-0.0015182495;
};
class Item7
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14263.573,19.369148,16299.268};
angles[]={0.0012918708,2.7239208,0};
};
side="West";
flags=6;
class Attributes
{
};
id=141;
type="B_UAV_AI";
atlOffset=1.9073486e-006;
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14263.573,19.369148,16299.268};
angles[]={0.0012918708,2.7239208,0};
};
side="West";
flags=4;
class Attributes
{
};
id=142;
type="B_UAV_AI";
atlOffset=1.9073486e-006;
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=141;
item1=143;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=142;
item1=143;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=140;
atlOffset=-4.7683716e-005;
};
class Item8
{
dataType="Object";
class PositionInfo
{
position[]={14263.573,20.904062,16299.184};
angles[]={0.0012918708,2.7239208,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
pylons="PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];";
};
id=143;
type="B_T_UAV_03_dynamicLoadout_F";
atlOffset=-4.7683716e-005;
};
class Item9
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14400.511,19.27187,16306.748};
angles[]={6.2753525,3.5898542,0.0030781114};
};
side="West";
flags=6;
class Attributes
{
};
id=145;
type="B_UAV_AI";
atlOffset=-5.7220459e-006;
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14400.511,19.27187,16306.748};
angles[]={6.2753525,3.5898542,0.0030781114};
};
side="West";
flags=4;
class Attributes
{
};
id=146;
type="B_UAV_AI";
atlOffset=-5.7220459e-006;
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=145;
item1=147;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=146;
item1=147;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=144;
atlOffset=2.8610229e-005;
};
class Item10
{
dataType="Object";
class PositionInfo
{
position[]={14400.511,20.806784,16306.664};
angles[]={6.2753525,3.5898542,0.0030781114};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
pylons="PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];";
};
id=147;
type="B_T_UAV_03_dynamicLoadout_F";
atlOffset=2.8610229e-005;
};
class Item11
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14344.183,18.762478,16326.045};
angles[]={0.031988446,3.2567334,6.2551947};
};
side="West";
flags=6;
class Attributes
{
};
id=149;
type="B_UAV_AI";
atlOffset=5.9127808e-005;
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14344.183,18.762478,16326.045};
angles[]={0.031988446,3.2567334,6.2551947};
};
side="West";
flags=4;
class Attributes
{
};
id=150;
type="B_UAV_AI";
atlOffset=5.9127808e-005;
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=149;
item1=151;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=150;
item1=151;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=148;
atlOffset=-0.0024318695;
};
class Item12
{
dataType="Object";
class PositionInfo
{
position[]={14344.183,20.297392,16325.961};
angles[]={0.031988446,3.2567334,6.2551947};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
pylons="PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];PylonRack_3Rnd_LG_scalpel[0];";
};
id=151;
type="B_T_UAV_03_dynamicLoadout_F";
atlOffset=-0.0024318695;
};
class Item13
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14217.846,17.931421,15896.56};
angles[]={0,3.8711154,0};
};
side="West";
flags=6;
class Attributes
{
};
id=154;
type="B_UAV_AI";
atlOffset=-1.7166138e-005;
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14217.846,17.931421,15896.56};
angles[]={0,3.8711154,0};
};
side="West";
flags=4;
class Attributes
{
};
id=155;
type="B_UAV_AI";
atlOffset=-1.7166138e-005;
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=154;
item1=153;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=155;
item1=153;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=152;
atlOffset=-1.7166138e-005;
};
class Item14
{
dataType="Object";
class PositionInfo
{
position[]={14217.846,19.498322,15896.499};
angles[]={0,3.8711154,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=153;
type="B_UAV_02_dynamicLoadout_F";
atlOffset=-1.7166138e-005;
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[],[]],[[],[]],[[],[]]],true]";
};
};
};
nAttributes=1;
};
};
class Item15
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={14206.09,17.930733,15905.931};
angles[]={0.0013260595,3.9278693,6.2818394};
};
side="West";
flags=6;
class Attributes
{
};
id=157;
type="B_UAV_AI";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={14206.09,17.930733,15905.931};
angles[]={0.0013260595,3.9278693,6.2818394};
};
side="West";
flags=4;
class Attributes
{
};
id=158;
type="B_UAV_AI";
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=157;
item1=159;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=158;
item1=159;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=156;
};
class Item16
{
dataType="Object";
class PositionInfo
{
position[]={14206.088,19.497616,15905.868};
angles[]={0.0013260595,3.9278693,6.2818394};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=159;
type="B_UAV_02_dynamicLoadout_F";
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[],[]],[[],[]],[[],[]]],true]";
};
};
};
nAttributes=1;
};
};
class Item17
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={15117.567,17.911438,16838.779};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
};
id=211;
type="B_UAV_AI";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={15117.567,17.911438,16838.779};
angles[]={0,3.9176011,0};
};
side="West";
flags=4;
class Attributes
{
};
id=212;
type="B_UAV_AI";
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=211;
item1=213;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=212;
item1=213;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=210;
};
class Item18
{
dataType="Object";
class PositionInfo
{
position[]={15117.567,19.478338,16838.717};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=213;
type="B_UAV_02_dynamicLoadout_F";
};
class Item19
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={15128.052,17.911438,16828.525};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
};
id=215;
type="B_UAV_AI";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={15128.052,17.911438,16828.525};
angles[]={0,3.9176011,0};
};
side="West";
flags=4;
class Attributes
{
};
id=216;
type="B_UAV_AI";
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=215;
item1=217;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=216;
item1=217;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=214;
};
class Item20
{
dataType="Object";
class PositionInfo
{
position[]={15128.052,19.478338,16828.463};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=217;
type="B_UAV_02_dynamicLoadout_F";
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[],[]],[[],[]],[[],[]]],true]";
};
};
};
nAttributes=1;
};
};
class Item21
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={15181.413,17.911438,16753.926};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
};
id=219;
type="B_UAV_AI";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={15181.413,17.911438,16753.926};
angles[]={0,3.9176011,0};
};
side="West";
flags=4;
class Attributes
{
};
id=220;
type="B_UAV_AI";
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=219;
item1=221;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=220;
item1=221;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=218;
};
class Item22
{
dataType="Object";
class PositionInfo
{
position[]={15181.413,19.478338,16753.863};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=221;
type="B_UAV_02_dynamicLoadout_F";
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[],[]],[[],[]],[[],[]]],true]";
};
};
};
nAttributes=1;
};
};
class Item23
{
dataType="Group";
side="West";
class Entities
{
items=2;
class Item0
{
dataType="Object";
class PositionInfo
{
position[]={15195.398,17.911438,16740.555};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
};
id=223;
type="B_UAV_AI";
};
class Item1
{
dataType="Object";
class PositionInfo
{
position[]={15195.398,17.911438,16740.555};
angles[]={0,3.9176011,0};
};
side="West";
flags=4;
class Attributes
{
};
id=224;
type="B_UAV_AI";
};
};
class Attributes
{
};
class CrewLinks
{
class LinkIDProvider
{
nextID=2;
};
class Links
{
items=2;
class Item0
{
linkID=0;
item0=223;
item1=225;
class CustomData
{
role=1;
};
};
class Item1
{
linkID=1;
item0=224;
item1=225;
class CustomData
{
role=2;
turretPath[]={0};
};
};
};
};
id=222;
};
class Item24
{
dataType="Object";
class PositionInfo
{
position[]={15195.398,19.478338,16740.492};
angles[]={0,3.9176011,0};
};
side="West";
flags=6;
class Attributes
{
reportRemoteTargets=1;
receiveRemoteTargets=1;
reportOwnPosition=1;
};
id=225;
type="B_UAV_02_dynamicLoadout_F";
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[],[]],[[],[]],[[],[]]],true]";
};
};
};
nAttributes=1;
};
};
class Item25
{
dataType="Logic";
class PositionInfo
{
position[]={14701.393,17.91,16702.207};
};
name="support2";
id=234;
type="SupportProvider_Virtual_Artillery";
class CustomAttributes
{
class Attribute0
{
property="SupportProvider_Virtual_Artillery_BIS_SUPP_filter";
expression="_this setVariable ['BIS_SUPP_filter',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Side";
};
};
};
class Attribute1
{
property="SupportProvider_Virtual_Artillery_BIS_SUPP_vehicleInit";
expression="_this setVariable ['BIS_SUPP_vehicleInit',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="";
};
};
};
class Attribute2
{
property="SupportProvider_Virtual_Artillery_BIS_SUPP_vehicles";
expression="_this setVariable ['BIS_SUPP_vehicles',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[]";
};
};
};
class Attribute3
{
property="SupportProvider_Virtual_Artillery_BIS_SUPP_cooldown";
expression="_this setVariable ['BIS_SUPP_cooldown',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"SCALAR"
};
};
value=0;
};
};
};
nAttributes=4;
};
};
class Item26
{
dataType="Logic";
class PositionInfo
{
position[]={14673.548,17.91,16714.383};
angles[]={0,6.281342,0};
};
id=235;
type="SupportRequester";
class CustomAttributes
{
class Attribute0
{
property="SupportRequester_BIS_SUPP_limit_UAV";
expression="_this setVariable ['BIS_SUPP_limit_UAV',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
class Attribute1
{
property="SupportRequester_BIS_SUPP_custom_HQ";
expression="_this setVariable ['BIS_SUPP_custom_HQ',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="";
};
};
};
class Attribute2
{
property="SupportRequester_BIS_SUPP_limit_Transport";
expression="_this setVariable ['BIS_SUPP_limit_Transport',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
class Attribute3
{
property="SupportRequester_BIS_SUPP_limit_Drop";
expression="_this setVariable ['BIS_SUPP_limit_Drop',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
class Attribute4
{
property="SupportRequester_BIS_SUPP_limit_CAS_Heli";
expression="_this setVariable ['BIS_SUPP_limit_CAS_Heli',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
class Attribute5
{
property="SupportRequester_BIS_SUPP_limit_Artillery";
expression="_this setVariable ['BIS_SUPP_limit_Artillery',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
class Attribute6
{
property="SupportRequester_BIS_SUPP_limit_CAS_Bombing";
expression="_this setVariable ['BIS_SUPP_limit_CAS_Bombing',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="-1";
};
};
};
nAttributes=7;
};
};
class Item27
{
dataType="Logic";
class PositionInfo
{
position[]={14695.057,17.91,16694.225};
};
name="support3";
id=256;
type="SupportProvider_Virtual_CAS_Heli";
class CustomAttributes
{
class Attribute0
{
property="SupportProvider_Virtual_CAS_Heli_BIS_SUPP_cooldown";
expression="_this setVariable ['BIS_SUPP_cooldown',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"SCALAR"
};
};
value=0;
};
};
};
class Attribute1
{
property="SupportProvider_Virtual_CAS_Heli_BIS_SUPP_vehicleInit";
expression="_this setVariable ['BIS_SUPP_vehicleInit',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="";
};
};
};
class Attribute2
{
property="SupportProvider_Virtual_CAS_Heli_BIS_SUPP_vehicles";
expression="_this setVariable ['BIS_SUPP_vehicles',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[]";
};
};
};
class Attribute3
{
property="SupportProvider_Virtual_CAS_Heli_BIS_SUPP_filter";
expression="_this setVariable ['BIS_SUPP_filter',_value,true];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Side";
};
};
};
nAttributes=4;
};
};
class Item28
{
dataType="Logic";
class PositionInfo
{
position[]={14687.298,17.91,16685.924};
};
name="support4";
id=257;
type="SupportProvider_Virtual_Drop";
class CustomAttributes
{
class Attribute0
{
property="SupportProvider_Virtual_Drop_BIS_SUPP_cooldown";
expression="_this setVariable ['BIS_SUPP_cooldown',_value,true];";
class Value
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};
map="ItemMap";
};
};
id=348;
type="B_Soldier_F";
class CustomAttributes
{
class Attribute0
{
property="speaker";
expression="_this setspeaker _value;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Male11ENG";
};
};
};
class Attribute1
{
property="pitch";
expression="_this setpitch _value;";
class Value
{
class data
{
class type
{
type[]=
{
"SCALAR"
};
};
value=0.94999999;
};
};
};
nAttributes=2;
};
};
};
class Attributes
{
name="groupe3";
};
id=343;
class CustomAttributes
{
class Attribute0
{
property="groupID";
expression="_this setGroupID [_value];";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="Alpha 1-3";
};
};
};
nAttributes=1;
};
};
class Item43
{
dataType="Object";
class PositionInfo
{
position[]={14551.664,18.194054,16698.799};
};
side="Empty";
flags=4;
class Attributes
{
init="call{clearweaponcargoglobal this; clearmagazinecargoglobal this; clearitemcargoglobal this; 0 = [""AmmoboxInit"",[this,true]] spawn BIS_fnc_arsenal;}";
};
id=353;
type="Box_NATO_Support_F";
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[""Laserbatteries""],[5]],[[""Binocular"",""Rangefinder"",""Laserdesignator"",""FirstAidKit"",""Medikit"",""ToolKit"",""MineDetector"",""ItemGPS"",""acc_flashlight"",""acc_pointer_IR"",""muzzle_snds_acp"",""muzzle_snds_L"",""muzzle_snds_H"",""muzzle_snds_B"",""muzzle_snds_338_black"",""muzzle_snds_338_green"",""muzzle_snds_338_sand"",""bipod_01_F_blk"",""bipod_01_F_mtp"",""bipod_01_F_snd"",""muzzle_snds_H_khk_F"",""bipod_01_F_khk"",""NVGoggles"",""NVGoggles_tna_F"",""NVGogglesB_blk_F"",""NVGogglesB_grn_F"",""NVGogglesB_gry_F""],[1,1,1,10,1,1,1,5,5,5,5,5,5,5,2,2,2,2,2,2,5,2,2,2,2,2,2]],[[],[]]],false]";
};
};
};
nAttributes=1;
};
};
class Item44
{
dataType="Object";
class PositionInfo
{
position[]={14562.152,18.059631,16697.461};
};
side="Empty";
flags=4;
class Attributes
{
init="call{clearweaponcargoglobal this; clearmagazinecargoglobal this; clearitemcargoglobal this; 0 = [""AmmoboxInit"",[this,true]] spawn BIS_fnc_arsenal;}";
};
id=354;
type="Box_NATO_WpsLaunch_F";
};
class Item45
{
dataType="Object";
class PositionInfo
{
position[]={14555.982,18.096704,16693.277};
};
side="Empty";
flags=4;
class Attributes
{
init="call{clearweaponcargoglobal this; clearmagazinecargoglobal this; clearitemcargoglobal this; 0 = [""AmmoboxInit"",[this,true]] spawn BIS_fnc_arsenal;}";
};
id=355;
type="Box_NATO_WpsSpecial_F";
};
class Item46
{
dataType="Object";
class PositionInfo
{
position[]={14558.209,18.099203,16700.451};
};
side="Empty";
flags=4;
class Attributes
{
init="call{clearweaponcargoglobal this; clearmagazinecargoglobal this; clearitemcargoglobal this; 0 = [""AmmoboxInit"",[this,true]] spawn BIS_fnc_arsenal;}";
};
id=361;
type="Box_NATO_Support_F";
atlOffset=-0.09485054;
class CustomAttributes
{
class Attribute0
{
property="ammoBox";
expression="[_this,_value] call bis_fnc_initAmmoBox;";
class Value
{
class data
{
class type
{
type[]=
{
"STRING"
};
};
value="[[[[],[]],[[""Laserbatteries""],[5]],[[""Binocular"",""Rangefinder"",""Laserdesignator"",""FirstAidKit"",""Medikit"",""ToolKit"",""MineDetector"",""ItemGPS"",""acc_flashlight"",""acc_pointer_IR"",""muzzle_snds_acp"",""muzzle_snds_L"",""muzzle_snds_H"",""muzzle_snds_B"",""muzzle_snds_338_black"",""muzzle_snds_338_green"",""muzzle_snds_338_sand"",""bipod_01_F_blk"",""bipod_01_F_mtp"",""bipod_01_F_snd"",""muzzle_snds_H_khk_F"",""bipod_01_F_khk"",""NVGoggles"",""NVGoggles_tna_F"",""NVGogglesB_blk_F"",""NVGogglesB_grn_F"",""NVGogglesB_gry_F""],[1,1,1,10,1,1,1,5,5,5,5,5,5,5,2,2,2,2,2,2,5,2,2,2,2,2,2]],[[],[]]],false]";
};
};
};
nAttributes=1;
};
};
class Item47
{
dataType="Object";
class PositionInfo
{
position[]={14543.87,20.086151,16751.977};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=362;
type="B_LSV_01_armed_F";
};
class Item48
{
dataType="Object";
class PositionInfo
{
position[]={14540.988,20.086151,16749.529};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=363;
type="B_LSV_01_armed_F";
};
class Item49
{
dataType="Object";
class PositionInfo
{
position[]={14538.221,20.086151,16746.887};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=364;
type="B_LSV_01_armed_F";
};
class Item50
{
dataType="Object";
class PositionInfo
{
position[]={14533.546,20.086151,16742.197};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=365;
type="B_LSV_01_armed_F";
};
class Item51
{
dataType="Object";
class PositionInfo
{
position[]={14520.836,20.086151,16729.775};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=366;
type="B_LSV_01_armed_F";
};
class Item52
{
dataType="Object";
class PositionInfo
{
position[]={14523.487,20.086151,16732.787};
angles[]={0,2.3553622,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=367;
type="B_LSV_01_armed_F";
};
class Item53
{
dataType="Object";
class PositionInfo
{
position[]={14251.664,21.866287,16233.311};
angles[]={0.012156565,5.3423734,0.0076372237};
};
side="Empty";
flags=4;
class Attributes
{
};
id=368;
type="B_Heli_Light_01_F";
atlOffset=-7.6293945e-006;
};
class Item54
{
dataType="Object";
class PositionInfo
{
position[]={14282.773,21.194916,16339.716};
angles[]={0.039977662,3.0000153,6.2805109};
};
side="Empty";
flags=4;
class Attributes
{
};
id=369;
type="B_Heli_Transport_01_F";
atlOffset=-1.9073486e-006;
};
class Item55
{
dataType="Object";
class PositionInfo
{
position[]={14773.291,17.91,16805.875};
angles[]={0,5.4939318,0};
};
side="Empty";
flags=4;
class Attributes
{
};
id=370;
type="Land_HelipadSquare_F";
};
class Item56
{
dataType="Trigger";
position[]={14724.82,17.91,16901.852};
angle=5.5062475;
class Attributes
{
name="end1";
sizeA=7;
sizeB=5;
sizeC=10;
timeout[]={5,5,5};
interuptable=1;
activationBy="ANYPLAYER";
isRectangle=1;
};
id=372;
type="EmptyDetector";
};
class Item57
{
dataType="Trigger";
position[]={14738.684,19.288544,16912.248};
class Attributes
{
name="end";
condition="call{TriggerActivated end1;}";
onActivation="call{""end1"" call BIS_fnc_endMission;}";
sizeA=0;
sizeB=0;
};
id=373;
type="EmptyDetector";
atlOffset=1.3785439;
};
class Item58
{
dataType="Marker";
position[]={14724.39,17.91,16901.6};
name="marker_2";
text="Fin de Mission (5 s)";
type="mil_end";
colorName="ColorBlue";
id=374;
};
};
class Connections
{
class LinkIDProvider
{
nextID=8;
};
class Links
{
items=8;
class Item0
{
linkID=0;
item0=235;
item1=234;
class CustomData
{
type="Sync";
};
};
class Item1
{
linkID=1;
item0=256;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item2
{
linkID=2;
item0=257;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item3
{
linkID=3;
item0=258;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item4
{
linkID=4;
item0=276;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item5
{
linkID=5;
item0=335;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item6
{
linkID=6;
item0=338;
item1=235;
class CustomData
{
type="Sync";
};
};
class Item7
{
linkID=7;
item0=344;
item1=235;
class CustomData
{
type="Sync";
};
};
};
};
};
// sauvegarde équipement : méthode 1
// [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory;
// sauvegarde équipement : méthode 2
player setVariable ["Saved_Loadout",getUnitLoadout player];
// retirer les munitions du cadavre
removeAllWeapons player;
removeAllItems player;
removeAllAssignedItems player;
// removeUniform this;
// removeVest this;
removeBackpack player;
removeHeadgear player;
removeGoggles player;
// sauvegarder position du cadavre pour futur respawn
_pos = getPosASL(player);
player setVariable ["Saved_Position", _pos];
// déplacer le cadavre à la base
//posParadis = position pos_depart;
//player setPos([posParadis select 0, posParadis select 1, 1000]);
player setPos([0, 0, -5]);
//removeAllActions player;
// rechargement équipement : méthode 1
// [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;
// rechargement équipement : méthode 2
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]);
// respawn au même endroit que son cadavre
if (!isNil {player getVariable 'Saved_Position'}) then {
// player setPos(player getVariable ["Saved_Position",[]]);
// _position = (getPosATL player) findEmptyPosition [0,10];
_position = player getVariable ["Saved_Position",[]];
player setPosASL(_position);
};
/*
player addAction ["Altitude", {
hintsilent format[" Your current height: %1",(getPosASL player)];
}, "", 0, false];
*/
player addAction ["Remonter à bord", {
player setPosASLW [(position pos_depart) select 0, (position pos_depart) select 1, +17];
}, [], 6, false, true, "", "(player distance pos_depart) < 100"];
/*
actionGroupe = player addAction ["Mon groupe", {
systemChat str group player;
}, "", 0, false];
*/
/*
equipOriginal = player addAction ["Tenue originale", {
// chargement tenue originale
if (!isNil {player getVariable 'Tenue_originale'}) then {
player setUnitLoadout (player getVariable "Tenue_originale");
player setCaptive false;
};
}, [], 9, false, true, "", "(!isNil {player getVariable 'Tenue_originale'})"];
*/
/*
player addAction [
"Holster",
{(_this select 1) action ["SwitchWeapon",(_this select 1),(_this select 1),100];},
true,
1,
false,
false,
"",
"(!(currentWeapon _target == '') && (count weapons player > 0))"
];
player addAction [
"Un-holster",
{(_this select 1) action ["SwitchWeapon",(_this select 1),(_this select 1),0];}, //EDITed 9/18 - Apparently not all guns like using "1", "0" works better.
true,
1,
false,
false,
"",
"((currentWeapon _target == '') && (count weapons player > 0))"
];
actionCaptif = player addAction ["Test alarme", {
_alarme = missionNamespace getVariable ["BIS_CP_alarm", "pas encore détecté"];
systemChat str _alarme;
_alarme = BIS_CP_enemySide knowsAbout player;
systemChat str _alarme;
}, "", 0, false];
actionCaptif = player addAction ["Captif On", {
captif = "OFF";
call basculeCaptif;
}, "", 0, false];
basculeCaptif = {
// supprimer action qui a été déclenchée
player removeAction actionCaptif;
// test état
if (captif=="ON") then {
// basculer en CAPTIVE OFF
[player] joinSilent groupeJoueur;
player setCaptive false;
captif = "OFF";
// créer action ON
actionCaptif = player addAction ["Captif On", {
call basculeCaptif;
}, "", 0, false];
} else {
// basculer en CAPTIVE ON
[player] joinSilent groupeEnnemi;
player setCaptive true;
captif = "ON";
// créer action OFF
actionCaptif = player addAction ["Captif Off", {
call basculeCaptif;
}, "", 0, false];
}
};
*/
player addAction ["Enlever bouchons d'oreilles" , {1 fadeSound 1},0,1,false,false,"","(soundVolume < 1)"];
player addAction ["Mettre bouchons d'oreilles" , {1 fadeSound 0.15},0,1,false,false,"","(soundVolume == 1)"];
player addAction ["Demande transport", {
_pos = getPos player;
// _helipad = createVehicle ["Land_HelipadSquare_F", _pos, [], 0, 'NONE'];
// _helipad = createVehicle ["Land_HelipadSquare_F", _pos, [], 0, 'NONE'];
_helipad = createVehicle ["Land_HelipadEmpty_F", _pos, [], 0, 'NONE'];
_supplySmoke = "SmokeShellGreen" createVehicle (position _helipad);
_supplySmoke attachTo [_helipad, [0,0,0]];
}, "", 0, false];
actionStrobe = player addAction ["IR Strobe On", {
strobe = "OFF";
call basculeStrobe;
}, "", 0, false];
basculeStrobe = {
// supprimer action qui a été déclenchée
player removeAction actionStrobe;
// test état
if (strobe=="ON") then {
// basculer en OFF
// supprimer la IR strobe
deleteVehicle (nearestobject [getpos ir,"nvg_targetC"]);
strobe = "OFF";
// créer action ON
actionStrobe = player addAction ["IR Strobe On", {
call basculeStrobe;
}, "", 0, false];
} else {
// basculer en ON
// créer la IR Strobe
ir = "B_IRStrobe" createVehicle (position player);
ir attachTo [player, [0,-0.03,0.07], "LeftShoulder"];
strobe = "ON";
// créer action OFF
actionStrobe = player addAction ["IR Strobe Off", {
call basculeStrobe;
}, "", 0, false];
}
};
nbEnnemis = player addaction ["Nombre ennemis", {
_amount = count allUnits;
hint format ["Total Units in game: %1",_amount];
}, "", 0, false];
//crate0 = missionNamespace getVariable "LaCaisse";
/*
_tester = player addAction ["Tester", {
_toutTerrain = "B_LSV_01_armed_F" createVehicle [getpos player select 0,getpos player select 1, 400];
_toutTerrain setPosASL [getpos player select 0,getpos player select 1, 200];
[objnull, _toutTerrain] call BIS_fnc_curatorobjectedited;
}, "", 10, false];
*/
/*
maSante = player addAction ["Ma Santé", {
hint format ["Santé = %1", _this select 3] }
, (1 - (damage player))*100, "", 0, false ];
*/
/*
nbEnnemis = player addaction ["Nombre ennemis", {
_amount = count allUnits;
hint format ["Total Units in game: %1",_amount];
}, "", 0, false];
*/
/*
player addAction ["Ennemis", {
_nearestUnits = nearestObjects [player, ["Man"], 2000];
systemChat "Scanning in progress...";
for "_i" from 0 to (count _nearestUnits) - 1 do
{
_unit = _nearestUnits select _i;
if (side _unit != playerSide) then
{
_markerCrate = createMarker [format ["tempMarker_%1",_i], _unit];
format ["tempMarker_%1",_i] setMarkerType "o_unknown";
format ["tempMarker_%1",_i] setMarkerColor "ColorUNKNOWN";
format ["tempMarker_%1",_i] setMarkerSize [0.5, 0.5];
};
sleep 1;
};
sleep 10;
for "_i" from 0 to (count _nearestUnits) - 1 do
{
deleteMarker format ["tempMarker_%1",_i];
sleep 1;
};
}, "", 10, false];
*/
/*
player addAction ["Raser", {
_objets = nearestTerrainObjects [player , [], BIS_CP_radius_insertion];
{
_x hideObjectGlobal true;
}
forEach _objets;
[
[worldSize/2, worldSize/2],
[],
worldSize,
false
];
}, "", 10, false];
*/
/*
player addAction ["Caisse", {
_nBuilding = nearestBuilding position player;
_maxNumberOfPositions = 20;
_positions = [_nBuilding, _maxNumberOfPositions] call BIS_fnc_buildingPositions;
_position = selectRandom _positions;
_crate = createVehicle ["B_supplyCrate_F", _position , [], 0, 'NONE'];
// _mrk = createMarker [ "border", _crate ];
// _mrk setMarkerShape "ELLIPSE";
// _radius = 50 + floor random 100;
// _mrk setMarkerSize [ _radius, _radius ];
// _mrk setMarkerBrush "Border";
// _mrk setMarkerColor "ColorBlue";
_markerCrate = createMarker ["Ammo1", _crate];
_markerCrate setMarkerType "mil_triangle";
// _markerCrate setMarkerText "Ammo";
// player setPos(_position);
// hint format ["%1", _positions];
// _chaine = parseText (_positions joinString "
");
// hint _chaine
}, "", 10, false];
player addAction ["Building", {
systemChat str (typeOf nearestBuilding position player)
// _objects = nearestTerrainObjects [position player, [], 10];
_objects = nearestTerrainObjects [player, [], 10];
_object = selectRandom _objects;
_position = position _object;
player setPos(_position);
// hint parseText (_objects joinString "
");
}, "", 10, false];
player addAction ["Maison", {
_nBuilding = nearestBuilding position player;
_maxNumberOfPositions = 20;
_positions = [_nBuilding, _maxNumberOfPositions] call BIS_fnc_buildingPositions;
_position = selectRandom _positions;
player setPos(_position);
hint parseText (_positions joinString "
");
}, "", 10, false];
player addAction ["Debug", {
_actions = actionIDs player;
_nombre = count _actions;
systemChat str _nombre;
}, "", 10, false];
player addAction ["Drone", {
//"B_UAV_01_backpack_F"
//"I_UAV_01_backpack_F"
//"O_UAV_01_backpack_F"
//_bph = [player] spawn FSFSV_CallBackpackToFront;
//waitUntil { scriptDone _bph };
player addItem "B_UAVTerminal";
// player assignItem "B_UAVTerminal";
player linkItem "B_UAVTerminal";
// player addBackpack "B_UAV_01_backpack_F";
// player action ["UAVTerminalOpen"];
}, "", 0, false];
*/
/*
player addAction ["TestBackpack", {
bp1 = "B_AssaultPack_blk" createVehicle position player;
bp2 = nearestObject [bp1, "GroundWeaponHolder"];
bp2 attachTo [player, [-0.1,0.1,0.15],"rightshoulder"];
},"",0,false];
*/
/*
player action ["UAVTerminalOpen", player];
// touche U = 22
waituntil {!(IsNull (findDisplay 46))};
_keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 22) then {
if ((!visibleMap)) then {player action ['UAVTerminalOpen', player];};
if ((visibleMap)) then {openMap false;};
if (( isUavConnected getConnectedUav player )) then {player connectTerminalToUAV objNull;};
}"];
*/
// action dispoible uniquement si monté dans véhicule
//tuture addAction ["View radar", "mission\radar\viewRadar.sqf", [], 0, false, false, "", "player in crew tuture"];
/*
#include "halo.sqf";
//#include "c130.sqf";
//#include "huron.sqf";
/*
embarquer = player addAction ["Embarquer", {
player moveInCargo huron
}, "", 0, false];
*/
c130 setFuel 0;
c130 addAction ["Décoller", {
// private _grp = group commander c130;
// private _wpp = _grp addWaypoint [getMarkerPos "insertion_pos", 0];
// private _wpp = _grp addWaypoint [BIS_CP_targetLocationPos, 0];
_wpp = group c130 addWaypoint [BIS_CP_targetLocationPos, 0];
_wpp setWaypointType "LOITER";
_wpp setWaypointLoiterRadius 50;
_wpp setWaypointLoiterType "CIRCLE_L";
// _wpp setWaypointSpeed "UNCHANGED";
// _wpp setWaypointSpeed "LIMITED";
_wpp setWaypointSpeed "NORMAL";
// _wpp setWaypointSpeed "FULL";
_wpp setWaypointBehaviour "SAFE";
c130 flyInHeight 2000;
c130 setFuel 1;
// c130 engineOn true;
}, [], 0, false, true, "", "(player distance _this) < 5"];
halo = player addaction ["HALO", {
cutText ["Désigner sur la carte la zone de saut.", "PLAIN"];
player setVariable ["Saved_Loadout",getUnitLoadout player];
player addBackpack "B_Parachute";
openMap true;
onMapSingleClick {
vehicle player setPos [_pos select 0, _pos select 1, 500];
if (surfaceIsWater getPos player) then {
// au-dessus de la mer
if ((count allPlayers) == 1 or (isFormationLeader player)) then {
// générer seulement 1 bateau par équipe
_bateau = "B_Boat_Armed_01_minigun_F" createVehicle _pos;
// _bateau = "B_Boat_Transport_01_F" createVehicle _pos;
// _bateau = "B_lifeboat" createVehicle _pos;
};
} else {
_posCentre = nil;
// au-dessus de la terre --> générer tout-terrain
if (!isNil("BIS_CP_targetLocationPos")) then {
_posCentre = BIS_CP_targetLocationPos;
} else {
if (getMarkerColor "posCentre" != "") then {
_posCentre = getMarkerPos "posCentre";
};
};
if (!isNil("_posCentre")) then {
_meters = player distance2D _posCentre;
if (_meters > 500) then {
if ((count allPlayers) == 1 or (isFormationLeader player)) then {
// générer seulement 1 tout-terrain par équipe
_toutTerrain = "C_Truck_02_covered_F" createVehicle _pos;
// _toutTerrain = "C_Van_01_box_F" createVehicle _pos;
// _toutTerrain = "B_LSV_01_armed_F" createVehicle _pos;
/*
_toutTerrain addEventHandler ["getIn", {
if (missionNamespace getVariable ["BIS_CP_alarm", false]) then {
systemChat "ALARM ON --> You are no longer safe !";
} else {
// (_this select 2) setCaptive true;
[player] joinSilent groupeCivil;
systemChat "You are now safe !";
};
}];
*/
/*
_toutTerrain addEventHandler ["getOut", {
// (_this select 2) setCaptive false;
[player] joinSilent groupeJoueur;
systemChat "You are no longer safe !";
}];
*/
equipCivil1 = _toutTerrain addAction ["Tenue civile 1", {
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil1.sqf";
[player] joinSilent groupeCivil;
}, "", 10, false];
equipCivil2 = _toutTerrain addAction ["Tenue civile 2", {
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil2.sqf";
[player] joinSilent groupeCivil;
}, "", 10, false];
equipCivil3 = _toutTerrain addAction ["Tenue civile 3", {
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil3.sqf";
[player] joinSilent groupeCivil;
}, "", 10, false];
equipCivil4 = _toutTerrain addAction ["Tenue civile 4", {
// sauvegarde tenue originale
_tenueOriginale = player getVariable "Tenue_originale";
if (isNil "_tenueOriginale") then {
player setVariable ["Tenue_originale",getUnitLoadout player];
};
this = player;
execVM "equipements\civil4.sqf";
[player] joinSilent groupeCivil;
}, "", 10, false];
equipOriginal = _toutTerrain addAction ["Tenue originale", {
// chargement tenue originale
// if (!isNil {player getVariable 'Tenue_originale'}) then {
player setUnitLoadout (player getVariable "Tenue_originale");
[player] joinSilent groupeJoueur;
// };
}, "", 9, false];
//}, [], 9, false, true, "", "(!isNil {player getVariable 'Tenue_originale'})"];
} else {
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
};
} else {
// générer 1 quad par joueur
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
};
} else {
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
};
};
onMapSingleClick '';
true;
openMap false;
[] spawn {
waitUntil {getPosATL player select 2 < 110};
player action ["openParachute", player];
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]);
};
if (!isNil("halo")) then { player removeAction halo; };
if (!isNil("allerBase")) then { player removeAction allerBase; };
};
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
halo = player addaction ["HALO", {
cutText ["Désigner la zone de saut sur la carte.", "PLAIN"];
openMap true;
onMapSingleClick {
player setVariable ["tenuePreHalo",getUnitLoadout player];
player addBackpack "B_Parachute";
vehicle player setPos [_pos select 0, _pos select 1, 2000];
if (surfaceIsWater getPos player) then {
// au-dessus de la mer
if ((count allPlayers) == 1 or (isFormationLeader player)) then {
// générer seulement 1 bateau par équipe
if (genererSub) then {
_bateau = "B_SDV_01_F" createVehicle [_pos select 0, _pos select 1, -5];
_bateau setBehaviour "SAFE";
_bateau setPos [_pos select 0, _pos select 1, -5];
_fumiCamion1 = "B_IRStrobe" createVehicle (position _bateau);
_fumiCamion1 attachTo [_bateau, [0,0,1]];
player action ["lightOn", _bateau];
_bateau setCollisionLight true;
[[_bateau, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
if (genererBateauArme) then {
_bateau = "B_Boat_Armed_01_minigun_F" createVehicle _pos;
_bateau setBehaviour "SAFE";
_fumiCamion1 = "B_IRStrobe" createVehicle (position _bateau);
_fumiCamion1 attachTo [_bateau, [0,0,1]];
player action ["lightOn", _bateau];
_bateau setCollisionLight true;
[[_bateau, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
if (genererBateauTransport) then {
if (sunOrMoon < 1) then {
// nuit
_bateau = "I_C_Boat_Transport_02_F" createVehicle _pos;
_bateau setBehaviour "SAFE";
_fumiCamion1 = "B_IRStrobe" createVehicle (position _bateau);
_fumiCamion1 attachTo [_bateau, [0,0,1]];
player action ["lightOn", _bateau];
_bateau setCollisionLight true;
[[_bateau, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
} else {
// jour
_bateau = "C_Boat_Transport_02_F" createVehicle _pos;
[[_bateau, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
};
if (genererBateauCivil) then {
// bateau civil
_bateau = "C_Boat_Civil_01_F" createVehicle _pos;
[[_bateau, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
// _bateau = "B_Boat_Transport_01_F" createVehicle _pos;
// _bateau = "B_lifeboat" createVehicle _pos;
};
} else {
_toutTerrain = objNull;
_posCentre = nil;
// au-dessus de la terre --> générer tout-terrain
if (!isNil("BIS_CP_targetLocationPos")) then {
_posCentre = BIS_CP_targetLocationPos;
} else {
if (getMarkerColor "posCentre" != "") then {
_posCentre = getMarkerPos "posCentre";
};
};
if (!isNil("_posCentre")) then {
_meters = player distance2D _posCentre;
if (_meters > 500) then {
if ((count allPlayers) == 1 or (isFormationLeader player)) then {
// générer seulement 1 tout-terrain par équipe
_toutTerrain = "C_Truck_02_covered_F" createVehicle _pos;
// _toutTerrain = "C_Van_01_box_F" createVehicle _pos;
// _toutTerrain = "B_LSV_01_armed_F" createVehicle _pos;
/*
_toutTerrain addEventHandler ["getIn", {
if (missionNamespace getVariable ["BIS_CP_alarm", false]) then {
systemChat "ALARM ON --> You are no longer safe !";
} else {
// (_this select 2) setCaptive true;
[player] joinSilent groupeCivil;
systemChat "You are now safe !";
};
}];
*/
/*
_toutTerrain addEventHandler ["getOut", {
// (_this select 2) setCaptive false;
[player] joinSilent groupeJoueur;
systemChat "You are no longer safe !";
}];
*/
_fumiCamion1 = "B_IRStrobe" createVehicle (position _toutTerrain);
_fumiCamion1 attachTo [_toutTerrain, [0,0,1.01]];
_toutTerrain setBehaviour "SAFE";
player action ["lightOn", _toutTerrain];
_toutTerrain setCollisionLight true;
[[_toutTerrain, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
} else {
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
[_toutTerrain, true, true, true] call bis_fnc_initVehicle;
_fumiCamion1 = "B_IRStrobe" createVehicle (position _toutTerrain);
_fumiCamion1 attachTo [_toutTerrain, [0,0,-0.4]];
_toutTerrain setBehaviour "SAFE";
player action ["lightOn", _toutTerrain];
_toutTerrain setCollisionLight true;
[[_toutTerrain, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
} else {
// générer 1 quad par joueur
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
[_toutTerrain, true, true, true] call bis_fnc_initVehicle;
_fumiCamion1 = "B_IRStrobe" createVehicle (position _toutTerrain);
_fumiCamion1 attachTo [_toutTerrain, [0,0,-0.4]];
_toutTerrain setBehaviour "SAFE";
player action ["lightOn", _toutTerrain];
_toutTerrain setCollisionLight true;
[[_toutTerrain, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
} else {
_toutTerrain = "C_Quadbike_01_F" createVehicle _pos;
[_toutTerrain, true, true, true] call bis_fnc_initVehicle;
_fumiCamion1 = "B_IRStrobe" createVehicle (position _toutTerrain);
_fumiCamion1 attachTo [_toutTerrain, [0,0,-0.4]];
_toutTerrain setBehaviour "SAFE";
player action ["lightOn", _toutTerrain];
_toutTerrain setCollisionLight true;
[[_toutTerrain, ["Tenue armée",{
if (!isNil {player getVariable 'tenueArmee'}) then {
player setUnitLoadout (player getVariable "tenueArmee");
player setCaptive false;
};
}, "", 30, false]],"addAction",true,true] call BIS_fnc_MP;
};
/*
equipOriginal = _toutTerrain addAction ["Tenue originale", {
// chargement tenue originale
if (!isNil {player getVariable 'Tenue_originale'}) then {
player setUnitLoadout (player getVariable "Tenue_originale");
player setCaptive false;
};
//}, "", 9, false];
}, [], 9, false, true, "", "(!isNil {player getVariable 'Tenue_originale'})"];
*/
};
onMapSingleClick '';
true;
openMap false;
[] spawn {
if (surfaceIsWater getPos player) then {
waitUntil {getPos player select 2 < 150};
} else {
waitUntil {getPosATL player select 2 < 150};
};
player action ["openParachute", player];
player setUnitLoadout (player getVariable ["tenuePreHalo",[]]);
};
// if (!isNil("halo")) then { player removeAction halo; };
// if (!isNil("allerBase")) then { player removeAction allerBase; };
};
}, [], 6, false, true, "", "(player distance pos_depart) < 10"];
huron addAction ["Décoller", {
// private _grp = group commander huron;
// private _wpp = _grp addWaypoint [getMarkerPos "insertion_pos", 0];
// private _wpp = _grp addWaypoint [BIS_CP_targetLocationPos, 0];
_wpp = group huron addWaypoint [BIS_CP_targetLocationPos, 0];
_wpp setWaypointType "LOITER";
_wpp setWaypointLoiterRadius 50;
_wpp setWaypointLoiterType "CIRCLE_L";
// _wpp setWaypointSpeed "UNCHANGED";
_wpp setWaypointSpeed "LIMITED";
// _wpp setWaypointSpeed "NORMAL";
// _wpp setWaypointSpeed "FULL";
_wpp setWaypointBehaviour "SAFE";
// huron flyInHeight 2000;
// huron setPosASL [getposASL huron select 0,getposASL huron select 1, 2000];
huron setFuel 1;
// huron engineOn true;
huron flyInHeight 1500;
// huron disableAI "ALL";
}, [], 0, false, true, "", "(player distance _this) < 5"];
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