sreVbriefing.html-"R"briefing.sqf-"R description.ext-"Rfhqtt.sqf-"Riginit.sqf."R3mission.sqm."Rfphantom.jpg"RG4scripts\ammo.sqf."Rscripts\infotext.sqf/"RThumbs.db"R, Debriefing

Endmission cheat is for pussies...


Cheaters fail at life.





Mission Accomplished


The resistance has successfully sabotaged a US weapon convoy and took out the Stutton Port. Colonel Shepard's plan to eliminate the resistance has failed. Mission Accomplished!!





Mission Failed


The resistance fighters have fallen. Mission Failed!!





Mission Failed


The US supply convoy has reached their destination. Looks like Colonel Shepard is going to get his hands on some more weapons to take out the resistance. Mission Failed!!


/* Briefing * The briefing can be defined by calling FHQ_TT_addBriefing. * The array is built like this. * The first element should be a filter (side, group, faction, or a piece of script). All units matching the * filter will see the briefing * This is followed by pairs of strings, a head line, and an actual text. * Briefings are added in the order in which they appear for any unit that matches * the last filter. */ [ resistance, ["Background", "Colonel Shepard is ordering a convoy to Statton Port to deliver him more weapons to help him eliminate all resistance fighters that will get in his way in the future after General Guba is defeated. The convoy shall be heading towards the Statton Dock and the guerilla fighters shall destroy the convoy before it gets to the dock. Shepard's only self interest is to gain power for himself after General Guba is removed."], ["Mission", "Eliminate the convoy and prevent them from reaching the Statton Port. then clear the Statton Port."], ["Enemy", "US soldiers are patrolling the Statton Port. The convoy will consist of 2 M113s and 2 trucks full of troops."], ["Credits", "Mission by Phantom Six.
FHQ Task Tracker by Varanon."] ] call FHQ_TT_addBriefing; [ resistance, // Filter ["task1", // Task name "Eliminate the convoy heading towards the Statton Docks. Your mission will fail if the convoy successfully breach through to Statton Docks. You have 3 minutes to prepare.", // Task text in briefing "Destroy the convoy", // Task title in briefing "convoy", // Waypoint text getmarkerpos "obj1" // Optional: Position or object // Optional: Initial state ], ["task2", // Task name "Eliminate all US forces at Statton Port.", // Task text in briefing "Sweep Statton Port", // Task title in briefing "Statton Port", // Waypoint text getmarkerpos "obj2" // Optional: Position or object ] ] call FHQ_TT_addTasks;onLoadMission = "Trucker Porter"; onLoadMissionTime = False; loadScreen = "phantom.jpg"; class Header { gameType = Coop; minPlayers = 1; maxPlayers = 6; playerCountMultipleOf =1; }; respawn = "GROUP"; respawnDelay = 5; class Weapons { class cwr2_AK47 {count = 4;}; class cwr2_AK74 {count = 4;}; class cwr2_SVD_wood {count = 1;}; class cwr2_RPG7 {count = 1;}; class cwr2_AKM_GL {count = 1;}; }; class Magazines { class cwr2_30Rnd_762x39 {count = 50;}; class cwr2_30Rnd_545x39 {count = 50;}; class HandGrenade_East {count = 25;}; class SmokeShell {count = 25;}; class 1Rnd_HE_GP25 {count = 8;}; class cwr2_RPG7Rocket {count = 3;}; class Pipebomb {count = 5;}; class cwr2_10Rnd_762x54_NoTracer {count = 8;}; }; class Params { class Rain0 { title = "Rain"; values[] = {0,1,2,3}; texts[] = {"None","Light","Moderate","Heavy"}; default = 0; }; class Fog1 { title = "Fog"; values[] = {0,1,2,3}; texts[] = {"None","Light","Moderate","Heavy"}; default = 0; }; class View2 { title="View Distance"; values[]={0,1,2,3,4}; texts[]={"100m","500m","1000m","2000m","5000m"}; default = 4; }; }; /* FHQ TaskTracker for the FHQ Multiplayer framework * * This scriptset is used to create briefings and tasks, and keep track of * task states. * * In general, briefings and tasks can be created for individual players, for * groups of players, and specific to the side or faction of the player. * * Unit filters: * Whenever a unit filter is asked for, there are several possibilities to * define what you need to assign to: * single object: A single player * group: All players of a group * side: All players of a side * faction (string): All players of a certain faction * code: The piece of code is called for every playable character. Return true if you want * the character to be selected, or false otherwise. The only parameter is the playable * object to be tested * * When calling a function that assigns briefings or tasks, a pool of all playable units is created. * The filter is tested against those units, and all units matching the filter will have the tasks/briefing * assigned to them. Subsequently, these units (that mached the filter) are removed from the pool. Further * filtering is done on the remaining units. * * This essentially means that you should define tasks/briefing entries from specific to general. For example, * assuming one player group is west (whith special tasks), and the rest of the players share another set of tasks, * you would first use the specific group as filter value, followed by west to assign the following tasks to all * remaining west players. * * Examples: * {(side _this) != west): All playable characters that are not BLUFOR * player: the player on the current client * group westMan1_1: All units in westMan1_1's group * east: All playable characters on the OPFOR side * "BIS_BAF": All playable british soliders * * * Briefing entries: * Briefing entries are defined as an array of two strings. The first string is the title as it * will appear in the middle colum when the "Notes" section is highlighted in the left colum. * The second string is a text that can contains links to markers, code, and some html formatting * and will be displayed on the right column when the title in the center column is highlited. * * * Task entries: * A single task entry is an array. The elements in the array are as follows: * String: task name * String: Task text (the text that will appear in the right colum) * String: Task title (it will appear in the center column when "Tasks" is highlited in the left column). * String: optional Waypoint title (Will appear on the waypoint marker in the player's main view). * Object or position: The destination for this task, either an object, or a position. * String: Optional initial state ("created" if nothing given) * * * Commonly used examples: * * 1. Assign a task as current task: * ["taskDestroy", "assigned"] call FHQ_TT_setTaskState; * * * 2. Check if a task is completed (Note, might be successful, failed or cancelled) * if (["taskInsert"] call FHQ_TT_isTaskCompleted) then {hint "yes";}; * * * 3. Check if a task is successful * if (["taskDestroy"] call FHQ_TT_isTaskSuccessful) then {hint "yay";}; * * * 4. Mark a task and select another task that is not completed yet. * ["taskDestroySecondary", "succeeded", "taskDestroyPrimary", "taskDestroySecondary", "taskExfiltrate"] * call FHQ_TT_markTaskAndNext; * * This example marks taskDestroySecondary as succesful, and then checks if taskDestroyPrimary is completed. * If not, it is set to assigned. If it is completed, it continues with the taskDestroySecondary and eventually * taskExfiltrate. * * * * * TODO: Add possibility to change waypoint position */ FHQ_TT_init = { FHQ_TT_supressTaskHints = true; /* Check for Arma 3 or 2 */ FHQ_TT_is_arma3 = false; if (isClass (configfile >> "CfgAddons" >> "PreloadAddons" >> "A3")) then { FHQ_TT_is_arma3 = true; }; if (isServer) then { // Global list of tasks kept on the server. Always contains full info: // [unit filter, description, state] FHQ_TT_TaskList = []; }; if (!isDedicated) then { // Local version of the client // I wonder, though, why this is necessary, since according to the documentation, // the effects of createSimpleTask are global // Anyway, [name, state, list of objects] FHQ_TT_ClientTaskList = []; if (isNil {player} || isNull player) then { FHQ_TT_isJIPPlayer = true; }; [] spawn { // Wait for join in progress waitUntil {!isNil {player}}; waitUntil {!isNull player}; // Wait until the task list is ready. waitUntil {!isNil "FHQ_TT_initialized"}; FHQ_TT_TaskList call FHQ_TT_UpdateTaskList; FHQ_TT_supressTaskHints = false; "FHQ_TT_TaskList" addPublicVariableEventHandler {(_this select 1) call FHQ_TT_UpdateTaskList}; }; }; }; FHQ_TT_filterUnits = { private ["_unitsArray", "_inputArray", "_outputArray"]; _unitsArray = _this select 1; _inputArray = _this select 0; _outputArray = []; switch (typename _inputArray) do { case "CODE": { // Filter all playable units by comparing them with the code {if (_x call _inputArray) then {_outputArray = _outputArray + [_x];};} forEach _unitsArray; }; case "GROUP": { // Filter out all objects not in group {if (_x in units _inputArray) then {_outputArray = _outputArray + [_x];};} forEach _unitsArray; }; case "OBJECT": { // Result is only the array containing the object _outputArray = [_inputArray]; }; case "SIDE": { // Filter out all objects not belonging to side {if (side _x == _inputArray) then {_outputArray = _outputArray + [_x];};} forEach _unitsArray; }; case "STRING": { // Filer out all objects not belonging to the faction {if (faction _x == _inputArray) then {_outputArray = _outputArray + [_x];};} forEach _unitsArray; }; }; _outputArray; }; /* FHQ_TT_addBriefingEntry: Add a briefing entry for the given entities * * This function adds a briefing entry for the given units. The units can be * supplied as either a player, a group, a side, a faction, or a piece of code. * All playable units will receive the given entries if they match the condition. * * [_units, _topic, _text] call FHQ_TT_addBriefingEntry; * [_units, _subject, _topic, _text] call FHQ_TT_addBriefingEntry; (NOT YET IMPLEMENTED) * * Parameters: * _units: A single unit, a group, side faction, or piece of code that will * be run on all playable units. * _topic: topic to add to * _text: text for this subject * _subject: Subject to file this under. A new subject is created if it does not exist yet. * (optional, not yet implemented) * */ FHQ_TT_addBriefingEntry = { private ["_units", "_subject", "_topic", "_text", "_unitsArray", "_unitPool"]; _units = _this select 0; _subject = "Diary"; _topic = _this select 1; _text = _this select 2; _unitPool = (if (isMultiplayer) then {playableUnits} else {switchableUnits}); _unitsArray = [_units, _unitPool] call FHQ_TT_filterUnits; {_x createDiaryRecord [_subject, [_topic, _text]]} forEach _unitsArray; }; /* Internally used to add topics to units in reversed order */ FHQ_TT_addBriefingEntries = { private ["_units", "_subject", "_topics", "_count", "_i", "_topic", "_text"]; _units = _this select 0; _subject = "Diary"; _topics = _this select 1; _count = count _topics; if (_count > 0) then { for [ {_i = _count - 1}, {_i >= 0}, {_i = _i - 1}] do { _topic = (_topics select _i) select 0; _text = (_topics select _i) select 1; {_x createDiaryRecord [_subject, [_topic, _text]]} forEach _units; }; }; }; /* FHQ_TT_addBriefing: Add a full briefing to the selected units. * * This functions receives an array as input. The elements of the input array * are interpreted as follows: * If the element is a two-element array consisting of two strings, the entry is * interpreted as a new briefing topic. * If the element is anything else, the following topics will only be presented to * the units matching the element. For example, if the element is a group, the following * entries are added to this group only. * If a new unit match is encountered, the units that have been assigned targets before * will be removed from the pool of units being considered for future topics. * * In other words, you can define briefings from bottom up. If you first define briefing topics * for a group of players, and then for a side, the side specific topics will not be added to the * group. This is meant to enable you to go from specific units up to general. * * In normal circumstances, you will most likely only define one briefing for a single group of * players, and thus passing only an array of string pairs. */ FHQ_TT_addBriefing = { private ["_unitPool", "_numEntries", "_currentUnits", "_currentTopicList", "_current"]; _unitPool = (if (isMultiplayer) then {playableUnits} else {switchableUnits}); _numEntries = count _this; _currentUnits = _unitPool; _currentTopicList = []; for "_i" from 0 to (_numEntries - 1) do { _current = _this select _i; if (typename _current == "ARRAY") then { // Parameter is an entry for the briefing, apply it to the _currentUnits pool // {_x createDiaryRecord ["Diary", [_current select 0, _current select 1]];} forEach _currentUnits; _currentTopicList = _currentTopicList + [[_current select 0, _current select 1]]; } else { // Parameter is a filter for the units. Remove the _currentUnits from the pool and select // units according to the filter. Note: not removing anything on _i = 0 if (_i != 0) then { _unitPool = _unitPool - _currentUnits; }; if (count _currentTopicList > 0) then { [_currentUnits, _currentTopicList] call FHQ_TT_addBriefingEntries; _currentTopicList = []; }; _currentUnits = [_current, _unitPool] call FHQ_TT_filterUnits; }; }; // Add any leftovers if (count _currentTopicList > 0) then { [_currentUnits, _currentTopicList] call FHQ_TT_addBriefingEntries; _currentTopicList = []; }; }; /* FHQ_TT_getTaskName * Internal */ FHQ_TT_getTaskName = { private ["_task", "_name"]; _task = (_this select 0) select 0; if (typename _task == "ARRAY") then { _name = _task select 0; } else { _name = _task; }; _name; }; /* FHQ_TT_createSimpleTask: * * Internal */ FHQ_TT_createSimpleTask = { private ["_currentUnits", "_currentTask", "_currentTaskState", "_taskObjects", "_taskName"]; _currentUnits = _this select 0; _currentTask = _this select 1; // [name|[name,parent], text, title, waypoint, object/position] _currentTaskState = _this select 2; _taskObjects = []; { private "_task"; if (typename (_currentTask select 0) == "ARRAY") then { private ["_parentTask"]; _taskName = (_currentTask select 0) select 0; _parentTask = (_currentTask select 0) select 1; _task = _x createSimpleTask [_taskName, _x getVariable format["FHQ_TT_taskname_%1", _parentTask]]; } else { _taskName = _currentTask select 0; _task = _x createSimpleTask [_currentTask select 0]; }; _task setSimpleTaskDescription [_currentTask select 1, _currentTask select 2, _currentTask select 3]; if (count _currentTask > 4) then { switch (typename (_currentTask select 4)) do { case "ARRAY": { _task setSimpleTaskDestination (_currentTask select 4); }; case "OBJECT": { _task setSimpleTaskTarget [_currentTask select 4, true]; }; }; }; _task setTaskState _currentTaskState; if (tolower(_currentTaskState) == "assigned") then { _x setCurrentTask _task; }; _x setVariable [format["FHQ_TT_taskname_%1", _taskName], _task, true]; _taskObjects = _taskObjects + [_task]; } forEach _currentUnits; _taskObjects; }; /* Internal */ FHQ_TT_addTaskEntries = { private ["_currentUnits", "_tasks", "_count", "_i", "_current", "_state"]; _currentUnits = _this select 0; _tasks = _this select 1; _count = count _tasks; if (_count > 0) then { if (FHQ_TT_is_arma3) then { for [ {_i = 0}, {_i < _count}, {_i = _i + 1}] do { _current = _tasks select _i; _state = "created"; // Optional state if (count _current >= 6) then { _state = _current select 5; }; // fifth element is either an object/position, or a string. In the latter case, // object/position was ommited but initial state given if (count _current >= 5) then { if (typename (_current select 4) == "STRING") then { _state = _current select 4; }; }; FHQ_TT_TaskList = FHQ_TT_TaskList + [[_currentUnits, _current, _state]]; }; } else { for [ {_i = _count - 1}, {_i >= 0}, {_i = _i - 1}] do { _current = _tasks select _i; _state = "created"; // Optional state if (count _current >= 6) then { _state = _current select 5; }; // fifth element is either an object/position, or a string. In the latter case, // object/position was ommited but initial state given if (count _current >= 5) then { if (typename (_current select 4) == "STRING") then { _state = _current select 4; }; }; FHQ_TT_TaskList = FHQ_TT_TaskList + [[_currentUnits, _current, _state]]; }; } }; }; /* FHQ_TT_addTasks: Add tasks to the mission * * write me * */ FHQ_TT_addTasks = { private ["_numEntries", "_unitPool", "_currentUnits", "_currentTaskList", "_current"]; if (!isServer) exitWith {}; _numEntries = count _this; if (_numEntries <= 0) exitWith {}; _unitPool = (if (isMultiplayer) then {playableUnits} else {switchableUnits}); _currentUnits = _unitPool; _currentTaskList = []; for "_i" from 0 to (_numEntries - 1) do { _current = _this select _i; if (typename _current == "ARRAY") then { _currentTaskList = _currentTaskList + [_current]; } else { // Parameter is a filter for the units. if (_i != 0) then { _unitPool = _unitPool - _currentUnits; }; if (count _currentTaskList > 0) then { [_currentUnits, _currentTaskList] call FHQ_TT_addTaskEntries; _currentTaskList = []; }; _currentUnits = [_current, _unitPool] call FHQ_TT_filterUnits; }; }; if (count _currentTaskList > 0) then { [_currentUnits, _currentTaskList] call FHQ_TT_addTaskEntries; }; // Send task list to clients publicVariable "FHQ_TT_TaskList"; if (!isDedicated) then { FHQ_TT_TaskList call FHQ_TT_UpdateTaskList; }; FHQ_TT_initialized = true; publicVariable "FHQ_TT_initialized"; }; FHQ_TT_hasTask = { private "_result"; _result = false; { if ((_x call FHQ_TT_getTaskName) == _this) exitWith {_result = true;}; } forEach FHQ_TT_ClientTaskList; _result; }; FHQ_TT_taskHint = { if (!FHQ_TT_is_arma3) then { /* Arma 2 */ private ["_desc", "_state", "_color", "_icon", "_text"]; _desc = _this select 0; _state = _this select 1; _color = [1, 1, 1, 1]; _icon = "taskNew"; _text = "New Task"; switch (tolower(_state)) do { case "created": { _color = [1, 1, 1, 1]; _icon = "taskNew"; _text = localize "str_taskNew"; }; case "assigned": { _color = [1, 1, 1, 1]; _icon = "taskCurrent"; _text = localize "str_taskSetCurrent"; }; case "succeeded": { _color = [0.600000,0.839215,0.466666,1]; _icon = "taskDone"; _text = localize "str_taskAccomplished"; }; case "canceled": { _color = [0.75,0.75,0.75,1]; _icon = "taskFailed"; _text = localize "str_taskCancelled"; }; case "cancelled": { _color = [0.75,0.75,0.75,1]; _icon = "taskFailed"; _text = localize "str_taskCancelled"; }; case "failed": { _color = [0.972549,0.121568,0,1]; _icon = "taskFailed"; _text = localize "str_taskFailed"; }; }; taskHint [format ["%1\n%2", _text, _desc], _color, _icon]; } else { /* Arma 3 */ private ["_notifyTemplate", "_desc", "_state"]; _desc = _this select 0; _state = _this select 1; switch (tolower _state) do { case "created": { _notifyTemplate = "TaskCreated"; }; case "assigned": { _notifyTemplate = "TaskAssigned"; }; case "succeeded": { _notifyTemplate = "TaskSucceeded"; }; case "canceled": { _notifyTemplate = "TaskCanceled"; }; case "cancelled": { _notifyTemplate = "TaskCanceled"; }; case "failed": { _notifyTemplate = "TaskFailed"; }; }; [_notifyTemplate, ["", _desc]] call BIS_fnc_showNotification; }; }; FHQ_TT_UpdateTaskList = { if (isDedicated) exitWith {}; private ["_count", "_i", "_tasks"]; _tasks = _this; _count = count _tasks; if (_count > 0) then { for [ {_i = 0}, {_i < _count}, {_i = _i + 1}] do { private ["_current", "_currentUnits", "_taskObjects", "_currentTask", "_currentTaskState", "_currentTaskName", "_currentTaskParent"]; _current = _tasks select _i; // [units, taskDesc, state] _currentTask = _current select 1; // [name|[name,parent], text, title, waypoint, object/position] _currentUnits = _current select 0; _currentTaskState = _current select 2; _currentTaskName = ""; _currentTaskParent = ""; if (typename (_currentTask select 0) == "ARRAY") then { _currentTaskName = (_currentTask select 0) select 0; _currentTaskParent = (_currentTask select 0) select 1; } else { _currentTaskName = _currentTask select 0; }; if (_currentTaskName call FHQ_TT_hasTask) then { private ["_localTask", "_x", "_task"]; _localTask = FHQ_TT_ClientTaskList select _i; // [name, state, objects] diag_log format["_localTask -> %1, _curent -> %2", _localTask select 1, _current select 2]; if ((_current select 2) != (_localTask select 1)) then { // Update the task _localTask set [1, _current select 2]; FHQ_TT_ClientTaskList set [_i, _localTask]; if (player in (_currentUnits)) then { [_currentTask select 2, _current select 2] call FHQ_TT_taskHint; }; { _task = _x; if (_current select 2 == "assigned") then { { if (_task in (simpletasks _x)) then { _x setCurrentTask _task; }; } forEach _currentUnits; }; _task setTaskState (_current select 2); } forEach (_localTask select 2); }; } else { _taskObjects = [_currentUnits, _currentTask, _currentTaskState] call FHQ_TT_createSimpleTask; FHQ_TT_ClientTaskList set [_i, [(_current select 1), _currentTaskState, _taskObjects]]; if (player in (_currentUnits) && !FHQ_TT_supressTaskHints) then { [_currentTask select 2, _currentTaskState] call FHQ_TT_taskHint; }; }; }; }; }; /* FHQ_TT_setTaskState: Set state of a specific task * * write me * * [_taskName, _state] call FHQ_TT_setTaskState; */ FHQ_TT_setTaskState = { if (!isServer) exitWith {}; private ["_count", "_taskName", "_newState", "_i", "_curTask"]; _count = count FHQ_TT_TaskList; _taskName = _this select 0; _newState = _this select 1; for [ {_i = 0}, {_i < _count}, {_i = _i + 1}] do { _curTask = FHQ_TT_TaskList select _i; diag_log format["_curTask = %1", _curTask]; //if (_taskName == ((_curTask select 1) select 0)) exitWith if (_taskName == ([_curTask select 1] call FHQ_TT_getTaskName)) exitWith { _curTask set [2, _newState]; FHQ_TT_TaskList set [_i, _curTask]; }; }; publicVariable "FHQ_TT_TaskList"; if (!isDedicated) then { FHQ_TT_TaskList call FHQ_TT_UpdateTaskList; }; }; /* FHQ_TT_getTaskState: Get state of a specific task * * write me * * _result = [_taskName] call FHQ_TT_getTaskState; */ FHQ_TT_getTaskState = { private ["_result", "_taskName"]; _result = ""; _taskName = _this select 0; { // if (((_x select 1) select 0) == _taskname) exitWith if (([_x select 1] call FHQ_TT_getTaskName) == _taskname) exitWith { _result = (_x select 2); }; } forEach FHQ_TT_TaskList; _result; }; /* FHQ_TT_isTaskCompleted: Check whether a task is canceled, successful or failed * * _result = [_taskName] call FHQ_TT_isTaskCompleted; */ FHQ_TT_isTaskCompleted = { private "_result"; _result = (tolower(_this call FHQ_TT_getTaskState) in ["succeeded", "canceled", "failed"]); _result; }; /* FHQ_TT_areTasksCompleted: Check for all tasks given whether they are cancelled, successful, or failed * _result = [_taskName1, _taskName2, ...] call FHQ_TT_areTasksCompleted */ FHQ_TT_areTasksCompleted = { private ["_result", "_x"]; _result = true; { if (!(tolower ([_x] call FHQ_TT_getTaskState) in ["succeeded", "canceled", "failed"])) exitWith { _result = false; }; } forEach _this; _result; }; /* FHQ_TT_isTaskSuccessful: Check whether a task is ended successfully * * _result = [_taskName] call FHQ_TT_isTaskSuccessful; */ FHQ_TT_isTaskSuccessful = { private "_result"; _result = (tolower(_this call FHQ_TT_getTaskState) == "succeeded"); _result; }; /* FHQ_TT_areTasksSuccessful: Check success for all tasks given * _result = [_taskName1, _taskName2, ...] call FHQ_TT_areTasksSuccessful */ FHQ_TT_areTasksSuccessful = { private ["_result", "_x"]; _result = true; { if (tolower ([_x] call FHQ_TT_getTaskState) != "succeeded") exitWith { _result = false; }; } forEach _this; _result; }; /* FHQ_TT_getAllTasksWithState: Get all tasks with a given state * * _taskList = [_state] call FHQ_TT_getAllTasksWithState; */ FHQ_TT_getAllTasksWithState = { private ["_result", "_taskState"]; _result = []; _taskState = _this select 0; { if ((_x select 2) == _taskState) then { _result = _result + [(_x select 1) select 0]; }; } forEach FHQ_TT_TaskList; _result; }; /* FHQ_TT_markTaskAndNext: Mark a task as completed, and look for the next * open task. * * ["taskName", "state", ("newTask1", "newTask2" ... )] call FHQ_TT_markTaskAndNext; */ FHQ_TT_markTaskAndNext = { private "_i"; [_this select 0, _this select 1] call FHQ_TT_setTaskState; for [ {_i = 2}, {_i < count _this}, {_i = _i + 1} ] do { if (!([_this select _i] call FHQ_TT_isTaskCompleted)) exitWith { [_this select _i, "assigned"] call FHQ_TT_setTaskState; }; }; }; /* ------------ End of file, calling init ------------ */ call FHQ_TT_init; call compile preProcessFileLineNumbers "fhqtt.sqf"; call compile preProcessFileLineNumbers "briefing.sqf"; execVM "scripts\infotext.sqf"; switch (paramsArray select 0) do { case 0: { 0 setOvercast 0; 0 setRain 0; }; case 1: { 0 setOvercast 0.8; 0 setRain 0.3; }; case 2: { 0 setOvercast 0.9; 0 setRain 0.6; }; case 3: { 0 setOvercast 1; 0 setRain 1; }; }; switch (paramsArray select 1) do { case 0: { 0 setFog 0; }; case 1: { 0 setFog 0.3; }; case 2: { 0 setFog 0.6; }; case 3: { 0 setFog 1; }; }; viewparam = (paramsArray select 2); if (viewparam == 0) then {setViewDistance 100}; if (viewparam == 1) then {setViewDistance 500}; if (viewparam == 2) then {setViewDistance 1000}; if (viewparam == 3) then {setViewDistance 2000}; if (viewparam == 4) then {setViewDistance 5000};version=11; class Mission { addOns[]= { "cwr2_Soldiers_FIA", "ca_modules_functions", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "trinity", "cwr2_AmmoBoxes", "cwr2_M113", "cwr2_5T", "cwr2_Soldiers_USA", "cwr2_Static", "camisc3", "cwr2_Jeeps" }; addOnsAuto[]= { "cwr2_Soldiers_FIA", "ca_modules_functions", "ca_missions_firstaidsystem", "ca_missions_battlefieldclearance", "ca_missions_alternativeinjurysimulation", "cwr2_Soldiers_USA", "cwr2_M113", "cwr2_5T", "cwr2_Static", "cwr2_AmmoBoxes", "camisc3", "cwr2_Jeeps", "trinity" }; randomSeed=3220045; class Intel { briefingName="CO 06 Trucker Porter"; briefingDescription="ambush a US convoy and then attack the Statton Port. Mission by Phantom Six."; resistanceWest=0; startWeather=0.64716351; forecastWeather=0; month=6; day=26; hour=3; minute=20; }; class Groups { items=22; class Item0 { side="GUER"; class Vehicles { items=6; class Item0 { position[]={10011.621,7.1520238,5488.9551}; special="NONE"; id=0; side="GUER"; vehicle="cwr2_OfficerG"; player="PLAYER COMMANDER"; leader=1; rank="LIEUTENANT"; skill=1; text="p1"; synchronizations[]={7,9}; }; class Item1 { position[]={10003.611,6.083508,5486.002}; special="NONE"; id=1; side="GUER"; vehicle="cwr2_SoldierG_MG"; player="PLAY CDG"; rank="SERGEANT"; skill=1; text="p2"; synchronizations[]={7,8,9}; }; class Item2 { position[]={10007.516,5.3666,5484.1602}; special="NONE"; id=2; side="GUER"; vehicle="cwr2_SoldierG_GL"; player="PLAY CDG"; rank="SERGEANT"; skill=1; text="p3"; synchronizations[]={7,8,9}; }; class Item3 { position[]={10012.688,5.3553605,5484.27}; special="NONE"; id=3; side="GUER"; vehicle="cwr2_SoldierG_LAT"; player="PLAY CDG"; rank="CORPORAL"; skill=1; text="p4"; synchronizations[]={7,8,9}; }; class Item4 { position[]={10017.162,5.4081154,5484.457}; special="NONE"; id=4; side="GUER"; vehicle="cwr2_SoldierG_FAL"; player="PLAY CDG"; skill=1; text="p5"; synchronizations[]={7,8,9}; }; class Item5 { position[]={10020.021,6.2423759,5486.8193}; special="NONE"; id=5; side="GUER"; vehicle="cwr2_SoldierG_Medic"; player="PLAY CDG"; skill=1; text="p6"; synchronizations[]={7,8,9}; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10049.516,1.6051326,5473.751}; id=6; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9996.6465,0.33354273,5448.895}; id=7; side="LOGIC"; vehicle="FirstAidSystem"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5}; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10010.682,0.092855901,5448.4824}; id=8; side="LOGIC"; vehicle="BattleFieldClearance"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={1,2,3,4,5}; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10024.51,0.24858922,5448.2754}; id=9; side="LOGIC"; vehicle="AlternativeInjurySimulation"; leader=1; lock="UNLOCKED"; skill=0.60000002; synchronizations[]={0,1,2,3,4,5}; }; }; }; class Item5 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={9037.749,86.763718,5924.9038}; special="CARGO"; id=15; side="WEST"; vehicle="cwr2_OfficerW"; leader=1; rank="SERGEANT"; skill=0.46666664; text="t5"; }; class Item1 { position[]={9031.6045,87.374275,5922.9355}; special="CARGO"; id=16; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t6"; }; class Item2 { position[]={9033.6045,87.136871,5922.9355}; special="CARGO"; id=17; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t7"; }; class Item3 { position[]={9035.6045,86.899551,5922.9355}; special="CARGO"; id=18; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t8"; }; class Item4 { position[]={9037.6045,86.672981,5922.9355}; special="CARGO"; id=19; side="WEST"; vehicle="cwr2_SoldierW_LAT"; rank="CORPORAL"; skill=0.33333331; text="t9"; }; class Item5 { position[]={9039.6045,86.639885,5922.9355}; special="CARGO"; id=20; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t10"; }; class Item6 { position[]={9041.6045,86.457268,5922.9355}; special="CARGO"; id=21; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t11"; }; class Item7 { position[]={9043.6045,86.274719,5922.9355}; special="CARGO"; id=22; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t12"; }; class Item8 { position[]={9045.6045,86.092171,5922.9355}; special="CARGO"; id=23; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t13"; }; class Item9 { position[]={9037.8467,86.752571,5929.5913}; azimut=90; special="NONE"; id=11; side="WEST"; vehicle="cwr2_M113"; rank="CORPORAL"; skill=0.74675429; text="t1"; }; }; class Waypoints { items=2; class Item0 { position[]={9042.6904,86.310371,5929.6152}; combatMode="YELLOW"; speed="NORMAL"; combat="SAFE"; class Effects { }; timeoutMin=180; timeoutMid=180; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={10257.034,6.1695771,6035.0435}; class Effects { }; showWP="NEVER"; }; }; }; class Item6 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={9020.7891,88.093353,5917.6157}; special="CARGO"; id=24; side="WEST"; vehicle="cwr2_OfficerW"; leader=1; rank="SERGEANT"; skill=0.46666664; text="t14"; }; class Item1 { position[]={9014.6445,88.920197,5915.6475}; special="CARGO"; id=25; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t15"; }; class Item2 { position[]={9016.6445,88.575066,5915.6475}; special="CARGO"; id=26; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t16"; }; class Item3 { position[]={9018.6445,88.229927,5915.6475}; special="CARGO"; id=27; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t17"; }; class Item4 { position[]={9020.6445,87.884659,5915.6475}; special="CARGO"; id=28; side="WEST"; vehicle="cwr2_SoldierW_LAT"; rank="CORPORAL"; skill=0.33333331; text="t18"; }; class Item5 { position[]={9022.6445,87.541908,5915.6475}; special="CARGO"; id=29; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t19"; }; class Item6 { position[]={9024.6445,87.202675,5915.6475}; special="CARGO"; id=30; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t20"; }; class Item7 { position[]={9026.6445,87.05777,5915.6475}; special="CARGO"; id=31; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t21"; }; class Item8 { position[]={9028.6445,86.954826,5915.6475}; special="CARGO"; id=32; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t22"; }; class Item9 { position[]={9018.8516,89.310349,5929.606}; azimut=90; special="NONE"; id=14; side="WEST"; vehicle="cwr2_Truck5t"; rank="CORPORAL"; skill=0.74675429; text="t2"; }; }; class Waypoints { items=2; class Item0 { position[]={9024.3535,88.37738,5929.1787}; combatMode="YELLOW"; speed="NORMAL"; combat="SAFE"; class Effects { }; timeoutMin=180; timeoutMid=180; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={10256.709,6.1695771,6035.3677}; class Effects { }; showWP="NEVER"; }; }; }; class Item7 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={8995.7666,92.586319,5919.9282}; special="CARGO"; id=33; side="WEST"; vehicle="cwr2_OfficerW"; leader=1; rank="SERGEANT"; skill=0.46666664; text="t23"; }; class Item1 { position[]={8989.6221,93.280457,5917.96}; special="CARGO"; id=34; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t24"; }; class Item2 { position[]={8991.6221,92.972412,5917.96}; special="CARGO"; id=35; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t25"; }; class Item3 { position[]={8993.6221,92.664482,5917.96}; special="CARGO"; id=36; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t26"; }; class Item4 { position[]={8995.6221,92.34407,5917.96}; special="CARGO"; id=37; side="WEST"; vehicle="cwr2_SoldierW_LAT"; rank="CORPORAL"; skill=0.33333331; text="t27"; }; class Item5 { position[]={8997.6221,92.012939,5917.96}; special="CARGO"; id=38; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t28"; }; class Item6 { position[]={8999.6221,91.681931,5917.96}; special="CARGO"; id=39; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t29"; }; class Item7 { position[]={9001.6221,91.365028,5917.96}; special="CARGO"; id=40; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t30"; }; class Item8 { position[]={9003.6221,91.051559,5917.96}; special="CARGO"; id=41; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t31"; }; class Item9 { position[]={8996.2471,93.19294,5929.3047}; azimut=90; special="NONE"; id=13; side="WEST"; vehicle="cwr2_Truck5t"; rank="CORPORAL"; skill=0.74675429; text="t3"; }; }; class Waypoints { items=2; class Item0 { position[]={9001.8711,92.244827,5929.3345}; combatMode="YELLOW"; speed="NORMAL"; combat="SAFE"; class Effects { }; timeoutMin=180; timeoutMid=180; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={10256.71,6.1695771,6035.2051}; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="WEST"; class Vehicles { items=10; class Item0 { position[]={8965.6514,98.503479,5922.48}; special="CARGO"; id=42; side="WEST"; vehicle="cwr2_OfficerW"; leader=1; rank="SERGEANT"; skill=0.46666664; text="t32"; }; class Item1 { position[]={8959.5068,99.63636,5920.5117}; special="CARGO"; id=43; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t33"; }; class Item2 { position[]={8961.5068,99.30558,5920.5117}; special="CARGO"; id=44; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t34"; }; class Item3 { position[]={8963.5068,98.878349,5920.5117}; special="CARGO"; id=45; side="WEST"; vehicle="cwr2_SoldierW_GL"; rank="CORPORAL"; skill=0.33333331; text="t35"; }; class Item4 { position[]={8965.5068,98.355698,5920.5117}; special="CARGO"; id=46; side="WEST"; vehicle="cwr2_SoldierW_LAT"; rank="CORPORAL"; skill=0.33333331; text="t36"; }; class Item5 { position[]={8967.5068,97.865334,5920.5117}; special="CARGO"; id=47; side="WEST"; vehicle="cwr2_SoldierW_MG"; rank="CORPORAL"; skill=0.33333331; text="t37"; }; class Item6 { position[]={8969.5068,97.466583,5920.5117}; special="CARGO"; id=48; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t38"; }; class Item7 { position[]={8971.5068,97.067986,5920.5117}; special="CARGO"; id=49; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t39"; }; class Item8 { position[]={8973.5068,96.669235,5920.5117}; special="CARGO"; id=50; side="WEST"; vehicle="cwr2_SoldierW"; rank="CORPORAL"; skill=0.33333331; text="t40"; }; class Item9 { position[]={8965.3037,98.916145,5929.6431}; azimut=90; special="NONE"; id=12; side="WEST"; vehicle="cwr2_M113"; rank="CORPORAL"; skill=0.74675429; text="t4"; }; }; class Waypoints { items=2; class Item0 { position[]={8970.5967,97.861168,5929.354}; combatMode="YELLOW"; speed="NORMAL"; combat="SAFE"; class Effects { }; timeoutMin=180; timeoutMid=180; timeoutMax=180; showWP="NEVER"; }; class Item1 { position[]={10257.033,6.1695771,6035.6924}; class Effects { }; showWP="NEVER"; }; }; }; class Item9 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10294.428,6.1695771,6014.5}; azimut=90; id=51; side="WEST"; vehicle="cwr2_M2HB_High"; leader=1; skill=0.37074417; }; }; }; class Item10 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10294.615,6.1695771,6030.9727}; azimut=90; id=53; side="WEST"; vehicle="cwr2_M2HB_High"; leader=1; skill=0.37074417; }; }; }; class Item11 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10294.564,6.1695771,6063.1855}; azimut=90; id=55; side="WEST"; vehicle="cwr2_M2HB_High"; leader=1; skill=0.37074417; }; }; }; class Item12 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10294.234,6.1695771,6079.5347}; azimut=90; id=57; side="WEST"; vehicle="cwr2_M2HB_High"; leader=1; skill=0.37074417; }; }; }; class Item13 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={10219.853,6.465023,6038.3926}; id=59; side="WEST"; vehicle="cwr2_SoldierW_GL"; leader=1; skill=0.34035969; }; class Item1 { position[]={10219.622,6.1695771,6035.9883}; id=60; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; skill=0.25680166; }; }; class Waypoints { items=2; class Item0 { position[]={10218.856,6.4705844,6122.1777}; combatMode="RED"; formation="FILE"; speed="LIMITED"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={10219.512,6.4648862,6038.2715}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item14 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={10226.653,6.1695771,6026.7129}; id=61; side="WEST"; vehicle="cwr2_SoldierW_GL"; leader=1; skill=0.44290769; }; class Item1 { position[]={10221.688,6.1695771,6024.8511}; id=62; side="WEST"; vehicle="cwr2_SoldierW_AR"; skill=0.35555193; }; class Item2 { position[]={10226.166,6.1695771,6023.2793}; id=63; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; class Item3 { position[]={10230.671,6.1695771,6025.334}; id=64; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; }; class Waypoints { items=4; class Item0 { position[]={10185.14,6.1695771,6070.8535}; type="SAD"; combatMode="RED"; formation="WEDGE"; speed="LIMITED"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={10223.653,6.1695771,6141.7129}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={10259.889,6.1695771,6069.4243}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={10226.599,6.1695771,6022.7075}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item15 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={10221.646,6.1695771,6133.9751}; azimut=185.9493; id=65; side="WEST"; vehicle="cwr2_SoldierW_GL"; leader=1; skill=0.44290769; }; class Item1 { position[]={10226.777,6.1695771,6135.3086}; azimut=185.9493; id=66; side="WEST"; vehicle="cwr2_SoldierW_AR"; skill=0.35555193; }; class Item2 { position[]={10222.491,6.1695771,6137.3403}; azimut=185.9493; id=67; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; class Item3 { position[]={10217.792,6.1695771,6135.7632}; azimut=185.9493; id=68; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; }; class Waypoints { items=4; class Item0 { position[]={10259.171,6.1695771,6070.4741}; type="SAD"; combatMode="RED"; formation="WEDGE"; speed="LIMITED"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={10226.348,6.1695771,6024.1758}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={10186.971,6.1695771,6070.0752}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={10222.717,6.1695771,6140.499}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item16 { side="WEST"; class Vehicles { items=4; class Item0 { position[]={10256.264,6.1695771,6071.5264}; azimut=-80.46711; id=69; side="WEST"; vehicle="cwr2_SoldierW_GL"; leader=1; skill=0.44290769; }; class Item1 { position[]={10257.278,6.1695771,6066.3232}; azimut=-80.46711; id=70; side="WEST"; vehicle="cwr2_SoldierW_AR"; skill=0.35555193; }; class Item2 { position[]={10259.569,6.1695771,6070.4775}; azimut=-80.46711; id=71; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; class Item3 { position[]={10258.287,6.1695771,6075.2603}; azimut=-80.46711; id=72; side="WEST"; vehicle="cwr2_SoldierW"; skill=0.35555193; }; }; class Waypoints { items=4; class Item0 { position[]={10225.393,6.1695771,6024.2227}; type="SAD"; combatMode="RED"; formation="WEDGE"; speed="LIMITED"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={10184.505,6.1695771,6071.0562}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item2 { position[]={10220.66,6.1695771,6133.8276}; type="SAD"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={10257.145,6.1695771,6071.1372}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item17 { side="WEST"; class Vehicles { items=2; class Item0 { position[]={10177.5,6.1695771,5997.1299}; id=73; side="WEST"; vehicle="cwr2_SoldierW_GL"; leader=1; skill=0.34035969; }; class Item1 { position[]={10177.27,6.1695771,5994.7256}; id=74; side="WEST"; vehicle="cwr2_SoldierW_Patrol"; skill=0.25680166; }; }; class Waypoints { items=2; class Item0 { position[]={10173.798,6.1695771,6179.166}; combatMode="RED"; formation="FILE"; speed="LIMITED"; combat="SAFE"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={10177.159,6.1695771,5997.0088}; type="CYCLE"; class Effects { }; showWP="NEVER"; }; }; }; class Item18 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10278.498,6.3534508,6110.0415}; azimut=-90; special="NONE"; id=81; side="WEST"; vehicle="cwr2_SoldierW"; leader=1; skill=0.35189298; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; }; }; class Item19 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10278.314,6.3534508,6116.3628}; azimut=-90; special="NONE"; id=82; side="WEST"; vehicle="cwr2_SoldierW"; leader=1; skill=0.35189298; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; }; }; class Item20 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10277.791,6.3534508,6155.4609}; azimut=-90; special="NONE"; id=83; side="WEST"; vehicle="cwr2_SoldierW"; leader=1; skill=0.35189298; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; }; }; class Item21 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={10277.624,6.3534508,6161.9224}; azimut=-90; special="NONE"; id=84; side="WEST"; vehicle="cwr2_SoldierW"; leader=1; skill=0.35189298; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; }; }; }; class Vehicles { items=12; class Item0 { position[]={10011.529,9.2180634,5494.0083}; special="NONE"; id=10; side="EMPTY"; vehicle="cwr2_FIA_BasicWeapons"; leader=1; skill=1; init="nul = this execVM ""scripts\ammo.sqf"";"; }; class Item1 { position[]={10295.625,6.1695771,6014.4697}; azimut=-90; id=52; side="EMPTY"; vehicle="Land_BagFenceRound"; skill=0.37074417; }; class Item2 { position[]={10295.813,6.1695771,6030.9424}; azimut=-90; id=54; side="EMPTY"; vehicle="Land_BagFenceRound"; skill=0.37074417; }; class Item3 { position[]={10295.762,6.1695771,6063.1553}; azimut=-90; id=56; side="EMPTY"; vehicle="Land_BagFenceRound"; skill=0.37074417; }; class Item4 { position[]={10295.432,6.1695771,6079.5044}; azimut=-90; id=58; side="EMPTY"; vehicle="Land_BagFenceRound"; skill=0.37074417; }; class Item5 { position[]={10278.497,6.3534508,6105.9438}; azimut=-90; id=75; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item6 { position[]={10278.132,6.3534508,6119.3037}; azimut=-90; id=76; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item7 { position[]={10278.376,6.3534508,6113.0815}; azimut=-90; id=77; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item8 { position[]={10277.729,6.3534508,6151.3843}; azimut=-90; id=78; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item9 { position[]={10277.364,6.3534508,6164.7441}; azimut=-90; id=79; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item10 { position[]={10277.608,6.3534508,6158.522}; azimut=-90; id=80; side="EMPTY"; vehicle="cwr2_JeepMG"; skill=0.60000002; init="this setpos [(getpos this select 0), (getpos this select 1), .1];"; }; class Item11 { position[]={9930.3213,-25.696056,5993.2207}; special="NONE"; id=85; side="EMPTY"; vehicle="HeliHEmpty"; leader=1; skill=1; text="win"; }; }; class Markers { items=7; class Item0 { position[]={10012.193,5.5124054,5484.688}; name="start"; type="hd_start"; colorName="ColorGreen"; }; class Item1 { position[]={9501.4414,20.545088,5628.1387}; name="asdfasdf"; type="hd_arrow"; colorName="ColorRed"; angle=101.62626; }; class Item2 { position[]={9638.9648,20.545086,5626.5933}; name="asdfasdf_1"; type="hd_arrow"; colorName="ColorRed"; angle=101.62626; }; class Item3 { position[]={9767.3994,20.545086,5626.812}; name="asdfasdf_2"; type="hd_arrow"; colorName="ColorRed"; angle=101.62626; }; class Item4 { position[]={10011.481,20.580406,5625.4351}; name="obj1"; text="obj1"; type="Empty"; }; class Item5 { position[]={10220.339,6.4711418,6087.6841}; name="obj2"; text="obj2"; type="Empty"; }; class Item6 { position[]={9392.6377,20.842043,5627.8188}; name="convoy"; text="convoy"; type="mil_warning"; colorName="ColorRed"; }; }; class Sensors { items=9; class Item0 { position[]={10248.943,6.1695771,6032.3394}; activationBy="MEMBER"; interruptable=1; type="END4"; age="UNKNOWN"; idVehicle=42; expActiv="forceEnd"; class Effects { }; }; class Item1 { position[]={10251.954,6.1695771,6032.894}; activationBy="MEMBER"; interruptable=1; type="END4"; age="UNKNOWN"; idVehicle=15; expActiv="forceEnd"; class Effects { }; }; class Item2 { position[]={10250.911,6.1695771,6033.0225}; activationBy="MEMBER"; interruptable=1; type="END4"; age="UNKNOWN"; idVehicle=24; expActiv="forceEnd"; class Effects { }; }; class Item3 { position[]={10250.778,6.1695771,6033.3486}; activationBy="MEMBER"; interruptable=1; type="END4"; age="UNKNOWN"; idVehicle=33; expActiv="forceEnd"; class Effects { }; }; class Item4 { position[]={10049.107,0.13623863,5462.7402}; a=0; b=0; interruptable=1; type="END3"; age="UNKNOWN"; expCond="!alive p1 && !alive p2 && !alive p3 && !alive p4 && !alive p5 && !alive p6"; expActiv="forceEnd"; class Effects { }; }; class Item5 { position[]={9593.9746,-4.6796441,5666.3901}; a=0; b=0; interruptable=1; age="UNKNOWN"; expCond="!alive t1 && !alive t2 && !alive t3 && !alive t4 && !alive t5 && !alive t6 && !alive t7 && !alive t8 && !alive t9 && !alive t10 && !alive t11 && !alive t12 && !alive t13 && !alive t14 && !alive t15 && !alive t16 && !alive t17 && !alive t18 && !alive t19 && !alive t20 && !alive t21 && !alive t22 && !alive t23 && !alive t24 && !alive t25 && !alive t26 && !alive t27 && !alive t28 && !alive t29 && !alive t30 && !alive t31 && !alive t32 && !alive t33 && !alive t34 && !alive t35 && !alive t36 && !alive t37 && !alive t38 && !alive t39 && !alive t40"; expActiv="[""task1"", ""succeeded""] call FHQ_TT_setTaskState;"; class Effects { }; }; class Item6 { position[]={10234.573,6.1695771,6086.2998}; a=300; b=300; activationBy="WEST"; activationType="NOT PRESENT"; interruptable=1; age="UNKNOWN"; expActiv="[""task2"", ""succeeded""] call FHQ_TT_setTaskState; deleteVehicle win;"; class Effects { }; }; class Item7 { position[]={9774.7725,0.19475275,5985.6201}; a=0; b=0; interruptable=1; age="UNKNOWN"; expCond="!alive t1 && !alive t2 && !alive t3 && !alive t4 && !alive t5 && !alive t6 && !alive t7 && !alive t8 && !alive t9 && !alive t10 && !alive t11 && !alive t12 && !alive t13 && !alive t14 && !alive t15 && !alive t16 && !alive t17 && !alive t18 && !alive t19 && !alive t20 && !alive t21 && !alive t22 && !alive t23 && !alive t24 && !alive t25 && !alive t26 && !alive t27 && !alive t28 && !alive t29 && !alive t30 && !alive t31 && !alive t32 && !alive t33 && !alive t34 && !alive t35 && !alive t36 && !alive t37 && !alive t38 && !alive t39 && !alive t40 && !alive win"; class Effects { titleType="TEXT"; titleEffect="BLACK OUT"; title="CONVOY DESTROYED AND STATTON DOCK CLEARED!! MISSION ACCOMPLISHED!!"; }; }; class Item8 { position[]={9830.1436,0.22894847,5963.8862}; a=0; b=0; timeoutMin=10; timeoutMid=10; timeoutMax=10; interruptable=1; type="END2"; age="UNKNOWN"; expCond="!alive t1 && !alive t2 && !alive t3 && !alive t4 && !alive t5 && !alive t6 && !alive t7 && !alive t8 && !alive t9 && !alive t10 && !alive t11 && !alive t12 && !alive t13 && !alive t14 && !alive t15 && !alive t16 && !alive t17 && !alive t18 && !alive t19 && !alive t20 && !alive t21 && !alive t22 && !alive t23 && !alive t24 && !alive t25 && !alive t26 && !alive t27 && !alive t28 && !alive t29 && !alive t30 && !alive t31 && !alive t32 && !alive t33 && !alive t34 && !alive t35 && !alive t36 && !alive t37 && !alive t38 && !alive t39 && !alive t40 && !alive win"; expActiv="forceEnd;"; class Effects { }; }; }; }; class Intro { addOns[]= { "trinity" }; addOnsAuto[]= { "trinity" }; randomSeed=986156; class Intel { startWeather=0; forecastWeather=0; year=2011; month=6; day=26; hour=12; minute=0; }; }; class OutroWin { addOns[]= { "trinity" }; addOnsAuto[]= { "trinity" }; randomSeed=3077063; class Intel { startWeather=0; forecastWeather=0; year=2011; month=6; day=26; hour=12; minute=0; }; }; class OutroLoose { addOns[]= { "trinity" }; addOnsAuto[]= { "trinity" }; randomSeed=10446430; class Intel { startWeather=0; forecastWeather=0; year=2011; month=6; day=26; hour=12; minute=0; }; }; ExifMM* (12҇i  ' 'Adobe Photoshop CS5.1 Windows2013:08:24 00:33:070221nv(~?HH Adobe_CMAdobed            P" ?   3!1AQa"q2B#$Rb34rC%Scs5&DTdE£t6UeuF'Vfv7GWgw5!1AQaq"2B#R3$brCScs4%&5DTdEU6teuFVfv'7GWgw ?I%)$IJI$RYe粠 kI inr_D~ϩ[5ٍ]~V5H㧷c{h<2Zk;ֿ"~?oJqCm0]R21:lwDZޫG76Rg2ϳk,wO>Gި]mcEkVm-ټ1Um^ʭ=EJ߭}Nϴ6ޥCK^^gRWHۯU[ߏS!V1Φ@~5u9⣟zvN9^CZ*Y_:۞ݫA^znC]Mn meM cfmm22#'_(:fE]uScz%X< >=̰]Z9D RkP>@^F^v31sN,cnPk÷*챙g-k*=4ُxFn~S*U詫kmܪ꥔YRLKu/R;=Jj67r*pI$I%)$IOI%)lXw_uaƼzc{F;wY,ke>i/ѥc/WzS Y–Ъ".hL!%&7 2 >?ʵ% .zy6b[Y~s>X?Xz[d[udUkhqn>4~MvY,~#s yfw;FC.Og}1qc?eό$:_IbhnYU 5O쬚hn{kv19t"q&B`]oSXVfc9kKlpqsMzlsY[}F{zل9s!$`r:._E.f1k.{^:̊n?gg~>~6g=7:^9khƫuc36EJ<28}^G`辬/uX%ޕOt|bWHmo߻WOVNemW3&_YYm׫E+&9_ oy0SE׼WK $h\El9kCUun7կOvW߬1=N5_8ǽqm[n>3&gjYM_i3M83`!kngLpԥ>+,W8@#Kr]mX%SeMڝ]ͯ[Z~u p]OnL}ԇ9O=TÚd`2G]w[.BK%)Ǒj}/>w2G,iv׎aB',8È+]q$SI%)tR;qA~oعYcώX(LQLdbl>ǟ#gQ+ޝai_UANV[v}E긵]WzowS{f<d{3~('"?~XG%1f,=WEgOUۜ;>&%>oon=fKZ]Ҵ2Gڿ닟^dR/ `IJMmӵc'U؅϶ Gݕnܐܑ9A$y4a_|(o/#UNʭn[쪊vOgGe='>z9eL85{vm3go;8=[]1._SGaO-=wf1|;ò].mk~sT<%Y 0e.g1z&/^.=8ԞWi,YPclptӽ}[6&NѰ ck\oSǣ:_ MM{^6]k]s[ks~Ew/3O^Ioܖ+ݯw8#~ 2u{U*އ].Y^tPk~c~Ou_kr({-{t t^hpɪo? _QR8bqdTkQÝ6ޞޡ^m=+-Uu5c5ભr9^>zM՟Ut47cUϪZN̨hl{6e-=:ZP%q:e+ɘd<زL,C6<8aq"GWꆼ,ܼ| =Gz7wU~&]v&>Swyf=.ۮ[kKoֳޡ骾*8җ^K{zmeO5UWZY}Iﻨtl!qzLmnڟ&)da<ËYeIkI)ȱ:{v8r=_Wz>=9eڴ퟼G!)jeѲ!zuC\{Gwzv]</mcOUnu| sk(6;m~sC:LO\-Gx]Ujs)c=IuRIux lƺ,i؉Ԭ{?@ڰjh붪O*=SݞYZɒO^8 08 'Qn}Qf2 cewjخcw8D!=Jه[{X?պ܌K~ 8;wX\R繮s>?-._oKoxc1kh=ܗVl,oQ82Hs[?_ZIǵsµS-a9}q.}Z[%HtGBHp-fZ[-OҾۿUԸ,ەfZA3f7K?WF,eYS76s='f1a6s'͍s\ h^DgF4&EOv?zMYYSI~n]oOx-5g\KdI sKENsNBm~p骚/ eYXm8=uޭS&)͂Mc1M'%!wկ e;dPKmwihk^'׺ws0m=k#sm{o{5+mw{=A;vھc֍vXkuUsqo27q%9I+kKLYgߵ̩fۿ_?TRRI$I%)$IOPhotoshop 3.08BIMZ%GZ%GZ%Gw8BIM% FV4x$8BIM: printOutputClrSenumClrSRGBCInteenumInteClrmMpBlboolprintSixteenBitbool printerNameTEXT8BIM;printOutputOptionsCptnboolClbrboolRgsMboolCrnCboolCntCboolLblsboolNgtvboolEmlDboolIntrboolBckgObjcRGBCRd doub@oGrn doub@oBl doub@oBrdTUntF#RltBld UntF#RltRsltUntF#Rlt@ɷ vectorDataboolPgPsenumPgPsPgPCLeftUntF#RltTop UntF#RltScl UntF#Prc@Y8BIMHH8BIM&?8BIM 8BIM 8BIM8BIM 8BIM' 8BIMH/fflff/ff2Z5-8BIMp8BIM@@8BIM8BIMSphantom-highresnullboundsObjcRct1Top longLeftlongBtomlongRghtlongslicesVlLsObjcslicesliceIDlonggroupIDlongoriginenum ESliceOrigin autoGeneratedTypeenum ESliceTypeImg boundsObjcRct1Top longLeftlongBtomlongRghtlongurlTEXTnullTEXTMsgeTEXTaltTagTEXTcellTextIsHTMLboolcellTextTEXT horzAlignenumESliceHorzAligndefault vertAlignenumESliceVertAligndefault bgColorTypeenumESliceBGColorTypeNone topOutsetlong leftOutsetlong bottomOutsetlong rightOutsetlong8BIM( ?8BIM8BIM8BIM [P? 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