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Ranks

You are awarded ranks based on your score

0 points = PRIVATE

10 points = CORPORAL

30 points = SERGEANT

60 points = LIEUTENANT

100 points = CAPTAIN

150 points = MAJOR

200 points = COLONEL


Each rank unlocks new vehicles for you to drive, new weapons to use and allows you to recruit more men and new types of units into your squad.

Hints


if you go to the Transfer building you can join another players squad.

As commander you have meny Radio commands.

If you go to the Recruitment point you can recruit AI units into your squad.

If you go to the Mission control building you can take a side mission for points.

If you disconnect and reconnect your score and rank will be retained.

If your a leader you can set the squad waypoint by holding shift and left clicking the map.

If your a leader you can remove squad waypoint by holding alt and left clicking the map.

If your a driver you can earn points for carrying soldiers into battle from the base.

If your in command of a vehicle, stop at the airbase, A farp or A dock to be fully serviced.

Some vehicles use a weapon camera. To go back to normal view press any key.

If you are a medic you can set up a MASH (Mobile Army Surgical Hospital) when players heal (enemy inflicted wounds) you get points. As medic your priority must be healing.

If you are an engineer you can set up a FARP (Forward Arming and Refueling Point) when you are near a repair vehicle. If you fully repair a marked vehicle at your farp you will earn points, As engineer your priority must be repair.

You can set your terrain detail (grass), View distance and Air view distance (How far you see in a plane or chopper) in Transfer or Mission HQ offices. High settings may make your system unstable.

Each town contains a radio tower, If you destroy it you will receive 10 points , It also stops any further reinforcements being sent to the town under siege. careful, there may be some on the way.

When each town falls, remaining troops drop their guns and can be captured and returned to base for 5 points. Never shoot unarmed soldiers as they may be someones prisoner.

In each town is an officer dressed in olive drab, If you capture him and return him to base it is worth 20 points, To capture him you must first identify him (default right click) then choose the option capture. Never shoot the officer , he is always unarmed.



Credits



Main Objectives


Primary : Clear Pariso

Secondary : Destroy Radio Tower


Primary : Clear Somato

Secondary : Destroy Radio Tower


Primary : Clear Cayo

Secondary : Destroy Radio Tower


Primary : Clear Dolores

Secondary : Destroy Radio Tower


Primary : Clear Ortego

Secondary : Destroy Radio Tower


Primary : Clear Corazol

Secondary : Destroy Radio Tower


Primary : Clear Obregan

Secondary : Destroy Radio Tower


Primary : Clear Bagango

Secondary : Destroy Radio Tower


Primary : Clear Eponia

Secondary : Destroy Radio Tower


Primary : Clear Masbate

Secondary : Destroy Radio Tower


Primary : Clear Pita

Secondary : Destroy Radio Tower


Primary : Complete 10 Missions


CREDITS





~ Author ~


KilJoy



~ Addons ~


Team Status Dialog ~ By Dr Eyeball


Quickmap ~ By mi2slow and Vienna


Spectating Script ~ By Kegetys


German translation ~ By Panther


Beta testing ~ By Suicide Squad


UNLOCKS

: PRIVATE
Vehicles : HUMMWV, Truck5t
Weapons : MP5A5, M16A2, M16A4, M136

: CORPORAL
Vehicles : HMMWV50, Truck5tMG
Weapons : M16A2 GL, M16A4 ACG, M4, M240

: SERGEANT
Vehicles : HMMWVTOW, MH6, HMMWVMK
Weapons : M9, M16A4 ACG GL, M4AIM, M4A1, M24

: LIEUTENANT
Vehicles : M113, UH60MG, Stryker ICV M2
Weapons : MP5 SD, M9 SD, M4 GL, M4A1 GL, M249

: CAPTAIN
Vehicles : Vulcan , UH60 (FFAR), Stryker ICV MK19, Stryker TOW
Weapons : M4A1 SD, M4SPR

: MAJOR
Vehicles : AH6, AV8B2, M1Abrams
Weapons : G36K, G36C, G36A

: COLONEL
Vehicles : AV8B, AH1Z, A-10
Weapons : JAVELIN, M107


RADIO COMMANDS



0-0-2 Missions Status

To complete the operation one objective is to complete 10 side missions. This radio command shows you how meny are completed.

0-0-3 Abandon Mission

(only when on mission) If for some reason you want to abandon your current mission you can use this radio command to do that but it will cost you 2 points.

0-0-4 My Squad

This page displays information about the current members of your squad. And allows you to set a new team leader or drop a player from the squad.

0-0-5 Recruit Soldier

This command Allows you to recruit a soldier where ever you are on the map, If you are not at the base they will be parachuted to you.

0-0-6 Select Mission

This command opens up the missions menu , It allows you to select a mission that will pay you points.

0-0-7 Fix head bug

Use this command if you find you are unable to turn your body with your head..




Mission completed


Sahrani has been liberated. Great Job.




Mission failed


After five hundred US casualties public opinion demanded the US fully withdraw from Sahrani.




You lost


You are holepessly lost.




Nadpis


PopisTextEnd4




Nadpis


PopisTextEnd5




Nadpis


PopisTextEnd6


onLoadMission=E V O L U T I O N; class Header { gameType = COOP; //DM, Team, Coop, CTI minPlayers = 1; //min # of players the mission supports maxPlayers = 30; //Max # of players the mission supports playerCountMultipleOf = 1; //Unknown }; #include "Dialogs\Common\DialogColorConstants.hpp" #include "Dialogs\DialogColorScheme.hpp" #include "Dialogs\Common\DialogControlClasses.hpp" #include "Dialogs\RecruitSoldierDialog.hpp" //#include "hpp\quickmap.hpp" #include "TeamStatusDialog\TeamStatusDialog.hpp" #include "missions\MissionSelectionDialog\MissionSelectionDialog.hpp" #include "spect\spectating.hpp" class CfgRadio { sounds[] = {}; class MAIN_par { name = "MAIN_par"; sound[] = {"null.ogg", db-40, 1.0}; title = "PARISO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_som { name = "MAIN_som"; sound[] = {"null.ogg", db-40, 1.0}; title = "SOMATO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_cay { name = "MAIN_cay"; sound[] = {"null.ogg", db-40, 1.0}; title = "CAYO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_dol { name = "MAIN_dol"; sound[] = {"null.ogg", db-40, 1.0}; title = "DOLORES IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_ort { name = "MAIN_ort"; sound[] = {"null.ogg", db-40, 1.0}; title = "ORTEGO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_cor { name = "MAIN_cor"; sound[] = {"null.ogg", db-40, 1.0}; title = "CORAZOL IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_obr { name = "MAIN_obr"; sound[] = {"null.ogg", db-40, 1.0}; title = "OBREGAN IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_bag { name = "MAIN_bag"; sound[] = {"null.ogg", db-40, 1.0}; title = "BAGANGO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_epo { name = "MAIN_epo"; sound[] = {"null.ogg", db-40, 1.0}; title = "EPONIA IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_mas { name = "MAIN_mas"; sound[] = {"null.ogg", db-40, 1.0}; title = "MASBETE IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class MAIN_pit { name = "MAIN_pit"; sound[] = {"null.ogg", db-40, 1.0}; title = "PITA IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class SUB_par { name = "SUB_par"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT PARISO, GOOD WORK"; }; class SUB_som { name = "SUB_som"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT SOMATO, GOOD WORK"; }; class SUB_cay { name = "SUB_cay"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CAYO, GOOD WORK"; }; class SUB_dol { name = "SUB_dol"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT DOLORES, GOOD WORK"; }; class SUB_obr { name = "SUB_obr"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CAYO, GOOD WORK"; }; class SUB_ort { name = "SUB_ort"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT ORTEGO, GOOD WORK"; }; class SUB_cor { name = "SUB_cor"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CORAZOL, GOOD WORK"; }; class SUB_bag { name = "SUB_bag"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT BAGANGO, GOOD WORK"; }; class SUB_epo { name = "SUB_epo"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT EPONIA, GOOD WORK"; }; class SUB_mas { name = "SUB_mas"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT MASBETE, GOOD WORK"; }; class SUB_pit { name = "SUB_pit"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT PITA, GOOD WORK"; }; class SUB_parb { name = "SUB_parb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT PARISO, GOOD WORK"; }; class SUB_somb { name = "SUB_somb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT SOMATO, GOOD WORK"; }; class SUB_cayb { name = "SUB_cayb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CAYO, GOOD WORK"; }; class SUB_dolb { name = "SUB_dolb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT DOLORES, GOOD WORK"; }; class SUB_obrb { name = "SUB_obrb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CAYO, GOOD WORK"; }; class SUB_ortb { name = "SUB_ortb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT ORTEGO, GOOD WORK"; }; class SUB_corb { name = "SUB_corb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CORAZOL, GOOD WORK"; }; class SUB_bagb { name = "SUB_bagb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT BAGANGO, GOOD WORK"; }; class SUB_epob { name = "SUB_epob"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT EPONIA, GOOD WORK"; }; class SUB_masb { name = "SUB_masb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT MASBETE, GOOD WORK"; }; class SUB_pitb { name = "SUB_pitb"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT PITA, GOOD WORK"; }; class UNIV_r07 { name = "UNIV_r07"; sound[] = {"UNIV_r07.ogg", db-40, 1.0}; title = "$STR_UNIV_r07"; }; class UNIV_rcoy { name = "UNIV_rcoy"; sound[] = {"null.ogg", db-40, 1.0}; title = "GOOD LUCK WITH THE MISSION"; }; class UNIV_mcom { name = "UNIV_mcom"; sound[] = {"goodjob.ogg", db-50, 1.0}; title = "MISSION COMPLETE, GOOD JOB!!"; }; class UNIV_asec { name = "UNIV_asec"; sound[] = {"null.ogg", db-40, 1.0}; title = "AREA SECURE, GOOD WORK"; }; class UNIV_meet { name = "UNIV_meet"; sound[] = {"null.ogg", db-40, 1.0}; title = "INFORMANT QUESTIONED, NOW ATTACK THE CAMP"; }; }; class CfgSounds { sounds[] = {none,Paycall,Recall,Firstcall,testv}; class none { name = "none"; sound[] = {"none.ogg", db-5, 1.0}; titles[] = {}; }; class Incoming { name = "Incoming"; sound[] = {"Incoming.ogg", db-5, 1.0}; titles[] = {}; }; class Hit1 { name = "Hit1"; sound[] = {"Hit1.ogg", db-5, 1.0}; titles[] = {}; }; class Hit2 { name = "Hit2"; sound[] = {"Hit2.ogg", db-5, 1.0}; titles[] = {}; }; class Hit3 { name = "Hit3"; sound[] = {"Hit3.ogg", db-5, 1.0}; titles[] = {}; }; class Paycall { name = "Paycall"; sound[] = {"Paycall.ogg", db-1, 1.0}; titles[] = {}; }; class Recall { name = "Recall"; sound[] = {"Recall.ogg", db-1, 1.0}; titles[] = {}; }; class Firstcall { name = "Firstcall"; sound[] = {"Firstcall.ogg", db-40, 1.0}; titles[] = {}; }; class testv { name = "testv"; sound[] = {"\ca\sounds\missions\brian\UNIV_v63.ogg", db-05, 1.0}; titles[] = {0, "Theheh"}; }; }; class CfgEnvSounds { sounds[] = {War,Disco}; class none { name = "none"; sound[] = {"", db-10, 1.0}; titles[] = {}; }; class War { name = "War"; sound[] = {"aawar.ogg", db-10, 1.0}; titles[] = {}; }; class Disco { name = "Discos"; sound[] = {"Disco.ogg", db-7, 1.0}; titles[] = {}; }; }; class CfgSfx { sounds[] = {none}; class War { name = "none"; sound[] = {"none.ogg", db-10, 1.0}; titles[] = {}; }; }; class CfgIdentities { class thedood { name = "thedood"; face = "Face20"; glasses = "None"; speaker = "Dan"; pitch = 1.1; }; }; /* class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = Zeppelin32; sizeEx = 0; }; */ class Border { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.20}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class Border2 { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.50}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class Border3 { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.00}; colorText[] = {1.00, 1.00, 1.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class RscTitles { titles[] = { "Pvt","Corp","Sgt","Ltn","Cpt","Mjr","Col,Offensive,Defend,Sabotage" }; class Pvt { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Pvt"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "PRIVATE"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\pvt.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Corp { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Corp"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "CORPORAL"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\corp.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Sgt { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Sgt"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "SERGEANT"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\sgt.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Ltn { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Ltn"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "LIEUTENANT"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\ltn.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Cpt { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Cpt"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "CAPTAIN"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\cpt.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Mjr { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Mjr"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "MAJOR"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\mjr.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Col { idd=-1; // ID ... always -1 movingEnable = true; duration=10; // time of the effect (in seconds) fadein=2; name = "Col"; // name in editor controls[]= { Bordera,Borderb,Borderc,Picture }; class Bordera : Border { x = 0.80; y = 0.04; w = 0.6; h = 0.10; text = ""; }; class Borderb : Border2 { x = 0.79; y = 0.03; w = 0.6; h = 0.12; text = ""; }; class Borderc : Border3 { x = 0.88; y = 0.03; w = 0.4; h = 0.12; text = "COLONEL"; }; class Picture : RscPicture // For pictures { x = 0.80; y = 0.04; w = 0.08; h = 0.10; text = "img\col.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Evo { idd=-1; // ID ... always -1 movingEnable = true; duration=2; // time of the effect (in seconds) fadein=1; name = "Evo"; // name in editor controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.30; y = 0.50; w = 0.40; h = 0.05; text = "img\evo.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Offensive { idd=-1; // ID ... always -1 movingEnable = true; duration=6; // time of the effect (in seconds) fadein=0; name = "Offensive"; // name in editor controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.922; y = 0.40; w = 0.06; h = 0.08; text = "img\offensive.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Defend { idd=-1; // ID ... always -1 movingEnable = true; duration=6; // time of the effect (in seconds) fadein=0; name = "defend"; // name in editor controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.922; y = 0.40; w = 0.06; h = 0.08; text = "img\defend.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; class Sabotage { idd=-1; // ID ... always -1 movingEnable = true; duration=6; // time of the effect (in seconds) fadein=0; name = "Sabotage"; // name in editor controls[]= { Picture }; class Picture : RscPicture // For pictures { x = 0.922; y = 0.40; w = 0.06; h = 0.08; text = "img\sabotage.paa"; // Your picture in the mission directory sizeEx = 0.04; style=48; }; }; }; /* class RscText { type = 0; idc = -1; style = 0; h = 0.04; colorBackground[] = {0, 0, 0, 0}; colorText[] = {TextColor, 0.75}; font = "TahomaB"; sizeEx = 0.020; }; */ class RscMisCam { idd = 50001; movingEnable = true; controlsBackground[]= { Background1 }; class Background1 : RscPicture { idc = 1047001; style = 128; x = 0.02; y = 0.02; w = 1.00; h = 1.00; text = ""; colorBackground[] = {0, 0, 0, 0.0}; }; }; titleParam1="TimeScale | Respawn | Lives"; valuesParam1[]={0,1,2,3,4}; defvalueParam1=2; textsParam1[]={"24 Hour Day","4 Hour Day","24 Hour Day - MH6-R","4 Hour Day - MH6-R","24 Hour Day - MH6-R - 500 Lives"}; titleParam2="Time Of Day"; valuesParam2[]={5,8,11,14,17,20,23,2}; defvalueParam2=8; textsParam2[]={"06:00","09:00","12:00","15:00","18:00","21:00","24:00","03:00"}; ////////////////////////////// estimatedTimeLeft = 600; respawn="3"; respawndelay=10; debriefing = 1; disabledAI=1; showGPS=1; //briefing=1;setterraingrid 50; setViewDistance 900; //Statics //if(debug) exitWith {}; rank1 = 0; rank2 = 0; rank3 = 0; rank4 = 0; rank5 = 0; rank6 = 0; onmission=false; sobj1=false; sobj2=false; //Dynamics inpar=false; insom=false; incay=false; inort=false; incor=false; inbag=false; inobr=false; inepo=false; inmas=false; inpit=false; indol=false; rndmis=0; debug=false; mismin=true; opar=false; osom=false; ocay=false; oort=false; ocor=false; obag=false; oobr=false; oepo=false; omas=false; opit=false; odol=false; spawn2=false; vdist=900; avdist=1200; gdel=0; gdate = [2007,7,4,Param2,59]; scores = []; Playerlist = []; spawned=0; lives=500; allvar_packed = ""; wcam=0; wcame=0; end=false; sop=objNull; sot=objNull; sor=0; fattack=false; mpoint=objNull; epoint=objNull; mbase=objNull; mtime=0; cbase=abase1; dunit="none"; runit=objNull; rtype="SoldierWB"; tunit=objNull; junit = objNull; lunit = objNull; lpoint = 0; jgroup=grpNull; mgroupa=grpNull; mgroupb=grpNull; mgroupc=grpNull; mgroupd=grpNull; lastalert="mobj1"; placetag = ""; pmis=0; punit=objNull; prew=0; pscore = -1; aunit=objNull; arank="NULL"; rscripts=0; vscripts=0; pallammo = ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenadeTimed","HandGrenadeTimed"]; pweapons = ["M16A2","binocular","NVGoggles"]; "0" objstatus "Active"; "1" objstatus "Active"; "2" objstatus "Active"; "3" objstatus "Active"; "4" objstatus "Active"; "5" objstatus "Active"; "6" objstatus "Active"; "7" objstatus "Active"; "8" objstatus "Active"; "9" objstatus "Active"; "10" objstatus "Active"; "11" objstatus "Active"; "12" objstatus "Active"; setDate gdate; if (local Server) then { EVO_aamarker = "scripts\vecrespawna.sqf"; parso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = parso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; somso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = somso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; cayso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = cayso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; dolso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = dolso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; ortso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = ortso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; corso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = corso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; obrso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = obrso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; bagso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = bagso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; eposo1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = eposo1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; masso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = masso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; pitso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = pitso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; onplayerconnected "[_name] exec ""scripts\update.sqf"";if(dunit == _name) then {dunit = ""none""}"; onPlayerDisconnected " dunit = _name; _mark = format[""%1mash"",dunit]; deleteMarker _mark; _mark = format[""%1farp"",dunit]; deleteMarker _mark; "; }; if ((local server) and not (local player)) exitWith {}; _cevents = [] execVM "scripts\EventsC.sqf"; _nul=[] execVM "Dialogs\Common\CommonDialogFunctions.sqf"; if !(debug) then {KEGsShownSides = [west]}; [] execVM "spect\specta_init.sqf"; //Client waitUntil {allvar_packed != ""}; _temp = compile allvar_packed; _vars = call _temp; end = _vars select 0; opar = _vars select 1; osom = _vars select 2; ocay = _vars select 3; oort = _vars select 4; ocor = _vars select 5; obag = _vars select 6; oobr = _vars select 7; oepo = _vars select 8; omas = _vars select 9; opit = _vars select 10; odol = _vars select 11; rndmis = _vars select 12; lives = _vars select 13; if !(debug) then {titleCut ["","black faded", 0]}; raPmission.binversion MissionaddOns CAAirsaracacharactersCATrackedcawheeled camisc cabuildings CAAir3_Su34 CAWater cadataCAA10addOnsAuto   randomSeedvIntel briefingName(Coop30) Evolution V3.0briefingDescriptionReceiving data may take up to 10 minutesstartWeatherforecastWeatheryearmonthdayhourminuteGroupsSitemsRItem0 side!EAST"Vehicles #position:BWFF BO3F$placementC%azimutC&special'FLY(id !)vehicle*ZSU+leader,skill?-text.shilka1/init0aamark = [this,"ZSU",600,oobr] execVM "scripts\vecrespawna.sqf"1Item1 !" #MgF`'CCF$HC&2NONE(+ !)*+3rank4LIEUTENANT,?-5testaa/6aamark = [this,"ZSU",600,osom] execVM "scripts\vecrespawna.sqf"7description8this setdir (random 359)9Item2 !" #סFu+B7mE$HC&2(. !)*+34,?/:aamark = [this,"ZSU",600,ocay] execVM "scripts\vecrespawna.sqf";Item3 !" #3CFF&glB}[E$HC&2(1 !)*+34,?/presenceRF?#%KFƟA< F$HC&2(6 !)*+34,?/:?Item5 !" #_F*%Bs|FF$HC&2(7 !)*+34,?/@aamark = [this,"ZSU",600,obag] execVM "scripts\vecrespawna.sqf"AItem6 !" #$LcF͖:Ba%F$HC&2(< !)*+34,?/0BItem7 !" #-EFy3ChF$HC&2(? !)*+34,?/Caamark = [this,"ZSU",600,oepo] execVM "scripts\vecrespawna.sqf"DItem8 !" #cF^BXF$HC&2(@ !)*+34,?/Eaamark = [this,"ZSU",600,omas] execVM "scripts\vecrespawna.sqf"FItem9 !" >RF?#0FyAq[]F$HC&2(A !)*+34,?/EGItem10 !" #FhdMBpUF$HC&2(B !)*+34,?/EHItem11 !" #F A?'\F$HC&2(C !)*+34,?/Iaamark = [this,"ZSU",600,opit] execVM "scripts\vecrespawna.sqf"JItem12 !" #_F?À[F$HC&2(D !)*+34,?/IKItem13 !" #UFpIBTF$HC&2(E !)*+34,?/ILItem14 !" #AT4F?AjE$B&2(H !)*+34,?/Maamark = [this,"ZSU",600,odol] execVM "scripts\vecrespawna.sqf"NItem15 OLOGIC"#mF+VC*!F(K O)PLogic+,?-QserverRItem16 O"#RDC=>F&2(\ O)P+,?-Ska1TItem17 !"   #FAdXF$C%i( !)USquadLeaderE+3VSERGEANT,>-Wallbad1#dF'PA\AXF%O̥@( !)XSoldierEAT3YCORPORAL,>9#`F A@XF%O̥@( !)ZSoldierEB,L>;#\FuA?XF%O̥@( !)[SoldierEMG3Y,>=#XFA3?XF%O̥@( !)\SoldierEG,L>?#RFAAv>XF%O̥@( !)X3Y,>A#R"F7A=XF%O̥@( !)]SoldierESniper,L>B# FAIXF%i( !)^SoldierEMedic3V,>D#F}A[XF( !)_SoldierEAA,?`Item18 O"#pF ?~F( O)P+,?-aka2bItem19 O"#oDl=>$}E( O)P+,?-cka4dItem20 O"#$F>0E( O)P+,?-eka3fItem21 !"#\F?AFYF(! !)gSoldierEPilot+,?hItem22 iWEST"#vF CF%U(< i)jSoldierWB+,?/kthis setBehaviour "SAFE";this disableAI "TARGET";this disableAI "AUTOTARGET"lWaypoints#JpF C;FmspeednLIMITEDocombatpCARELESSqexpActivrthis playmove "AmovPercMstpSlowWrflDnon_seeWatch"sEffectstshowWPuNEVER1#F C>Fopstu9#rF C?Fopstu;#8rF CFopstu=#F CLFopstu?#mF C 2FvtypewCYCLEopstuxItem23 i" #xF CSF%gn(= i)j+,?-yrspec/zthis setBehaviour "CARELESS";this disableAI "TARGET";this disableAI "AUTOTARGET"{Item24 !" #0&F{ CF$HC(> !)|OfficerE+3}COLONEL,L>-~parso2/pobj = [this] execVM "scripts\objoff.sqf";Item25 !" #8FM$C>3F$B(? !)|+3},L>-somso2/Item26 !" # F7BE$B(@ !)|+3},L>-cayso2/Item27 !" #G0FA8uE$B(A !)|+3},L>-dolso2/Item28 !" #+AF=ArE$HC(B !)|+3},L>-ortso2/Item29 !" #qQFA F$HC(C !)|+3},L>-corso2/Item30 !" #KbFO-BrS(F$HC(D !)|+3},L>-obrso2/Item31 !" #Q^F BgnCF$HC(E !)|+3},L>-bagso2/Item32 !" #FDF4C% kF$B(F !)|+3},L>-eposo2/Item33 !" #FGWAeX^F$B(G !)|+3},L>-masso2/Item34 !" #FA= YF$B(H !)|+3},L>-pitso2/Item35 !" #x F!CF$HC&2(, !)*+34,?/6Item36 !" # F*CE$HC&2(- !)*+34,?/6Item37 !" #?F?BE$HC&2(/ !)*+34,?/:Item38 !" #sFWB˰E$HC&2(0 !)*+34,?/:Item39 !" #S1F$AYE$B&2(G !)*+34,?/:Item40 !" #8F)nADE$B%C&2(F !)*+34,?/MItem41 !" #<:=FKBXE$HC&2(2 !)*+34,?/<Item42 !" #ObAFAuE$HC&2(3 !)*+lockUNLOCKED34,?/<Item43 !" # nRFNLAF$HC&2(5 !)*+34,?/:Item44 !" #C\UF ןAr F$HC&2(4 !)*+34,?/:Item45 !" #bF-Bq*F$HC&2(: !)*+34,?/0Item46 !" #P_FŔB u(F$HC&2(; !)*+34,?/0Item47 !" #bFfB-?@F$HC&2(9 !)*+34,?/@Item48 !" #!\FR(B@F$HC&2(8 !)*+34,?/@Item49 !" #UCF#C9nF$HC&2(= !)*+34,?/CItem50 !" #rc@F_3CkF$HC&2(> !)*+34,?/CItem51 i"#AF CF&2(] i)jplayerPLAYER COMMANDER+,?Item52 i"#aF CF&2(^ i)jPLAY CDG+,?Item53 i"#~F CĒF&2(_ i)j+,?Item54 i"#nF CĒF&2(` i)j+,?Item55 i"#F CƒF&2(a i)j+,?Item56 i"#F CF&2(b i)j+,?Item57 i"#[@F CqF&2(c i)j+,?Item58 i"#bF CLrF&2(d i)j+,?Item59 i"#MF CtF&2(e i)SoldierWSniper+,?Item60 i"# F CtF&2(f i)+,?Item61 i"#fF CtF&2(g i)+,?Item62 i"#CF C(tF&2(h i)+,?Item63 i"#9BF COF&2(i i)+,?Item64 i"#dF COF&2(j i)SoldierWMedic+,?Item65 i"#+F CRF&2(k i)+,?Item66 i"#F C0RF&2(l i)+,?Item67 i" #QF CbRF%=c&2(m i)SoldierWMiner+,?-eng1Item68 i" #F CRF%X&2(n i)+,?-eng2Item69 i" #F CQF%+&2(o i)+,?-eng3Item70 i" #dF C-F&2(p i)SoldierWSaboteurAssault+,?-eng4Item71 i"#F C0F&2(q i)+,?Item72 i"#KF C80F&2(r i)+,?Item73 i"#F C0F&2(s i)+,?Item74 i"#F C/F&2(t i)+,?Item75 i"#?F CAF&2(u i)+,?Item76 i"#UbF CF&2(v i)+,?Item77 i"#F C=F&2(w i)SoldierWSaboteurMarksman+,?Item78 i"#F CF&2(x i)+,?Item79 i"#F C;F&2(y i)+,?Item80 i"#F C}F&2(z i)+,?Item81 CIV"#1ERA4E%/(~ )UralCivil+,?-headcar"1#`F CF( EMPTY)HeliH,?1#F C$F( ),?9#RF3 CEJF( )Heli_H_civil,?;#F3 CHF( ),?=#a F3 C;FF( ),??#F C{AF( ),?A#mLF Cl=F( ),?B#EF C;F( ),?D#UF3 CKF( ),?F#F3 CF(  ),?G#F CF(  )AH1W,?-ah1a/handle = [this,"AH1W","AH-1Z",position this] execVM "scripts\vecrespawn.sqf"H#%F CF(  ),?-ah1b/J#F3 CF(  )UH60MG,?-uh60b/handle = [this,"UH60MG","UH-60 MG",position this] execVM "scripts\vecrespawn.sqf"K#2F CF%D4C(  )AV8B2,?-ava/handle = [this,"AV8B2",3600] execVM "scripts\vecrespawnm.sqf"L#!F CF%D4C( )AV8B,?-avc/handle = [this,"AV8B",3600] execVM "scripts\vecrespawnm.sqf"N#F CɳF&2( )FlagCarrierWest+,?R#F CF&'( )Land_army_hut3_long_int+,?-recT#F C6F&'( )Barrels+,?`#?F CF&'( )+,?-barb#dF C 3F&'( )+,?d#{F CvF&'( )+,?f#hF C6F&'( )+,?h#;F3 C[AF&'( )+,?x#\hF3 CF&'( )+,?{#qF3 C1F&'( )+,?#6F3 C`FF&'( )+,?#"F3 CAF&'( )+,? #F C@F&2( )AH6+,?-ah6a/handle = [this,"AH6","AH-6",position this] execVM "scripts\vecrespawn.sqf" #LF C<F&2( )+,?-ah6b/#VF3 C*F( )UH60,?-uh60a/handle = [this,"UH60","UH-60",position this] execVM "scripts\vecrespawn.sqf" #F3 CIF&2( )MH6+,?-mh6a #F3 CFF&2(  )+,?-mh6b # F3 CDF&2(! )+,?-mh6c #F CWF%B&2(" )Truck5tRepair+,?/handle = [this,"Truck5tRepair","Repair Truck",position this] execVM "scripts\vecrespawn.sqf" #F CF%UB&2(# )+,?/ #KF C-F%5~&2($ )+,?/ # FF C0F%>&2(% )Truck5tReammo+,?/handle = [this,"Truck5tReammo",600] execVM "scripts\vecrespawnm.sqf" #%F C0F%ӣ&2(& )Truck5tRefuel+,?/handle = [this,"Truck5tRefuel",600] execVM "scripts\vecrespawnm.sqf" # gF C0F%5B&2(' )+,?/handle = [this,"Truck5tRepair",600] execVM "scripts\vecrespawnm.sqf" #iAFCC؈RF%C&2(( )+,?/ #AFeBC2|RF%C&2() )+,?/ #)NAF,DCRF%C&2(* )+,?/#;F CHF%D4C(I ),?-avb/#ԉF C9F%D4C(J ),?-avd/#zFc CܓF(L )M113,?-m113a/handle = [this,"M113","M113",position this] execVM "scripts\vecrespawn.sqf"#L,Fc C}F(M )Vulcan,?-vulca/handle = [this,"Vulcan","VULCAN",position this] execVM "scripts\vecrespawn.sqf"#Fc CF(N )M1Abrams,?-m1a1a/handle = [this,"M1Abrams","M1A1",position this] execVM "scripts\vecrespawn.sqf"#\Fc CF(O )Stryker_TOW,?-satgm/handle = [this,"Stryker_TOW","Stryker ATGM",position this] execVM "scripts\vecrespawn.sqf"#!Fc C*F(P )Stryker_ICV_M2,?-strika/handle = [this,"Stryker_ICV_M2","Stryker M2",position this] execVM "scripts\vecrespawn.sqf"#=Fc CF(Q )Stryker_ICV_MK19,?-strymk/handle = [this,"Stryker_ICV_MK19","Stryker MK19",position this] execVM "scripts\vecrespawn.sqf"#3F CAF(R )HMMWVMK,?-hummk/handle = [this,"HMMWVMK","HMMWV Mk19",position this] execVM "scripts\vecrespawn.sqf"#RF CL>F(S )HMMWVTOW,?-humt/handle = [this,"HMMWVTOW","HMMWV TOW",position this] execVM "scripts\vecrespawn.sqf"#&F3 CDF%;0B(T )Truck5t,?/handle = [this,"Truck5t",600] execVM "scripts\vecrespawnm.sqf"#F3 C2IF%7B(U )Truck5tOpen,?/handle = [this,"Truck5topen",600] execVM "scripts\vecrespawnm.sqf"#Fc CkF(V )Truck5tMG,?-Tmg/handle = [this,"Truck5tMG","5t Truck Open MG",position this] execVM "scripts\vecrespawn.sqf" #F C{9F&2(W )+,?-ah6c/#dF CF%4cD(X )WallMap+,?#0oF C՘F(Y )Heli_H_rescue,?-mresc##F CF%B(Z )HMMWV,?/handle = [this,"HMMWV",600] execVM "scripts\vecrespawnm.sqf"#F3 C-F%]5C([ ),?/#$FQB F(] )Fortress1,?#&f$FQBF(^ )Fortress2,?#-G$FQBF%C(_ )FenceWood,?#N$FQB\F(` )Wire,?#$FQBF(a ),?#FB^%CӶF%+IB(b ),?# F(%C XF%YW0(c ),?#OFG\%CF%|%C(d ),?#4Fs%C[F%+IB(e ),?#Fp%CF%+IB(f ),?#g#F PBͿE%>A(g ),?#WF(TB%dE%q(h ),?#LFdQBTĿE%蓕C(i ),?#Fk(SBfE%>A(j ),?#5EF˂PBE%>A(k ),?#Nb.FAE%J(l ),?#f.F%AE%(m ),?#m.FAE%X[C(n ),?#.F0A/E%J(o ),?#DS.FAE%J(p ),?#:o1FAE%OrC(q ),?#Z'F% C&2( )RHIB2Turret+,?/handle = [this,"RHIB2Turret",600] execVM "scripts\vecrespawnm.sqf"Item133 #+F>>.4'F%C&2( )Zodiac+,?/handle = [this,"Zodiac",600] execVM "scripts\vecrespawnm.sqf"Item134 #Z,F;4>'F%C&2( )Zodiac2+,?/Item135 #D6,F|>&F%nB&2( )+,?/Item136#hAF2ACRF%C( )Camp,?Item137# ^AFzACLQF%C( )MASH,?Item138#@AFCCQF( )Fire,?/this inflame trueItem139#IOAFvFCRF( ),?Item140#F CF( )Fence,?Item141#!F C!F%C( ),?Item142#uF CF%4C( ),?Item143#nF C!F%B( ),?Item144#bF C F%B( ),?Item145#F CSF%B( ),?Item146##F C-QF( ),?Item147#nF CF( ),?Item148# {F C^F%C( )Shed,?-ab1Item149#F C|F( )FireLit,?Item150#F C>F%B( )Land_army_hut2_int,?-rec4Item151#F CF%4C( )Land_army_hut_int,?-rec1Item152#oF CfF%4C( )Land_army_hut_storrage,?-rec3Item153#F CF%4C( ),?-rec2Item154#F C|F%4C( ),?Item155#F CB+F%C( )TargetEpopup,?Item156#F CCF( )Barrel6,?Item157#F C:F( )Barrel4,?Item158#F C­F( )Barrel2,?Item159#F CQF( )Paleta1,?Item160#F CF( )Paleta2,?Item161#ܿF CF( ),?Item162#aF C=F%C( ),?Item163#F! CF%C( ),?Item164#F C4F%C( ),?Item165##F,BsF( )RoadCone,?/handle = [this] execVM "scripts\makepso.sqf"Item166#՟,Fx&F&2( )BuoyBig,?Item167#-FA ?U'F&2( )BuoySmall,?Item168#+F_F?N'F&2( ),?Item169## ,FDk>'F&2( ),?Item170#*GF@m0F%#C( ),?-testcar_1/Item171#K FIBiE( )HeliHEmpty,?-jailItem172 #D4F6j BbE%#B&2( )+,?/Item173 #14FE BE%űB&2( )+,?/Item174 #4FrBE%B&2( )+,?/Item175#4FBLE%aC( ),?Item176#T4F B/E( ),?Item177 #_FҧvC`4F%#B&2( )+,?/Item178 #FovC4F%B&2( )+,?/Item179 #F vCA4F%B&2( )+,?/Item180#ӛF tCj65F%4C( ),?Item181#UFvC95F( ),?Item182#3E m,CE( ),?-swpointItem183#dRF C0F%C( ),?/Item184#-NF CnoF%C( ),?/Item185#JNF C?F%C( ),?/Item186#F CF( )car_hatchback,?-car1/handle = [this,"car_hatchback",600] execVM "scripts\vecrespawns.sqf"Item187#1F CF( )car_sedan,?-car2/handle = [this,"car_sedan",600] execVM "scripts\vecrespawns.sqf"Item188#wF CF( )hilux1_civil_1_open,?/handle = [this,"hilux1_civil_1_open",600] execVM "scripts\vecrespawns.sqf"Item189#F CF( )datsun1_civil_3_open,?-car4/handle = [this,"datsun1_civil_3_open",600] execVM "scripts\vecrespawns.sqf"Item190 #[ FBtF% eB( ),?-car1_1/Item191 #d&Fq CF%ms>( ),?-car2_1/Item192 #a*F C>F%hB( ),?-car3_1/Item193 #k'%F,BYF%̒-( ),?-car4_1/Item194 #F#CXF%D}B( ),?-car2_2/Item195 #< F<$C\F%+B( ),?-car3_2/Item196 #BE$A F%xA( ),?-car1_2/Item197 # S F8KBjE%rPC( ),?-car2_3/Item198 #kE?A!E%HC( ),?-car3_3/Item199 #WzEh@F%8( ),?-car4_2/Item200 #:F6^8BE%z C( ),?-car1_3/Item201 #/FDA/E%D}B( ),?-car2_4/Item202 #7F A=E%+B( ),?-car3_4/Item203 #F7BE%!$( ),?-car4_3/Item204 #C @FUAE% eB( ),?-car1_4/Item205 #MKF5@g F%D}B( ),?-car2_5/Item206 #9@FNAӀE%+B( ),?-car3_5/Item207 #RF ןA F%B( ),?-car4_4/Item208 # _F BAF% eB( ),?-car1_5/Item209 #}_F}? BBF%D}B( ),?-car2_6/Item210 #" _F BbAF%+B( ),?-car3_6/Item211 #F`F*B*(F%!$( ),?-car4_5/Item212 #-FGWAe\F% eB( ),?-car1_6/Item213 #&CF3C]wiF%D}B( ),?-car2_7/Item214 #(FGWA _F%Ee( ),?-car3_7/Item215 #3EF4CqjF%!$( ),?-car4_6/Item216 #FF>[0F%B &2( )+,?/Item217 #RFF>0F%U&2( )+,?/Item218#EFr>m0F%;&2( ),?Item219#IEFO>X0F%;&2( ),?Item220#WFF5 >>/F%;&2(  ),?Item221#ILFFi>x/F%;&2(  ),?Item222#HGF7@Q0F%#C(  ),?-testcar_1_1/Item223#Dl+F0/@%'F%ўC(  ),?-testcar_1_1_1/Item224#$F( B`F(  ),?-light1_1/handle = [this] execVM "scripts\dlight.sqf"Item225#$F( B6F( ),?-light2_1/Item226#;$F( B_F( ),?-light3_1/Item227#+K$F( BF( ),?-light4_1/Item228#i$F( BF( ),?-partyposItem229 #JOF)\@zF%B&2( )+,?/Item230 #JOF)\@ưF%eijB&2( )+,?/Item231 #KOF)\@F%B&2( )+,?/Item232#OF)\@F%( ),?-m1a1a_2/Item233#OF)\@nF%R( ),?-m1a1a_1_1/Item234#Fc CF( )HMMWV50,?-hvmg_1_1/handle = [this,"HMMWV50","HMMWV M2",position this] execVM "scripts\vecrespawn.sqf"Item235#Fc CrF( ),?-hvmg_1_2/Item236#%Fc CF( ),?-testcar/Item237#x5F C[F( ),?-hummk_1/Item238#XF CIF( ),?-humt_1/Item239#Fc CQF( ),?-strika_1/Item240#Fc CF( ),?-strymk_1/Item241 #F C1F%>&2( )+,?/Item242 #uF C*1F%ӣ&2( )+,?/Item243 #F C0F%5B&2(  )+,?/Item244#a"Ez^A%0E(" ),?-tpos1Item245#d#E=hA- 1E(# ),?-tpos2Item246#,#EisA'1E($ ),?-tpos3Item247 #ZFيCF%4C(% )+LOCKED,?-saftyItem248 #F C;F%=(& )M113Ambul+,?/handle = [this,"M113Ambul",600] execVM "scripts\vecrespawnm.sqf"Item249#N#FB)F$HC(' )Land_radar,?-parso1Item250#}F#C^2F$C(( ),?-somso1Item251#/F6^8BE$B() ),?-cayso1Item252#3FtA%E$B(* ),?-dolso1Item253#+BFz*AE$HC(+ ),?-ortso1Item254#RF ןA F$HC(, ),?-corso1Item255#vcFζ7BJ'F$HC(- ),?-obrso1Item256#s^F BaCF$HC(. ),?-bagso1Item257#CF4CjF$C(/ ),?-eposo1Item258#RFcAU9[F$C(0 ),?-masso1Item259#-F AXF$B(1 ),?-pitso1Item260#F Cv2F(2 )WireFence,?Item261#F Ch2F(3 ),?Item262#F Cv2F(4 ),?Item263#F Ch2F(5 ),?Item264#}F C!F%m(6 ),?Item265#}F CF%m(7 ),?Item266#F CF(8 ),?Item267#F CF(9 ),?Item268#F CF(: ),?Item269#F CF(; ),?Item270#.nF CT6F%C(I )A10,?/handle = [this,"A10",3600] execVM "scripts\vecrespawnm.sqf"Item271#+E)0CJE(J ),?-car3_9/Item272#@FAF(K ),?-car3_9_1/Item273#3FA)F(L ),?-car3_9_2/Item274 #FBBF%4C(M ),?-car3_9_3/Item275 #>FRAĉF%4C(N ),?-car3_9_3_1/Item276 #:FCpF%4C(O ),?-car3_9_3_2/Item277 #mEANvF%ms>(P ),?-car2_1_1/Item278 #VFb5Bc`F%ms>(Q ),?-car2_1_2/Item279 #j)FAMEF%pA(R ),?-car2_1_3/Item280 #wMFRA0F%ms>(S ),?-car2_1_4/Item281 #`FrcBF%ms>(T ),?-car2_1_5/Item282 #ҀF7DCAF%ms>(U ),?-car2_1_6/Item283 #Z (F AE%ms>(V ),?-car2_1_7/Item284 #FWAE%ms>(W ),?-car2_1_8/Item285 #FQJCFF%ms>(X ),?-car2_1_9/Item286#-EdA'E(Y ),?-testposItem287#B4F BE(Z ),?Item288#*_FyCp4F([ ),?Item289#FAF/CCHRF(\ ),?Item290 #LOF)\@F%B&2({ )+,?/Item291 #ZJOF)\@ F%B&2(| )+,?/Item292 #LOF)\@%F%B&2(} )+,?/Item293 # 1F>b+E%B&2( )+,?/Item294 #_1F=>3E%B&2( )+,?/Item295# \2Fq>$E%B&2( ),?Item296#~-3Fr>͟E%B&2( ),?Item297#M2F:>clE%B&2( ),?Item298#3Ft>'E%B&2( ),?Item299 #2_FLQ>hF%2B&2( )+,?/Item300 #]_FuZ>F%2B&2( )+,?/Item301#;`FD>cOF%&2( ),?Item302#@+aFl>>āF%&2( ),?Item303#Q_FG>~rF%&2( ),?Item304#o_F>F%&2( ),?MarkersED#Ņ#FRB Fnamemobj1markerTypeELLIPSEvFlagcolorNameColorBlackaCbC1#F#C|Fmobj2vCC9#7TFg7B Fmobj6vCCA#cF(/BX'Fmobj7vCCB#^F BCFmobj8vCCD##DF3CjFmobj9vCCF#0FwA9MYFmobj10vCCG#FqMA2YFmobj11vCCH #F>I?Faam-Enemy Anti Air CoverRECTANGLEvColorRedAlphafillNameCrossHCHCJ#FԖ>R7Fblah_1-ENEMY SECTORvHCHCK#F">?Faair-vDotL#(F CFRespawn_Westv@@N#Fߧ>TC7Faair_1-Enemy Controled SectorvR#_FoC?+FTransfer-vColorBlueangle ۳T#KF C+FRecruitment-vColorGreenAlpha`#RAFaFCRFFARP-NW FARPvFlag1??b#NvF CFammob2vL>L>d#?.AFlCCQFammob3vL>L>f#XF CoFammob1vL>L>h#F CwBFmissions-Mission HQvColorYellow ۳x#FFGV>0FDock-vStart??4C{#4F޼ BJ,EFARP_1-S FARPv??#1YFxvCW5FFARP_2-NE FARPv??#wF(guC+5Fammob4vL>L>#gf4F]B,{Eammob5vL>L>##,F|>K'FDock_1-v??4C #F@FrainmarkvFDiagonalDzD4B #ͩNFn>v-Erainmark2vDzD4B #FD>b0Frainmark3vzD@E4B#wFi>zFfogmarkvColorWhiteDzD#sF CGFdet-POW Campv ۳#Fi8CZFmrnd9vEmpty#F+BAzFmrnd10v#!E@GFmrnd1v#yE+@G$Fmrnd2v#+EbAڵEmrnd3v#4VF=5A1~Emrnd4v#'F A4WEmrnd5v#P/FfAqEmrnd6v#•NF_A]Emrnd7v#V}aFLZmBFmrnd16v#F4CA'Fmrnd17v#FRA+Fmrnd18v#\FOBlBFmrnd19v#kFi B)[Fmrnd20v#aOF2 A4 .Fmrnd15v# *FASEFmrnd14v#бF>6B`Fmrnd13v#EQAvFmrnd12v#>FRA_Fmrnd11v#v F KBEmrnd8v#w@F>(Fcenterpv#RF`&CFparrefv#*FCBT,Esomrefv#Q.F!AEcayrefv#KFZAFortrefv#N?FAEdolrefv#cO^F -B;:#Fcorrefv#`fbFq`Br>Fobrrefv#AFQ=CeFbagrefv#`̈́F_AI[Feporefv#:FQA]Fmasrefv#FH@B"xMFpitrefv#^1F>"GEDock_1_1-v??4C#^FeA?ƉFDock_1_1_1-v??4CSensorsWV#}#F+BFCCactivationBy!timeoutMin AtimeoutMid AtimeoutMax AinterruptableageUNKNOWN-paraisoparlistexpCond("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 6) and ("Land" countType list apar > 0) or oparq[west,"HQ"] sideradio "MAIN_par";"1" objstatus "done";deleteMarker "mobj1";opar=true;publicVariable "opar";{_x addScore 10} forEach list apar;{handle = [_x] execVM "scripts\submit.sqf"} forEach thisliststitleTypeTEXTtitleEffectPLAIN DOWNtitleParaiso Clear1#F$CmFCC! A A A-somatosomlist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list asom > 0) or osomq[west,"HQ"] sideradio "MAIN_som";"2" objstatus "done";deleteMarker "mobj2";osom=true;publicVariable "osom";{_x addScore 10} forEach list asom;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsSomato Clear9#oeF6B=ECC! A A A-cayocaylist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list acay > 0) or ocayq[west,"HQ"] sideradio "MAIN_cay";"3" objstatus "done";deleteMarker "mobj3";ocay=true;{_x addScore 10} forEach list acay;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsCayo Clear;#AFLACAECC! A A A-ortegoortlist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list aort > 0) or oortq[west,"HQ"] sideradio "MAIN_ort";"5" objstatus "done";deleteMarker "mobj5";oort=true;publicVariable "oort";{_x addScore 10} forEach list aort;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsOrtego Clear=#NFGAL FCC! A A A-corazolcorlist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list acor > 0) or ocorq[west,"HQ"] sideradio "MAIN_cor";"6" objstatus "done";deleteMarker "mobj6";ocor=true;publicVariable "ocor";{_x addScore 10} forEach list acor;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsCorazol Clear?#1^F}? BCFCC! A A A-bagangobaglist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 6) and ("Land" countType list abag > 0) or obagq[west,"HQ"] sideradio "MAIN_bag";"8" objstatus "done";deleteMarker "mobj8";obag=true;publicVariable "obag";{_x addScore 10} forEach list abag;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsBagango ClearA#cFRPB!'FCC! A A A-obreganobrlist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list aobr > 0) or oobrq[west,"HQ"] sideradio "MAIN_obr";"7" objstatus "done";deleteMarker "mobj7";oobr=true;publicVariable "oobr";{_x addScore 10} forEach list aobr;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsObregan ClearB#=#DF3C6kFCC! A A A-eponiaepolist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list aepo > 0) or oepoq[west,"HQ"] sideradio "MAIN_epo";"9" objstatus "done";deleteMarker "mobj9";oepo=true;publicVariable "oepo";{_x addScore 10} forEach list aepo;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsEponia ClearD#`FL AcYFCC! A A A-Masbatemaslist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list amas > 0) or omasq[west,"HQ"] sideradio "MAIN_mas";"10" objstatus "done";deleteMarker "mobj10";omas=true;publicVariable "omas";{_x addScore 10} forEach list amas;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsMasbate ClearF#FAYFCC! A A A-pitapitlist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list apit > 0) or opitq[west,"HQ"] sideradio "MAIN_pit";"11" objstatus "done";deleteMarker "mobj11";opit=true;publicVariable "opit";{_x addScore 10} forEach list apit;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsPita ClearG#P4Fj-AECC! A A A-doloresdollist("Car" countType thislist == 0) and ("Tank" countType thislist == 0) and ("Man" countType thislist <= 4) and ("Land" countType list adol > 0) or odolq[west,"HQ"] sideradio "MAIN_dol";"4" objstatus "done";deleteMarker "mobj4";odol=true;publicVariable "odol";{_x addScore 10} forEach list adol;{handle = [_x] execVM "scripts\submit.sqf"} forEach thislistsDolores ClearH #FC!F@@@-ThEEnDopar and osom and ocay and oort and ocor and obag and oobr and oepo and omas and opit and odol and rndmis >= 10qhandle = [] execVM "scripts\end.sqf"sJ #֣F CF??repeating???-recruittnot alive recqrec setdammage 0sK #߃FB%F AAF rectangular-vecprotectvehicle player != player and player == driver (vehicle player) and local (vehicle player)qhandle = [player,vehicle player] execVM "scripts\VecInit.sqf"sL #F CqF?????-not alive rec1qrec1 setdammage 0sN # oF C3FDzCANY-airportAirportInsR #-FCg9F@F@Fi@@@@@@-allgroupssT #VFKdC*F@@i-transfers` #wF CF A A???-joinernot isNull junit and player == leader jgroupqinvite = [junit,jgroup] execVM "scripts\jreq.sqf";junit=objNullsb #tF#CFDDi-enableaiasomlocal server and ("Land" countType thislist > 0) or local server and ("Helicopter" countType thislist > 0)qinsom=true;lastalert="mobj2";spawne = ["som",somlist,asom,osom,8,4,somso1] execVM "scripts\Erecruit.sqf"expDesactivinsom=false;sd #F.4B5`EDDi-acayqincay=true;lastalert="mobj3";spawne = ["cay",caylist,acay,ocay,9,6,cayso1] execVM "scripts\Erecruit.sqf"incay=false;sf #cV4FJ#A@EDDi-adolqindol=true;lastalert="mobj4";spawne = ["dol",dollist,adol,odol,7,4,dolso1] execVM "scripts\Erecruit.sqf"indol=false;sh #IAFXAEDDi-aortqinort=true;lastalert="mobj5";spawne = ["ort",ortlist,aort,oort,12,6,ortso1] execVM "scripts\Erecruit.sqf"inort=false;sx #GOFۉA FDDi-acorqincor=true;lastalert="mobj6";spawne = ["cor",corlist,acor,ocor,9,5,corso1] execVM "scripts\Erecruit.sqf"incor=false;s{ #cF(/B'FDDi-aobrqinobr=true;lastalert="mobj7";spawne = ["obr",obrlist,aobr,oobr,8,6,obrso1] execVM "scripts\Erecruit.sqf"inobr=false;s #t^F B$CFDDi-abagqinbag=true;lastalert="mobj8";spawne = ["bag",baglist,abag,obag,12,6,bagso1] execVM "scripts\Erecruit.sqf"inbag=false;s #CF3CkFDDi-aepoqinepo=true;lastalert="mobj9";spawne = ["epo",epolist,aepo,oepo,9,6,eposo1] execVM "scripts\Erecruit.sqf"inepo=false;s # F0AvYFDDi-amasqinmas=true;lastalert="mobj10";spawne = ["mas",maslist,amas,omas,8,4,masso1] execVM "scripts\Erecruit.sqf"inmas=false;s #n-FAEYFDDi-apitqinpit=true;lastalert="mobj11";spawne = ["pit",pitlist,apit,opit,10,7,pitso1] execVM "scripts\Erecruit.sqf"inpit=false;s#*FB%F-aliveplayeralive player and local playerqhandle = player execVM "scripts\spawn.sqf";s #A#FiBFDDi-aparqinpar=true;lastalert="mobj1";spawne = ["par",parlist,apar,opar,12,6,parso1] execVM "scripts\Erecruit.sqf"inpar=falses#+}tF ?rrFDzDi-fogfoggys #<F C_=F@@@@i-s#v_F3)B"FBB4BactivationTypeNOT PRESENT A A A-recalltrueq[west,"HQ"] sideradio "M10r01";s #ÂF_Cְ'C"F@@@vEND1-TruEnDends #A2FsC^!F@@@-submisrndmis >= 10q"12" objstatus "done"s #F CF?????-not alive rec2qrec2 setdammage 0s #BF COF?????-not alive rec3qrec3 setdammage 0s #F C/F?????-not alive rec4qrec4 setdammage 0s #Ō$F( B>FAA@@@partyq{new = _x execVM "scripts\dance.sqf"} forEach thislists #$F( BkFdiscossoundEnvDisco #y1FzD@E4Bi-rainy3s #&8FC=F@F@F@@@@@@-alls #.FC7F@F@F!@@@-alleasts #4_FB%F AAF -vecmenuvehicle player != player and local playerqmyvec = vehicle player;smenu = myvec addaction ["My Squad", "TeamStatusDialog\TeamStatusDialog.sqf",[2,2],1, false, true,"test2"];myvec removeaction smenus#RF'x C F A A???-misinitpmis != 0 and (local server or local punit)qselmis = [punit,pmis,prew] execVM "missions\selectmis.sqf"s #RQF CF A A???-recruiternot (isNull runit) and isPlayer runit and local serverqrecruit = [runit,rtype] execVM "scripts\rreq.sqf";runit = objNulls #XF CGF A A???-medicsnot (isNull mpoint) and local mpointqmsc = player call EVO_Mrew;mpoint = objNulls #,F#C0F??@@@-radiota2not alive somso1qdeleteMarkerLocal "radobj2"s #[F86B2E??@@@-radiota3not alive cayso1qdeleteMarkerLocal "radobj3"s #9F["WBb6E??@@@-radiota4not alive dolso1qdeleteMarkerLocal "radobj4"s #K2AFU@AE??@@@-radiota5not alive ortso1qdeleteMarkerLocal "radobj5"s #TPFBA] F??@@@-radiota6not alive corso1qdeleteMarkerLocal "radobj6"s #teF)/B'F??@@@-radiota7not alive obrso1qdeleteMarkerLocal "radobj7"s #cFaaB:DF??@@@-radiota8not alive bagso1qdeleteMarkerLocal "radobj8"s #C@F4CjF??@@@-radiota9not alive eposo1qdeleteMarkerLocal "radobj9"s #&FuAXF??@@@-radiota10not alive masso1qdeleteMarkerLocal "radobj10"s #0JFaAXF??@@@-radiota11not alive pitso1qdeleteMarkerLocal "radobj11"s #jF CU F A@iqrspec playmove "AmovPercMstpSlowWrflDnon_Salute"rspec playmove "AmovPercMstpSlowWrflDnon_SaluteOut"s #F C F A A???-subobjnot (isNull sop) and not (isNull sot) and sor != 0qmsc = [sop,sot,sor] execVM "scripts\sorew.sqf";sop = objNull;sot = objNull;sor = 0s #$F( BFdisco2snone #E)0CEBB-abase1s #"AFAW}F BB-abase2s #i:FA>F4BA-abase3s #FB AF\B B-abase4s #O:FCfJpFBBB-abase5s #>FRA{FB C-abase6s #yTFh CF A A???-promotionnot (isNull aunit) and arank != "NONE";qaunit setUnitRank arank;aunit = objNull;arank= "NONE"s #FB4"F@@@vEND2-TruEnD2lives==0;s #o"E`A2)1EAAdumps#i4F BEifarp1s#\F vC4Fifarp2s#SAF͔CCQRFifarp3s##FS?#Fireng1s#-F> Fireng2s#FӠ>Fireng3s#HF34>Fireng4s#.,Fc>B'Fidock1s #F C*F A A???-enginot (isNull epoint) and local epointqmsc = player call EVO_Erew;epoint = objNulls #+FBN$F???-pinitlocal playerqplays = [] execVM "scripts\pinit.sqf";s #XhFB($F???-sinitlocal serverqplays = [] execVM "scripts\sinit.sqf";s #-F C;F A A???-ldesnot (isNull lunit) and local lunitqplayer addscore lpoint;lunit = objNulls #FCL FaEaEaE-misrestrictqminmis=falsesIntroԜ=>OutroWin.=>OutroLoose =>LANGUAGE,"English","Czech","German","Polish","Russian","French","Spanish","Italian" EVO_000,You must be a leader to request an assignment,You must be a leader to request an assignment,Sie müssen ein Führer sein, um einen Einsatzbefehl zu erhalten,You must be a leader to request an assignment,You must be a leader to request an assignment,You must be a leader to request an assignment,You must be a leader to request an assignment,You must be a leader to request an assignment EVO_001,You must finnish your current assignment before you can request a new one,You must finnish your current assignment before you can request a new one,Sie müssen Ihren gegenwärtigen Einsatz beenden bevor Sie einen neuen Einsatz starten können,You must finnish your current assignment before you can request a new one,You must finnish your current assignment before you can request a new one,You must finnish your current assignment before you can request a new one,You must finnish your current assignment before you can request a new one EVO_002,CSAR: Mission Failed\nBoth pilots dead,Mission Failed\nBoth pilots dead,Mission gescheitert\nbeide Piloten sind tot,Mission Failed\nBoth pilots dead,Mission Failed\nBoth pilots dead,Mission Failed\nBoth pilots dead,Mission Failed\nBoth pilots dead,Mission Failed\nBoth pilots dead EVO_003,Hint: In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In diesem Gebäude können Sie Missionen für Ihre Gruppe (wenn Sie Führer sind) auswählen. Die Punkte die Sie für jede Mission bekommen sind die letzten 2 Stellen des Missionscodes. Höherwertige Wertmissionen sind schwerer. 10 dieser Missionen müssen durchgeführt werden um die Kampagne zu beenden.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last 2 digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign. EVO_004,You cannot set the squad waypoint when on a mission,You cannot set the squad waypoint when on a mission,Sie können keinen Wegpunkt für die Gruppen setzen wenn Sie sich auf einer Mission befinden,You cannot set the squad waypoint when on a mission,You cannot set the squad waypoint when on a mission,You cannot set the squad waypoint when on a mission,You cannot set the squad waypoint when on a mission,You cannot set the squad waypoint when on a mission EVO_005,Squad Waypoint Set,Squad Waypoint Set,Wegpunkt für die Gruppe setzen,Squad Waypoint Set,Squad Waypoint Set,Squad Waypoint Set,Squad Waypoint Set,Squad Waypoint Set EVO_006,As you gain higher ranks more weapons will become available in all ammo boxes.,As you gain higher ranks more weapons will become available in all ammo boxes.,Mit steigendem Rang werden mehr Waffen in den Munititonskisten verfügbar.,As you gain higher ranks more weapons will become available in all ammo boxes.,As you gain higher ranks more weapons will become available in all ammo boxes.,As you gain higher ranks more weapons will become available in all ammo boxes.,As you gain higher ranks more weapons will become available in all ammo boxes.,As you gain higher ranks more weapons will become available in all ammo boxes. EVO_007,In this building you can transfer to another players squad should you not want to be a leader.,In this building you can transfer to another players squad should you not want to be a leader.,In diesem Gebäude können Sie zu einer anderen Gruppe wechseln wenn Sie nicht ein Führer sein möchten,In this building you can transfer to another players squad should you not want to be a leader.,In this building you can transfer to another players squad should you not want to be a leader.,In this building you can transfer to another players squad should you not want to be a leader.,In this building you can transfer to another players squad should you not want to be a leader. EVO_008,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In diesem Gebäude können Sie Missionen für Ihre Gruppe (wenn Sie Führer sind) auswählen. Die Punkte die Sie für jede Mission bekommen sind die letzten 2 Stellen des Missionscodes. Höherwertige Wertmissionen sind schwerer. 10 dieser Missionen müssen durchgeführt werden um die Kampagne zu beenden.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign.,In this building you can select missions for your squad if you are a leader. The score you would get for each mission is the last two digits of the mission code. Higher value missions are harder and further. 10 of these missions must be completed to end the campaign. EVO_009,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In diesem Gebäude können Sie KI Gruppegehilfen in Ihre Gruppe einziehen. Mit steigendem Rang können bis zu 7 KI Soldaten rekrutiert werden,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited,In this building you can recruit AI squad mates into your squad. Eventually as you gain rank up to seven can be recruited EVO_010,You must be a leader to recruit,You must be a leader to recruit,Sie müssen Gruppenführer sein um Soldaten zu rekrutieren,You must be a leader to recruit,You must be a leader to recruit,You must be a leader to recruit,You must be a leader to recruit,You must be a leader to recruit EVO_011,You are now a member of\n%1,You are now a member of\n%1,Sie sind jetzt ein Mitglied von\n%1,You are now a member of\n%1,You are now a member of\n%1,You are now a member of\n%1,You are now a member of\n%1,You are now a member of\n%1 EVO_012,Missions Status\n%1/10,Missionsstatus\n%1/10,Missionen Status\n%1/10,Missions Status\n%1/10,Missions Status\n%1/10,Missions Status\n%1/10,Missions Status\n%1/10,Missions Status\n%1/10 EVO_013,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job,Sahrani ist befreit worden. Sie waren erfolgreich!,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job,Sahrani has been liberated. Great Job EVO_014,Servicing,Servicing,Wartung,Servicing,Servicing,Servicing,Servicing,Servicing EVO_015,Service Aborted,Service Aborted,Wartung abgebrochen,Service Aborted,Service Aborted,Service Aborted,Service Aborted,Service Aborted EVO_016,Rearming,Rearming,Nachladen,Rearming,Rearming,Rearming,Rearming,Rearming EVO_017,Recruit AT Soldier,Recruit AT Soldier,Panzerabwehrsoldat rekrutieren,Recruit AT Soldier,Recruit AT Soldier,Recruit AT Soldier,Recruit AT Soldier,Recruit AT Soldier EVO_018,Recruit Medic,Recruit Medic,Sanitäter rekrutieren,Recruit Medic,Recruit Medic,Recruit Medic,Recruit Medic,Recruit Medic EVO_019,Recruit Support,Recruit Support,MG-Schütze rekrutieren,Recruit Support,Recruit Support,Recruit Support,Recruit Support,Recruit Support EVO_020,Recruit Grenadier,Recruit Grenadier,Grenadier rekrutieren,Recruit Grenadier,Recruit Grenadier,Recruit Grenadier,Recruit Grenadier,Recruit Grenadier EVO_021,Recruit Sniper,Recruit Sniper,Recruit Sniper,Scharfschütze rekrutieren,Recruit Sniper,Recruit Sniper,Recruit Sniper,Recruit Sniper EVO_022,Recruit Special Forces,Recruit Special Forces,Elitesoldat rekrutieren,Recruit Special Forces,Recruit Special Forces,Recruit Special Forces,Recruit Special Forces,Recruit Special Forces EVO_023,Question Informant,Question Informant,Berichterstatter fragen,Question Informant,Question Informant,Question Informant,Question Informant,Question Informant EVO_024,----Missions----,----Missions----,----Missionen----,----Missions----,----Missions----,----Missions----,----Missions----,----Missions---- EVO_025,Weapon Camera On,Weapon Camera On,Waffenkamera an,Weapon Camera On,Weapon Camera On,Weapon Camera On,Weapon Camera On,Weapon Camera On EVO_026,Weapon Camera Off,Weapon Camera Off,Waffenkamera aus,Weapon Camera Off,Weapon Camera Off,Weapon Camera Off,Weapon Camera Off,Weapon Camera Off EVO_027,Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Hinterhalt\n________________________\nEin Nachschubkonvoi wurde von der Aufklärung entdeckt. Vernichten Sie ihn und hinterlassen Sie keine Überlebenden.\n________________________\n\nObj:1 Lokalisieren Sie den Konvoi\nObj:2 Vernichten Sie den Konvoi\n\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Ambush\n________________________\nA supply convoy has been identified on the island.We are tracking its movements and want you to eliminate it. leave no survivors.\n________________________\n\nObj:1 Locate the Convoy\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1) EVO_028,Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Such- und Rettungsdienst\n________________________\nWir haben soeben erfahren dass ein UH60 im Nordosten der Insel abgestürzt ist. Ihre Aufgabe ist es die Piloten im Absturzgebiet zu finden und jeglichen Widerstand auszuschalten.\n\n________________________\n\nObj:1 Lokalisieren Sie die vermissten Piloten\nObj:2 Säubern Sie die Umgebung\nObj:3 Führen Sie die Piloten zur Extraktionszone\n\nDie Piloten werden dem Gruppenführer nur folgen wenn die Umgebung feindfrei ist. Sie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nA few moments ago we got a distress call from a UH60 going down in the North East of the island your mission is to go to the location search for the pilots and eliminate any resistance in the area.\n\n________________________\n\nObj:1 Locate missing pilots\nObj:2 Clear the area\nObj:3 Lead the pilots to evac\n\nThe pilots will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1) EVO_029,Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Zerstören\n________________________\nEine unserer Aufklärungseinheiten hat einen feindlichen gepanzerten Truppenverband entdeckt. Ihr Auftrag: Zerstören Sie im Zielgebiet alle gepanzerten Fahrzeuge.\n________________________\n\nObj:1 Lokalisieren Sie die Ziele\nObj:2 Zerstören Sie die Ziele\n\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1),Destroy\n________________________\nWe have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.\n________________________\n\nObj:1 Locate the Armour\nObj:2 Destroy the Armour\n\nYou can review this brief via the radio (0~0~1) EVO_030,Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Frage Berichterstatter\nObj:2 Zerstören Sie Ausbildungslager\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Suchen und zerstören\n________________________\nEin Informant hat Informationen über ein Trainingscamp von Terroristen. Finden Sie den Informanten und befragen Sie ihn zur genauen Position des Trainingscamps. Vernichten Sie dann das Camp\n\n________________________\n\nObj:1 Informant befragen\nObj:2 Trainingscamp zerstören\n\nDer Informant wird aus Geheimhaltungsgründen nur mit dem Gruppenführer sprechen\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1),Search Area And Destroy\n________________________\nAn Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp\n\n________________________\n\nObj:1 Question Informant\nObj:2 Destroy Training Camp\n\nThe Informant will only talk to the leader of the squad\nYou can review this brief via the radio (0~0~1) EVO_031,Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Patrouille zu Wasser\n________________________\nDer Feind hat einige unserer RHIB-Boote gestohlen! Folgen Sie der Patrouillenroute und zerstören Sie alle feinlichen Einheiten.\n________________________\n\nObj:1 Folgen Sie der Patrouilleroute\nObj:2 Beseitigen Sie alle feindlichen Einheiten\n\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Water Patrol\n________________________\nThe enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol Water\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1) EVO_032,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Höherer Rang erfordert!\nBenötigter Rang : %1\nAktueller Rang : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2,Higher Rank Required\nRank required : %1\nCurrent rank : %2 EVO_033,You have reached your current ranks capasity,You have reached your current ranks capasity,Mit Ihrem Rang können Sie keine weiteren Soldaten mehr rekrutieren!,You have reached your current ranks capasity,You have reached your current ranks capasity,You have reached your current ranks capasity,You have reached your current ranks capasity,You have reached your current ranks capasity EVO_034,DESTROY CONVOY,DESTROY CONVOY,ZERSTÖREN SIE DEN KONVOI,DESTROY CONVOY,DESTROY CONVOY,DESTROY CONVOY,DESTROY CONVOY,DESTROY CONVOY EVO_035,LOCATE MISSING PILOT,LOCATE MISSING PILOT,LOKALISIEREN SIE VERMISSTEN PILOTEN,LOCATE MISSING PILOT,LOCATE MISSING PILOT,LOCATE MISSING PILOT,LOCATE MISSING PILOT,LOCATE MISSING PILOT EVO_036,RETURN TO BASE,RETURN TO BASE,RÜCKKEHR ZUR BASIS,RETURN TO BASE,RETURN TO BASE,RETURN TO BASE,RETURN TO BASE,RETURN TO BASE EVO_037,LEAD PILOTS,LEAD PILOTS,FÜHREN SIE DIE PILOTEN ZUR EXTRAKTIONSZONE,LEAD PILOTS,LEAD PILOTS,LEAD PILOTS,LEAD PILOTS,LEAD PILOTS EVO_038,DESTROY ARMOUR,DESTROY ARMOUR,PANZER ZERSTÖREN,DESTROY ARMOUR,DESTROY ARMOUR,DESTROY ARMOUR,DESTROY ARMOUR,DESTROY ARMOUR EVO_039,CONTACT INFORMANT,CONTACT INFORMANT,KONTAKT-BERICHTERSTATTER,CONTACT INFORMANT,CONTACT INFORMANT,CONTACT INFORMANT,CONTACT INFORMANT,CONTACT INFORMANT EVO_040,DESTROY TRAINING CAMP,DESTROY TRAINING CAMP,ZERSTÖREN SIE DAS TRAININGSLAGER,DESTROY TRAINING CAMP,DESTROY TRAINING CAMP,DESTROY TRAINING CAMP,DESTROY TRAINING CAMP,DESTROY TRAINING CAMP EVO_041,PATROL,PATROL,PATROUILLE,PATROL,PATROL,PATROL,PATROL,PATROL EVO_042,Radar Contact,Radar Contact,Radarkontakt,Radar Contact,Radar Contact,Radar Contact,Radar Contact,Radar Contact EVO_043,%1 needs repair,%1 needs repair,%1 benötigt Reparatur,%1 needs repair,%1 needs repair,%1 needs repair,%1 needs repair,%1 needs repair EVO_044,%1 Lost At Sea,%1 Lost At Sea,%1 im Meer abgestürzt,%1 Lost At Sea,%1 Lost At Sea,%1 Lost At Sea,%1 Lost At Sea,%1 Lost At Sea EVO_045,Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1),Combat Search And Rescue\n________________________\nAn embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out.\n\n________________________\n\nObj:1 Locate reporter\nObj:2 Clear the area\nObj:3 Lead the reporter to evac\n\nThe reporter will only follow the leader of the squad once the area is clear.You can review this brief via the radio (0~0~1) EVO_046,LOCATE MISSING REPORTER,LOCATE MISSING REPORTER,VERMISSTEN REPORTER AUFSPÜREN,LOCATE MISSING REPORTER,LOCATE MISSING REPORTER,LOCATE MISSING REPORTER,LOCATE MISSING REPORTER,LOCATE MISSING REPORTER EVO_047,LEAD REPORTER,LEAD REPORTER,FÜHREN SIE DEN REPORTER ZUR EXTRAKTIONSZONE,LEAD REPORTER,LEAD REPORTER,LEAD REPORTER,LEAD REPORTER,LEAD REPORTER EVO_048,Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Kampfpatrouille\n________________________\nFolgen Sie der Patrouillenroute und vernichten Sie alle feindlichen Einheiten.\n________________________\n\nObj:1 Patrouillenroute folgen\nObj:2 Vernichten Sie alle Feinde\n\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1),Land Patrol\n________________________\nFollow the patrol route. you must eliminate any enemy units you find.\n________________________\n\nObj:1 Patrol\nObj:2 Eliminate all\n\nYou can review this brief via the radio (0~0~1) EVO_049,Mission Failed\n2 points deducted,Mission Failed\n2 points deducted,Mission gescheitert\n2 Punkte wurden abgezogen,Mission Failed\n2 points deducted,Mission Failed\n2 points deducted,Mission Failed\n2 points deducted,Mission Failed\n2 points deducted,Mission Failed\n2 points deducted EVO_050,Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Verteidigung\n________________________\nEine Aufklärungseinheit ist unter schweren Feindbeschuss geraten, während Sie eine verlassene Basis ausgekundschaftet hat. Erreichen Sie unsere Einheit bevor der Feind Verstärkung bekommt und verteidigen Sie sie mit Ihrem Leben!\n________________________\n\nObj:1 Stoßen Sie zu der Aufklärungseinheit\nObj:2 Die Aufklärungseinheit muss überleben!\n\nSie können das Briefing jederzeit per Funk (0~0~1) erneut ansehen,Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1),Defence\n________________________\nA Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them.\n________________________\n\nObj:1 Locate the Recon Team\nObj:2 The Recon Team must survive\n\nYou can review this brief via the radio (0~0~1) EVO_051,Select Mission,Select Mission,Mission auswählen,Select Mission,Select Mission,Select Mission,Select Mission,Select Mission[tunit] join (group player);_unit = _this select 0; _user = _this select 1; _usergroup = group _user; _pos = getmarkerpos "det"; [_unit] join _usergroup; _unit setdamage 0; _unit enableAI "MOVE"; //_unit doFollow (leader _usergroup); hint "You have captured a prisoner. Lead him to the POW Camp for detention"; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { if (speed _unit < 1 and vehicle _unit == _unit) then {_unit playMove "AmovPercMstpSsurWnonDnon"}; if ((_unit distance _pos) < 10) then {_loop=1}; sleep 8.0; }; _unit action ["Eject",(vehicle _unit)]; unassignVehicle _unit; _unit doMove _pos; [_unit] join grpNull; if (_unit isKindOf "OfficerE") then { hint "Excellent, Officer captured 20 Points"; sop = player;sot = _unit;sor = 20;publicVariable "sop";publicVariable "sot";publicVariable "sor"; } else { hint "Well done, Prisoner captured 5 Points"; sop = player;sot = _unit;sor = 5;publicVariable "sop";publicVariable "sot";publicVariable "sor"; };_trk = objNull; _trk = (nearestObject [vehicle player, "Truck5tRepair"]); if(isNull _trk) exitWith {hint "You are to far away from a Repair Truck"}; if (player in list AirportIn) exitWith {hint "You can not build a FARP in the base"}; deletevehicle etent; deletevehicle epad; deletevehicle ebox; _mark = format["%1farp",(name player)]; deleteMarker _mark; player playMove "AinvPknlMstpSlayWrflDnon_medic"; sleep 3.0; WaitUntil {animationState player != "AinvPknlMstpSlayWrflDnon_medic"}; epad = "HeliH" createVehicle (position player); _pos = position epad; _pos2 = [_pos select 0,(_pos select 1) - 18,_pos select 2]; etent = "CampEmpty" createVehicle _pos2; _pos3 = [_pos2 select 0,(_pos2 select 1)+3,_pos2 select 2]; ebox = "AmmoBoxWest" createVehicle _pos3; switch (player) do //heavy wep { case eng1: { reng1 setpos _pos; }; case eng2: { reng2 setpos _pos; }; case eng3: { reng3 setpos _pos; }; case eng4: { reng4 setpos _pos; }; }; etent addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; ebox addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; /* ebox addWeaponCargo ["Laserdesignator",40]; ebox addMagazineCargo ["HandGrenadeTimed",40]; ebox addMagazineCargo ["m136",40]; ebox addMagazineCargo ["Stinger",40]; ebox addMagazineCargo ["JAVELIN",40]; ebox addMagazineCargo ["1rnd_HE_M203",40]; ebox addMagazineCargo ["FlareWhite_M203",40]; ebox addMagazineCargo ["FlareRed_M203",40]; ebox addMagazineCargo ["FlareGreen_M203",40]; ebox addMagazineCargo ["FlareYellow_M203",40]; ebox addMagazineCargo ["SmokeShell",40]; ebox addMagazineCargo ["SmokeShellRed",40]; ebox addMagazineCargo ["SmokeShellGreen",40]; ebox addmagazinecargo ["15rnd_9x19_m9sd", 40]; ebox addmagazinecargo ["15rnd_9x19_m9", 40]; ebox addmagazinecargo ["30Rnd_9x19_MP5SD", 40]; ebox addmagazinecargo ["30Rnd_9x19_MP5", 40]; ebox addmagazinecargo ["30Rnd_556x45_StanagSD", 40]; ebox addmagazinecargo ["30rnd_556x45_Stanag", 40]; ebox addmagazinecargo ["30Rnd_556x45_G36",40]; ebox addmagazinecargo ["200Rnd_556x45_M249", 40]; ebox addmagazinecargo ["100Rnd_762x51_M240", 40]; ebox addmagazinecargo ["5Rnd_762x51_M24", 40]; ebox addmagazinecargo ["10Rnd_127x99_m107", 40]; ebox addMagazineCargo ["Laserbatteries",40]; ebox addWeaponCargo ["Binocular",40]; ebox addWeaponCargo ["NVGoggles",40]; */ _mssg = format["%1's FARP",(name player)]; _medmark = createMarker [_mark, _pos]; _medmark setMarkerShape "ICON"; _medmark setMarkerType "Flag1"; _medmark setMarkerColor "ColorGreenAlpha"; _medmark setMarkerText _mssg; _medmark setMarkerSize [0.5, 0.5]; _unit = _this select 0; _type = _this select 1; _pos = [0,0,0]; if (_type != "Bo_GBU12_LGB" and _type != "M_Sidewinder_AA" and _type != "M_Hellfire_AT" and _type != "M_Maverick_AT") exitwith {}; if ((date select 3) < 4 or (date select 3) > 20) then {camUseNVG true} else {camUseNVG false}; _hud = false; _hud = createDialog "RscMisCam"; _disp = findDisplay 50001; _disp displaySetEventHandler["KeyDown", "camdestroy _cam;closeDialog 0;player cameraEffect [""terminate"",""back""]"]; //_disp displaySetEventHandler["KeyDown", "titleText [""Press ESC to exit"", ""PLAIN DOWN"",0.2];"]; //hint format["%1 %2",_unit,_type]; _missile = nearestObject[_this select 0,_this select 1]; _cam = "camera" camCreate [5329.34,6652.10,1.28]; _cam cameraEffect ["internal","front"]; _cam camSetTarget _missile; _cam camSetRelPos [2,2,2]; _cam camSetFOV 1.0; showCinemaBorder false; _cam camCommit 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { if(not (isNull _missile)) then { _cam camSetTarget _missile; _cam camSetRelPos [0,-2,0.7]; _cam camCommit 0; _pos = position _missile; }; if (isNull _missile or not dialog) then {_loop=1;}; sleep 0.01; }; if (not dialog) exitwith {camUseNVG false;camdestroy _cam;player cameraEffect ["terminate","back"]}; if(_type == "Bo_GBU12_LGB") then { _base = "HeliHEmpty" createVehicleLocal _pos; _cam camSetTarget _base; _cam camSetRelPos [0.0,0.0,100.0]; _cam camCommit 1; sleep 2.01; }; sleep 2.01; deleteVehicle _base; camUseNVG false; camdestroy _cam; closeDialog 0; player cameraEffect ["terminate","back"];if (player in list AirportIn) exitWith {hint "You can not build a MASH in the base"}; deletevehicle mtent; player playMove "AinvPknlMstpSlayWrflDnon_medic"; sleep 3.0; WaitUntil {animationState player != "AinvPknlMstpSlayWrflDnon_medic"}; _mark = format["%1mash",(name player)]; deleteMarker _mark; mtent = "Mash" createVehicle (position player); mtent addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; /* mtent addWeaponCargo ["Laserdesignator",40]; mtent addMagazineCargo ["HandGrenadeTimed",40]; mtent addMagazineCargo ["m136",40]; mtent addMagazineCargo ["Stinger",40]; mtent addMagazineCargo ["JAVELIN",40]; mtent addMagazineCargo ["1rnd_HE_M203",40]; mtent addMagazineCargo ["FlareWhite_M203",40]; mtent addMagazineCargo ["FlareRed_M203",40]; mtent addMagazineCargo ["FlareGreen_M203",40]; mtent addMagazineCargo ["FlareYellow_M203",40]; mtent addMagazineCargo ["SmokeShell",40]; mtent addMagazineCargo ["SmokeShellRed",40]; mtent addMagazineCargo ["SmokeShellGreen",40]; mtent addmagazinecargo ["15rnd_9x19_m9sd", 40]; mtent addmagazinecargo ["15rnd_9x19_m9", 40]; mtent addmagazinecargo ["30Rnd_9x19_MP5SD", 40]; mtent addmagazinecargo ["30Rnd_9x19_MP5", 40]; mtent addmagazinecargo ["30Rnd_556x45_StanagSD", 40]; mtent addmagazinecargo ["30rnd_556x45_Stanag", 40]; mtent addmagazinecargo ["30Rnd_556x45_G36",40]; mtent addmagazinecargo ["200Rnd_556x45_M249", 40]; mtent addmagazinecargo ["100Rnd_762x51_M240", 40]; mtent addmagazinecargo ["5Rnd_762x51_M24", 40]; mtent addmagazinecargo ["10Rnd_127x99_m107", 40]; mtent addMagazineCargo ["Laserbatteries",40]; mtent addWeaponCargo ["Binocular",40]; mtent addWeaponCargo ["NVGoggles",40]; */ _pos = position mtent; _mssg = format["%1's MASH",(name player)]; _medmark = createMarker [_mark, _pos]; _medmark setMarkerShape "ICON"; _medmark setMarkerType "Marker"; _medmark setMarkerColor "ColorGreenAlpha"; _medmark setMarkerText _mssg; _medmark setMarkerSize [0.5, 0.5]; _medmark setMarkerDir 45; _var = _this select 3; switch (_var) do { case 0: { player switchMove "AmovPercMstpSnonWnonDnon"; }; case 1: { player switchMove "AmovPercMstpSnonWnonDnon_exerciseKata"; }; case 2: { player switchMove "AmovPercMstpSnonWnonDnon_talking"; }; case 3: { player switchMove "AmovPercMstpSnonWnonDnon_talking"; }; };_sensor = _this select 3; _activator = _this select 1; rtype="SoldierWB"; _grp = group player; _count = (count units _grp); _ainum = 0; _ap = player; _i = 0; while {_i < _count} do { _ap = (units _grp select _i); if (not (isPlayer _ap)) then { _ainum = _ainum +1; }; _i = _i + 1; }; //hint format["ainumb %1 count %2 _ap %3 _i %4", _ainum,_count,_ap,_i]; if (player != (leader group player)) exitwith {hint "You must be a leader to recruit"}; if (_sensor == "makeR") then { if (score player < rank1) exitwith {handle = [player,rank1] execVM "scripts\req.sqf";}; rtype = "SoldierWAT"; }; if (_sensor == "makeM") then { if (score player < rank2) exitwith {handle = [player,rank2] execVM "scripts\req.sqf";}; rtype = "SoldierWMedic"; }; if (_sensor == "makeMG") then { if (score player < rank3) exitwith {handle = [player,rank3] execVM "scripts\req.sqf";}; rtype = "SoldierWMG"; }; if (_sensor == "makeG") then { if (score player < rank4) exitwith {handle = [player,rank4] execVM "scripts\req.sqf";}; rtype = "SoldierWG"; }; if (_sensor == "makeS") then { if (score player < rank5) exitwith {handle = [player,rank5] execVM "scripts\req.sqf";}; rtype = "SoldierWSniper"; }; if (_sensor == "makeSF") then { if (score player < rank6) exitwith {handle = [player,rank6] execVM "scripts\req.sqf";}; rtype = "SoldierWSaboteurPipe"; }; if (score player < rank1) exitwith {handle = [player,rank1] execVM "scripts\req.sqf";}; if (score player < rank2 and _ainum >= 1) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank3 and _ainum >= 2) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank4 and _ainum >= 3) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank5 and _ainum >= 4) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank6 and _ainum >= 5) exitwith {hint "You have reached your current ranks capacity";}; if (score player >= rank6 and _ainum >= 6) exitwith {hint "You have reached your current ranks capacity";}; _units = (count units group player); if (rtype != "SoldierWB") then { runit = player; publicVariable "rtype"; publicVariable "runit"; }; WaitUntil {not (Isnull runit) and not(isPlayer runit)}; _vecpro = [runit] execVM "scripts\aivec.sqf"; runit addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; /* if(player distance rec > 20) then { _pos = position player; _vec = createVehicle ["ParachuteWest", position player, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 100]; _tot = count units group player; _tunit = units group player select (count units group player)-1; //_tunit AssignAsDriver _vec; _tunit MoveInDriver _vec; }; //hint "Soldier recruited points -1"; //player addscore -1; "SoldierWMedic" "SoldierWB" "SoldierWMG" "SoldierWG" "SoldierWSniper" "SoldierWSaboteurPipe" if (local server) then { "SoldierWG" createUnit [position rec, ggroup] }; _newguy addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; */_var = _this select 3; hint format["%1",_varar]; if(_vara == 1 and varb == 0) then { setViewDistance (vdist+100); vdist = vdist+100; hint format["ViewDistance %1",vdist] }; if(_var == 10) then {setViewDistance vdist+100;vdist = vdist+100;hint format["View Distance set to %1m",vdist]}; if(_var == 20) then {setViewDistance vdist-100;vdist = vdist-100;hint format["View Distance set to %1m",vdist]}; if(_var == 30) then {setterraingrid 50;hint "Terrain Detail set to Low"}; if(_var == 40) then {setterraingrid 25;hint "Terrain Detail set to Medium"}; if(_var == 50) then {setterraingrid 12.5;hint "Terrain Detail set to High"}; if(_var == 60) then {avdist = avdist+100;hint format["Aircraft View Distance set to %1m",avdist]}; if(_var == 70) then {avdist = avdist-100;hint format["Aircraft View Distance set to %1m",avdist]}; //tgrid=50; //vdist=900;_ver = _this select 3; _vec = vehicle player; _vec removeaction wcam; if(not (_vec isKindOf "Air")) exitwith {}; if(_ver == 0) then { wcame = _vec addEventHandler ["Fired", {[_this select 0,_this select 4] execVM "actions\miscam.sqf"}]; wcam = _vec addaction [localize "EVO_026", "actions\wepcam.sqf",1,1, false, true,"test2"]; }; if(_ver == 1) then { wcam = _vec addaction [localize "EVO_025", "actions\wepcam.sqf",0,1, false, true,"test2"]; _vec removeEventHandler ["Fired", wcame]; };// Desc: Default color scheme to use for most controls via Dialog Template. // By: Dr Eyeball // Version: 1.1 (May 2007) //----------------------------------------------------------------------------- // Color Scheme - constants //----------------------------------------------------------------------------- #define Dlg_ColorScheme_DialogBackground 0.1,0.1,0.1 // Dlg_Color_Gray_3 #define Dlg_ColorScheme_DialogText 1,1,1 // Dlg_Color_white #define Dlg_ColorScheme_WindowBackground 0.3,0.3,0.3 // Dlg_Color_Gray_4 #define Dlg_ColorScheme_WindowText 1,1,1 // Dlg_Color_white #define Dlg_ColorScheme_3DControlBackground 0.5,0.5,0.5 // Dlg_Color_Gray_5 #define Dlg_ColorScheme_3DControlText 1,1,1 // Dlg_Color_white #define Dlg_ColorScheme_3DControlFocus 0,0,0.5 // Dlg_Color_Navy #define Dlg_ColorScheme_HighlightBackground 0,0,0.5 // Dlg_Color_Navy #define Dlg_ColorScheme_HighlightText 1,1,1 // Dlg_Color_white #define Dlg_ColorScheme_CaptionBackground 0.33, 0.40, 0.33 // Dlg_Color_RoyalBlue //#define Dlg_ColorScheme_CaptionBackground 0.45,0.000000,0.000000 // Dlg_Color_DeepRed #define Dlg_ColorScheme_CaptionText 1,1,1 // Dlg_Color_white // Description: Recruit AI Soldier dialog // By: Dr Eyeball // Version: 1.0 (June 2007) //----------------------------------------------------------------------------- // RAI9_ is the unique prefix associated with all unique classes for this dialog. //----------------------------------------------------------------------------- // IDD's & IDC's //----------------------------------------------------------------------------- #define RAI9_IDD_RecruitSoldierDialog 396 #define RAI9_IDC_ListBox 891 #define RAI9_IDC_Picture 893 #define RAI9_IDC_Picture2 894 #define RAI9_IDC_OkButton 896 #define RAI9_IDC_CloseButton 897 #define RAI9_IDC_StructuredTextCaption 899 #define RAI9_IDC_StructuredText 900 #define RAI9_X 0.22 #define RAI9_Y 0.21 //----------------------------------------------------------------------------- // Personalisation - Custom modifications to the standard control classes //----------------------------------------------------------------------------- class RAI9_Button: RscButton { x = RAI9_X + 1*Dlg_COLWIDTH; y = RAI9_Y + 0.1; w = 0.1; }; class RAI9_BaselineButton: RAI9_Button { w = 0.15; y = 1.0-0.21-Dlg_CONTROLHGT-0.01; // last row }; class RAI9_Caption: Dlg_Caption { }; //----------------------------------------------------------------------------- // Main dialog //----------------------------------------------------------------------------- class RAI9_RecruitSoldierDialog { idd = RAI9_IDD_RecruitSoldierDialog; movingEnable = true; controlsBackground[] = { RAI9_Background, RAI9_Frame }; class RAI9_Background: Dlg_FullBackground { x = RAI9_X; y = RAI9_Y; w = 0.56; h = 0.58 }; class RAI9_Frame: Dlg_FullBackgroundFrame { text = " Recruit Soldier "; x = RAI9_X; y = RAI9_Y; w = 0.56; h = 0.58 }; //--------------------------------------------- objects[] = { }; controls[] = { //--------------------------------------------- RAI9_ListBoxCaption, RAI9_ListBox, RAI9_PictureCaption, RAI9_Picture, RAI9_Picture2Caption, RAI9_Picture2, RAI9_TextCaption, RAI9_StructuredText, RAI9_OkButton, RAI9_CloseButton }; //--------------------------------------------- // captions class RAI9_ListBoxCaption: RAI9_Caption { x = RAI9_X + 0.01; y = RAI9_Y + 0.03; w = 0.20; text = "Soldier Class"; }; class RAI9_PictureCaption: RAI9_Caption { x = RAI9_X + 0.22; y = RAI9_Y + 0.03; w = 0.33; text = "Weapon"; }; class RAI9_Picture2Caption: RAI9_Caption { x = RAI9_X + 0.22 + 0.165; y = RAI9_Y + 0.07 + 0.22 + 0.02; w = 0.165; text = "Gear/Ammo"; }; class RAI9_TextCaption: RAI9_Caption { idc = RAI9_IDC_StructuredTextCaption; x = RAI9_X + 0.01; y = RAI9_Y + 0.07 + 0.22 + 0.02; w = 0.365; text = "Description"; }; //--------------------------------------------- // Controls class RAI9_ListBox: RscListBox { idc = RAI9_IDC_ListBox; x = RAI9_X + 0.01; y = RAI9_Y + 0.07; w = 0.20; h = 0.22; //text = ""; columns[] = {0.05, 0.05}; onLBSelChanged = "[_this] call RAI9_Select"; onLBDblClick = "[_this] call RAI9_OkButton"; }; class RAI9_Picture: RscPicture { idc = RAI9_IDC_Picture; x = RAI9_X + 0.22; y = RAI9_Y + 0.07; w = 0.33; h = 0.22; }; class RAI9_Picture2: RscPicture { idc = RAI9_IDC_Picture2; x = RAI9_X + 0.22 + 0.165; y = RAI9_Y + 0.07 + 0.22 + 0.01 + 0.04 + 0.01; w = 0.165; h = 0.22; }; class RAI9_StructuredText: RscStructuredText { idc = RAI9_IDC_StructuredText; x = RAI9_X + 0.01; y = RAI9_Y + 0.07 + 0.22 + 0.01 + 0.04 + 0.01; w = 0.365; h = 0.16; text = "This soldier class is equiped with a m203 grenade launcher."; }; //--------------------------------------------- // buttons class RAI9_OkButton: RAI9_BaselineButton { idc = RAI9_IDC_OkButton; x = RAI9_X + 03*Dlg_COLWIDTH; text = "Recruit"; action = "[] call RAI9_OkButton"; }; class RAI9_CloseButton: RAI9_BaselineButton { idc = RAI9_IDC_CloseButton; x = RAI9_X + 19*Dlg_COLWIDTH; text = "Cancel"; action = "closeDialog 0"; }; //--------------------------------------------- }; // Description: Recruit AI Soldier dialog // By: Dr Eyeball // Version: 1.0 (June 2007) //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- // The following IDD & IDC variables should match their equivalents for the dialog (from "Dialogs\RecruitSoldierDialog.hpp") RAI9_IDD_RecruitSoldierDialog = 396; RAI9_IDC_ListBox = 891; RAI9_IDC_Picture = 893; RAI9_IDC_Picture2 = 894; RAI9_IDC_OkButton = 896; RAI9_IDC_CloseButton = 897; RAI9_IDC_StructuredTextCaption = 899; RAI9_IDC_StructuredText = 900; //----------------------------------------------------------------------------- // Functions //----------------------------------------------------------------------------- RAI9_OnClose = { // }; //----------------------------------------------------------------------------- RAI9_Select = { _selection = _this select 0; _control = _selection select 0; _selectedIndex = _selection select 1; _picture = ""; _picture2 = ""; _weaponDesc = ""; _roleDesc = ""; _array = [["Rifeman", "SoldierWB", "m_30stanag_ca.paa", "m_30stanag_ca.paa", "---"]]; _sco = score player; if(_sco >= rank1) then { _array = []; _array = _array +[["Rifeman", "SoldierWB", "w_m4aim_ca.paa", "m_30stanag_ca.paa", "M4 Aimpoint plus hand grenades."]]; _array = _array +[["AT", "SoldierWAT", "w_m136_launcher_ca.paa", "m_m136_ca.paa", "M4 Aimpoint plus M136 rocket launcher."]]; }; if(_sco >= rank2) then { _array = _array +[["Medic", "SoldierWMedic", "w_m4aim_ca.paa", "m_30stanag_ca.paa", "M4 Aimpoint plus medic equipment."]]; }; if(_sco >= rank3) then { _array = _array +[["MG", "SoldierWMG", "w_m240_ca.paa", "m_m240_ca.paa", "M240."]]; _array = _array +[["AA", "SoldierWAA", "w_fim92_ca.paa", "m_stinger_ca.paa", "FM-92F."]]; }; if(_sco >= rank4) then { _array = _array +[["Grenadier", "SoldierWG", "w_m4gl_acog_ca.paa", "m_40mmhp_ca.paa", "M4 with M203 grenade launcher."]]; }; if(_sco >= rank5) then { _array = _array +[["Sniper", "SoldierWSniper", "w_m24_green_ca.paa", "m_m24_ca.paa", "M24 sniper weapon."]]; }; if(_sco >= rank6) then { _array = _array +[["Special Ops", "SoldierWSaboteurPipe", "w_m4sd_aim_ca.paa", "m_satchel_ca.paa", "M4A1 QDS CompM2 plus satchel charges."]]; }; /* _array = [// _HTMLFile, _bonus, _objPosMarkerName, _picture ["Rifeman", "SoldierWB", "w_m4aim_ca.paa", "m_30stanag_ca.paa", "M4 Aimpoint plus hand grenades."], ["AT", "SoldierWAT", "w_m136_launcher_ca.paa", "m_m136_ca.paa", "M4 Aimpoint plus M136 rocket launcher."], ["Medic", "SoldierWMedic", "w_m4aim_ca.paa", "m_30stanag_ca.paa", "M4 Aimpoint plus medic equipment."], ["MG", "SoldierWMG", "w_m240_ca.paa", "m_m240_ca.paa", "M240."], ["AA", "SoldierWAA", "w_m240_ca.paa", "m_m240_ca.paa", "M240."], ["Grenadier", "SoldierWG", "w_m4gl_acog_ca.paa", "m_40mmhp_ca.paa", "M4 with M203 grenade launcher."], ["Sniper", "SoldierWSniper", "w_m24_green_ca.paa", "m_m24_ca.paa", "M24 sniper weapon."], ["Special Ops", "SoldierWSaboteurPipe", "w_m4sd_aim_ca.paa", "m_satchel_ca.paa", "M4A1 QDS CompM2 plus satchel charges."] // structured ref: "text" ]; */ _i = 0; { if (_i == _selectedIndex) then { _role = _x select 1; _picture = _x select 2; _picture2 = _x select 3; _weaponDesc = _x select 4; _weapon = objNull; // This only provides info on primary weapons, whereas we want to emphasize class's secondary weapon. Eg: AT. _classPath = configFile >> "cfgVehicles" >> _role; if (isClass _classPath) then { _class = _classPath >> "displayName"; if (isText _class) then { _roleDesc = getText _class }; //_class = _classPath >> "weapons"; if (isArray _class) then { _weapons = getArray _class; _weapon = _weapons select 0 }; }; /* _classPath = configFile >> "cfgWeapons" >> _weapon; if (isClass _classPath) then { _class = _classPath >> "picture"; if (isText _class) then { _picture = getText _class }; _class = _classPath >> "Library" >> "libTextDesc"; if (isText _class) then { _weaponDesc = getText _class }; }; */ }; _i = _i + 1; } forEach _array; // show image _PathName = format["\CA\weapons\Data\Equip\%1", _picture]; _PathName2 = format["\CA\weapons\Data\Equip\%1", _picture2]; ctrlSetText [RAI9_IDC_Picture, _PathName]; ctrlSetText [RAI9_IDC_Picture2, _PathName2]; ctrlSetText [RAI9_IDC_StructuredTextCaption, format["Description", _roleDesc]]; // show structured text _ctrl = RAI9_display displayCtrl RAI9_IDC_StructuredText; _ctrl ctrlSetStructuredText parseText format["The %1 is equipped with a %2", _roleDesc, _weaponDesc]; }; //---------------------- RAI9_OkButton = { _selectedIndex = lbCurSel RAI9_IDC_ListBox; _role = lbData [RAI9_IDC_ListBox, _selectedIndex]; _roleDesc = ""; _classPath = configFile >> "cfgVehicles" >> _role; if (isClass _classPath) then { _class = _classPath >> "displayName"; if (isText _class) then { _roleDesc = getText _class }; }; // player groupChat format["Recruited %1", _roleDesc]; _rec = [_role] execVM "scripts\recruit.sqf"; }; //---------------------- RAI9_Start = { _Params = _this; //RAI9_display displaySetEventHandler["KeyDown", _closeDialog]; // uncomment to enable close on key press RAI9_display displaySetEventHandler["Unload", "call RAI9_OnClose"]; //--------------------- _ListBoxArray = [["Insufficient rank", "none", "\Ca\characters\data\Ico\i_null_CA.paa"]]; _sco = score player; if(_sco >= rank1) then { _ListBoxArray = []; _ListBoxArray = _ListBoxArray +[["Rifleman", "SoldierWB", "\Ca\weapons\data\Ico\i_regular_CA.paa"]]; _ListBoxArray = _ListBoxArray +[["AT", "SoldierWAT", "\Ca\weapons\data\Ico\i_at_CA.paa"]]; }; if(_sco >= rank2) then { _ListBoxArray = _ListBoxArray +[[" Medic", "SoldierWMedic", "\Ca\characters\data\Ico\i_Med_CA.paa"]]; }; if(_sco >= rank3) then { _ListBoxArray = _ListBoxArray +[["MG", "SoldierWMG", "\Ca\weapons\data\Ico\i_mg_CA.paa"]]; _ListBoxArray = _ListBoxArray +[["AA", "SoldierWAA", "\Ca\weapons\data\Ico\i_aa_CA.paa"]]; }; if(_sco >= rank4) then { _ListBoxArray = _ListBoxArray +[["Grenadier", "SoldierWG", "\Ca\weapons\data\Ico\i_regular_CA.paa"]]; }; if(_sco >= rank5) then { _ListBoxArray = _ListBoxArray +[["Sniper", "SoldierWSniper", "\Ca\weapons\data\Ico\i_sniper_CA.paa"]]; }; if(_sco >= rank6) then { _ListBoxArray = _ListBoxArray +[[" Special Ops", "SoldierWSaboteurPipe", "\Ca\characters\data\Ico\i_sf_CA.paa"]]; }; /* _ListBoxArray = [ ["Rifleman", "SoldierWB", "\Ca\weapons\data\Ico\i_regular_CA.paa"], ["AT", "SoldierWAT", "\Ca\weapons\data\Ico\i_at_CA.paa"], [" Medic", "SoldierWMedic", "\Ca\characters\data\Ico\i_Med_CA.paa"], ["MG", "SoldierWMG", "\Ca\weapons\data\Ico\i_mg_CA.paa"], ["AA", "SoldierWAA", "\Ca\weapons\data\Ico\i_aa_CA.paa"], ["Grenadier", "SoldierWG", "\Ca\weapons\data\Ico\i_regular_CA.paa"], ["Sniper", "SoldierWSniper", "\Ca\weapons\data\Ico\i_sniper_CA.paa"], [" Special Ops", "SoldierWSaboteurPipe", "\Ca\characters\data\Ico\i_sf_CA.paa"] ]; */ [RAI9_IDC_ListBox, _ListBoxArray] call Dlg_FillListBoxLists; // disable/grey out rows which are above your rank // TODO: finish /* lbSetColor [RAI9_IDC_ListBox, 2, [0, 1, 0, 0.9]]; lbSetColor [RAI9_IDC_ListBox, 3, [1, 0.3, 0, 0.9]]; */ }; //----------------------------------------------------------------------------- // Init //----------------------------------------------------------------------------- _ok = createDialog "RAI9_RecruitSoldierDialog"; if !(_ok) exitWith { hint "createDialog failed" }; RAI9_display = findDisplay RAI9_IDD_RecruitSoldierDialog; _Params = _this; _Params call RAI9_Start; // Desc: Common dialog scripts functions (especially for controls). // By: Dr Eyeball // Version: 1.1 (May 2007) //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- // Control functions //----------------------------------------------------------------------------- /* Usage: _MyList = [ ["Item 1", "Item Data 1"], ["Item 2", "Item Data 2"] ]; -or- _MyList = [ "Item 1", "Item 2" ]; [IDC_ListBox1, _MyList] call Dlg_FillListBoxLists; [IDC_ListBox1, _MyList] call Dlg_FillListBoxLists; */ Dlg_FillListBoxLists = { _idc2 = _this select 0; _DualList = _this select 1; lbClear _idc2; { _typeName = typeName _x; if (_typeName == "ARRAY") then { _Item = _x select 0; _Data = _x select 1; _Picture = ""; if (count _x > 2) then { _Picture = _x select 2 }; _index = lbAdd [_idc2, _Item]; lbSetPicture [_idc2, _index, _picture]; lbSetData [_idc2, _index, _Data]; } else { if (_typeName == "STRING") then { _Item = _x; _index = lbAdd [_idc2, _Item]; }; }; } forEach _DualList; lbSetCurSel [_idc2, 0]; }; //----------------------------------------------------------------------------- Dlg_PanMapBetweenTwoPositions = { _IDD_display = _this select 0; _IDC_Map = _this select 1; _startPos1 = _this select 2; _endPos2 = _this select 3; _ctrl = _IDD_display displayctrl _IDC_Map; ctrlMapAnimClear _ctrl; // stops previous panning // [duration, zoom, pos] _ctrl ctrlmapanimadd [0.0, 1.00, _startPos1]; // show home base _ctrl ctrlmapanimadd [1.2, 1.00, _endPos2]; // show map location _ctrl ctrlmapanimadd [0.2, 0.30, _endPos2]; // zoom map location ctrlmapanimcommit _ctrl; }; //----------------------------------------------------------------------------- // Desc: A large selection of #define color constants. // By: Dr Eyeball // Version: 1.0 (May 2007) //----------------------------------------------------------------------------- // Color attributes //----------------------------------------------------------------------------- #define Dlg_ColorAttribute_Clear {0, 0, 0, 0} //----------------------------------------------------------------------------- // Main base colors //----------------------------------------------------------------------------- #define Dlg_Color_Black 0,0,0 #define Dlg_Color_White 1,1,1 // additive primaries #define Dlg_Color_Red 1,0,0 #define Dlg_Color_Lime 0,1,0 #define Dlg_Color_Blue 0,0,1 // subtractive primaries #define Dlg_Color_Yellow 1,1,0 #define Dlg_Color_Fuchsia 1,0,1 // Dlg_Color_Magenta #define Dlg_Color_Aqua 0,1,1 // Dlg_Color_Cyan // shades #define Dlg_Color_Maroon 0.5,0,0 #define Dlg_Color_Green 0,0.5,0 #define Dlg_Color_Navy 0,0,0.5 #define Dlg_Color_Olive 0.5,0.5,0 #define Dlg_Color_Purple 0.5,0,0.5 #define Dlg_Color_Teal 0,0.5,0.5 // grays #define Dlg_Color_Gray 0.5,0.5,0.5 // Dlg_Color_DkGray #define Dlg_Color_Silver 0.75,0.75,0.75 // Dlg_Color_LtGray #define Dlg_Color_LtGray 0.75,0.75,0.75 // Dlg_Color_Silver #define Dlg_Color_DkGray 0.5,0.5,0.5 // Dlg_Color_Gray // 0.1 is darkest (near black) 0.9 is lightest (near white) #define Dlg_Color_Gray_1 0.1,0.1,0.1 #define Dlg_Color_Gray_2 0.2,0.2,0.2 #define Dlg_Color_Gray_3 0.3,0.3,0.3 #define Dlg_Color_Gray_4 0.4,0.4,0.4 #define Dlg_Color_Gray_5 0.5,0.5,0.5 #define Dlg_Color_Gray_6 0.6,0.6,0.6 #define Dlg_Color_Gray_7 0.7,0.7,0.7 #define Dlg_Color_Gray_8 0.8,0.8,0.8 #define Dlg_Color_Gray_9 0.9,0.9,0.9 //----------------------------------------------------------------------------- // Extended colors - based on 'html'/'web' colors //----------------------------------------------------------------------------- #define Dlg_Color_AliceBlue 0.937500,0.968750,1.000000 #define Dlg_Color_AntiqueWhite 0.976563,0.917969,0.839844 #define Dlg_Color_Aquamarine 0.496094,1.000000,0.828125 #define Dlg_Color_Azure 0.937500,1.000000,1.000000 #define Dlg_Color_Beige 0.957031,0.957031,0.859375 #define Dlg_Color_Bisque 1.000000,0.890625,0.765625 //#define Dlg_Color_Black 0.000000,0.000000,0.000000 #define Dlg_Color_BlanchedAlmond 1.000000,0.917969,0.800781 //#define Dlg_Color_Blue 0.000000,0.000000,1.000000 #define Dlg_Color_BlueViolet 0.539063,0.167969,0.882813 #define Dlg_Color_Brown 0.644531,0.164063,0.164063 #define Dlg_Color_Burlywood 0.867188,0.718750,0.527344 #define Dlg_Color_CadetBlue 0.371094,0.617188,0.625000 #define Dlg_Color_Chartreuse 0.496094,1.000000,0.000000 #define Dlg_Color_Chocolate 0.820313,0.410156,0.117188 #define Dlg_Color_Coral 1.000000,0.496094,0.312500 #define Dlg_Color_CornFlowerBlue 0.390625,0.582031,0.925781 #define Dlg_Color_CornSilk 1.000000,0.968750,0.859375 #define Dlg_Color_Crimson 0.859375,0.078125,0.234375 #define Dlg_Color_Cyan 0.000000,1.000000,1.000000 // Dlg_Color_Aqua #define Dlg_Color_DarkBlue 0.000000,0.000000,0.542969 #define Dlg_Color_DarkCyan 0.000000,0.542969,0.542969 #define Dlg_Color_DarkGoldenRod 0.718750,0.523438,0.042969 #define Dlg_Color_DarkGray 0.660156,0.660156,0.660156 #define Dlg_Color_Darkgreen 0.000000,0.390625,0.000000 #define Dlg_Color_DarkKhaki 0.738281,0.714844,0.417969 #define Dlg_Color_DarkMagenta 0.542969,0.000000,0.542969 #define Dlg_Color_DarkOliveGreen 0.332031,0.417969,0.183594 #define Dlg_Color_DarkOrange 1.000000,0.546875,0.000000 #define Dlg_Color_DarkOrchid 0.597656,0.195313,0.796875 #define Dlg_Color_DarkRed 0.542969,0.000000,0.000000 #define Dlg_Color_DarkSalmon 0.910156,0.585938,0.476563 #define Dlg_Color_DarkSeaGreen 0.558594,0.734375,0.558594 #define Dlg_Color_DarkSlateBlue 0.281250,0.238281,0.542969 #define Dlg_Color_DarkSlategray 0.183594,0.308594,0.308594 #define Dlg_Color_DarkTurquoise 0.000000,0.804688,0.816406 #define Dlg_Color_DarkViolet 0.578125,0.000000,0.824219 #define Dlg_Color_DeepPink 1.000000,0.078125,0.574219 #define Dlg_Color_DeepskyBlue 0.000000,0.746094,1.000000 #define Dlg_Color_DimGray 0.410156,0.410156,0.410156 #define Dlg_Color_DodgerBlue 0.117188,0.562500,1.000000 #define Dlg_Color_Firebrick 0.695313,0.132813,0.132813 #define Dlg_Color_FloralWhite 1.000000,0.976563,0.937500 #define Dlg_Color_ForestGreen 0.132813,0.542969,0.132813 #define Dlg_Color_Gainsboro 0.859375,0.859375,0.859375 #define Dlg_Color_GhostWhite 0.968750,0.968750,1.000000 #define Dlg_Color_Gold 1.000000,0.839844,0.000000 #define Dlg_Color_GoldenRod 0.851563,0.644531,0.125000 //#define Dlg_Color_Gray 0.500000,0.500000,0.500000 //#define Dlg_Color_Green 0.000000,0.500000,0.000000 #define Dlg_Color_GreenYellow 0.675781,1.000000,0.183594 #define Dlg_Color_Honeydew 0.937500,1.000000,0.937500 #define Dlg_Color_HotPink 1.000000,0.410156,0.703125 #define Dlg_Color_IndianRed 0.800781,0.359375,0.359375 #define Dlg_Color_Indigo 0.292969,0.000000,0.507813 #define Dlg_Color_Ivory 1.000000,1.000000,0.937500 #define Dlg_Color_Khaki 0.937500,0.898438,0.546875 #define Dlg_Color_Lavender 0.898438,0.898438,0.976563 #define Dlg_Color_LavenderBlush 1.000000,0.937500,0.957031 #define Dlg_Color_LawnGreen 0.484375,0.984375,0.000000 #define Dlg_Color_LemonChiffon 1.000000,0.976563,0.800781 #define Dlg_Color_LightBlue 0.675781,0.843750,0.898438 #define Dlg_Color_LightCoral 0.937500,0.500000,0.500000 #define Dlg_Color_LightCyan 0.875000,1.000000,1.000000 #define Dlg_Color_LightGoldenrodYellow 0.976563,0.976563,0.820313 #define Dlg_Color_LightGreen 0.562500,0.929688,0.562500 #define Dlg_Color_Lightgrey 0.824219,0.824219,0.824219 #define Dlg_Color_LightPink 1.000000,0.710938,0.753906 #define Dlg_Color_LightSalmon 1.000000,0.625000,0.476563 #define Dlg_Color_LightSeaGreen 0.125000,0.695313,0.664063 #define Dlg_Color_LightSkyBlue 0.527344,0.804688,0.976563 #define Dlg_Color_LightSlateGray 0.464844,0.531250,0.597656 #define Dlg_Color_LightSteelBlue 0.687500,0.765625,0.867188 #define Dlg_Color_LightYellow 1.000000,1.000000,0.875000 //#define Dlg_Color_Lime 0.000000,1.000000,0.000000 #define Dlg_Color_LimeGreen 0.195313,0.800781,0.195313 #define Dlg_Color_Linen 0.976563,0.937500,0.898438 #define Dlg_Color_Magenta 1.000000,0.000000,1.000000 //#define Dlg_Color_Maroon 0.500000,0.000000,0.000000 #define Dlg_Color_MediumAquamarine 0.398438,0.800781,0.664063 #define Dlg_Color_MediumBlue 0.000000,0.000000,0.800781 #define Dlg_Color_MediumOrchid 0.726563,0.332031,0.824219 #define Dlg_Color_MediumPurple 0.574219,0.437500,0.855469 #define Dlg_Color_MediumSeaGreen 0.234375,0.699219,0.441406 #define Dlg_Color_MediumSlateBlue 0.480469,0.406250,0.929688 #define Dlg_Color_MediumSpringGreen 0.000000,0.976563,0.601563 #define Dlg_Color_MediumTurquoise 0.281250,0.816406,0.796875 #define Dlg_Color_MediumVioletRed 0.777344,0.082031,0.519531 #define Dlg_Color_MidnightBlue 0.097656,0.097656,0.437500 #define Dlg_Color_Mintcream 0.957031,1.000000,0.976563 #define Dlg_Color_MistyRose 1.000000,0.890625,0.878906 #define Dlg_Color_Moccasin 1.000000,0.890625,0.707031 #define Dlg_Color_NavajoWhite 1.000000,0.867188,0.675781 //#define Dlg_Color_Navy 0.000000,0.000000,0.500000 #define Dlg_Color_OldLace 0.988281,0.957031,0.898438 //#define Dlg_Color_Olive 0.500000,0.500000,0.000000 #define Dlg_Color_OliveDrab 0.417969,0.554688,0.136719 #define Dlg_Color_Orange 1.000000,0.644531,0.000000 #define Dlg_Color_OrangeRed 1.000000,0.269531,0.000000 #define Dlg_Color_Orchid 0.851563,0.437500,0.835938 #define Dlg_Color_PaleGoldenrod 0.929688,0.906250,0.664063 #define Dlg_Color_PaleGreen 0.593750,0.980469,0.593750 #define Dlg_Color_PaleTurquoise 0.683594,0.929688,0.929688 #define Dlg_Color_PaleVioletRed 0.855469,0.437500,0.574219 #define Dlg_Color_PapayaWhip 1.000000,0.933594,0.832031 #define Dlg_Color_PeachPuff 1.000000,0.851563,0.722656 #define Dlg_Color_Peru 0.800781,0.519531,0.246094 #define Dlg_Color_Pink 1.000000,0.750000,0.792969 #define Dlg_Color_Plum 0.863281,0.625000,0.863281 #define Dlg_Color_PowderBlue 0.687500,0.875000,0.898438 //#define Dlg_Color_Purple 0.500000,0.000000,0.500000 //#define Dlg_Color_Red 1.000000,0.000000,0.000000 #define Dlg_Color_RosyBrown 0.734375,0.558594,0.558594 #define Dlg_Color_RoyalBlue 0.253906,0.410156,0.878906 #define Dlg_Color_SaddleBrown 0.542969,0.269531,0.074219 #define Dlg_Color_Salmon 0.976563,0.500000,0.445313 #define Dlg_Color_SandyBrown 0.953125,0.640625,0.375000 #define Dlg_Color_SeaGreen 0.179688,0.542969,0.339844 #define Dlg_Color_Seashell 1.000000,0.957031,0.929688 #define Dlg_Color_Sienna 0.625000,0.320313,0.175781 //#define Dlg_Color_Silver 0.750000,0.750000,0.750000 #define Dlg_Color_SkyBlue 0.527344,0.804688,0.917969 #define Dlg_Color_SlateBlue 0.414063,0.351563,0.800781 #define Dlg_Color_SlateGray 0.437500,0.500000,0.562500 #define Dlg_Color_Snow 1.000000,0.976563,0.976563 #define Dlg_Color_SpringGreen 0.000000,1.000000,0.496094 #define Dlg_Color_SteelBlue 0.273438,0.507813,0.703125 #define Dlg_Color_Tan 0.820313,0.703125,0.546875 //#define Dlg_Color_Teal 0.000000,0.500000,0.500000 #define Dlg_Color_Thistle 0.843750,0.746094,0.843750 #define Dlg_Color_Tomato 1.000000,0.386719,0.277344 #define Dlg_Color_Turquoise 0.250000,0.875000,0.812500 #define Dlg_Color_Violet 0.929688,0.507813,0.929688 #define Dlg_Color_Wheat 0.957031,0.867188,0.699219 //#define Dlg_Color_White 1.000000,1.000000,1.000000 #define Dlg_Color_WhiteSmoke 0.957031,0.957031,0.957031 //#define Dlg_Color_Yellow 1.000000,1.000000,0.000000 #define Dlg_Color_YellowGreen 0.601563,0.800781,0.195313 //----------------------------------------------------------------------------- // Extended colors - a few odd pastel colors //----------------------------------------------------------------------------- #define Dlg_Color_MoneyGreen 0.75,0.859375,0.75 //#define Dlg_Color_SkyBlue 0.6484375,0.7890625,0.9375 #define Dlg_Color_Cream 1,0.98046875,0.9375 #define Dlg_Color_MedGray 0.625,0.625,0.640625 #define Dlg_Color_DeepRed 0.45,0,0 // Desc: The top section contains the standard dialog #define constants, used for // controls, styles & fonts. The bottom section contains the standard base dialog // control class definitions, from which you can inherit. // // Notes: There are many slightly different versions of this file around. // By: public code taken from various sources: BIS pbo's, tutorials, WIKI & other scripts // Colors and coeff's referenced from quickmap.hpp, by mi2slow & Vienna. // Version: 1.1 (May 2007, Dr Eyeball) //----------------------------------------------------------------------------- // Constants to standardize and help simplify positioning and sizing #define Dlg_ROWS 36 // determines default text and control height #define Dlg_COLS 90 // guide for positioning controls // (Calculate proportion, then /100 to represent as percentage) #define Dlg_CONTROLHGT ((100/Dlg_ROWS)/100) #define Dlg_COLWIDTH ((100/Dlg_COLS)/100) // modifiers #define Dlg_TEXTHGT_MOD 0.9 #define Dlg_ROWSPACING_MOD 1.3 #define Dlg_ROWHGT (Dlg_CONTROLHGT*Dlg_ROWSPACING_MOD) #define Dlg_TEXTHGT (Dlg_CONTROLHGT*Dlg_TEXTHGT_MOD) //----------------------------------------------------------------------------- // Fonts #define FontM "TahomaB" #define FontHTML "TahomaB" //"CourierNewB64" "TahomaB" "Bitstream" "Zeppelin32" //----------------------------------------------------------------------------- // Control Types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 /* // 3D not used in ArmA #define CT_3DSTATIC 20 #define CT_3DACTIVETEXT 21 #define CT_3DLISTBOX 22 #define CT_3DHTML 23 #define CT_3DSLIDER 24 #define CT_3DEDIT 25 */ #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 //----------------------------------------------------------------------------- // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0c #define ST_TYPE 0xF0 #define ST_SINGLE 0 #define ST_MULTI 16 #define ST_TITLE_BAR 32 #define ST_PICTURE 48 #define ST_FRAME 64 #define ST_BACKGROUND 80 #define ST_GROUP_BOX 96 #define ST_GROUP_BOX2 112 #define ST_HUD_BACKGROUND 128 #define ST_TILE_PICTURE 144 #define ST_WITH_RECT 160 #define ST_LINE 176 //----------------------------------------------------------------------------- // standard base dialog control class definitions //----------------------------------------------------------------------------- class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; x = 0.0; y = 0.0; w = 0.3; h = Dlg_CONTROLHGT; sizeEx = Dlg_CONTROLHGT; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; colorText[] = {Dlg_ColorScheme_DialogText, 1}; font = FontM; text = ""; }; //------------------------------------- class RscFrame { type = CT_STATIC; idc = -1; style = ST_FRAME; x = 0.0; y = 0.0; w = 1.0; h = 1.0; sizeEx = Dlg_CONTROLHGT; colorBackground[] = {Dlg_Color_Red, 1}; // always clear? colorText[] = {Dlg_ColorScheme_WindowText, 1}; font = FontM; text = ""; }; //------------------------------------- class RscActiveText { type = CT_ACTIVETEXT; idc = -1; style = ST_LEFT; x = 0.1; y = 0.1; w = 0.2; h = Dlg_CONTROLHGT; sizeEx = Dlg_TEXTHGT; color[] = {Dlg_ColorScheme_WindowText,1}; colorActive[] = {Dlg_ColorScheme_3DControlFocus,1}; font = FontM; soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.2, 1}; soundPush[] = {"\ca\ui\data\sound\new1", 0.2, 1}; soundClick[] = {"\ca\ui\data\sound\mouse3", 0.2, 1}; soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.2, 1}; default = false; text = ""; }; //------------------------------------- class RscButton { type = CT_BUTTON; idc = -1; style = ST_CENTER; x = 0.0; y = 0.0; w = 0.1; h = Dlg_CONTROLHGT; sizeEx = Dlg_TEXTHGT; offsetX = 0; offsetY = 0; offsetPressedX = 0; offsetPressedY = 0; borderSize = 0.001; colorText[] = {Dlg_ColorScheme_3DControlText,1}; colorBackground[] = {Dlg_ColorScheme_3DControlBackground, 1}; colorFocused[] = {Dlg_ColorScheme_3DControlFocus,1}; colorShadow[] = {Dlg_Color_Pink,0.2}; colorBorder[] = {Dlg_Color_White,0.2}; colorBackgroundActive[] = {Dlg_ColorScheme_HighlightBackground,1.0}; colorDisabled[] = {Dlg_Color_Gray_7, 0.7}; colorBackgroundDisabled[] = {Dlg_ColorScheme_3DControlBackground,0.3}; font = FontM; soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.2, 1}; soundPush[] = {"\ca\ui\data\sound\new1", 0.2, 1}; soundClick[] = {"\ca\ui\data\sound\mouse3", 0.2, 1}; soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.2, 1}; default = false; text = ""; action = ""; }; //------------------------------------- class RscEdit { type = CT_EDIT; idc = -1; style = ST_LEFT; x = 0.1; y = 0.1; w = 0.1; h = Dlg_CONTROLHGT; sizeEx = Dlg_TEXTHGT; colorText[] = {Dlg_ColorScheme_WindowText,1}; colorSelection[] = {Dlg_ColorScheme_HighlightBackground,1}; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; font = FontM; autocomplete = false; text = ""; }; //------------------------------------- class RscLB_LIST { // type = defined in derived class idc = -1; style = ST_LEFT; x = 0.1; y = 0.1; w = 0.2; h = Dlg_CONTROLHGT; sizeEx = Dlg_TEXTHGT; rowHeight = Dlg_TEXTHGT; color[] = {Dlg_Color_White,1}; colorText[] = {Dlg_ColorScheme_WindowText,1}; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; // always clear? colorSelect[] = {Dlg_ColorScheme_WindowText,1}; colorSelect2[] = {Dlg_ColorScheme_WindowText,1}; colorScrollbar[] = {Dlg_Color_White,1}; colorSelectBackground[] = {Dlg_ColorScheme_3DControlBackground,1}; colorSelectBackground2[] = {Dlg_ColorScheme_HighlightBackground,1}; font = FontM; soundSelect[] = {"\ca\ui\data\sound\mouse3", 0.2, 1}; soundExpand[] = {"\ca\ui\data\sound\mouse2", 0.2, 1}; soundCollapse[] = {"\ca\ui\data\sound\mouse1", 0.2, 1}; }; //------------------------------------- class RscListBox: RscLB_LIST { type = CT_LISTBOX; onLBSelChanged = ""; onLBDblClick = ""; }; //------------------------------------- class RscCombo: RscLB_LIST { type = CT_COMBO; wholeHeight = 0.3; }; //------------------------------------- class RscObject { type = CT_OBJECT; scale = 1.0; direction[] = {0, 0, 1}; up[] = {0, 1, 0}; }; //------------------------------------- class Rsc3DStatic { type = CT_3DSTATIC; style = ST_LEFT; size = Dlg_TEXTHGT; angle = 0; color[] = {Dlg_Color_Black,1}; font = FontM; selection = "display"; }; //------------------------------------- class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; x = 0.1; y = 0.1; w = 0.4; h = 0.2; sizeEx = Dlg_TEXTHGT; colorBackground[] = Dlg_ColorAttribute_Clear; colorText[] = {Dlg_ColorScheme_WindowText, 1}; font = FontM; text = ""; }; //------------------------------------- class RscHTML { type = CT_HTML; idc = -1; style = ST_LEFT; x = 0.1; y = 0.1; w = 0.2; h = 0.4; colorText[] = {Dlg_ColorScheme_WindowText,1}; colorLink[] = {0.05, 0.2, 0.05, 1}; colorBold[] = {0, 1, 1, 1}; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; colorLinkActive[] = {0, 0, 0.2, 1}; colorPicture[] = {Dlg_Color_Black, 1}; colorPictureLink[] = {Dlg_Color_Black, 1}; colorPictureSelected[] = {Dlg_Color_Black, 1}; colorPictureBorder[] = {Dlg_Color_Black, 1}; prevPage = "\ca\ui\data\arrow_left_ca.paa"; nextPage = "\ca\ui\data\arrow_right_ca.paa"; filename = ""; class HeadingStyle { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = Dlg_TEXTHGT; }; class H1: HeadingStyle { sizeEx = Dlg_TEXTHGT * 1.5; }; class H2: HeadingStyle { sizeEx = Dlg_TEXTHGT * 1.4; }; class H3: HeadingStyle { sizeEx = Dlg_TEXTHGT * 1.3; }; class H4: HeadingStyle { sizeEx = Dlg_TEXTHGT * 1.2; }; class H5: HeadingStyle { sizeEx = Dlg_TEXTHGT * 1.1; }; class H6: HeadingStyle { sizeEx = Dlg_TEXTHGT; }; class P: HeadingStyle { sizeEx = Dlg_TEXTHGT; }; }; //------------------------------------- class RscStructuredText { access = ReadAndWrite; type = CT_STRUCTURED_TEXT; idc = -1; style = ST_MULTI; x = 0.1; y = 0.1; w = 0.1; h = 0.05; sizeEx = Dlg_CONTROLHGT; size = Dlg_TEXTHGT; lineSpacing = 1; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; colorText[] = {Dlg_ColorScheme_DialogText, 1}; text = ""; class Attributes { font = FontM; color = "#ffffff"; align = "left"; shadow = false; }; }; //------------------------------------- // Apparently, RscTree can only be used hard coded. /* class RscTree { access = ReadAndWrite; type = CT_TREE; style = ST_SINGLE; colorBackground[] = {Dlg_ColorScheme_WindowBackground, 1}; colorSelect[] = {1, 1, 1, 1}; colorText[] = {Dlg_ColorScheme_DialogText, 1}; colorBorder[] = {1, 1, 1, 1}; colorArrow[] = {1, 1, 1, 1}; font = FontM; sizeEx = 0.04; }; */ //------------------------------------- class RscMapControl { type = CT_MAP_MAIN; idc = -1; style = ST_PICTURE; x = 0.1; y = 0.1; w = 0.3; h = 0.3; colorSea[] = {0.56, 0.8, 0.98, 0.5}; colorForest[] = {0.6, 0.8, 0.2, 0.5}; colorRocks[] = {0.6, 0.45, 0.27, 0.4}; colorCountlines[] = {0.7, 0.55, 0.3, 0.6}; colorCountlinesWater[] = {0, 0.53, 1, 0.5}; colorMainCountlines[] = {0.65, 0.45, 0.27, 1}; colorMainCountlinesWater[] = {0, 0.53, 1, 1}; colorPowerLines[] = {Dlg_Color_Black, 1}; colorLevels[] = {Dlg_Color_Black, 1}; colorForestBorder[] = {0.4, 0.8, 0, 1}; colorRocksBorder[] = {0.6, 0.45, 0.27, 0.4}; colorNames[] = {Dlg_Color_Black, 1}; colorInactive[] = {Dlg_Color_White, 0.5}; colorBackground[] = {Dlg_Color_White, 1}; colorText[] = {Dlg_Color_White, 1}; font = "Zeppelin32"; sizeEx = 0.05; fontLabel = "Zeppelin32"; sizeExLabel = 0.0286458; fontGrid = "Zeppelin32"; sizeExGrid = 0.0286458; fontUnits = "Zeppelin32"; sizeExUnits = 0.0286458; fontNames = "Zeppelin32"; sizeExNames = 0.0286458; fontInfo = "Zeppelin32"; sizeExInfo = 0.0286458; fontLevel = "Zeppelin32"; sizeExLevel = 0.0286458; ptsPerSquareSea = 6; ptsPerSquareTxt = 8; ptsPerSquareCLn = 8; ptsPerSquareExp = 8; ptsPerSquareCost = 8; ptsPerSquareFor = "4.0f"; ptsPerSquareForEdge = "10.0f"; ptsPerSquareRoad = 2; ptsPerSquareObj = 10; text = "\ca\ui\data\map_background2_co.paa"; ShowCountourInterval = 0; scaleDefault = 0.1; onMouseButtonClick = ""; onMouseButtonDblClick = ""; class ActiveMarker { color[] = {0.3, 0.1, 0.9, 1}; size = 50; }; class Legend { x = 0.729; y = 0.05; w = 0.237; h = 0.127; font = "Zeppelin32"; sizeEx = 0.0208333; colorBackground[] = {0.906, 0.901, 0.88, 0.8}; color[] = {Dlg_Color_Black, 1}; }; class Bunker { color[] = {0, 0.35, 0.7, 1}; icon = "\ca\ui\data\map_bunker_ca.paa"; size = 14; importance = 1.5 * 14 * 0.05; coefMin = 0.25; coefMax = 4; }; class Bush { icon = "\ca\ui\data\map_bush_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 14; importance = 0.2 * 14 * 0.05; coefMin = 0.25; coefMax = 4; }; class BusStop { icon = "\ca\ui\data\map_busstop_ca.paa"; color[] = {0, 0, 1, 1}; size = 10; importance = 1 * 10 * 0.05; coefMin = 0.25; coefMax = 4; }; class Command { icon = "#(argb,8,8,3)color(1,1,1,1)"; color[] = {0, 0.9, 0, 1}; size = 18; importance = 1; coefMin = 1; coefMax = 1; }; class Cross { color[] = {0, 0.35, 0.7, 1}; icon = "\ca\ui\data\map_cross_ca.paa"; size = 16; importance = 0.7 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Fortress { icon = "\ca\ui\data\map_bunker_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Fuelstation { icon = "\ca\ui\data\map_fuelstation_ca.paa"; color[] = {1.0, 0.35, 0.35, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.75; coefMax = 4; }; class Fountain { icon = "\ca\ui\data\map_fountain_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 12; importance = 1 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Hospital { icon = "\ca\ui\data\map_hospital_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Chapel { icon = "\ca\ui\data\map_chapel_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 16; importance = 1 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Church { icon = "\ca\ui\data\map_church_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Lighthouse { icon = "\ca\ui\data\map_lighthouse_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 20; importance = 3 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Quay { icon = "\ca\ui\data\map_quay_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Rock { color[] = {0.35, 0.35, 0.35, 1}; icon = "\ca\ui\data\map_rock_ca.paa"; size = 12; importance = 0.5 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Ruin { icon = "\ca\ui\data\map_ruin_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 1.2 * 16 * 0.05; coefMin = 1; coefMax = 4; }; class SmallTree { icon = "\ca\ui\data\map_smalltree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 12; importance = 0.6 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Stack { icon = "\ca\ui\data\map_stack_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 20; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Tree { icon = "\ca\ui\data\map_tree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1}; size = 12; importance = 0.9 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class Tourism { icon = "\ca\ui\data\map_tourism_ca.paa"; color[] = {0.78, 0, 0.05, 1}; size = 16; importance = 1 * 16 * 0.05; coefMin = 0.7; coefMax = 4; }; class Transmitter { icon = "\ca\ui\data\map_transmitter_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 20; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class ViewTower { icon = "\ca\ui\data\map_viewtower_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 16; importance = 2.5 * 16 * 0.05; coefMin = 0.5; coefMax = 4; }; class Watertower { icon = "\ca\ui\data\map_watertower_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 32; importance = 1.2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; }; class Waypoint { icon = "\ca\ui\data\map_waypoint_ca.paa"; color[] = {0, 0.35, 0.7, 1}; size = 32; coefMin = 1.00; coefMax = 1.00; importance = 1.00; }; class WaypointCompleted { icon = "\ca\ui\data\map_waypoint_completed_ca.paa"; color[] = {Dlg_Color_Black, 1}; size = 24; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; }; //------------------------------------- class RscMap { access = ReadAndWrite; class controls { class Map : RscMapControl { moveOnEdges = 0; x = 0; y = 0; w = 0.83; h = 1; }; }; }; //============================================================================= // Some common class definitions - most dialogs need a background, frame, etc class Dlg_FullBackground: RscText { x = 0.0; y = 0.0; w = 1.0; h = 1.0; colorBackground[] = {Dlg_ColorScheme_DialogBackground,0.75}; }; //------------------------------------- class Dlg_FullBackgroundFrame: RscFrame { x = 0.0; y = 0.0; w = 1.0; h = 1.0; text = " Selection Dialog "; }; //------------------------------------- class Dlg_Caption: RscText { x = 0.0; y = 0.0; w = 0.3; colorBackground[] = {Dlg_ColorScheme_CaptionBackground, 1}; colorText[] = {Dlg_ColorScheme_CaptionText, 1}; }; //------------------------------------- class RscMemo: RscStructuredText { type = CT_STATIC; style = ST_LEFT + ST_MULTI; font = FontM; }; //------------------------------------- class RscControlsGroup { type = CT_CONTROLS_GROUP; idc = -1; style = ST_LEFT; x = 0.1; y = 0.1; w = 0.3; h = 0.3; class VScrollbar { color[] = {1, 1, 1, 1}; width = 0.021; }; class HScrollbar { color[] = {1, 1, 1, 1}; height = 0.028; }; class Controls {}; }; //------------------------------------- ================================================================================ ArmA Dialog Template/Framework - v1.1 ================================================================================ This file is a draft and will not be completed for v1.0, but will be updated in a future release, or check the BIS forums for extra info. -------------------------------------------------------------------------------- FEATURES -------------------------------------------------------------------------------- - A base dialog template (which you can modify to create a new one fairly easily) - A popup menu system (for dialogs and MapClicks). You can avoid dialog code totally by using this. - A basic Yes/No dialog - A debug output dialog (Planning a few more base dialogs in future) - Base control classes separated into separate files - (hopefully) no need to edit it, in general - Uses full inheritence, minimising the code you work with significantly - A base color scheme (saves fussing with colors for all controls & dialogs) - Hundreds of color constants - Dialog specific functions script (only 3 functions so far, but I hope to add to it). -------------------------------------------------------------------------------- PURPOSE -------------------------------------------------------------------------------- - It includes a recommended structure for inheritance. This reduces the overall code required significantly and makes it easier to read and interpret. - It separates the standard #define constants and class definitions into separate files. - It provides extra #define constants to replace many common literals. - Standardise default sizing, positioning - controlled by several base constants, to allow you to treat coordinates as columns & rows. - Standardise color scheme and color names Functionality: -------------- - A base dialog template - A popup menu system - A Yes/No dialog - A debug output dialog -------------------------------------------------------------------------------- USAGE -------------------------------------------------------------------------------- To be added in a future release, or check the BIS forum. -------------------------------------------------------------------------------- MODIFYING THE FILES -------------------------------------------------------------------------------- Note! If you need to do any modifications to the files included with your mission (especially those in \Dialogs\Common), please mark the modified files as modified by you to avoid confusing them with the originals. Eg: Modified by: MyName -------------------------------------------------------------------------------- VERSION HISTORY -------------------------------------------------------------------------------- Version | Date | Notes 1.0 | 20 May 2007 | First release 1.1 | 31 May 2007 | PopupMenu functionality, Debug dialog added. -------------------------------------------------------------------------------- CREDITS -------------------------------------------------------------------------------- Contributors: Dr_Eyeball, mi2slow & Vienna (quickmap.hpp), BIKI -------------------------------------------------------------------------------- LEGAL DISCLAIMER -------------------------------------------------------------------------------- The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. Use of the Software (in whole or in part) is entirely at your own risk. -------------------------------------------------------------------------------- DISTRIBUTING SIMULATION CONTENT CREATED WITH THE SOFTWARE -------------------------------------------------------------------------------- Please note that you do NOT require permission from The Contributors to distribute simulation content (e.g. missions) created with the Software. //=== Kartenausschnitt == V1.01 ==== 19.12.2006 mi2slow & Vienna =========================================== class RscMapControl { access = 0; type = 101; idc = -1; style = 48; colorBackground[] = {1.00, 1.00, 1.00, 1.00}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.040000; // Colordefintions in RGBA showCountourInterval=2; colorSea[] = {0.56, 0.80, 0.98, 0.50}; colorForest[] = {0.60, 0.80, 0.20, 0.50}; colorRocks[] = {0.50, 0.50, 0.50, 0.50}; colorCountlines[] = {0.65, 0.45, 0.27, 0.50}; colorMainCountlines[] = {0.65, 0.45, 0.27, 1.00}; colorCountlinesWater[] = {0.00, 0.53, 1.00, 0.50}; colorMainCountlinesWater[] = {0.00, 0.53, 1.00, 1.00}; colorForestBorder[] = {0.40, 0.80, 0.00, 1.00}; colorRocksBorder[] = {0.50, 0.50, 0.50, 1.00}; colorPowerLines[] = {0.00, 0.00, 0.00, 1.00}; colorNames[] = {0.00, 0.00, 0.00, 1.00}; colorInactive[] = {1.00, 1.00, 1.00, 0.50}; colorLevels[] = {0.00, 0.00, 0.00, 1.00}; fontLabel = "TahomaB"; sizeExLabel = 0.02; fontGrid = "TahomaB"; sizeExGrid = 0.02; fontUnits = "TahomaB"; sizeExUnits = 0.02; fontNames = "TahomaB"; sizeExNames = 0.02; fontInfo = "TahomaB"; sizeExInfo = 0.02; fontLevel = "TahomaB"; sizeExLevel = 0.02; stickX = {0.20, {"Gamma", 1.00, 1.50} }; stickY = {0.20, {"Gamma", 1.00, 1.50} }; ptsPerSquareSea = 6; ptsPerSquareTxt = 8; ptsPerSquareCLn = 8; ptsPerSquareExp = 8; ptsPerSquareCost = 8; ptsPerSquareFor = "4.0f"; ptsPerSquareForEdge = "10.0f"; ptsPerSquareRoad = 2; ptsPerSquareObj = 10; text = "\ca\ui\data\map_background2_co.paa"; class ActiveMarker { color[] = {0.30, 0.10, 0.90, 1.00}; size = 50; }; class Bunker { icon = "\ca\ui\data\map_bunker_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 14; importance = "1.5 * 14 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Bush { icon = "\ca\ui\data\map_bush_ca.paa"; color[] = {0.55, 0.64, 0.43, 1.00}; size = 14; importance = "0.2 * 14 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class BusStop { icon = "\ca\ui\data\map_busstop_ca.paa"; color[] = {0.00, 0.00, 1.00, 1.00}; size = 10; importance = "1 * 10 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Command { icon = "#(argb,8,8,3)color(1,1,1,1)"; color[] = {0.00, 0.00, 0.00, 1.00}; size = 18; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; class Cross { icon = "\ca\ui\data\map_cross_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "0.7 * 16 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Fortress { icon = "\ca\ui\data\map_bunker_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Fuelstation { icon = "\ca\ui\data\map_fuelstation_ca.paa"; color[] = {1.00, 0.35, 0.35, 1.00}; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.75; coefMax = 4.00; }; class Fountain { icon = "\ca\ui\data\map_fountain_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 12; importance = "1 * 12 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Hospital { icon = "\ca\ui\data\map_hospital_ca.paa"; color[] = {0.78, 0.00, 0.05, 1.00}; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.50; coefMax = 4; }; class Chapel { icon = "\ca\ui\data\map_chapel_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "1 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class Church { icon = "\ca\ui\data\map_church_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class Lighthouse { icon = "\ca\ui\data\map_lighthouse_ca.paa"; color[] = {0.78, 0.00, 0.05, 1.00}; size = 20; importance = "3 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class Quay { icon = "\ca\ui\data\map_quay_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "2 * 16 * 0.05"; coefMin = 0.50; coefMax = 4.00; }; class Rock { icon = "\ca\ui\data\map_rock_ca.paa"; color[] = {0.35, 0.35, 0.35, 1.00}; size = 12; importance = "0.5 * 12 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Ruin { icon = "\ca\ui\data\map_ruin_ca.paa"; color[] = {0.78, 0.00, 0.05, 1.00}; size = 16; importance = "1.2 * 16 * 0.05"; coefMin = 1.00; coefMax = 4.00; }; class Stack { icon = "\ca\ui\data\map_stack_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 20; importance = "2 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class Tree { icon = "\ca\ui\data\map_tree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1.00}; size = 12; importance = "0.9 * 16 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class SmallTree { icon = "\ca\ui\data\map_smalltree_ca.paa"; color[] = {0.55, 0.64, 0.43, 1.00}; size = 12; importance = "0.6 * 12 * 0.05"; coefMin = 0.25; coefMax = 4.00; }; class Tourism { icon = "\ca\ui\data\map_tourism_ca.paa"; color[] = {0.78, 0.00, 0.05, 1.00}; size = 16; importance = "1 * 16 * 0.05"; coefMin = 0.70; coefMax = 4.00; }; class Transmitter { icon = "\ca\ui\data\map_transmitter_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 20; importance = "2 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class ViewTower { icon = "\ca\ui\data\map_viewtower_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 16; importance = "2.5 * 16 * 0.05"; coefMin = 0.50; coefMax = 4.00; }; class Watertower { icon = "\ca\ui\data\map_watertower_ca.paa"; color[] = {0.00, 0.35, 0.70, 1.00}; size = 32; importance = "1.2 * 16 * 0.05"; coefMin = 0.90; coefMax = 4.00; }; class Waypoint { icon = "\ca\ui\data\map_waypoint_ca.paa"; color[] = {0.00, 0.00, 0.00, 1.00}; size = 24; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; class WaypointCompleted { icon = "\ca\ui\data\map_waypoint_completed_ca.paa"; color[] = {0.00, 0.00, 0.00, 1.00}; size = 24; importance = 1.00; coefMin = 1.00; coefMax = 1.00; }; }; // Define position and size of the map #define K_X 0.31 // distance from left edge #define K_Y 0.20 // distance from top edge #define K_W 0.60 // width of the map #define K_H 0.60 // height of the map //#define K_H 0.60*1.33 // height of the map // Misc values #define K_Back {0.95, 0.95, 0.95, 1.00} // background color of the map #define K_B 0.004 // thickness of the map border #define K_B_Color {0.00, 0.00, 0.00, 0.20} // color of the map border class MapBorder { idc = -1; type = 0; style = 0; colorBackground[] = K_B_Color; colorText[] = {0.00, 0.00, 0.00, 0.20}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class MapBorder2 { idc = -1; type = 0; style = 0; colorBackground[] = {0.00, 0.00, 0.00, 0.50}; colorText[] = {0.00, 0.00, 0.00, 1.00}; font = "TahomaB"; sizeEx = 0.023; h = 0.02; }; class QuickMap1 { movingEnable = true; idd = 1901; controlsBackground[] = {}; objects[] = {}; controls[] = {Map, BorderLeft, BorderShad}; class BorderLeft : MapBorder { //x = K_X; x = 0.315; y = 0.205; w = 0.68; h = 0.590); text = ""; }; class BorderShad : MapBorder2 { //x = K_X; x = 0.305; y = 0.195; w = 0.70; h = 0.610); text = ""; }; /* class BorderRight : MapBorder { x = K_X + K_W - K_B; y = K_Y + (K_B); w = K_B; h = K_H - (K_B*2); text = ""; }; class BorderTop : MapBorder { x = K_X; y = K_Y; w = K_W; h = K_B; text = ""; }; class BorderBottom : MapBorder { x = K_X; y = K_Y + K_H - K_B * 1.33; // - 0.003; w = K_W; h = K_B; // + 0.006; text = ""; }; */ class Map : RscMapControl { idc = 1902; colorBackground[] = K_Back; x = K_X + K_B; y = K_Y + K_B * 1.33; w = K_W - K_B * 2; h = K_H - K_B * 2 * 1.33; default = true; }; }; GGATCGVA~GGATSFFO@`g n(u**#+ Qk_U}4k/T7U͑W^4w?βUuͲU^PU WEUUUuҜUUUQ}SU4WZ~]V[qsuQ{k/PsW{/UsZ_0srQmk__s.uk*{bbb`Qs;=0nJjqmk+qk*__wQnkQMc*ﮗҜkWk%%+3WͱV^^\qu?q>սֱ^^^X󜑔RRFҜTEU򜑔 eU󤱔UUEU󜱔UUQ󜑔qz{k40sk|Mkk|s3l|mk{Mk鑜k?b```0k=k]1nkmknh~{{mkڱ{mk󤑔4GWUU7XwUŲV\4ժ}_uq*77ֱXXuUeu請4WVW4U4W_Qs_v0s73msz{rmk Pmk{Qkk*QsQmkTk7?ͮ{b``p0s qsUnk(s_QnkWsוqWTVVqMT7g^(ҜUֲhͲWWβZ76֑UձUTVVͲUե%ֲU ֱUPjmkҜs*qs~wusUUkPsZ|mk*sōk5͍s`ppp|k[s1nkQs}{-ck|mk7+Q~vT|Ӝq5ֽ7nmTUEUQQҜhjjm]TҜ55E7u]u\\^7Ҝ-7^^W_6UUUE7UTUU7֔8Un{^VTV) 3hjjqs^||k緿nk5= ŮsX\W0Mk=mk0Mk*{nk ͯsMk l|nkϵptvQ*ű5W]zwU6]w6]UUy6b`jb3_ֲ5AQQ7mUҜT|vV7Ҥ%UEQWUYVW7UUUU7޵_Wwu]ts~^| ҤHqsrV{0kjήs55=5Q`bb0sos?3{1sw;ӜsU]nkuժnkWW||nk7֕W7֕7ޕ7WUU6ֵU6m_]WҤbʊβU_֑%/6UTUU6UEUUղWҤ-)7UUU7v]_6͟WEDֵͫs^V֑ )BtsUUWs]W֮s%-j0s|_mks/uuU4quUU4k^0Mk߮ ε՗յE7Y]6W}gUTUT7UWW7ͿX_6TUUUWgUUUWeUeu7w_Y6ֵŮ{WޔW޴6ִžWͯ7ޔŮqު 7u-﮿7_VuWUUY͕)7/zzXsUQmk0k0s/k*uҜs]mk\\^u{mk7ֵ7UgUUUU7[WYUUUUUUUUW͵UUUW[UUUWeUWWPU7]ҤBs_s*ͮs*6֕ž7EUUUֵgֵUUUU7򤪊jͮs~]Ut{WUTkxRsqmk|mkmkzik/sj{mkz|Mk>RֵUUEUյPUUU7ֵwoֵU^_EUUU77zD@TPEUEQ7euUe֑jhbb1sQ@0kjҜk?֔ſQUU7gUUTUQUU7ҤjjjPs[{zs;jMk7ԜnsMk~MkMk믥'0k.mk,c|mks{^UUUtֵ[΃ xUU6޲*EU6Y7޵QEEUֱ`Bs_0sTmk?6ֵŽ՗TUUU7wחֵŶfZִ͞yup``hs7nkxmk}|Mk:|Lk{zo{mk;mk=kGQMk'nk;1Mk~7֔Żt|_Wֲ ͭsXx\^0s/wq1ʼnR/?+Xք1$)U$) 'U)U6B)|_ͅ9*`E)*zU)UU)Ŏs(UsU%)z%)zUUs { U{UiJ U {E)>U{)6% |Mk'0nk;0,cy1-kQs_]յEUUU3^^ZҤ)ͮs\\\{E)`` s$)_X)J (J)} )J%)B o9 0%)5UU֪Z )xVJ)+vZ$)?W}%)ߵ-{s-3{IJz%)\VA o9 9) J *z9~*{!](Bs'1nsϏnknk~zs{MkۺqSvWUUͱ++UͮsXX~[MkP,c/{$)ZXXjJ$) B$! .A h쾨B A)|d -%U V\||A ={ ={Zsf1x`r9)n.9調J9)9)/?A %)+{,cTmsszZrPsKQsgm}1Mk?nk1s^ӜQòUUU󜑔UUw1tP];?UUnszpx{$!pxs%)WU]PAE)IJE1W9 A{!" 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_username = name _user; _center = _this select 1; _ggroup = _this select 2; _pos = position _center; _guardb = grpNull; _usergroup = group _user; _rndx = 0; _rndy = 0; waitUntil {_user in list _center or _username == dunit}; EVO_makeGb = { _dir = round (random 3); if (_dir == 0) then //north { _rndx = random 400; _rndy = 400; }; if (_dir == 1) then //south { _rndx = random 400; _rndy = 0; if (_center == abase3) then {hint"mad";_rndx = 0+(random 200);_rndy = 400}; }; if (_dir == 2) then //east { _rndx = 400; _rndy = random 400; if (_center == abase3) then {hint"mad2";_rndx = 0;_rndy = 200+(random 200);}; }; if (_dir == 3) then //west { _rndx = 0; _rndy = random 400; }; _ppos = [(_pos select 0)-200 +_rndx,(_pos select 1)-200+_rndy,0]; _guardb = createGroup (east); _recy = [_user,_guardb] execVM "scripts\grecycle.sqf"; _allunits = ["SquadLeaderE","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEB"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_ppos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _wp1 = _guardb addWaypoint [_pos, 0]; [_guardb, 1] setWaypointType "HOLD"; _dice = round (random 1); if (_dice == 1) then { _allvecA = ["UAZMG","BRDM2"]; _maxA = count _allvecA; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _ppos, [], 0, "NONE"]; _heli2 lock true; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; (units _guardb select 0) assignAsDriver _heli2; (units _guardb select 0) moveInDriver _heli2; (units _guardb select 1) assignAsGunner _heli2; (units _guardb select 1) moveInGunner _heli2; }; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guardb); }; [] call EVO_makeGb; _count = 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _lcount = 0; {if(alive _x) then {_lcount = _lcount +1}} forEach units _guardb; if ((vehicle _user) in list _center) then {_count = _count +1}; if (_count == 240) then {_loop=1}; //hint format["_guard %1",_lcount]; sleep 1.001; //hint ""; if(_lcount == 0) then {[] call EVO_makeGb}; //if (_usergroup != (group _user)) then {_loop=1;}; if (count units _ggroup == 0) then {_loop=1}; }; sleep 30.0; _handle = [_guardb] execVM "scripts\delete.sqf";_unit = _this select 0; _brief = _this select 1; if (not (local _unit) or not (isPlayer _unit)) exitWith {}; //hint localize _brief; [west,"HQ"] sideradio "UNIV_rcoy";_settings = _this select 0; _points = _this select 1; punit = player; pmis = _settings; prew =_points; publicVariable "punit";publicVariable "pmis";publicVariable "prew";_user = _this select 0; _usergroup = (group _user); placetag = "LPAT"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; mgroupa = grpNull; //publicVariable "mgroupa"; //publicVariable "mgroupb"; EVO_deletemapat = { deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; _handle = [_guard] execVM "scripts\delete.sqf"; hint "mission failed"; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointDescription "BRIEFING"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_048""] execVM ""missions\brief.sqf""} forEach (units group this)"]; //sleep 1.0; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "CAP Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_031""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _pos = getmarkerpos "centerp"; _allvecA = ["Su34","Mi17_MG","SU34B"]; _maxA = count _allvecA; _heli = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 5000, "FLY"];_heli lock true; _pos1 = position _heli; _heli1 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 5000, "FLY"];_heli1 lock true; _pos2 = position _heli1; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 5000, "FLY"];_heli2 lock true; _pos3 = position _heli2; _starts = [_pos1,_pos2,_pos3]; _pos = (_starts select (round random 2)); _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; //sleep 1.0; "SoldierEPilot" createUnit [_pos1, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEPilot" createUnit [_pos1, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEPilot" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEPilot" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEPilot" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEPilot" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; //sleep 1.0; (units _guard select 0) assignAsDriver _heli; (units _guard select 0) moveInDriver _heli; (units _guard select 1) assignAsGunner _heli; (units _guard select 1) moveInGunner _heli; (units _guard select 2) assignAsDriver _heli1; (units _guard select 2) moveInDriver _heli1; (units _guard select 3) assignAsGunner _heli1; (units _guard select 3) moveInGunner _heli1; (units _guard select 4) assignAsDriver _heli2; (units _guard select 4) moveInDriver _heli2; (units _guard select 5) assignAsGunner _heli2; (units _guard select 5) moveInGunner _heli2; /* player setcaptive true; [player] join _guard; player assignascargo _heli2; player moveincargo _heli2; */ _guard setCombatMode "RED"; _guard setBehaviour "COMBAT"; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; _wp1 = _guard addWaypoint [_pos1, 10]; _wp2 = _guard addWaypoint [_pos2, 10]; _wp3 = _guard addWaypoint [_pos3, 10]; _wp4 = _guard addWaypoint [_pos1, 10]; [_guard, 4] setWaypointType "CYCLE"; sleep 1.0; mgroupa = _guard; publicVariable "mgroupa"; }; if ((local server) and not(local _user)) exitWith {}; waitUntil {not (isNull mgroupa) or not onmission}; if (not onmission) exitwith {EVO_deletemapat}; sleep 1.0; _guard = mgroupa; _pos1 = position vehicle (units _guard select 0); _pos2 = position vehicle (units _guard select 2); _pos3 = position vehicle (units _guard select 4); _starts = [_pos1,_pos2,_pos3]; //hint format["%1",_starts]; [_usergroup, 1] setWaypointPosition [_pos1, 0]; [_usergroup, 1] setWaypointStatements ["true","sobj1 = true"]; [_usergroup, 1] setWaypointDescription localize "EVO_041"; _usergroup setCurrentWaypoint [_usergroup, 1]; _search = createMarkerLocal ["look", _pos1]; _search setMarkerTypeLocal "Destroy"; _search setMarkerTextLocal localize "EVO_041"; _search setMarkerColorLocal "ColorYellow"; _search setMarkerSizeLocal [0.5, 0.5]; //map _mapview = [GetMarkerPos _search,0] execVM "scripts\mismap.sqf"; _i=0; while {_i < count _starts} do { _npos = (_starts select _i); [_usergroup, 1] setWaypointPosition [_npos, 0]; _search setMarkerPosLocal _npos; _usergroup setCurrentWaypoint [_usergroup, 1]; Waituntil {sobj1 or (count units _guard) == 0 or (_usergroup != (group player)) or (not onmission)}; //or if pilots dead sobj1 = false; _i = _i + 1; if (_usergroup != (group player)) then {_i=100}; if (not onmission) then {_i=100}; if ((count units _guard) == 0) then {_i=100}; if (_i == 3 and (count units _guard) > 0) then {_i=0;}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemapat}; if (not onmission) exitwith {[] call EVO_deletemapat}; sleep 1.0; [_usergroup, 1] setWaypointStatements ["true", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; rndmis=rndmis+1; publicVariable "rndmis"; sleep 2.0; deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; deleteWaypoint [group player, 2]; deleteWaypoint [group player, 3]; deleteWaypoint [group player, 4]; onmission=false;_user = _this select 0; //change _var = _this select 1; _usergroup = (group _user); _starts = []; _allobj = []; _pos = [0,0,0]; placetag = "AMBU"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; //change back mgroupa = grpNull; //publicVariable "mgroupa"; EVO_deleteass = { deleteWaypoint [group player, 1]; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteMarkerLocal _search; _handle = [_guard] execVM "scripts\delete.sqf"; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointDescription localize "EVO_034"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_027""] execVM ""missions\brief.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "AMBU Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_027""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 0) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; if(_var == 10) then { _allobj = ["mrnd2","mrnd10","mrnd1","mrnd9"]; }; if(_var == 20) then { _allobj = ["mrnd11","mrnd12","mrnd13","mrnd14","mrnd15","mrnd20","mrnd19","mrnd18","mrnd16","mrnd7","mrnd6","mrnd5","mrnd4","mrnd3"]; }; _max = count _allobj; _r = round random (_max - 1); _rand = _allobj select _r; _pos = getMarkerPos _rand; _pos2 = [(_pos select 0),(_pos select 1) - 15,(_pos select 2)]; _pos3 = [(_pos select 0),(_pos select 1) - 30,(_pos select 2)]; _pos4 = [(_pos select 0),(_pos select 1) - 45,(_pos select 2)]; _allvecA = ["UAZ_AGS30","UAZMG"]; _allvecB = ["BRDM2","BMP2"]; _allvecC = ["UralRepair","UralReammo","UralRefuel"]; if(_var == 20) then { _allvecA = ["BRDM2","BMP2"];_allvecB = ["BRDM2","BMP2"]; }; _maxA = count _allvecA; _maxB = count _allvecB; _maxC = count _allvecC; _heli = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 0, "NONE"];_heli lock true; _heli1 = createVehicle [(_allvecC select round random (_maxC - 1)), _pos2, [], 0, "NONE"];_heli1 lock true; _heli2 = createVehicle [(_allvecC select round random (_maxC - 1)), _pos3, [], 0, "NONE"];_heli1 lock true; _heli3 = createVehicle [(_allvecB select round random (_maxB - 1)), _pos4, [], 0, "NONE"];_heli2 lock true; _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli3 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _allunits = ["SquadLeaderE","SoldierEAA","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = count _allunits; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; "SoldierEAA" createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (_allunits select round random (_max - 1)) createUnit [_pos, _guard]; (units _guard select 1) assignAsDriver _heli; (units _guard select 1) moveInDriver _heli; (units _guard select 0) assignAsGunner _heli; (units _guard select 0) moveInGunner _heli; (units _guard select 2) assignAsDriver _heli1; (units _guard select 2) moveInDriver _heli1; (units _guard select 3) assignAsDriver _heli2; (units _guard select 3) moveInDriver _heli2; (units _guard select 4) assignAsDriver _heli3; (units _guard select 4) moveInDriver _heli3; (units _guard select 5) assignAsGunner _heli3; (units _guard select 5) moveInGunner _heli3; (units _guard select 6) assignAsCargo _heli3; (units _guard select 6) moveInCargo _heli3; (units _guard select 7) assignAsCargo _heli3; (units _guard select 7) moveInCargo _heli3; _guard setFormation "COLUMN"; _guard setSpeedMode "LIMITED"; _guard setBehaviour "SAFE"; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); _allobj = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11"]; _currentobj = []; _max = count _allobj; _rand = _allobj select (round random (_max - 1)); _wp = _guard addWaypoint [_pos2, 10]; _pos = getMarkerPos _rand; _wp2 = _guard addWaypoint [_pos, 10]; _wp3 = _guard addWaypoint [_pos, 10]; [_guard, 3] setWaypointType "CYCLE"; sleep 1.0; mgroupa = _guard; publicVariable "mgroupa"; }; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa)) or not onmission}; if (not onmission) exitwith {[] call EVO_deleteass}; sleep 1.0; _guard = mgroupa; _pos = position (leader _guard); _search = createMarkerLocal ["look", _pos]; _search setMarkerTypeLocal "Destroy"; _search setMarkerTextLocal localize "EVO_034"; _search setMarkerColorLocal "ColorYellow"; _search setMarkerSizeLocal [0.5, 0.5]; _mapview = [_pos,2] execVM "scripts\mismap.sqf"; if(_var == 10) then { [_usergroup, 1] setWaypointStatements ["sobj1", "{[_x,10] execVM ""missions\reward.sqf""} forEach (units group this)"]; }; if(_var == 20) then { [_usergroup, 1] setWaypointStatements ["sobj1", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; }; _usergroup setCurrentWaypoint [_usergroup, 1]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; [_usergroup, 1] setWaypointPosition [position (leader _guard), 0]; //[_usergroup, 1] waypointAttachVehicle (vehicle (leader _guard)); _search setMarkerPosLocal position (leader _guard); if ((count units _guard) == 0 or _usergroup != (group player) or not onmission) then {_loop=1;}; }; //_debug = [] execVM format["%1 %2 %3",(count units _guard),(_usergroup != (group player)),(not onmission)]; if (_usergroup != (group player) or not onmission) exitwith { [] call EVO_deleteass }; sleep 1.0; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; sobj1=true; rndmis=rndmis+1; publicVariable "rndmis"; sleep 2.0; [] call EVO_deleteass; _user = _this select 0; _usergroup = (group _user); _pos = [0,0,0]; _player = player; placetag = "CSAR"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; _pos = [0,0,0]; mgroupa = grpNull; mgroupb = grpNull; mgroupc = grpNull; publicVariable "mgroupa"; publicVariable "mgroupb"; publicVariable "mgroupc"; EVO_deletemsar = { deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; deleteMarkerLocal _start; deleteMarkerLocal _end; deleteMarkerLocal _search; hint "CSAR: Mission Failed\nReporter dead"; _handle = [_guard] execVM "scripts\delete.sqf"; _handle = [_guardb] execVM "scripts\delete.sqf"; _handle = [_pilot] execVM "scripts\delete.sqf"; deleteWaypoint [group player, 1]; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointDescription localize "EVO_035"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_028""] execVM ""missions\brief.sqf""} forEach (units group this)"]; _usergroup setCurrentWaypoint [_usergroup, 1]; sleep 1.0; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "CSAR Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_045""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _pilot = createGroup (civilian); _guard = createGroup (east); _guardb = createGroup (east); _recy = [_user,_pilot] execVM "scripts\grecycle.sqf"; _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; _recy = [_user,_guardb] execVM "scripts\grecycle.sqf"; _randx = 13446+(random 4457); _randy = 9819+(random 2993); _rndx = random 400; _rndy = random 400; _rndbx = random 400; _rndby = random 400; _pos = [_randx,_randy,0]; _ppos = [(_pos select 0)-200 +_rndx,(_pos select 1)-200+_rndy,0]; _pposb = [(_pos select 0)-200 +_rndbx,(_pos select 1)-200+_rndby,0]; _poser = createVehicle ["RoadCone", _pos, [], 1000, "NONE"]; _pos = position _poser; deleteVehicle _poser; _heli = createVehicle ["BlackhawkWreck", _pos, [], 400, "NONE"];_recy = [_user,_heli] execVM "scripts\recycle.sqf"; _heil setDir (random 359); _pos = position _heli; _ppos = [(_pos select 0)-200 +_rndx,(_pos select 1)-200+_rndy,0]; _pposb = [(_pos select 0)-200 +_rndbx,(_pos select 1)-200+_rndby,0]; "SoldierWPilot" createUnit [_ppos, _pilot]; _sara = (units _pilot select 0); { _x disableAI "MOVE"; _x allowfleeing 0; _x setBehaviour "Careless"; removeallweapons _x; _x setCaptive true; commandStop _x; _x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}] } forEach units _pilot; sleep 1.0; { _x switchMove "AmovPercMstpSsurWnonDnon"; } forEach units _pilot; _allunits = ["SquadLeaderE","SoldierEAA","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_ppos, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEAA" createUnit [_ppos, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _wp1 = _guardb addWaypoint [_pos, 10]; _wp2 = _guardb addWaypoint [_ppos, 10]; _wp3 = _guardb addWaypoint [_pposb, 10]; _wp4 = _guardb addWaypoint [_ppos, 10]; [_guardb, 4] setWaypointType "CYCLE"; _allvecA = ["UAZ_AGS30","UAZMG"]; _maxA = count _allvecA; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 0, "NONE"]; _heli2 lock true; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; (units _guardb select 0) assignAsDriver _heli2; (units _guardb select 0) moveInDriver _heli2; (units _guardb select 1) assignAsGunner _heli2; (units _guardb select 1) moveInGunner _heli2; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guardb); sleep 1.0; mgroupa = _pilot; mgroupb = _guard; mgroupc = _guardb; publicVariable "mgroupa"; publicVariable "mgroupb"; publicVariable "mgroupc"; }; //if (local server) exitWith {}; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa) and not (isNull mgroupb) and not (isNull mgroupc)) or not onmission}; if (not onmission) exitwith {[] call EVO_deletemsar}; sleep 1.0; _pilot = mgroupa; _guard = mgroupb; _guardb = mgroupc; _pos = position vehicle (units _guardb select 0); //hint format["%1 %2 %3 %4",_pilot,_guard,_guardb,_pos]; _caps = (units _pilot); _search = createMarkerLocal ["look", _pos]; _search setMarkerColorLocal "ColorGreen"; _search setMarkerShapeLocal "RECTANGLE"; _search setMarkerSizeLocal [200, 200]; _search setMarkerBrushLocal "FDiagonal"; _start = createMarkerLocal ["BHD", _pos]; _start setMarkerColorLocal "ColorYellow"; _start setMarkerTypeLocal "End"; _start setMarkerTextLocal localize "EVO_035"; _end = createMarkerLocal ["SAFE", position dropoff]; _end setMarkerColorLocal "ColorYellow"; _end setMarkerTypeLocal "End"; _end setMarkerTextLocal localize "EVO_036"; //map _mapview = [getmarkerpos _search,1] execVM "scripts\mismap.sqf";//debug _trgobj3 = createTrigger ["EmptyDetector", _pos ]; _trgobj3 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trgobj3 setTriggerArea [200, 200, 0, true]; _trgobj3 setTriggerStatements ["this", "sobj1 = true", ""]; _trgobj3 setTriggerTimeout [5, 10, 7, true ]; [_usergroup, 1] setWaypointStatements ["sobj1", "[west,""HQ""] sideradio ""UNIV_asec"";hint ""Objective Complete\nArea secure\nLead the Pilot back to the evac helipad"""]; _usergroup setCurrentWaypoint [_usergroup, 1]; [_usergroup, 1] setWaypointPosition [_pos, 0]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; if (sobj1) then {_loop=1;}; if (_usergroup != (group player)) then {_loop=1;}; if (not onmission) then {_loop=1;}; if (not alive (_caps select 0)) then {_loop=1;}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemsar}; if (not onmission) exitwith {[] call EVO_deletemsar}; if (not alive (_caps select 0)) exitwith {[] call EVO_deletemsar}; sleep 1.0; [_usergroup, 1] setWaypointPosition [position dropoff, 0]; [_usergroup, 1] setWaypointStatements ["sobj2", "{[_x,10] execVM ""missions\reward.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointDescription localize "EVO_036"; _usergroup setCurrentWaypoint [_usergroup, 1]; _caps join _usergroup; { _x setdamage 0; _x setCaptive false; _x enableAI "MOVE"; } forEach _caps; //hint format["%1 | %2",pilot1,pilot2]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; //hint format["caps = %1",_caps]; if ((_caps select 0) distance dropoff < 20) then {_loop=1}; if (not alive (_caps select 0)) then {_loop=1}; if (not onmission) then {_loop=1;}; }; if (not onmission) exitwith {[] call EVO_deletemsar}; if (not alive (_caps select 0)) exitwith {[] call EVO_deletemsar}; { _x action ["Eject",(vehicle _x)]; unassignVehicle _x; _x doMove (position safty); } forEach _caps; sobj2=true; rndmis=rndmis+1; publicVariable "rndmis"; deleteMarkerLocal _start; deleteMarkerLocal _end; deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; sleep 20.0; { deleteVehicle _x; } forEach _caps; _user = _this select 0; _usergroup = (group _user); _pos = [0,0,0]; _player = player; placetag = "CSARB"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; _pos = [0,0,0]; mgroupa = grpNull; mgroupb = grpNull; mgroupc = grpNull; //publicVariable "mgroupa"; //publicVariable "mgroupb"; //publicVariable "mgroupc"; EVO_deletemsarb = { deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; deleteMarkerLocal _start; deleteMarkerLocal _end; deleteMarkerLocal _search; hint "CSAR: Mission Failed\nReporter dead"; _handle = [_guard] execVM "scripts\delete.sqf"; _handle = [_guardb] execVM "scripts\delete.sqf"; _handle = [_pilot] execVM "scripts\delete.sqf"; deleteWaypoint [group player, 1]; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointDescription localize "EVO_046"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_045""] execVM ""missions\brief.sqf""} forEach (units group this)"]; _usergroup setCurrentWaypoint [_usergroup, 1]; sleep 1.0; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "CSAR Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_045""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _pilot = createGroup (civilian); _guard = createGroup (east); _guardb = createGroup (east); _recy = [_user,_pilot] execVM "scripts\grecycle.sqf"; _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; _recy = [_user,_guardb] execVM "scripts\grecycle.sqf"; _randx = 13446+(random 4457); _randy = 9819+(random 2993); _rndx = random 400; _rndy = random 400; _rndbx = random 400; _rndby = random 400; _pos = position swpoint; _poser = createVehicle ["RoadCone", _pos, [], 1000, "NONE"]; _pos = position _poser; deleteVehicle _poser; _heli = createVehicle ["Shed", _pos, [], 400, "NONE"];_recy = [_user,_heli] execVM "scripts\recycle.sqf"; _pos = position _heli; _ppos = [(_pos select 0)-200 +_rndx,(_pos select 1)-200+_rndy,0]; _pposb = [(_pos select 0)-200 +_rndbx,(_pos select 1)-200+_rndby,0]; "FieldReporter" createUnit [_pos, _pilot]; _sara = (units _pilot select 0); _sara setpos position _heli; { _x disableAI "MOVE"; _x allowfleeing 0; _x setBehaviour "Careless"; removeallweapons _x; _x setCaptive true; commandStop _x; _x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}] } forEach units _pilot; sleep 1.0; { _x switchMove "AmovPercMstpSsurWnonDnon"; } forEach units _pilot; _allunits = ["Civilian19","Civilian20","Civilian21"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_pposb, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pposb, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pposb, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pposb, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guardb); _wp1 = _guardb addWaypoint [_pos, 20]; _wp2 = _guardb addWaypoint [_ppos, 20]; _wp3 = _guardb addWaypoint [_pposb, 20]; _wp4 = _guardb addWaypoint [_ppos, 20]; [_guardb, 4] setWaypointType "CYCLE"; _guardb setCurrentWaypoint [_guardb, 3]; _wp1 = _guard addWaypoint [_pos, 10]; _wp2 = _guard addWaypoint [_ppos, 10]; _wp3 = _guard addWaypoint [_pposb, 10]; _wp4 = _guard addWaypoint [_ppos, 10]; [_guard, 4] setWaypointType "CYCLE"; _guard setCurrentWaypoint [_guard, 2]; { //_x setDir (random 359); //_x setpos [(position _heli select 0)-30+(random 60),(position _heli select 1)-30+(random 60),(position _heli select 2)]; _x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK"; _x addweapon "AK74"; _x setUnitPos "up"; } forEach (units _guard); { //_x setDir (random 359); //_x setpos [(position _heli select 0)-30+(random 60),(position _heli select 1)-30+(random 60),(position _heli select 2)]; _x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addMagazine "PG7V";_x addweapon "RPG7V"; _x addweapon "AK74"; _x setUnitPos "up"; } forEach (units _guardb); sleep 1.0; mgroupa = _pilot; mgroupb = _guard; mgroupc = _guardb; publicVariable "mgroupa"; publicVariable "mgroupb"; publicVariable "mgroupc"; }; //if (local server) exitWith {}; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa) and not (isNull mgroupb) and not (isNull mgroupc)) or not onmission}; if (not onmission) exitwith {[] call EVO_deletemsarb}; sleep 1.0; _pilot = mgroupa; _guard = mgroupb; _guardb = mgroupc; _pos = position (units _pilot select 0); //hint format["%1 %2 %3 %4",_pilot,_guard,_guardb,_pos]; _caps = (units _pilot); _search = createMarkerLocal ["look", _pos]; _search setMarkerColorLocal "ColorGreen"; _search setMarkerShapeLocal "RECTANGLE"; _search setMarkerSizeLocal [200, 200]; _search setMarkerBrushLocal "FDiagonal"; _start = createMarkerLocal ["BHD", _pos]; _start setMarkerColorLocal "ColorYellow"; _start setMarkerTypeLocal "End"; _start setMarkerTextLocal localize "EVO_046"; _end = createMarkerLocal ["SAFE", position dropoff]; _end setMarkerColorLocal "ColorYellow"; _end setMarkerTypeLocal "End"; _end setMarkerTextLocal localize "EVO_036"; //map _mapview = [getmarkerpos _search,1] execVM "scripts\mismap.sqf";//debug _trgobj3 = createTrigger ["EmptyDetector", _pos ]; _trgobj3 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trgobj3 setTriggerArea [200, 200, 0, true]; _trgobj3 setTriggerStatements ["this", "sobj1 = true", ""]; _trgobj3 setTriggerTimeout [5, 10, 7, true ]; [_usergroup, 1] setWaypointStatements ["sobj1", "[west,""HQ""] sideradio ""UNIV_asec"";hint ""Objective Complete\nArea secure\nLead the Reporter back to the evac helipad"""]; _usergroup setCurrentWaypoint [_usergroup, 1]; [_usergroup, 1] setWaypointPosition [_pos, 0]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; if (sobj1) then {_loop=1;}; if (_usergroup != (group player)) then {_loop=1;}; if (not onmission) then {_loop=1;}; if (not alive (_caps select 0)) then {_loop=1;}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemsarb}; if (not onmission) exitwith {[] call EVO_deletemsarb}; if (not alive (_caps select 0)) exitwith {[] call EVO_deletemsarb}; sleep 1.0; [_usergroup, 1] setWaypointPosition [position dropoff, 0]; [_usergroup, 1] setWaypointStatements ["sobj2", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointDescription localize "EVO_036"; _usergroup setCurrentWaypoint [_usergroup, 1]; _caps join _usergroup; { _x setdamage 0; _x setCaptive false; _x enableAI "MOVE"; _x addWeapon "M9";_x addMagazine "15Rnd_9x19_M9";_x addMagazine "15Rnd_9x19_M9";_x addMagazine "15Rnd_9x19_M9";_x addMagazine "15Rnd_9x19_M9"; _x doFollow (leader _usergroup); } forEach _caps; //hint format["%1 | %2",pilot1,pilot2]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; //hint format["caps = %1",_caps]; if ((_caps select 0) distance dropoff < 20) then {_loop=1}; if (not alive (_caps select 0)) then {_loop=1}; if (not onmission) then {_loop=1;}; }; if (not onmission) exitwith {[] call EVO_deletemsarb}; if (not alive (_caps select 0)) exitwith {[] call EVO_deletemsarb}; { _x action ["Eject",(vehicle _x)]; unassignVehicle _x; _x doMove (position safty); } forEach _caps; sobj2=true; rndmis=rndmis+1; publicVariable "rndmis"; deleteMarkerLocal _start; deleteMarkerLocal _end; deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; sleep 20.0; { deleteVehicle _x; } forEach _caps; _user = _this select 0; _usergroup = (group _user); _pos = (position abase1); _base = objNull; mbase = objNull; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //sleep 10.0; placetag = "DEFN"; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; _guard = grpNull; _guardb = grpNull; _pilot = grpNull; mgroupa = grpNull; mgroupb = grpNull; mgroupc = grpNull; //publicVariable "mgroupa"; //publicVariable "mgroupb"; //publicVariable "mgroupc"; EVO_deletemdef = { deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; deleteMarkerLocal _start; hint "DEFN: Mission Failed\nSquad dead"; _handle = [_pilot] execVM "scripts\delete.sqf"; deleteWaypoint [group player, 1]; onmission=false; }; EVO_makeDg = { _bases = [abase1,abase2,abase3,abase4,abase5,abase6]; _max = count _bases; _i = 0; while {_i < _max} do { if (_i == 5) then { cbase = abase1; //_i = 100; //hint format["cbase %1 : %2",cbase,_i]; }; if (cbase == (_bases select _i) and _i < 5) then { _i = _i + 1; cbase = (_bases select _i); //hint format["cbase %1 : %2",cbase,_i]; _i = 100; }; _i = _i + 1; }; //debug = [] execVM format["cbase %1 : %2",cbase,_i]; mbase = cbase; _pos = position mbase; _base = mbase; _pilot = createGroup (west); mgroupa = _pilot; _recy = [_user,_pilot] execVM "scripts\grecycle.sqf"; _allunits = ["SquadLeaderW","SoldierWMG","SoldierWAT","SoldierWSniper","SoldierWMedic","SoldierWG","SoldierWB"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos, _pilot,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allvecA = ["HMMWV50","M113"]; _maxA = count _allvecA; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 0, "NONE"]; _heli2 lock true; _heli2 setFuel 0.0; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; (units _pilot select 0) assignAsDriver _heli2; (units _pilot select 0) moveInDriver _heli2; (units _pilot select 1) assignAsGunner _heli2; (units _pilot select 1) moveInGunner _heli2; {commandStop _x;_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}];_x commandFollow (leader _x)} forEach (units _pilot); sleep 1.0; publicVariable "mgroupa"; publicVariable "mbase"; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; //[_usergroup, 1] setWaypointDescription localize "EVO_035"; [_usergroup, 1] setWaypointDescription "DEFEND"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_028""] execVM ""missions\brief.sqf""} forEach (units group this)"]; _usergroup setCurrentWaypoint [_usergroup, 1]; sleep 1.0; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "DEFN Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_050""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { [] call EVO_makeDg; }; //if ((local server) and not(local _user)) exitWith {}; if (local player) then { /* for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { hint format["mgroupa :%1 mbase :%2",mgroupa,mbase]; if (not (isNull mgroupa) and not (isNull mbase)) then {_loop=1}; if (not onmission) then {_loop=1}; sleep 1.0; hint ""; }; */ [1800] execVM "missions\timer.sqf"; waitUntil {not onmission or (not (isNull mgroupa) and not (isNull mbase))};//stuck if (not onmission) exitwith {[] call EVO_deletemdef}; _pilot = mgroupa; _base = mbase; _pos = position mbase; //map [_usergroup, 1] setWaypointStatements ["sobj2", "{[_x,30] execVM ""missions\reward.sqf""} forEach (units group this)"]; _usergroup setCurrentWaypoint [_usergroup, 1]; [_usergroup, 1] setWaypointPosition [_pos, 0]; }; sleep 1.0; _start = createMarkerLocal ["BHD", _pos]; _start setMarkerColorLocal "ColorYellow"; _start setMarkerTypeLocal "Start"; //_start setMarkerTextLocal localize "EVO_035"; _start setMarkerTextLocal "Defend"; //hint format["%1 %2 %3 %4",_pilot,_guard,_guardb,_pos]; _mapview = [_pos,1] execVM "scripts\mismap.sqf";//debug //player setpos (position _base); /* for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { hint format["%1",list _base]; sleep 1.0; hint ""; }; */ if (local server) then { [_user,_base,_pilot] execVM "missions\bAttack.sqf"; [_user,_base,_pilot] execVM "missions\bAttack.sqf"; }; if (local server and not (local player)) exitwith {}; waitUntil {player in list _base or not onmission}; if (not onmission) exitwith {[] call EVO_deletemdef}; _count = 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; if ((vehicle player) in list _base) then {_count = _count +1} else {hint "Take position inside the base"}; if (_count == 240) then { _trgobj3 = createTrigger ["EmptyDetector", _pos ]; _trgobj3 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trgobj3 setTriggerArea [200, 200, 0, true]; _trgobj3 setTriggerStatements ["this", "sobj1 = true", ""]; _trgobj3 setTriggerTimeout [20, 20, 20, true ]; //hint "made trigger"; }; if (sobj1) then {_loop=1;}; if (_usergroup != (group player)) then {_loop=1;}; if (not onmission) then {_loop=1;}; if (count units _pilot == 0) then {_loop=1}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemdef}; if (not onmission) exitwith {[] call EVO_deletemdef}; if(count units _pilot == 0) exitwith {[] call EVO_deletemdef}; [_usergroup, 1] setWaypointPosition [position player, 0]; sleep 1.0; sobj2=true; rndmis=rndmis+1; publicVariable "rndmis"; deleteMarkerLocal _start; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; sleep 60.0; _handle = [_pilot] execVM "scripts\delete.sqf"; _user = _this select 0; _var = _this select 1; _usergroup = (group _user); _allobj = []; placetag = "DSTR"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; mgroupa = grpNull; //publicVariable "mgroupa"; EVO_deletemdst = { deleteWaypoint [group player, 1]; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteMarkerLocal _search; _handle = [_guard] execVM "scripts\delete.sqf"; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointDescription "DESTROY ARMOUR"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_029""] execVM ""missions\brief.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "TERM Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_029""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; if(_var == 10) then { _allobj = ["mrnd2","mrnd10","mrnd1","mrnd9"]; }; if(_var == 20) then { _allobj = ["mrnd11","mrnd12","mrnd13","mrnd14","mrnd15","mrnd20","mrnd19","mrnd18","mrnd16","mrnd7","mrnd6","mrnd5","mrnd4","mrnd3"]; }; _max = count _allobj; _r = round random (_max - 1); _rand = _allobj select _r; _pos = getMarkerPos _rand; _allvecA = ["T72","ZSU"]; _allvecB = ["BRDM2","BMP2"]; if(_var == 10) then { _allvecA = ["BRDM2","BMP2"]; }; if(_var == 20) then { _allvecA = ["T72","ZSU"]; }; _maxA = count _allvecA; _maxB = count _allvecB; _heli = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 200, "NONE"];_heli lock true;_heli lock true; _pos = position _heli; _heli1 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 200, "NONE"];_heli1 lock true;_heli1 lock true; _heli2 = createVehicle [(_allvecB select round random (_maxB - 1)), _pos, [], 200, "NONE"];_heli2 lock true;_heli2 lock true; _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _allunits = ["SquadLeaderE","SoldierEAA","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = count _allunits; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; "SoldierECrew" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['mec:%1:%2',placetag,spawned]"]; {_x addEventHandler ["killed", {commandStop _x;handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); //sleep 1.0; if(_var == 10) then { (units _guard select 0) assignAsGunner _heli; (units _guard select 1) assignAsDriver _heli; (units _guard select 2) assignAsCargo _heli; (units _guard select 3) assignAsGunner _heli1; (units _guard select 4) assignAsDriver _heli1; (units _guard select 5) assignAsCargo _heli1; (units _guard select 6) assignAsGunner _heli2; (units _guard select 7) assignAsDriver _heli2; (units _guard select 8) assignAsCargo _heli2; (units _guard select 0) moveInGunner _heli; (units _guard select 1) moveInDriver _heli; (units _guard select 2) moveInCargo _heli; (units _guard select 3) moveInGunner _heli1; (units _guard select 4) moveInDriver _heli1; (units _guard select 5) moveInCargo _heli1; (units _guard select 6) moveInGunner _heli2; (units _guard select 7) moveInDriver _heli2; (units _guard select 8) moveInCargo _heli2; }; if(_var == 20) then { (units _guard select 0) assignAsCommander _heli; (units _guard select 1) assignAsDriver _heli; (units _guard select 2) assignAsGunner _heli; (units _guard select 3) assignAsCommander _heli1; (units _guard select 4) assignAsDriver _heli1; (units _guard select 5) assignAsGunner _heli1; (units _guard select 6) assignAsCommander _heli2; (units _guard select 7) assignAsDriver _heli2; (units _guard select 8) assignAsGunner _heli2; (units _guard select 0) moveInCommander _heli; (units _guard select 1) moveInDriver _heli; (units _guard select 2) moveInGunner _heli; (units _guard select 3) moveInCommander _heli1; (units _guard select 4) moveInDriver _heli1; (units _guard select 5) moveInGunner _heli1; (units _guard select 6) moveInCommander _heli2; (units _guard select 7) moveInDriver _heli2; (units _guard select 8) moveInGunner _heli2; }; //[units _guard] orderGetIn true; //player setCaptive true; //[player] join _guard; //player setpos position (leader _guard); sleep 1.0; mgroupa = _guard; publicVariable "mgroupa"; }; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa)) or not onmission}; if (not onmission) exitwith {[] call EVO_deletemdst}; sleep 1.0; _guard = mgroupa; _pos = position vehicle (leader _guard); _heli = assignedVehicle (units _guard select 0); _heli1 = assignedVehicle (units _guard select 3); _heli2 = assignedVehicle (units _guard select 6); //_dd = [] execVM format["_guard %1, _heli %2 _heli1 %3 _heli2 %4",_guard,_heli,_heli1,_heli2]; //{_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); //_heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; //_heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; //_heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _search = createMarkerLocal ["look", _pos]; _search setMarkerTypeLocal "Destroy"; _search setMarkerTextLocal localize "EVO_038"; _search setMarkerColorLocal "ColorYellow"; _search setMarkerSizeLocal [0.5, 0.5]; //map _mapview = [GetMarkerPos _search,2] execVM "scripts\mismap.sqf"; if(_var == 10) then { [_usergroup, 1] setWaypointStatements ["sobj1", "{[_x,10] execVM ""missions\reward.sqf""} forEach (units group this)"]; }; if(_var == 20) then { [_usergroup, 1] setWaypointStatements ["sobj1", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; }; [_usergroup, 1] setWaypointPosition [_pos, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; //Waituntil {(not (alive _heli) and not (alive _heli1) and not (alive _heli2)) or (_usergroup != group player) or (not onmission)}; //Waituntil {(not onmission) or (_usergroup != group player) or (not (alive _heli) and not (alive _heli1) and not (alive _heli2))}; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; [_usergroup, 1] setWaypointPosition [position (leader _guard), 0]; //[_usergroup, 1] waypointAttachVehicle (vehicle (leader _guard)); _search setMarkerPosLocal position (leader _guard); if ((count units _guard) == 0 or _usergroup != (group player) or not onmission) then {_loop=1;}; }; if (_usergroup != (group player) or not onmission) exitwith { [] call EVO_deletemdst }; sleep 1.0; sobj1=true; [_usergroup, 1] setWaypointPosition [position player, 0]; rndmis=rndmis+1; publicVariable "rndmis"; sleep 2.0; [] call EVO_deletemdst //_array = [unit1, unit2, unit3]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { waitUntil {player in list missions}; _newacts = []; _newaction = player addAction ["Select Mission", "missions\MissionSelectionDialog\MissionSelectionDialog.sqf", [ /* params */ ] ]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["Spectate", "spect\specta.sqf",10,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["ViewDistance Up", "actions\settings.sqf",10,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["ViewDistance Down", "actions\settings.sqf",20,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["AirViewDistance Up", "actions\settings.sqf",60,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["AirViewDistance Down", "actions\settings.sqf",70,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail Low", "actions\settings.sqf",30,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail Medium", "actions\settings.sqf",40,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail High", "actions\settings.sqf",50,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addAction ["Request Transfer", "TeamStatusDialog\TeamStatusDialog.sqf",[1,1]]; _newacts = _newacts + [_newaction]; sleep 1.0; waitUntil {not (player in list missions)}; for [{_i=0}, {_i < count _newacts}, {_i=_i+1}] do { player removeAction (_newacts select _i); }; }; _user = _this select 0; _usergroup = (group _user); placetag = "LPAT"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; mgroupa = grpNull; mgroupb = grpNull; //publicVariable "mgroupa"; //publicVariable "mgroupb"; EVO_deletemlpat = { deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; _handle = [_guard] execVM "scripts\delete.sqf"; _handle = [_guardb] execVM "scripts\delete.sqf"; hint "mission failed"; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointDescription "BRIEFING"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_048""] execVM ""missions\brief.sqf""} forEach (units group this)"]; //sleep 1.0; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "LPAT Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_031""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _guardb = createGroup (east); _pos = position swpoint; _allvecA = ["UAZ_AGS30","UAZMG","BRDM2","BMP2"]; _maxA = count _allvecA; _heli = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 1000, "NONE"];_heli lock true; _pos1 = position _heli; _heli1 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 1000, "NONE"];_heli1 lock true; _pos2 = position _heli1; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _pos, [], 1000, "NONE"];_heli2 lock true; _pos3 = position _heli2; _heli3 = createVehicle ["Camp", _pos3, [], 0, "NONE"]; _heli4 = createVehicle ["FlagCarrierNorth", _pos3, [], 20, "NONE"]; _heli5 = createVehicle ["FireLit", _pos3, [], 20, "NONE"]; _recy = [_user,_heli3] execVM "scripts\recycle.sqf"; _recy = [_user,_heli4] execVM "scripts\recycle.sqf"; _recy = [_user,_heli5] execVM "scripts\recycle.sqf"; _starts = [_pos1,_pos2,_pos3]; _pos = (_starts select (round random 2)); _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; //sleep 1.0; "SoldierEB" createUnit [_pos1, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos1, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['infA:%1:%2',placetag,spawned]"]; _allunits = ["SquadLeaderE","SoldierEAA","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; _allunits select (round random (_max - 1)) createUnit [_pos3, _guardb,"spawned = spawned+1;this setVehicleVarName format['infB:%1:%2',placetag,spawned]"]; //sleep 1.0; (units _guard select 1) assignAsDriver _heli; (units _guard select 1) moveInDriver _heli; (units _guard select 0) assignAsGunner _heli; (units _guard select 0) moveInGunner _heli; (units _guard select 2) assignAsDriver _heli1; (units _guard select 2) moveInDriver _heli1; (units _guard select 3) assignAsGunner _heli1; (units _guard select 3) moveInGunner _heli1; (units _guard select 4) assignAsDriver _heli2; (units _guard select 4) moveInDriver _heli2; (units _guard select 5) assignAsGunner _heli2; (units _guard select 5) moveInGunner _heli2; /* player setcaptive true; [player] join _guard; player assignascargo _heli2; player moveincargo _heli2; */ _guard setCombatMode "RED"; _guard setBehaviour "COMBAT"; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guardb); _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; _recy = [_user,_guardb] execVM "scripts\grecycle.sqf"; //[_usergroup, 1] setWaypointStatements ["sobj1", "[west,""HQ""] sideradio ""UNIV_mcom"";player addscore 10;not onmission"]; //[_usergroup, 1] setWaypointPosition [_pos1, 0]; //_usergroup setCurrentWaypoint [_usergroup, 1]; //sleep 1.0; _wp1 = _guard addWaypoint [_pos1, 10]; _wp2 = _guard addWaypoint [_pos2, 10]; _wp3 = _guard addWaypoint [_pos3, 10]; _wp4 = _guard addWaypoint [_pos1, 10]; [_guard, 4] setWaypointType "CYCLE"; sleep 1.0; mgroupa = _guard; mgroupb = _guardb; publicVariable "mgroupa"; publicVariable "mgroupb"; }; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa) and not (isNull mgroupb)) or not onmission}; if (not onmission) exitwith {[] call EVO_deletemlpat}; sleep 1.0; _guard = mgroupa; _guardb = mgroupb; _pos1 = position vehicle (units _guard select 0); _pos2 = position vehicle (units _guard select 2); _pos3 = position vehicle (units _guard select 4); _starts = [_pos1,_pos2,_pos3]; //hint format["%1",_starts]; [_usergroup, 1] setWaypointPosition [_pos1, 0]; [_usergroup, 1] setWaypointStatements ["true","sobj1 = true"]; [_usergroup, 1] setWaypointDescription localize "EVO_041"; _usergroup setCurrentWaypoint [_usergroup, 1]; _search = createMarkerLocal ["look", _pos1]; _search setMarkerTypeLocal "Destroy"; _search setMarkerTextLocal localize "EVO_041"; _search setMarkerColorLocal "ColorYellow"; _search setMarkerSizeLocal [0.5, 0.5]; //map _mapview = [GetMarkerPos _search,0] execVM "scripts\mismap.sqf"; _i=0; while {_i < count _starts} do { _npos = (_starts select _i); [_usergroup, 1] setWaypointPosition [_npos, 0]; _search setMarkerPosLocal _npos; _usergroup setCurrentWaypoint [_usergroup, 1]; Waituntil {sobj1 or ((count units _guard) == 0 and (count units _guardb) == 0) or (_usergroup != (group player)) or (not onmission)}; //or if pilots dead sobj1 = false; _i = _i + 1; if (_usergroup != (group player)) then {_i=100}; if (not onmission) then {_i=100}; if (((count units _guard) == 0 and (count units _guardb) == 0)) then {_i=100}; if (_i == 3 and (count units _guard) > 0) then {_i=0;}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemlpat}; if (not onmission) exitwith {[] call EVO_deletemlpat}; sleep 1.0; [_usergroup, 1] setWaypointStatements ["true", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; rndmis=rndmis+1; publicVariable "rndmis"; sleep 2.0; deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; deleteWaypoint [group player, 2]; deleteWaypoint [group player, 3]; deleteWaypoint [group player, 4]; onmission=false;_user = _this select 0; _usergroup = (group _user); if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; EVO_deletemsaad = { deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; deleteMarkerLocal _start; deleteMarkerLocal _end; deleteMarkerLocal _search; hint "CSAR: Mission Failed\nReporter dead"; _handle = [_guard] execVM "scripts\delete.sqf"; _handle = [_guardb] execVM "scripts\delete.sqf"; _handle = [_pilot] execVM "scripts\delete.sqf"; deleteWaypoint [group player, 1]; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_030""] execVM ""missions\brief.sqf""} forEach (units group this)"]; //sleep 1.0; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "SAAD Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_030""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _guardb = createGroup (east); _pilot = createGroup (civilian); mgroupa = _pilot; mgroupb = _guard; mgroupc = _guardb; _allobj = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11"]; _currentobj = []; _max = count _allobj; _i = 0; while {_i < _max} do { _marker = (_allobj select _i); _pos = getMarkerPos _marker; if ((_pos select 0) != 0) then { _currentobj = _currentobj + [_marker]; }; _i = _i + 1; }; _max = count _currentobj; _r = round random (_max - 1); _rand = _currentobj select _r; _mpos = getMarkerPos _rand; sleep 1.0; //[_usergroup, 1] setWaypointStatements ["sobj1", "player addscore 10;not onmission;hint ""----MISSION COMPLETE----\n10 Points Awarded\nGood job!"""]; //_heli = createVehicle ["BlackhawkWreck", _pos, [], 0, "NONE"]; _poser = createVehicle ["RoadCone", _mpos, [], 50, "NONE"]; _civpos = position _poser; deleteVehicle _poser; _allunits = ["Civilian3","Civilian6","Civilian9","Civilian12","Civilian15","Civilian18"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_civpos, _pilot]; _sara = (units _pilot select 0); {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _pilot); _sara disableAI "MOVE";_sara allowfleeing 0;_sara setBehaviour "Careless";commandStop _sara; _rnd = round random 1; _randpos = [0,0,0]; if(_rnd == 0) then { _randpos = [8039.371582,16462.736328,0]; } else { _randpos = [9830.457031,15646.099609,0]; }; _camp = createVehicle ["Land_podlejzacka", _randpos, [], 900, "NONE"]; _newpos = position _camp; _camp2 = createVehicle ["Land_prolejzacka", _newpos, [], 100, "NONE"]; _newpos2 = position _camp2; _camp3 = createVehicle ["Land_prebehlavka", _newpos, [], 100, "NONE"]; _camp4 = createVehicle ["Land_obihacka", _newpos, [], 100, "NONE"]; _allunits = ["Civilian19","Civilian20","Civilian21"]; _max = count _allunits; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos2, _guardb]; _allunits select (round random (_max - 1)) createUnit [_newpos2, _guardb]; _allunits select (round random (_max - 1)) createUnit [_newpos2, _guardb]; _allunits select (round random (_max - 1)) createUnit [_newpos2, _guardb]; _allcom = ["YELLOW","RED"]; _max = (count _allcom)-1; _guard setCombatMode (_allcom select (round random _max)); _guardb setCombatMode (_allcom select (round random _max)); _allform = ["COLUMN","STAG COLUMN","WEDGE","ECH LEFT","ECH RIGHT","VEE","LINE"]; _max = (count _allform)-1; _guard setFormation (_allform select (round random _max)); _guardb setFormation (_allform select (round random _max)); _wp1 = _guardb addWaypoint [position _camp, 0]; _wp2 = _guardb addWaypoint [position _camp2, 0]; _wp3 = _guardb addWaypoint [position _camp3, 0]; _wp4 = _guardb addWaypoint [position _camp, 0]; [_guard, 4] setWaypointType "CYCLE"; _allvecA = ["DSHKM","AGS"]; _maxA = count _allvecA; _heli2 = createVehicle [(_allvecA select round random (_maxA - 1)), _newpos2, [], 10, "NONE"]; _heli2 lock true;_heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; (units _guard select 2) assignAsGunner _heli2; (units _guard select 2) moveInGunner _heli2; {_x setUnitPos "up";_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}];_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addweapon "AK74"} forEach (units _guard); {_x setUnitPos "up";_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}];_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addMagazine "30Rnd_545x39_AK";_x addweapon "AK74"} forEach (units _guardb); publicVariable "mgroupa"; publicVariable "mgroupb"; publicVariable "mgroupc"; }; //hint format["%1",(count units _guard)]; if ((local server) and not(local _user)) exitWith {}; sleep 1.0; _pilot = mgroupa; _guard = mgroupb; _guardb = mgroupc; _mpos = position (units _pilot select 0); _newpos = position (units _guard select 0); _sara = (units _pilot select 0); _actionId1 = _sara addaction [localize "EVO_023","scripts\Msaada.sqf",0,1, true, true,"test2"]; [_usergroup, 1] setWaypointDescription localize "EVO_039"; [_usergroup, 1] setWaypointStatements ["sobj1", "[west,""HQ""] sideradio ""UNIV_meet"""]; _usergroup setCurrentWaypoint [_usergroup, 1]; [_usergroup, 1] setWaypointPosition [position _sara, 0]; _start = createMarkerLocal ["BHD", _mpos]; _start setMarkerColorLocal "ColorYellow"; _start setMarkerTypeLocal "Warning"; _start setMarkerTextLocal localize "EVO_039"; //map _mapview = [GetMarkerPos _start,0] execVM "scripts\mismap.sqf"; Waituntil {sobj1 or not (alive _sara) or _usergroup != (group player) or not onmission}; //or if pilots dead sleep 1.0; if (_usergroup != (group player)) exitwith {[] call EVO_deletemsaar}; if (not onmission) exitwith {[] call EVO_deletemsaar}; if (not alive _sara) exitwith {[] call EVO_deletemsaar}; deleteMarkerLocal _start; [_usergroup, 1] setWaypointDescription localize "EVO_040"; [_usergroup, 1] setWaypointStatements ["sobj2", "{[_x,20] execVM ""missions\reward.sqf""} forEach (units group this)"]; _usergroup setCurrentWaypoint [_usergroup, 1]; [_usergroup, 1] setWaypointPosition [_newpos, 0]; _trgobj3 = createTrigger ["EmptyDetector", _newpos ]; _trgobj3 setTriggerActivation ["EAST", "NOT PRESENT", false]; _trgobj3 setTriggerArea [200, 200, 0, true]; _trgobj3 setTriggerStatements ["this", "sobj2 = true", ""]; _trgobj3 setTriggerTimeout [5, 10, 7, true ]; _search = createMarkerLocal ["look", _newpos]; _search setMarkerColorLocal "ColorGreen"; _search setMarkerShapeLocal "ELLIPSE"; _search setMarkerSizeLocal [200, 200]; _search setMarkerBrushLocal "FDiagonal"; _end = createMarkerLocal ["SAFE", _newpos]; _end setMarkerColorLocal "ColorYellow"; _end setMarkerTypeLocal "Destroy"; _end setMarkerTextLocal localize "EVO_040"; Waituntil {sobj2 or _usergroup != (group player) or not onmission}; //or if pilots dead sleep 1.0; if (_usergroup != (group player)) exitwith {[] call EVO_deletemsaar}; if (not onmission) exitwith {[] call EVO_deletemsaar}; [_usergroup, 1] setWaypointPosition [position player, 0]; rndmis=rndmis+1; publicVariable "rndmis"; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteVehicle _trgobj3; deleteMarkerLocal _search; deleteMarkerLocal _end; [_usergroup, 1] setWaypointDescription "MOVE"; sleep 60.0; sleep 1.0; _handle = [_guard] execVM "scripts\delete.sqf"; _handle = [_guardb] execVM "scripts\delete.sqf"; _handle = [_pilot] execVM "scripts\delete.sqf";_user = _this select 0; _usergroup = (group _user); placetag = "WPAT"; if (_user != leader _usergroup) exitwith {hint localize "EVO_000"}; //if (local _user and onmission) exitwith {hint localize "EVO_001"}; if (local _user) then {sobj1=false;sobj2=false}; mgroupa = grpNull; //publicVariable "mgroupa"; EVO_deletemwpat = { deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; _handle = [_guard] execVM "scripts\delete.sqf"; hint "mission failed"; onmission=false; }; deleteWaypoint [group player, 1]; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint "NEVER"; [_usergroup, 1] setWaypointType "LEADER"; [_usergroup, 1] setWaypointPosition [position player, 0]; [_usergroup, 1] setWaypointDescription "BRIEFING"; [_usergroup, 1] setWaypointStatements ["true", "{[_x,""EVO_031""] execVM ""missions\brief.sqf""} forEach (units group this)"]; //sleep 1.0; _usergroup setCurrentWaypoint [_usergroup, 1]; [1800] execVM "missions\timer.sqf"; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "WPAT Mission Brief"; _trgobj1 setTriggerActivation ["ALPHA", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "hint localize ""EVO_031""",""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Abandon Mission"; _trgobj2 setTriggerActivation ["CHARLIE", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "if (score player > 1) then {player addscore -2};onmission=false;hint localize ""EVO_049""",""]; if (local server) then { _guard = createGroup (east); _recy = [_user,_guard] execVM "scripts\grecycle.sqf"; _randy = 11283+(random 1020); _randx = 6616+(random 4360); _randya = 11283+(random 1020); _randxa = 6616+(random 4360); _randyb = 11283+(random 1020); _randxb = 6616+(random 4360); _pos1 = [_randx,_randy,0]; _pos2 = [_randxa,_randya,0]; _pos3 = [_randxb,_randyb,0]; _starts = [_pos1,_pos2,_pos3]; _pos = (_starts select (round random 2)); _heli = createVehicle ["RHIB2Turret", _pos1, [], 100, "NONE"];_heli lock true; _heli1 = createVehicle ["RHIB2Turret", _pos2, [], 100, "NONE"];_heli1 lock true; _heli2 = createVehicle ["RHIB2Turret", _pos3, [], 100, "NONE"];_heli2 lock true; _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli1 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _heli2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; //sleep 1.0; "SoldierEB" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos2, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; "SoldierEB" createUnit [_pos3, _guard,"spawned = spawned+1;this setVehicleVarName format['inf:%1:%2',placetag,spawned]"]; //sleep 1.0; (units _guard select 1) assignAsDriver _heli; (units _guard select 1) moveInDriver _heli; (units _guard select 0) assignAsGunner _heli; (units _guard select 0) moveInGunner _heli; (units _guard select 2) assignAsDriver _heli1; (units _guard select 2) moveInDriver _heli1; (units _guard select 3) assignAsGunner _heli1; (units _guard select 3) moveInGunner _heli1; (units _guard select 4) assignAsDriver _heli2; (units _guard select 4) moveInDriver _heli2; (units _guard select 5) assignAsGunner _heli2; (units _guard select 5) moveInGunner _heli2; /* player setcaptive true; [player] join _guard; player assignascargo _heli2; player moveincargo _heli2; */ _guard setCombatMode "RED"; _guard setBehaviour "COMBAT"; {_x addRating -2000; _x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}] } forEach (units _guard); //sleep 1.0; _wp1 = _guard addWaypoint [_pos1, 10]; _wp2 = _guard addWaypoint [_pos2, 10]; _wp3 = _guard addWaypoint [_pos3, 10]; _wp4 = _guard addWaypoint [_pos1, 10]; [_guard, 4] setWaypointType "CYCLE"; sleep 1.0; mgroupa = _guard; publicVariable "mgroupa"; //_debug = [] execVM format["mgroupa %1 _pos1 %2",mgroupa,_pos1]; }; if ((local server) and not(local _user)) exitWith {}; waitUntil {(not (isNull mgroupa)) or not onmission}; if (not onmission) exitwith {[] call EVO_deletemwpat}; sleep 1.0; _guard = mgroupa; _pos1 = position vehicle (units _guard select 0); _pos2 = position vehicle (units _guard select 2); _pos3 = position vehicle (units _guard select 4); _starts = [_pos1,_pos2,_pos3]; //hint format["%1",_starts]; [_usergroup, 1] setWaypointPosition [_pos1, 0]; [_usergroup, 1] setWaypointStatements ["true","sobj1 = true"]; [_usergroup, 1] setWaypointDescription localize "EVO_041"; _usergroup setCurrentWaypoint [_usergroup, 1]; _search = createMarkerLocal ["look", _pos1]; _search setMarkerTypeLocal "Destroy"; _search setMarkerTextLocal localize "EVO_041"; _search setMarkerColorLocal "ColorYellow"; _search setMarkerSizeLocal [0.5, 0.5]; //map _mapview = [GetMarkerPos _search,0] execVM "scripts\mismap.sqf"; _i=0; while {_i < count _starts} do { _npos = (_starts select _i); [_usergroup, 1] setWaypointPosition [_npos, 0]; _search setMarkerPosLocal _npos; _usergroup setCurrentWaypoint [_usergroup, 1]; Waituntil {sobj1 or ((count units _guard) == 0) or _usergroup != (group player) or not onmission}; //or if pilots dead sobj1 = false; _i = _i + 1; if (_usergroup != (group player)) then {_i=100}; if (not onmission) then {_i=100}; if ((count units _guard) == 0) then {_i=100}; if (_i == 3 and (count units _guard) > 0) then {_i=0}; }; if (_usergroup != (group player)) exitwith {[] call EVO_deletemwpat}; if (not onmission) exitwith {[] call EVO_deletemwpat}; sleep 1.0; [_usergroup, 1] setWaypointStatements ["true", "{[_x,10] execVM ""missions\reward.sqf""} forEach (units group this)"]; [_usergroup, 1] setWaypointPosition [position player, 0]; _usergroup setCurrentWaypoint [_usergroup, 1]; rndmis=rndmis+1; publicVariable "rndmis"; sleep 2.0; deleteMarkerLocal _search; deleteVehicle _trgobj1; deleteVehicle _trgobj2; deleteWaypoint [group player, 1]; deleteWaypoint [group player, 2]; deleteWaypoint [group player, 3]; deleteWaypoint [group player, 4]; onmission=false;_unit = _this select 0; _reward = _this select 1; //_debug = [] execVM format["misunit = %1 | reward = %2",_unit,_reward]; if (not (local _unit) or not (isPlayer _unit)) exitWith {}; [west,"HQ"] sideradio "UNIV_mcom"; _unit addscore _reward; onmission = false; //[punit,pmis,prew] execVM missionsselectmis.sqf _punit = _this select 0; _pmis = _this select 1; _prew = _this select 2; pmis = 0; if (not (local server) and not (local punit)) exitWith {}; switch (_pmis) do //heavy wep { case 1: { _run = [_punit,_prew] execVM "missions\Mass.sqf" }; case 2: { _run = [_punit,_prew] execVM "missions\Mlpat.sqf" }; case 3: { _run = [_punit,_prew] execVM "missions\Mwpat.sqf" }; case 4: { _run = [_punit,_prew] execVM "missions\Mdst.sqf" }; case 5: { _run = [_punit,_prew] execVM "missions\Mcsar.sqf" }; case 6: { _run = [_punit,_prew] execVM "missions\Mcsarb.sqf" }; case 7: { _run = [_punit,_prew] execVM "missions\Mdefn.sqf" }; case 8: { _run = [_punit,_prew] execVM "missions\Msaad.sqf" }; case 9: { _run = [_punit,_prew] execVM "missions\Mapat.sqf" }; };_time = _this select 0; while {_time >= 0} do { sleep 1.00; if (_time == 300) then {hint "WARNING: You have only five minutes left to complete your mission"}; if (_time == 0) then {onmission = false}; if (not onmission) then {_time = 0}; _time = _time - 1; };

Ambush


Set an ambush for a convoy.
________________________

A supply convoy has been identified on the island. We are tracking its movements and want you to eliminate it. Leave no survivors.
________________________

Obj 1: Locate the Convoy
Obj 2: Eliminate all

You can review this brief via the radio (0~0~1)

Ambush


Set an ambush for a convoy.
________________________

A supply convoy has been identified on the island. We are tracking its movements and want you to eliminate it. Leave no survivors.
________________________

Obj 1: Locate the Convoy
Obj 2: Eliminate all

You can review this brief via the radio (0~0~1)

Combat Search And Rescue


Rescue units from the hands of the enemy.
________________________

An embedded reporter has been captured and is being held hostage at a house in the south. Go there and get him out..
________________________

Obj 1: Locate missing reporter
Obj 2: Clear the area
Obj 3: Lead the reporter to evac

The pilots will only follow the leader of the squad once the area is clear.

You can review this brief via the radio (0~0~1)

Combat Search And Rescue


Rescue units from the hands of the enemy.
________________________

A few moments ago we got a distress call from a UH60 going down in the North East of the island. Your mission is to go to the location search for the pilots and eliminate any resistance in the area.
________________________

Obj 1: Locate missing pilot
Obj 2: Clear the area
Obj 3: Lead the pilot to evac

The pilot will only follow the leader of the squad once the area is clear.

You can review this brief via the radio (0~0~1)

Defend


Defend Recon Squad
________________________

A Recon unit has come under heavy attack while scouting an abandoned enemy base. Get there fast and defend them
________________________

Obj 1: Locate the Recon Team
Obj 2: The Recon Team must survive

You can review this brief via the radio (0~0~1)

Destroy


Destroy Armour units.
________________________

We have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.
________________________

Obj 1: Locate the Armour
Obj 2: Destroy the Armour

You can review this brief via the radio (0~0~1)

Destroy


Destroy Armour units.
________________________

We have recived reports from a recon team on the location of some heavy armour units. Go to the location and destroy any armour you find there.
________________________

Obj 1: Locate the Armour
Obj 2: Destroy the Armour

You can review this brief via the radio (0~0~1)

Land Patrol


Patrol the land in search of enemy.
________________________

Follow the patrol route. You must eliminate any enemy units you find.
________________________

Obj 1: Patrol
Obj 2: Eliminate all

You can review this brief via the radio (0~0~1)

Water Patrol


Patrol the no fly zone in search of enemy. ________________________

Fly A patrol along the marked route, Destroy any enemy you find. Enforce the no fly zone
________________________

Obj 1: Patrol Air Corridor
Obj 2: Eliminate all

You can review this brief via the radio (0~0~1)

Search Area And Destroy


Locate and eliminate units at a location.
________________________

An Informant has some information for us on the location of a terrorist training camp. Locate and question the informant to find out the location of the camp. Then eliminate the camp.
________________________

Obj 1: Question Informant
Obj 2: Destroy Training Camp

The Informant will only talk to the leader of the squad

You can review this brief via the radio (0~0~1)

Water Patrol


Patrol the water ways in search of enemy. ________________________

The enemy has stolen some of our RHIB boats. Follow the patrol route. you must eliminate any enemy units you find.
________________________

Obj 1: Patrol Water
Obj 2: Eliminate all

You can review this brief via the radio (0~0~1)

// Desc: Mission Selection Dialog // Features: Mission preview and selection // By: Dr Eyeball // Purpose: Class descriptions for dialog control // Version: 1.0 (Apr 2007) //----------------------------------------------------------------------------- // MSD8_ is the unique prefix associated with all unique classes for this dialog. #define MSD8_MissionSelectionDialogIDD 384 #define MSD8_FontM "TahomaB" #define MSD8_FontHTML "TahomaB" //"CourierNewB64" "TahomaB" "Bitstream" "Zeppelin32" #define MSD8_ST_HPOS 0x0F #define MSD8_ST_LEFT 0 #define MSD8_ST_RIGHT 1 #define MSD8_ST_CENTER 2 #define MSD8_ST_FRAME 64 #define MSD8_CT_STATIC 0 #define MSD8_CT_BUTTON 1 #define MSD8_CT_EDIT 2 #define MSD8_CT_SLIDER 3 #define MSD8_CT_COMBO 4 #define MSD8_CT_LISTBOX 5 #define MSD8_CT_HTML 9 #define MSD8_CT_ACTIVETEXT 11 #define MSD8_CT_3DSTATIC 20 #define MSD8_CT_3DACTIVETEXT 21 #define MSD8_CT_3DLISTBOX 22 #define MSD8_CT_3DHTML 23 #define MSD8_CT_3DSLIDER 24 #define MSD8_CT_3DEDIT 25 #define MSD8_CT_OBJECT 80 #define MSD8_CT_OBJECT_ZOOM 81 #define MSD8_CT_OBJECT_CONTAINER 82 #define MSD8_CT_OBJECT_CONT_ANIM 83 #define MSD8_color_Clear {0, 0, 0, 0} #define MSD8_color_Black {0, 0, 0, 1} #define MSD8_color_White {1, 1, 1, 1} #define MSD8_color_White20 {1, 1, 1, 0.2} #define MSD8_color_White50 {1, 1, 1, 0.5} #define MSD8_color_Red {1, 0, 0, 1} #define MSD8_color_paleBlue {0.41, 0.33, 0.39, 0.5} #define MSD8_color_paleRed {0.7, 0.3, 0.3, 0.7} #define MSD8_color_Aqua10 {0, 0, 0, 0.1} #define MSD8_color_Yellow40 {0, 0, 0, 0.4} #define MSD8_color_Red10 {1, 0, 0, 0.1} #define MSD8_color_Pink20 {0, 0, 0, 0.2} #define MSD8_color_Gray_10 {0.1, 0.1, 0.1, 0.5} #define MSD8_color_Gray_20 {0.2, 0.2, 0.2, 0.5} #define MSD8_color_Gray_30 {0.3, 0.3, 0.3, 0.5} #define MSD8_color_Gray_40 {0.4, 0.4, 0.4, 0.5} #define MSD8_color_Gray_50 {0.5, 0.5, 0.5, 0.5} #define MSD8_color_Gray_40_75 {0.4, 0.4, 0.4, 0.75} #define MSD8_ROWS 36 #define MSD8_ROWHGT ((100/(MSD8_ROWS+1))/100) // +1 reserves bottom row #define MSD8_FIRSTROW (1*MSD8_ROWHGT) #define MSD8_ROWHGT_MOD 1.0 #define MSD8_TEXTHGT_MOD 1.3 //----------------------------------------------------------------- // Define map attr's #define K_Back {0.95, 0.95, 0.95, 1.00} // background color of the map #define K_B 0.004 // thickness of the map border #define K_B_Color {0.00, 0.00, 0.00, 0.20} // color of the map border //----------------------------------------------------------------- class MSD8_RscText { type = MSD8_CT_STATIC; idc = -1; style = MSD8_ST_LEFT; colorBackground[] = MSD8_color_Black; colorText[] = MSD8_color_White; font = MSD8_FontM; sizeEx = MSD8_ROWHGT/MSD8_TEXTHGT_MOD; h = MSD8_ROWHGT/MSD8_ROWHGT_MOD; text = ""; }; class MSD8_RscActiveText { type = MSD8_CT_ACTIVETEXT; idc = -1; style = MSD8_ST_LEFT; color[] = MSD8_color_White; colorActive[] = MSD8_color_Red; font = MSD8_FontM; sizeEx = 0.04/3; soundEnter[] = {"ui\ui_over", 0.2, 1}; soundPush[] = {, 0.2, 1}; soundClick[] = {"ui\ui_ok", 0.2, 1}; soundEscape[] = {"ui\ui_cc", 0.2, 1}; default = false; }; class MSD8_RscButton { type = MSD8_CT_BUTTON; idc = -1; style = MSD8_ST_CENTER; colorText[] = MSD8_color_White; colorDisabled[] = MSD8_color_Aqua10; // added colorBackground[] = MSD8_color_Gray_20; // added colorBackgroundActive[] = MSD8_color_Yellow40; // added colorBackgroundDisabled[] = MSD8_color_Red10; // added colorFocused[] = MSD8_color_Black; // added colorShadow[] = MSD8_color_Pink20; // added colorBorder[] = MSD8_color_White20; // added offsetX = 0; offsetY = 0; offsetPressedX = 0; offsetPressedY = 0; borderSize = 0.001; soundEnter[] = {"ui\ui_ok", 0.2, 1}; font = MSD8_FontHTML; sizeEx = MSD8_ROWHGT/MSD8_TEXTHGT_MOD; soundPush[] = {, 0.2, 1}; soundClick[] = {"ui\ui_ok", 0.2, 1}; soundEscape[] = {"ui\ui_cc", 0.2, 1}; default = false; text = ""; action = ""; }; class MSD8_RscEdit { type = MSD8_CT_EDIT; idc = -1; style = MSD8_ST_LEFT; font = MSD8_FontHTML; sizeEx = 0.02/3; colorText[] = MSD8_color_Black; colorSelection[] = MSD8_color_Gray_50; autocomplete = false; text = ""; }; class MSD8_RscLB_C { style = MSD8_ST_LEFT; idc = -1; colorText[] = MSD8_color_White; colorBackground[] = MSD8_color_Gray_40; colorSelect[] = MSD8_color_White; colorSelect2[] = MSD8_color_White; colorSelectBackground[] = MSD8_color_paleRed; colorSelectBackground2[] = MSD8_color_paleRed; colorScrollbar[] = MSD8_color_White; color[] = MSD8_color_White; font = MSD8_FontHTML; sizeEx = MSD8_ROWHGT/MSD8_TEXTHGT_MOD; h = MSD8_ROWHGT/MSD8_ROWHGT_MOD; // added rowHeight = MSD8_ROWHGT/MSD8_ROWHGT_MOD; soundSelect[] = {"ui\ui_cc", 0.2, 1}; // added soundExpand[] = {"ui\ui_cc", 0.2, 1}; // added soundCollapse[] = {"ui\ui_cc", 0.2, 1}; // added }; class MSD8_RscListBox : MSD8_RscLB_C { type = MSD8_CT_LISTBOX; }; class MSD8_RscCombo : MSD8_RscLB_C { type = MSD8_CT_COMBO; wholeHeight = 0.3; }; class MSD8_RscObject { type = MSD8_CT_OBJECT; scale = 1.0; direction[] = {0, 0, 1}; up[] = {0, 1, 0}; }; class MSD8_Rsc3DStatic { type = MSD8_CT_3DSTATIC; font = MSD8_FontHTML; style = MSD8_ST_LEFT; selection = "display"; angle = 0; size = 0.04; color[] = MSD8_color_Black; }; class MSD8_RscPicture { type = MSD8_CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = Zeppelin32; sizeEx = 0; }; // not sure if this is a suitable definition for html? class MSD8_RscHTML //: RscHTML { type = MSD8_CT_HTML; idc = -1; style = 0; colorText[] = {1, 1, 1, 1}; colorLink[] = {0.05, 0.2, 0.05, 1}; colorBold[] = {0, 0, 0, 1}; colorBackground[] = {0, 0, 0, 0.5}; colorLinkActive[] = {0, 0, 0.2, 1}; colorPicture[] = {0, 0, 0, 1}; colorPictureLink[] = {0, 0, 0, 1}; colorPictureSelected[] = {0, 0, 0, 1}; colorPictureBorder[] = {0, 0, 0, 1}; prevPage = "\ca\ui\data\arrow_left_ca.paa"; nextPage = "\ca\ui\data\arrow_right_ca.paa"; filename = ""; class H1 { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.02474; }; class H2 { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.0286458; }; class H3 { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.0286458; }; class H4 { font = "Zeppelin33Italic"; fontBold = "Zeppelin33"; sizeEx = 0.0208333; }; class H5 { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.0208333; }; class H6 { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.0208333; }; class P { font = "Zeppelin32"; fontBold = "Zeppelin33"; sizeEx = 0.0208333; }; }; //------------------------------------------------ class MSD8_CELLButton: MSD8_RscButton { x = 0.01; y = 0.98; w = 0.15; h = MSD8_ROWHGT/MSD8_ROWHGT_MOD; }; class MSD8_MainButton: MSD8_CELLButton { y = 1.0-(MSD8_ROWHGT/MSD8_ROWHGT_MOD); }; //------------------------------------------------ class MSD8_MissionSelectionDialog { idd = MSD8_MissionSelectionDialogIDD; movingEnable = true; controlsBackground[] = { MY_BACKGROUND, MY_FRAME }; //--------------------------------------------- class MY_BACKGROUND : MSD8_RscText { idc = -1; colorBackground[] = MSD8_color_Gray_10; text = ; x = 0.0; y = 0.0; w = 1.0; h = 1.0; }; class MY_FRAME : MSD8_RscText { idc = -1; style = MSD8_ST_FRAME; colorText[] = MSD8_color_White; text = " Mission Selection "; font = MSD8_FontHTML; sizeEx = MSD8_ROWHGT/MSD8_TEXTHGT_MOD; x = 0.0; y = 0.0; w = 1.0; h = 1.0; }; //--------- objects[] = { }; controls[] = { MSD8_MissionListCaption, MSD8_MissionList, MSD8_MissionDescriptionCaption, MSD8_MissionDescription, MSD8_MissionPictureCaption, MSD8_MissionPicture, MSD8_MissionMapCaption, MSD8_MissionMap, MSD8_StatsCaption, MSD8_Stats, MSD8_CloseButton, MSD8_AcceptMissionButton }; //--------------------------------------------- // captions class MSD8_MissionListCaption : MSD8_RscText { x = 0.01; y = 0.03; w = 0.51; text = "Mission List"; }; class MSD8_MissionMapCaption : MSD8_RscText { x = 0.01; y = 0.42; w = 0.51; text = "Location Map"; }; class MSD8_MissionDescriptionCaption : MSD8_RscText { x = 0.54; y = 0.03; w = 0.45; text = "Description"; }; class MSD8_MissionPictureCaption : MSD8_RscText { x = 0.54; y = 0.68; w = 0.18; text = ""; }; class MSD8_StatsCaption : MSD8_RscText { x = 0.74; y = 0.68; w = 0.25; text = "Bonus"; }; //--------------------------------------------- // Controls class MSD8_MissionList : MSD8_RscListBox { idc = 891; x = 0.01; y = 0.07; w = 0.51; h = 0.3; //text = ""; onLBSelChanged = "[_this] call MSD8_ViewMission"; //onLBDblClick = "[_this] call MSD8_AcceptMission"; }; class MSD8_MissionMap: RscMapControl { idc = 895; colorBackground[] = K_Back; x = 0.01; y = 0.46; w = 0.51; h = 0.5; }; class MSD8_MissionDescription : MSD8_RscHTML // MSD8_RscListBox { idc = 892; x = 0.54; y = 0.07; w = 0.45; h = 0.57; //text = ""; }; class MSD8_MissionPicture : MSD8_RscPicture { idc = 893; //style = MSD8_ST_CENTER; x = 0.54; y = 0.72; w = 0.18; h = 0.24; text = ""; sizeEx = 0.04; style=48; }; class MSD8_Stats : MSD8_RscText { idc = 894; colorBackground[] = MSD8_color_Clear; x = 0.74; y = 0.72; w = 0.25; text = "Points: 99, Distance: 9000m"; }; //--------------------------------------------- // buttons class MSD8_AcceptMissionButton : MSD8_MainButton { idc = -1; x = 0.1; text = "Accept Mission"; action = "[] call MSD8_AcceptMission"; }; //--------- class MSD8_CloseButton : MSD8_MainButton { idc = -1; x = 0.3; text = "Exit"; action = "closeDialog 0"; }; //--------------------------------------------- }; // Desc: Mission Selection Dialog // Features: Mission preview and selection // By: Dr Eyeball // File purpose: Script & functions for dialog control // Version: 1.0 (Apr 2007) //----------------------------------------------------------------------------- // The following variables should match their equivalents for the dialog (from description.ext or included file) MSD8_MissionSelectionDialogIDD = 384; //----------------------------------------------------------------------------- MSD8_color_white = [1.0, 1.0, 1.0, 1.0]; MSD8_color_black = [0.0, 0.0, 0.0, 1.0]; MSD8_color_maroon = [0.5, 0.0, 0.2, 1.0]; MSD8_color_red = [1.0, 0.0, 0.0, 1.0]; MSD8_color_green = [0.0, 1.0, 0.0, 1.0]; MSD8_color_blue = [0.0, 0.0, 1.0, 1.0]; MSD8_color_orange = [0.8, 0.2, 0.1, 1.0]; MSD8_color_yellow = [.85, .85, 0.0, 1.0]; MSD8_color_ltPurple = [0.7, 0.7, 1.0, 1.0]; MSD8_color_paleYellow = [.35, .35, 0.0, 1]; MSD8_color_paleGreen = [0.33, 0.73, 0.49, 0.5]; MSD8_color_paleBlue = [0.3, 0.3, 0.7, 0.5]; MSD8_color_paleBlue2 = [0, 0.4, 0.7, 1]; MSD8_color_paleRed = [0.7, 0.3, 0.3, 0.7]; MSD8_color_Gray_10 = [0.1, 0.1, 0.1, 1]; MSD8_color_Gray_20 = [0.2, 0.2, 0.2, 1]; MSD8_color_Gray_30 = [0.3, 0.3, 0.3, 1]; MSD8_color_Gray_40 = [0.4, 0.4, 0.4, 1]; MSD8_color_Gray_50 = [0.5, 0.5, 0.5, 1]; MSD8_color_default = [-1.0, -1.0, -1.0, -1.0]; MSD8_color_textFG = MSD8_color_white; MSD8_color_groupBG = MSD8_color_paleBlue2; MSD8_color_playerBG = MSD8_color_paleyellow; MSD8_color_cellABG = MSD8_color_Gray_20; MSD8_color_cellBBG = MSD8_color_Gray_30; MSD8_color_voidBG = MSD8_color_Gray_10; MSD8_MissionListIDC = 891; MSD8_MissionMapIDC = 895; MSD8_MissionDescriptionIDC = 892; MSD8_MissionPictureIDC = 893; MSD8_StatsIDC = 894; MSD8_bonus = ""; MSD8_type = 0; //----------------------------------------------------------------------------- //---- Control functions //----------------------------------------------------------------------------- MSD8_SetCtrlColors = { _idc2 = _this select 0; _fg2 = _this select 1; _bg2 = _this select 2; _control = MSD8_display displayCtrl _idc2; _control ctrlSetTextColor _fg2; _control ctrlSetBackgroundColor _bg2; }; //---------------------- MSD8_SetText = { _idc2 = _this select 0; _txt2 = _this select 1; _control = MSD8_display displayCtrl _idc2; ctrlSetText [_idc2, _txt2]; //_control ctrlSetTooltip _txt2; // doesn't do anything for text ctrl types //_this call MSD8_SetCtrlColors; }; //---------------------- MSD8_SetCombo = { _idc2 = _this select 0; _txtArray2 = _this select 1; _control = MSD8_display displayCtrl _idc2; //ctrlSetText [_idc2, Format["%1", _txtArray2]]; //_control ctrlSetTooltip Format["%1", _txtArray2]; lbClear _idc2; { _index = lbAdd [_idc2, _x]; lbSetData [_idc2, _index, _x]; } forEach _txtArray2; lbSetCurSel [_idc2, 0]; //_this call MSD8_SetCtrlColors; }; //----------------------------------------------------------------------------- //---- Mission Selection functions //----------------------------------------------------------------------------- //---------------------- MSD8_ViewMission = { _selection = _this select 0; _control = _selection select 0; _selectedIndex = (_selection select 1)+1; // get briefing description html file name _briefFile = ""; _imageFile = ""; _objPos = getmarkerpos "missions"; _basePos = getmarkerpos "missions"; _sco = score player; //hint format ["%1 %2",_sco,rank5]; if(_sco < rank2) then { switch (_selectedIndex) do { case 01: { _briefFile = "AMBU_1"; MSD8_type = 1; MSD8_bonus = 10; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 02: { _briefFile = "WPAT_1"; MSD8_type = 3; MSD8_bonus = 10; _objPos = getmarkerpos "missions"; _imageFile = "offensive.paa" }; case 03: { _briefFile = "DSTR_1"; MSD8_type = 4; MSD8_bonus = 10; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 04: { _briefFile = "CSAR_1"; MSD8_type = 6; MSD8_bonus = 10; _objPos = getmarkerpos "missions"; _imageFile = "defend.paa" }; default { hint "Invalid mission index" }; }; }; if(_sco >= rank2 and _sco < rank5) then { switch (_selectedIndex) do { case 01: { _briefFile = "LPAT_2"; MSD8_type = 2; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "offensive.paa" }; case 02: { _briefFile = "AMBU_2"; MSD8_type = 1; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 03: { _briefFile = "DSTR_2"; MSD8_type = 4; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 04: { _briefFile = "CSAR_2"; MSD8_type = 5; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "defend.paa" }; case 05: { _briefFile = "DEFN_1"; MSD8_type = 7; MSD8_bonus = 30; _objPos = getmarkerpos "missions"; _imageFile = "defend.paa" }; default { hint "Invalid mission index" }; }; }; if(_sco >= rank5) then { switch (_selectedIndex) do { case 01: { _briefFile = "LPAT_2"; MSD8_type = 2; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "offensive.paa" }; case 02: { _briefFile = "AMBU_2"; MSD8_type = 1; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 03: { _briefFile = "DSTR_2"; MSD8_type = 4; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "sabotage.paa" }; case 04: { _briefFile = "CSAR_2"; MSD8_type = 5; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "defend.paa" }; case 05: { _briefFile = "DEFN_1"; MSD8_type = 7; MSD8_bonus = 30; _objPos = getmarkerpos "missions"; _imageFile = "defend.paa" }; case 06: { _briefFile = "MCAP_1"; MSD8_type = 9; MSD8_bonus = 20; _objPos = getmarkerpos "missions"; _imageFile = "offensive.paa" }; default { hint "Invalid mission index" }; }; }; _language = localize "LANGUAGE"; if (_language == "") then { _language = "English" }; // show briefing description _PathName = format["missions\briefings\%1\%2.html", _language, _briefFile]; _control = MSD8_display displayCtrl MSD8_MissionDescriptionIDC; _control htmlLoad _PathName; //hint format["Missio pathname=%1", _PathName]; // debug // show image _PathName = format["img\%1", _imageFile]; ctrlSetText [MSD8_MissionPictureIDC, _PathName ]; // show bonus points ctrlSetText [MSD8_StatsIDC, format["Points: %1", MSD8_bonus]]; /* //---- show map location _ctrl = MSD8_display displayctrl MSD8_MissionMapIDC; ctrlMapAnimClear _ctrl; // reset while scrolling list _ctrl ctrlmapanimadd [0, 0.30, _basePos]; // show home base ctrlmapanimcommit _ctrl; _ctrl ctrlmapanimadd [1.2, 0.90, _objPos]; // show mission location ctrlmapanimcommit _ctrl; //Waituntil {ctrlMapAnimDone _ctrl}; _ctrl ctrlmapanimadd [0.2, 0.20, _objPos]; // zoom mission location ctrlmapanimcommit _ctrl; //Waituntil {ctrlMapAnimDone _ctrl}; */ }; //---------------------- MSD8_AcceptMission = { _selectedIndex = lbCurSel MSD8_MissionListIDC; //hint format["Mission selected: %1 '%2'", _selectedIndex, lbData [MSD8_MissionListIDC, _selectedIndex] ]; if (onmission) then {hint localize "EVO_001"}; _humans = []; _grp = group player; _i=0; while {_i <= (count units _grp)} do { if(isPlayer (units _grp select _i)) then { _humans = _humans + [(units _grp select _i)]; }; _i = _i + 1; }; if (mismin and count _humans < 2) then { hint format["You must have at least Two human players in your group (%1)",(count _humans)]; } else { if (not onmission) then {_launch = [MSD8_type,MSD8_bonus] execVM "missions\cselectmis.sqf";onmission = true}; }; }; //---------------------- MSD8_Start = { [MSD8_MissionListIDC, [ "Ambush (10)", "Water Patrol (10)", "Destroy (10)", "Combat Search & Rescue (10)" ] ] call MSD8_SetCombo; }; MSD8_StartB = { [MSD8_MissionListIDC, [ "Land Patrol (20)", "Ambush (20)", "Destroy (20)", "Combat Search & Rescue (20)", "Defence (30)" ] ] call MSD8_SetCombo; }; MSD8_StartC = { [MSD8_MissionListIDC, [ "Land Patrol (20)", "Ambush (20)", "Destroy (20)", "Combat Search & Rescue (20)", "Defence (30)", "Combat Air Patrol (20)" ] ] call MSD8_SetCombo; }; /* MSD8_Start = { [MSD8_MissionListIDC, [ "Water Patrol (10)", "Ambush (10)", "Destroy (10)", "Combat Search & Rescue (10)", "Ambush (20)", "Land Patrol (20)", "Destroy (20)", "Combat Search & Rescue (20)", ] ] call MSD8_SetCombo; }; */ //----------------------------------------------------------------------------- //---- Init //----------------------------------------------------------------------------- /* _Caller = _this select 1; if (_Caller != player) exitWith { }; */ _ok = createDialog "MSD8_MissionSelectionDialog"; if !(_ok) then { hint "createDialog failed" }; MSD8_display = findDisplay MSD8_MissionSelectionDialogIDD; _sco = score player; if(_sco < rank2) then { [] call MSD8_Start; }; if(_sco >= rank2 and _sco < rank5) then { [] call MSD8_StartB }; if(_sco >= rank5) then { [] call MSD8_StartC };_this = _this select 0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.031; //hint format ["inloop %1 %2",_this,alive _this]; Waituntil {vehicle _this != _this and _this == driver (vehicle _this) or not alive _this}; if (not alive _this) then {_loop=1}; handle = [_this,vehicle _this] execVM "scripts\VecInit.sqf"; };_unit = _this select 0; //sleep 600.0; //3 min =180 //sleep 10.0; //3 min =180 _unit removealleventhandlers "killed"; _unit removealleventhandlers "getout"; _unit removealleventhandlers "getin"; if (not (_unit isKindOf "Man")) then { _class = typeOf _unit; _pos = position _unit; _dir = direction _unit; _speed = speed _unit; _vel = velocity _unit; //if (_unit isKindOf "Air") then {sleep 5.0}; {deletevehicle _x} foreach ([_unit] + crew _unit); _vcl = _class createVehicle _pos; _vcl setpos _pos; _vcl setdir _dir; _vcl setVelocity _vel; _vcl setFuel 0.0; _vcl setDamage 1; sleep 300.0; deletevehicle _vcl; }; if (_unit isKindOf "Man") then { sleep 300.0; if( not (isnull _unit)) then {deletevehicle _unit}; }; /* _vec = vehicle _unit; _crew = crew _vec; if (not (_vec isKindOf "Man")) then { {if( not(isnull _x)) then {deletevehicle _x}} foreach ([_vec] + crew _vec) } else { if( not (isnull _unit)) then {deletevehicle _unit} //if( not (isnull _unit)) then {jim action ["HIDEBODY",_unit]} }; _unit = _this select 0; _vec = vehicle _unit; if (not (_vec isKindOf "Man")) then { _unit action ["Eject",(_vec)]; unassignVehicle _unit; }; //sleep 240.0; //3 min =180 sleep 10.0; //3 min =180 _unit removealleventhandlers "killed"; _unit removealleventhandlers "getout"; _unit removealleventhandlers "getin"; deletevehicle _unit; */_all = list alleast; _i = 0; while {_i < count _all} do { _unit = (_all select _i); {_x addEventHandler ["killed", {handle = [_x] execVM "scripts\bury.sqf"}]} foreach ([_unit] + crew _unit); _i = _i + 1; }; _rand = (random 10); sleep (random 3); if (_rand > 0 and _rand < 5) then {_this playMove "AmovPercMstpSnonWnonDnon_talking"}; if (_rand > 5) then {_this playMove "AmovPercMstpSnonWnonDnon_exerciseKata"}; rscripts=rscripts+1; // Markers _markerobja = createMarker["date",[0,0]]; _gmess = format ["gdate = %1", gdate]; _markerobja setMarkerColor "ColorBlack"; _markerobja setMarkerSize [0,0]; _markerobja setMarkerType "Dot"; _markerobjb = createMarker["scores",[0,100]]; _smess = format ["scores = %1", scores]; _markerobjb setMarkerColor "ColorBlack"; _markerobjb setMarkerSize [0,0]; _markerobjb setMarkerType "Dot"; _markerobjc = createMarker["misi",[0,200]]; _smmess = format ["scores = %1", scores]; _markerobjc setMarkerColor "ColorBlack"; _markerobjc setMarkerSize [0,0]; _markerobjc setMarkerType "Dot"; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.0; _gmess = format ["gdate = %1 ds3 = %2 Rscripts = %3 Vscripts = %4 player=%5, dunit=%6", gdate,(date select 3),rscripts,vscripts,local player,dunit]; _markerobja setMarkerText _gmess; _smess = format ["scores = %1", scores]; _markerobjb setMarkerText _smess; _smmess = format ["submissions = %1", rndmis]; _markerobjc setMarkerText _smmess; };_grp= _this select 0; rscripts=rscripts+1; _time = 1.0 + (random 2.5); _all = units _grp; sleep _time; if(count units _grp > 0) then { { _unit = vehicle _x; if (not (_unit isKindOf "Man") and not (isNull _unit)) then { {_x removeAllEventHandlers "killed";deletevehicle _x} foreach ([_unit] + crew _unit); }; if ((_unit isKindOf "Man") and not (isNull _unit)) then { _x removeAllEventHandlers "killed"; deleteVehicle _unit; }; } forEach _all; }; deleteGroup _grp; rscripts=rscripts-1; WaitUntil {party}; _object = _this select 0; _light = "#lightpoint" createVehicleLocal getpos _object; _light setLightBrightness 0.1; _light setLightColor[0.05, 0.05, 0.05]; //_light lightAttachObject [_object, [0,0,0]] for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 0.501; _rand = floor(random 4); //hint format["random %1",_rand]; switch (_rand) do { case 0: { _light setLightAmbient[0.5,0.0,0.0]; }; case 1: { _light setLightAmbient[0.3,0.3,0.0]; }; case 2: { _light setLightAmbient[0.0,0.3,0.5]; }; case 3: { _light setLightAmbient[0.3,0.0,0.5]; }; } }; _player = _this select 0; _tag = player addaction ["Kung Fu","actions\pdance.sqf",1,1, true, true,"test2"]; _tag = player addaction ["Boogy","actions\pdance.sqf",2,1, true, true,"test2"]; _tag = player addaction ["Stop Dancing","actions\pdance.sqf",0,1, true, true,"test2"]; _newpos = position partypos; titleCut["", "BLACK OUT",2]; if(local server) then { _allunits = ["Civilian3","Civilian6","Civilian9","MarianQuandt02","MarianQuandt03","MarianQuandt04"]; _max = count _allunits; _guard = createGroup (civilian); _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; _allunits select (round random (_max - 1)) createUnit [_newpos, _guard]; {commandstop _x;_x setDir (random 360);_x setPos [(_newpos select 0)+ (random 20),(_newpos select 1)+ (random 20),(_newpos select 2)]} forEach (units _guard); }; setDate [2007, 7, 29, 0, 0]; (vehicle player) setVelocity [0,0,0]; player action ["Eject",vehicle player]; sleep 1.0; removeAllWeapons player; player setPos [(_newpos select 0)+(random 20),(_newpos select 1)+ (random 20),(_newpos select 2)]; sleep 1.0; titleText [localize "EVO_013", "PLAIN"]; sleep 2.0; titleText ["", "PLAIN"]; sleep 1.0; titleCut["", "BLACK in",0]; party = true; titleText ["PARTY TIME!!", "PLAIN"]; sleep 30.0; titleText ["You have been playing", "PLAIN DOWN"]; sleep 2.0; titleText ["U", "PLAIN DOWN"]; sleep 1.0; titleText ["L U T", "PLAIN DOWN"]; sleep 1.0; titleText ["O L U T I", "PLAIN DOWN"]; sleep 1.0; titleText ["V O L U T I O", "PLAIN DOWN"]; sleep 1.0; titleText ["E V O L U T I O N", "PLAIN DOWN"]; sleep 4.0; titleText ["By KilJoy", "PLAIN DOWN"]; sleep 22.0; 4 fadeSound 0; titleCut["", "BLACK OUT",2]; titleText ["FiN", "PLAIN"]; sleep 1.0; end=true; //disco=false; publicVariable "end"; ForceEnd; //_killer = _this select 1; /* setViewDistance 5000; if ((date select 3) < 4 or (date select 3) > 20) then {camUseNVG true} else {camUseNVG false}; _camera = "camera" camCreate position rad2; _camera cameraEffect ["internal","back"]; _camera camSetFOV 0.800; _camera camCommit 0; //_camera camSetFocus [0, 100]; waitUntil {camCommitted _camera}; _camera camSetTarget rad2; _camera camSetRelPos [0.0,-2000.0,1000.38]; _camera camCommit 0; _camera camSetTarget rad8; _camera camSetRelPos [0.0,-2000.0,1000.38]; _camera camSetFOV 1.000; _camera camCommit 20; //cutText ["","BLACK OUT",10]; //sleep 6.0; waitUntil {camCommitted _camera}; //titleText ["Sahrani has been libirated. Great Job.", "PLAIN"]; titleText [localize "EVO_013", "PLAIN"]; titleCut["", "BLACK OUT",7]; sleep 2.0; /* _camera camSetTarget vehicle player; _camera camSetPos [(position player select 0), (position player select 1) - 4.0,(position player select 2) + 2.5]; _camera camSetFOV 1.000; _camera camCommit 0; waitUntil {camCommitted _camera}; //_camera camSetRelPos [0.0,3.0,2.5]; _camera camSetPos [(position player select 0), (position player select 1) - 1.0,(position player select 2) + 2.5]; //_camera camSetFOV 0.200; _camera camCommit 2; waitUntil {camCommitted _camera}; player switchCamera "INTERNAL"; player cameraEffect ["terminate","back"]; camUseNVG false; setViewDistance 900; camDestroy _camera; end=true; publicVariable "end"; ForceEnd; *///[etrigger,wtrigger,completed,infantry,mecinized] rscripts=rscripts+1; placetag = _this select 0; _list = _this select 1; _disable = _this select 2; _exitcond = _this select 3; _inf = _this select 4; _mec = _this select 5; //_inf = 12+(round random 4); //_mec = 6+(round random 2); _radio = _this select 6; _newgrps = []; _rndpoints = []; _offobj = objNull; //_civs = [placetag,_list,_disable,_exitcond,_inf,_mec] execVM "scripts\CRecruit.sqf"; if (not (local server)) exitwith {}; if (_exitcond) exitwith {}; {if(_x isKindOf "OfficerE") then {_offobj = _x}} forEach list _list; _pos = position _list; _pos1 = [(_pos select 0)+300,(_pos select 1),(_pos select 2)]; _pos2 = [(_pos select 0),(_pos select 1)+300,(_pos select 2)]; _pos3 = [(_pos select 0)-300,(_pos select 1),(_pos select 2)]; _pos4 = [(_pos select 0),(_pos select 1)-300,(_pos select 2)]; _outpoints = [_pos1,_pos2,_pos3,_pos4]; //Officer defence if (not isNull _offobj) then { _grp = createGroup (east); "SquadLeaderE" createUnit [position _offobj, _grp]; _recy = [_grp] execVM "scripts\grpRecycle.sqf"; _newgrps = _newgrps + [_grp]; }; //Radio defence _grp = createGroup (east); "SquadLeaderE" createUnit [position _radio, _grp]; _recy = [_grp] execVM "scripts\grpRecycle.sqf"; _newgrps = _newgrps + [_grp]; _i=0; while {_i <= _inf} do { _grp = createGroup (east); _unit = _grp createUnit ["SquadLeaderE", _pos, [], 300, "NONE"]; [_unit] join _grp; _recy = [_grp] execVM "scripts\grpRecycle.sqf"; if(round(random 1) == 1) then { _wp = _grp addWaypoint [_pos, 400]; _wp2 = _grp addWaypoint [_pos, 400]; _wp3 = _grp addWaypoint [_pos, 400]; //[_grp, 1] setWaypointTimeout [10, 15, 30]; //[_grp, 2] setWaypointTimeout [60, 120, 240]; [_grp, 3] setWaypointType "CYCLE"; }; _newgrps = _newgrps + [_grp]; _i = _i+1; sleep 0.1; }; _i=0; while {_i <= _mec} do { _grp = createGroup (east); _unit = _grp createUnit ["SoldierECrew", _pos, [], 300, "NONE"]; [_unit] join _grp; _recy = [_grp] execVM "scripts\grpRecycle.sqf"; if(round(random 1) == 1) then { _wp = _grp addWaypoint [(_outpoints select 0), 0]; _wp2 = _grp addWaypoint [(_outpoints select 1), 0]; _wp3 = _grp addWaypoint [(_outpoints select 2), 0]; _wp4 = _grp addWaypoint [(_outpoints select 3), 0]; _wp5 = _grp addWaypoint [(_outpoints select 3), 0]; //[_grp, 1] setWaypointTimeout [30, 60, 160]; //[_grp, 2] setWaypointTimeout [30, 60, 160]; //[_grp, 3] setWaypointTimeout [30, 60, 160]; //[_grp, 4] setWaypointTimeout [30, 60, 160]; [_grp, 5] setWaypointType "CYCLE"; }; _newgrps = _newgrps + [_grp]; _i = _i+1; sleep 0.1; }; _i=0; while {_i < count _newgrps} do { _unit = leader (_newgrps select _i); if (leader _unit == _unit and _unit isKindOf "Man") then { _grp = group _unit; _pos = position _unit; if (_unit isKindOf "SoldierECrew") then { _allvecs = ["BMP2","BRDM2","UAZ_AGS30","UAZMG","T72","BRDM2_ATGM","D30"]; _max = (count _allvecs)-1; _vec = createVehicle [_allvecs select (round random _max), _pos, [], 0, "NONE"]; _vec addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; "SoldierECrew" createUnit [_pos, _grp]; (units _grp select 0) moveInGunner _vec; (units _grp select 1) moveInDriver _vec; if ((round random 1) == 1) then { _vec2 = createVehicle [_allvecs select (round random _max), _pos, [], 0, "NONE"]; _vec2 addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; "SoldierECrew" createUnit [_pos, _grp]; "SoldierECrew" createUnit [_pos, _grp]; (units _grp select 2) moveInGunner _vec2; (units _grp select 3) moveInDriver _vec2; }; }; /* if (_unit isKindOf "OfficerE") then { while {(count units _grp) < (round random 2)+4} do { "SoldierESaboteur" createUnit [_pos, _grp]; {_x setskill 1} forEach (units _grp); }; }; */ if (_unit isKindOf "SquadLeaderE") then { _allunits = ["SquadLeaderE","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = (count _allunits)-1; _count = (round random 6)+4; while {(count units _grp) < _count} do { _allunits select (round random _max) createUnit [_pos, _grp]; }; }; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}];if (_x isKindOf "SoldierEMedic") then {_x setCombatMode "WHITE"}} forEach (units _grp); /* _allbeh = ["SAFE","AWARE","COMBAT","STEALTH"]; _max = (count _allbeh)-1; _grp setBehaviour (_allbeh select (round random _max)); _allcom = ["YELLOW","RED"]; _max = (count _allcom)-1; _grp setCombatMode (_allcom select (round random _max)); */ //_grp setBehaviour "SAFE"; _allform = ["COLUMN","STAG COLUMN","WEDGE","ECH LEFT","ECH RIGHT","VEE","LINE"]; _max = (count _allform)-1; _grp setFormation (_allform select (round random _max)); }; _i = _i + 1; sleep 0.1; }; //debug //sleep 10.0; /* {_x setBehaviour "COMBAT"} forEach list alleast; rndmis = rndmis+1; sleep 10.0; {_x setCombatMode "RED"} forEach list alleast; rndmis = rndmis+1; sleep 10.0; {_x disableAI "MOVE";_x disableAI "TARGET";_x disableAI "AUTOTARGET"} forEach list alleast; rndmis = rndmis+1; */ if (debug) then {hint format["%1",(count list _list)]}; waitUntil {(count list _disable) == 0 or _exitcond}; if (_exitcond) exitwith {}; _i = 0; while {_i < count _newgrps} do { _handle = [_newgrps select _i] execVM "scripts\delete.sqf"; _i = _i + 1; sleep 0.1; }; rscripts=rscripts-1;EVO_AmmoBox = { _vec = _this select 0; _rank = _this select 1; clearWeaponCargo _vec; clearMagazineCargo _vec; switch (_rank) do //heavy wep { case 0: { _vec addWeaponCargo ["M136",40]; }; case 1: { _vec addWeaponCargo ["M136",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; case 2: { _vec addWeaponCargo ["M136",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; case 3: { _vec addWeaponCargo ["M136",40]; _vec addWeaponCargo ["Stinger",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; case 4: { _vec addWeaponCargo ["M136",40]; _vec addWeaponCargo ["Stinger",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; case 5: { _vec addWeaponCargo ["M136",40]; _vec addWeaponCargo ["Stinger",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; case 6: { _vec addWeaponCargo ["M136",40]; _vec addWeaponCargo ["Stinger",40]; _vec addWeaponCargo ["JAVELIN",40]; _vec addMagazineCargo ["pipebomb",40]; _vec addMagazineCargo ["mine",40]; }; }; switch (_rank) do //rifles { case 0: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M9", 40]; }; case 1: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M9", 40]; }; case 2: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M16A4_ACG_GL", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M4AIM", 40]; _vec AddWeaponCargo ["M4A1", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["M9", 40]; }; case 3: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["MP5SD", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M16A4_ACG_GL", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M4GL", 40]; _vec AddWeaponCargo ["M4AIM", 40]; _vec AddWeaponCargo ["M4A1", 40]; _vec AddWeaponCargo ["M4A1GL", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M249", 40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["M9", 40]; _vec AddWeaponCargo ["M9SD", 40]; }; case 4: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["MP5SD", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M16A4_ACG_GL", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M4GL", 40]; _vec AddWeaponCargo ["M4AIM", 40]; _vec AddWeaponCargo ["M4A1", 40]; _vec AddWeaponCargo ["M4A1GL", 40]; _vec AddWeaponCargo ["M4A1SD", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M249", 40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["M4SPR", 40]; _vec AddWeaponCargo ["M9", 40]; _vec AddWeaponCargo ["M9SD", 40]; }; case 5: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["MP5SD", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M16A4_ACG_GL", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M4GL", 40]; _vec AddWeaponCargo ["M4AIM", 40]; _vec AddWeaponCargo ["M4A1", 40]; _vec AddWeaponCargo ["M4A1GL", 40]; _vec AddWeaponCargo ["M4A1SD", 40]; _vec AddWeaponCargo ["G36K", 40]; _vec AddWeaponCargo ["G36C", 40]; _vec AddWeaponCargo ["G36A", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M249", 40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["M4SPR", 40]; _vec AddWeaponCargo ["M9", 40]; _vec AddWeaponCargo ["M9SD", 40]; }; case 6: { _vec AddWeaponCargo ["MP5A5", 40]; _vec AddWeaponCargo ["MP5SD", 40]; _vec AddWeaponCargo ["M16A2", 40]; _vec AddWeaponCargo ["M16A2GL", 40]; _vec AddWeaponCargo ["M16A4", 40]; _vec AddWeaponCargo ["M16A4_ACG", 40]; _vec AddWeaponCargo ["M16A4_ACG_GL", 40]; _vec AddWeaponCargo ["M4", 40]; _vec AddWeaponCargo ["M4GL", 40]; _vec AddWeaponCargo ["M4AIM", 40]; _vec AddWeaponCargo ["M4A1", 40]; _vec AddWeaponCargo ["M4A1GL", 40]; _vec AddWeaponCargo ["M4A1SD", 40]; _vec AddWeaponCargo ["G36K", 40]; _vec AddWeaponCargo ["G36C", 40]; _vec AddWeaponCargo ["G36A", 40]; _vec AddWeaponCargo ["M240", 40]; _vec AddWeaponCargo ["M249", 40]; _vec AddWeaponCargo ["M24", 40]; _vec AddWeaponCargo ["M4SPR", 40]; _vec AddWeaponCargo ["M107", 40]; _vec AddWeaponCargo ["M9", 40]; _vec AddWeaponCargo ["M9SD", 40]; }; }; //ammo _vec addWeaponCargo ["Laserdesignator",40]; _vec addMagazineCargo ["HandGrenadeTimed",40]; _vec addMagazineCargo ["m136",40]; _vec addMagazineCargo ["Stinger",40]; _vec addMagazineCargo ["JAVELIN",40]; _vec addMagazineCargo ["1rnd_HE_M203",40]; _vec addMagazineCargo ["FlareWhite_M203",40]; _vec addMagazineCargo ["FlareRed_M203",40]; _vec addMagazineCargo ["FlareGreen_M203",40]; _vec addMagazineCargo ["FlareYellow_M203",40]; _vec addMagazineCargo ["SmokeShell",40]; _vec addMagazineCargo ["SmokeShellRed",40]; _vec addMagazineCargo ["SmokeShellGreen",40]; _vec addmagazinecargo ["15rnd_9x19_m9sd", 40]; _vec addmagazinecargo ["15rnd_9x19_m9", 40]; _vec addmagazinecargo ["30Rnd_9x19_MP5SD", 40]; _vec addmagazinecargo ["30Rnd_9x19_MP5", 40]; _vec addmagazinecargo ["30Rnd_556x45_StanagSD", 40]; _vec addmagazinecargo ["30rnd_556x45_Stanag", 40]; _vec addmagazinecargo ["30Rnd_556x45_G36",40]; _vec addmagazinecargo ["200Rnd_556x45_M249", 40]; _vec addmagazinecargo ["100Rnd_762x51_M240", 40]; _vec addmagazinecargo ["5Rnd_762x51_M24", 40]; _vec addmagazinecargo ["10Rnd_127x99_m107", 40]; _vec addMagazineCargo ["Laserbatteries",40]; _vec addWeaponCargo ["Binocular",40]; _vec addWeaponCargo ["NVGoggles",40]; _vec addWeaponCargo ["Phone",40]; }; EVO_Boarding = { _unit = _this select 0; _position = _this select 1; if((_unit in list AirportIn) and _position == "cargo") then { _getout = _unit addEventHandler ["GetOut", { if((_this select 1) != "Driver") then { if ((_this select 0) distance mresc > 500) then { driver (_this select 0) addscore 1; }; if ((_this select 0) distance mresc > 5000) then { driver (_this select 0) addscore 1; }; } }]; if(_getout > 0) then { _unit removeEventHandler ["GetOut", _getout]; }; }; if(_unit distance mresc > 1000 and _position == "Cargo") then { _unit removeEventHandler ["GetOut", 0]; }; }; EVO_Cscore = { _temp = compile scores_packed; _scores = call _temp; //_scores = ["KilJoy",400]; _max = count _scores; _i = 0; //titleText [format ["debug: scores = %1",_scores],"plain down"]; while {_i < _max} do { _unit = _scores select _i; if (_unit == name player) then { //titleText [format ["match: %1 %2",_unit,name player],"plain down"]; player addScore (_scores select (_i+1)); }; _i = _i + 2; }; }; EVO_Mrew = { _unit = player; if (player isKindOf "SoldierWMedic") then //only leader medics { if (score _unit < rank1) exitWith { player addscore 2; hint "2 medic points awarded"; }; if (score _unit < rank2) exitWith { player addscore 3; hint "4 medic points awarded"; }; if (score _unit < rank3) exitWith { player addscore 4; hint "6 medic points awarded"; }; if (score _unit < rank4) exitWith { player addscore 5; hint "8 medic points awarded"; }; if (score _unit < rank5) exitWith { player addscore 6; hint "10 medic points awarded"; }; if (score _unit < rank6) exitWith { player addscore 7; hint "12 medic points awarded"; }; if (score _unit >= rank6) exitWith { player addscore 8; hint "14 medic points awarded"; }; }; }; EVO_Erew = { _unit = player; //hint "running erew"; if (player isKindOf "SoldierWMiner") then //only leader eng { if (score _unit < rank1) exitWith { player addscore 2; hint "2 repair points awarded"; }; if (score _unit < rank2) exitWith { player addscore 3; hint "4 repair points awarded"; }; if (score _unit < rank3) exitWith { player addscore 4; hint "6 repair points awarded"; }; if (score _unit < rank4) exitWith { player addscore 5; hint "8 repair points awarded"; }; if (score _unit < rank5) exitWith { player addscore 6; hint "10 repair points awarded"; }; if (score _unit < rank6) exitWith { player addscore 7; hint "12 repair points awarded"; }; if (score _unit >= rank6) exitWith { player addscore 8; hint "14 repair points awarded"; }; }; };EVO_Delete = { _grp= _this select 0; rscripts=rscripts+1; _time = 1.0 + (random 2.5); _all = units _grp; sleep _time; if(count units _grp > 0) then { { _unit = vehicle _x; if (not (_unit isKindOf "Man") and not (isNull _unit)) then { {_x removeAllEventHandlers "killed";deletevehicle _x} foreach ([_unit] + crew _unit); }; if ((_unit isKindOf "Man") and not (isNull _unit)) then { _x removeAllEventHandlers "killed"; deleteVehicle _unit; }; } forEach _all; }; deleteGroup _grp; rscripts=rscripts-1; };_grp = _this select 0; _wp1 = _grp addWaypoint [[0,0,0], 10]; [_grp, 1] setWaypointStatements ["never", ""]; rscripts=rscripts+1; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _allobj = ["usaf","mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11"]; _currentobj = []; _max = count _allobj; _i = 0; while {_i < _max} do { _marker = (_allobj select _i); _pos = getMarkerPos _marker; if ((_pos select 0) != 0) then { _currentobj = _currentobj + [_marker]; }; _i = _i + 1; }; _max = count _currentobj; _r = round random (_max - 1); _rand = _currentobj select _r; _pos = getMarkerPos _rand; //if (debug) then {hint format["%1 going to %2 in %3",_grp,_rand,TypeOf vehicle leader _grp]}; [_grp, 1] setWaypointPosition [_pos, 0]; _grp setSpeedMode "LIMITED"; if ((date select 3) < 4 or (date select 3) > 20) then { _grp setBehaviour "CARELESS"; vehicle (units _grp select 0) action ["LIGHT ON",vehicle (units _grp select 0)]; }; else; { //_grp setBehaviour "CARELESS"; }; (units _grp select 0) commandFollow (units _grp select 0); Waituntil {(leader _grp) distance _pos < 200 or (count units _grp) == 0}; if ((count units _grp) == 0) then {_loop=1;}; vehicle (units _grp select 0) setVehicleAmmo 1; sleep 10.0; }; rscripts=rscripts-1;for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { //titleText [format["fogg is %1",fog], "PLAIN DOWN",0.3]; 1 setFog 0.0; waitUntil {vehicle player in list foggy}; if ((speed vehicle player) > 100) then { 10 setFog 0.8; } else { if ((speed vehicle player) > 25) then { 20 setFog 0.8; } else { if ((speed vehicle player) < 25) then { 30 setFog 0.8; }; }; }; waitUntil {not (vehicle player in list foggy)}; _wait = 0; if ((speed vehicle player) > 100 or not alive player) then { _wait = 10; _wait setFog 0.0; } else { if ((speed vehicle player) > 25) then { _wait = 20; _wait setFog 0.0; } else { if ((speed vehicle player) < 25) then { _wait = 30; _wait setFog 0.0; }; }; }; sleep _wait; }; _player = _this select 0; _grp = _this select 1; rscripts=rscripts+1; _name = name _player; _i=0; while {_i <= 1799} do { _i = _i+1; if (_name == dunit) then {_i = 1800}; sleep 1.0; }; sleep 4.0; //dunit="none"; _handle = [_grp] execVM "scripts\delete.sqf"; rscripts=rscripts-1; //_array = [unit1, unit2, unit3]; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _newacts = []; waitUntil {player in list transfer}; _newaction = player addaction ["Spectate", "spect\specta.sqf",10,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["ViewDistance Up", "actions\settings.sqf",10,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["ViewDistance Down", "actions\settings.sqf",20,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["AirViewDistance Up", "actions\settings.sqf",60,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["AirViewDistance Down", "actions\settings.sqf",70,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail Low", "actions\settings.sqf",30,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail Medium", "actions\settings.sqf",40,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addaction ["TerrainDetail High", "actions\settings.sqf",50,1, true, true,"test2"]; _newacts = _newacts + [_newaction]; _newaction = player addAction ["Request Transfer", "TeamStatusDialog\TeamStatusDialog.sqf",[1,1]]; _newacts = _newacts + [_newaction]; waitUntil {not (player in list transfer)}; player removeAction _Action; for [{_i=0}, {_i < count _newacts}, {_i=_i+1}] do { //hint format["_newacts select _i %1",_newacts select _i]; player removeAction (_newacts select _i); }; }; _grp = _this select 0; rscripts=rscripts+1; waitUntil {count units _grp == 0}; deleteGroup _grp; gdel = gdel+1; rscripts=rscripts-1;if(vehicle player != player) exitWith {hint "You must be on foot"}; titleCut ["","black faded", 0]; _pos = position player; player moveincargo headcar; sleep 1.0; unassignVehicle player; player action ["Eject",vehicle player]; sleep 1.0; player setpos _pos; titleCut["", "BLACK in",2];if(debug) exitwith {}; enableradio false; _camera = "camera" CamCreate [9530.36,10112.63,18.97]; _camera cameraEffect ["internal","back"]; _camera camCommand "inertia on"; _camera camPrepareTarget [90913.70,-20587.53,49496.60]; _camera camPreparePos [9530.36,10112.63,18.97]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; WaitUntil {camCommitted _camera}; titleCut["", "BLACK in",2]; sleep 1.0; TitleRsc["Evo","PLAIN"]; playsound "Recall"; _camera camPrepareTarget [101585.70,-24613.33,-17727.94]; _camera camPreparePos [9530.36,10112.63,18.97]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 5; waitUntil {camCommitted _camera}; player cameraEffect ["terminate","back"]; enableradio true; camDestroy _camera;disableUserInput true; removeallweapons player; player setpos position jail; player setdir 0; _pos = [(position player select 0),(position player select 1)+2.6,(position player select 2)+2]; //_m24 = "weaponholder" createVehicleLocal _pos; //_m24 addMagazineCargo ["30Rnd_545x39_AK",1]; //_m24 addWeaponCargo ["Phone",1]; //_m24 setpos _pos; _phonehint = createTrigger ["EmptyDetector", [10287.323242,7377.426270,65.644279]]; _phonehint setTriggerActivation ["WEST", "PRESENT", false]; _phonehint setSoundEffect ["none","none","War","Jay"]; _phonehint setTriggerStatements ["true", "", ""]; hint "hint: You have been punished for having a negitive score. You will regain control after you have served your sentence of 60 seconds plus your score"; _i = (score player)-60; while {_i != 0} do { titleText [format ["%1",_i],"plain down"]; // _m24 addWeaponCargo ["Phone",1]; _i = _i + 1; sleep 1.0; }; //deletevehicle _m24; deletevehicle _phonehint; _phonehint2 = createTrigger ["EmptyDetector", [10287.323242,7377.426270,65.644279]]; _phonehint2 setTriggerActivation ["NONE", "PRESENT", false]; _phonehint2 setSoundEffect ["none","none","none","Jay"]; _phonehint2 setTriggerStatements ["true", "", ""]; sleep 1.0; deletevehicle _phonehint2; player setdammage 1; disableUserInput false;tunit = _this select 0; _grp = _this select 1; if (not local (leader _grp) or tunit == player) exitWith {}; _name = name tunit; _mess = format["Recruit %1",_name]; hint format["%1 wants to join your squad",_name]; _vec = vehicle player; _Action = _vec addAction [_mess, "actions\accept.sqf",[tunit]]; sleep 10.0; _vec removeAction _Action; if(group tunit != group player) then {(player) sideChat format["I have no position for you at this time %1", _name]}; _player = _this select 0; _killer = _this select 1; if(Param1 == 4) then { lives = lives - 1; publicVariable "lives"; hint format["%1 Lives remaining",lives]; }; if(not (isPlayer _killer) and side _killer == west) then {hint format["You were killed by AI under the command of %1",name (leader _killer)]}; sleep 1.0; /* //death penelty(disabled) _score = score _player; _penelty = round(_score /5); player addscore -_penelty; */ if ((date select 3) < 4 or (date select 3) > 20) then {camUseNVG true} else {camUseNVG false}; _camera = "camera" camCreate [(position _player select 0)-0.75, (position _player select 1)-0.75,(position _player select 2) + 0.5]; _camera cameraEffect ["internal","back"]; _camera camSetFOV 0.800; _camera camCommit 0; //_camera camSetFocus [0, 100]; waitUntil {camCommitted _camera}; _camera camSetTarget vehicle _player; //_camera camSetTarget _killer; _camera camSetRelPos [0.0,0.0,3.38]; _camera camCommit 0; _camera camSetRelPos [0.0,0.0,10.38]; _camera camSetFOV 0.100; _camera camCommit 10; //cutText ["","BLACK OUT",10]; //sleep 6.0; waitUntil {camCommitted _camera}; _camera camSetTarget vehicle player; _camera camSetPos [(position player select 0), (position player select 1) - 4.0,(position player select 2) + 2.5]; _camera camSetFOV 1.000; _camera camCommit 0; waitUntil {camCommitted _camera}; titleCut["", "BLACK in",7]; sleep 1.0; //_camera camSetRelPos [0.0,3.0,2.5]; _camera camSetPos [(position player select 0), (position player select 1) - 1.0,(position player select 2) + 2.5]; //_camera camSetFOV 0.200; _camera camCommit 2; waitUntil {camCommitted _camera}; //player switchCamera "INTERNAL"; player cameraEffect ["terminate","back"]; camUseNVG false; camDestroy _camera; if (not (local server)) exitwith {}; _counter = 0; _oldhour = param2; rscripts=rscripts+1; EVO_listplayers = { _list = list allgroups; Playerlist = []; _i=0; while {_i < (count _list)} do { _unit = _list select _i; if(not (_unit isKindOf "Man")) then { {if (isPlayer _x) then {Playerlist = Playerlist + [_x]}} forEach crew _unit; } else { if (isPlayer _unit) then {Playerlist = Playerlist + [_unit]}; }; _i=_i+1; sleep 0.1; }; //hint format["%1",Playerlist]; Playerlist; }; EVO_Weath = { if ((position rainy select 0) > 21944) then { _randx = 2000; _randy = 4463+(random 11857); _rnddir = (random 359); rainy setpos [_randx,_randy,0]; //rainy setDir _rnddir; //"rainmark" setMarkerDir _rnddir; }; if ((position rainy2 select 0) > 21944) then { _randx = 2000; _randy = 4463+(random 11857); _rnddir = (random 359); rainy2 setpos [_randx,_randy,0]; //rainy2 setDir _rnddir; //"rainmark2" setMarkerDir _rnddir; }; if ((position rainy3 select 0) > 21944) then { _randx = 2000; _randy = 4463+(random 11857); _rnddir = (random 359); rainy3 setpos [_randx,_randy,0]; //rainy3 setDir _rnddir; //"rainmark3" setMarkerDir _rnddir; }; rainy setpos [(position rainy select 0)+10,(position rainy select 1),0];"rainmark" setMarkerPos position rainy; rainy2 setpos [(position rainy2 select 0)+10,(position rainy2 select 1),0];"rainmark2" setMarkerPos position rainy2; rainy3 setpos [(position rainy3 select 0)+10,(position rainy3 select 1),0];"rainmark3" setMarkerPos position rainy3; if(_counter == 0) then { _randx = 8000+(random 12000); _randy = 12000+(random 3000); _rnddir = (random 359); //foggy setDir _rnddir; //"fogmark" setMarkerDir _rnddir; foggy setpos [_randx,_randy,0]; "fogmark" setMarkerPos position foggy; _counter = 200; }; _counter = (_counter - 1); }; //score EVO_Score = { //_type = list allgroups; _type = [] call EVO_listplayers; _i = 0; _max = count _type; //titleText [format ["match: %1 %2",_unitname,name _unit],"plain down"]; while {_i < _max} do { _unit = _type select _i; if (isplayer _unit and alive _unit) then { _j = 0; _ntype = scores; _max2 = count scores; _found = 0; while {_j < (_max2-1)} do { _unitname = _ntype select _j; if(_unitname == name _unit) then { if (score _unit >= 0) then { scores set [(_j+1), score _unit]; }; _found = 1; }; _j = _j + 2; }; if (_found == 0) then {scores = scores + [name _unit,score _unit];}; }; _i = _i + 1; }; }; //hoover EVO_Clean = { _Objects = position rec3 nearObjects 50; {if (_x isKindOf "WeaponHolder") then {deletevehicle _x}} forEach _Objects; _Objects = position ab1 nearObjects 50; {if (_x isKindOf "WeaponHolder") then {deletevehicle _x}} forEach _Objects; /* _list = position dump nearObjects 20; _debug = localize format["dumping = %1",_list]; {if (_x isKindOf "Man") then {deletevehicle _x}} forEach _list; _mark = format["%1mash",dunit]; deleteMarker _mark; _mark = format["%1farp",dunit]; deleteMarker _mark; */ }; EVO_timesync = { gdate = date; gdate_packed = str (gdate); publicvariable "gdate_packed"; _oldhour = (date select 3); }; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _time = time; //hint "weath"; [] call EVO_Weath; //hint ""; sleep 1.011; [] call EVO_Score; sleep 1.011; [] call EVO_Clean; sleep 1.011; if (_oldhour != (date select 3)) then {[] call EVO_timesync}; _newtime = time - _time; //hint format["time takin %1",_newtime]; };_oldhour = date select 3; _tscore = 0; EVO_CWeath = { "rainmarkt" setMarkerPosLocal getMarkerPos "rainmark"; //"rainmark" setMarkerDirLocal getdir rainy; "rainmarkt2" setMarkerPosLocal getMarkerPos "rainmark2"; //"rainmark2" setMarkerDirLocal getdir rainy2; "rainmarkt3" setMarkerPosLocal getMarkerPos "rainmark3"; //"rainmark3" setMarkerDirLocal getdir rainy3; "fogmarkt" setMarkerPosLocal getMarkerPos "fogmark"; //"fogmark" setMarkerDirLocal getdir foggy; }; EVO_Repair = { _vec = (vehicle player); _type = typeOf vehicle player; if(getDammage _vec > 0 or fuel _vec < 0.98 and not (_vec isKindOf "Man")) then { _inrepairzone = ((_vec in list AirportIn) or (_vec in list farp1) or (_vec in list farp2) or (_vec in list farp3) or (_vec in list reng1) or (_vec in list reng2) or (_vec in list reng3) or (_vec in list reng4) or (_vec in list dock1)); if(_inrepairzone and _vec != player and speed _vec > -2 and speed _vec < 2 and position _vec select 2 < 2.0 and (local _vec)) then { titleText [localize "EVO_014", "PLAIN DOWN",0.3]; for [{_loop2=0}, {_loop2<1}, {_loop2=_loop2}] do { sleep 0.200; if (getDammage _vec > 0) then {_vec setDammage ((getDammage _vec)-0.0125);}; if (Fuel _vec < 1) then {_vec setFuel ((Fuel _vec)+0.0125);}; if (getDammage _vec == 0 and Fuel _vec == 1) then {_loop2=1;}; if(_vec != vehicle player or speed _vec < -2 or speed _vec > 2 or position _vec select 2 > 2.0) then {_loop2=1;titleText [localize "EVO_015", "PLAIN DOWN",0.3];}; _dam = (getDammage _vec)*100; _ful = (Fuel _vec)*100; hint format["Damage: %1\nFuel: %2",Round _dam,Round _ful]; }; _vec setVehicleAmmo 1; }; }; }; EVO_HPM = { if(not (alive vehicle player)) then { fattack = false; }; if(fattack and getdammage player == 0) then { _medic = (nearestObject [vehicle player, "SoldierWMedic"]); if (isNull _medic) then { _medic = (nearestObject [vehicle player, "MASH"]); if (not (isNull _medic)) then { mpoint = _medic; publicVariable "mpoint"; }; }; if (not (isNull _medic) and _medic != player) then { mpoint = _medic; publicVariable "mpoint"; }; fattack=false; }; }; EVO_Rank = { _name = name player; _score = score player; _rank = rank player; if (_score < rank1 and _rank != "PRIVATE") exitWith { hint format["Your rank is now %2\n Pvt.%1 You can drive HUMMV,5tTruck",_name,"PRIVATE"]; cutRsc ["Pvt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,0] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,0] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,0] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,0] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,0] call EVO_AmmoBox; aunit = player; arank = "PRIVATE"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank2 and _score >= rank1 and _rank != "CORPORAL") exitWith { hint format["Your rank is now %2\n Corp.%1 You can now drive HUMMV MG,5tTruck MG and recruit one squad member",_name,"CORPORAL"]; cutRsc["Corp","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,1] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,1] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,1] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,1] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,1] call EVO_AmmoBox; aunit = player; arank = "CORPORAL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank3 and _score >= rank2 and _rank != "SERGEANT") exitWith { hint format["Your rank is now %2\n Sgt.%1 You can now drive MH6,HMMWV TOW,Stryker ICV M2,HMMWV MK and recruit two squad members",_name,"SERGEANT"]; cutRsc["Sgt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,2] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,2] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,2] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,2] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,2] call EVO_AmmoBox; aunit = player; arank = "SERGEANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank4 and _score >= rank3 and _rank != "LIEUTENANT") exitWith { hint format["Your rank is now %2\n Ltn.%1 You can now drive UH60 MG,Stryker ICV MK19,M113 and recruit three squad members",_name,"LIEUTENANT"]; cutRsc["Ltn","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,3] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,3] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,3] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,3] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,3] call EVO_AmmoBox; aunit = player; arank = "LIEUTENANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank5 and _score >= rank4 and _rank != "CAPTAIN") exitWith { hint format["Your rank is now %2\n Cpt.%1 You can now drive UH60,Vulcan and recruit four squad members",_name,"CAPTAIN"]; cutRsc["Cpt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,4] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,4] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,4] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,4] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,4] call EVO_AmmoBox; aunit = player; arank = "CAPTAIN"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank6 and _score >= rank5 and _rank != "MAJOR") exitWith { hint format["Your rank is now %2\n Mjr.%1 You can now drive Stryker TOW,AV8B2,AH6 and recruit five squad members",_name,"MAJOR"]; cutRsc["Mjr","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,5] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,5] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,5] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,5] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,5] call EVO_AmmoBox; aunit = player; arank = "MAJOR"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score >= rank6 and _rank != "COLONEL") exitWith { hint format["Your rank is now %2\n Col.%1 You can now drive M1Abrams,AH-1Z,AV8B,A-10 and recruit six squad members",_name,"COLONEL"]; cutRsc["Col","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,6] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,6] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,6] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,6] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,6] call EVO_AmmoBox; aunit = player; arank = "COLONEL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; _tscore = score player; }; EVO_CTime = { _temp = compile gdate_packed; _date = call _temp; _hour = _date select 3; if(_hour != _oldhour) then { if(_hour == 0) then { 10 setOvercast 0.0; 10 setRain 0.0; }; //hint "time update"; _oldhour = _hour; setDate _date; }; }; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _time = time; [] call EVO_CWeath; sleep 1.011; [] call EVO_Repair; sleep 1.011; if (score player != _tscore) then {[] call EVO_Rank}; sleep 1.011; [] call EVO_CTime; sleep 1.011; [] call EVO_HPM; _newtime = time - _time; //hint format["time takin %1",_newtime]; };if (not (local server)) exitwith {}; rscripts=rscripts+1; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _starts = [ka1,ka2,ka3,ka4]; _poscreate = position (_starts select (round random 3)); _pilot = createGroup (east); "SoldierEPilot" createUnit [_poscreate, _pilot]; _recy = [_pilot] execVM "scripts\grpRecycle.sqf"; //if(isNull (units _pilot select 0)) exitWith {}; _heli = createVehicle ["KA50", _poscreate, [], 5000, "FLY"]; _heli setpos [getpos _heli select 0, getpos _heli select 1, 500]; _heli setdir 180; _heli engineon true; //"MarianQuandt" createUnit [position tpos1, _pilot]; (units _pilot select 0) assignAsDriver _heli; (units _pilot select 0) moveInDriver _heli; //(units _pilot select 0) setBehaviour "AWARE"; //_pilot setCombatMode "RED"; _handle = [_pilot] execVM "scripts\flightpath.sqf"; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _pilot); _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; sleep 1.0; waitUntil {not (alive _heli) or isNull (driver _heli)}; sleep 1.0; if (alive _heli) then {_heli setdammage 1;}; if (alive (units _pilot select 0)) then {(units _pilot select 0) setdammage 1}; sleep 600.0; };_local = _this select 0; _pos = position _local; _m24 = "weaponholder" createVehicleLocal _pos; //_m24 addMagazineCargo ["30Rnd_545x39_AK",1]; _m24 addWeaponCargo ["AKS74PSO",1]; _m24 setpos [_pos select 0,_pos select 1,(_pos select 2)+0.8];if (not (local server)) exitwith {}; rscripts=rscripts+1; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _starts = [ka1,ka2,ka3,ka4]; _poscreate = position (_starts select (round random 3)); _pilot = createGroup (east); "SoldierEPilot" createUnit [position tpos2, _pilot]; "SoldierEPilot" createUnit [position tpos2, _pilot]; _recy = [_pilot] execVM "scripts\grpRecycle.sqf"; //if(isNull (units _pilot select 0)) exitWith {}; _heli = createVehicle ["Su34", _poscreate, [], 100, "FLY"]; _heli setpos [getpos _heli select 0, getpos _heli select 1, 200]; _heli setdir (random 359); _heli engineon true; _vec setVelocity [200, 0, 0]; _sumark = [_heli] execVM "scripts\sumarker.sqf"; (units _pilot select 0) assignAsDriver _heli; (units _pilot select 1) assignAsGunner _heli; (units _pilot select 0) moveInDriver _heli; (units _pilot select 1) moveInGunner _heli; //player moveInGunner _heli; //_pilot setSpeedMode "LIMITED"; //_pilot setCombatMode "RED"; {_x addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _pilot); _heli addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _handle = [_pilot] execVM "scripts\flightpath.sqf"; sleep 10.0; waitUntil {not (alive _heli) or isNull (driver _heli)}; if (alive _heli) then {_heli setdammage 1}; sleep 600.0; //10 mins }; _unit = objNull; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.023; _list = list allgroups; _div = []; _i=0; while {_i < (count _list)} do { _unit = _list select _i; //if(isPlayer _unit and _unit isKindOf "Man") then if(not (_unit isKindOf "Man")) then { {_div = _div + [_x]} forEach crew _unit; } else { _div = _div + [_unit]; }; _i=_i+1; sleep 0.1; }; _i=0; while {_i < (count _div)} do { _unit = _div select _i; if(isPlayer _unit) then { _tag = format["m%1",dunit]; deleteMarkerLocal _tag; _tag = format["m%1",name _unit]; deleteMarkerLocal _tag; if ((getdammage _unit) >= 0.05 and alive _unit) then { _pos = position vehicle _unit; _mssg = format["%1 requires a medic",(name _unit)]; _medmark = createMarkerLocal [_tag, _pos]; _medmark setMarkerShapeLocal "ICON"; _medmark setMarkerTypeLocal "Marker"; _medmark setMarkerColorLocal "ColorRedAlpha"; _medmark setMarkerTextLocal _mssg; _medmark setMarkerSizeLocal [0.5, 0.5]; _medmark setMarkerDirLocal 45; }; }; _i=_i+1; sleep 0.1; }; };_pos = _this select 0; _type = _this select 1; if(_type == 0) then { cutRsc ["Offensive","PLAIN"]; }; if(_type == 1) then { cutRsc ["Defend","PLAIN"]; }; if(_type == 2) then { cutRsc ["Sabotage","PLAIN"]; }; //_map = createDialog "QuickMap1"; //_ad=finddisplay 1901; //_ad displaySetEventHandler["KeyDown", "closeDialog 0;closeDialog 1;hint """""]; _ctrl = MSD8_display displayctrl MSD8_MissionMapIDC; //_ctrl = finddisplay 895; _ctrl ctrlmapanimadd [0,0.20,getmarkerpos "missions"]; ctrlmapanimcommit _ctrl; _ctrl ctrlmapanimadd [5,0.90,_pos]; ctrlmapanimcommit _ctrl; Waituntil {ctrlMapAnimDone _ctrl}; _ctrl ctrlmapanimadd [5,0.20,_pos]; ctrlmapanimcommit _ctrl; Waituntil {ctrlMapAnimDone _ctrl}; /* _ctrl = MSD8_display displayctrl MSD8_MissionMapIDC; ctrlMapAnimClear _ctrl; // reset while scrolling list _ctrl ctrlmapanimadd [0, 0.30, _basePos]; // show home base ctrlmapanimcommit _ctrl; _ctrl ctrlmapanimadd [1.2, 0.90, _objPos]; // show mission location ctrlmapanimcommit _ctrl; //Waituntil {ctrlMapAnimDone _ctrl}; _ctrl ctrlmapanimadd [0.2, 0.20, _objPos]; // zoom mission location ctrlmapanimcommit _ctrl; //Waituntil {ctrlMapAnimDone _ctrl}; */_unit = _this select 0; _unit playMove "AmovPercMstpSnonWnonDnon_talking"; sleep 4.0; sobj1=true; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 1.001; waitUntil {animationState player == "ainvpknlmstpslaywrfldnon" or animationState player == "ainvpknlmstpsnonwnondnon_3"}; waitUntil {animationState player != "ainvpknlmstpslaywrfldnon" and animationState player != "ainvpknlmstpsnonwnondnon_3"}; pweapons = weapons player; _count = count _weapons; pallammo = []; i=0; while {_i < _count} do { _gun = _weapons select 0; _ammo = player ammo _gun; pallammo = pallammo + [_ammo]; _i=_i+1; sleep 0.1; }; //_ammo = ammo player; //_ammo = "test"; hint format["weapons = %1, ammo = %2",pweapons,pallammo]; }; if (not (local server)) exitwith {}; rscripts=rscripts+1; _unit = _this select 0; sleep 5.0; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 10.0; if(not isPlayer (leader group _unit)) then {_loop=1}; }; /* if(vehicle _unit != _unit) then { unassignVehicle _unit; _unit action ["Eject",(vehicle _unit)]; }; */ _unit setDamage 1; sleep 4.0; deletevehicle _unit; rscripts=rscripts-1; _off = _this select 0; _grp = group _off; rscripts=rscripts+1; if (local server) then { _off addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _off disableAI "MOVE"; removeallweapons _off; _mark = format["M%1",_off]; _search = createMarker [_mark, [-5000,-5000,0]]; _search setMarkerType "Destroy"; _search setMarkerText "Capture Officer"; _search setMarkerColor "ColorBlue"; _search setMarkerSize [0.5, 0.5]; _trgobj3 = createTrigger ["EmptyDetector", position _off]; _trgobj3 setTriggerActivation ["WEST", "PRESENT", true]; _trgobj3 setTriggerArea [200, 200, 0, false]; //_trgobj3 triggerAttachVehicle [_off]; //_trgobj3 setTriggerStatements ["this", "", ""]; //_trgobj3 setTriggerTimeout [5, 10, 7, true ]; //player setpos position _trgobj3; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 4.001; // deleteMarker _search; //hint format ["%1",list _trgobj3]; //waitUntil {count list _trgobj3 > 0}; if (count list _trgobj3 > 0) then {_search setMarkerPos position _off}; //waitUntil {count units _trgobj3 > 0}; //hint "in ring"; /* _search = createMarker ["look", position _off]; _search setMarkerType "Destroy"; _search setMarkerText "Capture Officer"; _search setMarkerColor "ColorBlue"; _search setMarkerSize [0.5, 0.5]; */ _trgobj3 setpos position _off; if ((group _off) != _grp) then {_loop=1}; if (not (alive _off)) then {_loop=1}; }; deletevehicle _trgobj3; deletemarker _search; }; _cap = [_off] execVM "scripts\submit.sqf"; rscripts=rscripts-1;_intro = player execVM "scripts\intro.sqf"; onMapSingleClick " if (_alt and debug) then {vehicle player setpos _pos;{vehicle _x setpos _pos} forEach _units}; if ((local player) and player == leader player and _shift and onmission) then {hint localize ""EVO_004""}; if ((local player) and player == leader player and _shift and not onmission) then { deleteWaypoint [group player, 1]; deleteVehicle wbase; _wp1 = group player addWaypoint [position mresc, 0]; [group player, 1] showWaypoint ""NEVER""; [group player, 1] setWaypointStatements [""never"",""never""]; [group player, 1] setWaypointDescription ""MOVE""; wbase = ""HeliHEmpty"" createVehicleLocal _pos; [group player, 1] setWaypointPosition [position wbase, 0]; group player setCurrentWaypoint [group player, 1]; hint localize ""EVO_005""; }; if ((local player) and player == leader player and _alt and not onmission) then { deleteWaypoint [group player, 1]; hint ""Squad waypoint cleared""; } "; { if (not (_x isKindOf "OfficerE") and (count weapons _x) == 0 and (_x distance (getmarkerpos "det")) > 10) then { pobj = [_x] execVM "scripts\submit.sqf"; } } forEach list alleast; player addEventHandler ["hit", { if (side (_this select 1) == east) then { fattack = true; //hint "fattack"; }; }]; _pos = [0,0,0]; _rainmarkt = createMarkerLocal ["rainmarkt", _pos]; _rainmarkt setMarkerTypeLocal "DOT"; _rainmarkt setMarkerColorLocal "ColorBlack"; _rainmarkt setMarkerTextLocal "R A I N"; _rainmarkt setMarkerSizeLocal [0, 0]; _rainmarkt = createMarkerLocal ["rainmarkt2", _pos]; _rainmarkt setMarkerShapeLocal "ICON"; _rainmarkt setMarkerTypeLocal "DOT"; _rainmarkt setMarkerColorLocal "ColorBlack"; _rainmarkt setMarkerTextLocal "R A I N"; _rainmarkt setMarkerSizeLocal [0, 0]; _rainmarkt = createMarkerLocal ["rainmarkt3", _pos]; _rainmarkt setMarkerShapeLocal "ICON"; _rainmarkt setMarkerTypeLocal "DOT"; _rainmarkt setMarkerColorLocal "ColorBlack"; _rainmarkt setMarkerTextLocal "R A I N"; _rainmarkt setMarkerSizeLocal [0, 0]; _rainmarkt = createMarkerLocal ["rainmarkt3", _pos]; _rainmarkt setMarkerShapeLocal "ICON"; _rainmarkt setMarkerTypeLocal "DOT"; _rainmarkt setMarkerColorLocal "ColorBlack"; _rainmarkt setMarkerTextLocal "R A I N"; _rainmarkt setMarkerSizeLocal [0, 0]; _rainmarkt = createMarkerLocal ["fogmarkt", _pos]; _rainmarkt setMarkerShapeLocal "ICON"; _rainmarkt setMarkerTypeLocal "DOT"; _rainmarkt setMarkerColorLocal "ColorBlack"; _rainmarkt setMarkerTextLocal "F O G"; _rainmarkt setMarkerSizeLocal [0, 0]; /* _ranku = [] execVM "scripts\rank.sqf"; _medc = player execVM "scripts\hpm.sqf"; _intro = player execVM "scripts\weatherrec.sqf"; _repairs = player execVM "scripts\landing.sqf"; _time = [] execVM "scripts\clienttimesync.sqf"; */ _cthread = [] execVM "scripts\MainThreadC.sqf"; //_wepmem = [] execVM "scripts\myweapons.sqf"; _cscore = [player] call EVO_Cscore; if (typeOf (vehicle player) == "SoldierWMedic") then {_med = player execVM "scripts\med.sqf"}; //if (typeOf (vehicle player) == "SoldierWMiner") then {_med = player execVM "scripts\eng.sqf"}; _transf = [] execVM "scripts\groups.sqf"; _mis = [] execVM "missions\missions.sqf"; switch (Param1) do { case 0: { _handle = [] execVM "scripts\fog.sqf"; _handle = [] execVM "scripts\rain.sqf"; }; case 1: { _handle = [] execVM "scripts\timeskip.sqf"; }; case 2: { _handle = [] execVM "scripts\fog.sqf"; _handle = [] execVM "scripts\rain.sqf"; }; case 3: { _handle = [] execVM "scripts\timeskip.sqf"; }; case 4: { _handle = [] execVM "scripts\fog.sqf"; _handle = [] execVM "scripts\rain.sqf"; }; }; _Action = rec addAction ["Recruit Soldier", "Dialogs\RecruitSoldierDialog.sqf", [ /* params */ ], 0, false, false, "teamSwitch" ]; /* _actionId1 = rec addaction [localize "EVO_017","actions\recruit.sqf","makeR",1, true, true,"test2"]; _actionId2 = rec addaction [localize "EVO_018","actions\recruit.sqf","makeM",1, true, true,"test2"]; _actionId3 = rec addaction [localize "EVO_019","actions\recruit.sqf","makeMG",1, true, true,"test2"]; _actionId4 = rec addaction [localize "EVO_020","actions\recruit.sqf","makeG",1, true, true,"test2"]; _actionId5 = rec addaction [localize "EVO_021","actions\recruit.sqf","makeS",1, true, true,"test2"]; _actionId6 = rec addaction [localize "EVO_022","actions\recruit.sqf","makeSF",1, true, true,"test2"]; _actionId7 = rec addAction [localize "EVO_051", "missions\MissionSelectionDialog\MissionSelectionDialog.sqf","makeG",1, true, true,"test2"]; */ /* _ammohint = createTrigger ["EmptyDetector", [9822.640625,9983.246094,139.994995]]; _ammohint setTriggerActivation ["WEST", "PRESENT", false]; _ammohint setTriggerStatements ["this", "hint localize ""EVO_006""", ""]; _ammohint setTriggerArea [5, 5, 0, true ]; _grouphint = createTrigger ["EmptyDetector", [9879.968750,9994.811523,144.436172]]; _grouphint setTriggerActivation ["WEST", "PRESENT", false]; _grouphint setTriggerStatements ["this", "hint localize ""EVO_007""", ""]; _grouphint setTriggerArea [5, 5, 0, true ]; _missionhint = createTrigger ["EmptyDetector", [9775.578125,10063.174805,139.994995]]; _missionhint setTriggerActivation ["WEST", "PRESENT", false]; _missionhint setTriggerStatements ["this", "hint localize ""EVO_008""", ""]; _missionhint setTriggerArea [5, 5, 0, true ]; _rechint = createTrigger ["EmptyDetector", [9764.698242,10087.540039,139.994995]]; _rechint setTriggerActivation ["WEST", "PRESENT", false]; _rechint setTriggerStatements ["this", "hint localize ""EVO_009""", ""]; _rechint setTriggerArea [5, 5, 0, true ]; */ _trgobj = createTrigger ["EmptyDetector", position player ]; _trgobj setTriggerText "Missions Status"; _trgobj setTriggerActivation ["BRAVO", "PRESENT", true]; _trgobj setTriggerStatements ["this", ";hint format[localize ""EVO_012"", rndmis];", ""]; _trgobj = createTrigger ["EmptyDetector", position player ]; _trgobj setTriggerText "My Squad"; _trgobj setTriggerActivation ["DELTA", "PRESENT", true]; _trgobj setTriggerStatements ["this", "squad = [0,0,0,[2,2]] execVM ""TeamStatusDialog\TeamStatusDialog.sqf""",""]; _trgobj = createTrigger ["EmptyDetector", position player ]; _trgobj setTriggerText "Recruit Soldier"; _trgobj setTriggerActivation ["ECHO", "PRESENT", true]; _trgobj setTriggerStatements ["this", "squad = [s] execVM ""Dialogs\RecruitSoldierDialog.sqf""",""]; _trgobj = createTrigger ["EmptyDetector", position player ]; _trgobj setTriggerText "Select Mission"; _trgobj setTriggerActivation ["FOXTROT", "PRESENT", true]; _trgobj setTriggerStatements ["this", "squad = [] execVM ""missions\MissionSelectionDialog\MissionSelectionDialog.sqf""",""]; _trgobj = createTrigger ["EmptyDetector", position player ]; _trgobj setTriggerText "Fix head bug"; _trgobj setTriggerActivation ["GOLF", "PRESENT", true]; _trgobj setTriggerStatements ["this", "fixme = [] execVM ""scripts\headbug.sqf""",""]; if (alive parso1) then { _rad1 = createMarkerLocal ["radobj1", position parso1]; _rad1 setMarkerShapeLocal "ICON"; _rad1 setMarkerTypeLocal "Destroy"; _rad1 setMarkerTextLocal "Destroy Radio Tower"; _rad1 setMarkerSizeLocal [0.5, 0.5]; }; if (alive somso1) then { _rad2 = createMarkerLocal ["radobj2", position somso1]; _rad2 setMarkerShapeLocal "ICON"; _rad2 setMarkerTypeLocal "Destroy"; _rad2 setMarkerTextLocal "Destroy Radio Tower"; _rad2 setMarkerSizeLocal [0.5, 0.5]; }; if (alive cayso1) then { _rad3 = createMarkerLocal ["radobj3", position cayso1]; _rad3 setMarkerShapeLocal "ICON"; _rad3 setMarkerTypeLocal "Destroy"; _rad3 setMarkerTextLocal "Destroy Radio Tower"; _rad3 setMarkerSizeLocal [0.5, 0.5]; }; if (alive dolso1) then { _rad4 = createMarkerLocal ["radobj4", position dolso1]; _rad4 setMarkerShapeLocal "ICON"; _rad4 setMarkerTypeLocal "Destroy"; _rad4 setMarkerTextLocal "Destroy Radio Tower"; _rad4 setMarkerSizeLocal [0.5, 0.5]; }; if (alive ortso1) then { _rad5 = createMarkerLocal ["radobj5", position ortso1]; _rad5 setMarkerShapeLocal "ICON"; _rad5 setMarkerTypeLocal "Destroy"; _rad5 setMarkerTextLocal "Destroy Radio Tower"; _rad5 setMarkerSizeLocal [0.5, 0.5]; }; if (alive corso1) then { _rad6 = createMarkerLocal ["radobj6", position corso1]; _rad6 setMarkerShapeLocal "ICON"; _rad6 setMarkerTypeLocal "Destroy"; _rad6 setMarkerTextLocal "Destroy Radio Tower"; _rad6 setMarkerSizeLocal [0.5, 0.5]; }; if (alive obrso1) then { _rad7 = createMarkerLocal ["radobj7", position obrso1]; _rad7 setMarkerShapeLocal "ICON"; _rad7 setMarkerTypeLocal "Destroy"; _rad7 setMarkerTextLocal "Destroy Radio Tower"; _rad7 setMarkerSizeLocal [0.5, 0.5]; }; if (alive bagso1) then { _rad8 = createMarkerLocal ["radobj8", position bagso1]; _rad8 setMarkerShapeLocal "ICON"; _rad8 setMarkerTypeLocal "Destroy"; _rad8 setMarkerTextLocal "Destroy Radio Tower"; _rad8 setMarkerSizeLocal [0.5, 0.5]; }; if (alive eposo1) then { _rad9 = createMarkerLocal ["radobj9", position eposo1]; _rad9 setMarkerShapeLocal "ICON"; _rad9 setMarkerTypeLocal "Destroy"; _rad9 setMarkerTextLocal "Destroy Radio Tower"; _rad9 setMarkerSizeLocal [0.5, 0.5]; }; if (alive masso1) then { _rad10 = createMarkerLocal ["radobj10", position masso1]; _rad10 setMarkerShapeLocal "ICON"; _rad10 setMarkerTypeLocal "Destroy"; _rad10 setMarkerTextLocal "Destroy Radio Tower"; _rad10 setMarkerSizeLocal [0.5, 0.5]; }; if (alive pitso1) then { _rad11 = createMarkerLocal ["radobj11", position pitso1]; _rad11 setMarkerShapeLocal "ICON"; _rad11 setMarkerTypeLocal "Destroy"; _rad11 setMarkerTextLocal "Destroy Radio Tower"; _rad11 setMarkerSizeLocal [0.5, 0.5]; }; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,0] call EVO_AmmoBox; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,0] call EVO_AmmoBox; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,0] call EVO_AmmoBox; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob3";_box = [ammobox4,0] call EVO_AmmoBox; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob3";_box = [ammobox5,0] call EVO_AmmoBox; if (debug) then { // Triggers /* _trgobj4 = createTrigger ["EmptyDetector", position player ]; _trgobj4 setTriggerText "asls"; _trgobj4 setTriggerActivation ["DELTA", "PRESENT", true]; _trgobj4 setTriggerStatements ["this", "hint format[""asl %1"", getPosASL player];", ""]; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "Instant Colonel"; _trgobj1 setTriggerActivation ["ECHO", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "player addscore 200", ""]; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "up score 16"; _trgobj1 setTriggerActivation ["FOXTROT", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "player addscore 16", ""]; _trgobj1 = createTrigger ["EmptyDetector", position player ]; _trgobj1 setTriggerText "test"; _trgobj1 setTriggerActivation ["GOLF", "PRESENT", true]; _trgobj1 setTriggerStatements ["this", "dtest = [] execVM 'scripts\test.sqf'", ""]; */ _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "colonel me"; _trgobj2 setTriggerActivation ["HOTEL", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "player addscore 200", ""]; /* _trgobj3 = createTrigger ["EmptyDetector", position player ]; _trgobj3 setTriggerText "cm"; _trgobj3 setTriggerActivation ["HOTEL", "PRESENT", true]; _trgobj3 setTriggerStatements ["this", "{_x setCombatMode ""RED""} forEach list alleast", ""]; //_trgobj3 setTriggerStatements ["this", "list1 = position player nearObjects 5;hint format[""%1"", list1];", ""]; //_trgobj3 setTriggerStatements ["this", "mlist = position player nearObjects 10;dellist = [];{if (_x isKindOf 'Man') then {dellist = dellist + [_x]}} forEach mlist;hint format['list %1',dellist]", ""]; _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "kill east"; _trgobj2 setTriggerActivation ["HOTEL", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "{_x setdamage 1} forEach list alleast", ""]; */ //JULIET }; /* if (name player == "KilJoy" or name player == "Gary" or name player == "Lolsav" or name player == "Junkz" or name player == "Wildgoose" or name player == "Jim Bond") then { _trgobj2 = createTrigger ["EmptyDetector", position player ]; _trgobj2 setTriggerText "Admin Spectate"; _trgobj2 setTriggerActivation ["INDIA", "PRESENT", true]; _trgobj2 setTriggerStatements ["this", "aspec = [player,0,10,1] execVM 'spect\specta.sqf'", ""]; }; */ for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { //titleText [format["fogg is %1",fog], "PLAIN DOWN",0.3]; waitUntil {vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3}; 2 setRain 1.0; if ((speed vehicle player) > 100) then { 10 setOvercast 1.0; } else { if ((speed vehicle player) > 25) then { 20 setOvercast 1.0; } else { if ((speed vehicle player) < 25) then { 30 setOvercast 1.0; }; }; }; waitUntil {not (vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3)}; if ((speed vehicle player) > 100 or not alive player) then { 10 setOvercast 0.0; } else { if ((speed vehicle player) > 25) then { 20 setOvercast 0.0; } else { if ((speed vehicle player) < 25) then { 30 setOvercast 0.0; }; }; }; 2 setRain 0.0; sleep 1.0; }; _name = name player; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { _score = score player; _rank = rank player; if (_score < rank1 and _rank != "PRIVATE") then { hint format["Your rank is now %2\n Pvt.%1 You can drive HUMMV,5tTruck",_name,"PRIVATE"]; cutRsc ["Pvt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,0] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,0] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,0] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,0] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,0] execVM "scripts\ammobox.sqf"; aunit = player; arank = "PRIVATE"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank2 and _score >= rank1 and _rank != "CORPORAL") then { hint format["Your rank is now %2\n Corp.%1 You can now drive HUMMV MG,5tTruck MG and recruit one squad member",_name,"CORPORAL"]; cutRsc["Corp","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,1] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,1] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,1] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,1] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,1] execVM "scripts\ammobox.sqf"; aunit = player; arank = "CORPORAL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank3 and _score >= rank2 and _rank != "SERGEANT") then { hint format["Your rank is now %2\n Sgt.%1 You can now drive MH6,HMMWV TOW,Stryker ICV M2,HMMWV MK and recruit two squad members",_name,"SERGEANT"]; cutRsc["Sgt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,2] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,2] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,2] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,2] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,2] execVM "scripts\ammobox.sqf"; aunit = player; arank = "SERGEANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank4 and _score >= rank3 and _rank != "LIEUTENANT") then { hint format["Your rank is now %2\n Ltn.%1 You can now drive UH60 MG,Stryker ICV MK19,M113 and recruit three squad members",_name,"LIEUTENANT"]; cutRsc["Ltn","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,3] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,3] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,3] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,3] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,3] execVM "scripts\ammobox.sqf"; aunit = player; arank = "LIEUTENANT"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank5 and _score >= rank4 and _rank != "CAPTAIN") then { hint format["Your rank is now %2\n Cpt.%1 You can now drive UH60,Vulcan and recruit four squad members",_name,"CAPTAIN"]; cutRsc["Cpt","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,4] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,4] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,4] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,4] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,4] execVM "scripts\ammobox.sqf"; aunit = player; arank = "CAPTAIN"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score < rank6 and _score >= rank5 and _rank != "MAJOR") then { hint format["Your rank is now %2\n Mjr.%1 You can now drive Stryker TOW,AV8B2,AH6 and recruit five squad members",_name,"MAJOR"]; cutRsc["Mjr","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,5] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,5] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,5] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,5] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,5] execVM "scripts\ammobox.sqf"; aunit = player; arank = "MAJOR"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; if (_score >= rank6 and _rank != "COLONEL") then { hint format["Your rank is now %2\n Col.%1 You can now drive M1Abrams,AH-1Z,AV8B,A-10 and recruit six squad members",_name,"COLONEL"]; cutRsc["Col","PLAIN"]; playsound "Paycall"; deletevehicle ammobox1;deletevehicle ammobox2;deletevehicle ammobox3;deletevehicle ammobox4;deletevehicle ammobox5; ammobox1 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox1 setpos getmarkerpos "ammob1";_box = [ammobox1,6] execVM "scripts\ammobox.sqf"; ammobox2 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox2 setpos getmarkerpos "ammob2";_box = [ammobox2,6] execVM "scripts\ammobox.sqf"; ammobox3 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox3 setpos getmarkerpos "ammob3";_box = [ammobox3,6] execVM "scripts\ammobox.sqf"; ammobox4 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox4 setpos getmarkerpos "ammob4";_box = [ammobox4,6] execVM "scripts\ammobox.sqf"; ammobox5 = "WeaponBoxWest" createVehicleLocal getmarkerpos "none";ammobox5 setpos getmarkerpos "ammob5";_box = [ammobox5,6] execVM "scripts\ammobox.sqf"; aunit = player; arank = "COLONEL"; player setUnitRank arank; publicVariable "aunit"; publicVariable "arank"; }; sleep 1.02; }; _type = _this select 0; _activator = _this select 1; rtype="none"; _grp = group player; _count = (count units _grp); _ainum = 0; _ap = player; _i = 0; while {_i < _count} do { _ap = (units _grp select _i); if (not (isPlayer _ap)) then { _ainum = _ainum +1; }; _i = _i + 1; }; //hint format["ainumb %1 count %2 _ap %3 _i %4", _ainum,_count,_ap,_i]; if (player != (leader group player)) exitwith {hint "You must be a leader to recruit"}; if (_type == "SoldierWAT") then { if (score player < rank1) exitwith {handle = [player,rank1] execVM "scripts\req.sqf";}; rtype = "SoldierWAT"; }; if (_type == "SoldierWB") then { if (score player < rank1) exitwith {handle = [player,rank1] execVM "scripts\req.sqf";}; rtype = "SoldierWB"; }; if (_type == "SoldierWMedic") then { if (score player < rank2) exitwith {handle = [player,rank2] execVM "scripts\req.sqf";}; rtype = "SoldierWMedic"; }; if (_type == "SoldierWMG") then { if (score player < rank3) exitwith {handle = [player,rank3] execVM "scripts\req.sqf";}; rtype = "SoldierWMG"; }; if (_type == "SoldierWAA") then { if (score player < rank3) exitwith {handle = [player,rank3] execVM "scripts\req.sqf";}; rtype = "SoldierWAA"; }; if (_type == "SoldierWG") then { if (score player < rank4) exitwith {handle = [player,rank4] execVM "scripts\req.sqf";}; rtype = "SoldierWG"; }; if (_type == "SoldierWSniper") then { if (score player < rank5) exitwith {handle = [player,rank5] execVM "scripts\req.sqf";}; rtype = "SoldierWSniper"; }; if (_type == "SoldierWSaboteurPipe") then { if (score player < rank6) exitwith {handle = [player,rank6] execVM "scripts\req.sqf";}; rtype = "SoldierWSaboteurPipe"; }; if (score player < rank1) exitwith {handle = [player,rank1] execVM "scripts\req.sqf";}; if (score player < rank2 and _ainum >= 1) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank3 and _ainum >= 2) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank4 and _ainum >= 3) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank5 and _ainum >= 4) exitwith {hint "You have reached your current ranks capacity";}; if (score player < rank6 and _ainum >= 5) exitwith {hint "You have reached your current ranks capacity";}; if (score player >= rank6 and _ainum >= 6) exitwith {hint "You have reached your current ranks capacity";}; _units = (count units group player); if (rtype != "none") then { runit = player; publicVariable "rtype"; publicVariable "runit"; }; WaitUntil {not (Isnull runit) and not(isPlayer runit)}; _vecpro = [runit] execVM "scripts\aivec.sqf"; runit addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; /* if(player distance rec > 20) then { _pos = position player; _vec = createVehicle ["ParachuteWest", position player, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 100]; _tot = count units group player; _tunit = units group player select (count units group player)-1; //_tunit AssignAsDriver _vec; _tunit MoveInDriver _vec; }; //hint "Soldier recruited points -1"; //player addscore -1; "SoldierWMedic" "SoldierWB" "SoldierWMG" "SoldierWG" "SoldierWSniper" "SoldierWSaboteurPipe" if (local server) then { "SoldierWG" createUnit [position rec, ggroup] }; _newguy addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; */_player = _this select 0; _object = _this select 1; rscripts=rscripts+1; _name = name _player; _i=0; while {_i <= 1799} do { _i = _i+1; if (_name == dunit) then {_i = 1800}; if (isNull _object) exitWith {rscripts=rscripts-1;}; if (side _object == west) exitWith {rscripts=rscripts-1;}; sleep 1.0; }; sleep 4.0; //dunit="none"; deletevehicle _object; rscripts=rscripts-1; _unit = objNull; _spawn = [0,0,0]; _radio = objNull; _target = [0,0,0]; _guard = grpNull; _allunits = ["SquadLeaderE","SoldierEAA","SoldierEMG","SoldierEAT","SoldierESniper","SoldierEMedic","SoldierEG","SoldierEB"]; _max = count _allunits; EVOReinf = { _guard = createGroup (east); _pos = _spawn; _allvec = [EVO_mURAL,EVO_mT72,EVO_mBMP2,EVO_mUAZ,EVO_mBRDM]; _maxo = count _allvec; _ref = [] call EVO_mUAZ; _ref = [] call (_allvec select round random (_maxo - 1)); _ref = [] call (_allvec select round random (_maxo - 1)); _ref = [] call (_allvec select round random (_maxo - 1)); {_x addEventHandler ["killed", {commandStop _x;handle = [_this select 0] execVM "scripts\bury.sqf"}]} forEach (units _guard); _guard setFormation "COLUMN"; _wp = _guard addWaypoint [_pos, 10]; _wp2 = _guard addWaypoint [_target, 10]; _wp3 = _guard addWaypoint [_pos, 10]; [_guard, 3] setWaypointType "CYCLE"; }; EVO_mURAL = { _ural = createVehicle ["URAL", _pos, [], 0, "NONE"];_ural lock true;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; }; EVO_mT72 = { _ural = createVehicle ["T72", _pos, [], 40, "NONE"];_ural lock true;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCommander _ural;_unit moveInCommander _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsGunner _ural;_unit moveInGunner _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; }; EVO_mBMP2 = { _ural = createVehicle ["BMP2", _pos, [], 40, "NONE"];_ural lock true;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCommander _ural;_unit moveInCommander _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsGunner _ural;_unit moveInGunner _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; }; EVO_mUAZ = { _ural = createVehicle ["UAZMG", _pos, [], 40, "NONE"];_ural lock true;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsGunner _ural;_unit moveInGunner _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; }; EVO_mBRDM = { _ural = createVehicle ["BRDM2", _pos, [], 40, "NONE"];_ural lock true;_ural addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsGunner _ural;_unit moveInGunner _ural; _unit = _guard createUnit ["SoldierECrew", _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsDriver _ural;_unit moveInDriver _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; _unit = _guard createUnit [(_allunits select round random (_max - 1)), _pos, [], 0, "NONE"];[_unit] join _guard;_unit assignAsCargo _ural;_unit moveInCargo _ural; }; EVO_directref = { switch (lastalert) do //heavy wep { case "mobj1": { _spawn = GetMarkerPos "parref"; _radio = parso1; _target = GetMarkerPos lastalert; }; case "mobj2": { _spawn = GetMarkerPos "somref"; _radio = somso1; _target = GetMarkerPos lastalert; }; case "mobj3": { _spawn = GetMarkerPos "cayref"; _radio = cayso1; _target = GetMarkerPos lastalert; }; case "mobj4": { _spawn = GetMarkerPos "dolref"; _radio = dolso1; _target = GetMarkerPos lastalert; }; case "mobj5": { _spawn = GetMarkerPos "ortref"; _radio = ortso1; _target = GetMarkerPos lastalert; }; case "mobj6": { _spawn = GetMarkerPos "corref"; _radio = corso1; _target = GetMarkerPos lastalert; }; case "mobj7": { _spawn = GetMarkerPos "obrref"; _radio = obrso1; _target = GetMarkerPos lastalert; }; case "mobj8": { _spawn = GetMarkerPos "bagref"; _radio = bagso1; _target = GetMarkerPos lastalert; }; case "mobj9": { _spawn = GetMarkerPos "eporef"; _radio = eposo1; _target = GetMarkerPos lastalert; }; case "mobj10": { _spawn = GetMarkerPos "masref"; _radio = masso1; _target = GetMarkerPos lastalert; }; case "mobj11": { _spawn = GetMarkerPos "pitref"; _radio = pitso1; _target = GetMarkerPos lastalert; }; }; if(alive _radio) then {[] call EVOReinf}; }; for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { sleep 10.023; if ((count units _guard) == 0) then {[] call EVO_directref}; };_player = _this select 0; _name = name vehicle _player; _rank = rank _player; _reqrank = _this select 1; _nrank = "test"; switch (_reqrank) do { case rank1: { _nrank = "CORPORAL"; }; case rank2: { _nrank = "SERGEANT"; }; case rank3: { _nrank = "LIEUTENANT"; }; case rank4: { _nrank = "CAPTAIN"; }; case rank5: { _nrank = "MAJOR"; }; case rank6: { _nrank = "COLONEL"; }; }; hint format[localize "EVO_032",_nrank,_rank]; //exitWith {}; _player = _this select 0; _unitype = _this select 1; _grp = group _player; /* _unitype createUnit [position rec, (group _player), " lone = [this] execVM 'scripts\nohuman.sqf'; vecpro = [this] execVM 'scripts\aivec.sqf'; this addEventHandler ['killed', {handle = [_this select 0] execVM 'scripts\bury.sqf'}] "]; publicVariable "runit"; */ _unit = group _player createUnit [_unitype, position tpos1, [], 0, "NONE"]; _lone = [_unit] execVM 'scripts\nohuman.sqf'; _pos = position _player; if(_player distance rec > 20) then { _vec = createVehicle ["ParachuteWest", _pos, [], 20, 'NONE']; _vec setpos [_pos select 0,_pos select 1,(_pos select 2)+ 100]; _unit MoveInDriver _vec; } else { _unit setpos [_pos select 0,(_pos select 1)+5,(_pos select 2)]; }; [_unit] join _grp; runit = _unit; publicVariable "runit";if(not (local server)) exitWith {}; //hint format["parram = %1",Param1]; /* if(local server and not (local player)) then { { if (_x isKindOf "OfficerE") then { pobj = [group _x] execVM "scripts\objoff.sqf"; } } forEach list alleast; }; */ switch (Param1) do { case 0: { _handle = [mh6a,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; _handle = [mh6b,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; _handle = [mh6c,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; }; case 1: { _handle = [] execVM "scripts\timeskip.sqf"; _handle = [mh6a,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; _handle = [mh6b,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; _handle = [mh6c,"MH6","MH-6"] execVM "scripts\vecrespawn.sqf"; }; case 2: { _handle = [mh6a,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6b,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6c,"MH6",600] execVM "scripts\vecrespawnm.sqf"; }; case 3: { _handle = [] execVM "scripts\timeskip.sqf"; _handle = [mh6a,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6b,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6c,"MH6",600] execVM "scripts\vecrespawnm.sqf"; }; case 4: { _handle = [mh6a,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6b,"MH6",600] execVM "scripts\vecrespawnm.sqf"; _handle = [mh6c,"MH6",600] execVM "scripts\vecrespawnm.sqf"; }; }; //_Events = compile loadfile ("scripts\teste.sqf"); //_event = [] execVM "scripts\teste.sqf"; _thread = [] execVM "scripts\MainThread.sqf"; _handle = [] execVM "scripts\makesu.sqf"; _handle = [] execVM "scripts\makeka.sqf"; _handle = [] execVM "scripts\makeka.sqf"; //_inc = [] execVM "scripts\lpincur.sqf"; _inc = [] execVM "scripts\reinforce.sqf"; //_handle = [] execVM "scripts\makemir.sqf"; //_handle = [] execVM "scripts\makemi17.sqf"; //_time = [] execVM "scripts\timesync.sqf"; //_rec = server execVM "scripts\record.sqf"; //_clean = server execVM "scripts\hoover.sqf"; //_weath = server execVM "scripts\weathergen.sqf"; //_clean2 = [] execVM "scripts\cleanup.sqf"; //_handle = [] execVM "scripts\makeah.sqf"; if (debug) then {_servs = [] execVM "scripts\debug.sqf"};_sop = _this select 0; _sot = _this select 1; _sor = _this select 2; switch (_sot) do { case parso1: { [west,"HQ"] sideradio "SUB_par"; }; case parso2: { [west,"HQ"] sideradio "SUB_parb"; }; case somso1: { [west,"HQ"] sideradio "SUB_som"; }; case somso2: { [west,"HQ"] sideradio "SUB_somb"; }; case cayso1: { [west,"HQ"] sideradio "SUB_cay"; }; case cayso2: { [west,"HQ"] sideradio "SUB_cayb"; }; case dolso1: { [west,"HQ"] sideradio "SUB_dol"; }; case dolso2: { [west,"HQ"] sideradio "SUB_dolb"; }; case ortso1: { [west,"HQ"] sideradio "SUB_ort"; }; case ortso2: { [west,"HQ"] sideradio "SUB_ortb"; }; case corso1: { [west,"HQ"] sideradio "SUB_cor"; }; case corso2: { [west,"HQ"] sideradio "SUB_corb"; }; case obrso1: { [west,"HQ"] sideradio "SUB_obr"; }; case obrso2: { [west,"HQ"] sideradio "SUB_obrb"; }; case bagso1: { [west,"HQ"] sidera