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  1. raP  C version 5 EditorData ý addons v OPTRE_UNSC_Structure_Military A3_Structures_F_Exp_Walls_Concrete rhs_c_a2port_air WW2_Core_c_IF_Gui_c A3_Ui_F A3_Boat_F_Gamma_Boat_Civil_01 A3_Boat_F_Boat_Transport_01 A3_Air_F_Exp_Plane_Civil_01 ace_realisticnames ravage A3_Structures_F_Heli_Ind_Cargo A3_Structures_F_Civ_Garbage A3_Structures_F_Wrecks A3_Structures_F_EPB_Items_Vessels A3_Structures_F_Mil_Helipads A3_Structures_F_EPB_Civ_Accessories A3_Structures_F_Furniture A3_Structures_F_Mil_BagFence A3_Structures_F_EPA_Civ_Constructions A3_Structures_F_Walls A3_Structures_F_Items_Electronics A3_Structures_F_Civ_Market A3_Structures_F_Civ_Camping A3_Structures_F_Items_Vessels A3_Soft_F_Offroad_01 ace_cargo A3_Structures_F_EPA_Mil_Scrapyard A3_Structures_F_Ind_Cargo A3_Structures_F_EPA_Items_Tools A3_Structures_F_EPB_Furniture A3_Structures_F_Households_Slum A3_Structures_F_EPA_Civ_Camping A3_Structures_F_Mil_Shelters cba_xeh A3_Structures_F_Civ_Constructions A3_Structures_F_Mil_Flags BG21_Slaughter CUP_CWA_Misc A3_Structures_F_Mil_Fortification A3_Structures_F_Mil_Cargo A3_Structures_F_Ind_Transmitter_Tower A3_Structures_F_Mil_BagBunker A3_Structures_F_Civ_InfoBoards A3_Structures_F_EPA_Items_Food A3_Structures_F_Bootcamp_Items_Food skn_nbc_units rhs_c_weapons A3_Weapons_F ace_nightvision A3_Weapons_F_Items ace_medical ace_attach ace_chemlights rhsusf_c_weapons Ryanzombies rhs_c_cars rhs_c_heavyweapons A3_Modules_F_ObjectModifiers OPTRE_Buildings_City_Lights ace_interaction ace_dragging A3_Structures_F_Argo_Military_Fortifications A3_Characters_F_Exp A3_Weapons_F_Exp_Rifles_AK12 cba_jr A3_Weapons_F_Exp ace_ballistics A3_Weapons_F_Exp_Pistols_Pistol_01 Shemaghs A3_Characters_F A3_Characters_F_Orange_Headgear A3_Weapons_F_Exp_Machineguns_LMG_03 ace_reload A3_Characters_F_Orange_Facewear A3_Weapons_F_Exp_Rifles_AKM ace_compat_rhs_usf3 ace_goggles TRYK_Uniform A3_Characters_F_Kart mas_weapons_m4 mas_weapons US_ESS_Glasses_tryk maa_Uniform TAC_VESTS ace_smallarms OPTRE_Ins_Units_ER A3_Structures_F_Tank_Military_Fortifications CUP_CAStructures_E_Misc_Misc_Interier WW2_Objects_c_Misc_WW2_SimpleObjects_c_CUP rhs_c_troops rhsusf_c_statics WW2_Assets_c_Weapons_Recoil_c WW2_Assets_c_Weapons_InfantryWeapons_c ifa3_Weapons_items WW2_Assets_s_Megagoth1702_Sounds_Config_CfgWeapons WW2_Core_c_WW2_Core_c_Eventhandlers ifa3_grenades ace_optics WW2_Assets_c_Weapons_Ammoboxes_c WW2_Assets_c_Weapons_SimpleObjects_c WW2_Core_c_WW2_EditorPreviews_c A3_Structures_F_Households_WIP A3_Structures_F_Training A3_Structures_F_Items_Food A3_Structures_F_EPA_Items_Vessels A3_Props_F_Orange_Humanitarian_Supplies CUP_Misc3_Config A3_Signs_F SAR_ru_architecture chernarusredux_buildings_Objects CST_Misc_Walls A3_Structures_F_Heli_Items_Food A3_Weapons_F_Acc FRITH_RUIN_CLOTH FRITH_RUIN_EQUIP Frith_Fix rhs_c_a2port_car AddonsMetaData E
  2. randomSeed V“Ñ ScenarioData ~2 CustomAttributes ”2 Mission ¥3 C moveGridStep €?angleGridStep ’
  3. †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider ± MarkerIDProvider Ä LayerIndexProvider × Camera ê E
  4. nextID ê Ä nextID  × nextID 0 ê pos äF=BA© 3Edir  X?ټоÕN²¾up ÿõÀ>Âi?‹8¾aside ÖEþ “´§l¿E
  5.  List U
  6. ~2 Titems S Item0 A Item1 – Item2 # Item3 • Item4 Ö Item5 H Item6 Ê Item7 L Item8  Item9 K Item10 ‚ Item11  Item12 › Item13  Item14 ² Item15 C Item16 Û Item17 ^ Item18 º Item19 ? Item20 ¼ Item21 ó Item22 & Item23 à Item24 ø Item25 k Item26 ñ Item27 Z Item28 º Item29  Item30 { Item31 ü Item32 ; Item33 § Item34 Item35 Ÿ Item36 ð Item37 X! Item38 º! Item39 J" Item40 Ö" Item41 _# Item42 á# Item43 G$ Item44 r$ Item45 % Item46 a% Item47 ×% Item48 7& Item49 j& Item50 ø& Item51 G' Item52 ¢' Item53 ÷' Item54 8( Item55 i( Item56 –( Item57 û( Item58 :) Item59 È) Item60 -* Item61 œ* Item62 + Item63 + Item64 å+ Item65 L, Item66 ¤, Item67 #- Item68 „- Item69 Ò- Item70 0. Item71 ‹. Item72 î. Item73 G/ Item74 Ú/ Item75 0 Item76 0 Item77 Â0 Item78 1 Item79 T1 Item80 £1 Item81 Þ1 Item82 2 ~2  className OPTRE_UNSC_Structure_Military  name OPTRE_UNSC_Structure_Military –  className A3_Structures_F_Exp  name Arma 3 Apex - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com #  className rhs_c_a2port_air  name A2 ported air  author Red Hammer Studios  url http://www.rhsmods.org/ •  className WW2_Core_c_IF_Gui_c  name WW2_Core_c_IF_Gui_c Ö  className A3_Ui_F  name Arma 3 - User Interface  author Bohemia Interactive  url https://www.arma3.com H  className A3_Boat_F_Gamma  name Arma 3 - Boats and Submersibles  author Bohemia Interactive  url https://www.arma3.com Ê  className A3_Boat_F  name Arma 3 Alpha - Boats and Submersibles  author Bohemia Interactive  url https://www.arma3.com L  className A3_Air_F_Exp  name Arma 3 Apex - Aircraft  author Bohemia Interactive  url https://www.arma3.com   className A3_Characters_F  name Arma 3 Alpha - Characters and Clothing  author Bohemia Interactive  url https://www.arma3.com K  className ravage  name ravage  author Haleks ‚  className A3_Structures_F_Heli  name Arma 3 Helicopters - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com   className A3_Structures_F  name Arma 3 - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com ›  className A3_Structures_F_Wrecks  name Arma 3 - Vehicle Wrecks  author Bohemia Interactive  url https://www.arma3.com   className A3_Structures_F_EPB  name Arma 3 Adapt Episode - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com ²  className A3_Structures_F_Mil  name Arma 3 - Military Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com C  className A3_Structures_F_EPA  name Arma 3 Survive Episode - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com Û  className A3_Soft_F  name Arma 3 Alpha - Unarmored Land Vehicles  author Bohemia Interactive  url https://www.arma3.com ^  className ace_cargo  name ACE3 - Cargo  author ACE-Team  url http://ace3mod.com/ º  className A3_Structures_F_Ind  name Arma 3 - Industrial Structures  author Bohemia Interactive  url https://www.arma3.com ?  className A3_Structures_F_Households  name Arma 3 - Houses  author Bohemia Interactive  url https://www.arma3.com ¼  className BG21_Slaughter  name BG21_Slaughter ó  className CUP_CWA_Misc  name CUP_CWA_Misc &  className A3_Structures_F_Bootcamp  name Arma 3 Bootcamp Update - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com à  className skn_nbc_units  name skn_nbc_units ø  className rhs_c_weapons  name AFRF Weapons Pack  author Red Hammer Studios  url http://www.rhsmods.org/ k  className A3_Weapons_F  name Arma 3 Alpha - Weapons and Accessories  author Bohemia Interactive  url https://www.arma3.com ñ  className ace_nightvision  name ACE3 - Night Vision  author ACE-Team  url http://ace3mod.com/ Z  className ace_medical  name ACE3 - Medical  author ACE-Team  url http://ace3mod.com/ º  className ace_attach  name ACE3 - Attach  author ACE-Team  url http://ace3mod.com/   className ace_chemlights  name ace_chemlights  author ACE-Team  url http://ace3mod.com/ {  className rhsusf_c_weapons  name RHSUSF Weapons & Accessories  author Red Hammer Studios  url http://www.rhsmods.org/ ü  className Ryanzombies  name Ryanzombies  author Ryan ;  className rhs_c_cars  name Tigr vehicles  author Red Hammer Studios  url http://www.rhsmods.org/ §  className rhs_c_heavyweapons  name Heavy weapons pack  author Red Hammer Studios  url http://www.rhsmods.org/  className A3_Modules_F  name Arma 3 Alpha - Scripted Modules  author Bohemia Interactive  url https://www.arma3.com Ÿ  className OPTRE_Buildings_City_Lights  name OPTRE_Buildings_City_Lights ð  className ace_interaction  name ACE3 - Interaction  author ACE-Team  url http://ace3mod.com/ X!  className ace_dragging  name ACE3 - Dragging  author ACE-Team  url http://ace3mod.com/ º!  className A3_Structures_F_Argo  name Arma 3 Malden - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com J"  className A3_Characters_F_Exp  name Arma 3 Apex - Characters and Clothing  author Bohemia Interactive  url https://www.arma3.com Ö"  className A3_Weapons_F_Exp  name Arma 3 Apex - Weapons and Accessories  author Bohemia Interactive  url https://www.arma3.com _#  className cba_jr  name Community Base Addons - Joint Rails  author CBA Team  url https://www.github.com/CBATeam/CBA_A3 á#  className ace_ballistics  name ACE3 - Ballistics  author ACE-Team  url http://ace3mod.com/ G$  className Shemaghs  name Shemaghs r$  className A3_Characters_F_Orange  name Arma 3 Orange - Characters and Clothing  author Bohemia Interactive  url https://www.arma3.com %  className ace_reload  name ACE3 - Reload  author ACE-Team  url http://ace3mod.com/ a%  className ace_compat_rhs_usf3  name ACE3 - RHS USF Compatibility  author ACE-Team  url http://ace3mod.com/ ×%  className ace_goggles  name ACE3 - Goggles  author ACE-Team  url http://ace3mod.com/ 7&  className TRYK_Uniform  name TRYK_Uniform j&  className A3_Characters_F_Kart  name Arma 3 Karts - Characters and Clothing  author Bohemia Interactive  url https://www.arma3.com ø&  className mas_weapons_m4  name mas_weapons_m4  author massi & authors in credits ¢'  className mas_weapons  name mas_weapons  author massi & authors in credits ÷'  className US_ESS_Glasses_tryk  name US_ESS_Glasses_tryk 8(  className maa_Uniform  name maa_Uniform i(  className TAC_VESTS  name TAC_VESTS –(  className ace_smallarms  name ACE3 - Small Arms  author ACE-Team  url http://ace3mod.com/ û(  className OPTRE_Ins_Units_ER  name OPTRE_Ins_Units_ER :)  className A3_Structures_F_Tank  name Arma 3 Tank - Buildings and Structures  author Bohemia Interactive  url https://www.arma3.com È)  className CUP_CAStructures_E_Misc_Misc_Interier  name CUP_CAStructures_E_Misc_Misc_Interier -*  className WW2_Objects_c_Misc_WW2_SimpleObjects_c_CUP  name WW2_Objects_c_Misc_WW2_SimpleObjects_c_CUP œ*  className rhs_c_troops  name AFRF Infantry & Equipment  author Red Hammer Studios  url http://www.rhsmods.org/ +  className rhsusf_c_statics  name RHSUSF Static Weapons  author Red Hammer Studios  url http://www.rhsmods.org/ +  className WW2_Assets_c_Weapons_Recoil_c  name WW2_Assets_c_Weapons_Recoil_c å+  className WW2_Assets_c_Weapons_InfantryWeapons_c  name WW2_Assets_c_Weapons_InfantryWeapons_c L,  className ifa3_Weapons_items  name ifa3_Weapons_items  author IFA3 liberation ¤,  className WW2_Assets_s_Megagoth1702_Sounds_Config_CfgWeapons  name WW2_Assets_s_Megagoth1702_Sounds_Config_CfgWeapons #-  className WW2_Core_c_WW2_Core_c_Eventhandlers  name WW2_Core_c_WW2_Core_c_Eventhandlers „-  className ifa3_grenades  name ifa3_grenades  author IFA3 liberation Ò-  className ace_optics  name ACE3 - Optics  author ACE-Team  url http://ace3mod.com/ 0.  className WW2_Assets_c_Weapons_Ammoboxes_c  name WW2_Assets_c_Weapons_Ammoboxes_c ‹.  className WW2_Assets_c_Weapons_SimpleObjects_c  name WW2_Assets_c_Weapons_SimpleObjects_c î.  className WW2_Core_c_WW2_EditorPreviews_c  name WW2_Core_c_WW2_EditorPreviews_c G/  className A3_Props_F_Orange  name Arma 3 Orange - Decorative and Mission Objects  author Bohemia Interactive  url https://www.arma3.com Ú/  className CUP_Misc3_Config  name CUP_Misc3_Config 0  className A3_Signs_F  name Arma 3 - Signs  author Bohemia Interactive  url https://www.arma3.com 0  className SAR_ru_architecture  name SAR_ru_architecture Â0  className chernarusredux_buildings_Objects  name chernarusredux_buildings_Objects 1  className CST_Misc_Walls  name CST_Misc_Walls T1  className FRITH_RUIN_CLOTH  name Friths Ruin Cloth  author LordFrith £1  className FRITH_RUIN_EQUIP  name FRITH_RUIN_EQUIP Þ1  className Frith_Fix  name Frith_Fix 2  className rhs_c_a2port_car  name A2 ported cars  author Red Hammer Studios  url http://www.rhsmods.org/ ~2  author Jinkis ”2  Category0 ©2 ¥3  name Scenario Attribute0 á2 nAttributes  ¥3  property Enh_ambientFlyby_speed  expression missionNamespace setVariable ['Enh_ambientFlyby_speed',_value] Value `3 ¥3  data p3 ¥3  type 3  value LIMITED ¥3 type  STRING ¥3  assetType Free Intel Õ3 Entities :7 C resistanceWest timeOfChanges  áDstartWeather $j?startFog ³[G?startWind
  7. ×£<startWaves
  8. ×£<startGust ÍÌL=forecastWeather ””!?forecastFog í|I?forecastWind
  9. ×£<forecastWaves
  10. ×£<forecastLightnings
  11. ×£<forecastGust ÍÌL=year ß month  day  hour  minute startFogBase  ©=startFogDecay
  12. ×£;forecastFogDecay
  13. ×£; CustomAttributes _5 :7  name Intel Attribute0 ¤5 Attribute1 „6 nAttributes  :7  property Enh_disableGrass  expression if (((parseNumber _value) > 0) && !is3DEN && hasInterface) then {setTerrainGrid (parseNumber _value)} Value D6 „6  data T6 „6  type o6  value -1 „6 type  STRING „6  property Enh_timeMultiplier  expression if (!is3DEN && isServer) then {setTimeMultiplier _value} Value ù6 :7  data 7 :7  type %7 value €?:7 type  SCALAR :7 ÿitems þ Item0 ÅC Item1 ‘D Item2 HE Item3 ÿE Item4 ¶F Item5 mG Item6 $H Item7 ÛH Item8 ’I Item9 IJ Item10 K Item11 ·K Item12 °P Item13 |Q Item14 KR Item15 S Item16 éS Item17 ¸T Item18 ‡U Item19 VV Item20 %W Item21 ôW Item22 ÃX Item23 ’Y Item24 *Z Item25 ²Z Item26 :[ Item27 ¿[ Item28 D\ Item29 Ì\ Item30 T] Item31 Ú] Item32 p^ Item33 _ Item34 Œ_ Item35 "` Item36 ¸` Item37 Na Item38 ×a Item39 mb Item40 c Item41 ‰c Item42 d Item43 ¨d Item44 Fe Item45 3g Item46 i Item47 rm Item48 Âq Item49 wu Item50 Ôy Item51 mz Item52 { Item53 «} Item54 4~ Item55 ‚ Item56 â… Item57 {ˆ Item58 ‹ Item59 ¾ Item60 (’ Item61 d– Item62 °š Item63 @ù Item64 Éù Item65 bú Item66 ý Item67 ¬ÿ Item68 Q Item69 ê Item70 ‚ Item71 ' Item72 Ó Item73 ˜ Item74 U Item75 ‡ Item76 \œ Item77 Ÿž Item78 AŸ Item79   Item80 Å  Item81 g¡ Item82 !¢ Item83 Û¢ Item84 ¥£ Item85 b¤ Item86 ¥ Item87 Ü¥ Item88 ™¦ Item89 V§ Item90 ¨ Item91 Ш Item92 Š© Item93 Gª Item94 « Item95 ¶« Item96 h¬ Item97 ­ Item98 Ì­ Item99 ƒ® Item100 D¯ Item101 ° Item102 ©° Item103 j± Item104 +² Item105 ¬ Item106 d Item107 ª Item108 = Item109 ›+ Item110 ý8 Item111 ¥D Item112 WR Item113 V Item114 ¼a Item115 ßm Item116 an Item117 >• Item118 <– Item119 ù– Item120 Æ— Item121 ƒ˜ Item122 P™ Item123 š Item124 Õš Item125 þ´ Item126 à Item127 Ðà Item128 Æ Item129 &É Item130 ×Ó Item131 ”Þ Item132 »à Item133 dä Item134 Øè Item135 ï Item136 Âï Item137 nð Item138 3ñ Item139 ãñ Item140 °ò Item141 hó Item142 +ô Item143 ßô Item144 žõ Item145 Vö Item146 ÷ Item147 Æ÷ Item148 0 Item149 ¡ Item150 n Item151 É Item152 k Item153  Item154 Ë Item155 c Item156  Item157 ¹ Item158 7 Item159 <: Item160 3> Item161 ß> Item162 #? Item163 g? Item164 «? Item165 ï? Item166 3@ Item167 z@ Item168 ½@ Item169 þ@ Item170 @A Item171 ƒA Item172 ÃA Item173 B Item174 DB Item175 †B Item176 ÇB Item177 C Item178 LC Item179 ¦Z Item180 D[ Item181 ß[ Item182 „\ Item183 9] Item184 ø] Item185 µ^ Item186 r_ Item187 î_ Item188 ` Item189 Ja Item190 €l Item191 ©w Item192 u Item193 2‚ Item194 ΋ Item195 ›Œ Item196 X Item197 #Ž Item198 ÛŽ Item199 } Item200 / Item201 í Item202 ª‘ Item203 g’ Item204 &“ Item205 ë“ Item206 £” Item207 `• Item208 – Item209 Ý– Item210 — Item211 F˜ Item212 ÿ˜ Item213 À™ Item214 ƒš Item215 F› Item216 ~¥ Item217 :¦ Item218 î¦ Item219 ‘§ Item220 H¨ Item221 ó¨ Item222 ’© Item223 Nª Item224 « Item225 º« Item226 …¬ Item227 8­ Item228 í­ Item229 Ž® Item230 ² Item231 dµ Item232 i¸ Item233 ”¼ Item234 Û¼ Item235 ½ Item236 f½ Item237 ª½ Item238 ú½ Item239 C¾ Item240 ‡¾ Item241 Ö¾ Item242 ¿ Item243 `¿ Item244 ©¿ Item245 ê¿ Item246 -À Item247 nÀ Item248 ¯À Item249 ðÀ Item250 ½Æ Item251 á Item252 ú Item253 ¬ C  dataType Object PositionInfo SD  side Empty flags  Attributes ‹D id   type Land_OPTRE_catwalk_helipad atlOffset “T@‘D position ‡„ýE/#íC• Fangles  áùH@ ‹D ‘D  dataType Object PositionInfo "E  side Empty flags  Attributes BE id   type Land_ConcreteWall_01_l_pole_F atlOffset ð ?HE position ßýEÕ=ìCgl FBE HE  dataType Object PositionInfo ÙE  side Empty flags  Attributes ùE id  type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@ÿE position øÞýE†íC_l FùE ÿE  dataType Object PositionInfo F  side Empty flags  Attributes °F id  type Land_ConcreteWall_01_l_pole_F atlOffset ð ?¶F position ”+ýE>ìC<k F°F ¶F  dataType Object PositionInfo GG  side Empty flags  Attributes gG id
  14.  type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@mG position …+ýEÃíC4k FgG mG  dataType Object PositionInfo þG  side Empty flags  Attributes H id   type Land_ConcreteWall_01_l_pole_F atlOffset ð ?$H position ›~ýEý=ìC—m FH $H  dataType Object PositionInfo µH  side Empty flags  Attributes ÕH id   type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@ÛH position Œ~ýE®íCm FÕH ÛH  dataType Object PositionInfo lI  side Empty flags  Attributes ŒI id   type Land_ConcreteWall_01_l_pole_F atlOffset ð ?’I position ©$ýEÊ=ìC×® FŒI ’I  dataType Object PositionInfo #J  side Empty flags  Attributes CJ id   type Land_ConcreteWall_01_m_pole_F atlOffset –'@IJ position š$ýEó
  15. íCÏ® FCJ IJ  dataType Object PositionInfo ÚJ  side Empty flags  Attributes úJ id   type Land_ConcreteWall_01_l_pole_F atlOffset ð ? K position 1ýE>ìC>  FúJ K  dataType Object PositionInfo ‘K  side Empty flags  Attributes ±K id   type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@·K position "ýEÅíC6  F±K ·K  dataType Object PositionInfo DL  side Empty Attributes |L id   type RHS_Mi8MTV3_vdv atlOffset l? CustomAttributes ÉL °P position ÁßýEŸ–ïC œ
  16. Fangles  ²¦Ë? |L health 9äY?ammo ::š> lock UNLOCKED fuel  textures standard ÉL  Attribute0 !M Attribute1 ÃM Attribute2 æN Attribute3 P nAttributes  °P  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value „M ÃM  data ”M ÃM  type ®M  value 0 ÃM type  STRING ÃM  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value  N æN  data °N æN  type ÑN  value NoChange æN type  STRING æN  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value @O P  data PO P  type P  value [[[["FirstAidKit"],[4]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[1,3,2]],[[],[]],[["rhs_d6_Parachute_backpack"],[2]]],false] P type  STRING P  property Enh_enableHeadlights  expression _this setPilotLight _value Value qP °P  data P °P  type P value  °P type  BOOL °P  dataType Object PositionInfo >Q  side Empty flags  Attributes vQ id   type Land_OPTRE_catwalk_helipad atlOffset “T@|Q position "øýEÏ#íC;š
  17. Fangles  –ô—@ vQ |Q  dataType Object PositionInfo
  18. R  side Empty flags  Attributes ER id   type Land_ConcreteWall_01_l_pole_F atlOffset & ?KR position w¢ýE¹=ìCn
  19. Fangles  ™ÞÍ? ER KR  dataType Object PositionInfo ÜR  side Empty flags  Attributes S id   type Land_ConcreteWall_01_m_pole_F atlOffset €§'@S position i¢ýEjíC—n
  20. Fangles  ™ÞÍ? S S  dataType Object PositionInfo «S  side Empty flags  Attributes ãS id   type Land_ConcreteWall_01_l_pole_F atlOffset ð ?éS position à¦ýE>ìCDÈ
  21. Fangles  ™ÞÍ? ãS éS  dataType Object PositionInfo zT  side Empty flags  Attributes ²T id  type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@¸T position ЦýEÏíCLÈ
  22. Fangles  ™ÞÍ? ²T ¸T  dataType Object PositionInfo IU  side Empty flags  Attributes U id !  type Land_ConcreteWall_01_l_pole_F atlOffset ð ?‡U position v¨ýE>ìC±ž
  23. Fangles  ™ÞÍ? U ‡U  dataType Object PositionInfo V  side Empty flags  Attributes PV id "  type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@VV position h¨ýEÏíC¹ž
  24. Fangles  ™ÞÍ? PV VV  dataType Object PositionInfo çV  side Empty flags  Attributes W id #  type Land_ConcreteWall_01_l_pole_F atlOffset ð ?%W position @.þE>ìC/É
  25. Fangles  ™ÞÍ? W %W  dataType Object PositionInfo ¶W  side Empty flags  Attributes îW id $  type Land_ConcreteWall_01_m_pole_F atlOffset –'@ôW position 0.þEGíC7É
  26. Fangles  ™ÞÍ? îW ôW  dataType Object PositionInfo …X  side Empty flags  Attributes ½X id %  type Land_ConcreteWall_01_l_pole_F atlOffset ð ?ÃX position ­
  27. þE>ìCœ
  28. Fangles  ™ÞÍ? ½X ÃX  dataType Object PositionInfo TY  side Empty flags  Attributes ŒY id &  type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@’Y position 
  29. þEÏíC‡œ
  30. Fangles  ™ÞÍ? ŒY ’Y  dataType Marker position +ÃÖDªñˆAuE name marker_3  text Military  type LIB_hd_objective  colorName ColorRed id * atlOffset 89*Z  dataType Marker position B‘þEÍìÐCÞ F name marker_4  text Military  type LIB_hd_objective  colorName ColorRed id + ²Z  dataType Marker position m‹ÓE À@¼&E name marker_5  text Military  type LIB_hd_objective  colorName ColorRed id , :[  dataType Marker position =¾ÔE À@Tõ(E name marker_6  text Civilian  type hd_objective  colorName ColorBlue id - ¿[  dataType Marker position V[˜E A“ÞE name marker_7  text Civilian  type hd_objective  colorName ColorBlue id . D\  dataType Marker position kEÊ©Cm3F name marker_8  text Military  type LIB_hd_objective  colorName ColorRed id / Ì\  dataType Marker position Ý/?FQÿC%ÖDF name marker_9  text Military  type LIB_hd_objective  colorName ColorRed id 0 T]  dataType Marker position —£ÞEö(pÁ=hE name marker_10  text Civilian  type hd_objective  colorName ColorBlue id 2 Ú]  dataType Marker position •«F$¾;Á"ÔD name marker_11  text Civilian  type hd_objective  colorName ColorBlue id 3 atlOffset ˜®?p^  dataType Marker position WÇ+FÜÆ›Àü)E name marker_12  text Civilian  type hd_objective  colorName ColorBlue id 4 atlOffset €/=_  dataType Marker position ¡\=FHáÁÎITE name marker_13  text Civilian  type hd_objective  colorName ColorBlue id 5 Œ_  dataType Marker position !TF)úoÀéÅE name marker_14  text Civilian  type hd_objective  colorName ColorBlue id 6 atlOffset E`½"`  dataType Marker position X¬LF‰1À= F name marker_15  text Civilian  type hd_objective  colorName ColorBlue id 7 atlOffset €½¸`  dataType Marker position Z]MFœ¸LÁ7F name marker_16  text Civilian  type hd_objective  colorName ColorBlue id 8 atlOffset ìÛ¼Na  dataType Marker position ‡3FƧžC1-1F name marker_17  text Military  type LIB_hd_objective  colorName ColorRed id 9 ×a  dataType Marker position <
  31. ˆEt«À1 E name marker_18  text Civilian  type hd_objective  colorName ColorBlue id : atlOffset €=mb  dataType Marker position ×raEûÄÚ¿N¶E name marker_19  text Civilian  type hd_objective  colorName ColorBlue id ; atlOffset àÆ7=c  dataType Marker position ââíD ÀÀA’E name marker_20  text Civilian  type hd_objective  colorName ColorBlue id < ‰c  dataType Marker position TuÓEìQÀ@DE name marker_21  text Military  type LIB_hd_objective  colorName ColorRed id > d  dataType Marker position ä[QFv?¾@1 ¾E name marker_22  text Civilian  type hd_objective  colorName ColorBlue id @ atlOffset E`½¨d  dataType Marker position 29Fà AB¦$xE name marker_23  text Starting Safehouse  type LIB_mil_start  colorName ColorGreen angle = $Cid } Fe  dataType Object PositionInfo Õe  side Empty Attributes
  32. f id   type C_Boat_Civil_01_F atlOffset ‡©? CustomAttributes Jf 3g position q¼LFþþ¥?m Fangles  ÞÉ?
  33. f health 
  34. Ì> lock UNLOCKED fuel presence d2×<Jf  Attribute0 rf nAttributes  3g  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value Ìf 3g  data Üf 3g  type g  value [[[[],[]],[[],[]],[[],[]],[[],[]]],false] 3g type  STRING 3g  dataType Object PositionInfo ½g  side Empty Attributes õg id ˆ  type C_Rubberboat atlOffset ö(\? CustomAttributes 2h i position A‡KFŸ?!ÓFangles  ºj‰? õg health 5Î> lock UNLOCKED fuel presence ;B=2h  Attribute0 Zh nAttributes  i  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ´h i  data Äh i  type i  value [[[[],[]],[[],[]],[[],[]],[[],[]]],false] i type  STRING i  dataType Object PositionInfo ¢i  side Empty flags  Attributes Úi id Š  type RHS_Mi8mt_vdv CustomAttributes "j rm position íD?F²"Cá·DFangles  çéˆ@ Úi health %É=ammo t+;> lock UNLOCKED fuel æ¼Ñ=presence %É="j  Attribute0 jj Attribute1 k Attribute2 /l nAttributes  rm  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Íj k  data Ýj k  type ÷j  value 0 k type  STRING k  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value ék /l  data ùk /l  type l  value NoChange /l type  STRING /l  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ‰l rm  data ™l rm  type ]m  value [[[["FirstAidKit"],[3]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[3,1,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[2]]],false] rm type  STRING rm  dataType Object PositionInfo n  side Empty flags  Attributes An id Œ  type RHS_Mi8mt_vdv atlOffset €· CustomAttributes ‰n Âq position Ô?Fo "C@íDFangles HÜ-;—“? An health %É=ammo t+;> lock UNLOCKED fuel æ¼Ñ=presence *H>‰n  Attribute0 Ñn Attribute1 so Attribute2 –p nAttributes  Âq  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value 4o so  data Do so  type ^o  value 0 so type  STRING so  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value Pp –p  data `p –p  type p  value NoChange –p type  STRING –p  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ðp Âq  data q Âq  type ­q  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red"],[3,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[4]]],false] Âq type  STRING Âq  dataType Object PositionInfo Yr  side Empty flags  Attributes ‘r id   type RHS_Mi8mt_vdv atlOffset À‡< CustomAttributes Ùr wu position žA3FO* C–r1Fangles  ó#@ ‘r health æ¼Ñ=ammo t+;> lock UNLOCKED fuel †@=presence %É=Ùr  Attribute0 s Attribute1 Tt nAttributes  wu  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ks Tt  data {s Tt  type ?t  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[2,1,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[8]]],false] Tt type  STRING Tt  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value 1u wu  data Au wu  type bu  value NoChange wu type  STRING wu  dataType Object PositionInfo þu  side Empty flags  Attributes 6v id Ž  type RHS_Mi8mt_vdv CustomAttributes „v Ôy position =›EY«C4ŸFangles  Ô)@ 6v health b¶> lock UNLOCKED fuel t+;>presence æ¼Ñ= textures Camo4 „v  Attribute0 Ìv Attribute1 nw Attribute2 ‘x nAttributes  Ôy  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value /w nw  data ?w nw  type Yw  value 0 nw type  STRING nw  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value Kx ‘x  data [x ‘x  type |x  value NoChange ‘x type  STRING ‘x  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ëx Ôy  data ûx Ôy  type ¿y  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[4,1,1,2]],[[],[]],[["rhs_d6_Parachute_backpack"],[3]]],false] Ôy type  STRING Ôy  dataType Marker position fªgE ÉC(@»E name marker_26  text Military  type LIB_hd_objective  colorName ColorRed id ± atlOffset @9mz  dataType Marker position Øi<FŸÉC1‡EF name marker_27  text Civilian  type hd_objective  colorName ColorBlue id ² atlOffset ܼ{  dataType Object PositionInfo {  side Empty flags  Attributes Ç{ id ·  type C_Plane_Civil_01_F CustomAttributes ô{ «} position zw<F^m Cä|EFangles  ç(ž> Ç{ health 5Î>fuel presence Ú˜>ô{  Attribute0 ,| Attribute1 Î| nAttributes  «}  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value | Î|  data Ÿ| Î|  type ¹|  value 0 Î| type  STRING Î|  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value (} «}  data 8} «}  type –}  value [[[["FirstAidKit"],[4]],[[],[]],[[],[]],[["B_Parachute"],[4]]],false] «} type  STRING «}  dataType Marker position Îý—E €©C¬ÚF name marker_25  text Military  type LIB_hd_objective  colorName ColorRed id ¸ 4~  dataType Object PositionInfo Í~  side Empty flags  Attributes  id º  type RHS_Su25SM_vvsc atlOffset €9 CustomAttributes = ‚ position ‡Û˜EO¾ªCìSFangles  ¨s„@  health E Ù>ammo ñÓP>fuel presence æ¼Ñ==  Attribute0 … Attribute1 '€ Attribute2 K nAttributes  ‚  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value è '€  data ø '€  type €  value 0 '€ type  STRING '€  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRSU25NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value  K  data  K  type 6  value NoChange K type  STRING K  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¥ ‚  data µ ‚  type ö  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] ‚ type  STRING ‚  dataType Object PositionInfo ¤‚  side Empty flags  Attributes Ü‚ id »  type RHS_Su25SM_vvsc atlOffset €9 CustomAttributes ƒ â… position JKšEO¾ªC  Fangles  ¨s„@ Ü‚ health E Ù>ammo *H>fuel presence æ¼Ñ=ƒ  Attribute0 \ƒ Attribute1 þƒ Attribute2 "… nAttributes  â…  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¿ƒ þƒ  data σ þƒ  type éƒ  value 0 þƒ type  STRING þƒ  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRSU25NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value Ü„ "…  data ì„ "…  type
  35. …  value NoChange "… type  STRING "…  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value |… â…  data Œ… â…  type Í…  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] â… type  STRING â…  dataType Object PositionInfo l†  side Empty Attributes ¤† id ¼  type C_Rubberboat atlOffset .ˆ@ CustomAttributes ᆠ{ˆ position áÉTF§Ÿ?Ã@ÅEangles  ïR@ ¤† health 5Î> lock UNLOCKED fuel presence ;B=ᆠ Attribute0 ‡ Attribute1 Ù‡ nAttributes  {ˆ  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value s‡ Ù‡  data ƒ‡ Ù‡  type ć  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] Ù‡ type  STRING Ù‡  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value <ˆ {ˆ  data Lˆ {ˆ  type fˆ  value 0 {ˆ type  STRING {ˆ  dataType Object PositionInfo
  36. ‰  side Empty Attributes B‰ id ½  type C_Boat_Civil_01_F atlOffset çû9@ CustomAttributes ‰ ‹ position `‰,F-Ò?)&'Eangles  UQE@ B‰ health 
  37. Ì> lock UNLOCKED fuel presence ìk¦=‰  Attribute0 ·‰ Attribute1 wŠ nAttributes  ‹  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value Š wŠ  data !Š wŠ  type bŠ  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] wŠ type  STRING wŠ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ÚŠ ‹  data êŠ ‹  type ‹  value 0 ‹ type  STRING ‹  dataType Object PositionInfo ¯‹  side Empty Attributes ç‹ id ¿  type C_Boat_Civil_01_police_F atlOffset — A CustomAttributes $Œ ¾ position Y›Fˆ¦?^fÐDangles  
  38. e«@ ç‹ health 
  39. Ì> lock UNLOCKED fuel ñÓP>presence ùŽS=$Œ  Attribute0 \Œ Attribute1  nAttributes  ¾  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¶Œ   data ÆŒ   type   value [[[[],[]],[[],[]],[[],[]],[[],[]]],true]  type  STRING   property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value  ¾  data  ¾  type ©  value 0 ¾ type  STRING ¾  dataType Logic PositionInfo /Ž id À  type Ravage_atmosphere atlOffset `¥ÔB CustomAttributes OŽ (’ position —çE ¨9Ž…DOŽ  Attribute0 ·Ž Attribute1 j Attribute2  Attribute3 ʐ Attribute4 w‘ nAttributes  (’  property Ravage_atmosphere_sandGust_m  expression _this setVariable ['sandGust_m',_value,true]; Value + j  data ; j  type W value  j type  BOOL j  property Ravage_atmosphere_breathfog_m  expression _this setVariable ['breathfog_m',_value,true]; Value à   data ð   type  value   type  BOOL   property Ravage_atmosphere_atmo_m  expression _this setVariable ['atmo_m',_value,true]; Value ‹ ʐ  data › ʐ  type · value  ʐ type  BOOL ʐ  property Ravage_atmosphere_music_m  expression _this setVariable ['music_m',_value,true]; Value 8‘ w‘  data H‘ w‘  type d‘ value  w‘ type  BOOL w‘  property Ravage_atmosphere_weather_m  expression _this setVariable ['weather_m',_value,true]; Value é‘ (’  data ù‘ (’  type ’ value  (’ type  BOOL (’  dataType Object PositionInfo ¯’  side Empty flags  Attributes ç’ id Ä  type RHS_Mi8mt_vdv CustomAttributes “ d– position _ŽÓE"+AÞ™&Eangles  €Äq¸@ ç’ health L>fuel ;B=presence ÊÛ>“  Attribute0 \“ Attribute1 þ“ Attribute2 !• nAttributes  d–  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¿“ þ“  data Ï“ þ“  type é“  value 0 þ“ type  STRING þ“  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value Û” !•  data ë” !•  type •  value NoChange !• type  STRING !•  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value {• d–  data ‹• d–  type O–  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[2,1,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[2]]],false] d– type  STRING d–  dataType Object PositionInfo û–  side Empty flags  Attributes 3— id Å  type RHS_Mi8mt_vdv atlOffset @*: CustomAttributes `— °š position ’_ÍEË-AÃEangles  €µq¸@ 3— health Î`Ã>fuel presence ÊÛ>`—  Attribute0 ¨— Attribute1 J˜ Attribute2 m™ nAttributes  °š  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ˜ J˜  data ˜ J˜  type 5˜  value 0 J˜ type  STRING J˜  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value '™ m™  data 7™ m™  type X™  value NoChange m™ type  STRING m™  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value Ç™ °š  data ×™ °š  type ›š  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[2,1,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[2]]],false] °š type  STRING °š  dataType Layer  name Cargo HQ Entities þš id ( atlOffset ܼ@ù mitems l Item0   Item1 ù  Item2 Ê¡ Item3 œ¢ Item4 l£ Item5 A¤ Item6 ¥ Item7 Â¥ Item8 Œ¦ Item9 _§ Item10 5¨ Item11 ÷¨ Item12 É© Item13 ˜ª Item14 e« Item15 5¬ Item16 ­ Item17 ä­ Item18 ¶® Item19 }¯ Item20 <° Item21 û° Item22 º± Item23 ² Item24 `³ Item25 >´ Item26 µ Item27 ùµ Item28 ȶ Item29 · Item30 N¸ Item31 œ» Item32 ^¼ Item33 ½ Item34 á½ Item35 ±¾ Item36 ¿ Item37 mÀ Item38 =Á Item39 üÁ Item40 Ì Item41 ŒÃ Item42 UÄ Item43 #Å Item44 ãÅ Item45 ´Æ Item46 Ç Item47 AÈ Item48 É Item49 ÖÉ Item50 ©Ê Item51 |Ë Item52 ZÌ Item53 .Í Item54 Î Item55 ÌÎ Item56 ŸÏ Item57 rÐ Item58 EÑ Item59 Ò Item60 öÒ Item61 ÎÓ Item62 žÔ Item63 rÕ Item64 FÖ Item65 × Item66 í× Item67 ÁØ Item68 “Ù Item69 cÚ Item70 0Û Item71 Ü Item72 ÈÜ Item73 šÝ Item74 lÞ Item75 @ß Item76 à Item77 èà Item78 ¼á Item79 Žâ Item80 Qã Item81 'ä Item82 çä Item83 ½å Item84 ~æ Item85 Qç Item86 è Item87 ìè Item88 ®é Item89 ê Item90 ?ë Item91
  40. ì Item92 Íì Item93 í Item94 Sî Item95 'ï Item96 ïï Item97 °ð Item98 oñ Item99 :ò Item100
  41. ó Item101 Úó Item102 ªô Item103 wõ Item104 7ö Item105 ÷ö Item106 ·÷ Item107 wø @ù  dataType Object PositionInfo ¯   side Empty flags  Attributes ç  id ‰  type Land_Cargo10_military_green_F atlOffset 5ù  position ò+ÎEÝJë@>îEangles  €èhD? ç  skill ÍÌL>ù   dataType Object PositionInfo €¡  side Empty flags  Attributes ¸¡ id Š  type Land_Cargo10_grey_F atlOffset 5Ê¡ position 5ÎEÝJë@ªEangles  €¤¶ƒ? ¸¡ skill ÍÌL>Ê¡  dataType Object PositionInfo R¢  side Empty flags  Attributes Š¢ id ‹  type Land_GarbagePallet_F atlOffset 5œ¢ position š´ÍE¹3È@¨ŸEangles  €Ä6–@ Š¢ skill ÍÌL>œ¢  dataType Object PositionInfo "£  side Empty flags  Attributes Z£ id Œ  type Land_Wreck_Truck_F atlOffset 5l£ position 87ÎEÉè@yuEangles  €’)z@ Z£ skill ÍÌL>l£  dataType Object PositionInfo ÷£  side Empty flags  Attributes /¤ id Ž  type Land_BarrelTrash_grey_F atlOffset 5A¤ position oÎE½óÌ@¼ïEangles  €4¯ƒ? /¤ skill ÍÌL>A¤  dataType Object PositionInfo ¶¤  side Empty flags  Attributes î¤ id   type Land_Wreck_Ural_F ¥ position ?ÎE æ@yfEangles  €Ðç? î¤ skill ÍÌL> ¥  dataType Object PositionInfo x¥  side Empty flags  Attributes °¥ id ’  type Land_HelipadCircle_F Â¥ position c[ÍE À@ÚEangles  €ÀX¯@ °¥ skill ÍÌL>Â¥  dataType Object PositionInfo B¦  side Empty flags  Attributes z¦ id ”  type Land_GarbageWashingMachine_F Œ¦ position vcÎEÐsÎ@iåEangles  €÷b&@ z¦ skill ÍÌL>Œ¦  dataType Object PositionInfo §  side Empty flags  Attributes M§ id •  type Land_WoodPile_large_F atlOffset 5_§ position 9jÎEŽÌË@ϹEangles  €àfD? M§ skill ÍÌL>_§  dataType Object PositionInfo ë§  side Empty flags  Attributes #¨ id –  type Land_Metal_wooden_rack_F atlOffset 55¨ position ÌwÎE÷(à@ŠøEangles  €ÙX¯@ #¨ skill ÍÌL>5¨  dataType Object PositionInfo ­¨  side Empty flags  Attributes å¨ id —  type Land_BagFence_Long_F ÷¨ position ŸÙÍE“®Ð@ðeEangles  €šLJ= å¨ skill ÍÌL>÷¨  dataType Object PositionInfo ©  side Empty flags  Attributes ·© id ˜  type Land_BagFence_Long_F atlOffset 5É© position ZÄÍEkÍ@ìoEangles  €’)z@ ·© skill ÍÌL>É©  dataType Object PositionInfo Nª  side Empty flags  Attributes †ª id š  type Land_Wreck_Car3_F atlOffset 5˜ª position QRÎE%N×@˪Eangles  €àfD? †ª skill ÍÌL>˜ª  dataType Object PositionInfo «  side Empty flags  Attributes S« id ›  type Land_JunkPile_F atlOffset €5e« position ï?ÎE<ÊÈ@ ªEangles  €4ûQ@ S« skill ÍÌL>e«  dataType Object PositionInfo ë«  side Empty flags  Attributes #¬ id   type Land_GarbageBags_F atlOffset 55¬ position €!ÎE^àÍ@þREangles  €›åG@ #¬ skill ÍÌL>5¬  dataType Object PositionInfo Ĭ  side Empty flags  Attributes ü¬ id ž  type Land_PortableLight_double_F atlOffset 5­ position :|ÎEš®â@–Eangles  I$7@ ü¬ skill ÍÌL>­  dataType Object PositionInfo š­  side Empty flags  Attributes Ò­ id Ÿ  type Land_Wall_IndCnc_End_2_F atlOffset 5ä­ position S_ÎEëÖ@ÖEangles  ’)z@ Ò­ skill ÍÌL>ä­  dataType Object PositionInfo l®  side Empty flags  Attributes ¤® id    type Land_Wall_IndCnc_4_F atlOffset €5¶® position ttÎEÞó×@3ãEangles  ¥¡@ ¤® skill ÍÌL>¶®  dataType Object PositionInfo 3¯  side Empty flags  Attributes k¯ id ¡  type Land_Portable_generator_F }¯ position =ËÍEi~Ë@N¥Eangles  € >X@ k¯ skill ÍÌL>}¯  dataType Object PositionInfo ò¯  side Empty flags  Attributes *° id £  type Land_Sacks_heap_F <° position ¶ØÍETÌ@´–Eangles  €øm¤? *° skill ÍÌL><°  dataType Object PositionInfo ±°  side Empty flags  Attributes é° id ¤  type Land_Sacks_heap_F û° position §ÐÍETÌ@(‘Eangles  €<€G@ é° skill ÍÌL>û°  dataType Object PositionInfo p±  side Empty flags  Attributes ¨± id ¥  type Land_Sacks_heap_F º± position ¬áÍETÌ@‡šEangles  €&¯@ ¨± skill ÍÌL>º±  dataType Object PositionInfo C²  side Empty flags  Attributes {² id ¦  type Land_BagFence_Round_F atlOffset `°>² position dÃÎEª@Ì@Eangles ŽÄ<”fÄ@öÍ-;{² skill ÍÌL>²  dataType Object PositionInfo ³  side Empty flags  Attributes N³ id §  type Land_BagFence_Round_F atlOffset Y;`³ position 0ÙÎEfkÌ@„_Eangles þS©:ËýŽ@ôµ:N³ skill ÍÌL>`³  dataType Object PositionInfo ô³  side Empty flags  Attributes ,´ id ¨  type Land_Ground_sheet_folded_khaki_F atlOffset µ>´ position šÐÍE«UÂ@%ƒEangles  €ÿ%@ ,´ skill ÍÌL>>´  dataType Object PositionInfo Ñ´  side Empty flags  Attributes µ id ©  type Land_Sleeping_bag_blue_folded_F atlOffset €µµ position YàÍEPÕÃ@YƒEangles  €@sç? µ skill ÍÌL>µ  dataType Object PositionInfo ¯µ  side Empty flags  Attributes çµ id ª  type Land_Sleeping_bag_brown_folded_F atlOffset €µùµ position ­ÝÍEPÕÃ@‡Eangles  €–ý%@ çµ skill ÍÌL>ùµ  dataType Object PositionInfo ~¶  side Empty flags  Attributes ¶¶ id «  type Land_BarrelSand_F atlOffset @¶È¶ position 3ÆÍE¶óÌ@)ŠEangles  €–û%@ ¶¶ skill ÍÌL>ȶ  dataType Object PositionInfo E·  side Empty flags  Attributes }· id ¬  type Land_Wreck_Slammer_hull_F · position 
  42. nÍEþùÖ@q»Eangles  €È>k@ }· skill ÍÌL>·  dataType Object PositionInfo ¸  side Empty flags  Attributes <¸ id ¯  type Land_Wreck_Car2_F N¸ position ÄbÎEÞXØ@Ò÷Eangles _ÎÈ@ø¦@ <¸ skill ÍÌL>N¸  dataType Object PositionInfo Þ¸  side Empty flags  Attributes ¹ id °  type B_G_Offroad_01_armed_F CustomAttributes K¹ œ» position RHÎEj¡AM‹Eangles  €bZ¤@ ¹ health n¿·=skill ÍÌL>ammo ¾,.>fuel K¹  Attribute0 “¹ Attribute1 5º Attribute2 » nAttributes  œ»  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ö¹ 5º  data º 5º  type º  value 0 5º type  STRING 5º  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value º »  data Ÿº »  type ïº  value [[[["FirstAidKit"],[2]],[[],[]],[[],[]],[[],[]]],false] » type  STRING »  property Enh_enableHeadlights  expression _this setPilotLight _value Value ]» œ»  data m» œ»  type ‰» value  œ» type  BOOL œ»  dataType Object PositionInfo ¼  side Empty flags  Attributes L¼ id ±  type Land_BagFence_Long_F ^¼ position ÒÎEÊaÌ@~7Eangles þS©:fw@ôµ:L¼ skill ÍÌL>^¼  dataType Object PositionInfo Ö¼  side Empty flags  Attributes ½ id ²  type Land_BagFence_Long_F ½ position zÎE5ãË@x@Eangles  €¼zÈ@!úÈ@½ skill ÍÌL> ½  dataType Object PositionInfo —½  side Empty flags  Attributes Ͻ id ´  type Land_CanisterFuel_F á½ position  ÃÍE}ÀÈ@•´Eangles  €Â¥À@ Ͻ skill ÍÌL>á½  dataType Object PositionInfo g¾  side Empty flags  Attributes Ÿ¾ id µ  type Land_Pillow_grey_F atlOffset µ±¾ position jÝÍEW/Á@Eangles  €HQX@ Ÿ¾ skill ÍÌL>±¾  dataType Object PositionInfo F¿  side Empty flags  Attributes ~¿ id ¶  type Land_Ground_sheet_folded_yellow_F atlOffset µ¿ position ÔÍE«UÂ@ª€Eangles  €Hq¤? ~¿ skill ÍÌL>¿  dataType Object PositionInfo #À  side Empty flags  Attributes [À id ·  type Land_Ground_sheet_folded_blue_F atlOffset µmÀ position 8ÑÍE«UÂ@iEangles  €²=@ [À skill ÍÌL>mÀ  dataType Object PositionInfo óÀ  side Empty flags  Attributes +Á id ¸  type Land_MetalBarrel_F atlOffset Àµ=Á position äÍE‹†Í@¯ˆEangles  €Þê®@ +Á skill ÍÌL>=Á  dataType Object PositionInfo ²Á  side Empty flags  Attributes êÁ id ¹  type Land_Wreck_Car3_F üÁ position šVÎE­2Õ@â(Eangles ãþÈ@ÀX¯@¿ýÈ@êÁ skill ÍÌL>üÁ  dataType Object PositionInfo ‚  side Empty flags  Attributes ºÂ id º  type Land_GarbageBags_F atlOffset µÌ position =ÎE»üË@˜IEangles ãþÈ@m—ž@¿ýÈ@ºÂ skill ÍÌL>Ì  dataType Object PositionInfo Bà  side Empty flags  Attributes zà id »  type Land_GarbageBags_F ŒÃ position ÉLÎEìÑË@‡Eangles  €›åG@!úÈ@zà skill ÍÌL>ŒÃ  dataType Object PositionInfo Ä  side Empty flags  Attributes CÄ id ¼  type Land_PortableLight_double_F UÄ position ‚ÃÍE™®â@¤«Eangles  fŦ@ CÄ skill ÍÌL>UÄ  dataType Object PositionInfo ÙÄ  side Empty flags  Attributes Å id ½  type Land_Wreck_Car_F atlOffset µ#Å position š8ÎEÑvÕ@É'Eangles  €m—ž@!úÈ@Å skill ÍÌL>#Å  dataType Object PositionInfo ™Å  side Empty flags  Attributes ÑÅ id Ï  type Land_ScrapHeap_2_F ãÅ position Þ’ÎEäDÝ@ÎÁEangles dñÈ@.<¯>›ïÈ@ÑÅ skill ÍÌL>ãÅ  dataType Object PositionInfo jÆ  side Empty flags  Attributes ¢Æ id Ð  type Land_Cargo20_grey_F atlOffset €È¹´Æ position –ÎEjûæ@iõEangles ŽÄ< ry> ¢Æ skill ÍÌL>´Æ  dataType Object PositionInfo 5Ç  side Empty flags  Attributes mÇ id Ò  type Land_Cargo20_military_ruins_F Ç position (ÔÎEÐÍÏ@£°Eangles  ¸8¥? mÇ skill ÍÌL>Ç  dataType Object PositionInfo ÷Ç  side Empty flags  Attributes /È id Ó  type Land_GarbagePallet_F AÈ position aÏEÝÉ@w Eangles øÞ÷:ru…@oÉ@/È skill ÍÌL>AÈ  dataType Object PositionInfo ¹È  side Empty flags  Attributes ñÈ id Ô  type Land_GarbagePallet_F É position ÄÍÎEoìÃ@£ Eangles ŽÄ<\»Æ?öÍ-;ñÈ skill ÍÌL>É  dataType Object PositionInfo ŒÉ  side Empty flags  Attributes ÄÉ id Õ  type Land_ButaneCanister_F atlOffset 5ÖÉ position â‚ÎE /Ã@-xEangles  €¥‹«@ ÄÉ skill ÍÌL>ÖÉ  dataType Object PositionInfo _Ê  side Empty flags  Attributes —Ê id Ö  type Land_ButaneCanister_F atlOffset 5©Ê position M…ÎE /Ã@@uEangles  €a@ —Ê skill ÍÌL>©Ê  dataType Object PositionInfo 2Ë  side Empty flags  Attributes jË id ×  type Land_ButaneCanister_F atlOffset 6|Ë position ¾ÎE /Ã@3ˆEangles Ywo;´ò@%ôÈ@jË skill ÍÌL>|Ë  dataType Object PositionInfo Ì  side Empty flags  Attributes HÌ id Ø  type Land_Ground_sheet_folded_OPFOR_F atlOffset 5ZÌ position ªÁÎE­UÂ@_‹Eangles  €@ HÌ skill ÍÌL>ZÌ  dataType Object PositionInfo äÌ  side Empty flags  Attributes Í id Ù  type Land_CampingChair_V2_F atlOffset ¬¸.Í position 2€ÎE€4Ì@ù¡Eangles _ÎÈ@£@ Í skill ÍÌL>.Í  dataType Object PositionInfo ¿Í  side Empty flags  Attributes ÷Í id Ú  type Land_Cargo20_military_green_F atlOffset ¶ Î position ïšÎE.å@bMEangles !úÈ@¼zÈ@ ÷Í skill ÍÌL> Î  dataType Object PositionInfo ‚Î  side Empty flags  Attributes ºÎ id Ý  type Land_Wreck_Offroad2_F ÌÎ position Z¼ÎEºð×@åEangles ŽÄ<$6>öÍ-;ºÎ skill ÍÌL>ÌÎ  dataType Object PositionInfo UÏ  side Empty flags  Attributes Ï id Þ  type Land_BagFence_Short_F atlOffset 5ŸÏ position µ§ÎEÐAÍ@`’Eangles  €d@ Ï skill ÍÌL>ŸÏ  dataType Object PositionInfo (Ð  side Empty flags  Attributes `Ð id ß  type Land_BagFence_Round_F atlOffset 5rÐ position „ÎEkÍ@[Eangles  €LÁ? `Ð skill ÍÌL>rÐ  dataType Object PositionInfo ûÐ  side Empty flags  Attributes 3Ñ id à  type Land_BagFence_Round_F atlOffset 5EÑ position ÑÎEkÍ@AEangles  €þÉ@ 3Ñ skill ÍÌL>EÑ  dataType Object PositionInfo ÎÑ  side Empty flags  Attributes Ò id á  type Land_BagFence_Round_F atlOffset 5Ò position ^¯ÎEkÍ@xyEangles Ywo;kš@%ôÈ@Ò skill ÍÌL>Ò  dataType Object PositionInfo ¬Ò  side Empty flags  Attributes äÒ id â  type Land_Ground_sheet_folded_khaki_F atlOffset 5öÒ position ̾ÎE­UÂ@rEangles  €7@ äÒ skill ÍÌL>öÒ  dataType Object PositionInfo „Ó  side Empty flags  Attributes ¼Ó id ã  type Land_PaperBox_open_empty_F atlOffset 5ÎÓ position d¬ÎE9€Ï@®Eangles dñÈ@ qy>›ïÈ@¼Ó skill ÍÌL>ÎÓ  dataType Object PositionInfo TÔ  side Empty flags  Attributes ŒÔ id ä  type Land_BarrelTrash_F atlOffset 5žÔ position HÎE½óÌ@ñsEangles  €Ž!z@ ŒÔ skill ÍÌL>žÔ  dataType Object PositionInfo (Õ  side Empty flags  Attributes `Õ id å  type Land_CanisterPlastic_F atlOffset 5rÕ position ìÎE^!Ë@-›Eangles  € ‡@ `Õ skill ÍÌL>rÕ  dataType Object PositionInfo üÕ  side Empty flags  Attributes 4Ö id æ  type Land_CanisterPlastic_F atlOffset 5FÖ position –œÎE^!Ë@¤’Eangles  €é¦@ 4Ö skill ÍÌL>FÖ  dataType Object PositionInfo ÎÖ  side Empty flags  Attributes × id ç  type Land_ShelvesWooden_F atlOffset à6× position e¾ÎEªÐ@zŒEangles Ywo;ê@%ôÈ@× skill ÍÌL>×  dataType Object PositionInfo £×  side Empty flags  Attributes Û× id è  type Land_cargo_addon02_V1_F atlOffset 5í× position ŸÎE}Õ@·iEangles  ,@ Û× skill ÍÌL>í×  dataType Object PositionInfo wØ  side Empty flags  Attributes ¯Ø id é  type Land_PaperBox_closed_F atlOffset 5ÁØ position 1·ÎEžoÐ@H™Eangles dñÈ@àfD?›ïÈ@¯Ø skill ÍÌL>ÁØ  dataType Object PositionInfo IÙ  side Empty flags  Attributes Ù id ê  type Land_BagFence_Long_F atlOffset 5“Ù position …£ÎEkÍ@\UEangles  €¥¡@ Ù skill ÍÌL>“Ù  dataType Object PositionInfo Ú  side Empty flags  Attributes QÚ id ë  type Land_MetalBarrel_F atlOffset À¤ú=cÚ position XÒÎEêaÌ@Ë_Eangles þS©:L9¥?ôµ:QÚ skill ÍÌL>cÚ  dataType Object PositionInfo æÚ  side Empty flags  Attributes Û id ì  type Land_JunkPile_F atlOffset À50Û position ©ØÎEd·Æ@‹ßEangles AÞ˜< >è? Û skill ÍÌL>0Û  dataType Object PositionInfo ¼Û  side Empty flags  Attributes ôÛ id î  type Land_WoodenTable_large_F atlOffset Ü·Ü position yÎE,ÔÉ@»¡Eangles _ÎÈ@dgi@ ôÛ skill ÍÌL>Ü  dataType Object PositionInfo ~Ü  side Empty flags  Attributes ¶Ü id ï  type Land_Wall_IndCnc_4_F ÈÜ position ÀÎEŠøÖ@¿Eangles  úa°? ¶Ü skill ÍÌL>ÈÜ  dataType Object PositionInfo PÝ  side Empty flags  Attributes ˆÝ id ð  type Land_Wall_IndCnc_4_F atlOffset €5šÝ position Æ•ÎEÞó×@O(Eangles  ¥¡@ ˆÝ skill ÍÌL>šÝ  dataType Object PositionInfo "Þ  side Empty flags  Attributes ZÞ id ñ  type Land_Wall_IndCnc_4_F atlOffset €5lÞ position e¶ÎEÞó×@ùkEangles  ¥¡@ ZÞ skill ÍÌL>lÞ  dataType Object PositionInfo öÞ  side Empty flags  Attributes .ß id ô  type Land_CampingChair_V2_F atlOffset ø·@ß position ÊqÎEfÌ@†ŸEangles ~¸È@è5–@öÍ-;.ß skill ÍÌL>@ß  dataType Object PositionInfo Êß  side Empty flags  Attributes à id õ  type Land_CampingChair_V2_F atlOffset *¸à position hÎE’ˆÍ@ðôEangles ãþÈ@X¯@¿ýÈ@à skill ÍÌL>à  dataType Object PositionInfo žà  side Empty flags  Attributes Öà id ö  type Land_CampingChair_V2_F atlOffset ª¸èà position ^lÎE6-Í@±ÞEangles _ÎÈ@äãG@ Öà skill ÍÌL>èà  dataType Object PositionInfo rá  side Empty flags  Attributes ªá id ù  type Land_CampingChair_V2_F atlOffset ù¸¼á position sÎEí;Í@bâEangles ãþÈ@ed&@¿ýÈ@ªá skill ÍÌL>¼á  dataType Object PositionInfo Dâ  side Empty flags  Attributes |â id ý  type CamoNet_BLUFOR_big_F atlOffset 5Žâ position ªGÎE^þ A·®Eangles AÞ˜<˜Ÿ›? |â skill ÍÌL>Žâ  dataType Object PositionInfo ã  side Empty flags  Attributes ?ã id þ  type Land_Wreck_Offroad2_F Qã position ›ÍEîGÝ@
  43. ÏEangles  €²³˜@ ?ã skill ÍÌL>Qã  dataType Object PositionInfo Ýã  side Empty flags  Attributes ä id   type Land_Metal_wooden_rack_F atlOffset ¸'ä position ¾ÎEºÞ@³Eangles öÍ-;F£@!úÈ@ä skill ÍÌL>'ä  dataType Object PositionInfo ä  side Empty flags  Attributes Õä id   type Land_GarbageBags_F çä position ±ŸÍE]àÍ@8¬Eangles  €´1ò? Õä skill ÍÌL>çä  dataType Object PositionInfo så  side Empty flags  Attributes «å id   type Land_WoodenTable_large_F atlOffset ƒ¸½å position \nÎEñË@~ëEangles ãþÈ@dՍ@¿ýÈ@«å skill ÍÌL>½å  dataType Object PositionInfo 4æ  side Empty flags  Attributes læ id   type Land_BagFence_End_F ~æ position P—ÍEóÍ@µ£Eangles l’»@>*¯@¶-õ>læ skill ÍÌL>~æ  dataType Object PositionInfo ç  side Empty flags  Attributes ?ç id   type MetalBarrel_burning_F atlOffset ·Qç position /ÙÍE~†Í@"˜Eangles  €”ì> ?ç skill ÍÌL>Qç  dataType Object PositionInfo Çç  side Empty flags  Attributes ÿç id   type Land_ScrapHeap_1_F è position ¢ôÍE®ÓÎ@ÿNEangles  €HNX? ÿç skill ÍÌL>è  dataType Object PositionInfo ¢è  side Empty flags  Attributes Úè id   type Land_Cargo20_military_ruins_F atlOffset p‘:ìè position ¶ÎEûÁÌ@éÅEangles  ´1ò? Úè skill ÍÌL>ìè  dataType Object PositionInfo dé  side Empty flags  Attributes œé id   type Land_GarbagePallet_F ®é position IÎE]üÆ@?†Eangles !úÈ@¯Ð?~¸È@œé skill ÍÌL>®é  dataType Object PositionInfo 5ê  side Empty flags  Attributes mê id   type Land_CinderBlocks_F atlOffset ²¸ê position '­ÍE¿¿@‡REangles  €6 ]@ mê skill ÍÌL>ê  dataType Object PositionInfo õê  side Empty flags  Attributes -ë id   type Land_Wreck_Truck_F ?ë position ‹ÉÍE~Éè@ÉEangles  €¦Ž@ -ë skill ÍÌL>?ë  dataType Object PositionInfo Ãë  side Empty flags  Attributes ûë id   type Land_Wreck_UAZ_F atlOffset €5
  44. ì position kÎEZôÙ@¥¬Eangles  €&<@8äÈ@ûë skill ÍÌL>
  45. ì  dataType Object PositionInfo ƒì  side Empty flags  Attributes »ì id   type Land_Wreck_HMMWV_F Íì position 
  46. ÎEK~Ú@—€Eangles  €t‡¤>­¢È@»ì skill ÍÌL>Íì  dataType Object PositionInfo Fí  side Empty flags  Attributes ~í id   type Land_BagFence_Short_F í position ¨ãÍEÏAÍ@ ÄEangles  € —Â@ ~í skill ÍÌL>í  dataType Object PositionInfo î  side Empty flags  Attributes Aî id   type Land_BagFence_Round_F Sî position _ñÍE kÍ@âÓEangles  €u©@ Aî skill ÍÌL>Sî  dataType Object PositionInfo Ýî  side Empty flags  Attributes ï id   type Land_Pallet_vertical_F atlOffset Ä·'ï position ¬ÍEþ‡×@YIEangles  €´y¤> ï skill ÍÌL>'ï  dataType Object PositionInfo ¥ï  side Empty flags  Attributes Ýï id   type Flag_FIA_F atlOffset €Ý:ïï position »×ÍEê§A°Eangles  &<@ Ýï skill ÍÌL>ïï  dataType Object PositionInfo fð  side Empty flags  Attributes žð id   type Land_CratesWooden_F °ð position ¬èÍEä¥×@B–Eangles  €[¡@ žð skill ÍÌL>°ð  dataType Object PositionInfo %ñ  side Empty flags  Attributes ]ñ id   type Land_Wreck_Car2_F oñ position ÝîÍEVùÚ@$Eangles  €ô´Ã@ ]ñ skill ÍÌL>oñ  dataType Object PositionInfo ðñ  side Empty flags  Attributes (ò id   type Land_Pallet_F atlOffset ¶:ò position ù»ÍE­;Ã@+nEangles  €|R±? (ò skill ÍÌL>:ò  dataType Object PositionInfo Àò  side Empty flags  Attributes øò id   type Land_MetalBarrel_F atlOffset ð¶
  47. ó position @åÍE÷bÍ@‡³Eangles öÍ-;ĤÐ?!úÈ@øò skill ÍÌL>
  48. ó  dataType Object PositionInfo ó  side Empty flags  Attributes Èó id   type Land_MetalBarrel_F atlOffset ð¶Úó position dßÍE¨pÍ@8µEangles öÍ-;*<@!úÈ@Èó skill ÍÌL>Úó  dataType Object PositionInfo `ô  side Empty flags  Attributes ˜ô id !  type Land_MetalBarrel_F atlOffset ඪô position àÍEè„Í@%¥Eangles öÍ-;bdn@!úÈ@˜ô skill ÍÌL>ªô  dataType Object PositionInfo -õ  side Empty flags  Attributes eõ id "  type Land_JunkPile_F atlOffset 5wõ position 6 ÎETÈ@ÙCEangles  €Ê ]@ÔŒÈ@eõ skill ÍÌL>wõ  dataType Object PositionInfo íõ  side Empty flags  Attributes %ö id #  type Land_GarbageBags_F 7ö position †"ÎE›ŽÌ@ÊEangles  €L:Ó?ývÈ@%ö skill ÍÌL>7ö  dataType Object PositionInfo ­ö  side Empty flags  Attributes åö id $  type Land_GarbageBags_F ÷ö position ³ÍE]àÍ@
  49. ¬Eangles  € S@ åö skill ÍÌL>÷ö  dataType Object PositionInfo m÷  side Empty flags  Attributes ¥÷ id %  type Land_GarbageBags_F ·÷ position D¸ÍE]àÍ@ÝEangles  €u©@ ¥÷ skill ÍÌL>·÷  dataType Object PositionInfo -ø  side Empty flags  Attributes eø id &  type Land_GarbageBags_F wø position KÎEêØÌ@eEangles  €&<@­¢È@eø skill ÍÌL>wø  dataType Object PositionInfo öø  side Empty flags  Attributes .ù id '  type Land_PortableLight_double_F @ù position ÊÍE™®â@šìEangles  Ò\+@ .ù skill ÍÌL>@ù  dataType Marker position ‡WÍE À@{þE name marker_24  text Military  type LIB_hd_objective  colorName ColorRed id ) Éù  dataType Marker position `¾•EE[A‡ÛE name marker_28  text Military  type LIB_hd_objective  colorName ColorRed id * atlOffset (à;bú  dataType Object PositionInfo øú  side Empty Attributes 0û id +  type C_Boat_Civil_01_police_F atlOffset ÂoA CustomAttributes mû ý position  êÜE8¦?Õ Eangles  ”£ @ 0û health 
  50. Ì> lock UNLOCKED fuel ñÓP>presence ùŽS=mû  Attribute0 ¥û Attribute1 eü nAttributes  ý  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ÿû eü  data ü eü  type Pü  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] eü type  STRING eü  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Èü ý  data Øü ý  type òü  value 0 ý type  STRING ý  dataType Object PositionInfo ý  side Empty flags  Attributes Õý id -  type C_Rubberboat atlOffset (<½ CustomAttributes þ ¬ÿ position g݉E§Ÿ?0ƒ Eangles  ïR@ Õý health 5Î> lock UNLOCKED fuel presence ;B=þ  Attribute0 Jþ Attribute1
  51. ÿ nAttributes  ¬ÿ  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¤þ
  52. ÿ  data ´þ
  53. ÿ  type õþ  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true]
  54. ÿ type  STRING
  55. ÿ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value mÿ ¬ÿ  data }ÿ ¬ÿ  type —ÿ  value 0 ¬ÿ type  STRING ¬ÿ  dataType Object PositionInfo B   side Empty flags  Attributes z  id .  type C_Rubberboat atlOffset šp> CustomAttributes ·  Q position ó–cE§Ÿ? §Eangles  {Øc@ z  health 5Î> lock UNLOCKED fuel presence ;B=·   Attribute0 ï  Attribute1 ¯ nAttributes  Q  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value I ¯  data Y ¯  type š  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] ¯ type  STRING ¯  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value  Q  data " Q  type <  value 0 Q type  STRING Q  dataType Object PositionInfo Û  side Empty Attributes  id /  type C_Rubberboat atlOffset šÓ†? CustomAttributes P ê position 9ôòD-ÞÃ?X6Eangles  ïR@  health 5Î> lock UNLOCKED fuel presence ;B=P  Attribute0 ˆ Attribute1 H nAttributes  ê  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value â H  data ò H  type 3  value [[[[],[]],[[],[]],[[],[]],[[],[]]],true] H type  STRING H  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value « ê  data » ê  type Õ  value 0 ê type  STRING ê  dataType Object PositionInfo \  side Empty flags  Attributes | id M  type BG21_Massgrave ‚ position ãÎE]'¹@Ñ
  56. E| ‚  dataType Object PositionInfo   side Empty flags  Attributes ! id S  type BG21_Hanged atlOffset X K@' position Ël•EPX~A)wE! '  dataType Object PositionInfo ­  side Empty flags  Attributes Í id T  type BG21_Hanged_Doctor atlOffset À-Ñ?Ó position ºk”EæªsA
  57. ³ EÍ Ó  dataType Object PositionInfo Z  side Empty flags  Attributes ’ id U  type BG21_Hanged_Doctor3 atlOffset  ‹ï?˜ position 6•EfÊwA…kEangles  û”@ ’ ˜  dataType Object PositionInfo   side Empty flags  Attributes O id [  type cwa_Body_US atlOffset À7U position 
  58. †§ENA*Eangles ²ú;÷Üd@ÒM7<O U  dataType Layer  name Cargo HQ Entities £ id ­ atlOffset ;‡ ™items ˜ Item0  Item1 Ë Item2 Œ Item3 N Item4  Item5 Ì Item6 ‘ Item7 J Item8  Item9 Ô Item10 – Item11 U Item12  Item13 â Item14 ¨ Item15 j Item16 , Item17 î Item18 ­ Item19 j Item20 * Item21 ê Item22 ³  Item23 y! Item24 ;" Item25 # Item26 Â# Item27 $ Item28 @% Item29 ÿ% Item30 Â& Item31 …' Item32 S( Item33 ) Item34 î) Item35 ­* Item36 t+ Item37 3, Item38 õ, Item39 ·- Item40 y. Item41 :/ Item42 ú/ Item43 É0 Item44 –1 Item45 V2 Item46 3 Item47 Õ3 Item48 •4 Item49 ^5 Item50 6 Item51 Þ6 Item52 ž7 Item53 a8 Item54 $9 Item55 ¹; Item56 x< Item57 7= Item58 û= Item59 ¹> Item60 {? Item61 =@ Item62 ÿ@ Item63 ÁA Item64 B Item65 JC Item66
  59. D Item67 ËD Item68 E Item69 XF Item70 G Item71 ÜG Item72 ŸH Item73 bI Item74 %J Item75 óJ Item76 ·K Item77 ‚L Item78 MM Item79
  60. N Item80 ÐN Item81 “O Item82 VP Item83 Q Item84 ÜQ Item85 ªR Item86 rS Item87 2T Item88 öT Item89 ºU Item90 |V Item91 AW Item92 X Item93 ÇX Item94 ‡Y Item95 DZ Item96
  61. [ Item97 Ó[ Item98 •\ Item99 W] Item100 ^ Item101 Ö^ Item102 ’_ Item103 V` Item104 a Item105 Þa Item106 ¢b Item107 fc Item108 *d Item109 îd Item110 ²e Item111 rf Item112 4g Item113 ÷g Item114 ºh Item115 ~i Item116 Aj Item117 k Item118 Ëk Item119 l Item120 Vm Item121 p Item122 ½p Item123 q Item124 Mr Item125 s Item126 Ùs Item127 št Item128 ]u Item129 v Item130 èv Item131 ªw Item132 kx Item133 ,y Item134 ìy Item135 ªz Item136 j{ Item137 =| Item138 } Item139 Ô} Item140 Œ~ Item141 M Item142 € Item143 Ç€ Item144 ‡ Item145 G‚ Item146 ƒ Item147 ă Item148 „„ Item149 D… Item150 † Item151 Ć ‡  dataType Object PositionInfo   side Empty flags  Attributes ¹ id   type Land_Cargo10_military_green_F Ë position Q˜E+-ªCjÍFangles  €ðÖ…@ ¹ skill ÍÌL>Ë  dataType Object PositionInfo B  side Empty flags  Attributes z id   type Land_Cargo10_grey_F Œ position x¶E+-ªCåÚFangles  €|7Ž@ z skill ÍÌL>Œ  dataType Object PositionInfo   side Empty flags  Attributes < id   type Land_GarbagePallet_F N position ؐEÏ ©C3ÐFangles  €îÂé? < skill ÍÌL>N  dataType Object PositionInfo Ä  side Empty flags  Attributes ü id   type Land_Wreck_Truck_F  position ʝE&#ªCìFangles  €;…? ü skill ÍÌL>  dataType Object PositionInfo ‚  side Empty flags  Attributes º id   type Land_Wreck_UAZ_F Ì position ¾)EKì©CÈFangles  €¥¸@ º skill ÍÌL>Ì  dataType Object PositionInfo G  side Empty flags  Attributes  id   type Land_BarrelTrash_grey_F ‘ position ñ©Eϳ©CÊFangles  € 5Ž@  skill ÍÌL>‘  dataType Object PositionInfo   side Empty flags  Attributes 8 id   type Land_Tyre_F J position &ëEƒ‰©CûFangles  €b ƒ> 8 skill ÍÌL>J  dataType Object PositionInfo ¿  side Empty flags  Attributes ÷ id   type Land_Wreck_Ural_F  position •ÖE ªCµíFangles  €ªøž@ ÷ skill ÍÌL>   dataType Object PositionInfo Š  side Empty flags  Attributes  id   type Land_Cargo20_color_V2_ruins_F Ô position ðEs¶©C²òFangles  RÌ‚>  skill ÍÌL>Ô  dataType Object PositionInfo L  side Empty flags  Attributes „ id   type Land_HelipadCircle_F – position 7£E €©C@—Fangles  €o%'@ „ skill ÍÌL>–  dataType Object PositionInfo   side Empty flags  Attributes C id   type Land_HBarrier_1_F U position › EßÙ©C1ÂFangles  €®Ö…@ C skill ÍÌL>U  dataType Object PositionInfo Õ  side Empty flags  Attributes
  62.  id   type Land_GarbageWashingMachine_F  position dEϹ©C
  63. ×Fangles  €N{À@
  64.  skill ÍÌL>  dataType Object PositionInfo ˜  side Empty flags  Attributes Ð id   type Land_WoodPile_large_F â position rcE2¯©CrâFangles  €®Ö…@ Ð skill ÍÌL>â  dataType Object PositionInfo ^  side Empty flags  Attributes – id   type Land_Metal_wooden_rack_F ¨ position çME¤ ªC/ÕFangles  €¡%'@ – skill ÍÌL>¨  dataType Object PositionInfo   side Empty flags  Attributes X id   type Land_BagFence_Long_F j position ×üE¬µ©CËåFangles  €¸*j@ X skill ÍÌL>j  dataType Object PositionInfo â  side Empty flags  Attributes  id   type Land_BagFence_Long_F , position !
  65. E¬µ©CÒÝFangles  €;…?  skill ÍÌL>,  dataType Object PositionInfo ¤  side Empty flags  Attributes Ü id   type Land_BagFence_Long_F î position ®E¬µ©CºÅFangles  €o%'@ Ü skill ÍÌL>î  dataType Object PositionInfo c  side Empty flags  Attributes › id   type Land_Wreck_Car3_F ­ position ~|E9Ý©CÕâFangles  €®Ö…@ › skill ÍÌL>­  dataType Object PositionInfo   side Empty flags  Attributes X id   type Land_JunkPile_F j position HŽE)£©C‚àFangles  €yÓ> X skill ÍÌL>j  dataType Object PositionInfo à  side Empty flags  Attributes  id !  type Land_GarbageBags_F * position Æ׏E·©CÉäFangles  €RÌ‚>  skill ÍÌL>*  dataType Object PositionInfo    side Empty flags  Attributes Ø id "  type Land_GarbageBags_F ê position [·E·©C^ñFangles  €RÌ‚> Ø skill ÍÌL>ê  dataType Object PositionInfo i   side Empty flags  Attributes ¡  id #  type Land_PortableLight_double_F ³  position †FEº
  66. ªC<ÐFangles  ÷ÛÈ@ ¡  skill ÍÌL>³   dataType Object PositionInfo /!  side Empty flags  Attributes g! id $  type Land_Wall_IndCnc_End_2_F y! position jE¬Û©CÚFangles  ;…? g! skill ÍÌL>y!  dataType Object PositionInfo ñ!  side Empty flags  Attributes )" id %  type Land_Wall_IndCnc_4_F ;" position  TEÏß©CÞÙFangles  ¥¸@ )" skill ÍÌL>;"  dataType Object PositionInfo ¸"  side Empty flags  Attributes ð" id &  type Land_Portable_generator_F # position žEú­©CƉFangles  €@ÚÈ@ ð" skill ÍÌL>#  dataType Object PositionInfo x#  side Empty flags  Attributes °# id '  type Land_Cargo_HQ_V2_F Â# position E
  67. p«C¢+Fangles  ¥¸@ °# skill ÍÌL>Â#  dataType Object PositionInfo 7$  side Empty flags  Attributes o$ id (  type Land_Sacks_heap_F $ position ªE²©C”MFangles  €®Ö…@ o$ skill ÍÌL>$  dataType Object PositionInfo ö$  side Empty flags  Attributes .% id )  type Land_Sacks_heap_F @% position ѐE²©CæOFangles  €N{À@ .% skill ÍÌL>@%  dataType Object PositionInfo µ%  side Empty flags  Attributes í% id *  type Land_Sacks_heap_F ÿ% position qE²©C’KFangles  €É¢@ í% skill ÍÌL>ÿ%  dataType Object PositionInfo x&  side Empty flags  Attributes °& id +  type Land_BagFence_Round_F Â& position ý E¬µ©C·VFangles  €¡y¡@ °& skill ÍÌL>Â&  dataType Object PositionInfo ;'  side Empty flags  Attributes s' id ,  type Land_BagFence_Round_F …' position @ŽE¬µ©CàgFangles  €±!X@ s' skill ÍÌL>…'  dataType Object PositionInfo (  side Empty flags  Attributes A( id -  type Land_Ground_sheet_folded_khaki_F S( position -EW‰©CNSFangles  €³º¯@ A( skill ÍÌL>S(  dataType Object PositionInfo Ö(  side Empty flags  Attributes ) id .  type Land_Sleeping_bag_blue_folded_F ) position ë
  68. EU©C[QFangles  € ˜–@ ) skill ÍÌL> )  dataType Object PositionInfo ¤)  side Empty flags  Attributes Ü) id /  type Land_Sleeping_bag_brown_folded_F î) position ÷EU©CÅPFangles  €ü¹¯@ Ü) skill ÍÌL>î)  dataType Object PositionInfo c*  side Empty flags  Attributes ›* id 0  type Land_BarrelSand_F ­* position (Eϳ©CÛRFangles  €ü¸¯@ ›* skill ÍÌL>­*  dataType Object PositionInfo *+  side Empty flags  Attributes b+ id 1  type Land_Wreck_Slammer_hull_F t+ position ¼dEèÛ©C¦Fangles  €š«”> b+ skill ÍÌL>t+  dataType Object PositionInfo é+  side Empty flags  Attributes !, id 4  type Land_Wreck_Car2_F 3, position P9Eåë©C]¹Fangles  €d@ !, skill ÍÌL>3,  dataType Object PositionInfo «,  side Empty flags  Attributes ã, id 6  type Land_BagFence_Long_F õ, position ÐœE¬µ©Cæ`Fangles  €;…? ã, skill ÍÌL>õ,  dataType Object PositionInfo m-  side Empty flags  Attributes ¥- id 7  type Land_BagFence_Long_F ·- position /tE¬µ©C=žFangles  €fiY@ ¥- skill ÍÌL>·-  dataType Object PositionInfo /.  side Empty flags  Attributes g. id 8  type Land_BagFence_Long_F y. position i{E¬µ©Cn–Fangles  €îÂé? g. skill ÍÌL>y.  dataType Object PositionInfo ð.  side Empty flags  Attributes (/ id 9  type Land_CanisterFuel_F :/ position sE£©C‡Fangles  €/¢(@ (/ skill ÍÌL>:/  dataType Object PositionInfo °/  side Empty flags  Attributes è/ id :  type Land_Pillow_grey_F ú/ position €E½„©C@RFangles  €ÔãÈ@ è/ skill ÍÌL>ú/  dataType Object PositionInfo 0  side Empty flags  Attributes ·0 id ;  type Land_Ground_sheet_folded_yellow_F É0 position €EW‰©C}SFangles  €‚×…@ ·0 skill ÍÌL>É0  dataType Object PositionInfo L1  side Empty flags  Attributes „1 id <  type Land_Ground_sheet_folded_blue_F –1 position "EW‰©C#TFangles  €
  69. Z§@ „1 skill ÍÌL>–1  dataType Object PositionInfo 2  side Empty flags  Attributes D2 id =  type Land_MetalBarrel_F V2 position ‹
  70. E¶©COFangles  €g,@ D2 skill ÍÌL>V2  dataType Object PositionInfo Ë2  side Empty flags  Attributes 3 id >  type Land_Wreck_Car3_F 3 position f>E9Ý©Cé«Fangles  €o%'@ 3 skill ÍÌL>3  dataType Object PositionInfo ‹3  side Empty flags  Attributes Ã3 id ?  type Land_GarbageBags_F Õ3 position …RE·©C— Fangles  €É¢@ Ã3 skill ÍÌL>Õ3  dataType Object PositionInfo K4  side Empty flags  Attributes ƒ4 id @  type Land_GarbageBags_F •4 position ™JE·©C|¯Fangles  €RÌ‚> ƒ4 skill ÍÌL>•4  dataType Object PositionInfo 5  side Empty flags  Attributes L5 id A  type Land_PortableLight_double_F ^5 position áEº
  71. ªC+‰Fangles  îÂé? L5 skill ÍÌL>^5  dataType Object PositionInfo Ò5  side Empty flags  Attributes
  72. 6 id B  type Land_Wreck_Car_F 6 position m[E9Ý©C¨Fangles  €É¢@
  73. 6 skill ÍÌL>6  dataType Object PositionInfo ”6  side Empty flags  Attributes Ì6 id C  type Land_TTowerSmall_2_F Þ6 position xBEG½­C6Fangles  o%'@ Ì6 skill ÍÌL>Þ6  dataType Object PositionInfo T7  side Empty flags  Attributes Œ7 id D  type Land_Wreck_HMMWV_F ž7 position ŸEFë©C×Fangles  €N{À@ Œ7 skill ÍÌL>ž7  dataType Object PositionInfo 8  side Empty flags  Attributes O8 id E  type Land_BagFence_Round_F a8 position ¡gE¬µ©C0Fangles  €†3ç? O8 skill ÍÌL>a8  dataType Object PositionInfo Ú8  side Empty flags  Attributes 9 id F  type Land_BagFence_Round_F $9 position F‰E¬µ©C
  74. Fangles  €±!X@ 9 skill ÍÌL>$9  dataType Object PositionInfo ®9  side Empty flags  Attributes æ9 id G  type B_G_Offroad_01_F CustomAttributes : ¹; position ¿EFNªC2CFangles  €Å Å@ æ9 health æ¼Ñ=skill ÍÌL>fuel :  Attribute0 H: Attribute1 ê: nAttributes  ¹;  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value «: ê:  data »: ê:  type Õ:  value 0 ê: type  STRING ê:  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value D; ¹;  data T; ¹;  type ¤;  value [[[["FirstAidKit"],[1]],[[],[]],[[],[]],[[],[]]],false] ¹; type  STRING ¹;  dataType Object PositionInfo .<  side Empty flags  Attributes f< id H  type Land_HBarrier_1_F x< position NEßÙ©C­íFangles  €¦½¦? f< skill ÍÌL>x<  dataType Object PositionInfo í<  side Empty flags  Attributes %= id I  type Land_HBarrier_1_F 7= position jEßÙ©CîøFangles  €¥¸@ %= skill ÍÌL>7=  dataType Object PositionInfo ±=  side Empty flags  Attributes é= id J  type Land_BagBunker_Tower_F û= position ˜¢E⚪CÆëFangles  ®Ö…@ é= skill ÍÌL>û=  dataType Object PositionInfo o>  side Empty flags  Attributes §> id K  type Land_WaterTank_F ¹> position þPE«×©C Fangles  €%%'@ §> skill ÍÌL>¹>  dataType Object PositionInfo 1?  side Empty flags  Attributes i? id M  type Land_BagFence_Long_F {? position ‘sE¬µ©CHòFangles  €®Ö…@ i? skill ÍÌL>{?  dataType Object PositionInfo ó?  side Empty flags  Attributes +@ id N  type Land_BagFence_Long_F =@ position þ¤E¬µ©CY Fangles  €;…? +@ skill ÍÌL>=@  dataType Object PositionInfo µ@  side Empty flags  Attributes í@ id O  type Land_BagFence_Long_F ÿ@ position ~uE¬µ©C&Fangles  €o%'@ í@ skill ÍÌL>ÿ@  dataType Object PositionInfo wA  side Empty flags  Attributes ¯A id P  type Land_BagFence_Long_F ÁA position °E¬µ©CÛFangles  €;…? ¯A skill ÍÌL>ÁA  dataType Object PositionInfo 7B  side Empty flags  Attributes oB id Q  type Land_GarbageBags_F B position ™E·©Ce&Fangles  €®Ö…@ oB skill ÍÌL>B  dataType Object PositionInfo C  side Empty flags  Attributes 8C id S  type Land_PortableLight_double_F JC position ⪐Eº
  75. ªC<Fangles   ˜–@ 8C skill ÍÌL>JC  dataType Object PositionInfo ÀC  side Empty flags  Attributes øC id T  type Land_ScrapHeap_2_F
  76. D position ‚¸ŽE{ó©CušFangles  €¥¸@ øC skill ÍÌL>
  77. D  dataType Object PositionInfo D  side Empty flags  Attributes ¹D id U  type Land_Cargo20_grey_F ËD position  Eƒ)ªCgœFangles  €Ç*j@ ¹D skill ÍÌL>ËD  dataType Object PositionInfo CE  side Empty flags  Attributes {E id V  type Land_Scrap_MRAP_01_F E position d±ŽE*ªCT‡Fangles  €÷ÛÈ@ {E skill ÍÌL>E  dataType Object PositionInfo F  side Empty flags  Attributes FF id W  type Land_Cargo20_military_ruins_F XF position +¼ŽE䳩C^ŠFangles   ˜–@ FF skill ÍÌL>XF  dataType Object PositionInfo ÐF  side Empty flags  Attributes G id X  type Land_GarbagePallet_F G position Ö ŽE@ž©CÍ—Fangles  €¦½¦? G skill ÍÌL>G  dataType Object PositionInfo ’G  side Empty flags  Attributes ÊG id Y  type Land_GarbagePallet_F ÜG position šÖŽE¯ž©C˘Fangles !úÈ@ªøž@öÍ-;ÊG skill ÍÌL>ÜG  dataType Object PositionInfo UH  side Empty flags  Attributes H id Z  type Land_ButaneCanister_F ŸH position û1E¼Œ©Cõ·Fangles  €9‹@ H skill ÍÌL>ŸH  dataType Object PositionInfo I  side Empty flags  Attributes PI id [  type Land_ButaneCanister_F bI position  0E¼Œ©Cý¸Fangles  €ækÆ? PI skill ÍÌL>bI  dataType Object PositionInfo ÛI  side Empty flags  Attributes J id \  type Land_ButaneCanister_F %J position ÊöŽE¼Œ©C¼Fangles  €®²È? J skill ÍÌL>%J  dataType Object PositionInfo ©J  side Empty flags  Attributes áJ id ]  type Land_Ground_sheet_folded_OPFOR_F óJ position ñòŽEW‰©CÒ»Fangles  €š‘º@ áJ skill ÍÌL>óJ  dataType Object PositionInfo mK  side Empty flags  Attributes ¥K id ^  type Land_CampingChair_V2_F ·K position ] EF¾©CîoFangles  €\¸@ ¥K skill ÍÌL>·K  dataType Object PositionInfo 8L  side Empty flags  Attributes pL id _  type Land_Cargo20_military_green_F ‚L position þŽE¡'ªCä‡Fangles !úÈ@fiY@öÍ-;pL skill ÍÌL>‚L  dataType Object PositionInfo M  side Empty flags  Attributes ;M id `  type Land_Cargo40_military_ruins_F MM position ûÍŽE›©C!\Fangles  ®Ö…@ ;M skill ÍÌL>MM  dataType Object PositionInfo ÃM  side Empty flags  Attributes ûM id a  type Land_Wreck_HMMWV_F
  78. N position ¿ŽE·è©CuuFangles  € ˜–@ ûM skill ÍÌL>
  79. N  dataType Object PositionInfo †N  side Empty flags  Attributes ¾N id b  type Land_Wreck_Offroad2_F ÐN position åÅŽE@ó©C¤Fangles !úÈ@o%'@öÍ-;¾N skill ÍÌL>ÐN  dataType Object PositionInfo IO  side Empty flags  Attributes O id c  type Land_BagFence_Short_F “O position ý
  80. Eµ©C¡¶Fangles  €Ô1? O skill ÍÌL>“O  dataType Object PositionInfo P  side Empty flags  Attributes DP id d  type Land_BagFence_Round_F VP position Æ4E¬µ©C¿Fangles  €¥@ DP skill ÍÌL>VP  dataType Object PositionInfo ÏP  side Empty flags  Attributes Q id e  type Land_BagFence_Round_F Q position +E¬µ©C8ÇFangles  €ê}Z@ Q skill ÍÌL>Q  dataType Object PositionInfo ’Q  side Empty flags  Attributes ÊQ id f  type Land_BagFence_Round_F ÜQ position úE¬µ©C©½Fangles  €F”ú? ÊQ skill ÍÌL>ÜQ  dataType Object PositionInfo `R  side Empty flags  Attributes ˜R id g  type Land_Ground_sheet_folded_khaki_F ªR position 'õŽEW‰©CtºFangles  €×È@ ˜R skill ÍÌL>ªR  dataType Object PositionInfo (S  side Empty flags  Attributes `S id h  type Land_PaperBox_open_empty_F rS position #àŽE$Ë©CørFangles  €¸*j@ `S skill ÍÌL>rS  dataType Object PositionInfo èS  side Empty flags  Attributes T id i  type Land_BarrelTrash_F 2T position 4Eϳ©CøFangles  €ú*…? T skill ÍÌL>2T  dataType Object PositionInfo ¬T  side Empty flags  Attributes äT id j  type Land_CanisterPlastic_F öT position 8E…¬©C0³Fangles  €Y
  81. ¸@ äT skill ÍÌL>öT  dataType Object PositionInfo pU  side Empty flags  Attributes ¨U id k  type Land_CanisterPlastic_F ºU position ©E…¬©CµFangles  €ñF@ ¨U skill ÍÌL>ºU  dataType Object PositionInfo 2V  side Empty flags  Attributes jV id l  type Land_ShelvesWooden_F |V position ñõŽE;À©C»Fangles  €²? jV skill ÍÌL>|V  dataType Object PositionInfo ÷V  side Empty flags  Attributes /W id m  type Land_cargo_addon02_V1_F AW position ɏE>Ö©C@¿Fangles  iX¶@ /W skill ÍÌL>AW  dataType Object PositionInfo »W  side Empty flags  Attributes óW id n  type Land_PaperBox_closed_F X position ŒØŽEÅÏ©CryFangles  €®Ö…@ óW skill ÍÌL>X  dataType Object PositionInfo }X  side Empty flags  Attributes µX id o  type Land_BagFence_Long_F ÇX position CE¬µ©CÀÄFangles  €¥¸@ µX skill ÍÌL>ÇX  dataType Object PositionInfo =Y  side Empty flags  Attributes uY id p  type Land_MetalBarrel_F ‡Y position ±ÕŽE‹³©CøsFangles  €%˜–@ uY skill ÍÌL>‡Y  dataType Object PositionInfo úY  side Empty flags  Attributes 2Z id q  type Land_JunkPile_F DZ position mÑŽEV¢©C«ªFangles òùÈ@RY§@rE/;2Z skill ÍÌL>DZ  dataType Object PositionInfo ÃZ  side Empty flags  Attributes ûZ id r  type Land_PortableLight_double_F
  82. [ position ÔŽE+ªCÀjFangles   ˜–@ ûZ skill ÍÌL>
  83. [  dataType Object PositionInfo ‰[  side Empty flags  Attributes Á[ id s  type Land_WoodenTable_large_F Ó[ position ¹EÆ´©CoFangles  €MmG? Á[ skill ÍÌL>Ó[  dataType Object PositionInfo K\  side Empty flags  Attributes ƒ\ id t  type Land_Wall_IndCnc_4_F •\ position zÙŽEÏß©CúµFangles  ¥¸@ ƒ\ skill ÍÌL>•\  dataType Object PositionInfo
  84. ]  side Empty flags  Attributes E] id u  type Land_Wall_IndCnc_4_F W] position –*EÏß©C¼ÍFangles  ¥¸@ E] skill ÍÌL>W]  dataType Object PositionInfo Ï]  side Empty flags  Attributes ^ id v  type Land_Wall_IndCnc_4_F ^ position EÏß©CÛÁFangles  ¥¸@ ^ skill ÍÌL>^  dataType Object PositionInfo Œ^  side Empty flags  Attributes Ä^ id w  type Land_MapBoard_F Ö^ position }°Eü©C?Fangles  €Ÿ¨@ Ä^ skill ÍÌL>Ö^  dataType Object PositionInfo H_  side Empty flags  Attributes €_ id x  type Land_Pallets_F ’_ position À!E0¦©C.Fangles  €ít? €_ skill ÍÌL>’_  dataType Object PositionInfo `  side Empty flags  Attributes D` id y  type Land_CampingChair_V2_F V` position ‡EF¾©CnFangles  €~¿é? D` skill ÍÌL>V`  dataType Object PositionInfo Ð`  side Empty flags  Attributes a id z  type Land_CampingChair_V2_F a position fEF¾©C¬XFangles  €ÿ#'@ a skill ÍÌL>a  dataType Object PositionInfo ”a  side Empty flags  Attributes Ìa id {  type Land_CampingChair_V2_F Þa position FEF¾©C^Fangles  €š¾‚> Ìa skill ÍÌL>Þa  dataType Object PositionInfo Xb  side Empty flags  Attributes b id |  type Land_CampingChair_V2_F ¢b position VΏEÕÀ©C³Fangles  €? b skill ÍÌL>¢b  dataType Object PositionInfo c  side Empty flags  Attributes Tc id }  type Land_CampingChair_V2_F fc position aÏEÕÀ©C0Fangles  €8Ž@ Tc skill ÍÌL>fc  dataType Object PositionInfo àc  side Empty flags  Attributes d id ~  type Land_CampingChair_V2_F *d position QEF¾©C¦^Fangles  €|À@ d skill ÍÌL>*d  dataType Object PositionInfo ¤d  side Empty flags  Attributes Üd id   type Land_CampingChair_V2_F îd position ±ÉEÕÀ©C«Fangles  €p? Üd skill ÍÌL>îd  dataType Object PositionInfo he  side Empty flags  Attributes  e id €  type Land_CampingChair_V2_F ²e position íÁEÕÀ©C*Fangles  €7¸@  e skill ÍÌL>²e  dataType Object PositionInfo (f  side Empty flags  Attributes `f id   type Land_Wreck_BRDM2_F rf position †ÑŽE€Ã©CYFangles  €d@ `f skill ÍÌL>rf  dataType Object PositionInfo êf  side Empty flags  Attributes "g id ‚  type CamoNet_BLUFOR_big_F 4g position {}EôˆªCMFangles  €½pG? "g skill ÍÌL>4g  dataType Object PositionInfo ­g  side Empty flags  Attributes åg id ƒ  type Land_Wreck_Offroad2_F ÷g position ø…E2ô©C# Fangles òùÈ@N{À@ åg skill ÍÌL>÷g  dataType Object PositionInfo ph  side Empty flags  Attributes ¨h id „  type Land_BagFence_Round_F ºh position ÊeEŠ´©CàFangles òùÈ@;…?rE/;¨h skill ÍÌL>ºh  dataType Object PositionInfo 4i  side Empty flags  Attributes li id …  type Land_BagBunker_Tower_F ~i position 5ñŽES˜ªCé5Fangles  ¥¸@ li skill ÍÌL>~i  dataType Object PositionInfo ÷i  side Empty flags  Attributes /j id †  type CamoNet_BLUFOR_open_F Aj position –ÀE´ªCgFangles  €®Ö…@ /j skill ÍÌL>Aj  dataType Object PositionInfo ¼j  side Empty flags  Attributes ôj id ˆ  type Land_BottlePlastic_V2_F k position ²ÏEÀ©CòFangles  €Ë6'@ ôj skill ÍÌL>k  dataType Object PositionInfo k  side Empty flags  Attributes ¹k id ‰  type Land_BottlePlastic_V2_F Ëk position nϏEÀ©CtFangles  €“6'@ ¹k skill ÍÌL>Ëk  dataType Object PositionInfo Fl  side Empty flags  Attributes ~l id Š  type Land_FoodContainer_01_F l position QɏE)©CIFangles  €­¦? ~l skill ÍÌL>l  dataType Object PositionInfo m  side Empty flags  Attributes Dm id ‹  type Land_Metal_wooden_rack_F Vm position ÉçE¤ ªCE+Fangles  €n:…? Dm skill ÍÌL>Vm  dataType Object PositionInfo ÷m  side Empty flags  Attributes /n id Œ  type B_G_Offroad_01_repair_F atlOffset ¸ CustomAttributes Yn p position {oE@NªCBKFangles  €¥ H@rE/;/n health j•=skill ÍÌL>fuel Yn  Attribute0 ‘n Attribute1 3o nAttributes  p  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ôn 3o  data o 3o  type o  value 0 3o type  STRING 3o  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value o p  data o p  type ío  value [[[["FirstAidKit"],[4]],[[],[]],[[],[]],[[],[]]],false] p type  STRING p  dataType Object PositionInfo sp  side Empty flags  Attributes «p id   type Land_Pallet_F ½p position xE`Š©CÑ%Fangles  €åñ,? «p skill ÍÌL>½p  dataType Object PositionInfo Cq  side Empty flags  Attributes {q id Ž  type Land_GarbageBags_F atlOffset ¸q position óvE&¶©C'ûFangles QúÈ@¨H@ {q skill ÍÌL>q  dataType Object PositionInfo r  side Empty flags  Attributes ;r id   type Land_GarbageBags_F Mr position ÜäŽEò´©C[_Fangles  €®Ö…@ ;r skill ÍÌL>Mr  dataType Object PositionInfo Ér  side Empty flags  Attributes s id   type Land_WoodenTable_large_F s position EÆ´©CÎ[Fangles  €n=È? s skill ÍÌL>s  dataType Object PositionInfo s  side Empty flags  Attributes Çs id ‘  type Land_WoodenTable_large_F Ùs position ©ÆEU·©C Fangles  €¸@ Çs skill ÍÌL>Ùs  dataType Object PositionInfo Pt  side Empty flags  Attributes ˆt id “  type Land_BagFence_End_F št position 5pE]³©CnþFangles D©>úÞ>\¬?ˆt skill ÍÌL>št  dataType Object PositionInfo u  side Empty flags  Attributes Ku id ”  type MetalBarrel_burning_F ]u position ùE¶©CìòFangles  €’Ú? Ku skill ÍÌL>]u  dataType Object PositionInfo Óu  side Empty flags  Attributes v id •  type Land_ScrapHeap_1_F v position YߏEðº©C
  85. àFangles  €É¢@rE/; v skill ÍÌL>v  dataType Object PositionInfo žv  side Empty flags  Attributes Öv id –  type Land_Cargo20_military_ruins_F èv position X Es¶©CÇÜFangles  ¨H@ Öv skill ÍÌL>èv  dataType Object PositionInfo `w  side Empty flags  Attributes ˜w id —  type Land_GarbagePallet_F ªw position åEÏ ©CÃÐFangles  €Áæ7@ ˜w skill ÍÌL>ªw  dataType Object PositionInfo !x  side Empty flags  Attributes Yx id ˜  type Land_CinderBlocks_F kx position sŏEÿ~©CDFangles  €°'j@ Yx skill ÍÌL>kx  dataType Object PositionInfo âx  side Empty flags  Attributes y id ™  type Land_CinderBlocks_F ,y position 
  86. ʏEÿ~©C3Fangles  €·—–@ y skill ÍÌL>,y  dataType Object PositionInfo ¢y  side Empty flags  Attributes Úy id š  type Land_Wreck_Truck_F ìy position ^’E— ªC°éFangles  €¶m¶@ Úy skill ÍÌL>ìy  dataType Object PositionInfo `z  side Empty flags  Attributes ˜z id ›  type Land_Wreck_UAZ_F ªz position åEKì©C±ÕFangles  €®Ö…@ ˜z skill ÍÌL>ªz  dataType Object PositionInfo {  side Empty flags  Attributes X{ id œ  type Land_Wreck_HMMWV_F j{ position ¾ýEFë©CáÙFangles  €J@È? X{ skill ÍÌL>j{  dataType Object PositionInfo ó{  side Empty flags  Attributes +| id   type Land_BagFence_Short_F atlOffset ¸=| position ˜E²©CáÜFangles HS,;;…? +| skill ÍÌL>=|  dataType Object PositionInfo Æ|  side Empty flags  Attributes þ| id ž  type Land_BagFence_Round_F atlOffset ¸} position  ¤E¦³©C«×Fangles HS,;RÌ‚> þ| skill ÍÌL>}  dataType Object PositionInfo Š}  side Empty flags  Attributes Â} id Ÿ  type Land_Pallet_vertical_F Ô} position JŏE!Þ©CñFangles  €Ú<È? Â} skill ÍÌL>Ô}  dataType Object PositionInfo B~  side Empty flags  Attributes z~ id    type Flag_FIA_F Œ~ position ûE}«C†õFangles  ®Ö…@ z~ skill ÍÌL>Œ~  dataType Object PositionInfo   side Empty flags  Attributes ; id ¡  type Land_CratesWooden_F M position AýE˜Þ©CqëFangles  €÷ÛÈ@ ; skill ÍÌL>M  dataType Object PositionInfo   side Empty flags  Attributes ú id ¢  type Land_Wreck_Car2_F € position ¡ÁEBê©CÞFangles  €Ò²‰?HS,;ú skill ÍÌL> €  dataType Object PositionInfo }€  side Empty flags  Attributes µ€ id £  type Land_Pallet_F Ç€ position ÙۏEC^ýFangles  €u8(@ µ€ skill ÍÌL>Ç€  dataType Object PositionInfo =  side Empty flags  Attributes u id ¤  type Land_MetalBarrel_F ‡ position û E¶©CjïFangles  €›á7@ u skill ÍÌL>‡  dataType Object PositionInfo ý  side Empty flags  Attributes 5‚ id ¥  type Land_MetalBarrel_F G‚ position ãE¶©CSòFangles  €²Ô…@ 5‚ skill ÍÌL>G‚  dataType Object PositionInfo ½‚  side Empty flags  Attributes õ‚ id ¦  type Land_MetalBarrel_F ƒ position {E¶©C¼ðFangles  €Îùž@ õ‚ skill ÍÌL>ƒ  dataType Object PositionInfo zƒ  side Empty flags  Attributes ²ƒ id §  type Land_JunkPile_F ă position TáEࢩCtÔFangles  € ˜–@rE/;²ƒ skill ÍÌL>ă  dataType Object PositionInfo :„  side Empty flags  Attributes r„ id ¨  type Land_GarbageBags_F „„ position V(E·©C5ÔFangles  €_,9@ r„ skill ÍÌL>„„  dataType Object PositionInfo ú„  side Empty flags  Attributes 2… id ©  type Land_GarbageBags_F D… position }E^µ©CòñFangles QúÈ@¥¸@ 2… skill ÍÌL>D…  dataType Object PositionInfo º…  side Empty flags  Attributes ò… id ª  type Land_GarbageBags_F † position  –E~µ©CqóFangles QúÈ@RÌ‚> ò… skill ÍÌL>†  dataType Object PositionInfo z†  side Empty flags  Attributes ²† id «  type Land_GarbageBags_F Ć position *õE·©CsÑFangles  €®Ö…@ ²† skill ÍÌL>Ć  dataType Object PositionInfo C‡  side Empty flags  Attributes {‡ id ¬  type Land_PortableLight_double_F ‡ position £E+ªCAìFangles  
  87. ìz@ {‡ skill ÍÌL>‡  dataType Layer  name Main Base Enemies Entities ä‡ id ­ atlOffset €CmÀ\œ items  Item0 Ј Item1 À¯ Item2 M¸ Item3 aÁ Item4 ¿Í Item5 #õ Item6 ÷ü Item7 R  Item8  Item9 £" Item10 10 Item11 ô; Item12 OH Item13 ®T Item14 ‚\ Item15 ýx Item16 ց Item17 ’ Item18 š› \œ  dataType Group  side East Entities ‰ Attributes v¯ id › À¯ items
  88. Item0 š‰ Item1  Item2 p– Item3 t£ Item4 mª Item5 ߬ Item6 ‰­ Item7 ® Item8 ® Item9 ú® v¯  dataType Object PositionInfo Š  side East flags  Attributes ?Š id œ  type skn_o_nbc_tl CustomAttributes LŽ  position Í?ýEP5éCx—
  89. F?Š skill ffæ> rank CORPORAL Inventory pŠ LŽ primaryWeapon #‹ uniform Ë‹ vest êŒ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry  hmd NVGoggles_OPFOR LŽ  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag š‹ Ë‹  name rhs_20rnd_9x39mm_SP5 ammoLeft  Ë‹  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo "Œ ItemCargo rŒ êŒ items  Item0 ?Œ rŒ  name SmokeShell count  ammoLeft  rŒ items  Item0 šŒ Item1 ¿Œ êŒ  name FirstAidKit count  ¿Œ  name ACE_fieldDressing count  êŒ  typeName skn_o_elbv_worn_no_bp isBackpack MagazineCargo 5 LŽ items  Item0 s Item1 ¦ Item2 ㍠Item3 Ž LŽ  name SmokeShell count  ammoLeft  ¦  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  ㍠ name Chemlight_blue count  ammoLeft  Ž  name rvg_flare count  ammoLeft  LŽ  Attribute0 „Ž Attribute1 l nAttributes    property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value - l  data = l  type Y value  l type  BOOL l  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value ԏ   data ä   type  value  type  BOOL   dataType Object PositionInfo ˜  side East flags  Attributes ¸ id   type skn_o_nbc_tl CustomAttributes ©” p– position Ó ýEoËèC¡Ž
  90. F¸ skill ffæ> rank CORPORAL Inventory é ©”  primaryWeapon †‘ uniform .’ vest M“  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ©”  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag ý‘ .’  name rhs_20rnd_9x39mm_SP5 ammoLeft  .’  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo …’ ItemCargo Õ’ M“ items  Item0 ¢’ Õ’  name SmokeShell count  ammoLeft  Õ’ items  Item0 ý’ Item1 "“ M“  name FirstAidKit count  "“  name ACE_fieldDressing count  M“  typeName skn_o_elbv_worn isBackpack MagazineCargo ’“ ©” items  Item0 Г Item1 ” Item2 @” Item3 w” ©”  name SmokeShell count  ammoLeft  ”  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  @”  name Chemlight_blue count  ammoLeft  w”  name rvg_flare count  ammoLeft  ©”  Attribute0 á” Attribute1 É• nAttributes  p–  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Š• É•  data š• É•  type ¶• value  É• type  BOOL É•  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value 1– p–  data A– p–  type ]– value p– type  BOOL p–  dataType Object PositionInfo —  side East flags  Attributes @— id ”  type skn_o_nbc_medic atlOffset ¸ CustomAttributes ùœ t£ position 
  91. ;ýEÛ¶èCá‡
  92. Fangles  ]Á@ Už=@— skill ÍÌÌ> Inventory a— ùœ primaryWeapon ˜ uniform ©˜ vest ’™ backpack ˆš  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ùœ  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag l˜ ©˜  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  ©˜  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo ™ ItemCargo P™ ’™ items  Item0 ™ P™  name SmokeShell count  ammoLeft  P™ items  Item0 m™ ’™  name FirstAidKit count  ’™  typeName skn_o_elbv_worn isBackpack MagazineCargo ×™ ˆš items  Item0 ÿ™ Item1 2š ˆš  name SmokeShell count  ammoLeft  2š  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  ˆš  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo Õš ùœ items
  93. Item0 U› Item1 v› Item2 ›› Item3 Æ› Item4 ì› Item5 œ Item6 :œ Item7 vœ Item8 ­œ Item9 Óœ ùœ  name Medikit count  v›  name FirstAidKit count
  94. ››  name ACE_fieldDressing count
  95. Æ›  name ACE_morphine count  ì›  name ACE_epinephrine count  œ  name ACE_bloodIV count  :œ  name RyanZombiesAntiVirusTemporary_Item count  vœ  name RyanZombiesAntiVirusCure_Item count  ­œ  name ACE_salineIV count  Óœ  name ACE_plasmaIV count  ùœ  Attribute0 q Attribute1 ž Attribute2 ¤ž Attribute3 +Ÿ Attribute4   Attribute5 Í¢ nAttributes  t£  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ԝ ž  data ä ž  type þ  value 0 ž type  STRING ž  property speaker  expression _this setspeaker _value; Value ]ž ¤ž  data mž ¤ž  type ž  value Male01PER ¤ž type  STRING ¤ž  property pitch  expression _this setpitch _value; Value êž +Ÿ  data úž +Ÿ  type Ÿ value Âu?+Ÿ type  SCALAR +Ÿ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ÔŸ    data äŸ    type   value    type  BOOL    property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value æ¡ Í¢  data ö¡ Í¢  type ¢ value %¢ Í¢ type  ARRAY %¢ items  Item0 M¢ Item1 ‹¢ Í¢  data ]¢ ‹¢  type v¢  value ‹¢ type  STRING ‹¢  data ›¢ Í¢  type ¸¢  value ASIS Í¢ type  STRING Í¢  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value 5£ t£  data E£ t£  type a£ value t£ type  BOOL t£  dataType Object PositionInfo ù£  side East flags  Attributes ¤ id š  type skn_o_nbc_tl CustomAttributes ¦¨ mª position ÐJýEú¥èC]ƒ
  96. F¤ skill ffæ> rank CORPORAL Inventory J¤ ¦¨  primaryWeapon ç¤ uniform ¤¥ vest æ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ¦¨  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag t¥ ¤¥  name rhs_30Rnd_545x39_AK ammoLeft  ¤¥  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo û¥ ItemCargo K¦ æ items  Item0 ¦ K¦  name SmokeShell count  ammoLeft  K¦ items  Item0 s¦ Item1 ˜¦ æ  name FirstAidKit count  ˜¦  name ACE_fieldDressing count  æ  typeName skn_o_elbv_worn isBackpack MagazineCargo § ItemCargo -¨ ¦¨ items  Item0 U§ Item1 ˆ§ Item2 º§ Item3 ö§ -¨  name SmokeShell count  ammoLeft  ˆ§  name rvg_flare count  ammoLeft  º§  name rhs_30Rnd_545x39_AK count  ammoLeft  ö§  name Chemlight_blue count  ammoLeft  -¨ items  Item0 U¨ Item1 €¨ ¦¨  name ACE_fieldDressing count  €¨  name ACE_morphine count  ¦¨  Attribute0 Þ¨ Attribute1 Æ© nAttributes  mª  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ‡© Æ©  data —© Æ©  type ³© value  Æ© type  BOOL Æ©  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value .ª mª  data >ª mª  type Zª value mª type  BOOL mª  dataType Object PositionInfo òª  side East flags  Attributes « id •  type skn_o_nbc_ar CustomAttributes « ߬ position º`ýEf èC{
  97. F« «  Attribute0 P« Attribute1 8¬ nAttributes  ߬  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ù« 8¬  data ¬ 8¬  type %¬ value  8¬ type  BOOL 8¬  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value  ¬ ߬  data °¬ ߬  type ̬ value ߬ type  BOOL ߬
  98.  dataType Waypoint position  FøræC6È
  99. F combatMode RED  speed LIMITED  combat SAFE Effects ƒ­  showWP NEVER id ¥  type Move atlOffset 8‰­ ‰­  dataType Waypoint position _FWæãC\ôF Effects þ­  showWP NEVER id ¦  type Move atlOffset @9® ®  dataType Waypoint position ¯QûE¥ÚëC¢¤F Effects y®  showWP NEVER id §  type Move atlOffset @¹® ®  dataType Waypoint position -jûEtFçC‡Ö
  100. F Effects ô®  showWP NEVER id ¨  type Move atlOffset ¹ú® ú®  dataType Waypoint position ˜ýEþ êC¹«
  101. F type Cycle Effects p¯  showWP NEVER id © atlOffset À¸v¯ v¯  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";} À¯  dataType Group  side East Entities ° Attributes G¸ id å atlOffset ,ø>M¸ items  Item0 7° G¸  dataType Object PositionInfo Ì°  side East flags  Attributes ± id æ  type skn_o_nbc_ar atlOffset ,ø> CustomAttributes ± G¸ position çnþEзëCé)
  102. Fangles  ¬ ·> ±  stance Down ±  Attribute0  ± Attribute1 ˆ² Attribute2 /³ Attribute3 ¶³ Attribute4 G´ Attribute5 · Attribute6 £· nAttributes  G¸  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value I² ˆ²  data Y² ˆ²  type u² value  ˆ² type  BOOL ˆ²  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value ð² /³  data ³ /³  type ³ value /³ type  BOOL /³  property pitch  expression _this setpitch _value; Value u³ ¶³  data …³ ¶³  type ¡³ value Ház?¶³ type  SCALAR ¶³  property speaker  expression _this setspeaker _value; Value ´ G´  data ´ G´  type 2´  value Male03PER G´ type  STRING G´  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¶ ·  data *¶ ·  type E¶ value Y¶ · type  ARRAY Y¶ items  Item0 ¶ Item1 ¿¶ ·  data ‘¶ ¿¶  type ª¶  value ¿¶ type  STRING ¿¶  data ϶ ·  type ì¶  value ASIS · type  STRING ·  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value d· £·  data t· £·  type Ž·  value 0 £· type  STRING £·  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value ¸ G¸  data ¸ G¸  type 4¸ value  G¸ type  BOOL G¸ M¸  dataType Group  side East Entities ¶¸ Attributes ¨À CrewLinks ®À id ç atlOffset ø>aÁ items  Item0 Ó¸ ¨À  dataType Object PositionInfo h¹  side East flags  Attributes  ¹ id è  type skn_o_nbc_tl atlOffset ø> CustomAttributes -¾ ¨À position VÚýEDïëC+ë Fangles  ‚«˜@  ¹ skill ffæ> rank CORPORAL Inventory ѹ -¾  primaryWeapon nº uniform +» vest J¼  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry -¾  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag ûº +»  name rhs_30Rnd_545x39_AK ammoLeft  +»  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo ‚» ItemCargo Ò» J¼ items  Item0 Ÿ» Ò»  name SmokeShell count  ammoLeft  Ò» items  Item0 ú» Item1 ¼ J¼  name FirstAidKit count  ¼  name ACE_fieldDressing count  J¼  typeName skn_o_elbv_worn isBackpack MagazineCargo ž¼ ItemCargo ´½ -¾ items  Item0 ܼ Item1 ½ Item2 A½ Item3 }½ ´½  name SmokeShell count  ammoLeft  ½  name rvg_flare count  ammoLeft  A½  name rhs_30Rnd_545x39_AK count  ammoLeft  }½  name Chemlight_blue count  ammoLeft  ´½ items  Item0 ܽ Item1 ¾ -¾  name ACE_fieldDressing count  ¾  name ACE_morphine count  -¾  Attribute0 u¾ Attribute1 ]¿ Attribute2 À nAttributes  ¨À  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¿ ]¿  data .¿ ]¿  type J¿ value  ]¿ type  BOOL ]¿  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value ¿ À  data Ò¿ À  type î¿ value  À type  BOOL À  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value iÀ ¨À  data yÀ ¨À  type •À value ¨À type  BOOL ¨À ®À  LinkIDProvider ÓÀ Links æÀ aÁ nextID  æÀ items  Item0 Á aÁ linkID item0 è item1 í CustomData >Á aÁ role  turretPath  aÁ  dataType Group  side East Entities »Á Attributes ¹Í id õ atlOffset ø>¿Í items  Item0 ØÁ ¹Í  dataType Object PositionInfo m  side East flags  Attributes ¥Â id ö  type skn_o_nbc_tl atlOffset ø> CustomAttributes >Ç ¹Í position ç†þE&¸ëC
  103. Fangles  嶹< ¥Â skill ffæ> rank CORPORAL  stance Up Inventory â >Ç  primaryWeapon à uniform <Ä vest [Å  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry >Ç  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag Ä <Ä  name rhs_30Rnd_545x39_AK ammoLeft  <Ä  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo “Ä ItemCargo ãÄ [Å items  Item0 °Ä ãÄ  name SmokeShell count  ammoLeft  ãÄ items  Item0 Å Item1 0Å [Å  name FirstAidKit count  0Å  name ACE_fieldDressing count  [Å  typeName skn_o_elbv_worn isBackpack MagazineCargo ¯Å ItemCargo ÅÆ >Ç items  Item0 íÅ Item1 Æ Item2 RÆ Item3 ŽÆ ÅÆ  name SmokeShell count  ammoLeft  Æ  name rvg_flare count  ammoLeft  RÆ  name rhs_30Rnd_545x39_AK count  ammoLeft  ŽÆ  name Chemlight_blue count  ammoLeft  ÅÆ items  Item0 íÆ Item1 Ç >Ç  name ACE_fieldDressing count  Ç  name ACE_morphine count  >Ç  Attribute0 ¶Ç Attribute1 XÈ Attribute2 éÈ Attribute3 ÑÉ Attribute4 XÊ Attribute5 Í nAttributes  ¹Í  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value È XÈ  data )È XÈ  type CÈ  value 0 XÈ type  STRING XÈ  property speaker  expression _this setspeaker _value; Value ¢È éÈ  data ²È éÈ  type ÔÈ  value Male01PER éÈ type  STRING éÈ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ’É ÑÉ  data ¢É ÑÉ  type ¾É value  ÑÉ type  BOOL ÑÉ  property pitch  expression _this setpitch _value; Value Ê XÊ  data 'Ê XÊ  type CÊ value 33s?XÊ type  SCALAR XÊ  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value +Ì Í  data ;Ì Í  type VÌ value jÌ Í type  ARRAY jÌ items  Item0 ’Ì Item1 ÐÌ Í  data ¢Ì ÐÌ  type »Ì  value ÐÌ type  STRING ÐÌ  data àÌ Í  type ýÌ  value ASIS Í type  STRING Í  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value zÍ ¹Í  data ŠÍ ¹Í  type ¦Í value ¹Í type  BOOL ¹Í ¿Í  dataType Group  side East Entities Î Attributes Ùô id  atlOffset ¨*?#õ items
  104. Item0 ™Î Item1 :Õ Item2 ¿Û Item3 ·è Item4 Øï Item5 rò Item6 ó Item7 wó Item8 òó Item9 ]ô Ùô  dataType Object PositionInfo .Ï  side East flags  Attributes fÏ id   type skn_o_nbc_tl atlOffset ¨*? CustomAttributes sÓ :Õ position j_ÿEéÏëC¨Fangles  ÊoG@ fÏ skill ffæ> rank CORPORAL Inventory —Ï sÓ primaryWeapon JÐ uniform òÐ vest Ò  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry  hmd NVGoggles_OPFOR sÓ  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag ÁÐ òÐ  name rhs_20rnd_9x39mm_SP5 ammoLeft  òÐ  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo IÑ ItemCargo ™Ñ Ò items  Item0 fÑ ™Ñ  name SmokeShell count  ammoLeft  ™Ñ items  Item0 ÁÑ Item1 æÑ Ò  name FirstAidKit count  æÑ  name ACE_fieldDressing count  Ò  typeName skn_o_elbv_worn_no_bp isBackpack MagazineCargo \Ò sÓ items  Item0 šÒ Item1 ÍÒ Item2
  105. Ó Item3 AÓ sÓ  name SmokeShell count  ammoLeft  ÍÒ  name rhs_20rnd_9x39mm_SP5 count  ammoLeft 
  106. Ó  name Chemlight_blue count  ammoLeft  AÓ  name rvg_flare count  ammoLeft  sÓ  Attribute0 «Ó Attribute1 “Ô nAttributes  :Õ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value TÔ “Ô  data dÔ “Ô  type €Ô value  “Ô type  BOOL “Ô  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value ûÔ :Õ  data Õ :Õ  type 'Õ value :Õ type  BOOL :Õ  dataType Object PositionInfo ÏÕ  side East flags  Attributes Ö id   type skn_o_nbc_tl atlOffset  <> CustomAttributes øÙ ¿Û position ì}ÿE)’ëCàFangles  ÊoG@ Ö skill ffæ> rank CORPORAL Inventory 8Ö øÙ  primaryWeapon ÕÖ uniform }× vest œØ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry øÙ  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag L× }×  name rhs_20rnd_9x39mm_SP5 ammoLeft  }×  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo Ô× ItemCargo $Ø œØ items  Item0 ñ× $Ø  name SmokeShell count  ammoLeft  $Ø items  Item0 LØ Item1 qØ œØ  name FirstAidKit count  qØ  name ACE_fieldDressing count  œØ  typeName skn_o_elbv_worn isBackpack MagazineCargo áØ øÙ items  Item0 Ù Item1 RÙ Item2 Ù Item3 ÆÙ øÙ  name SmokeShell count  ammoLeft  RÙ  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  Ù  name Chemlight_blue count  ammoLeft  ÆÙ  name rvg_flare count  ammoLeft  øÙ  Attribute0 0Ú Attribute1 Û nAttributes  ¿Û  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ÙÚ Û  data éÚ Û  type Û value  Û type  BOOL Û  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value €Û ¿Û  data Û ¿Û  type ¬Û value ¿Û type  BOOL ¿Û  dataType Object PositionInfo KÜ  side East Attributes ƒÜ id   type skn_o_nbc_medic atlOffset €€> CustomAttributes <â ·è position cÿEnšëCRFangles  ÊoG@ ƒÜ skill ÍÌÌ> Inventory ¤Ü <â primaryWeapon OÝ uniform ìÝ vest ÕÞ backpack Ëß  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry <â  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag ¯Ý ìÝ  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  ìÝ  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo CÞ ItemCargo “Þ ÕÞ items  Item0 `Þ “Þ  name SmokeShell count  ammoLeft  “Þ items  Item0 °Þ ÕÞ  name FirstAidKit count  ÕÞ  typeName skn_o_elbv_worn isBackpack MagazineCargo ß Ëß items  Item0 Bß Item1 uß Ëß  name SmokeShell count  ammoLeft  uß  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  Ëß  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo à <â items
  107. Item0 ˜à Item1 ¹à Item2 Þà Item3 á Item4 /á Item5 Xá Item6 }á Item7 ¹á Item8 ðá Item9 â <â  name Medikit count  ¹à  name FirstAidKit count
  108. Þà  name ACE_fieldDressing count
  109. á  name ACE_morphine count  /á  name ACE_epinephrine count  Xá  name ACE_bloodIV count  }á  name RyanZombiesAntiVirusTemporary_Item count  ¹á  name RyanZombiesAntiVirusCure_Item count  ðá  name ACE_salineIV count  â  name ACE_plasmaIV count  <â  Attribute0 ´â Attribute1 Vã Attribute2 çã Attribute3 nä Attribute4 Vå Attribute5 è nAttributes  ·è  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ã Vã  data 'ã Vã  type Aã  value 0 Vã type  STRING Vã  property speaker  expression _this setspeaker _value; Value  ã çã  data °ã çã  type Òã  value Male01PER çã type  STRING çã  property pitch  expression _this setpitch _value; Value -ä nä  data =ä nä  type Yä value Âu?nä type  SCALAR nä  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value å Vå  data 'å Vå  type Cå value  Vå type  BOOL Vå  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value )ç è  data 9ç è  type Tç value hç è type  ARRAY hç items  Item0 ç Item1 Îç è  data  ç Îç  type ¹ç  value Îç type  STRING Îç  data Þç è  type ûç  value ASIS è type  STRING è  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value xè ·è  data ˆè ·è  type ¤è value ·è type  BOOL ·è  dataType Object PositionInfo Lé  side East flags  Attributes „é id   type skn_o_nbc_tl atlOffset ”Ä> CustomAttributes î Øï position ]SÿEs«ëC—#Fangles  ÊoG@ „é skill ffæ> rank CORPORAL Inventory µé î  primaryWeapon Rê uniform ë vest .ì  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry î  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag ßê ë  name rhs_30Rnd_545x39_AK ammoLeft  ë  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo fë ItemCargo ¶ë .ì items  Item0 ƒë ¶ë  name SmokeShell count  ammoLeft  ¶ë items  Item0 Þë Item1 ì .ì  name FirstAidKit count  ì  name ACE_fieldDressing count  .ì  typeName skn_o_elbv_worn isBackpack MagazineCargo ‚ì ItemCargo ˜í î items  Item0 Àì Item1 óì Item2 %í Item3 aí ˜í  name SmokeShell count  ammoLeft  óì  name rvg_flare count  ammoLeft  %í  name rhs_30Rnd_545x39_AK count  ammoLeft  aí  name Chemlight_blue count  ammoLeft  ˜í items  Item0 Àí Item1 ëí î  name ACE_fieldDressing count  ëí  name ACE_morphine count  î  Attribute0 Iî Attribute1 1ï nAttributes  Øï  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value òî 1ï  data ï 1ï  type ï value  1ï type  BOOL 1ï  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value ™ï Øï  data ©ï Øï  type Åï value Øï type  BOOL Øï  dataType Object PositionInfo mð  side East flags  Attributes ¥ð id   type skn_o_nbc_ar atlOffset l? CustomAttributes «ð rò position K=ÿE‡ÆëC9'Fangles  ÊoG@ ¥ð «ð  Attribute0 ãð Attribute1 Ëñ nAttributes  rò  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Œñ Ëñ  data œñ Ëñ  type ¸ñ value  Ëñ type  BOOL Ëñ  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value 3ò rò  data Cò rò  type _ò value rò type  BOOL rò  dataType Waypoint position /büEh¸ìCxF combatMode RED  speed LIMITED  combat SAFE Effects ó  showWP NEVER id
  110.   type Move ó ó  dataType Waypoint position CRüEJ”ëCƒ¢ F Effects qó  showWP NEVER id   type Move wó wó  dataType Waypoint position >“ FeEîCv¥ F Effects ìó  showWP NEVER id   type Move atlOffset @:±@òó òó  dataType Waypoint position я FEœëC+ F Effects Wô  showWP NEVER id
  111.   type Move ]ô ]ô  dataType Waypoint position §sÿEÜÁëCF type Cycle Effects Óô  showWP NEVER id  atlOffset ì?Ùô Ùô  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";} #õ  dataType Group  side East Entities }õ Attributes ñü id ÷ atlOffset ø>÷ü items  Item0 šõ ñü  dataType Object PositionInfo /ö  side East flags  Attributes gö id ø  type skn_o_nbc_ar atlOffset ø> CustomAttributes yö ñü position jm F‰ìC“ý Fangles  ‘û@ gö  stance Up yö  Attribute0 ñö Attribute1 “÷ Attribute2 $ø Attribute3 «ø Attribute4 “ù Attribute5 7ú nAttributes  ñü  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value T÷ “÷  data d÷ “÷  type ~÷  value 0 “÷ type  STRING “÷  property speaker  expression _this setspeaker _value; Value Ý÷ $ø  data í÷ $ø  type ø  value Male03PER $ø type  STRING $ø  property pitch  expression _this setpitch _value; Value jø «ø  data zø «ø  type –ø value €?«ø type  SCALAR «ø  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Tù “ù  data dù “ù  type €ù value  “ù type  BOOL “ù  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value øù 7ú  data ú 7ú  type $ú value  7ú type  BOOL 7ú  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value
  112. ü ñü  data ü ñü  type 5ü value Iü ñü type  ARRAY Iü items  Item0 qü Item1 ¯ü ñü  data ü ¯ü  type šü  value ¯ü type  STRING ¯ü  data ¿ü ñü  type Üü  value ASIS ñü type  STRING ñü ÷ü  dataType Group  side East Entities Qý Attributes L  id Í atlOffset 4ø>R  items  Item0 ný L   dataType Object PositionInfo þ  side East flags  Attributes ;þ id Î  type skn_o_nbc_tl atlOffset 4ø> CustomAttributes Ô L  position q™þEu¸ëC¼= Fangles  2B@ ;þ skill ffæ> rank CORPORAL  stance Up Inventory xþ Ô  primaryWeapon ÿ uniform Òÿ vest ñ   map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry Ô  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag ¢ÿ Òÿ  name rhs_30Rnd_545x39_AK ammoLeft  Òÿ  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo )  ItemCargo y  ñ  items  Item0 F  y   name SmokeShell count  ammoLeft  y  items  Item0 ¡  Item1 Æ  ñ   name FirstAidKit count  Æ   name ACE_fieldDressing count  ñ   typeName skn_o_elbv_worn isBackpack MagazineCargo E ItemCargo [ Ô items  Item0 ƒ Item1 ¶ Item2 è Item3 $ [  name SmokeShell count  ammoLeft  ¶  name rvg_flare count  ammoLeft  è  name rhs_30Rnd_545x39_AK count  ammoLeft  $  name Chemlight_blue count  ammoLeft  [ items  Item0 ƒ Item1 ® Ô  name ACE_fieldDressing count  ®  name ACE_morphine count  Ô  Attribute0 L Attribute1 î Attribute2  Attribute3  Attribute4 î Attribute5 ’ nAttributes  L   property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¯ î  data ¿ î  type Ù  value 0 î type  STRING î  property speaker  expression _this setspeaker _value; Value 8   data H   type j  value Male03PER  type  STRING   property pitch  expression _this setpitch _value; Value Å   data Õ   type ñ value 33s? type  SCALAR   property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¯ î  data ¿ î  type Û value  î type  BOOL î  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value S ’  data c ’  type  value  ’ type  BOOL ’  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value e L   data u L   type  value ¤ L  type  ARRAY ¤ items  Item0 Ì Item1
  113.  L   data Ü
  114.   type õ  value
  115.  type  STRING
  116.   data   L   type 7   value ASIS L  type  STRING L  R   dataType Group  side East Entities ¬  Attributes  id Õ atlOffset à÷> items  Item0 É    dataType Object PositionInfo ^
  117.   side East flags  Attributes –
  118.  id Ö  type skn_o_nbc_tl atlOffset à÷> CustomAttributes —  position ÅfþEø¸ëCÉš Fangles  «5@ –
  119.  skill ffæ> rank CORPORAL  stance Middle Inventory ×
  120.  —  primaryWeapon t  uniform   vest ;
  121.   map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry —  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag ë     name rhs_20rnd_9x39mm_SP5 ammoLeft     typeName skn_u_nbc_opf_blue isBackpack MagazineCargo s  ItemCargo à  ;
  122.  items  Item0   à   name SmokeShell count  ammoLeft  à  items  Item0 ë  Item1 
  123.  ;
  124.   name FirstAidKit count  
  125.   name ACE_fieldDressing count  ;
  126.   typeName skn_o_elbv_worn isBackpack MagazineCargo €
  127.  — items  Item0 ¾
  128.  Item1 ñ
  129.  Item2 . Item3 e —  name SmokeShell count  ammoLeft  ñ
  130.   name rhs_20rnd_9x39mm_SP5 count  ammoLeft  .  name Chemlight_blue count  ammoLeft  e  name rvg_flare count  ammoLeft  —  Attribute0  Attribute1 ± Attribute2 B Attribute3 É Attribute4 ± Attribute5 U nAttributes    property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value r ±  data ‚ ±  type œ  value 0 ± type  STRING ±  property speaker  expression _this setspeaker _value; Value û B  data  B  type -  value Male02PER B type  STRING B  property pitch  expression _this setpitch _value; Value ˆ É  data ˜ É  type ´ value \‚?É type  SCALAR É  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value r ±  data ‚ ±  type ž value  ± type  BOOL ±  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value  U  data & U  type B value  U type  BOOL U  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value (   data 8   type S value g  type  ARRAY g items  Item0  Item1 Í   data Ÿ Í  type ¸  value Í type  STRING Í  data Ý   type ú  value ASIS  type  STRING    dataType Group  side East Entities o Attributes " id × atlOffset \ø>£" items  Item0 Œ "  dataType Object PositionInfo $  side East flags  Attributes \ id Ø  type skn_o_nbc_medic atlOffset \ø> CustomAttributes % " position 
  131. šþE¸ëCaŸ Fangles  i E@ \ skill ÍÌÌ> stance Middle Inventory  % primaryWeapon 8 uniform Õ vest ¾ backpack ´  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry %  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag ˜ Õ  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  Õ  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo , ItemCargo | ¾ items  Item0 I |  name SmokeShell count  ammoLeft  | items  Item0 ™ ¾  name FirstAidKit count  ¾  typeName skn_o_elbv_worn isBackpack MagazineCargo  ´ items  Item0 + Item1 ^ ´  name SmokeShell count  ammoLeft  ^  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  ´  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo  % items
  132. Item0  Item1 ¢ Item2 Ç Item3 ò Item4  Item5 A Item6 f Item7 ¢ Item8 Ù Item9 ÿ %  name Medikit count  ¢  name FirstAidKit count
  133. Ç  name ACE_fieldDressing count
  134. ò  name ACE_morphine count    name ACE_epinephrine count  A  name ACE_bloodIV count  f  name RyanZombiesAntiVirusTemporary_Item count  ¢  name RyanZombiesAntiVirusCure_Item count  Ù  name ACE_salineIV count  ÿ  name ACE_plasmaIV count  %  Attribute0  Attribute1 ? Attribute2 Ð Attribute3 W Attribute4 ? Attribute5 ã nAttributes  "  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value  ?  data  ?  type *  value 0 ? type  STRING ?  property speaker  expression _this setspeaker _value; Value ‰ Ð  data ™ Ð  type »  value Male01PER Ð type  STRING Ð  property pitch  expression _this setpitch _value; Value  W  data & W  type B value Âu?W type  SCALAR W  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value  ?  data  ?  type , value  ? type  BOOL ?  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value ¤ ã  data ´ ã  type Ð value  ã type  BOOL ã  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¶! "  data Æ! "  type á! value õ! " type  ARRAY õ! items  Item0 " Item1 [" "  data -" ["  type F"  value [" type  STRING ["  data k" "  type ˆ"  value ASIS " type  STRING " £"  dataType Group  side East Entities ý" Attributes +0 id Ù atlOffset ø>10 items  Item0 # +0  dataType Object PositionInfo ²#  side East flags  Attributes ê# id Ú  type skn_o_nbc_medic atlOffset ø> CustomAttributes ³) +0 position ÃþEŸ¸ëC/
  135. Fangles  Ãq@ ê# skill ÍÌÌ> stance Middle Inventory $ ³) primaryWeapon Æ$ uniform c% vest L& backpack B'  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ³)  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag &% c%  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  c%  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo º% ItemCargo
  136. & L& items  Item0 ×%
  137. &  name SmokeShell count  ammoLeft 
  138. & items  Item0 '& L&  name FirstAidKit count  L&  typeName skn_o_elbv_worn isBackpack MagazineCargo ‘& B' items  Item0 ¹& Item1 ì& B'  name SmokeShell count  ammoLeft  ì&  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  B'  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo ' ³) items
  139. Item0 ( Item1 0( Item2 U( Item3 €( Item4 ¦( Item5 Ï( Item6 ô( Item7 0) Item8 g) Item9 ) ³)  name Medikit count  0(  name FirstAidKit count
  140. U(  name ACE_fieldDressing count
  141. €(  name ACE_morphine count  ¦(  name ACE_epinephrine count  Ï(  name ACE_bloodIV count  ô(  name RyanZombiesAntiVirusTemporary_Item count  0)  name RyanZombiesAntiVirusCure_Item count  g)  name ACE_salineIV count  )  name ACE_plasmaIV count  ³)  Attribute0 +* Attribute1 Í* Attribute2 ^+ Attribute3 å+ Attribute4 Í, Attribute5 q- nAttributes  +0  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Ž* Í*  data ž* Í*  type ¸*  value 0 Í* type  STRING Í*  property speaker  expression _this setspeaker _value; Value + ^+  data '+ ^+  type I+  value Male01PER ^+ type  STRING ^+  property pitch  expression _this setpitch _value; Value ¤+ å+  data ´+ å+  type Ð+ value Âu?å+ type  SCALAR å+  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Ž, Í,  data ž, Í,  type º, value  Í, type  BOOL Í,  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value 2- q-  data B- q-  type ^- value  q- type  BOOL q-  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value D/ +0  data T/ +0  type o/ value ƒ/ +0 type  ARRAY ƒ/ items  Item0 «/ Item1 é/ +0  data »/ é/  type Ô/  value é/ type  STRING é/  data ù/ +0  type 0  value ASIS +0 type  STRING +0 10  dataType Group  side East Entities ‹0 Attributes î; id Ý atlOffset ø>ô; items  Item0 ¨0 î;  dataType Object PositionInfo =1  side East flags  Attributes u1 id Þ  type skn_o_nbc_tl atlOffset ø> CustomAttributes v5 î; position ã" FÖ¸ëC\é Fangles  _ì°? u1 skill ffæ> rank CORPORAL  stance Middle Inventory ¶1 v5  primaryWeapon S2 uniform û2 vest 4  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry v5  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag Ê2 û2  name rhs_20rnd_9x39mm_SP5 ammoLeft  û2  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo R3 ItemCargo ¢3 4 items  Item0 o3 ¢3  name SmokeShell count  ammoLeft  ¢3 items  Item0 Ê3 Item1 ï3 4  name FirstAidKit count  ï3  name ACE_fieldDressing count  4  typeName skn_o_elbv_worn isBackpack MagazineCargo _4 v5 items  Item0 4 Item1 Ð4 Item2
  142. 5 Item3 D5 v5  name SmokeShell count  ammoLeft  Ð4  name rhs_20rnd_9x39mm_SP5 count  ammoLeft 
  143. 5  name Chemlight_blue count  ammoLeft  D5  name rvg_flare count  ammoLeft  v5  Attribute0 î5 Attribute1 6 Attribute2 !7 Attribute3 ¨7 Attribute4 8 Attribute5 49 nAttributes  î;  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Q6 6  data a6 6  type {6  value 0 6 type  STRING 6  property speaker  expression _this setspeaker _value; Value Ú6 !7  data ê6 !7  type 7  value Male02PER !7 type  STRING !7  property pitch  expression _this setpitch _value; Value g7 ¨7  data w7 ¨7  type “7 value \‚?¨7 type  SCALAR ¨7  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Q8 8  data a8 8  type }8 value  8 type  BOOL 8  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value õ8 49  data 9 49  type !9 value  49 type  BOOL 49  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ; î;  data ; î;  type 2; value F; î; type  ARRAY F; items  Item0 n; Item1 ¬; î;  data ~; ¬;  type —;  value ¬; type  STRING ¬;  data ¼; î;  type Ù;  value ASIS î; type  STRING î; ô;  dataType Group  side East Entities N< Attributes IH id ß atlOffset (ø>OH items  Item0 k< IH  dataType Object PositionInfo =  side East flags  Attributes 8= id à  type skn_o_nbc_tl atlOffset (ø> CustomAttributes ÑA IH position ÏiÿEo·ëC|Ñ Fangles  ¸@¥? 8= skill ffæ> rank CORPORAL  stance Up Inventory u= ÑA  primaryWeapon > uniform Ï> vest î?  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ÑA  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag Ÿ> Ï>  name rhs_30Rnd_545x39_AK ammoLeft  Ï>  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo &? ItemCargo v? î? items  Item0 C? v?  name SmokeShell count  ammoLeft  v? items  Item0 ž? Item1 Ã? î?  name FirstAidKit count  Ã?  name ACE_fieldDressing count  î?  typeName skn_o_elbv_worn isBackpack MagazineCargo B@ ItemCargo XA ÑA items  Item0 €@ Item1 ³@ Item2 å@ Item3 !A XA  name SmokeShell count  ammoLeft  ³@  name rvg_flare count  ammoLeft  å@  name rhs_30Rnd_545x39_AK count  ammoLeft  !A  name Chemlight_blue count  ammoLeft  XA items  Item0 €A Item1 «A ÑA  name ACE_fieldDressing count  «A  name ACE_morphine count  ÑA  Attribute0 IB Attribute1 ëB Attribute2 |C Attribute3 D Attribute4 ëD Attribute5 E nAttributes  IH  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¬B ëB  data ¼B ëB  type ÖB  value 0 ëB type  STRING ëB  property speaker  expression _this setspeaker _value; Value 5C |C  data EC |C  type gC  value Male03PER |C type  STRING |C  property pitch  expression _this setpitch _value; Value ÂC D  data ÒC D  type îC value 33s?D type  SCALAR D  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¬D ëD  data ¼D ëD  type ØD value  ëD type  BOOL ëD  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value PE E  data `E E  type |E value  E type  BOOL E  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value bG IH  data rG IH  type G value ¡G IH type  ARRAY ¡G items  Item0 ÉG Item1 H IH  data ÙG H  type òG  value H type  STRING H  data H IH  type 4H  value ASIS IH type  STRING IH OH  dataType Group  side East Entities ©H Attributes ¨T id á atlOffset ø>®T items  Item0 ÆH ¨T  dataType Object PositionInfo [I  side East flags  Attributes “I id â  type skn_o_nbc_tl atlOffset ø> CustomAttributes 0N ¨T position ëþE•¸ëC?•
  144. Fangles  úg¶@ “I skill ffæ> rank CORPORAL  stance Middle Inventory ÔI 0N  primaryWeapon qJ uniform .K vest ML  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry 0N  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag þJ .K  name rhs_30Rnd_545x39_AK ammoLeft  .K  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo …K ItemCargo ÕK ML items  Item0 ¢K ÕK  name SmokeShell count  ammoLeft  ÕK items  Item0 ýK Item1 "L ML  name FirstAidKit count  "L  name ACE_fieldDressing count  ML  typeName skn_o_elbv_worn isBackpack MagazineCargo ¡L ItemCargo ·M 0N items  Item0 ßL Item1 M Item2 DM Item3 €M ·M  name SmokeShell count  ammoLeft  M  name rvg_flare count  ammoLeft  DM  name rhs_30Rnd_545x39_AK count  ammoLeft  €M  name Chemlight_blue count  ammoLeft  ·M items  Item0 ßM Item1
  145. N 0N  name ACE_fieldDressing count 
  146. N  name ACE_morphine count  0N  Attribute0 ¨N Attribute1 JO Attribute2 ÛO Attribute3 bP Attribute4 JQ Attribute5 îQ nAttributes  ¨T  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value O JO  data O JO  type 5O  value 0 JO type  STRING JO  property speaker  expression _this setspeaker _value; Value ”O ÛO  data ¤O ÛO  type ÆO  value Male03PER ÛO type  STRING ÛO  property pitch  expression _this setpitch _value; Value !P bP  data 1P bP  type MP value 33s?bP type  SCALAR bP  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Q JQ  data Q JQ  type 7Q value  JQ type  BOOL JQ  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value ¯Q îQ  data ¿Q îQ  type ÛQ value  îQ type  BOOL îQ  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ÁS ¨T  data ÑS ¨T  type ìS value T ¨T type  ARRAY T items  Item0 (T Item1 fT ¨T  data 8T fT  type QT  value fT type  STRING fT  data vT ¨T  type “T  value ASIS ¨T type  STRING ¨T ®T  dataType Group  side East Entities U Attributes |\ id p atlOffset ø>‚\ items  Item0 %U |\  dataType Object PositionInfo ºU  side East flags  Attributes òU id q  type skn_o_nbc_ar atlOffset ø> CustomAttributes V |\ position 8 ÿE¢îCWØ
  147. Fangles  è×Á> òU  stance Up V  Attribute0 |V Attribute1 W Attribute2 ¯W Attribute3 6X Attribute4 Y Attribute5 ÂY nAttributes  |\  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ßV W  data ïV W  type W  value 0 W type  STRING W  property speaker  expression _this setspeaker _value; Value hW ¯W  data xW ¯W  type šW  value Male03PER ¯W type  STRING ¯W  property pitch  expression _this setpitch _value; Value õW 6X  data X 6X  type !X value €?6X type  SCALAR 6X  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ßX Y  data ïX Y  type Y value  Y type  BOOL Y  property Enh_disableAI_path  expression if(_value) then {_this disableAI 'PATH'} Value ƒY ÂY  data “Y ÂY  type ¯Y value  ÂY type  BOOL ÂY  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value •[ |\  data ¥[ |\  type À[ value Ô[ |\ type  ARRAY Ô[ items  Item0 ü[ Item1 :\ |\  data \ :\  type %\  value :\ type  STRING :\  data J\ |\  type g\  value ASIS |\ type  STRING |\ ‚\  dataType Group  side East Entities ë\ Attributes w CrewLinks ‹w id ƒ atlOffset œ÷>ýx items
  148. Item0 k] Item1 d Item2 q Item3 žs Item4 8t Item5 ³t Item6 .u Item7 ™u Item8 v Item9 v w  dataType Object PositionInfo ^  side East flags  Attributes 8^ id „  type skn_o_nbc_tl atlOffset œ÷> CustomAttributes Eb d position ׯøEÚÿÞCÿ©Fangles  T
  149. 6@ 8^ skill ffæ> rank CORPORAL Inventory i^ Eb primaryWeapon _ uniform Ä_ vest ã`  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry  hmd NVGoggles_OPFOR Eb  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag “_ Ä_  name rhs_20rnd_9x39mm_SP5 ammoLeft  Ä_  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo ` ItemCargo k` ã` items  Item0 8` k`  name SmokeShell count  ammoLeft  k` items  Item0 “` Item1 ¸` ã`  name FirstAidKit count  ¸`  name ACE_fieldDressing count  ã`  typeName skn_o_elbv_worn_no_bp isBackpack MagazineCargo .a Eb items  Item0 la Item1 Ÿa Item2 Üa Item3 b Eb  name SmokeShell count  ammoLeft  Ÿa  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  Üa  name Chemlight_blue count  ammoLeft  b  name rvg_flare count  ammoLeft  Eb  Attribute0 }b Attribute1 ec nAttributes  d  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value &c ec  data 6c ec  type Rc value  ec type  BOOL ec  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value Íc d  data Ýc d  type ùc value d type  BOOL d  dataType Object PositionInfo ˜d  side East Attributes Ðd id †  type skn_o_nbc_medic atlOffset œ÷> CustomAttributes ‰j q position ׯøEÚÿÞCÿ©Fangles  T
  150. 6@ Ðd skill ÍÌÌ> Inventory ñd ‰j primaryWeapon œe uniform 9f vest "g backpack h  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry ‰j  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag üe 9f  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  9f  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo f ItemCargo àf "g items  Item0 ­f àf  name SmokeShell count  ammoLeft  àf items  Item0 ýf "g  name FirstAidKit count  "g  typeName skn_o_elbv_worn isBackpack MagazineCargo gg h items  Item0 g Item1 Âg h  name SmokeShell count  ammoLeft  Âg  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  h  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo eh ‰j items
  151. Item0 åh Item1 i Item2 +i Item3 Vi Item4 |i Item5 ¥i Item6 Êi Item7 j Item8 =j Item9 cj ‰j  name Medikit count  i  name FirstAidKit count
  152. +i  name ACE_fieldDressing count
  153. Vi  name ACE_morphine count  |i  name ACE_epinephrine count  ¥i  name ACE_bloodIV count  Êi  name RyanZombiesAntiVirusTemporary_Item count  j  name RyanZombiesAntiVirusCure_Item count  =j  name ACE_salineIV count  cj  name ACE_plasmaIV count  ‰j  Attribute0 k Attribute1 £k Attribute2 4l Attribute3 »l Attribute4 £m Attribute5 ]p nAttributes  q  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value dk £k  data tk £k  type Žk  value 0 £k type  STRING £k  property speaker  expression _this setspeaker _value; Value ík 4l  data ýk 4l  type l  value Male01PER 4l type  STRING 4l  property pitch  expression _this setpitch _value; Value zl »l  data Šl »l  type ¦l value Âu?»l type  SCALAR »l  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value dm £m  data tm £m  type m value  £m type  BOOL £m  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value vo ]p  data †o ]p  type ¡o value µo ]p type  ARRAY µo items  Item0 Ýo Item1 p ]p  data ío p  type p  value p type  STRING p  data +p ]p  type Hp  value ASIS ]p type  STRING ]p  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value Åp q  data Õp q  type ñp value q type  BOOL q  dataType Object PositionInfo ™q  side East flags  Attributes Ñq id ˆ  type skn_o_nbc_ar atlOffset œ÷> CustomAttributes ×q žs position ׯøEÚÿÞCÿ©Fangles  T
  154. 6@ Ñq ×q  Attribute0 r Attribute1 ÷r nAttributes  žs  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¸r ÷r  data Èr ÷r  type är value  ÷r type  BOOL ÷r  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value _s žs  data os žs  type ‹s value žs type  BOOL žs  dataType Waypoint position +CþE›yÖC‰æF combatMode RED  speed LIMITED  combat SAFE Effects 2t  showWP NEVER id   type Move 8t 8t  dataType Waypoint position ‚G Fù¬¹Cµ” F Effects ­t  showWP NEVER id   type Move atlOffset ¸³t ³t  dataType Waypoint position 1YFu]ÇC–ÝF Effects (u  showWP NEVER id ‘  type Move atlOffset €8.u .u  dataType Waypoint position ¢ÎéEæÙÉC&IF Effects “u  showWP NEVER id ’  type Move ™u ™u  dataType Waypoint position 3}ðEaÔCrþF Effects v  showWP NEVER id “  type Move atlOffset €8v v  dataType Waypoint position hŽøEO&ßCÈF Effects ‰v  showWP NEVER id ”  type Move atlOffset ¸v v  dataType Waypoint position ³¶øEïuÞCñ”F type Cycle Effects w  showWP NEVER id • atlOffset À8 w w  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";}  combatMode RED  behaviour SAFE  speedMode LIMITED ‹w  LinkIDProvider °w Links Ãw ýx nextID  Ãw items  Item0 öw Item1 Bx Item2 Ÿx ýx linkID item0 „ item1  CustomData 1x Bx role  Bx linkID  item0 † item1  CustomData }x Ÿx role  cargoIndex Ÿx linkID  item0 ˆ item1  CustomData Úx ýx role  turretPath  ýx  dataType Group  side East Entities fy Attributes ¤€ CrewLinks $ id š atlOffset œ÷>ց items  Item0 ƒy ¤€  dataType Object PositionInfo z  side East flags  Attributes Pz id ›  type skn_o_nbc_tl atlOffset œ÷> CustomAttributes Ý~ ¤€ position ׯøEÚÿÞCÿ©Fangles  T
  155. 6@ Pz skill ffæ> rank CORPORAL Inventory z Ý~  primaryWeapon { uniform Û{ vest ú|  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry Ý~  name rhs_weap_ak74m_zenitco01_b33  optics rhs_acc_1p87  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag «{ Û{  name rhs_30Rnd_545x39_AK ammoLeft  Û{  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo 2| ItemCargo ‚| ú| items  Item0 O| ‚|  name SmokeShell count  ammoLeft  ‚| items  Item0 ª| Item1 Ï| ú|  name FirstAidKit count  Ï|  name ACE_fieldDressing count  ú|  typeName skn_o_elbv_worn isBackpack MagazineCargo N} ItemCargo d~ Ý~ items  Item0 Œ} Item1 ¿} Item2 ñ} Item3 -~ d~  name SmokeShell count  ammoLeft  ¿}  name rvg_flare count  ammoLeft  ñ}  name rhs_30Rnd_545x39_AK count  ammoLeft  -~  name Chemlight_blue count  ammoLeft  d~ items  Item0 Œ~ Item1 ·~ Ý~  name ACE_fieldDressing count  ·~  name ACE_morphine count  Ý~  Attribute0  Attribute1 ý nAttributes  ¤€  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¾ ý  data Î ý  type ê value  ý type  BOOL ý  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value e€ ¤€  data u€ ¤€  type ‘€ value ¤€ type  BOOL ¤€  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";}  combatMode RED  behaviour SAFE  speedMode LIMITED $  LinkIDProvider I Links \ ց nextID  \ items  Item0 y ց linkID item0 › item1  CustomData ´ ց role  cargoIndex  ց  dataType Group  side East Entities ?‚ Attributes ` CrewLinks à id   atlOffset œ÷>’ items  Item0 \‚ `  dataType Object PositionInfo ô‚  side East flags  Attributes ,ƒ id ¡  type skn_o_nbc_medic atlOffset œ÷> CustomAttributes åˆ ` position ׯøEÚÿÞCÿ©Fangles  T
  156. 6@ ,ƒ skill ÍÌÌ> Inventory Mƒ åˆ primaryWeapon øƒ uniform •„ vest ~… backpack t†  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_s10_balaclava_blue_dry åˆ  name rhs_weap_m16a4_carryhandle  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag X„ •„  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  •„  typeName skn_u_nbc_opf_blue isBackpack MagazineCargo ì„ ItemCargo <… ~… items  Item0 … <…  name SmokeShell count  ammoLeft  <… items  Item0 Y… ~…  name FirstAidKit count  ~…  typeName skn_o_elbv_worn isBackpack MagazineCargo Ã… t† items  Item0 ë… Item1 † t†  name SmokeShell count  ammoLeft  †  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  t†  typeName skn_nbc_FieldPack_medic_blk isBackpack  ItemCargo Á† åˆ items
  157. Item0 A‡ Item1 b‡ Item2 ‡‡ Item3 ²‡ Item4 ؇ Item5 ˆ Item6 &ˆ Item7 bˆ Item8 ™ˆ Item9 ¿ˆ åˆ  name Medikit count  b‡  name FirstAidKit count
  158. ‡‡  name ACE_fieldDressing count
  159. ²‡  name ACE_morphine count  ؇  name ACE_epinephrine count  ˆ  name ACE_bloodIV count  &ˆ  name RyanZombiesAntiVirusTemporary_Item count  bˆ  name RyanZombiesAntiVirusCure_Item count  ™ˆ  name ACE_salineIV count  ¿ˆ  name ACE_plasmaIV count  åˆ  Attribute0 ]‰ Attribute1 ÿ‰ Attribute2 Š Attribute3 ‹ Attribute4 ÿ‹ Attribute5 ¹Ž nAttributes  `  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value À‰ ÿ‰  data Љ ÿ‰  type ê‰  value 0 ÿ‰ type  STRING ÿ‰  property speaker  expression _this setspeaker _value; Value IŠ Š  data YŠ Š  type {Š  value Male01PER Š type  STRING Š  property pitch  expression _this setpitch _value; Value ÖŠ ‹  data æŠ ‹  type ‹ value Âu?‹ type  SCALAR ‹  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value À‹ ÿ‹  data Ћ ÿ‹  type ì‹ value  ÿ‹ type  BOOL ÿ‹  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ҍ ¹Ž  data ⍠¹Ž  type ý value Ž ¹Ž type  ARRAY Ž items  Item0 9Ž Item1 wŽ ¹Ž  data IŽ wŽ  type bŽ  value wŽ type  STRING wŽ  data ‡Ž ¹Ž  type ¤Ž  value ASIS ¹Ž type  STRING ¹Ž  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value ! `  data 1 `  type M value ` type  BOOL `  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";}  combatMode RED  behaviour SAFE  speedMode LIMITED à  LinkIDProvider  Links  ’ nextID   items  Item0 5 ’ linkID item0 ¡ item1  CustomData p ’ role  cargoIndex  ’  dataType Object PositionInfo )‘  side East flags  Attributes a‘ id   type rhs_tigr_m_vdv atlOffset œ÷> CustomAttributes ‘ š› position ~°øEoàCþ¨Fangles  T
  160. 6@ a‘ health ÇúM?fuel aý3? textures Camo ‘ Attribute0 X’ Attribute1 ð’ Attribute2 õ“ Attribute3 ‘” Attribute4 G• Attribute5 ©– Attribute6 Y— Attribute7 †˜ Attribute8 &™ Attribute9 ™ Attribute10 dš nAttributes š›  property Enh_enableHeadlights  expression _this setPilotLight _value Value ±’ ð’  data Á’ ð’  type Ý’ value  ð’ type  BOOL ð’  property rhs_decalNumber_type  expression _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cDecalsTigr4NumberPlaces, _value]]] call rhs_fnc_decalsInit Value °“ õ“  data À“ õ“  type à“  value Default õ“ type  STRING õ“  property Door_LF  expression _this animateDoor ['Door_LF',_value,true] Value P” ‘”  data `” ‘”  type |” value ‘” type  SCALAR ‘”  property rhs_decalPlatoon_type  expression _this setVariable ['rhs_decalPlatoon_type', _value]; Value • G•  data • G•  type 2•  value Army G• type  STRING G•  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¡• ©–  data ±• ©–  type ”–  value [[[["rhs_weap_rpg26","FirstAidKit"],[2,3]],[["rhs_30Rnd_545x39_7N10_AK","rhs_100Rnd_762x54mmR","rhs_mag_rdg2_white","rhs_mag_rgd5","rhs_rpg26_mag"],[6,2,2,3,4]],[["rhs_acc_1pn93_1"],[1]],[[],[]]],false] ©– type  STRING ©–  property rhs_decalArmy_type  expression _this setVariable ['rhs_decalArmy_type', _value]; Value — Y—  data '— Y—  type D—  value Army Y— type  STRING Y—  property rhs_decalArmy  expression if(parseNumber _value >= 0)then{ [_this, [ [ 'Label', cDecalsTigrRightArmyPlaces, _this getVariable ['rhs_decalArmy_type','Army'],call compile _value] ] ] call rhs_fnc_decalsInit}; Value F˜ †˜  data V˜ †˜  type q˜  value -1 †˜ type  STRING †˜  property Door_Rear  expression _this animateDoor ['Door_Rear',_value,true] Value å˜ &™  data õ˜ &™  type ™ value &™ type  SCALAR &™  property Door_RF  expression _this animateDoor ['Door_RF',_value,true] Value ™ ™  data ‘™ ™  type ­™ value ™ type  SCALAR ™  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value %š dš  data 5š dš  type Oš  value 0 dš type  STRING dš  property rhs_decalPlatoon  expression if(parseNumber _value >= 0)then{ [_this, [ [ 'Label', cDecalsTigrRightPlatoonPlaces, _this getVariable ['rhs_decalPlatoon_type','Army'],call compile _value] ] ] call rhs_fnc_decalsInit}; Value Z› š›  data j› š›  type …›  value -1 š› type  STRING š›  dataType Object PositionInfo œ  side East flags  Attributes Vœ id í  type rhs_KORD_high_VMF atlOffset ø>\œ position VÚýEP¾ìCøê Fangles  ‚«˜@ Vœ \œ  dataType Logic PositionInfo Õœ id ´  type ModuleSimulationManager_F atlOffset Àu> CustomAttributes õœ Ÿž position î6F­ÉÂ`…QDõœ  Attribute0 - Attribute1 ❠nAttributes  Ÿž  property ModuleSimulationManager_F_Radius  expression _this setVariable ['Radius',_value,true]; Value ¡ ❠ data ± ❠ type ͝ value zD❠type  SCALAR ❠ property ModuleSimulationManager_F_ExcludeAir  expression _this setVariable ['ExcludeAir',_value,true]; Value ^ž Ÿž  data nž Ÿž  type Šž value €?Ÿž type  SCALAR Ÿž  dataType Object PositionInfo Ÿ  side Empty flags  Attributes ;Ÿ id ·  type Land_Colony_Light_Street AŸ position Ž-ýEùÍìCzg F;Ÿ AŸ  dataType Object PositionInfo ÍŸ  side Empty flags  Attributes   id ¸  type Land_Colony_Light_Street atlOffset <   position  ÈÿEHÑìCÄTFangles  UdI@      dataType Object PositionInfo ‡   side Empty flags  Attributes ¿  id ¹  type Land_Colony_Light_Street Å  position þ5 F°"ïCë Fangles  hº”@ ¿  Å   dataType Object PositionInfo A¡  side Empty flags  Attributes a¡ id º  type Land_Colony_Light_Street g¡ position ÷œþE0#ïCŠ
  161. Fa¡ g¡  dataType Object PositionInfo ã¡  side Empty flags  Attributes ¢ id »  type Land_Colony_Light_Street !¢ position yýEÙ³îCbÓ Fangles  Ó$Î? ¢ !¢  dataType Object PositionInfo ¢  side Empty flags  Attributes Õ¢ id ¼  type Land_Colony_Light_Street Û¢ position 4sþEy´îC—
  162. Fangles  ‚þJ@ Õ¢ Û¢  dataType Object PositionInfo g£  side Empty flags  Attributes Ÿ£ id ½  type Land_Colony_Light_Street atlOffset @åâ@¥£ position 3/þE÷ÁìC¾B Fangles  Ô‚™@ Ÿ£ ¥£  dataType Object PositionInfo $¤  side Empty flags  Attributes \¤ id Á  type Land_PortableLight_double_F b¤ position ‡¶þEþìC6ð Fangles  ]c> \¤ b¤  dataType Object PositionInfo ᤠ side Empty flags  Attributes ¥ id à  type Land_PortableLight_double_F ¥ position ëZ FÕìC6ò Fangles  1‡œ@ ¥ ¥  dataType Object PositionInfo ž¥  side Empty flags  Attributes Ö¥ id Ä  type Land_PortableLight_double_F Ü¥ position Æ©þEìCî
  163. Fangles  ðäO@ Ö¥ Ü¥  dataType Object PositionInfo [¦  side Empty flags  Attributes “¦ id Å  type Land_PortableLight_double_F ™¦ position [¹üEŠìCãì Fangles  öÛ? “¦ ™¦  dataType Object PositionInfo §  side Empty flags  Attributes P§ id Æ  type Land_PortableLight_single_F V§ position b`þEÝìCÛG Fangles  aQx@ P§ V§  dataType Object PositionInfo Õ§  side Empty flags  Attributes
  164. ¨ id Ç  type Land_PortableLight_single_F ¨ position ©ÜþEˆìC· Fangles  ‰
  165. 9@
  166. ¨ ¨  dataType Object PositionInfo ’¨  side Empty flags  Attributes ʨ id È  type Land_PortableLight_double_F Ш position Ê)þEìCäÎ Fangles  †,$@ ʨ Ш  dataType Object PositionInfo L©  side Empty flags  Attributes „© id Ê  type Land_Colony_Light_Street Š© position •þEI£îC5
  167. Fangles  ‚þJ@ „© Š©  dataType Object PositionInfo ª  side Empty flags  Attributes Aª id Ë  type Land_PortableLight_single_F Gª position ¸äÿE#ìCº
  168. Fangles  à²$? Aª Gª  dataType Object PositionInfo ƪ  side Empty flags  Attributes þª id Ì  type Land_PortableLight_single_F « position  ÞþErìC±A
  169. Fangles  î^ü? þª «  dataType Object PositionInfo x«  side Empty flags  Attributes °« id é  type Land_WoodenBox_F ¶« position lÔýElyëC”ê Fangles  ŒK–@ €°« ¶«  dataType Object PositionInfo *¬  side Empty flags  Attributes b¬ id ê  type Land_WoodenBox_F h¬ position ×ØýElyëCŸê Fangles  ŒK–@ €b¬ h¬  dataType Object PositionInfo ܬ  side Empty flags  Attributes ­ id ë  type Land_WoodenBox_F ­ position \ÝýElyëC·ê Fangles  ŒK–@ €­ ­  dataType Object PositionInfo Ž­  side Empty flags  Attributes Æ­ id î  type Land_WoodenBox_F Ì­ position òáýElyëCÎê Fangles  ŒK–@ €Æ­ Ì­  dataType Object PositionInfo E®  side Empty flags  Attributes }® id ï  type Land_BagFence_Round_F ƒ® position u²üE|°ëC÷ï Fangles  X/Ð? €}® ƒ®  dataType Object PositionInfo ¯  side Empty flags  Attributes >¯ id ð  type Land_SandbagBarricade_01_hole_F D¯ position ^,þE,ìCäÜ Fangles  ÂýÂ? >¯ D¯  dataType Object PositionInfo ¯  side Empty flags  Attributes ú¯ id ñ  type Land_SandbagBarricade_01_F ° position ]2þEìC ä Fangles  V
  170. @ ú¯ °  dataType Object PositionInfo ƒ°  side Empty flags  Attributes £° id ò  type Land_SandbagBarricade_01_hole_F ©° position ‰þEÔìCŽ
  171. F£° ©°  dataType Object PositionInfo ,±  side Empty flags  Attributes d± id ó  type Land_SandbagBarricade_01_half_F j± position É—þE ÐëCá
  172. Fangles  JÁ@ d± j±  dataType Object PositionInfo í±  side Empty flags  Attributes %² id ô  type Land_SandbagBarricade_01_half_F +² position ½xþEÏëC¢
  173. Fangles  ¤%€@ %² +²  dataType Layer  name Airfield Enemies Entities ² id 2 atlOffset )ì?¬
  174. items Item0 ö² Item1 ù¼ Item2 pÆ Item3 ìÏ Item4 ´Ù Item5 7ã Item6 uí Item7 ð Item8 5ú ¬  dataType Group  side Independent Entities G³ Attributes ó¼ id  ù¼ items  Item0 d³ ó¼  dataType Object PositionInfo ø³  side Independent flags  Attributes 0´ id   type I_C_Soldier_Para_2_F CustomAttributes з ó¼ position }™E/€©Cw[Fangles  2ƒè? 0´  rank SERGEANT  stance Middle Inventory e´ з primaryWeapon µ handgun `µ uniform ¿µ vest ´¶  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles Mask_M40_OD з  name arifle_AK12_F primaryMuzzleMag 1µ `µ  name 30Rnd_762x39_Mag_F ammoLeft  `µ  name hgun_Pistol_01_F primaryMuzzleMag ”µ ¿µ  name 10Rnd_9x21_Mag ammoLeft
  175. ¿µ  typeName U_I_C_Soldier_Para_2_F isBackpack MagazineCargo ¶ ItemCargo r¶ ´¶ items  Item0 7¶ r¶  name 30Rnd_762x39_Mag_F count  ammoLeft  r¶ items  Item0 ¶ ´¶  name FirstAidKit count  ´¶  typeName V_TacVest_oli isBackpack MagazineCargo ÷¶ з items  Item0 *· Item1 e· Item2 œ· з  name 30Rnd_762x39_Mag_F count  ammoLeft  e·  name 10Rnd_9x21_Mag count  ammoLeft
  176. œ·  name HandGrenade count  ammoLeft  з  Attribute0 (¸ Attribute1 ʸ Attribute2 Q¹ Attribute3 9º nAttributes  ó¼  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ‹¸ ʸ  data ›¸ ʸ  type µ¸  value 0 ʸ type  STRING ʸ  property pitch  expression _this setpitch _value; Value ¹ Q¹  data ¹ Q¹  type <¹ value Ház?Q¹ type  SCALAR Q¹  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ú¹ 9º  data
  177. º 9º  type &º value  9º type  BOOL 9º  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¼ ó¼  data ¼ ó¼  type 7¼ value K¼ ó¼ type  ARRAY K¼ items  Item0 s¼ Item1 ±¼ ó¼  data ƒ¼ ±¼  type œ¼  value ±¼ type  STRING ±¼  data Á¼ ó¼  type Þ¼  value ASIS ó¼ type  STRING ó¼ ù¼  dataType Group  side Independent Entities J½ Attributes jÆ id % pÆ items  Item0 g½ jÆ  dataType Object PositionInfo û½  side Independent flags  Attributes 3¾ id !  type I_C_Soldier_Para_1_F CustomAttributes GÁ jÆ position ÌüE/€©CåáFangles  2ƒè? 3¾ skill ffæ> rank CORPORAL Inventory d¾ GÁ primaryWeapon ¿ uniform w¿ vest lÀ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F GÁ  name arifle_AK12_F primaryMuzzleMag H¿ w¿  name 30Rnd_762x39_Mag_F ammoLeft  w¿  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo Ò¿ ItemCargo *À lÀ items  Item0 ï¿ *À  name 30Rnd_762x39_Mag_F count  ammoLeft  *À items  Item0 GÀ lÀ  name FirstAidKit count  lÀ  typeName V_Chestrig_khk isBackpack MagazineCargo °À GÁ items  Item0 ØÀ Item1 Á GÁ  name 30Rnd_762x39_Mag_F count  ammoLeft  Á  name HandGrenade count  ammoLeft  GÁ  Attribute0 ŸÁ Attribute1 A Attribute2 È Attribute3 °Ã nAttributes  jÆ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value  A  data  A  type ,  value 0 A type  STRING A  property pitch  expression _this setpitch _value; Value ‡Â È  data — È  type ³Â value ®G?È type  SCALAR È  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value qà °Ã  data Ã °Ã  type Ã value  °Ã type  BOOL °Ã  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ƒÅ jÆ  data “Å jÆ  type ®Å value ÂÅ jÆ type  ARRAY ÂÅ items  Item0 êÅ Item1 (Æ jÆ  data úÅ (Æ  type Æ  value (Æ type  STRING (Æ  data 8Æ jÆ  type UÆ  value ASIS jÆ type  STRING jÆ pÆ  dataType Group  side Independent Entities ÁÆ Attributes æÏ id & ìÏ items  Item0 ÞÆ æÏ  dataType Object PositionInfo rÇ  side Independent flags  Attributes ªÇ id   type I_C_Soldier_Para_4_F CustomAttributes ÃÊ æÏ position Ý´EäªCYìFangles  
  178. ƒ@ ªÇ skill ÍÌÌ> stance Up Inventory ×Ç ÃÊ primaryWeapon zÈ handgun ÖÈ uniform 5É vest &Ê  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Respirator_blue_F ÃÊ  name LMG_03_F primaryMuzzleMag ¦È ÖÈ  name 200Rnd_556x45_Box_F ammoLeft È ÖÈ  name hgun_Pistol_01_F primaryMuzzleMag
  179. É 5É  name 10Rnd_9x21_Mag ammoLeft
  180. 5É  typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo É ItemCargo äÉ &Ê items  Item0 ­É äÉ  name 10Rnd_9x21_Mag count  ammoLeft
  181. äÉ items  Item0 Ê &Ê  name FirstAidKit count  &Ê  typeName V_Chestrig_blk isBackpack MagazineCargo jÊ ÃÊ items  Item0 ‡Ê ÃÊ  name 200Rnd_556x45_Box_F count  ammoLeft È ÃÊ  Attribute0 Ë Attribute1 ½Ë Attribute2 DÌ Attribute3 ,Í nAttributes  æÏ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ~Ë ½Ë  data ŽË ½Ë  type ¨Ë  value 0 ½Ë type  STRING ½Ë  property pitch  expression _this setpitch _value; Value Ì DÌ  data Ì DÌ  type /Ì value
  182. ׃?DÌ type  SCALAR DÌ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value íÌ ,Í  data ýÌ ,Í  type Í value  ,Í type  BOOL ,Í  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ÿÎ æÏ  data Ï æÏ  type *Ï value >Ï æÏ type  ARRAY >Ï items  Item0 fÏ Item1 ¤Ï æÏ  data vÏ ¤Ï  type Ï  value ¤Ï type  STRING ¤Ï  data ´Ï æÏ  type ÑÏ  value ASIS æÏ type  STRING æÏ ìÏ  dataType Group  side Independent Entities MÐ Attributes ®Ù id ' atlOffset ¸´Ù items  Item0 jÐ ®Ù  dataType Object PositionInfo Ñ  side Independent flags  Attributes FÑ id "  type I_C_Soldier_Para_3_F atlOffset ¸ CustomAttributes ‹Ô ®Ù position ¼£E½}©CÕÜFangles  n
  183. Q@ FÑ skill ÍÌÌ> stance Middle Inventory wÑ ‹Ô  primaryWeapon Ò uniform vÒ backpack kÓ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_m04_gas_mask_bare_dry ‹Ô  name arifle_AKM_F primaryMuzzleMag GÒ vÒ  name 30Rnd_762x39_Mag_F ammoLeft  vÒ  typeName U_I_C_Soldier_Para_3_F isBackpack MagazineCargo ÑÒ ItemCargo )Ó kÓ items  Item0 îÒ )Ó  name 30Rnd_762x39_Mag_F count  ammoLeft  )Ó items  Item0 FÓ kÓ  name FirstAidKit count  kÓ  typeName B_Kitbag_rgr_Para_3_F isBackpack  MagazineCargo ÅÓ ItemCargo Ô ‹Ô items  Item0 âÓ Ô  name 30Rnd_762x39_Mag_F count  ammoLeft  Ô items  Item0 EÔ Item1 fÔ ‹Ô  name Medikit count  fÔ  name FirstAidKit count  ‹Ô  Attribute0 ãÔ Attribute1 …Õ Attribute2 Ö Attribute3 ôÖ nAttributes  ®Ù  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value FÕ …Õ  data VÕ …Õ  type pÕ  value 0 …Õ type  STRING …Õ  property pitch  expression _this setpitch _value; Value ËÕ Ö  data ÛÕ Ö  type ÷Õ value €? Ö type  SCALAR Ö  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value µÖ ôÖ  data ÅÖ ôÖ  type áÖ value  ôÖ type  BOOL ôÖ  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ÇØ ®Ù  data ×Ø ®Ù  type òØ value Ù ®Ù type  ARRAY Ù items  Item0 .Ù Item1 lÙ ®Ù  data >Ù lÙ  type WÙ  value lÙ type  STRING lÙ  data |Ù ®Ù  type ™Ù  value ASIS ®Ù type  STRING ®Ù ´Ù  dataType Group  side Independent Entities Ú Attributes 1ã id , 7ã items  Item0 "Ú 1ã  dataType Object PositionInfo ¶Ú  side Independent flags  Attributes îÚ id -  type I_C_Soldier_Para_1_F CustomAttributes Þ 1ã position 7ùŽEwáªCà-Fangles  I‡.@ îÚ skill ffæ> rank CORPORAL  stance Up Inventory +Û Þ primaryWeapon ÞÛ uniform >Ü vest 3Ý  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F Þ  name arifle_AK12_F primaryMuzzleMag Ü >Ü  name 30Rnd_762x39_Mag_F ammoLeft  >Ü  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo ™Ü ItemCargo ñÜ 3Ý items  Item0 ¶Ü ñÜ  name 30Rnd_762x39_Mag_F count  ammoLeft  ñÜ items  Item0 Ý 3Ý  name FirstAidKit count  3Ý  typeName V_Chestrig_khk isBackpack MagazineCargo wÝ Þ items  Item0 ŸÝ Item1 ÚÝ Þ  name 30Rnd_762x39_Mag_F count  ammoLeft  ÚÝ  name HandGrenade count  ammoLeft  Þ  Attribute0 fÞ Attribute1 ß Attribute2 ß Attribute3 wà nAttributes  1ã  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ÉÞ ß  data ÙÞ ß  type óÞ  value 0 ß type  STRING ß  property pitch  expression _this setpitch _value; Value Nß ß  data ^ß ß  type zß value ®G?ß type  SCALAR ß  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value 8à wà  data Hà wà  type dà value  wà type  BOOL wà  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value Jâ 1ã  data Zâ 1ã  type uâ value ‰â 1ã type  ARRAY ‰â items  Item0 ±â Item1 ïâ 1ã  data Áâ ïâ  type Úâ  value ïâ type  STRING ïâ  data ÿâ 1ã  type ã  value ASIS 1ã type  STRING 1ã 7ã  dataType Group  side Independent Entities —ã Attributes ¼ì CrewLinks Âì id * uí items  Item0 ´ã ¼ì  dataType Object PositionInfo Hä  side Independent flags  Attributes €ä id +  type I_C_Soldier_Para_4_F CustomAttributes ™ç ¼ì position ^E/€©C‘±Fangles  òqˆ? €ä skill ÍÌÌ> stance Up Inventory ­ä ™ç primaryWeapon På handgun ¬å uniform æ vest üæ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Respirator_blue_F ™ç  name LMG_03_F primaryMuzzleMag |å ¬å  name 200Rnd_556x45_Box_F ammoLeft È ¬å  name hgun_Pistol_01_F primaryMuzzleMag àå æ  name 10Rnd_9x21_Mag ammoLeft
  184. æ  typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo fæ ItemCargo ºæ üæ items  Item0 ƒæ ºæ  name 10Rnd_9x21_Mag count  ammoLeft
  185. ºæ items  Item0 ×æ üæ  name FirstAidKit count  üæ  typeName V_Chestrig_blk isBackpack MagazineCargo @ç ™ç items  Item0 ]ç ™ç  name 200Rnd_556x45_Box_F count  ammoLeft È ™ç  Attribute0 ñç Attribute1 “è Attribute2 é Attribute3 ê nAttributes  ¼ì  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Tè “è  data dè “è  type ~è  value 0 “è type  STRING “è  property pitch  expression _this setpitch _value; Value Ùè é  data éè é  type é value
  186. ׃?é type  SCALAR é  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value Ãé ê  data Óé ê  type ïé value  ê type  BOOL ê  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value Õë ¼ì  data åë ¼ì  type ì value ì ¼ì type  ARRAY ì items  Item0 <ì Item1 zì ¼ì  data Lì zì  type eì  value zì type  STRING zì  data Šì ¼ì  type §ì  value ASIS ¼ì type  STRING ¼ì Âì  LinkIDProvider çì Links úì uí nextID  úì items  Item0 í uí linkID item0 + item1 5 CustomData Rí uí role  turretPath  uí  dataType Object PositionInfo î  side Independent flags  Attributes Cî id 5  type B_G_Offroad_01_armed_F CustomAttributes mî ð position ^E •ªCˆ±Fangles  òqˆ? Cî health ò¶º>skill ÍÌL>fuel t+;>mî  Attribute0 ¥î Attribute1 Gï nAttributes  ð  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ï Gï  data ï Gï  type 2ï  value 0 Gï type  STRING Gï  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¡ï ð  data ±ï ð  type ð  value [[[["FirstAidKit"],[3]],[[],[]],[[],[]],[[],[]]],false] ð type  STRING ð  dataType Group  side Independent Entities wð Attributes /ú id . atlOffset à@5ú items  Item0 ”ð /ú  dataType Object PositionInfo 8ñ  side Independent flags  Attributes pñ id /  type I_C_Soldier_Para_2_F atlOffset à@ CustomAttributes õ /ú position ÅPE^
  187. «Cî4Fangles  eñÂ? pñ  rank SERGEANT  stance Up Inventory ¡ñ õ primaryWeapon <ò handgun œò uniform ûò vest ðó  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles Mask_M40_OD õ  name arifle_AK12_F primaryMuzzleMag mò œò  name 30Rnd_762x39_Mag_F ammoLeft  œò  name hgun_Pistol_01_F primaryMuzzleMag Ðò ûò  name 10Rnd_9x21_Mag ammoLeft
  188. ûò  typeName U_I_C_Soldier_Para_2_F isBackpack MagazineCargo Vó ItemCargo ®ó ðó items  Item0 só ®ó  name 30Rnd_762x39_Mag_F count  ammoLeft  ®ó items  Item0 Ëó ðó  name FirstAidKit count  ðó  typeName V_TacVest_oli isBackpack MagazineCargo 3ô õ items  Item0 fô Item1 ¡ô Item2 Øô õ  name 30Rnd_762x39_Mag_F count  ammoLeft  ¡ô  name 10Rnd_9x21_Mag count  ammoLeft
  189. Øô  name HandGrenade count  ammoLeft  õ  Attribute0 dõ Attribute1 ö Attribute2 ö Attribute3 u÷ nAttributes  /ú  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Çõ ö  data ×õ ö  type ñõ  value 0 ö type  STRING ö  property pitch  expression _this setpitch _value; Value Lö ö  data \ö ö  type xö value Ház?ö type  SCALAR ö  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value 6÷ u÷  data F÷ u÷  type b÷ value  u÷ type  BOOL u÷  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value Hù /ú  data Xù /ú  type sù value ‡ù /ú type  ARRAY ‡ù items  Item0 ¯ù Item1 íù /ú  data ¿ù íù  type Øù  value íù type  STRING íù  data ýù /ú  type ú  value ASIS /ú type  STRING /ú 5ú  dataType Group  side Independent Entities †ú Attributes ¦ id 0 ¬ items  Item0 £ú ¦  dataType Object PositionInfo 7û  side Independent flags  Attributes oû id 1  type I_C_Soldier_Para_1_F CustomAttributes ƒþ ¦ position # Ea«CFangles  Ó¥:@ oû skill ffæ> rank CORPORAL Inventory  û ƒþ primaryWeapon Sü uniform ³ü vest ¨ý  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F ƒþ  name arifle_AK12_F primaryMuzzleMag „ü ³ü  name 30Rnd_762x39_Mag_F ammoLeft  ³ü  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo ý ItemCargo fý ¨ý items  Item0 +ý fý  name 30Rnd_762x39_Mag_F count  ammoLeft  fý items  Item0 ƒý ¨ý  name FirstAidKit count  ¨ý  typeName V_Chestrig_khk isBackpack MagazineCargo ìý ƒþ items  Item0 þ Item1 Oþ ƒþ  name 30Rnd_762x39_Mag_F count  ammoLeft  Oþ  name HandGrenade count  ammoLeft  ƒþ  Attribute0 Ûþ Attribute1 }ÿ Attribute2   Attribute3 ì  nAttributes  ¦  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value >ÿ }ÿ  data Nÿ }ÿ  type hÿ  value 0 }ÿ type  STRING }ÿ  property pitch  expression _this setpitch _value; Value Ãÿ    data Óÿ    type ïÿ value ®G?  type  SCALAR    property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ­  ì   data ½  ì   type Ù  value  ì  type  BOOL ì   property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¿ ¦  data Ï ¦  type ê value þ ¦ type  ARRAY þ items  Item0 & Item1 d ¦  data 6 d  type O  value d type  STRING d  data t ¦  type ‘  value ASIS ¦ type  STRING ¦ ¬  dataType Object PositionInfo &  side Empty Attributes ^ id A  type Campfire_burning_F atlOffset ³ Ž@d position ç‰MFhîATË&Fangles  ýÝ^@ €^ d  dataType Group  side West Entities ¾ Attributes “ id E atlOffset  8?ª items  Item0 Û “  dataType Object PositionInfo z  side West flags  Attributes ² id F  type C_man_w_workerBandit_F atlOffset  8? CustomAttributes %  “ position ©œMFŸBAƒ'Fangles  –lÔ? ²  init call{this setVariable ["isTrader", "rvg_arms_s", true];} Inventory  %   primaryWeapon ˆ handgun
  190.  uniform u vest 9  watch ItemWatch  goggles G_Aviator  headgear TRYK_H_Bandana_wig %   name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm primaryMuzzleMag Þ
  191.   name rhs_30Rnd_762x39mm ammoLeft 
  192.   name rhsusf_weap_m9 primaryMuzzleMag ? u  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  u  typeName U_C_WorkerCoverallsBandit isBackpack ItemCargo À 9 items  Item0 è Item1  9  name ACE_fieldDressing count    name ACE_morphine count  9  typeName V_BandollierB_blk isBackpack MagazineCargo € %  items  Item0 ¨ Item1 ã %   name rhs_30Rnd_762x39mm count  ammoLeft  ã  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  % 
  193. Attribute0 Í  Attribute1 q
  194.  Attribute2   Attribute3 É  Attribute4 P  Attribute5 á  Attribute6 › Attribute7 = Attribute8 í nAttributes “  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value 2
  195.  q
  196.   data B
  197.  q
  198.   type ^
  199.  value  q
  200.  type  BOOL q
  201.   property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value Ú
  202.     data ê
  203.     type   value    type  BOOL    property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value Š  É   data š  É   type ¶  value  É  type  BOOL É   property pitch  expression _this setpitch _value; Value   P   data   P   type ;  value
  204. ׃?P  type  SCALAR P   property speaker  expression _this setspeaker _value; Value š  á   data ª  á   type Ì   value Male04GRE á  type  STRING á   property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ´ ›  data Ä ›  type ß value ó › type  ARRAY ó items  Item0  Item1 Y ›  data + Y  type D  value Y type  STRING Y  data i ›  type †  value ASIS › type  STRING ›  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value þ =  data  =  type (  value 0 = type  STRING =  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value ® í  data ¾ í  type Ú value  í type  BOOL í  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value T “  data d “  type € value  “ type  BOOL “  behaviour SAFE ª  dataType Group  side West Entities  Attributes & id P atlOffset à>= items  Item0 ! &  dataType Object PositionInfo ¾  side West flags  Attributes ö id >  type I_C_Soldier_Para_1_F atlOffset à> CustomAttributes a & position ’{MF>ÊAÇÑ&Fangles  =¬ò? ö skill ffæ> rank CORPORAL  init call{this setVariable ["isTrader", "rvg_arms_s", true];} Inventory g a handgun  uniform ƒ vest   map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F a  name rhsusf_weap_glock17g4 primaryMuzzleMag M ƒ  name rhsusf_mag_17Rnd_9x19_JHP ammoLeft  ƒ  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo Þ ItemCargo =  items  Item0 û =  name rhsusf_mag_17Rnd_9x19_JHP count  ammoLeft  = items  Item0 Z   name FirstAidKit count    typeName V_Chestrig_khk isBackpack MagazineCargo à a items  Item0 ë Item1  a  name HandGrenade count  ammoLeft    name rhsusf_mag_17Rnd_9x19_JHP count  ammoLeft  a
  205. Attribute0  Attribute1 ­ Attribute2 U Attribute3 = Attribute4 í Attribute5 t Attribute6 . Attribute7 Ð Attribute8 € nAttributes &  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value n ­  data ~ ­  type š value  ­ type  BOOL ­  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value  U  data & U  type B value  U type  BOOL U  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value þ =  data  =  type * value  = type  BOOL =  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value ® í  data ¾ í  type Ú value  í type  BOOL í  property pitch  expression _this setpitch _value; Value 3 t  data C t  type _ value ®G?t type  SCALAR t  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value G .  data W .  type r value † . type  ARRAY † items  Item0 ® Item1 ì .  data ¾ ì  type ×  value ì type  STRING ì  data ü .  type   value ASIS . type  STRING .  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ‘ Ð  data ¡ Ð  type »  value 0 Ð type  STRING Ð  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value A €  data Q €  type m value  € type  BOOL €  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value ç &  data ÷ &  type  value  & type  BOOL &  behaviour SAFE =  dataType Group  side West Entities — Attributes „+ id Q atlOffset `vZ?›+ items  Item0 ´ „+  dataType Object PositionInfo Q   side West flags  Attributes ‰  id ?  type I_C_Soldier_Para_4_F atlOffset `vZ? CustomAttributes " „+ position š£MF{ A>'Fangles  †<@ ‰  skill ÍÌÌ> init call{this setVariable ["isTrader", "rvg_supplies_s", true];} Inventory î  "  uniform !  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Respirator_blue_F  headgear H_Watchcap_blk "  typeName U_I_C_Soldier_Para_4_F isBackpack ItemCargo É! " items  Item0 æ! "  name FirstAidKit count  " Attribute0 Ã" Attribute1 g# Attribute2 $ Attribute3 ³$ Attribute4 ›% Attribute5 K& Attribute6 Ò& Attribute7 Œ) Attribute8 .* Attribute9 Þ* nAttributes
  206. „+  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value (# g#  data 8# g#  type T# value  g# type  BOOL g#  property Enh_disableAI_anim  expression if(_value) then {_this disableAI 'ANIM'} Value Ì# $  data Ü# $  type ø# value  $ type  BOOL $  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value t$ ³$  data „$ ³$  type  $ value  ³$ type  BOOL ³$  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value \% ›%  data l% ›%  type ˆ% value  ›% type  BOOL ›%  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value & K&  data & K&  type 8& value  K& type  BOOL K&  property pitch  expression _this setpitch _value; Value ‘& Ò&  data ¡& Ò&  type ½& value
  207. ׃?Ò& type  SCALAR Ò&  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¥( Œ)  data µ( Œ)  type Ð( value ä( Œ) type  ARRAY ä( items  Item0 ) Item1 J) Œ)  data ) J)  type 5)  value J) type  STRING J)  data Z) Œ)  type w)  value ASIS Œ) type  STRING Œ)  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ï) .*  data ÿ) .*  type *  value 0 .* type  STRING .*  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value Ÿ* Þ*  data ¯* Þ*  type Ë* value  Þ* type  BOOL Þ*  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value E+ „+  data U+ „+  type q+ value  „+ type  BOOL „+  behaviour SAFE ›+  dataType Group  side West Entities õ+ Attributes ÷8 id X atlOffset ðnÎ>ý8 items  Item0 , ÷8  dataType Object PositionInfo ¦,  side West flags  Attributes Þ, id Y  type C_Marshal_F atlOffset ðnÎ> CustomAttributes *1 ÷8 position VËMFËkí@P¢&Fangles  Cƒc@ Þ,  Inventory ó, *1  primaryWeapon - handgun . uniform x. vest ¿/  watch ItemWatch  goggles skn_m04_gas_mask_bare_dry  headgear TRYK_H_headsetcap_blk_Glasses *1  name arifle_mas_mp5sd  muzzle muzzle_mas_snds_MP5SD6 primaryMuzzleMag ã- .  name 30Rnd_mas_9x21_Stanag ammoLeft  .  name hgun_mas_glock_F primaryMuzzleMag I. x.  name 17Rnd_mas_9x21_Mag ammoLeft  x.  typeName TRYK_U_B_BLKBLK_R_CombatUniform isBackpack MagazineCargo Ü. ItemCargo }/ ¿/ items  Item0 / Item1 B/ }/  name 30Rnd_mas_9x21_Stanag count  ammoLeft  B/  name 17Rnd_mas_9x21_Mag count  ammoLeft  }/ items  Item0 š/ ¿/  name FirstAidKit count  ¿/  typeName TAC_V_tacv1_MSL_NV2 isBackpack MagazineCargo 0 ItemCargo ±0 *1 items  Item0 ?0 Item1 v0 ±0  name 30Rnd_9x21_Mag count  ammoLeft  v0  name 17Rnd_mas_9x21_Mag count  ammoLeft  ±0 items  Item0 Ù0 Item1 1 *1  name ACE_fieldDressing count  1  name ACE_morphine count  *1 Attribute0 Â1 Attribute1 f2 Attribute2 3 Attribute3 ¾3 Attribute4 E4 Attribute5 ÿ6 Attribute6 ¡7 Attribute7 Q8 nAttributes  ÷8  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value '2 f2  data 72 f2  type S2 value  f2 type  BOOL f2  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value Ï2 3  data ß2 3  type û2 value  3 type  BOOL 3  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value 3 ¾3  data 3 ¾3  type «3 value  ¾3 type  BOOL ¾3  property pitch  expression _this setpitch _value; Value 4 E4  data 4 E4  type 04 value Âu?E4 type  SCALAR E4  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value 6 ÿ6  data (6 ÿ6  type C6 value W6 ÿ6 type  ARRAY W6 items  Item0 6 Item1 ½6 ÿ6  data 6 ½6  type ¨6  value ½6 type  STRING ½6  data Í6 ÿ6  type ê6  value ASIS ÿ6 type  STRING ÿ6  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value b7 ¡7  data r7 ¡7  type Œ7  value 0 ¡7 type  STRING ¡7  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value 8 Q8  data "8 Q8  type >8 value  Q8 type  BOOL Q8  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value ¸8 ÷8  data È8 ÷8  type ä8 value  ÷8 type  BOOL ÷8 ý8  dataType Group  side West Entities W9 Attributes ŽD id ` atlOffset p¾W?¥D items  Item0 t9 ŽD  dataType Object PositionInfo
  208. :  side West flags  Attributes E: id a  type C_man_hunter_1_F atlOffset p¾W? CustomAttributes < ŽD position ÃMFjÙë@ß«&Fangles  ]Wa@ E:  Inventory Z: <  uniform Þ: vest ™;  map ItemMap  compass ItemCompass  watch ItemWatch  goggles Mask_M40_OD  headgear H_Watchcap_camo <  typeName U_BG_Guerilla3_1 isBackpack ItemCargo ; ™; items  Item0 H; Item1 s; ™;  name ACE_fieldDressing count  s;  name ACE_morphine count  ™;  typeName TAC_HGB_Khaki isBackpack ItemCargo Ø; < items  Item0 õ; <  name ACE_fieldDressing count  <
  209. Attribute0 È< Attribute1 l= Attribute2 > Attribute3 Ä> Attribute4 K? Attribute5 Ü? Attribute6 –B Attribute7 8C Attribute8 èC nAttributes ŽD  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value -= l=  data == l=  type Y= value  l= type  BOOL l=  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value Õ= >  data å= >  type > value  > type  BOOL >  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value …> Ä>  data •> Ä>  type ±> value  Ä> type  BOOL Ä>  property pitch  expression _this setpitch _value; Value
  210. ? K?  data ? K?  type 6? value Âu?K? type  SCALAR K?  property speaker  expression _this setspeaker _value; Value •? Ü?  data ¥? Ü?  type Ç?  value Male02GRE Ü? type  STRING Ü?  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¯A –B  data ¿A –B  type ÚA value îA –B type  ARRAY îA items  Item0 B Item1 TB –B  data &B TB  type ?B  value TB type  STRING TB  data dB –B  type B  value ASIS –B type  STRING –B  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ùB 8C  data C 8C  type #C  value 0 8C type  STRING 8C  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value ©C èC  data ¹C èC  type ÕC value  èC type  BOOL èC  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value OD ŽD  data _D ŽD  type {D value  ŽD type  BOOL ŽD  behaviour SAFE ¥D  dataType Group  side West Entities ÿD Attributes @R id b atlOffset ­´>WR items  Item0 E @R  dataType Object PositionInfo ±E  side West flags  Attributes éE id c  type B_Survivor_F atlOffset ­´> CustomAttributes ÒI @R position ù‹MFü>A°Ò&Fangles  9P@ éE  init call{this setVariable ["isTrader", "rvg_supplies_s", true];} Inventory BF ÒI  primaryWeapon ÇF handgun LG uniform ´G vest éH  watch ItemWatch  goggles G_mas_wpn_gasmask  headgear H_Watchcap_blk ÒI  name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm primaryMuzzleMag G LG  name rhs_30Rnd_762x39mm ammoLeft  LG  name rhsusf_weap_m9 primaryMuzzleMag ~G ´G  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  ´G  typeName OPTRE_Ins_ER_uniform_GGgrey isBackpack MagazineCargo H ItemCargo pH éH items  Item0 1H pH  name ACE_Chemlight_HiOrange count  ammoLeft  pH items  Item0 ˜H Item1 ÃH éH  name ACE_fieldDressing count  ÃH  name ACE_morphine count  éH  typeName TAC_HSG_ABL_OD isBackpack MagazineCargo -I ÒI items  Item0 UI Item1 —I ÒI  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  —I  name rhs_30Rnd_762x39mm count  ammoLeft  ÒI
  211. Attribute0 zJ Attribute1 K Attribute2 ÆK Attribute3 vL Attribute4 ýL Attribute5 ŽM Attribute6 HP Attribute7 êP Attribute8 šQ nAttributes @R  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value ßJ K  data ïJ K  type K value  K type  BOOL K  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value ‡K ÆK  data —K ÆK  type ³K value  ÆK type  BOOL ÆK  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value 7L vL  data GL vL  type cL value  vL type  BOOL vL  property pitch  expression _this setpitch _value; Value ¼L ýL  data ÌL ýL  type èL value Âu?ýL type  SCALAR ýL  property speaker  expression _this setspeaker _value; Value GM ŽM  data WM ŽM  type yM  value Male06ENG ŽM type  STRING ŽM  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value aO HP  data qO HP  type ŒO value  O HP type  ARRAY  O items  Item0 ÈO Item1 P HP  data ØO P  type ñO  value P type  STRING P  data P HP  type 3P  value ASIS HP type  STRING HP  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value «P êP  data »P êP  type ÕP  value 0 êP type  STRING êP  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value [Q šQ  data kQ šQ  type ‡Q value  šQ type  BOOL šQ  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value R @R  data R @R  type -R value  @R type  BOOL @R  behaviour SAFE WR  dataType Logic PositionInfo ÆR id d  type Ravage_safeZone atlOffset †; CustomAttributes æR V position d´MF Ã@x±&FæR  Attribute0 >S Attribute1 ñS Attribute2  T Attribute3 \U nAttributes  V  property Ravage_safeZone_zoneSize_m  expression _this setVariable ['zoneSize_m',_value,true]; Value °S ñS  data ÀS ñS  type ÜS value ÈBñS type  SCALAR ñS  property Ravage_safeZone_radSafe_m  expression _this setVariable ['radSafe_m',_value,true]; Value aT  T  data qT  T  type T value   T type  BOOL  T  property Ravage_safeZone_safeMesure_m  expression _this setVariable ['safeMesure_m',_value,true]; Value U \U  data &U \U  type GU  value displace \U type  STRING \U  property Ravage_safeZone_safeSide_m  expression _this setVariable ['safeSide_m',_value,true]; Value ÎU V  data ÞU V  type ûU  value WEST V type  STRING V  dataType Logic PositionInfo yV id e  type Ravage_ai atlOffset X9öB CustomAttributes ™V ¼a position –ðEH•@uÓ7D™V  Attribute0 •W Attribute1 PX Attribute2 Y Attribute3 ÁY Attribute4 vZ Attribute5 7[ Attribute6 ï[ Attribute7 ­\ Attribute8 h] Attribute9 &^ Attribute10 ä^ Attribute11 •_ Attribute12 R` Attribute13
  212. a nAttributes  ¼a  property Ravage_ai_ai_huntersHost2_m  expression _this setVariable ['ai_huntersHost2_m',_value,true]; Value X PX  data X PX  type ;X value PX type  SCALAR PX  property Ravage_ai_SpawnAI_traders_m  expression _this setVariable ['SpawnAI_traders_m',_value,true]; Value ÊX Y  data ÚX Y  type öX value  B Y type  SCALAR Y  property Ravage_ai_ai_condition_m  expression _this setVariable ['ai_condition_m',_value,true]; Value Y ÁY  data Y ÁY  type ¬Y  value True ÁY type  STRING ÁY  property Ravage_ai_ai_remoteZeus_m  expression _this setVariable ['ai_remoteZeus_m',_value,true]; Value 7Z vZ  data GZ vZ  type cZ value vZ type  BOOL vZ  property Ravage_ai_aiPopulationFactor_m  expression _this setVariable ['aiPopulationFactor_m',_value,true]; Value öZ 7[  data [ 7[  type "[ value ÍÌL?7[ type  SCALAR 7[  property Ravage_ai_SpawnAI_host1_m  expression _this setVariable ['SpawnAI_host1_m',_value,true]; Value ­[ ï[  data ½[ ï[  type Ú[  value EAST ï[ type  STRING ï[  property Ravage_ai_SpawnAI_friendly_m  expression _this setVariable ['SpawnAI_friendly_m',_value,true]; Value k\ ­\  data {\ ­\  type ˜\  value WEST ­\ type  STRING ­\  property Ravage_ai_ai_distance_m  expression _this setVariable ['ai_distance_m',_value,true]; Value ] h]  data /] h]  type S]  value [400, 1000] h] type  STRING h]  property Ravage_ai_SpawnAI_host2_m  expression _this setVariable ['SpawnAI_host2_m',_value,true]; Value Þ] &^  data î] &^  type ^  value RESISTANCE &^ type  STRING &^  property Ravage_ai_custom_aiveh_list_m  expression _this setVariable ['custom_aiveh_list_m',_value,true]; Value ¤^ ä^  data ´^ ä^  type Ï^  value [] ä^ type  STRING ä^  property Ravage_ai_ambientChat_m  expression _this setVariable ['ambientChat_m',_value,true]; Value V_ •_  data f_ •_  type ‚_ value  •_ type  BOOL •_  property Ravage_ai_SpawnAI_renegades_m  expression _this setVariable ['SpawnAI_renegades_m',_value,true]; Value ` R`  data #` R`  type ?` value  R` type  BOOL R`  property Ravage_ai_ai_huntersHost1_m  expression _this setVariable ['ai_huntersHost1_m',_value,true]; Value Ì`
  213. a  data Ü`
  214. a  type ø` value pA
  215. a type  SCALAR
  216. a  property Ravage_ai_carPatrols_m  expression _this setVariable ['carPatrols_m',_value,true]; Value }a ¼a  data a ¼a  type ©a value  ¼a type  BOOL ¼a  dataType Logic PositionInfo *b id f  type Ravage_zombies atlOffset {÷B CustomAttributes Jb ßm position ¢*çE€iƒ@Z\7DJb  Attribute0 Wc Attribute1
  217. d Attribute2 ¸d Attribute3 ae Attribute4 f Attribute5 Åf Attribute6 }g Attribute7 7h Attribute8 ëh Attribute9 ›i Attribute10 Bj Attribute11 k Attribute12 ªk Attribute13 Zl Attribute14 m nAttributes  ßm  property Ravage_zombies_z_uniforms_m  expression _this setVariable ['z_uniforms_m',_value,true]; Value Ìc
  218. d  data Üc
  219. d  type õc  value
  220. d type  STRING
  221. d  property Ravage_zombies_type_m  expression _this setVariable ['type_m',_value,true]; Value sd ¸d  data ƒd ¸d  type £d  value Walkers ¸d type  STRING ¸d  property Ravage_zombies_z_hit_m  expression _this setVariable ['z_hit_m',_value,true]; Value #e ae  data 3e ae  type Le  value ae type  STRING ae  property Ravage_zombies_z_init_m  expression _this setVariable ['z_init_m',_value,true]; Value Îe f  data Þe f  type ÷e  value f type  STRING f  property Ravage_zombies_z_condition_m  expression _this setVariable ['z_condition_m',_value,true]; Value ƒf Åf  data “f Åf  type °f  value True Åf type  STRING Åf  property Ravage_zombies_spawnRadius_m  expression _this setVariable ['spawnRadius_m',_value,true]; Value <g }g  data Lg }g  type hg value zC}g type  SCALAR }g  property Ravage_zombies_safeDistance_m  expression _this setVariable ['safeDistance_m',_value,true]; Value ög 7h  data h 7h  type "h value –B7h type  SCALAR 7h  property Ravage_zombies_numberMax_m  expression _this setVariable ['numberMax_m',_value,true]; Value ªh ëh  data ºh ëh  type Öh value HBëh type  SCALAR ëh  property Ravage_zombies_z_pitch_m  expression _this setVariable ['z_pitch_m',_value,true]; Value Zi ›i  data ji ›i  type †i value ?›i type  SCALAR ›i  property Ravage_zombies_z_FN_m  expression _this setVariable ['z_FN_m',_value,true]; Value j Bj  data j Bj  type -j  value Bj type  STRING Bj  property Ravage_zombies_numberMaxGlobal_m  expression _this setVariable ['numberMaxGlobal_m',_value,true]; Value Áj k  data Ñj k  type íj value zCk type  SCALAR k  property Ravage_zombies_sunF_m  expression _this setVariable ['sunF_m',_value,true]; Value kk ªk  data {k ªk  type —k value ªk type  BOOL ªk  property Ravage_zombies_fastNum_m  expression _this setVariable ['fastNum_m',_value,true]; Value l Zl  data )l Zl  type El value pAZl type  SCALAR Zl  property Ravage_zombies_z_damage_m  expression _this setVariable ['z_damage_m',_value,true]; Value Ël m  data Ûl m  type ÷l value ðA m type  SCALAR m  property Ravage_zombies_z_killed_m  expression _this setVariable ['z_killed_m',_value,true]; Value }m ßm  data m ßm  type Êm  value player addItemToUniform "rvg_money"; ßm type  STRING ßm  dataType Marker position L‹MF)\_@ˆ"&F name marker_29  text Traders  type mil_flag  colorName ColorGreen id g an  dataType Group  side Independent Entities Èn Attributes Г id ˆ CustomAttributes +” >• items  Item0 o Item1 ‘x Item2 ™ Item3 œŠ Г  dataType Object PositionInfo šo  side Independent flags  Attributes Òo id ‰  type I_C_Soldier_Para_2_F CustomAttributes ns ‘x position µ(?F CóÚDFangles  â‘9@ Òo  rank SERGEANT  stance Up Inventory p ns primaryWeapon žp handgun þp uniform ]q vest Rr  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles Mask_M40_OD ns  name arifle_AK12_F primaryMuzzleMag Ïp þp  name 30Rnd_762x39_Mag_F ammoLeft  þp  name hgun_Pistol_01_F primaryMuzzleMag 2q ]q  name 10Rnd_9x21_Mag ammoLeft
  222. ]q  typeName U_I_C_Soldier_Para_2_F isBackpack MagazineCargo ¸q ItemCargo r Rr items  Item0 Õq r  name 30Rnd_762x39_Mag_F count  ammoLeft  r items  Item0 -r Rr  name FirstAidKit count  Rr  typeName V_TacVest_oli isBackpack MagazineCargo •r ns items  Item0 Èr Item1 s Item2 :s ns  name 30Rnd_762x39_Mag_F count  ammoLeft  s  name 10Rnd_9x21_Mag count  ammoLeft
  223. :s  name HandGrenade count  ammoLeft  ns  Attribute0 Æs Attribute1 ht Attribute2 ït Attribute3 ×u nAttributes  ‘x  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value )t ht  data 9t ht  type St  value 0 ht type  STRING ht  property pitch  expression _this setpitch _value; Value ®t ït  data ¾t ït  type Út value Ház?ït type  SCALAR ït  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ˜u ×u  data ¨u ×u  type Äu value  ×u type  BOOL ×u  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ªw ‘x  data ºw ‘x  type Õw value éw ‘x type  ARRAY éw items  Item0 x Item1 Ox ‘x  data !x Ox  type :x  value Ox type  STRING Ox  data _x ‘x  type |x  value ASIS ‘x type  STRING ‘x  dataType Object PositionInfo %y  side Independent flags  Attributes ]y id €  type I_C_Soldier_Para_4_F CustomAttributes v| ™ position Z??Fe÷C]ÞDFangles  
  224. ƒ@ ]y skill ÍÌÌ> stance Up Inventory Šy v| primaryWeapon -z handgun ‰z uniform èz vest Ù{  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Respirator_blue_F v|  name LMG_03_F primaryMuzzleMag Yz ‰z  name 200Rnd_556x45_Box_F ammoLeft È ‰z  name hgun_Pistol_01_F primaryMuzzleMag ½z èz  name 10Rnd_9x21_Mag ammoLeft
  225. èz  typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo C{ ItemCargo —{ Ù{ items  Item0 `{ —{  name 10Rnd_9x21_Mag count  ammoLeft
  226. —{ items  Item0 ´{ Ù{  name FirstAidKit count  Ù{  typeName V_Chestrig_blk isBackpack MagazineCargo | v| items  Item0 :| v|  name 200Rnd_556x45_Box_F count  ammoLeft È v|  Attribute0 Î| Attribute1 p} Attribute2 ÷} Attribute3 ß~ nAttributes  ™  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value 1} p}  data A} p}  type [}  value 0 p} type  STRING p}  property pitch  expression _this setpitch _value; Value ¶} ÷}  data Æ} ÷}  type â} value
  227. ׃?÷} type  SCALAR ÷}  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value  ~ ß~  data °~ ß~  type Ì~ value  ß~ type  BOOL ß~  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ²€ ™  data € ™  type Ý€ value ñ€ ™ type  ARRAY ñ€ items  Item0  Item1 W ™  data ) W  type B  value W type  STRING W  data g ™  type „  value ASIS ™ type  STRING ™  dataType Object PositionInfo -‚  side Independent flags  Attributes e‚ id ‹  type I_C_Soldier_Para_1_F CustomAttributes y… œŠ position d?F^ C¾DFangles  Ó¥:@ e‚ skill ffæ> rank CORPORAL Inventory –‚ y… primaryWeapon Iƒ uniform ©ƒ vest ž„  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F y…  name arifle_AK12_F primaryMuzzleMag zƒ ©ƒ  name 30Rnd_762x39_Mag_F ammoLeft  ©ƒ  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo „ ItemCargo \„ ž„ items  Item0 !„ \„  name 30Rnd_762x39_Mag_F count  ammoLeft  \„ items  Item0 y„ ž„  name FirstAidKit count  ž„  typeName V_Chestrig_khk isBackpack MagazineCargo â„ y… items  Item0
  228. … Item1 E… y…  name 30Rnd_762x39_Mag_F count  ammoLeft  E…  name HandGrenade count  ammoLeft  y…  Attribute0 Ñ… Attribute1 s† Attribute2 ú† Attribute3 ⇠nAttributes  œŠ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value 4† s†  data D† s†  type ^†  value 0 s† type  STRING s†  property pitch  expression _this setpitch _value; Value ¹† ú†  data Ɇ ú†  type å† value ®G?ú† type  SCALAR ú†  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value £‡ ⇠ data ³‡ ⇠ type χ value  ⇠type  BOOL ⇠ property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value µ‰ œŠ  data ʼn œŠ  type à‰ value ô‰ œŠ type  ARRAY ô‰ items  Item0 Š Item1 ZŠ œŠ  data ,Š ZŠ  type EŠ  value ZŠ type  STRING ZŠ  data jŠ œŠ  type ‡Š  value ASIS œŠ type  STRING œŠ  dataType Object PositionInfo 0‹  side Independent flags  Attributes h‹ id ‚  type I_C_Soldier_Para_3_F CustomAttributes ­Ž Г position •?FãúC*«DFangles  n
  229. Q@ h‹ skill ÍÌÌ> stance Middle Inventory ™‹ ­Ž  primaryWeapon 9Œ uniform ˜Œ backpack   map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_m04_gas_mask_bare_dry ­Ž  name arifle_AKM_F primaryMuzzleMag iŒ ˜Œ  name 30Rnd_762x39_Mag_F ammoLeft  ˜Œ  typeName U_I_C_Soldier_Para_3_F isBackpack MagazineCargo óŒ ItemCargo K  items  Item0  K  name 30Rnd_762x39_Mag_F count  ammoLeft  K items  Item0 h   name FirstAidKit count    typeName B_Kitbag_rgr_Para_3_F isBackpack  MagazineCargo ç ItemCargo ?Ž ­Ž items  Item0 Ž ?Ž  name 30Rnd_762x39_Mag_F count  ammoLeft  ?Ž items  Item0 gŽ Item1 ˆŽ ­Ž  name Medikit count  ˆŽ  name FirstAidKit count  ­Ž  Attribute0  Attribute1 § Attribute2 . Attribute3 ‘ nAttributes  Г  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value h §  data x §  type ’  value 0 § type  STRING §  property pitch  expression _this setpitch _value; Value í .  data ý .  type  value €?. type  SCALAR .  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value א ‘  data ç ‘  type ‘ value  ‘ type  BOOL ‘  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value é’ Г  data ù’ Г  type “ value (“ Г type  ARRAY (“ items  Item0 P“ Item1 Ž“ Г  data `“ Ž“  type y“  value Ž“ type  STRING Ž“  data ž“ Г  type »“  value ASIS Г type  STRING Г  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";}  combatMode RED +”  Attribute0 S” nAttributes  >•  property Enh_randomPatrol_maxDistance  expression if (!is3DEN && (_value > 0)) then {[_this,getPosATL (leader _this),_value] call BIS_fnc_taskPatrol} Value ý” >•  data
  230. • >•  type )• value ÈB>• type  SCALAR >•  dataType Trigger position H­MFHÉÃ@ˆ&Fangle á„`@ Attributes ´• id   type EmptyDetectorArea10x10 <– sizeA AsizeB AsizeC Arepeatable   activationBy ANYPLAYER isRectangle   effectMusic fow_ANewWorldisBorn <–  dataType Object PositionInfo »–  side Empty flags  Attributes ó– id “  type Land_PortableLight_double_F ù– position 
  231. áLF¦Tó@Ù‚$Fangles  A"&= ó– ù–  dataType Object PositionInfo ˆ—  side Empty flags  Attributes À— id ”  type Land_PortableLight_double_F atlOffset Œ8Æ— position ŸšMF«dó@õý%Fangles  çÛ
  232. ? À— Æ—  dataType Object PositionInfo E˜  side Empty flags  Attributes }˜ id •  type Land_PortableLight_single_F ƒ˜ position ÿ–MFw&ó@ú˜&Fangles  ´±å= }˜ ƒ˜  dataType Object PositionInfo ™  side Empty flags  Attributes J™ id —  type Land_PortableLight_double_F atlOffset `6P™ position âˆMFþêA°à&Fangles  ´‹@ J™ P™  dataType Object PositionInfo Ê™  side Empty Attributes š id ™  type Campfire_burning_F atlOffset j%‹@š position :¤MFšÜAÿ'Fangles  €ýÝ^@ š š  dataType Object PositionInfo —š  side Empty flags  Attributes Ïš id š  type Land_PortableLight_single_F atlOffset 5Õš position ™˜LFõAÚ|#Fangles   9V> Ïš Õš  dataType Layer  name Bunker (Small) #4 Entities ,› id y atlOffset €}Ø=þ´ items  Item0 Hœ Item1  Item2 ä Item3 ?  Item4 ¡ Item5 Û¡ Item6 ™¢ Item7 [£ Item8 ¤ Item9 å¤ Item10 ª¥ Item11 ~¦ Item12 R§ Item13 &¨ Item14 ª Item15 U« Item16 °­ Item17 {® Item18 I¯ Item19 ° Item20 ï° Item21 ñ Item22 —² þ´  dataType Object PositionInfo Òœ  side Empty flags  Attributes
  233.  id l  type Land_PaperBox_closed_F atlOffset Ká= position µMF…ãÛ@¼&Fangles  €}>o?
  234.  skill ÍÌL>  dataType Object PositionInfo š  side Empty Attributes ҝ id m  type Land_Garbage_square5_F atlOffset `>ä position {¢MF€‘È@ê†&Fangles  Ý1@ ҝ skill ÍÌL>ä  dataType Object PositionInfo už  side Empty Attributes ­ž id n  type Land_CratesWooden_F atlOffset ¬ô> CustomAttributes מ ?  position ú¯MFŒlÛ@‚&Fangles  Ì\@ ­ž skill ÍÌL>disableSimulation  מ  Attribute0 Ÿ Attribute1 ±Ÿ nAttributes  ?   property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value rŸ ±Ÿ  data ‚Ÿ ±Ÿ  type œŸ  value 0 ±Ÿ type  STRING ±Ÿ  property allowDamage  expression _this allowdamage _value; Value   ?   data   ?   type ,  value ?  type  BOOL ?   dataType Object PositionInfo ¼   side Empty flags  Attributes ô  id o  type Land_PaperBox_open_full_F ¡ position &¦MFW”Ö@t‹&Fangles Û É@bò£@‡É@ô  skill ÍÌL>¡  dataType Object PositionInfo ‘¡  side Empty flags  Attributes É¡ id p  type Land_BarrelTrash_grey_F atlOffset ßë=Û¡ position f»MF.BÔ@AŒ&Fangles  €Õ\c@ É¡ skill ÍÌL>Û¡  dataType Object PositionInfo O¢  side Empty flags  Attributes ‡¢ id q  type Land_Wreck_Car_F ™¢ position Š˜MF îç@œŽ&Fangles  ‹W @ €‡¢ skill ÍÌL>™¢  dataType Object PositionInfo £  side Empty flags  Attributes I£ id r  type Land_GarbagePallet_F [£ position ëMFÊÇ@
  235. ‹&Fangles šz·=¸‘›@é>I£ skill ÍÌL>[£  dataType Object PositionInfo Ö£  side Empty flags  Attributes ¤ id s  type Land_CzechHedgehog_01_F ¤ position ¬MFöžÃ@tX&Fangles  Õ\c@ ¤ skill ÍÌL> ¤  dataType Object PositionInfo ›¤  side Empty flags  Attributes Ó¤ id t  type Land_CzechHedgehog_01_F å¤ position ñˆMFý¥Ð@»i&Fangles  |º> Ó¤ skill ÍÌL>å¤  dataType Object PositionInfo `¥  side Empty flags  Attributes ˜¥ id u  type Land_CzechHedgehog_01_F ª¥ position …–MFó"Ã@|`&Fangles  †¤º? ˜¥ skill ÍÌL>ª¥  dataType Object PositionInfo 4¦  side Empty flags  Attributes l¦ id v  type Land_Barricade_01_4m_F atlOffset ßë=~¦ position ¹MFrNÇ@Þv&Fangles  ÖgÒ> l¦ skill ÍÌL>~¦  dataType Object PositionInfo §  side Empty flags  Attributes @§ id w  type Land_Barricade_01_4m_F atlOffset ï>R§ position MFrNÇ@q&Fangles  ½o‚@ @§ skill ÍÌL>R§  dataType Object PositionInfo ܧ  side Empty flags  Attributes ¨ id z  type Land_Barricade_01_4m_F atlOffset ðþµ>&¨ position ´¨MFÅxÇ@­v&Fangles  È7c@ ¨ skill ÍÌL>&¨  dataType Object PositionInfo è  side Empty flags  Attributes û¨ id ‹  type Land_CratesWooden_F atlOffset À: CustomAttributes %© ª position ªMFøS×@Ð}&Fangles  < Ý[@<+È@û¨ skill ÍÌL>disableSimulation  %©  Attribute0 ]© Attribute1 ÿ© nAttributes  ª  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value À© ÿ©  data Щ ÿ©  type ê©  value 0 ÿ© type  STRING ÿ©  property allowDamage  expression _this allowdamage _value; Value Nª ª  data ^ª ª  type zª value ª type  BOOL ª  dataType Object PositionInfo «  side Empty Attributes C« id ã  type Land_Garbage_square5_F atlOffset €³>U« position œ­MFL$!A ð'Fangles þ/º@2M‚@Î ?=C« skill ÍÌL>U«  dataType Object PositionInfo æ«  side Empty Attributes ¬ id ä  type Land_CratesWooden_F atlOffset ®¿@ CustomAttributes H¬ °­ position ‡¬MFÌ*AÃá'Fangles  >Å—@ ¬ skill ÍÌL>disableSimulation  H¬  Attribute0 €¬ Attribute1 "­ nAttributes  °­  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value 㬠"­  data ó¬ "­  type
  236. ­  value 0 "­ type  STRING "­  property allowDamage  expression _this allowdamage _value; Value q­ °­  data ­ °­  type ­ value °­ type  BOOL °­  dataType Object PositionInfo 1®  side Empty Attributes i® id å  type Land_PaperBox_open_full_F atlOffset ®»¿@{® position ô²MFæÄ'A³í'Fangles  €`i> i® skill ÍÌL>{®  dataType Object PositionInfo ÿ®  side Empty flags  Attributes 7¯ id ç  type Land_Wreck_Car_F atlOffset m„=I¯ position k²MFâó*A©û'Fangles  €Ùs@ 7¯ skill ÍÌL>I¯  dataType Object PositionInfo ѯ  side Empty flags  Attributes ° id è  type Land_GarbagePallet_F atlOffset •<° position f°MFT¨"A‰õ'Fangles  €|RÅ@ ° skill ÍÌL>°  dataType Object PositionInfo ¥°  side Empty flags  Attributes Ý° id é  type Land_Barricade_01_4m_F atlOffset ¹Û=ï° position 1¤MFhûAÕ'Fangles  Û? Ý° skill ÍÌL>ï°  dataType Object PositionInfo y±  side Empty flags  Attributes ±± id ê  type Land_Barricade_01_4m_F atlOffset €„ >ñ position ý¤MFÆ AAó'Fangles  0¬@ ±± skill ÍÌL>ñ  dataType Object PositionInfo M²  side Empty flags  Attributes …² id ë  type Land_Barricade_01_4m_F atlOffset €Ý­>—² position ”ŸMFâ²#AÆå'Fangles  ¨\›@ …² skill ÍÌL>—²  dataType Object PositionInfo 4³  side Empty flags  Attributes l³ id ì  type Land_CratesWooden_F atlOffset €¤9 CustomAttributes –³ þ´ position ó¦MF1*AÜå'Fangles  9¯—@ l³ skill ÍÌL>disableSimulation  –³  Attribute0 γ Attribute1 p´ nAttributes  þ´  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value 1´ p´  data A´ p´  type [´  value 0 p´ type  STRING p´  property allowDamage  expression _this allowdamage _value; Value ¿´ þ´  data Ï´ þ´  type ë´ value þ´ type  BOOL þ´  dataType Group  side West Entities gµ Attributes U CrewLinks [ id { atlOffset €Œo=à items  Item0 „µ U  dataType Object PositionInfo ¶  side West flags  Attributes P¶ id |  type C_Marshal_F atlOffset ÈçA? CustomAttributes ˆº U position á¨MFpzÚ@Ž&Fangles  |+b@ P¶  Inventory e¶ ˆº  primaryWeapon í¶ handgun s· uniform Ö· vest ¹  watch ItemWatch  goggles G_Respirator_white_F  headgear H_Bandanna_blu ˆº  name arifle_mas_mp5sd  muzzle muzzle_mas_snds_MP5SD6 primaryMuzzleMag A· s·  name 30Rnd_mas_9x21_Stanag ammoLeft  s·  name hgun_mas_glock_F primaryMuzzleMag §· Ö·  name 17Rnd_mas_9x21_Mag ammoLeft  Ö·  typeName TRYK_U_B_BLKBLK_R_CombatUniform isBackpack MagazineCargo :¸ ItemCargo Û¸ ¹ items  Item0 b¸ Item1  ¸ Û¸  name 30Rnd_mas_9x21_Stanag count  ammoLeft   ¸  name 17Rnd_mas_9x21_Mag count  ammoLeft  Û¸ items  Item0 ø¸ ¹  name FirstAidKit count  ¹  typeName TAC_V_tacv1_MSL_NV2 isBackpack MagazineCargo u¹ ItemCargo º ˆº items  Item0 ¹ Item1 Ô¹ º  name 30Rnd_9x21_Mag count  ammoLeft  Ô¹  name 17Rnd_mas_9x21_Mag count  ammoLeft  º items  Item0 7º Item1 bº ˆº  name ACE_fieldDressing count  bº  name ACE_morphine count  ˆº Attribute0 » Attribute1 Ä» Attribute2 l¼ Attribute3 ½ Attribute4 £½ Attribute5 ]À Attribute6 ÿÀ Attribute7 ¯Á nAttributes  U  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value …» Ä»  data •» Ä»  type ±» value  Ä» type  BOOL Ä»  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value -¼ l¼  data =¼ l¼  type Y¼ value  l¼ type  BOOL l¼  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value ݼ ½  data í¼ ½  type ½ value  ½ type  BOOL ½  property pitch  expression _this setpitch _value; Value b½ £½  data r½ £½  type Ž½ value Âu?£½ type  SCALAR £½  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value v¿ ]À  data †¿ ]À  type ¡¿ value µ¿ ]À type  ARRAY µ¿ items  Item0 Ý¿ Item1 À ]À  data í¿ À  type À  value À type  STRING À  data +À ]À  type HÀ  value ASIS ]À type  STRING ]À  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ÀÀ ÿÀ  data ÐÀ ÿÀ  type êÀ  value 0 ÿÀ type  STRING ÿÀ  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value pÁ ¯Á  data €Á ¯Á  type œÁ value  ¯Á type  BOOL ¯Á  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value  U  data & U  type B value  U type  BOOL U [  LinkIDProvider €Â Links “ à nextID  “ items  Item0 °Â à linkID item0 | item1 ˆ CustomData ë à role  turretPath  à  dataType Object PositionInfo ’à  side West flags  Attributes Êà id ˆ  type rhs_KORD_high_VDV atlOffset €Œo=Ðà position á¨MF®A[&Fangles  |+b@ Êà Ðà  dataType Object PositionInfo aÄ  side Empty Attributes ™Ä id Š  type Land_CratesWooden_F atlOffset Î×> CustomAttributes ·Ä Æ position §MFR¸Ú@~„&Fangles Ù É@,‚‰>É@™Ä disableSimulation  ·Ä  Attribute0 ïÄ Attribute1 ‘Å nAttributes  Æ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value RÅ ‘Å  data bÅ ‘Å  type |Å  value 0 ‘Å type  STRING ‘Å  property allowDamage  expression _this allowdamage _value; Value àÅ Æ  data ðÅ Æ  type Æ value Æ type  BOOL Æ  dataType Logic PositionInfo ‚Æ id Œ  type Ravage_zedBlackList CustomAttributes ¢Æ &É position z´MF)\_@ö§&F¢Æ  Attribute0 êÆ Attribute1 ¡Ç Attribute2 eÈ nAttributes  &É  property Ravage_zedBlackList_repeating_m  expression _this setVariable ['repeating_m',_value,true]; Value bÇ ¡Ç  data rÇ ¡Ç  type ŽÇ value  ¡Ç type  BOOL ¡Ç  property Ravage_zedBlackList_blackListTime_m  expression _this setVariable ['blackListTime_m',_value,true]; Value !È eÈ  data 1È eÈ  type PÈ  value always eÈ type  STRING eÈ  property Ravage_zedBlackList_blacklistSize_m  expression _this setVariable ['blacklistSize_m',_value,true]; Value åÈ &É  data õÈ &É  type É value C&É type  SCALAR &É  dataType Logic PositionInfo •É id   type Ravage_gearPool atlOffset JŒÐB CustomAttributes µÉ ×Ó position VãðE à<F†DµÉ  Attribute0  Ê Attribute1 KË Attribute2 Ì Attribute3 ­Ì Attribute4 XÍ Attribute5 Î Attribute6 ÉÎ Attribute7 Ï Attribute8 BÐ Attribute9 ëÐ Attribute10 ¯Ñ Attribute11 sÒ Attribute12 ,Ó nAttributes
  237. ×Ó  property Ravage_gearPool_ifa3_m  expression _this setVariable ['ifa3_m',_value,true]; Value
  238. Ë KË  data Ë KË  type 6Ë value €?KË type  SCALAR KË  property Ravage_gearPool_hi_uniforms_m  expression _this setVariable ['hi_uniforms_m',_value,true]; Value ÃË Ì  data ÓË Ì  type ïË value pAÌ type  SCALAR Ì  property Ravage_gearPool_rhs_m  expression _this setVariable ['rhs_m',_value,true]; Value lÌ ­Ì  data |Ì ­Ì  type ˜Ì value €?­Ì type  SCALAR ­Ì  property Ravage_gearPool_thai_m  expression _this setVariable ['thai_m',_value,true]; Value Í XÍ  data 'Í XÍ  type CÍ value XÍ type  SCALAR XÍ  property Ravage_gearPool_frith_m  expression _this setVariable ['frith_m',_value,true]; Value ÄÍ Î  data ÔÍ Î  type ðÍ value @@Î type  SCALAR Î  property Ravage_gearPool_custom_weap4_list_m  expression _this setVariable ['custom_weap4_list_m',_value,true]; Value ‰Î ÉÎ  data ™Î ÉÎ  type ´Î  value [] ÉÎ type  STRING ÉÎ  property Ravage_gearPool_custom_weap3_list_m  expression _this setVariable ['custom_weap3_list_m',_value,true]; Value MÏ Ï  data ]Ï Ï  type xÏ  value [] Ï type  STRING Ï  property Ravage_gearPool_g_presets_m  expression _this setVariable ['g_presets_m',_value,true]; Value Ð BÐ  data Ð BÐ  type -Ð value @BÐ type  SCALAR BÐ  property Ravage_gearPool_cup_m  expression _this setVariable ['cup_m',_value,true]; Value ªÐ ëÐ  data ºÐ ëÐ  type ÖÐ value €?ëÐ type  SCALAR ëÐ  property Ravage_gearPool_custom_weap2_list_m  expression _this setVariable ['custom_weap2_list_m',_value,true]; Value oÑ ¯Ñ  data Ñ ¯Ñ  type šÑ  value [] ¯Ñ type  STRING ¯Ñ  property Ravage_gearPool_custom_weap1_list_m  expression _this setVariable ['custom_weap1_list_m',_value,true]; Value 3Ò sÒ  data CÒ sÒ  type ^Ò  value [] sÒ type  STRING sÒ  property Ravage_gearPool_zed_g_preset_m  expression _this setVariable ['zed_g_preset_m',_value,true]; Value íÒ ,Ó  data ýÒ ,Ó  type Ó value  ,Ó type  BOOL ,Ó  property Ravage_gearPool_stock_m  expression _this setVariable ['stock_m',_value,true]; Value ˜Ó ×Ó  data ¨Ó ×Ó  type ÄÓ value  ×Ó type  BOOL ×Ó  dataType Logic PositionInfo BÔ id Ž  type Ravage_loot atlOffset ;ŸÅB CustomAttributes bÔ ”Þ position h‚÷E €,»ò·DbÔ  Attribute0 MÕ Attribute1 øÕ Attribute2 £Ö Attribute3 k× Attribute4 Ø Attribute5 æØ Attribute6 ¤Ù Attribute7 lÚ Attribute8 Û Attribute9 ÂÛ Attribute10 wÜ Attribute11 :Ý Attribute12 éÝ nAttributes
  239. ”Þ  property Ravage_loot_loot_A3_m  expression _this setVariable ['loot_A3_m',_value,true]; Value ¹Õ øÕ  data ÉÕ øÕ  type åÕ value  øÕ type  BOOL øÕ  property Ravage_loot_ambFrnt_m  expression _this setVariable ['ambFrnt_m',_value,true]; Value dÖ £Ö  data tÖ £Ö  type Ö value  £Ö type  BOOL £Ö  property Ravage_loot_civLChancesArr_m  expression _this setVariable ['civLChancesArr_m',_value,true]; Value × k×  data -× k×  type V×  value [35,28,40,45,35] k× type  STRING k×  property Ravage_loot_loot_Malden_m  expression _this setVariable ['loot_Malden_m',_value,true]; Value ß× Ø  data ï× Ø  type Ø value  Ø type  BOOL Ø  property Ravage_loot_mivLChancesArr_m  expression _this setVariable ['mivLChancesArr_m',_value,true]; Value ˜Ø æØ  data ¨Ø æØ  type ÑØ  value [25,40,65,40,35] æØ type  STRING æØ  property Ravage_loot_ambFrntBlacklist_m  expression _this setVariable ['ambFrntBlacklist_m',_value,true]; Value dÙ ¤Ù  data tÙ ¤Ù  type Ù  value [] ¤Ù type  STRING ¤Ù  property Ravage_loot_indLChancesArr_m  expression _this setVariable ['indLChancesArr_m',_value,true]; Value Ú lÚ  data .Ú lÚ  type WÚ  value [35,21,21,35,25] lÚ type  STRING lÚ  property Ravage_loot_loot_OA_m  expression _this setVariable ['loot_OA_m',_value,true]; Value ØÚ Û  data èÚ Û  type Û value  Û type  BOOL Û  property Ravage_loot_loot_A1_m  expression _this setVariable ['loot_A1_m',_value,true]; Value ƒÛ ÂÛ  data “Û ÂÛ  type ¯Û value  ÂÛ type  BOOL ÂÛ  property Ravage_loot_loot_namalsk_m  expression _this setVariable ['loot_namalsk_m',_value,true]; Value 8Ü wÜ  data HÜ wÜ  type dÜ value  wÜ type  BOOL wÜ  property Ravage_loot_includeRespawnCamps_m  expression _this setVariable ['includeRespawnCamps_m',_value,true]; Value ûÜ :Ý  data Ý :Ý  type 'Ý value :Ý type  BOOL :Ý  property Ravage_loot_loot_Apex_m  expression _this setVariable ['loot_Apex_m',_value,true]; Value ªÝ éÝ  data ºÝ éÝ  type ÖÝ value  éÝ type  BOOL éÝ  property Ravage_loot_loot_A2_m  expression _this setVariable ['loot_A2_m',_value,true]; Value UÞ ”Þ  data eÞ ”Þ  type Þ value  ”Þ type  BOOL ”Þ  dataType Logic PositionInfo ß id   type Ravage_saveSystem atlOffset ‹l·B CustomAttributes %ß »à position ƒ3þE @£<–7‰D%ß  Attribute0 ]ß Attribute1 à nAttributes  »à  property Ravage_saveSystem_spsave_m  expression _this setVariable ['spsave_m',_value,true]; Value Íß à  data Ýß à  type ùß value  à type  BOOL à  property Ravage_saveSystem_mpsave_m  expression _this setVariable ['mpsave_m',_value,true]; Value |à »à  data Œà »à  type ¨à value »à type  BOOL »à  dataType Logic PositionInfo *á id ‘  type Ravage_settings atlOffset Äõ³B CustomAttributes Já dä position ýF  +¼–7‰DJá  Attribute0 ¢á Attribute1 Qâ Attribute2 ã Attribute3 ¹ã nAttributes  dä  property Ravage_settings_holster_m  expression _this setVariable ['holster_m',_value,true]; Value â Qâ  data "â Qâ  type >â value Qâ type  BOOL Qâ  property Ravage_settings_timeFactor_m  expression _this setVariable ['timeFactor_m',_value,true]; Value Çâ ã  data ×â ã  type óâ value Aã type  SCALAR ã  property Ravage_settings_vehCache_m  expression _this setVariable ['vehCache_m',_value,true]; Value zã ¹ã  data Šã ¹ã  type ¦ã value ¹ã type  BOOL ¹ã  property Ravage_settings_clean_m  expression _this setVariable ['clean_m',_value,true]; Value %ä dä  data 5ä dä  type Qä value  dä type  BOOL dä  dataType Logic PositionInfo Óä id ’  type Ravage_survival atlOffset ð'¯B CustomAttributes óä Øè position l×F 89mïˆDóä  Attribute0 [å Attribute1 æ Attribute2 ³æ Attribute3 nç Attribute4 )è nAttributes  Øè  property Ravage_survival_RadWater_m  expression _this setVariable ['RadWater_m',_value,true]; Value Íå æ  data Ýå æ  type ùå value  æ type  BOOL æ  property Ravage_survival_Rad_m  expression _this setVariable ['Rad_m',_value,true]; Value tæ ³æ  data „æ ³æ  type  æ value  ³æ type  BOOL ³æ  property Ravage_survival_thirstFactor_m  expression _this setVariable ['thirstFactor_m',_value,true]; Value -ç nç  data =ç nç  type Yç value @nç type  SCALAR nç  property Ravage_survival_hungerFactor_m  expression _this setVariable ['hungerFactor_m',_value,true]; Value èç )è  data øç )è  type è value @)è type  SCALAR )è  property Ravage_survival_RadRain_m  expression _this setVariable ['RadRain_m',_value,true]; Value ™è Øè  data ©è Øè  type Åè value Øè type  BOOL Øè  dataType Logic PositionInfo Gé id “  type Ravage_vehicles atlOffset ×£B CustomAttributes gé ï position ÇÃF €O;–7‰Dgé  Attribute0 ïé Attribute1 ¢ê Attribute2 [ë Attribute3 ì Attribute4 Úì Attribute5 •í Attribute6 Dî nAttributes  ï  property Ravage_vehicles_veh_type_m  expression _this setVariable ['veh_type_m',_value,true]; Value aê ¢ê  data qê ¢ê  type ê value @¢ê type  SCALAR ¢ê  property Ravage_vehicles_SpawnWrecks_m  expression _this setVariable ['SpawnWrecks_m',_value,true]; Value ë [ë  data *ë [ë  type Fë value €?[ë type  SCALAR [ë  property Ravage_vehicles_custom_veh_list_m  expression _this setVariable ['custom_veh_list_m',_value,true]; Value Ûë ì  data ëë ì  type ì  value [] ì type  STRING ì  property Ravage_vehicles_distCachWrecks_m  expression _this setVariable ['distCachWrecks_m',_value,true]; Value ™ì Úì  data ©ì Úì  type Åì value €;DÚì type  SCALAR Úì  property Ravage_vehicles_burninWrecks_m  expression _this setVariable ['burninWrecks_m',_value,true]; Value Tí •í  data dí •í  type €í value A•í type  SCALAR •í  property Ravage_vehicles_Wrecker_m  expression _this setVariable ['Wrecker_m',_value,true]; Value î Dî  data î Dî  type 1î value Dî type  BOOL Dî  property Ravage_vehicles_workingVehRatio_m  expression _this setVariable ['workingVehRatio_m',_value,true]; Value Äî ï  data Ôî ï  type ðî value  @ï type  SCALAR ï  dataType Object PositionInfo „ï  side Empty flags  Attributes ¼ï id Ì  type BG21_Hanged atlOffset Hˆ@Âï position SLF:Ò™AåßEangles  Á
  240. °? ¼ï Âï  dataType Object PositionInfo Hð  side Empty flags  Attributes hð id Í  type BG21_Hanged_Doctor atlOffset Tú€@nð position J%LFTqA&ßEhð nð  dataType Object PositionInfo õð  side Empty flags  Attributes -ñ id Î  type BG21_Hanged_Doctor2 atlOffset سÐ@3ñ position G÷KF–´A¾
  241. ßEangles  šK„@ -ñ 3ñ  dataType Object PositionInfo ¥ñ  side Empty flags  Attributes Ýñ id Ò  type BG21_Massgrave ãñ position ¡LFAý¹@¥$ßEangles  ÜŸ? Ýñ ãñ  dataType Object PositionInfo rò  side Empty flags  Attributes ªò id Ó  type Land_PortableLight_double_F atlOffset `6°ò position –îMFíAö'Fangles  Ø5? ªò °ò  dataType Object PositionInfo *ó  side Empty flags  Attributes bó id Õ  type Land_CampingChair_V1_F hó position ]¦MFxA'Fangles  €ƒ}2@ bó hó  dataType Object PositionInfo íó  side Empty Attributes %ô id Ö  type Land_CampingChair_V1_folded_F atlOffset «h‹@+ô position  MFßãþ@„'Fangles  ¨Éƒ? %ô +ô  dataType Object PositionInfo ¡ô  side Empty Attributes Ùô id ×  type Land_Chair_EP1 atlOffset nq‹@ßô position –ŸMF^0A'Fangles  €Ñö^? Ùô ßô  dataType Object PositionInfo `õ  side Empty flags  Attributes ˜õ id Ø  type Land_CampingChair_V1_folded_F žõ position —ÈMF3Öþ@[w'Fangles  €ÆñZ@ ˜õ žõ  dataType Object PositionInfo ö  side Empty flags  Attributes Pö id Ù  type Land_CampingChair_V1_F Vö position «ÄMF¶qASm'Fangles  €ƒ}2@ Pö Vö  dataType Object PositionInfo Ðö  side Empty flags  Attributes ÷ id Ú  type Land_CampingChair_V1_F ÷ position 0ÉMF¶qAës'Fangles  €@ý®? ÷ ÷  dataType Object PositionInfo ˆ÷  side Empty flags  Attributes À÷ id Û  type Land_CampingChair_V1_F Æ÷ position βMF¶qA“v'Fangles  €(\ @ À÷ Æ÷  dataType Group  side West Entities ø Attributes * id Ü atlOffset  !B?0 items  Item0 =ø *  dataType Object PositionInfo Ñø  side West flags  Attributes ù id Ý  type C_Marshal_F atlOffset  !B? CustomAttributes ]ý * position %ÃMFXz
  242. Aa{'Fangles  Z
  243. J@ ù  init call{this setVariable ["isTrader", "rvg_gear_s", true];} Inventory ^ù ]ý  primaryWeapon ðù handgun ˜ú uniform û vest >ü backpack (ý  watch ItemWatch  goggles skn_m04_gas_mask_blk  hmd NVGoggles_OPFOR ]ý  name rhs_weap_asval_grip_npz  optics rhs_acc_rakursPM  flashlight rhs_acc_2dpZenit_ris primaryMuzzleMag gú ˜ú  name rhs_20rnd_9x39mm_SP5 ammoLeft  ˜ú  name rhsusf_weap_m9 primaryMuzzleMag Êú û  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  û  typeName TRYK_U_B_PCUHsW3 isBackpack MagazineCargo Uû ItemCargo üû >ü items  Item0 }û Item1 ¿û üû  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  ¿û  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  üû items  Item0 ü >ü  name FirstAidKit count  >ü  typeName TAC_LBT_BL_BK isBackpack MagazineCargo ü (ý items  Item0 ©ü Item1 ëü (ý  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  ëü  name rhs_20rnd_9x39mm_SP5 count  ammoLeft  (ý  typeName B_mas_Kitbag_black isBackpack  ]ý Attribute0 õý Attribute1 ™þ Attribute2 Aÿ Attribute3 ñÿ Attribute4 x  Attribute5 2 Attribute6 Ô Attribute7 „ nAttributes  *  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value Zþ ™þ  data jþ ™þ  type †þ value  ™þ type  BOOL ™þ  property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value ÿ Aÿ  data ÿ Aÿ  type .ÿ value  Aÿ type  BOOL Aÿ  property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value ²ÿ ñÿ  data Âÿ ñÿ  type Þÿ value  ñÿ type  BOOL ñÿ  property pitch  expression _this setpitch _value; Value 7  x   data G  x   type c  value Âu?x  type  SCALAR x   property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value K 2  data [ 2  type v value Š 2 type  ARRAY Š items  Item0 ² Item1 ð 2  data  ð  type Û  value ð type  STRING ð  data  2  type   value ASIS 2 type  STRING 2  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value • Ô  data ¥ Ô  type ¿  value 0 Ô type  STRING Ô  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value E „  data U „  type q value  „ type  BOOL „  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value ë *  data û *  type  value  * type  BOOL * 0  dataType Group  side West Entities Š Attributes Š id Þ atlOffset PX?¡ items  Item0 § Š  dataType Object PositionInfo @  side West flags  Attributes x id ß  type C_man_hunter_1_F atlOffset PX? CustomAttributes 
  244.  Š position f¶MF#Ú Ayu'Fangles  tYð? x  init call{this setVariable ["isTrader", "rvg_arms_s", true];} Inventory Í 
  245.   primaryWeapon ^ uniform ú vest $   map ItemMap  compass ItemCompass  watch ItemWatch  goggles Mask_M40_OD  headgear rhs_altyn 
  246.   name rhs_weap_aks74n_2  muzzle rhs_acc_dtk1983  flashlight rhs_acc_2dpZenit primaryMuzzleMag Ê ú  name rhs_30Rnd_545x39_AK ammoLeft  ú  typeName U_BG_Guerrilla_6_1R isBackpack MagazineCargo R ItemCargo « $  items  Item0 o «  name rhs_30Rnd_545x39_AK count  ammoLeft  « items  Item0 Ó Item1 þ $   name ACE_fieldDressing count  þ  name ACE_morphine count  $   typeName TAC_V_Sheriff_BA_T isBackpack MagazineCargo {  ItemCargo Ô  
  247.  items  Item0 ˜  Ô   name rhs_30Rnd_545x39_AK count  ammoLeft  Ô  items  Item0 ñ  
  248.   name ACE_fieldDressing count  
  249. 
  250. Attribute0 Ä
  251.  Attribute1 h  Attribute2   Attribute3 À  Attribute4 G
  252.  Attribute5 Ø
  253.  Attribute6 ’ Attribute7 4 Attribute8 ä nAttributes Š  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value )  h   data 9  h   type U  value  h  type  BOOL h   property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value Ñ     data á     type ý  value    type  BOOL    property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value   À   data ‘  À   type ­  value  À  type  BOOL À   property pitch  expression _this setpitch _value; Value 
  254.  G
  255.   data 
  256.  G
  257.   type 2
  258.  value Âu?G
  259.  type  SCALAR G
  260.   property speaker  expression _this setspeaker _value; Value ‘
  261.  Ø
  262.   data ¡
  263.  Ø
  264.   type Ã
  265.   value Male02GRE Ø
  266.  type  STRING Ø
  267.   property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value « ’  data » ’  type Ö value ê ’ type  ARRAY ê items  Item0  Item1 P ’  data " P  type ;  value P type  STRING P  data ` ’  type }  value ASIS ’ type  STRING ’  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value õ 4  data  4  type   value 0 4 type  STRING 4  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value ¥ ä  data µ ä  type Ñ value  ä type  BOOL ä  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value K Š  data [ Š  type w value  Š type  BOOL Š  behaviour SAFE ¡  dataType Object PositionInfo 0  side Empty flags  Attributes h id á  type Land_PortableLight_single_F atlOffset 9§=n position ¼MFµé0Aßÿ'Fangles  ,^µ? h n  dataType Object PositionInfo   side Empty flags  Attributes C id ð  type Land_CratesWooden_F atlOffset $9 CustomAttributes a É position y¬MFŒ*Aþê'Fangles  ícÉ? C disableSimulation  a  Attribute0 ™ Attribute1 ; nAttributes  É  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ü ;  data  ;  type &  value 0 ; type  STRING ;  property allowDamage  expression _this allowdamage _value; Value Š É  data š É  type ¶ value É type  BOOL É  dataType Object PositionInfo c  side Empty Attributes › id ñ  type RHS_M2StaticMG_MiniTripod_WD atlOffset Ð;? CustomAttributes ¡ k position {¦MFØ)A6é'Fangles  €Hî¡@ › ¡  Attribute0 É nAttributes  k  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value , k  data < k  type V  value 0 k type  STRING k  dataType Object PositionInfo Ý  side Empty flags  Attributes  id ó  type BG21_Massgrave  position wcMFâAÆó'Fangles  Žkm@    dataType Object PositionInfo   side Empty flags  Attributes Å id ô  type BG21_Massgrave Ë position 8jMFvAa(Fangles  ÉÒ> Å Ë  dataType Object PositionInfo =  side Empty flags  Attributes ] id õ  type BG21_Massgrave c position ÷êLF§·@…ˆ$F] c  dataType Object PositionInfo Ü  side Empty flags  Attributes ü id ö  type MetalBarrel_burning_F  position ÜÂMF As'Fü   dataType Object PositionInfo {  side Empty flags  Attributes ³ id ÷  type MetalBarrel_burning_F ¹ position ÓÀMFl\Þ@¦&Fangles  É0?@ €³ ¹  dataType Group  side West Entities  Attributes 7 id ù atlOffset ¢97 items  Item0 Q Item1 ç$ Item2 ¯* Item3 Ø0 7  dataType Object PositionInfo æ  side West flags  Attributes  id ú  type B_Survivor_F atlOffset ¢9 CustomAttributes   ç$ position x9F+¢NBÅxEangles  V¶?  isPlayable  Inventory D    primaryWeapon × handgun \ uniform Ä vest ù backpack â  watch ItemWatch  goggles G_mas_wpn_gasmask  headgear H_Watchcap_blk    name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm primaryMuzzleMag - \  name rhs_30Rnd_762x39mm ammoLeft  \  name rhsusf_weap_m9 primaryMuzzleMag Ž Ä  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  Ä  typeName OPTRE_Ins_ER_uniform_GGgrey isBackpack MagazineCargo $ ItemCargo € ù items  Item0 A €  name ACE_Chemlight_HiOrange count  ammoLeft  € items  Item0 ¨ Item1 Ó ù  name ACE_fieldDressing count  Ó  name ACE_morphine count  ù  typeName TAC_HSG_ABL_OD isBackpack MagazineCargo = â items  Item0 e Item1 § â  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  §  name rhs_30Rnd_762x39mm count  ammoLeft  â  typeName B_LIB_SOV_RA_Rucksack2 isBackpack     Attribute0 s  Attribute1 ! Attribute2 ¦! Attribute3 -" nAttributes  ç$  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Ö  !  data æ  !  type !  value 0 ! type  STRING !  property speaker  expression _this setspeaker _value; Value _! ¦!  data o! ¦!  type ‘!  value Male06ENG ¦! type  STRING ¦!  property pitch  expression _this setpitch _value; Value ì! -"  data ü! -"  type " value Âu?-" type  SCALAR -"  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value $ ç$  data $ ç$  type +$ value ?$ ç$ type  ARRAY ?$ items  Item0 g$ Item1 ¥$ ç$  data w$ ¥$  type $  value ¥$ type  STRING ¥$  data µ$ ç$  type Ò$  value ASIS ç$ type  STRING ç$  dataType Object PositionInfo k%  side West flags  Attributes £% id û  type C_Marshal_F CustomAttributes * ¯* position '9FÚ¡NB¥ùwEangles  x‹”@ £% isPlayable  Inventory É% *  primaryWeapon e& handgun ë& uniform N' vest •(  watch ItemWatch  goggles skn_m04_gas_mask_bare_dry  headgear TRYK_H_headsetcap_blk_Glasses *  name arifle_mas_mp5sd  muzzle muzzle_mas_snds_MP5SD6 primaryMuzzleMag ¹& ë&  name 30Rnd_mas_9x21_Stanag ammoLeft  ë&  name hgun_mas_glock_F primaryMuzzleMag ' N'  name 17Rnd_mas_9x21_Mag ammoLeft  N'  typeName TRYK_U_B_BLKBLK_R_CombatUniform isBackpack MagazineCargo ²' ItemCargo S( •( items  Item0 Ú' Item1 ( S(  name 30Rnd_mas_9x21_Stanag count  ammoLeft  (  name 17Rnd_mas_9x21_Mag count  ammoLeft  S( items  Item0 p( •(  name FirstAidKit count  •(  typeName TAC_V_tacv1_MSL_NV2 isBackpack MagazineCargo í( ItemCargo ‡) * items  Item0 ) Item1 L) ‡)  name 30Rnd_9x21_Mag count  ammoLeft  L)  name 17Rnd_mas_9x21_Mag count  ammoLeft  ‡) items  Item0 ¯) Item1 Ú) *  name ACE_fieldDressing count  Ú)  name ACE_morphine count  *  Attribute0 (* nAttributes  ¯*  property pitch  expression _this setpitch _value; Value n* ¯*  data ~* ¯*  type š* value Âu?¯* type  SCALAR ¯*  dataType Object PositionInfo >+  side West flags  Attributes v+ id ü  type C_man_w_workerBandit_F CustomAttributes ˆ/ Ø0 position  9FÚ¡NBfxEangles  `ß*@ v+ isPlayable  Inventory œ+ ˆ/  primaryWeapon -, handgun ², uniform - vest Þ- backpack Ê.  watch ItemWatch  goggles Mask_M40_OD  headgear TRYK_H_Bandana_wig ˆ/  name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm primaryMuzzleMag ƒ, ²,  name rhs_30Rnd_762x39mm ammoLeft  ²,  name rhsusf_weap_m9 primaryMuzzleMag ä, -  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  -  typeName U_C_WorkerCoverallsBandit isBackpack ItemCargo e- Þ- items  Item0 - Item1 ¸- Þ-  name ACE_fieldDressing count  ¸-  name ACE_morphine count  Þ-  typeName V_BandollierB_blk isBackpack MagazineCargo %. Ê. items  Item0 M. Item1 ˆ. Ê.  name rhs_30Rnd_762x39mm count  ammoLeft  ˆ.  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  Ê.  typeName B_LIB_SOV_RA_GasBag isBackpack  ItemCargo / ˆ/ items  Item0 7/ Item1 b/ ˆ/  name ACE_fieldDressing count  b/  name ACE_morphine count  ˆ/  Attribute0 À/ Attribute1 Q0 nAttributes  Ø0  property speaker  expression _this setspeaker _value; Value
  268. 0 Q0  data 0 Q0  type <0  value Male04GRE Q0 type  STRING Q0  property pitch  expression _this setpitch _value; Value —0 Ø0  data §0 Ø0  type Ã0 value
  269. ׃?Ø0 type  SCALAR Ø0  dataType Object PositionInfo a1  side West flags  Attributes ™1 id ý  type C_man_hunter_1_F CustomAttributes Ç5 7 position Í!9FÚ¡NBdÛwEangles  SÙ»@ ™1 isPlayable  Inventory ¿1 Ç5 primaryWeapon €2 handgun õ2 binocular Z3 uniform q3 vest —4 backpack †5  map ItemMap  compass ItemCompass  watch ItemWatch  goggles Mask_M40_OD  headgear H_Watchcap_camo Ç5  name LIB_M9130  muzzle LIB_ACC_M1891_Bayo primaryMuzzleMag É2 õ2  name LIB_5Rnd_762x54 ammoLeft  õ2  name LIB_FLARE_PISTOL primaryMuzzleMag )3 Z3  name LIB_1Rnd_flare_white ammoLeft  Z3  name Binocular q3  typeName U_BG_Guerilla3_1 isBackpack MagazineCargo Æ3 ItemCargo 4 —4 items  Item0 ã3 4  name LIB_1Rnd_flare_red count  ammoLeft  4 items  Item0 F4 Item1 q4 —4  name ACE_fieldDressing count  q4  name ACE_morphine count  —4  typeName TAC_HGB_Khaki isBackpack MagazineCargo é4 ItemCargo >5 †5 items  Item0 5 >5  name LIB_5Rnd_762x54 count  ammoLeft  >5 items  Item0 [5 †5  name ACE_fieldDressing count  †5  typeName B_Respawn_Sleeping_bag_brown_F isBackpack  Ç5  Attribute0 ÿ5 Attribute1 6 nAttributes  7  property speaker  expression _this setspeaker _value; Value I6 6  data Y6 6  type {6  value Male02GRE 6 type  STRING 6  property pitch  expression _this setpitch _value; Value Ö6 7  data æ6 7  type 7 value Âu?7 type  SCALAR 7 7  dataType Logic PositionInfo €7 id þ  type Ravage_zedBlackList CustomAttributes ¸7 <: position )=9FuÈ@Be xEangles  :øyÐ?Qwo:¸7  Attribute0 8 Attribute1 ·8 Attribute2 {9 nAttributes  <:  property Ravage_zedBlackList_repeating_m  expression _this setVariable ['repeating_m',_value,true]; Value x8 ·8  data ˆ8 ·8  type ¤8 value  ·8 type  BOOL ·8  property Ravage_zedBlackList_blackListTime_m  expression _this setVariable ['blackListTime_m',_value,true]; Value 79 {9  data G9 {9  type f9  value always {9 type  STRING {9  property Ravage_zedBlackList_blacklistSize_m  expression _this setVariable ['blacklistSize_m',_value,true]; Value û9 <:  data : <:  type ': value ÈB<: type  SCALAR <:  dataType Object PositionInfo Û:  side Empty flags  Attributes ; id ÿ  type LIB_AmmoCrate_Arty_SU atlOffset â9 CustomAttributes f< 3> position ò9F–NBÊðwEangles  €h‚ã? ;  init call{this additemcargo ["rvg_plasticBottlePurified", 1]; this additemcargo ["rvg_franta", 1]; this additemcargo ["rvg_spirit", 1]; this additemcargo ["rvg_rice", 2]; this additemcargo ["rvg_bacon", 1], this additemcargo ["rvg_hose", 1]; this additemcargo ["rvg_purificationTablets", 1]; this additemcargo ["rvg_antiRad", 2];} f<  Attribute0 ž< Attribute1 @= nAttributes  3>  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value = @=  data = @=  type +=  value 0 @= type  STRING @=  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value š= 3>  data ª= 3>  type >  value [[[[],[]],[[],[]],[["skn_m04_gas_mask_bare_dry","G_mas_wpn_gasmask"],[4,2]],[[],[]]],false] 3> type  STRING 3>  dataType Object PositionInfo ¹>  side Empty flags  Attributes Ù> id   type Campfire_burning_F atlOffset 09<ß> position ,9FWxOBÂÈwEÙ> ß>  dataType Layer  name Camp Site #1 id * atlOffset C1B#?  dataType Layer  name Camp Site #2 id e atlOffset C1Bg?  dataType Layer  name Camp Site #4 id  atlOffset C1B«?  dataType Layer  name Camp Site #5 id · atlOffset C1Bï?  dataType Layer  name Camp Site #7 id Û atlOffset C1B3@  dataType Layer  name Camp Site (HMG) id  atlOffset C1Bz@  dataType Layer  name Mortar Camp id ! atlOffset C1B½@  dataType Layer  name Camp Deer id < atlOffset C1Bþ@  dataType Layer  name Camp Eagle id S atlOffset C1B@A  dataType Layer  name Camp Falcon id i atlOffset C1BƒA  dataType Layer  name Camp Ant id Ž atlOffset C1BÃA  dataType Layer  name Camp Ant id ³ atlOffset C1BB  dataType Layer  name Camp Bear id Þ atlOffset C1BDB  dataType Layer  name Camp Eagle id õ atlOffset C1B†B  dataType Layer  name Camp Crow id  atlOffset C1BÇB  dataType Layer  name Camp Eagle id - atlOffset C1B C  dataType Layer  name Camp Falcon id C atlOffset C1BLC  dataType Layer  name Camp Eagle Entities œC id Z atlOffset ð–,@¦Z items  Item0 èD Item1 ³E Item2 rF Item3 2G Item4 H Item5 ÎH Item6 ¢I Item7 uJ Item8 FK Item9 L Item10 äL Item11 ¯M Item12 zN Item13 EO Item14 P Item15 ëP Item16 ÆQ Item17 ’R Item18 nS Item19 <T Item20 U Item21 áU Item22 ¯V Item23 zW Item24 EX Item25 Y Item26 ÛY ¦Z  dataType Object PositionInfo iE  side Empty flags  Attributes ¡E id D  type Land_Unfinished_Building_02_F ³E position …:9FCºJBxEangles  '‹°@ ¡E skill ÍÌL>³E  dataType Object PositionInfo (F  side Empty flags  Attributes `F id E  type Land_Wreck_Car3_F rF position ´R9FAZ=BrªwEangles ½@°Ì>c†½@`F skill ÍÌL>rF  dataType Object PositionInfo èF  side Empty flags  Attributes G id F  type Land_Scaffolding_F 2G position 9F„hPB)xEangles  aéK? G skill ÍÌL>2G  dataType Object PositionInfo ¶G  side Empty flags  Attributes îG id G  type Land_Bricks_V1_F atlOffset @; H position ^9Fè;B…úwEangles U©Å@Ç*®@ÔÿÅ@îG skill ÍÌL> H  dataType Object PositionInfo „H  side Empty flags  Attributes ¼H id H  type Land_WheelCart_F atlOffset à¼ÎH position Îb9FØ;BWËwEangles |Æ@YÌ8?ÔÿÅ@¼H skill ÍÌL>ÎH  dataType Object PositionInfo XI  side Empty flags  Attributes I id I  type Land_BarrelSand_grey_F atlOffset àÜ»¢I position Áf9FVN;B˜áwEangles |Æ@ñJ?yÆ@I skill ÍÌL>¢I  dataType Object PositionInfo +J  side Empty flags  Attributes cJ id J  type MetalBarrel_burning_F atlOffset ª=uJ position {H9FäÃBBƒAxEangles øä=ùÚ“@ZwÇ@cJ skill ÍÌL>uJ  dataType Object PositionInfo üJ  side Empty flags  Attributes 4K id K  type Land_CinderBlocks_F atlOffset €¶FK position ¼E9FԐAB†xEangles 
  270. SÅ@¦®|@SÅ@4K skill ÍÌL>FK  dataType Object PositionInfo ÍK  side Empty flags  Attributes L id L  type Land_CinderBlocks_F atlOffset º9L position ÞH9FôÝ@B´zxEangles 
  271. SÅ@Š´¯@
  272. SÅ@L skill ÍÌL>L  dataType Object PositionInfo šL  side Empty flags  Attributes ÒL id M  type Land_Shoot_House_Corner_Stand_F äL position ºW9FùCB,4xEangles ¾“Å@šðg@ñ¾Å@ÒL skill ÍÌL>äL  dataType Object PositionInfo eM  side Empty flags  Attributes M id N  type Land_Shoot_House_Wall_Stand_F ¯M position T9FÉFBcMxEangles `T‚>“/|@ߧÀ@M skill ÍÌL>¯M  dataType Object PositionInfo 0N  side Empty flags  Attributes hN id O  type Land_Shoot_House_Wall_Stand_F zN position ÙN9F]¥FB/exEangles 3Hƒ>6äz@ošÀ@hN skill ÍÌL>zN  dataType Object PositionInfo ûN  side Empty flags  Attributes 3O id P  type Land_Shoot_House_Wall_Stand_F EO position u89F®FJBè“xEangles –hÅ@öº@~=Å@3O skill ÍÌL>EO  dataType Object PositionInfo ÆO  side Empty flags  Attributes þO id Q  type Land_Shoot_House_Wall_Stand_F P position ©29FžXJBv}xEangles ~=Å@öº@~=Å@þO skill ÍÌL>P  dataType Object PositionInfo ¡P  side Empty flags  Attributes ÙP id R  type Land_Shoot_House_Wall_Stand_F atlOffset €¶ëP position PA9FÞCIBF•xEangles 
  273. SÅ@6äz@SÅ@ÙP skill ÍÌL>ëP  dataType Object PositionInfo |Q  side Empty flags  Attributes ´Q id S  type Land_Shoot_House_Wall_Stand_F atlOffset ’=ÆQ position ÂK9Fè8GBèwEangles  €6äz@ ´Q skill ÍÌL>ÆQ  dataType Object PositionInfo HR  side Empty flags  Attributes €R id T  type Land_Shoot_House_Wall_Crouch_F ’R position F9FÓîFB9·wEangles  €'‹°@ €R skill ÍÌL>’R  dataType Object PositionInfo $S  side Empty flags  Attributes \S id U  type Land_Shoot_House_Wall_Crouch_F atlOffset h=nS position 0@9F"GB»wEangles  €qnI? \S skill ÍÌL>nS  dataType Object PositionInfo òS  side Empty Attributes *T id V  type Land_Shoot_House_Wall_Long_F atlOffset @M?<T position î49FK·FBlªwEangles  '‹°@ *T skill ÍÌL><T  dataType Object PositionInfo ÉT  side Empty flags  Attributes U id W  type Land_Shoot_House_Corner_F atlOffset  ó<U position -9F¤FBwEangles 
  274. É@'‹°@.+#;U skill ÍÌL>U  dataType Object PositionInfo —U  side Empty flags  Attributes ÏU id X  type Land_Bricks_V2_F atlOffset û:áU position (_9Fð—;B±xEangles .êÅ@ñW?ñ¾Å@ÏU skill ÍÌL>áU  dataType Object PositionInfo eV  side Empty flags  Attributes V id Y  type Land_Bricks_V4_F atlOffset ;:¯V position ªX9Fi;B#ñwEangles |Æ@R¶¦@ÔÿÅ@V skill ÍÌL>¯V  dataType Object PositionInfo 0W  side Empty flags  Attributes hW id c  type Land_Shoot_House_Wall_Stand_F zW position Ã9FTUBû$xEangles  €Ók@ hW skill ÍÌL>zW  dataType Object PositionInfo ûW  side Empty flags  Attributes 3X id d  type Land_Shoot_House_Wall_Stand_F EX position (9FTUB¦xEangles  €Ók@ 3X skill ÍÌL>EX  dataType Object PositionInfo ÆX  side Empty flags  Attributes þX id e  type Land_Shoot_House_Wall_Stand_F Y position d+9FTUBZ\xEangles  €Ók@ þX skill ÍÌL>Y  dataType Object PositionInfo ‘Y  side Empty flags  Attributes ÉY id f  type Land_Shoot_House_Wall_Stand_F ÛY position m29FTUB|zxEangles  €Ók@ ÉY skill ÍÌL>ÛY  dataType Object PositionInfo \Z  side Empty flags  Attributes ”Z id g  type Land_Shoot_House_Wall_Stand_F ¦Z position ¸89FTUBԏxEangles  €Ók@ ”Z skill ÍÌL>¦Z  dataType Object PositionInfo [  side Empty Attributes >[ id [  type Land_Can_Rusty_F atlOffset €Œ‰>D[ position æ9FxÜOB¯îwE>[ D[  dataType Object PositionInfo ¹[  side Empty flags  Attributes Ù[ id \  type Land_Can_Dented_F ß[ position f9F
  275. ¼NB‹èwEÙ[ ß[  dataType Object PositionInfo ^\  side Empty Attributes ~\ id ]  type Land_BottlePlastic_V2_F atlOffset €¶‹>„\ position <9FÌ=PBòwE~\ „\  dataType Object PositionInfo û\  side Empty flags  Attributes 3] id ^  type Land_TinContainer_F 9] position ª9F$OB¥çwEangles  € ˆ? 3] 9]  dataType Object PositionInfo º]  side Empty flags  Attributes ò] id _  type Land_FoodContainer_01_White_F ø] position û9F§‰OB‹øwEangles  €%8%@ ò] ø]  dataType Object PositionInfo w^  side Empty flags  Attributes ¯^ id a  type Land_PortableLight_double_F µ^ position ¹C9FìDBë¿wEangles  Ú®@ ¯^ µ^  dataType Object PositionInfo 4_  side Empty flags  Attributes l_ id b  type Land_PortableLight_single_F r_ position ©V9F]RRBPxEangles  ` ‚@ l_ r_  dataType Marker position >áLF¯—éAc/(F name respawn_west  type respawn_unknown  colorName ColorBlue id h î_  dataType Object PositionInfo g`  side Empty flags  Attributes ‡` id i  type MetalBarrel_burning_F ` position nãLFRùìAû5(F‡` `  dataType Object PositionInfo a  side Empty flags  Attributes Da id r  type Land_PortableLight_double_F Ja position ÅÎE7{Ý@°2Eangles  Á©@ Da Ja  dataType Group  side Independent Entities Áa Attributes k id s atlOffset  úë> CustomAttributes mk €l items  Item0 Þa k  dataType Object PositionInfo ‚b  side Independent flags  Attributes ºb id w  type I_C_Soldier_Para_3_F atlOffset  úë> CustomAttributes ïe k position W‘ÖE»äLAeeEangles  g×+@ ºb skill ÍÌÌ> Inventory Ûb ïe  primaryWeapon {c uniform Úc backpack Ïd  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles skn_m04_gas_mask_bare_dry ïe  name arifle_AKM_F primaryMuzzleMag «c Úc  name 30Rnd_762x39_Mag_F ammoLeft  Úc  typeName U_I_C_Soldier_Para_3_F isBackpack MagazineCargo 5d ItemCargo d Ïd items  Item0 Rd d  name 30Rnd_762x39_Mag_F count  ammoLeft  d items  Item0 ªd Ïd  name FirstAidKit count  Ïd  typeName B_Kitbag_rgr_Para_3_F isBackpack  MagazineCargo )e ItemCargo e ïe items  Item0 Fe e  name 30Rnd_762x39_Mag_F count  ammoLeft  e items  Item0 ©e Item1 Êe ïe  name Medikit count  Êe  name FirstAidKit count  ïe  Attribute0 Gf Attribute1 éf Attribute2 pg Attribute3 Xh nAttributes  k  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ªf éf  data ºf éf  type Ôf  value 0 éf type  STRING éf  property pitch  expression _this setpitch _value; Value /g pg  data ?g pg  type [g value €?pg type  SCALAR pg  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value h Xh  data )h Xh  type Eh value  Xh type  BOOL Xh  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value +j k  data ;j k  type Vj value jj k type  ARRAY jj items  Item0 ’j Item1 Ðj k  data ¢j Ðj  type »j  value Ðj type  STRING Ðj  data àj k  type ýj  value ASIS k type  STRING k  init call{execVM "\ravage\code\scripts\mission\ambientChat.sqf";}  combatMode RED mk  Attribute0 •k nAttributes  €l  property Enh_randomPatrol_maxDistance  expression if (!is3DEN && (_value > 0)) then {[_this,getPosATL (leader _this),_value] call BIS_fnc_taskPatrol} Value ?l €l  data Ol €l  type kl value ÈB€l type  SCALAR €l  dataType Group  side Independent Entities Ñl Attributes £w id x ©w items  Item0 îl £w  dataType Object PositionInfo ‚m  side Independent flags  Attributes ºm id t  type I_C_Soldier_Para_2_F CustomAttributes €r £w position ÂÖEvÚÕ@r=Eangles  +È= ºm  rank SERGEANT  stance Up Inventory ëm €r primaryWeapon ƒn handgun þn uniform ]o vest `p  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles Mask_M50 €r  name rhs_weap_m16a4_carryhandle primaryMuzzleMag Án þn  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  þn  name hgun_Pistol_01_F primaryMuzzleMag 2o ]o  name 10Rnd_9x21_Mag ammoLeft
  276. ]o  typeName U_I_C_Soldier_Para_2_F isBackpack MagazineCargo ¸o ItemCargo p `p items  Item0 Õo p  name rhs_mag_30Rnd_556x45_M855_Stanag count  ammoLeft  p items  Item0 ;p `p  name FirstAidKit count  `p  typeName V_TacVest_camo isBackpack MagazineCargo ¤p €r items  Item0 øp Item1 /q Item2 cq Item3 ¬q Item4 ëq Item5 *r €r  name 10Rnd_9x21_Mag count  ammoLeft
  277. /q  name HandGrenade count  ammoLeft  cq  name rhs_mag_30Rnd_556x45_M855_Stanag count  ammoLeft  ¬q  name ACE_Chemlight_HiYellow count  ammoLeft  ëq  name ACE_Chemlight_HiOrange count  ammoLeft  *r  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  €r  Attribute0 Ør Attribute1 zs Attribute2 t Attribute3 ét nAttributes  £w  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ;s zs  data Ks zs  type es  value 0 zs type  STRING zs  property pitch  expression _this setpitch _value; Value Às t  data Ðs t  type ìs value Ház?t type  SCALAR t  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ªt ét  data ºt ét  type Öt value  ét type  BOOL ét  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ¼v £w  data Ìv £w  type çv value ûv £w type  ARRAY ûv items  Item0 #w Item1 aw £w  data 3w aw  type Lw  value aw type  STRING aw  data qw £w  type Žw  value ASIS £w type  STRING £w ©w  dataType Group  side Independent Entities
  278. x Attributes o id y atlOffset °ï?u items  Item0 'x o  dataType Object PositionInfo Ëx  side Independent flags  Attributes y id v  type I_C_Soldier_Para_1_F atlOffset °ï? CustomAttributes L| o position ‘ÕEe§&A7Eangles  9@™@ y skill ffæ> rank CORPORAL Inventory 4y L| primaryWeapon äy uniform xz vest {  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_OD  headgear H_Hat_Safari_olive_F L|  name rhs_weap_m4a1_blockII_d  optics rhsusf_acc_T1_high primaryMuzzleMag ;z xz  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  xz  typeName U_I_C_Soldier_Para_1_F isBackpack ItemCargo Àz { items  Item0 Ýz {  name FirstAidKit count  {  typeName V_Chestrig_khk isBackpack MagazineCargo F{ L| items  Item0 y{ Item1 ­{ Item2 ö{ L|  name HandGrenade count  ammoLeft  ­{  name rhs_mag_30Rnd_556x45_M855_Stanag count  ammoLeft  ö{  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  L|  Attribute0 ¤| Attribute1 F} Attribute2 Í} Attribute3 µ~ nAttributes  o  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value } F}  data } F}  type 1}  value 0 F} type  STRING F}  property pitch  expression _this setpitch _value; Value Œ} Í}  data œ} Í}  type ¸} value ®G?Í} type  SCALAR Í}  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value v~ µ~  data †~ µ~  type ¢~ value  µ~ type  BOOL µ~  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ˆ€ o  data ˜€ o  type ³€ value Ç€ o type  ARRAY Ç€ items  Item0 ï€ Item1 - o  data ÿ€ -  type   value - type  STRING -  data = o  type Z  value ASIS o type  STRING o u  dataType Object PositionInfo ô  side Empty flags  Attributes ,‚ id z  type Land_PortableLight_double_F 2‚ position 0¤ÖEOÖVAmƒEangles  ­£?@ ,‚ 2‚  dataType Group  side Independent Entities “‚ Attributes È‹ id { atlOffset Àò>΋ items  Item0 °‚ È‹  dataType Object PositionInfo Tƒ  side Independent flags  Attributes Œƒ id u  type I_C_Soldier_Para_4_F atlOffset Àò> CustomAttributes ¥† È‹ position T¼ÖEMAÛYEangles  Ññl> Œƒ skill ÍÌÌ> stance Up Inventory ¹ƒ ¥† primaryWeapon \„ handgun ¸„ uniform … vest †  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles G_Respirator_blue_F ¥†  name LMG_03_F primaryMuzzleMag ˆ„ ¸„  name 200Rnd_556x45_Box_F ammoLeft È ¸„  name hgun_Pistol_01_F primaryMuzzleMag ì„ …  name 10Rnd_9x21_Mag ammoLeft
  279. …  typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo r… ItemCargo Æ… † items  Item0 … Æ…  name 10Rnd_9x21_Mag count  ammoLeft
  280. Æ… items  Item0 ã… †  name FirstAidKit count  †  typeName V_Chestrig_blk isBackpack MagazineCargo L† ¥† items  Item0 i† ¥†  name 200Rnd_556x45_Box_F count  ammoLeft È ¥†  Attribute0 ý† Attribute1 Ÿ‡ Attribute2 &ˆ Attribute3 ‰ nAttributes  È‹  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value `‡ Ÿ‡  data p‡ Ÿ‡  type Š‡  value 0 Ÿ‡ type  STRING Ÿ‡  property pitch  expression _this setpitch _value; Value å‡ &ˆ  data õ‡ &ˆ  type ˆ value
  281. ׃?&ˆ type  SCALAR &ˆ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ψ ‰  data ߈ ‰  type ûˆ value  ‰ type  BOOL ‰  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value አȋ  data ñŠ È‹  type ‹ value ‹ È‹ type  ARRAY ‹ items  Item0 H‹ Item1 †‹ È‹  data X‹ †‹  type q‹  value †‹ type  STRING †‹  data –‹ È‹  type ³‹  value ASIS È‹ type  STRING È‹ ΋  dataType Object PositionInfo ]Œ  side Empty flags  Attributes •Œ id }  type Land_PortableLight_single_F atlOffset €6›Œ position ¹ÀÖEM}ø@ÌEangles  Dz@ •Œ ›Œ  dataType Object PositionInfo   side Empty flags  Attributes R id ~  type Land_PortableLight_single_F X position Œ½ÖEE}ø@sMEangles  û_n@ R X  dataType Object PositionInfo å  side Empty flags  Attributes Ž id   type Land_Portable_generator_F atlOffset Ln>#Ž position â¾ÖE8>á@áEangles  €Æ×›@ Ž #Ž  dataType Object PositionInfo Ž  side Empty Attributes ÕŽ id €  type Campfire_burning_F atlOffset Òˆ´@ÛŽ position ¨ÖE)¯HAì¨Eangles  ïá;@ €ÕŽ ÛŽ  dataType Object PositionInfo W  side Empty flags  Attributes w id   type Land_Fire_barrel_burning } position šÖE‰Pè@9 Ew }  dataType Object PositionInfo   side Empty flags  Attributes ) id ‚  type Land_Fire_barrel_burning atlOffset 7/ position ˆ5ÖE™Pè@L8E) /  dataType Object PositionInfo ¯  side Empty Attributes ç id ƒ  type Land_Fire_barrel_burning atlOffset P›9?í position ÄÕE>‰é@²DEangles `êÆ@ ²Æ@ç í  dataType Object PositionInfo l‘  side Empty flags  Attributes ¤‘ id „  type Land_PortableLight_single_F ª‘ position Ñ—ÕEÒI.AÍ*Eangles  ñÖ? ¤‘ ª‘  dataType Object PositionInfo )’  side Empty flags  Attributes a’ id …  type Land_PortableLight_single_F g’ position iBÖE-ñ-AÖÁEangles  ß
  282. Æ@ a’ g’  dataType Object PositionInfo è’  side Empty flags  Attributes “ id Ž  type RoadBarrier_F atlOffset °6&“ position äÔÕEÜnØ@¡Eangles D»Æ@ce?KD= “ &“  dataType Object PositionInfo ­“  side Empty flags  Attributes å“ id   type RoadBarrier_small_F atlOffset €¥N>ë“ position AæÕE ×Ù@wEangles D»Æ@ KD=å“ ë“  dataType Object PositionInfo e”  side Empty flags  Attributes ” id ’  type Land_Barricade_01_4m_F £” position  ðÕEËìË@Ü‘Eangles  ”Åê? ” £”  dataType Object PositionInfo "•  side Empty flags  Attributes Z• id “  type Land_PortableLight_single_F `• position ›øÕE
  283. Çí@¼{Eangles  äzï? Z• `•  dataType Object PositionInfo Þ•  side Empty flags  Attributes – id ™  type Land_SandbagBarricade_01_F – position «ÑÖEUóþ@©-Eangles  D? – –  dataType Object PositionInfo Ÿ–  side Empty flags  Attributes ×– id ›  type Land_SandbagBarricade_01_hole_F Ý– position „ÞÖEÕÿ@YEangles  8ªI? ×– Ý–  dataType Object PositionInfo O—  side Empty flags  Attributes ‡— id ž  type land_Objects56 — position chÖEb#ò@Eangles  €8H–> ‡— —  dataType Object PositionInfo ˜  side Empty Attributes @˜ id Ÿ  type Russell_Barricade01 atlOffset ¨×©?F˜ position '˜ÖEmœ AÚ_Eangles  ç@ @˜ F˜  dataType Object PositionInfo Á˜  side Empty Attributes ù˜ id    type Russell_Barricade02 atlOffset Hü„?ÿ˜ position gÖEw, AEkEangles  º)@ ù˜ ÿ˜  dataType Object PositionInfo ‚™  side Empty flags  Attributes º™ id ¡  type Land_SandbagBarricade_01_half_F À™ position v„ÖE 7ë@žEangles  $‚@ º™ À™  dataType Object PositionInfo Eš  side Empty flags  Attributes }š id ¥  type Land_wall_tin_4_2 atlOffset ðÄo?ƒš position Y­ÖEªA“Eangles  I¢¯@ }š ƒš  dataType Object PositionInfo ›  side Empty flags  Attributes @› id ¦  type Land_wall_tin_4_2 atlOffset °Ù€?F› position |ÜÖEèÈAúøEangles  [®@ @› F›  dataType Group  side Independent Entities §› Attributes x¥ id § atlOffset 5~¥ items  Item0 Ä› x¥  dataType Object PositionInfo hœ  side Independent flags  Attributes  œ id ¨  type I_C_Soldier_Para_1_F atlOffset 5 CustomAttributes U  x¥ position  ýÕEdgÍ@ˆƒEangles  “=@  œ skill ffæ> rank CORPORAL Inventory Ñœ U  primaryWeapon „ uniform ž vest Ÿ  map ItemMap  compass ItemCompass  watch ItemWatch  radio ItemRadio  goggles PU_shemagh_Tan  headgear H_HeadBandage_bloody_F U   name rhs_weap_m4_carryhandle_mstock primaryMuzzleMag Ɲ ž  name rhs_mag_30Rnd_556x45_M855_Stanag ammoLeft  ž  typeName U_I_C_Soldier_Para_1_F isBackpack MagazineCargo ^ž ItemCargo Äž Ÿ items  Item0 {ž Äž  name rhs_mag_30Rnd_556x45_M855_Stanag count  ammoLeft  Äž items  Item0 áž Ÿ  name FirstAidKit count  Ÿ  typeName V_PlateCarrier2_rgr isBackpack MagazineCargo OŸ U  items  Item0 ‚Ÿ Item1 ¶Ÿ Item2 ÿŸ U   name HandGrenade count  ammoLeft  ¶Ÿ  name rhs_mag_30Rnd_556x45_M855_Stanag count  ammoLeft  ÿŸ  name rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green count  ammoLeft  U   Attribute0 ­  Attribute1 O¡ Attribute2 Ö¡ Attribute3 ¾¢ nAttributes  x¥  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¡ O¡  data ¡ O¡  type :¡  value 0 O¡ type  STRING O¡  property pitch  expression _this setpitch _value; Value •¡ Ö¡  data ¥¡ Ö¡  type Á¡ value ®G?Ö¡ type  SCALAR Ö¡  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value ¢ ¾¢  data ¢ ¾¢  type «¢ value  ¾¢ type  BOOL ¾¢  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ‘¤ x¥  data ¡¤ x¥  type ¼¤ value Ф x¥ type  ARRAY Ф items  Item0 ø¤ Item1 6¥ x¥  data ¥ 6¥  type !¥  value 6¥ type  STRING 6¥  data F¥ x¥  type c¥  value ASIS x¥ type  STRING x¥ ~¥  dataType Object PositionInfo ü¥  side Empty flags  Attributes 4¦ id ©  type Land_SandbagBarricade_01_F :¦ position ÀµÖE"Sõ@LfEangles  Nöy@ 4¦ :¦  dataType Object PositionInfo °¦  side Empty Attributes è¦ id ª  type Land_Canteen_F atlOffset èª ?î¦ position ø¥ÖEœôÙ@§ Eangles  €½lh@ è¦ î¦  dataType Object PositionInfo k§  side Empty flags  Attributes ‹§ id «  type Land_LiquidDispenser_01_F ‘§ position ݧÖEÍÌá@þìE‹§ ‘§  dataType Object PositionInfo
  284. ¨  side Empty Attributes B¨ id ¬  type Land_CerealsBox_F atlOffset `×>H¨ position „¨ÖE©Sè@œýEangles  ,@ B¨ H¨  dataType Object PositionInfo ͨ  side Empty flags  Attributes í¨ id ­  type Land_Can_Dented_F atlOffset €6ó¨ position Š¤ÖE¬Ö@¨ÿEí¨ ó¨  dataType Object PositionInfo l©  side Empty Attributes Œ© id ®  type Land_BakedBeans_F atlOffset P?’© position ”¤ÖEH°×@XûEŒ© ’©  dataType Object PositionInfo (ª  side Empty flags  Attributes Hª id ¯  type Land_Tableware_01_stackOfNapkins_F atlOffset €6Nª position ö£ÖE ×@‡EHª Nª  dataType Object PositionInfo Ū  side Empty flags  Attributes ýª id °  type Land_TinContainer_F « position g§ÖEÂüØ@ØôEangles  €˜_‹@ ýª «  dataType Object PositionInfo ”«  side Empty flags  Attributes ´« id ²  type Land_FoodContainer_01_White_F atlOffset €6º« position GÖEäÝ@çE´« º«  dataType Object PositionInfo G¬  side Empty flags  Attributes ¬ id µ  type Land_LiquidDispenser_01_F atlOffset 80<…¬ position ò0ÖEé$â@S$Eangles  €¹ ±? ¬ …¬  dataType Object PositionInfo ú¬  side Empty flags  Attributes 2­ id ·  type Land_Can_Dented_F 8­ position ½=ÖE¬Ö@`+Eangles  €¹ ±? 2­ 8­  dataType Object PositionInfo ¯­  side Empty flags  Attributes ç­ id º  type Land_TinContainer_F í­ position ¼7ÖEÂüØ@éEangles  €¢·@ ç­ í­  dataType Object PositionInfo h®  side Empty flags  Attributes ˆ® id ¼  type Land_FoodContainer_01_F Ž® position  ;ÖEÜÝ@7Eˆ® Ž®  dataType Object PositionInfo ,¯  side Empty flags  Attributes d¯ id ½  type rhs_weapons_crate_ak atlOffset €Ó9 CustomAttributes ί ² position ³,ÖEÊ1ã@dAEangles  W$ª@ d¯  init call{this additemcargo ["rvg_canisterFuel_Empty", 1]; this additemcargo ["rvg_Geiger", 1]; } ί  Attribute0 ° Attribute1 ¨° nAttributes  ²  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value i° ¨°  data y° ¨°  type “°  value 0 ¨° type  STRING ¨°  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ± ²  data ± ²  type ò±  value [[[["FirstAidKit"],[1]],[["ACE_Chemlight_HiRed","ACE_Chemlight_HiYellow","ClaymoreDirectionalMine_Remote_Mag","HandGrenade","rvg_flare","ACE_FlareTripMine_Mag"],[2,1,1,2,3,5]],[[],[]],[[],[]]],false] ² type  STRING ²  dataType Object PositionInfo “²  side Empty Attributes ˲ id ¿  type rhs_mags_crate atlOffset â? CustomAttributes ±³ dµ position Õ¨ÖE2ƒÞ@wEangles  ”cÒ? ˲  init call{this additemcargo ["rvg_plasticBottlePurified", 1]; this additemcargo ["rvg_rice", 2]; this additemcargo ["rvg_purificationTablets", 1]; this additemcargo ["rvg_antiRad", 2]; this additemcargo ["rvg_beans", 1];} ±³  Attribute0 é³ Attribute1 ‹´ nAttributes  dµ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value L´ ‹´  data \´ ‹´  type v´  value 0 ‹´ type  STRING ‹´  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value å´ dµ  data õ´ dµ  type Oµ  value [[[[],[]],[["ACE_Chemlight_HiWhite"],[2]],[[],[]],[[],[]]],false] dµ type  STRING dµ  dataType Object PositionInfo òµ  side Empty flags  Attributes *¶ id Á  type rhs_weapons_crate_ak CustomAttributes 0¶ i¸ position zÓEÈ_Í@çÅ%Eangles  ÈHa@ *¶ 0¶  Attribute0 h¶ Attribute1
  285. · nAttributes  i¸  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ˶
  286. ·  data Û¶
  287. ·  type õ¶  value 0
  288. · type  STRING
  289. ·  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value d· i¸  data t· i¸  type T¸  value [[[["FirstAidKit"],[1]],[["ACE_Chemlight_HiYellow","ClaymoreDirectionalMine_Remote_Mag","HandGrenade","rvg_flare","rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Green"],[1,1,1,3,4]],[[],[]],[[],[]]],false] i¸ type  STRING i¸  dataType Object PositionInfo ð¸  side Empty flags  Attributes (¹ id   type RHS_Mi8mt_vdv CustomAttributes U¹ ”¼ position ‘1gEYÊCˆ)»Eangles   ëÃ@ (¹ health |¥>fuel presence Šç0=U¹  Attribute0 ¹ Attribute1 ?º Attribute2 b» nAttributes  ”¼  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value º ?º  data º ?º  type *º  value 0 ?º type  STRING ?º  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI8NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value » b»  data ,» b»  type M»  value NoChange b» type  STRING b»  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value ¼» ”¼  data Ì» ”¼  type ¼  value [[[["FirstAidKit"],[2]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[3,1,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[1]]],false] ”¼ type  STRING ”¼  dataType Layer  name Concrete Bunker id \ atlOffset C1BÛ¼  dataType Layer  name Military Base id  atlOffset C1B ½  dataType Layer  name Command Centre id  atlOffset C1Bf½  dataType Layer  name Headquarters id ² atlOffset C1Bª½  dataType Layer  name Headquarters (Fortified) id ò atlOffset C1Bú½  dataType Layer  name Military Compound id ’ atlOffset C1BC¾  dataType Layer  name VIP Compound id  atlOffset C1B‡¾  dataType Layer  name Main Headquarters [BLU] id Û atlOffset C1BÖ¾  dataType Layer  name Cargo HQ id { atlOffset C1B¿  dataType Layer  name Checkpoint (Basic) id ¢ atlOffset C1B`¿  dataType Layer  name Road Barricade #3 id Æ atlOffset C1B©¿  dataType Layer  name Roadblock id  atlOffset C1Bê¿  dataType Layer  name Camp Falcon id  atlOffset C1B-À  dataType Layer  name Camp Deer id 6 atlOffset C1BnÀ  dataType Layer  name Camp Crow id W atlOffset C1B¯À  dataType Layer  name Camp Bear id ‚ atlOffset C1BðÀ  dataType Object PositionInfo {Á  side Empty Attributes ³Á id ¤  type RHS_Mi24P_vdv atlOffset Ù—? CustomAttributes  ½Æ position ýEȦïCrˆ Fangles  àÈ@ ³Á health àÉ>ammo Ú˜> lock UNLOCKED fuel +=presence ::š> textures standard   Attribute0 w Attribute1 à Attribute2 =Ä Attribute3 âÄ Attribute4 %Æ nAttributes  ½Æ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value Ú à  data ê à  type à  value 0 à type  STRING à  property rhs_decalNumber_type  expression if(_value != 'NoChange')then{ _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cRHSAIRMI24NumberPlaces, _value]]] call rhs_fnc_decalsInit} Value ÷à =Ä  data Ä =Ä  type (Ä  value NoChange =Ä type  STRING =Ä  property rhs_opendoors  expression _this animateDoor ['Door_Cargo',_value,true] Value ¡Ä âÄ  data ±Ä âÄ  type ÍÄ value €?âÄ type  SCALAR âÄ  property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value <Å %Æ  data LÅ %Æ  type Æ  value [[[["FirstAidKit"],[3]],[["rhs_30Rnd_545x39_7N10_AK","rhs_mag_rgd5","rhs_mag_nspn_red","rhs_mag_rdg2_white"],[5,1,2,1]],[[],[]],[["rhs_d6_Parachute_backpack"],[8]]],false] %Æ type  STRING %Æ  property Enh_enableHeadlights  expression _this setPilotLight _value Value ~Æ ½Æ  data ŽÆ ½Æ  type ªÆ value  ½Æ type  BOOL ½Æ  dataType Group  side East Entities Ç Attributes +á id Ì á items
  290. Item0 ‡Ç Item1 áÒ Item2 ŽÝ Item3 ùÝ Item4 tÞ Item5 ùÞ Item6 dß Item7 Ïß Item8 :à Item9 ¿à +á  dataType Object PositionInfo È  side East flags  Attributes DÈ id Ð  type B_Survivor_F CustomAttributes Í áÒ position €·FÊ À@3Eangles  €Q@ DÈ skill ª<ÿ>presence Sg‚> Inventory tÈ Í  primaryWeapon É handgun ¨É uniform Ê vest IË backpack ;Ì  watch ItemWatch  goggles G_mas_wpn_gasmask  headgear H_Watchcap_blk Í  name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm  flashlight acc_flashlight primaryMuzzleMag yÉ ¨É  name rhs_30Rnd_762x39mm ammoLeft  ¨É  name rhsusf_weap_m9 primaryMuzzleMag ÚÉ Ê  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  Ê  typeName U_FRITH_RUIN_SDR_Tshirt_blk_drj isBackpack MagazineCargo tÊ ItemCargo ÐÊ IË items  Item0 ‘Ê ÐÊ  name ACE_Chemlight_HiOrange count  ammoLeft  ÐÊ items  Item0 øÊ Item1 #Ë IË  name ACE_fieldDressing count  #Ë  name ACE_morphine count  IË  typeName FRITH_ruin_vestiaGL_nja isBackpack MagazineCargo –Ë ;Ì items  Item0 ¾Ë Item1 Ì ;Ì  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  Ì  name rhs_30Rnd_762x39mm count  ammoLeft  ;Ì  typeName B_LIB_SOV_RA_Rucksack2 isBackpack  MagazineCargo ‡Ì Í items  Item0 ¯Ì Item1 ëÌ Í  name ACE_Chemlight_HiRed count  ammoLeft  ëÌ  name rvg_flare count  ammoLeft  Í  Attribute0 …Í Attribute1 'Î Attribute2 ¸Î Attribute3 ?Ï Attribute4 'Ð nAttributes  áÒ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value èÍ 'Î  data øÍ 'Î  type Î  value 0 'Î type  STRING 'Î  property speaker  expression _this setspeaker _value; Value qÎ ¸Î  data Î ¸Î  type £Î  value Male06ENG ¸Î type  STRING ¸Î  property pitch  expression _this setpitch _value; Value þÎ ?Ï  data Ï ?Ï  type *Ï value Âu??Ï type  SCALAR ?Ï  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value èÏ 'Ð  data øÏ 'Ð  type Ð value  'Ð type  BOOL 'Ð  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value úÑ áÒ  data
  291. Ò áÒ  type %Ò value 9Ò áÒ type  ARRAY 9Ò items  Item0 aÒ Item1 ŸÒ áÒ  data qÒ ŸÒ  type ŠÒ  value ŸÒ type  STRING ŸÒ  data ¯Ò áÒ  type ÌÒ  value ASIS áÒ type  STRING áÒ  dataType Object PositionInfo fÓ  side East flags  Attributes žÓ id Ô  type B_Survivor_F CustomAttributes Ê× ŽÝ position ȯFÊ À@<3Eangles  €Q@ žÓ skill ª<ÿ>presence Sg‚> Inventory ÎÓ Ê×  primaryWeapon nÔ handgun Õ uniform lÕ vest ¡Ö backpack “×  watch ItemWatch  goggles skn_m04_gas_mask_blk  headgear FRITH_ruin_modhat_metgrn Ê×  name rhs_weap_akms  muzzle rhs_acc_dtkakm  flashlight rhs_acc_perst1ik primaryMuzzleMag ÕÔ Õ  name rhs_30Rnd_762x39mm ammoLeft  Õ  name rhsusf_weap_m9 primaryMuzzleMag 6Õ lÕ  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  lÕ  typeName U_FRITH_RUIN_SDR_Tshirt_oli isBackpack MagazineCargo ÌÕ ItemCargo (Ö ¡Ö items  Item0 éÕ (Ö  name ACE_Chemlight_HiOrange count  ammoLeft  (Ö items  Item0 PÖ Item1 {Ö ¡Ö  name ACE_fieldDressing count  {Ö  name ACE_morphine count  ¡Ö  typeName FRITH_ruin_vestiaGL_tar isBackpack MagazineCargo îÖ “× items  Item0 × Item1 X× “×  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  X×  name rhs_30Rnd_762x39mm count  ammoLeft  “×  typeName B_mas_m_Bergen_acr_g isBackpack  Ê×  Attribute0 2Ø Attribute1 ÔØ Attribute2 eÙ Attribute3 ìÙ Attribute4 ÔÚ nAttributes  ŽÝ  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value •Ø ÔØ  data ¥Ø ÔØ  type ¿Ø  value 0 ÔØ type  STRING ÔØ  property speaker  expression _this setspeaker _value; Value Ù eÙ  data .Ù eÙ  type PÙ  value Male06ENG eÙ type  STRING eÙ  property pitch  expression _this setpitch _value; Value «Ù ìÙ  data »Ù ìÙ  type ×Ù value Âu?ìÙ type  SCALAR ìÙ  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value •Ú ÔÚ  data ¥Ú ÔÚ  type ÁÚ value  ÔÚ type  BOOL ÔÚ  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value §Ü ŽÝ  data ·Ü ŽÝ  type ÒÜ value æÜ ŽÝ type  ARRAY æÜ items  Item0 Ý Item1 LÝ ŽÝ  data Ý LÝ  type 7Ý  value LÝ type  STRING LÝ  data \Ý ŽÝ  type yÝ  value ASIS ŽÝ type  STRING ŽÝ  dataType Waypoint position ‘F À@ (-E Effects óÝ  showWP NEVER id Õ  type Move ùÝ ùÝ  dataType Waypoint position v$FãäÉ@o¸E Effects nÞ  showWP NEVER id Ö  type Move atlOffset è7tÞ tÞ  dataType Waypoint position _üFØmØ@¨½E type SeekAndDestroy Effects óÞ  showWP NEVER id × atlOffset 07ùÞ ùÞ  dataType Waypoint position WÍF À@/ !E Effects ^ß  showWP NEVER id Ø  type Move dß dß  dataType Waypoint position jF À@b-E Effects Éß  showWP NEVER id Ù  type Move Ïß Ïß  dataType Waypoint position ¸ÉF À@{2E Effects 4à  showWP NEVER id Ú  type Move :à :à  dataType Waypoint position Z‘FWż@.†3E type SeekAndDestroy Effects ¹à  showWP NEVER id Û atlOffset ¶¿à ¿à  dataType Waypoint position î¶F À@q3E type Cycle Effects %á  showWP NEVER id Ü +á +á  combatMode RED  behaviour SAFE  speedMode LIMITED  formation STAG COLUMN á  dataType Group  side East Entities Éá Attributes ;ú id Ý ú items  Item0 â Item1 hí Item2 ø Item3 éø Item4 dù Item5 Ïù ;ú  dataType Object PositionInfo ¢â  side East flags  Attributes Úâ id Þ  type B_Survivor_F CustomAttributes ¤ç hí position »*#F:å_Cü¨
  292. Fangles ûk
  293. <ð}Ì?ă“<Úâ skill ª<ÿ> Inventory ûâ ¤ç  primaryWeapon Žã handgun /ä uniform —ä vest Ðå backpack Âæ  watch ItemWatch  goggles G_mas_wpn_gasmask  headgear H_Watchcap_blk ¤ç  name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm  flashlight acc_flashlight primaryMuzzleMag ä /ä  name rhs_30Rnd_762x39mm ammoLeft  /ä  name rhsusf_weap_m9 primaryMuzzleMag aä —ä  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  —ä  typeName U_FRITH_RUIN_SDR_Tshirt_blk_drj isBackpack MagazineCargo ûä ItemCargo Wå Ðå items  Item0 å Wå  name ACE_Chemlight_HiOrange count  ammoLeft  Wå items  Item0 å Item1 ªå Ðå  name ACE_fieldDressing count  ªå  name ACE_morphine count  Ðå  typeName FRITH_ruin_vestiaGL_nja isBackpack MagazineCargo æ Âæ items  Item0 Eæ Item1 ‡æ Âæ  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  ‡æ  name rhs_30Rnd_762x39mm count  ammoLeft  Âæ  typeName B_LIB_SOV_RA_Rucksack2 isBackpack  MagazineCargo ç ¤ç items  Item0 6ç Item1 rç ¤ç  name ACE_Chemlight_HiRed count  ammoLeft  rç  name rvg_flare count  ammoLeft  ¤ç  Attribute0 è Attribute1 ®è Attribute2 ?é Attribute3 Æé Attribute4 ®ê nAttributes  hí  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value oè ®è  data è ®è  type ™è  value 0 ®è type  STRING ®è  property speaker  expression _this setspeaker _value; Value øè ?é  data é ?é  type *é  value Male06ENG ?é type  STRING ?é  property pitch  expression _this setpitch _value; Value …é Æé  data •é Æé  type ±é value Âu?Æé type  SCALAR Æé  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value oê ®ê  data ê ®ê  type ›ê value  ®ê type  BOOL ®ê  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value ì hí  data ‘ì hí  type ¬ì value Àì hí type  ARRAY Àì items  Item0 èì Item1 &í hí  data øì &í  type í  value &í type  STRING &í  data 6í hí  type Sí  value ASIS hí type  STRING hí  dataType Object PositionInfo ýí  side East flags  Attributes 5î id ß  type B_Survivor_F atlOffset €7 CustomAttributes Rò ø position â&#F»ä_C£¡
  294. Fangles —¥K;•Ý?_’<5î skill ª<ÿ> Inventory Vî Rò  primaryWeapon öî handgun Œï uniform ôï vest )ñ backpack ò  watch ItemWatch  goggles skn_m04_gas_mask_blk  headgear FRITH_ruin_modhat_metgrn Rò  name rhs_weap_akms  muzzle rhs_acc_dtkakm  flashlight rhs_acc_perst1ik primaryMuzzleMag ]ï Œï  name rhs_30Rnd_762x39mm ammoLeft  Œï  name rhsusf_weap_m9 primaryMuzzleMag ¾ï ôï  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  ôï  typeName U_FRITH_RUIN_SDR_Tshirt_oli isBackpack MagazineCargo Tð ItemCargo °ð )ñ items  Item0 qð °ð  name ACE_Chemlight_HiOrange count  ammoLeft  °ð items  Item0 Øð Item1 ñ )ñ  name ACE_fieldDressing count  ñ  name ACE_morphine count  )ñ  typeName FRITH_ruin_vestiaGL_tar isBackpack MagazineCargo vñ ò items  Item0 žñ Item1 àñ ò  name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  àñ  name rhs_30Rnd_762x39mm count  ammoLeft  ò  typeName B_mas_m_Bergen_acr_g isBackpack  Rò  Attribute0 ºò Attribute1 \ó Attribute2 íó Attribute3 tô Attribute4 \õ nAttributes  ø  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ó \ó  data -ó \ó  type Gó  value 0 \ó type  STRING \ó  property speaker  expression _this setspeaker _value; Value ¦ó íó  data ¶ó íó  type Øó  value Male06ENG íó type  STRING íó  property pitch  expression _this setpitch _value; Value 3ô tô  data Cô tô  type _ô value Âu?tô type  SCALAR tô  property Enh_addGunLight  expression if (!is3DEN && _value) then { _this addPrimaryWeaponItem 'acc_flashlight'; _this enableGunLights 'forceOn'; } Value õ \õ  data -õ \õ  type Iõ value  \õ type  BOOL \õ  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value /÷ ø  data ?÷ ø  type Z÷ value n÷ ø type  ARRAY n÷ items  Item0 –÷ Item1 Ô÷ ø  data ¦÷ Ô÷  type ¿÷  value Ô÷ type  STRING Ô÷  data ä÷ ø  type ø  value ASIS ø type  STRING ø  dataType Waypoint loiterRadius ðA loiterType CIRCLE_L position ¦}#Fµà_CÜ
  295. F combatMode RED  speed LIMITED  combat SAFE Effects ãø  showWP NEVER id ä  type Move atlOffset €7éø éø  dataType Waypoint position ®#FRò_Ctƒ
  296. F Effects ^ù  showWP NEVER id ç  type Move atlOffset €·dù dù  dataType Waypoint position çm#FÇ÷_CC
  297. F Effects Éù  showWP NEVER id è  type Move Ïù Ïù  dataType Waypoint position 6#F“ê_C~¯
  298. F type Cycle Effects 5ú  showWP NEVER id é ;ú ;ú  combatMode RED  behaviour SAFE  speedMode LIMITED  formation STAG COLUMN ú  dataType Object PositionInfo (û  side Empty flags  Attributes `û id ã  type rhs_uaz_open_vv atlOffset ภCustomAttributes ’û ¬ position ñÖ"F´ï`C9§
  299. Fangles Öō=)hÚ?0u‹<`û health ÞÚý>fuel “Ö6> textures standard ’û
  300. Attribute0 lü Attribute1 ý Attribute2 ªý Attribute3 ¯þ Attribute4 Kÿ Attribute5   Attribute6 Ð  Attribute7 € Attribute8 ­ Attribute9 I Attribute10 ë Attribute11 ! nAttributes ¬  property rhs_hideLightCover  expression _this animate ['light_hide',_value,true] Value Ñü ý  data áü ý  type ýü value €?ý type  SCALAR ý  property Enh_enableHeadlights  expression _this setPilotLight _value Value ký ªý  data {ý ªý  type —ý value  ªý type  BOOL ªý  property rhs_decalNumber_type  expression _this setVariable ['rhs_decalNumber_type', _value];[_this,[['Number', cDecals4CarsNumberPlaces, _value]]] call rhs_fnc_decalsInit Value jþ ¯þ  data zþ ¯þ  type šþ  value Default ¯þ type  STRING ¯þ  property Door_LF  expression _this animateDoor ['Door_LF',_value,true] Value
  301. ÿ Kÿ  data ÿ Kÿ  type 6ÿ value €?Kÿ type  SCALAR Kÿ  property rhs_decalPlatoon_type  expression _this setVariable ['rhs_decalPlatoon_type', _value]; Value ¿ÿ    data Ïÿ    type ìÿ  value Army   type  STRING    property ammoBox  expression [_this,_value] call bis_fnc_initAmmoBox; Value [  Ð   data k  Ð   type »   value [[[["FirstAidKit"],[1]],[[],[]],[[],[]],[[],[]]],false] Ð  type  STRING Ð   property rhs_decalArmy_type  expression _this setVariable ['rhs_decalArmy_type', _value]; Value > €  data N €  type k  value Army € type  STRING €  property rhs_decalArmy  expression if(parseNumber _value >= 0)then{ [_this, [ [ 'Label', cDecalsCarsRightArmyPlaces, _this getVariable ['rhs_decalArmy_type','Army'],call compile _value] ] ] call rhs_fnc_decalsInit}; Value m ­  data } ­  type ˜  value -1 ­ type  STRING ­  property Door_RF  expression _this animateDoor ['Door_RF',_value,true] Value  I  data  I  type 4 value €?I type  SCALAR I  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value ¬ ë  data ¼ ë  type Ö  value 0 ë type  STRING ë  property rhs_decalPlatoon  expression if(parseNumber _value >= 0)then{ [_this, [ [ 'Label', cDecalsCarsRightPlatoonPlaces, _this getVariable ['rhs_decalPlatoon_type','Army'],call compile _value] ] ] call rhs_fnc_decalsInit}; Value á !  data ñ !  type   value -1 ! type  STRING !  property Enh_engineOn  expression _this engineOn _value Value m ¬  data } ¬  type ™ value  ¬ type  BOOL ¬  dataType Group  side West Entities  Attributes y id å atlOffset €· CustomAttributes  C items  Item0 9 y  dataType Object PositionInfo Î  side West flags  Attributes  id æ  type B_Survivor_F atlOffset €· CustomAttributes   y position «à"F„ƒcCM÷ Fangles ­–ô=V¶?›hÅ@ isPlayer  isPlayable  Inventory ;    primaryWeapon Î handgun S uniform » vest ð  backpack Ù
  302.   watch ItemWatch  goggles G_mas_wpn_gasmask  headgear H_Watchcap_blk    name rhs_weap_akm_zenitco01_b33  muzzle rhs_acc_dtkakm primaryMuzzleMag $ S  name rhs_30Rnd_762x39mm ammoLeft  S  name rhsusf_weap_m9 primaryMuzzleMag … »  name rhsusf_mag_15Rnd_9x19_JHP ammoLeft  »  typeName OPTRE_Ins_ER_uniform_GGgrey isBackpack MagazineCargo   ItemCargo w  ð  items  Item0 8  w   name ACE_Chemlight_HiOrange count  ammoLeft  w  items  Item0 Ÿ  Item1 Ê  ð   name ACE_fieldDressing count  Ê   name ACE_morphine count  ð   typeName TAC_HSG_ABL_OD isBackpack MagazineCargo 4
  303.  Ù
  304.  items  Item0 \
  305.  Item1 ž
  306.  Ù
  307.   name rhsusf_mag_15Rnd_9x19_JHP count  ammoLeft  ž
  308.   name rhs_30Rnd_762x39mm count  ammoLeft  Ù
  309.   typeName B_LIB_SOV_RA_Rucksack2 isBackpack   
  310. Attribute0 ì  Attribute1   Attribute2 8
  311.  Attribute3 Æ
  312.  Attribute4 v Attribute5  Attribute6 ¤ Attribute7 5 Attribute8 ï Attribute9 ‘ Attribute10 A Attribute11 ç nAttributes y  property Enh_disableAI_move  expression if(_value) then {_this disableAI 'MOVE'} Value Q     data a     type }  value    type  BOOL    property Enh_disableAI_target  expression if(_value) then {_this disableAI 'TARGET'} Value ù  8
  313.   data
  314.  8
  315.   type %
  316.  value  8
  317.  type  BOOL 8
  318.   property allowDamage  expression _this allowdamage _value; Value ‡
  319.  Æ
  320.   data —
  321.  Æ
  322.   type ³
  323.  value Æ
  324.  type  BOOL Æ
  325.   property Enh_disableAI_autocombat  expression if(_value) then {_this disableAI 'AUTOCOMBAT'} Value 7 v  data G v  type c value  v type  BOOL v  property hideObject  expression if !(is3DEN) then {_this hideobjectglobal _value;}; Value Þ   data î   type
  326.  value   type  BOOL   property pitch  expression _this setpitch _value; Value c ¤  data s ¤  type  value Âu?¤ type  SCALAR ¤  property speaker  expression _this setspeaker _value; Value î 5  data þ 5  type   value Male06ENG 5 type  STRING 5  property Enh_ambientAnimParams  expression if (is3DEN) then {_this call BIS_fnc_ambientAnim__terminate}; [_this,_value] spawn { sleep 0.1; params ['_unit','_value']; if (!(_value select 0 == '') && !isMultiplayer) then { [_unit,_value select 0,_value select 1,objNull,false,false] call BIS_fnc_ambientAnim; waitUntil {sleep 0.1; ((behaviour _unit) == 'COMBAT') || (damage _unit > 0.6)}; _unit call BIS_fnc_ambientAnim__terminate; }; } Value  ï  data  ï  type 3 value G ï type  ARRAY G items  Item0 o Item1 ­ ï  data  ­  type ˜  value ­ type  STRING ­  data ½ ï  type Ú  value ASIS ï type  STRING ï  property Enh_featureType  expression _this setFeatureType parseNumber (_value) Value R ‘  data b ‘  type |  value 0 ‘ type  STRING ‘  property Enh_disableAI_autotarget  expression if(_value) then {_this disableAI 'AUTOTARGET'} Value  A  data  A  type . value  A type  BOOL A  property Enh_disableAI_cover  expression if(_value) then {_this disableAI 'COVER'} Value ¨ ç  data ¸ ç  type Ô value  ç type  BOOL ç  property enableStamina  expression _this enablestamina _value; Value : y  data J y  type f value y type  BOOL y   Attribute0 § nAttributes  C  property groupID  expression [_this, _value] call CBA_fnc_setCallsign Value  C  data  C  type .  value TEST C type  STRING C
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