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- 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
- randomSeed V“Ñ ScenarioData ~2 CustomAttributes ”2 Mission ¥3 C moveGridStep €?angleGridStep ’
- †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider ± MarkerIDProvider Ä LayerIndexProvider × Camera ê E
- nextID ê Ä nextID × nextID 0 ê pos äF=BA© 3Edir X?ټоÕN²¾up ÿõÀ>Âi?‹8¾aside ÖEþ “´§l¿E
- List U
- ~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
- ×£<startWaves
- ×£<startGust ÍÌL=forecastWeather ””!?forecastFog í|I?forecastWind
- ×£<forecastWaves
- ×£<forecastLightnings
- ×£<forecastGust ÍÌL=year ß month day hour minute startFogBase ©=startFogDecay
- ×£;forecastFogDecay
- ×£; 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=ìCglFBE HE dataType Object PositionInfo ÙE side Empty flags Attributes ùE id type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@ÿE position øÞýE†íC_lFùE ÿE dataType Object PositionInfo F side Empty flags Attributes °F id type Land_ConcreteWall_01_l_pole_F atlOffset ð?¶F position ”+ýE>ìC<kF°F ¶F dataType Object PositionInfo GG side Empty flags Attributes gG id
- type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@mG position …+ýEÃíC4kFgG mG dataType Object PositionInfo þG side Empty flags Attributes H id type Land_ConcreteWall_01_l_pole_F atlOffset ð?$H position ›~ýEý=ìC—mFH $H dataType Object PositionInfo µH side Empty flags Attributes ÕH id type Land_ConcreteWall_01_m_pole_F atlOffset Ú'@ÛH position Œ~ýE®íCmFÕH ÛH dataType Object PositionInfo lI side Empty flags Attributes ŒI id type Land_ConcreteWall_01_l_pole_F atlOffset ð?’I position ©$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
- 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
- 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
- Fangles –ô—@ vQ |Q dataType Object PositionInfo
- R side Empty flags Attributes ER id type Land_ConcreteWall_01_l_pole_F atlOffset &?KR position w¢ýE¹=ìCn
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
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- 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
- þEÏíC‡œ
- 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‘þEÍìÐCÞF 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 kEÊ©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$¾;Á"ÔD name marker_11 text Civilian type hd_objective colorName ColorBlue id 3 atlOffset ˜®?p^ dataType Marker position WÇ+FÜÆ›Àü)E name marker_12 text Civilian type hd_objective colorName ColorBlue id 4 atlOffset €/=_ dataType Marker position ¡\=FHáÁÎITE name marker_13 text Civilian type hd_objective colorName ColorBlue id 5 Œ_ dataType Marker position !TF)úoÀéÅE name marker_14 text Civilian type hd_objective colorName ColorBlue id 6 atlOffset E`½"` dataType Marker position X¬LF‰1À= F name marker_15 text Civilian type hd_objective colorName ColorBlue id 7 atlOffset €½¸` dataType Marker position Z]MFœ¸LÁ7F name marker_16 text Civilian type hd_objective colorName ColorBlue id 8 atlOffset ìÛ¼Na dataType Marker position ‡3FƧžC1-1F name marker_17 text Military type LIB_hd_objective colorName ColorRed id 9 ×a dataType Marker position <
- ˆEt«À1 E name marker_18 text Civilian type hd_objective colorName ColorBlue id : atlOffset €=mb dataType Marker position ×raEûÄÚ¿N¶E name marker_19 text Civilian type hd_objective colorName ColorBlue id ; atlOffset àÆ7=c dataType Marker position ââíD ÀÀA’E name marker_20 text Civilian type hd_objective colorName ColorBlue id < ‰c dataType Marker position TuÓEìQÀ@DE name marker_21 text Military type LIB_hd_objective colorName ColorRed id > d dataType Marker position ä[QFv?¾@1 ¾E name marker_22 text Civilian type hd_objective colorName ColorBlue id @ atlOffset E`½¨d dataType Marker position 29FÃAB¦$xE name marker_23 text Starting Safehouse type LIB_mil_start colorName ColorGreen angle =$Cid } Fe dataType Object PositionInfo Õe side Empty Attributes
- f id type C_Boat_Civil_01_F atlOffset ‡©? CustomAttributes Jf 3g position q¼LFþþ¥?m Fangles ÞÉ?
- f health
- 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
- … 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=ᆠAttribute0 ‡ 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
- ‰ side Empty Attributes B‰ id ½ type C_Boat_Civil_01_F atlOffset çû9@ CustomAttributes ‰ ‹ position `‰,F-Ò?)&'Eangles UQE@ B‰ health
- 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 $Œ ¾ position Y›Fˆ¦?^fÐDangles
- e«@ ç‹ health
- Ì> lock UNLOCKED fuel ñÓP>presence ùŽS=$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 Ê 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 ‹ Ê data › Ê type · value Ê type BOOL Ê 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
- ì Item92 Íì Item93 í Item94 Sî Item95 'ï Item96 ïï Item97 °ð Item98 oñ Item99 :ò Item100
- 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 ¶ØÍETÌ@´–Eangles €øm¤? *° skill ÍÌL><° dataType Object PositionInfo ±° side Empty flags Attributes é° id ¤ type Land_Sacks_heap_F û° position §ÐÍETÌ@(‘Eangles €<€G@ é° skill ÍÌL>û° dataType Object PositionInfo p± side Empty flags Attributes ¨± id ¥ type Land_Sacks_heap_F º± position ¬áÍETÌ@‡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
- 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@rEangles €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 HÎE½óÌ@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 ìÎE^!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@
- 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 ¾ÎEºÞ@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@dÕ@¿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
- ì position kÎEZôÙ@¥¬Eangles €&<@8äÈ@ûë skill ÍÌL>
- ì dataType Object PositionInfo ƒì side Empty flags Attributes »ì id type Land_Wreck_HMMWV_F Íì position
- 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¶
- ó position @åÍE÷bÍ@‡³Eangles öÍ-;ĤÐ?!úÈ@øò skill ÍÌL>
- 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 6ÎETÈ@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@
- ¬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¦?ÕEangles ”£ @ 0û health
- 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
- ÿ nAttributes ¬ÿ property ammoBox expression [_this,_value] call bis_fnc_initAmmoBox; Value ¤þ
- ÿ data ´þ
- ÿ type õþ value [[[[],[]],[[],[]],[[],[]],[[],[]]],true]
- ÿ type STRING
- 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
- 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
- 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
- †§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
- 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
- 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
- [ 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 ØEÏ ©C3ÐFangles €îÂé? < skill ÍÌL>N dataType Object PositionInfo Ä side Empty flags Attributes ü id type Land_Wreck_Truck_F position ÊE&#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©CÊFangles € 5Ž@ skill ÍÌL>‘ dataType Object PositionInfo side Empty flags Attributes 8 id type Land_Tyre_F J position &ëEƒ‰©CûFangles €bƒ> 8 skill ÍÌL>J dataType Object PositionInfo ¿ side Empty flags Attributes ÷ id type Land_Wreck_Ural_F position •ÖE ªCµíFangles €ªøž@ ÷ skill ÍÌL> dataType Object PositionInfo Š side Empty flags Attributes  id type Land_Cargo20_color_V2_ruins_F Ô position ðEs¶©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
- id type Land_GarbageWashingMachine_F position dEϹ©C
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- skill ÍÌL> dataType Object PositionInfo ˜ side Empty flags Attributes Ð id type Land_WoodPile_large_F â position rcE2¯©CrâFangles €®Ö…@ Ð skill ÍÌL>â dataType Object PositionInfo ^ side Empty flags Attributes – id type Land_Metal_wooden_rack_F ¨ position çME¤ ªC/ÕFangles €¡%'@ – skill ÍÌL>¨ dataType Object PositionInfo side Empty flags Attributes X id type Land_BagFence_Long_F j position ×üE¬µ©CËåFangles €¸*j@ X skill ÍÌL>j dataType Object PositionInfo â side Empty flags Attributes id type Land_BagFence_Long_F , position !
- 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 HŽE)£©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 †FEº
- ªC<ÐFangles ÷ÛÈ@ ¡ skill ÍÌL>³ dataType Object PositionInfo /! side Empty flags Attributes g! id $ type Land_Wall_IndCnc_End_2_F y! position jE¬Û©CÚFangles ;…? g! skill ÍÌL>y! dataType Object PositionInfo ñ! side Empty flags Attributes )" id % type Land_Wall_IndCnc_4_F ;" position TEÏß©CÞÙFangles ¥¸@ )" skill ÍÌL>;" dataType Object PositionInfo ¸" side Empty flags Attributes ð" id & type Land_Portable_generator_F # position žEú©CƉFangles €@ÚÈ@ ð" skill ÍÌL># dataType Object PositionInfo x# side Empty flags Attributes °# id ' type Land_Cargo_HQ_V2_F Â# position E
- p«C¢+Fangles ¥¸@ °# skill ÍÌL>Â# dataType Object PositionInfo 7$ side Empty flags Attributes o$ id ( type Land_Sacks_heap_F $ position ªE²©C”MFangles €®Ö…@ o$ skill ÍÌL>$ dataType Object PositionInfo ö$ side Empty flags Attributes .% id ) type Land_Sacks_heap_F @% position ÑE²©CæOFangles €N{À@ .% skill ÍÌL>@% dataType Object PositionInfo µ% side Empty flags Attributes í% id * type Land_Sacks_heap_F ÿ% position qE²©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 @ŽE¬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
- 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 ¼dEèÛ©C¦Fangles €š«”> b+ skill ÍÌL>t+ dataType Object PositionInfo é+ side Empty flags Attributes !, id 4 type Land_Wreck_Car2_F 3, position P9Eåë©C]¹Fangles €d@ !, skill ÍÌL>3, dataType Object PositionInfo «, side Empty flags Attributes ã, id 6 type Land_BagFence_Long_F õ, position ÐœE¬µ©Cæ`Fangles €;…? ã, skill ÍÌL>õ, dataType Object PositionInfo m- side Empty flags Attributes ¥- id 7 type Land_BagFence_Long_F ·- position /tE¬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 sE£©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 €
- Z§@ „1 skill ÍÌL>–1 dataType Object PositionInfo 2 side Empty flags Attributes D2 id = type Land_MetalBarrel_F V2 position ‹
- E¶©COFangles €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 …RE·©C— Fangles €É¢@ Ã3 skill ÍÌL>Õ3 dataType Object PositionInfo K4 side Empty flags Attributes ƒ4 id @ type Land_GarbageBags_F •4 position ™JE·©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 áEº
- ªC+‰Fangles îÂé? L5 skill ÍÌL>^5 dataType Object PositionInfo Ò5 side Empty flags Attributes
- 6 id B type Land_Wreck_Car_F 6 position m[E9Ý©C¨Fangles €É¢@
- 6 skill ÍÌL>6 dataType Object PositionInfo ”6 side Empty flags Attributes Ì6 id C type Land_TTowerSmall_2_F Þ6 position xBEG½C6Fangles o%'@ Ì6 skill ÍÌL>Þ6 dataType Object PositionInfo T7 side Empty flags Attributes Œ7 id D type Land_Wreck_HMMWV_F ž7 position ŸEFë©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 ¡gE¬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
- 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 NEßÙ©CíFangles €¦½¦? f< skill ÍÌL>x< dataType Object PositionInfo í< side Empty flags Attributes %= id I type Land_HBarrier_1_F 7= position jEßÙ©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 þPE«×©C Fangles €%%'@ §> skill ÍÌL>¹> dataType Object PositionInfo 1? side Empty flags Attributes i? id M type Land_BagFence_Long_F {? position ‘sE¬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©CYFangles €;…? +@ skill ÍÌL>=@ dataType Object PositionInfo µ@ side Empty flags Attributes í@ id O type Land_BagFence_Long_F ÿ@ position ~uE¬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 âªEº
- ªC<Fangles ˜–@ 8C skill ÍÌL>JC dataType Object PositionInfo ÀC side Empty flags Attributes øC id T type Land_ScrapHeap_2_F
- D position ‚¸ŽE{ó©CušFangles €¥¸@ øC skill ÍÌL>
- 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 û1E¼Œ©Cõ·Fangles €9‹@ H skill ÍÌL>ŸH dataType Object PositionInfo I side Empty flags Attributes PI id [ type Land_ButaneCanister_F bI position 0E¼Œ©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
- N position ¿ŽE·è©CuuFangles € ˜–@ ûM skill ÍÌL>
- 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
- 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 Æ4E¬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 úE¬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 4Eϳ©CøFangles €ú*…? T skill ÍÌL>2T dataType Object PositionInfo ¬T side Empty flags Attributes äT id j type Land_CanisterPlastic_F öT position 8E…¬©C0³Fangles €Y
- ¸@ 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 ÉE>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 CE¬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
- [ position ÔŽE+ªCÀjFangles ˜–@ ûZ skill ÍÌL>
- [ dataType Object PositionInfo ‰[ side Empty flags Attributes Á[ id s type Land_WoodenTable_large_F Ó[ position ¹EÆ´©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
- ] 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©CnFangles €~¿é? D` skill ÍÌL>V` dataType Object PositionInfo Ð` side Empty flags Attributes a id z type Land_CampingChair_V2_F a position fEF¾©C¬XFangles €ÿ#'@ a skill ÍÌL>a dataType Object PositionInfo ”a side Empty flags Attributes Ìa id { type Land_CampingChair_V2_F Þa position FEF¾©C^Fangles €š¾‚> Ìa skill ÍÌL>Þa dataType Object PositionInfo Xb side Empty flags Attributes b id | type Land_CampingChair_V2_F ¢b position VÎEÕÀ©C³Fangles €î¿¦? b skill ÍÌL>¢b dataType Object PositionInfo c side Empty flags Attributes Tc id } type Land_CampingChair_V2_F fc position aÃEÕÀ©C0Fangles €8Ž@ Tc skill ÍÌL>fc dataType Object PositionInfo àc side Empty flags Attributes d id ~ type Land_CampingChair_V2_F *d position QEF¾©C¦^Fangles €|À@ d skill ÍÌL>*d dataType Object PositionInfo ¤d side Empty flags Attributes Üd id type Land_CampingChair_V2_F îd position ±ÉEÕÀ©C«Fangles €p? Üd skill ÍÌL>îd dataType Object PositionInfo he side Empty flags Attributes e id € type Land_CampingChair_V2_F ²e position íÁEÕÀ©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 {}EôˆªCMFangles €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 ÊeEŠ´©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 –ÀE´ªCgFangles €®Ö…@ /j skill ÍÌL>Aj dataType Object PositionInfo ¼j side Empty flags Attributes ôj id ˆ type Land_BottlePlastic_V2_F k position ²ÏEÀ©CòFangles €Ë6'@ ôj skill ÍÌL>k dataType Object PositionInfo k side Empty flags Attributes ¹k id ‰ type Land_BottlePlastic_V2_F Ëk position nÏEÀ©CtFangles €“6'@ ¹k skill ÍÌL>Ëk dataType Object PositionInfo Fl side Empty flags Attributes ~l id Š type Land_FoodContainer_01_F l position QÉE)©CIFangles €¦? ~l skill ÍÌL>l dataType Object PositionInfo m side Empty flags Attributes Dm id ‹ type Land_Metal_wooden_rack_F Vm position ÉçE¤ 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 {oE@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 xE`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 óvE&¶©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 ©ÆEU·©C Fangles €¸@ Çs skill ÍÌL>Ùs dataType Object PositionInfo Pt side Empty flags Attributes ˆt id “ type Land_BagFence_End_F št position 5pE]³©CnþFangles D©>úÞ>\¬?ˆt skill ÍÌL>št dataType Object PositionInfo u side Empty flags Attributes Ku id ” type MetalBarrel_burning_F ]u position ùE¶©CìòFangles €’Ú? Ku skill ÍÌL>]u dataType Object PositionInfo Óu side Empty flags Attributes v id • type Land_ScrapHeap_1_F v position YßEðº©C
- 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 åEÏ ©CÃÐFangles €Áæ7@ ˜w skill ÍÌL>ªw dataType Object PositionInfo !x side Empty flags Attributes Yx id ˜ type Land_CinderBlocks_F kx position sÅEÿ~©CDFangles €°'j@ Yx skill ÍÌL>kx dataType Object PositionInfo âx side Empty flags Attributes y id ™ type Land_CinderBlocks_F ,y position
- ÊEÿ~©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 åEKì©C±ÕFangles €®Ö…@ ˜z skill ÍÌL>ªz dataType Object PositionInfo { side Empty flags Attributes X{ id œ type Land_Wreck_HMMWV_F j{ position ¾ýEFë©CáÙFangles €J@È? X{ skill ÍÌL>j{ dataType Object PositionInfo ó{ side Empty flags Attributes +| id type Land_BagFence_Short_F atlOffset ¸=| position ˜E²©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 JÅE!Þ©CñFangles €Ú<È? Â} skill ÍÌL>Ô} dataType Object PositionInfo B~ side Empty flags Attributes z~ id type Flag_FIA_F Œ~ position ûE}«C†õFangles ®Ö…@ z~ skill ÍÌL>Œ~ dataType Object PositionInfo side Empty flags Attributes ; id ¡ type Land_CratesWooden_F M position AýE˜Þ©CqëFangles €÷ÛÈ@ ; skill ÍÌL>M dataType Object PositionInfo  side Empty flags Attributes ú id ¢ type Land_Wreck_Car2_F € position ¡ÁEBê©CÞFangles €Ò²‰?HS,;ú skill ÍÌL>€ dataType Object PositionInfo }€ side Empty flags Attributes µ€ id £ type Land_Pallet_F Ç€ position ÙÛE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 ãE¶©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 TáEࢩCtÔFangles € ˜–@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 *õE·©CsÑFangles €®Ö…@ ²† skill ÍÌL>Ć dataType Object PositionInfo C‡ side Empty flags Attributes {‡ id ¬ type Land_PortableLight_double_F ‡ position £E+ªCAìFangles
- 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 Ö Item17 ’ Item18 š› \œ dataType Group side East Entities ‰ Attributes v¯ id › À¯ items
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- 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 ã Item3 Ž LŽ name SmokeShell count ammoLeft ¦ name rhs_20rnd_9x39mm_SP5 count ammoLeft ã 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 Ô 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
- 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
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- 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
- 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
- ›› name ACE_fieldDressing count
- 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 Ô 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
- 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{
- 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 ߬
- dataType Waypoint position FøræC6È
- 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
- F Effects ô® showWP NEVER id ¨ type Move atlOffset ¹ú® ú® dataType Waypoint position ˜ýEþ êC¹«
- 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)
- 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+ëFangles ‚«˜@ 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
- 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
- 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
- Ó Item3 AÓ sÓ name SmokeShell count ammoLeft ÍÒ name rhs_20rnd_9x39mm_SP5 count ammoLeft
- 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
- 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
- Þà name ACE_fieldDressing count
- 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
- 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 Ñ FEœëC+ F Effects Wô showWP NEVER id
- 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“ýFangles ‘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
- 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
- L data Ü
- type õ value
- type STRING
- 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 ^
- side East flags Attributes –
- id Ö type skn_o_nbc_tl atlOffset à÷> CustomAttributes — position ÅfþEø¸ëCÉšFangles «5@ –
- skill ffæ> rank CORPORAL stance Middle Inventory ×
- — primaryWeapon t uniform vest ;
- 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 ;
- items Item0 à name SmokeShell count ammoLeft à items Item0 ë Item1
- ;
- name FirstAidKit count
- name ACE_fieldDressing count ;
- typeName skn_o_elbv_worn isBackpack MagazineCargo €
- — items Item0 ¾
- Item1 ñ
- Item2 . Item3 e — name SmokeShell count ammoLeft ñ
- 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
- šþE¸ëCaŸFangles 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
- Item0 Item1 ¢ Item2 Ç Item3 ò Item4 Item5 A Item6 f Item7 ¢ Item8 Ù Item9 ÿ % name Medikit count ¢ name FirstAidKit count
- Ç name ACE_fieldDressing count
- 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/
- 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
- & L& items Item0 ×%
- & name SmokeShell count ammoLeft
- & 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
- Item0 ( Item1 0( Item2 U( Item3 €( Item4 ¦( Item5 Ï( Item6 ô( Item7 0) Item8 g) Item9 ) ³) name Medikit count 0( name FirstAidKit count
- U( name ACE_fieldDressing count
- €( 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\éFangles _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
- 5 Item3 D5 v5 name SmokeShell count ammoLeft Ð4 name rhs_20rnd_9x39mm_SP5 count ammoLeft
- 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|ÑFangles ¸@¥? 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?•
- 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
- N 0N name ACE_fieldDressing count
- 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
- 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
- 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
- 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
- 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
- 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
- +i name ACE_fieldDressing count
- 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
- 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}ðEaÔCrþF 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 À8w 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÷>Ö 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
- 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 \ Ö nextID \ items Item0 y Ö linkID item0 › item1 CustomData ´ Ö role cargoIndex Ö 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
- 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
- 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
- ‡‡ name ACE_fieldDressing count
- 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 Ò ¹Ž data â 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
- 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 VÚýEP¾ìCøêFangles ‚«˜@ Vœ \œ dataType Logic PositionInfo Õœ id ´ type ModuleSimulationManager_F atlOffset Àu> CustomAttributes õœ Ÿž position î6FÉÂ`…QDõœ Attribute0 - Attribute1 â nAttributes Ÿž property ModuleSimulationManager_F_Radius expression _this setVariable ['Radius',_value,true]; Value ¡ â data ± â type Í value zDâ type SCALAR â 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-ýEùÍìCzgF;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°"ïCëFangles hº”@ ¿ Å dataType Object PositionInfo A¡ side Empty flags Attributes a¡ id º type Land_Colony_Light_Street g¡ position ÷œþE0#ïCŠ
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- 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
- ¿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
- 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
- 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 ÌüE/€©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 à °Ã type à 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
- 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
- É 5É name 10Rnd_9x21_Mag ammoLeft
- 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
- 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
- ׃?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
- 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
- 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
- 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
- ׃?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 ÅPE^
- «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
- 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
- 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
- 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
- name rhs_30Rnd_762x39mm ammoLeft
- 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 %
- Attribute0 Í Attribute1 q
- 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
- q
- data B
- q
- type ^
- value q
- type BOOL q
- property Enh_disableAI_target expression if(_value) then {_this disableAI 'TARGET'} Value Ú
- data ê
- 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
- ׃?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
- 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
- „+ 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
- ׃?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
- : 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 <
- 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
- ? 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
- 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 –ðEH•@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
- 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 BY 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`
- a data Ü`
- a type ø` value pA
- a type SCALAR
- 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
- 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
- d data Üc
- d type õc value
- d type STRING
- 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 ðAm 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
- ]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
- :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
- 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
- èz typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo C{ ItemCargo —{ Ù{ items Item0 `{ —{ name 10Rnd_9x21_Mag count ammoLeft
- —{ 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
- ׃?÷} 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
- … 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
- 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 × ‘ 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’ Ð“ 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
- • >• 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
- 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
- ? 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
- id l type Land_PaperBox_closed_F atlOffset Ká= position µMF…ãÛ@¼&Fangles €}>o?
- skill ÍÌL> dataType Object PositionInfo š side Empty Attributes Ò id m type Land_Garbage_square5_F atlOffset `>ä position {¢MF€‘È@ê†&Fangles Ý1@ Ò 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 ÛÉ@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 ëMFÊÇ@
- ‹&Fangles šz·=¸‘›@eÍ>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$!Að'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
- 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¤MFhûAÕ'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 ÙÉ@,‚‰>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
- ×Ó property Ravage_gearPool_ifa3_m expression _this setVariable ['ifa3_m',_value,true]; Value
- 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
- ”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
- °? 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
- 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 ]¦MFxA'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
- Aa{'Fangles Z
- 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
- Š position f¶MF#ÚAyu'Fangles tYð? x init call{this setVariable ["isTrader", "rvg_arms_s", true];} Inventory Í
- primaryWeapon ^ uniform ú vest $ map ItemMap compass ItemCompass watch ItemWatch goggles Mask_M40_OD headgear rhs_altyn
- 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
- items Item0 ˜ Ô name rhs_30Rnd_545x39_AK count ammoLeft Ô items Item0 ñ
- name ACE_fieldDressing count
- Attribute0 Ä
- Attribute1 h Attribute2 Attribute3 À Attribute4 G
- Attribute5 Ø
- 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
- G
- data
- G
- type 2
- value Âu?G
- type SCALAR G
- property speaker expression _this setspeaker _value; Value ‘
- Ø
- data ¡
- Ø
- type Ã
- value Male02GRE Ø
- type STRING Ø
- 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
- 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
- ׃?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 ¼E9FÔAB†xEangles
- 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
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- 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 T9FÉFBcMxEangles `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
- 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 $S side Empty flags Attributes \S id U type Land_Shoot_House_Wall_Crouch_F atlOffset h=nS position 0@9F"GB»wEangles €qnI? \S skill ÍÌL>nS dataType Object PositionInfo òS side Empty Attributes *T id V type Land_Shoot_House_Wall_Long_F atlOffset @M?<T position î49FK·FBlªwEangles '‹°@ *T skill ÍÌL><T dataType Object PositionInfo ÉT side Empty flags Attributes U id W type Land_Shoot_House_Corner_F atlOffset ó<U position -9F¤FBwEangles
- É@'‹°@.+#;U skill ÍÌL>U dataType Object PositionInfo —U side Empty flags Attributes ÏU id X type Land_Bricks_V2_F atlOffset û:áU position (_9Fð—;B±xEangles .êÅ@ñW?ñ¾Å@ÏU skill ÍÌL>áU dataType Object PositionInfo eV side Empty flags Attributes V id Y type Land_Bricks_V4_F atlOffset ;:¯V position ªX9Fi;B#ñwEangles |Æ@R¶¦@ÔÿÅ@V skill ÍÌL>¯V dataType Object PositionInfo 0W side Empty flags Attributes hW id c type Land_Shoot_House_Wall_Stand_F zW position Ã9FTUBû$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 ¸89FTUBÔxEangles €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
- 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 ¹C9FìDBë¿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
- ]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
- /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
- 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
- … typeName U_I_C_Soldier_Para_4_F isBackpack MagazineCargo r… ItemCargo Æ… † items Item0 … Æ… name 10Rnd_9x21_Mag count ammoLeft
- 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
- ׃?&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@9Ew } 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
- 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
- Çí@¼{Eangles äzï? Z• `• dataType Object PositionInfo Þ• side Empty flags Attributes – id ™ type Land_SandbagBarricade_01_F – position «ÑÖEUóþ@©-Eangles ÂD? – – 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 '˜ÖEmœAÚ_Eangles ç@ @˜ F˜ dataType Object PositionInfo Á˜ side Empty Attributes ù˜ id type Russell_Barricade02 atlOffset Hü„?ÿ˜ position gÖEw, 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 Æ 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
- ¨ 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 GÖEäÝ@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
- · nAttributes i¸ property Enh_featureType expression _this setFeatureType parseNumber (_value) Value ˶
- · data Û¶
- · type õ¶ value 0
- · type STRING
- · 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 ‘1gEYÊCˆ)»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 ýEȦïCrˆFangles àÈ@ ³Á health àÉ>ammo Ú˜> lock UNLOCKED fuel +Â=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
- 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 €·FÊÀ@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
- 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 ȯFÊÀ@<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 jF 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¨
- Fangles ûk
- <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£¡
- 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
- F combatMode RED speed LIMITED combat SAFE Effects ãø showWP NEVER id ä type Move atlOffset €7éø éø dataType Waypoint position ®#FRò_Ctƒ
- F Effects ^ù showWP NEVER id ç type Move atlOffset €·dù dù dataType Waypoint position çm#FÇ÷_CC
- F Effects Éù showWP NEVER id è type Move Ïù Ïù dataType Waypoint position 6#F“ê_C~¯
- 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§
- Fangles ÖÅ=)hÚ?0u‹<`û health ÞÚý>fuel “Ö6> textures standard ’û
- 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
- 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
- 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
- Ù
- items Item0 \
- Item1 ž
- Ù
- name rhsusf_mag_15Rnd_9x19_JHP count ammoLeft ž
- name rhs_30Rnd_762x39mm count ammoLeft Ù
- typeName B_LIB_SOV_RA_Rucksack2 isBackpack
- Attribute0 ì Attribute1 Attribute2 8
- Attribute3 Æ
- 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
- data
- 8
- type %
- value 8
- type BOOL 8
- property allowDamage expression _this allowdamage _value; Value ‡
- Æ
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- 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
- 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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