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Alt 01.08.2008, 16:58   #1 (permalink)
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Registriert seit: 26.03.2008
Beitrge: 2.822
Standard ArmA QG Hilfe

Nein Leute, es ist nicht im falschen Forum ^^

Es geht darum, dass ich mir mal gerade ein paar Missionen aus der QG Kampagne Royal Flush im Editor anschauen mchte. Also hab ich die Kampagne entpackt, Missis in meine Eigene Dateien und versucht im Editor zu laden. Nur es geht einfach nicht! Die Mission (erstmal das Intro) lsst sich einfach nicht laden. Dann hab ich mir mal die Dateien angeschaut und siehe da: Die mission.sqm is unlesbar :o


So schaut sie aus (Das ist jetzt nur ein kleiner Codeausschnitt, der Rest schaut genauso aus, wer alles sehen will, soll sich die Mission entpacken und die mission.sqm aufrufen):
Code:
 raP       V   version     Mission Z    Intro ~   OutroWin ^U   OutroLoose V  V   addOns 	 sara_dbe1  cacharacters  mercenary_dbe1  CAWheeled  caair  datsun_armed_dbe1  camisc  CAWater  cadata addOnsAuto  sara_dbe1 randomSeed 0`  Intel   ~    briefingName @STRC_QG_XIntro startWeather =forecastWeather š™™>year   month    day    hour    ~   addOns  cacharacters  sara_dbe1  mercenary_dbe1  uh60desert  camisc  npcs_dbe1  cadata  cawheeled  CAWheeled3_TT650  datsun_armed_dbe1  hilux_armed_dbe1 addOnsAuto  mercenary_dbe1  uh60desert  npcs_dbe1  cacharacters  cawheeled  CAWheeled3_TT650  datsun_armed_dbe1  camisc  cadata  hilux_armed_dbe1  sara_dbe1 randomSeed   Intel    Groups •   Vehicles ?   Markers HL   Sensors KN  ^U    briefingName @STRC_QG_XIntro startWeather =forecastWeather š™™>year   month    day    hour    minute    •   <items ;    Item0 a   Item1    Item2    Item3 ›	   Item4 _
   Item5    Item6    Item7 �   Item8 K
   Item9 	   Item10    Item11 �   Item12 :   Item13    Item14    Item15 ‘   Item16 L   Item17 	   Item18    Item19 …   Item20 C   Item21    Item22    Item23 )   Item24 œ   Item25 R   Item26    Item27    Item28 ]    Item29 !   Item30 !   Item31 ]"   Item32 #   Item33 v$   Item34 )&   Item35 
'   Item36 '   Item37 Ž(   Item38 M)   Item39 
[...]
Wie kann ich mir die Missi im Editor anschauen? Klappts bei euch?
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Alt 01.08.2008, 19:05   #2 (permalink)
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Benutzerbild von Cyborg11
 
Registriert seit: 26.03.2008
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Standard

Hab es jetzt mal mit mehreren Tools entpackt, aber jedesmal schaut die mission.sqm so verhunzt aus. Was hat BIS mit denen gemacht? Absicht? Damit keiner an denen rumpfuschen kann? Oder gibt es sonst noch ne Mglichkeit die zu bearbeiten (Stichwort: QG Kampagne im MP)?


Komplett verhunzt schaut sie so aus:
Code:
 raP       �"  version     Mission Z    Intro �•   OutroWin !  OutroLoose -" �"  addOns 
 sara_dbe1  caair  cacharacters  camisc  CAWheeled  mercenary_dbe1  cadata  datsun_armed_dbe1  uh60desert  dbe1 addOnsAuto 	 cacharacters  mercenary_dbe1  CAWheeled  caair  uh60desert  cadata  CAMisc  datsun_armed_dbe1  sara_dbe1 randomSeed \,  Intel *   Groups J   Vehicles Y   Markers `   Sensors %i  �•   
 briefingName @STRC_QG_MISSION1 startWeather Q<startFog o�<forecastWeather �n>forecastFog w�=year   month 
   day    hour    minute 2   J   items     Item0 Z   Item1 
   Item2 :
   Item3    Item4 I   Item5 N   Item6 ™   Item7 
$   Item8 y,   Item9 m0   Item10 P3   Item11 5   Item12 6   Item13 ‚7   Item14 \:   Item15 vA   Item16 E   Item17 H   Item18 $L   Item19 L   Item20 O   Item21 ZS  Y    side GUER  Vehicles ‰   Waypoints {  
   items     Item0    Item1 ‡   Item2 )   Item3   {   position ‡TFv{B;�BFazimut   B special FLY id     side GUER  vehicle SoldierGPilot leader     rank LIEUTENANT skill   €? text heli1d  init this moveinDriver heli1 ‡   	position s…TF_{BǡBFazimut   B special NONE id     side GUER  vehicle SoldierGPilot skill š™? text kopilot  init this moveinCargo heli1 )   	position ‡ˆTFšzB`BFazimut 	A special NONE id 	    side GUER  vehicle SoldierGPilot skill   €? text gunner1  init this moveinTurret [heli1,[0]]    	position Z�TF*yBWŸBFazimut 	A special NONE id 
    side GUER  vehicle SoldierGPilot skill   €? text gunner2  init this moveinTurret [heli1,[1]] {   items     Item0 ˜  
   position �RF*BzIIF type HOLD  combatMode BLUE  combat CARELESS  Effects    showWP NEVER 
    
    side GUER  Vehicles *  :
   items     Item0 ~   Item1    Item2 J   Item3    Item4 	   Item5 	  :
   position ‘TFyBmšBFid     side GUER  vehicle SoldierGAA  rank CORPORAL skill Ÿ>   position –TFyBBšBFid     side GUER  vehicle SoldierGAT  rank CORPORAL skill Ÿ>J   position !šTF]xBnšBFid     side GUER  vehicle SoldierGAT  rank CORPORAL skill Ÿ>   position ˜TFšGyB•BFid     side GUER  vehicle SoldierGB skill L>	   	position W„TFIP}B’BFid     side GUER  vehicle SquadLeaderG leader     rank SERGEANT skill > text v1  init helivojaci = group this; {_x moveinCargo heli1} forEach units helivojaci 	   position ‡�TFzBšBFid     side GUER  vehicle SoldierGMG  rank CORPORAL skill Ÿ>:
    side EAST  Vehicles i
   Waypoints 2     items     Item0 ‘
   Item1 ‹  2   
position 	\TF‰fBIFazimut Bid     side EAST  vehicle SoldierPB leader     rank CAPTAIN skill   €? text aa2  init bbattlegroup1 = group this; this setCombatMode "BLUE"; this addMagazine "strela"; this addWeapon "strela" ‹   position MŒTFdTBIFazimut \LCid     side EAST  vehicle SoldierPB skill š™? text aa1  init this addMagazine "strela"; this addWeapon "strela" 2   items     Item0 †   Item1    Item2 f
   Item3 
   Item4 5   Item5 ›     position }TFYBnHFplacement   pA expCond utok  Effects    showWP NEVER        position 8UFAGF combatMode RED  formation VEE  speed FULL  combat AWARE  Effects `
   showWP NEVER f
    f
   position UFXA†GF combatMode RED  formation LINE  speed NORMAL  combat AWARE  Effects 
   showWP NEVER 
    
   position VFA%GF type SAD  Effects /   showWP NEVER 5    5   position 'UF
A}MGF type HOLD synchronizations 	    Effects •   showWP NEVER ›    ›   position ŒTFf•ŽBpdNF Effects    showWP NEVER         side EAST  Vehicles    Waypoints x  I   items     Item0 4   Item1   x   
position  YFߤBhfIFazimut GCid     side EAST  vehicle SoldierPB leader     rank SERGEANT skill zy> text b5  init bbattlegroup7 = group this; this setCombatMode "BLUE"    presence ›t>position XF>BTIFazimut id 9    side EAST  vehicle SoldierPB skill )\�>health Ϣ;?x   items     Item0    Item1 ?   Item2    Item3 E   Item4    Item5   I   position ‡XF$B�IFplacement   pA combatMode BLUE  expCond utok  Effects 9   showWP NEVER ?    ?   position ˜XFrBIF combatMode RED  formation ECH LEFT  speed FULL  combat AWARE  Effects    showWP NEVER        position uWF•A6HF combatMode RED  formation COLUMN  speed FULL  combat AWARE  Effects ?   showWP NEVER E    E   position u€VFKžA8 GF type SAD  speed NORMAL  Effects ›   showWP NEVER        position RVF_A	3GF type HOLD synchronizations     Effects    showWP NEVER        position *TFˆB;NF Effects C   showWP NEVER I    I    side EAST  Vehicles x   Waypoints %  N   items     Item0    Item1    Item2 ~   Item3    Item4 ˜  %   
position š.[F—B|EFazimut A special NONE id 
    side EAST  vehicle SoldierPAT leader     rank CAPTAIN skill   €?health D? text at1 markers  bbgroup5  init bbattlegroup5 = group this; this setCombatMode "BLUE"    
position E[F
B,EFazimut   special NONE id     side EAST  vehicle SoldierPB  rank SERGEANT skill   €? text at2  init this setpos getpos at1; this setCombatMode "GREEN" ~   	presence w>position =[F
B)EFazimut  special NONE id 5    side EAST  vehicle SoldierPB skill )\�>health 4?   	presence `<>position 2.[F
B7EFazimut F special NONE id 6    side EAST  vehicle SoldierPB skill )\�>health #?˜   	presence ZE=position [F<BšEFazimut - special NONE id 7    side EAST  vehicle SoldierPB skill )\�>health U/?%   items     Item0 „   Item1    Item2 [   Item3    Item4 Y   Item5    Item6   N   position zZFA!BZ~FFplacement   pA combatMode BLUE  formation FILE  combat AWARE  Effects    showWP NEVER        position YFŒB”FF expCond presun  Effects U   showWP NEVER [    [   position PXF9B"FF combatMode RED  speed FULL  combat AWARE  expCond utok  Effects    showWP NEVER        position xWFBoGF combatMode RED  formation LINE  speed FULL  combat AWARE  Effects S   showWP NEVER Y    Y   position inVFA‹$GF type SAD  Effects *   showWP NEVER        position “XVF’A=GF type HOLD synchronizations     Effects    showWP NEVER        position `TFŠBLNF Effects H   showWP NEVER N    N    side EAST  Vehicles }   Waypoints y  ™   items     Item0 š  y   position xWFUdBr�MFazimut 2„ special NONE id     side EAST  vehicle UAZ leader     lock UNLOCKED  rank SERGEANT skill š™? text uaz1  init utekauta = group this; this setBehaviour "CARELESS" y   items     Item0    Item1 \   Item2    Item3 *   Item4    Item5 
   Item6 O   Item7 ‘   Item8    Item9    Item10 W  ™   position xWFUdBr�MFid     type HOLD  Effects V   showWP NEVER \    \   position VF—BMF combatMode GREEN  speed FULL  combat CARELESS synchronizations     Effects    showWP NEVER        position QFZBq�NF Effects $   showWP NEVER *    *   position [PF‚^BMF type TR UNLOAD  expActiv {unassignVehicle _x} forEach units zvedgroup; unassignVehicle zved  Effects    showWP NEVER        position ƒMF�B›QF Effects    showWP NEVER 
    
   position CF<^6ClsRF Effects I   showWP NEVER O    O   position �œAF„MC!cF Effects ‹   showWP NEVER ‘    ‘   position .6CF  4CcjF Effects    showWP NEVER        position nn?FnCqF Effects    showWP NEVER        position D|+F�A>}F Effects Q   showWP NEVER W    W   position ‡™FNAY•‚F Effects “   showWP NEVER ™    ™    side EAST  Vehicles    Waypoints E"  
$   items     Item0     Item1     Item2 I!   Item3 !  E"   	position }TFH-;BFJFazimut sH;id     side EAST  vehicle SoldierPTeamLeader leader     rank CAPTAIN skill 3Ÿ> init bbattlegroup2 = group this; this setCombatMode "BLUE"     presence 6>position œjTF†B.lJFazimut ;?Nid     side EAST  vehicle SoldierPMG skill L>health =?I!   presence ^K€>position ETF
~BzIFazimut ZDuid     side EAST  vehicle SoldierPB skill L>health D?!   presence f>position ‰TFmŒBB—XJFazimut ƒ`2Cid 8    side EAST  vehicle SoldierPB skill )\�>health O�P?E"   items     Item0 ƒ"   Item1 "   Item2 e#   Item3 #  
$   position  UF–F-B3"JF expCond utok  Effects "   showWP NEVER "    "   position †VFlAŸRGF type SAD  combatMode RED  formation ECH LEFT  speed NORMAL  combat AWARE  Effects _#   showWP NEVER e#    e#   position J@VF}AL?GF type HOLD synchronizations 
    Effects #   showWP NEVER #    #   position šTF$4�B9^NF Effects $   showWP NEVER 
$    
$    side WEST  Vehicles <$   Waypoints l(  y,   items     Item0 �$   Item1 [%   Item2 %   Item3 N&   Item4 &   Item5 c'  l(   position NVF,AEFazimut � special NONE id     side WEST  vehicle SoldierMG  player PLAYER COMMANDER  rank SERGEANT skill j? text Kurt  init player addWeapon "binocular" [%   position VF%ŒAdEF special NONE id     side WEST  vehicle SoldierMMG skill j? text mgunner %   position &VF’A"DFazimut �‘B special NONE id     side WEST  vehicle SoldierMR skill j? text repair N&   	position f-VFUA>EFazimut f-B special NONE id     side WEST  vehicle SoldierMS  rank CORPORAL skill j? text sniper &   position VFkA~DF special NONE id     side WEST  vehicle SoldierMD  rank SERGEANT skill j? text demolition c'   position t)VF&A�DFazimut BnB special NONE id     side WEST  vehicle SoldierMTeamLeader leader     rank CAPTAIN skill j? text John  init zoldaci = group this; john addEventHandler ["hit", {ble = [_this select 1] execvm "wicks.sqf"}] l(   	items     Item0 (   Item1 0)   Item2 )   Item3 *   Item4 
+   Item5 h+   Item6 +   Item7 +,  y,   position kVFA$LEFsynchronizations     Effects *)   showWP NEVER 0)    0)   position �]VF–ASGF combatMode GREEN  formation DIAMOND  speed NORMAL  combat AWARE  description @STRC_M01w01s  Effects )   showWP NEVER )    )   position @VFCA"GF type HOLD  combatMode YELLOW  combat COMBAT  description @STRC_M01w02s synchronizations     Effects *  timeoutMin   €@timeoutMid    AtimeoutMax   @A showWP NEVER *    *   position pUF„AHIF description @STRC_M01w03s  Effects +   showWP NEVER 
+    
+   position „UFL BF•JF description @STRC_M01w03s  Effects b+   showWP NEVER h+    h+   position HVF-PB–KF Effects +   showWP NEVER +    +   position "ŠVFRŽBeLF type SAD  description @STRC_M01w04s synchronizations     Effects %,   showWP NEVER +,    +,   position :VFŸ6BuMF type HOLD  Effects s,   showWP NEVER y,    y,    side EAST  Vehicles ,   Waypoints 7.  m0   items     Item0 ,   Item1 -  7.   position RYFr7B�
IFazimut GC special NONE id     side EAST  vehicle SoldierPB leader     rank CAPTAIN skill zy> text aa4 markers  grp  init bbattlegroup4 = group this; this setCombatMode "BLUE" -   presence :?position �YYF
B4HFazimut nœid /    side EAST  vehicle SoldierPB  rank LIEUTENANT skill ǻ>7.   items     Item0 €.   Item1 .   Item2 x/   Item3 /   Item4 +0  m0   position YF	8BUHFplacement   A combatMode BLUE  expCond utok  Effects .   showWP NEVER .    .   position LœWF…A„GF combatMode RED  formation ECH RIGHT  speed FULL  combat AWARE  Effects r/   showWP NEVER x/    x/   position NVFAT%GF type SAD  Effects /   showWP NEVER /    /   position 1VF
ArGF type HOLD synchronizations     Effects %0   showWP NEVER +0    +0   position ~TF%�B^pNF Effects g0   showWP NEVER m0    m0    side GUER  Vehicles œ0   Waypoints 1  P3   items     Item0 0  1   position ŒVFADFazimut 6MA special FLY id     side GUER  vehicle MH6_RACS leader     rank SERGEANT skill   €? text heli2  init heli2 setpos [(getpos heli2 select 0), (getpos heli2 select 1), 1];  this setBehaviour "CARELESS"; this setCombatMode "BLUE" 1   items     Item0 	2   Item1 ž2   Item2  3  P3   position VFAEF expActiv heli2 flyInHeight 80  Effects ˜2  timeoutMin    @timeoutMid    @timeoutMax    @ showWP NEVER ž2    ž2   position ’˜4F…>/F expActiv heli2 flyInHeight 80  Effects 2   showWP NEVER  3     3   position šFC‹F type GETOUT  Effects J3   showWP NEVER P3    P3    side GUER  Vehicles 3   Waypoints 4  5   items     Item0 œ3  4   position �VFOADFazimut {B special FLY id     side GUER  vehicle MH6_RACS leader     rank SERGEANT skill   €? text heli3  init heli3 setpos [(getpos heli3 select 0), (getpos heli3 select 1), 1]; this setBehaviour "CARELESS"; this setCombatMode "BLUE" 4   items     Item0 4   Item1 M5   Item2 5  5   position ‚VFkADF expActiv heli3 flyInHeight 80  Effects G5   showWP NEVER M5    M5   position 3F>*0F expActiv heli3 flyInHeight 80  Effects 5   showWP NEVER 5    5   position žFC�dF type GETOUT  Effects 5   showWP NEVER 5    5    side EAST  Vehicles 6  6   items     Item0 <6  6   	position @SFC›Fazimut B special NONE id     side EAST  vehicle SoldierPB leader    skill L> text obet2 6    side EAST  Vehicles 6  ‚7   items     Item0 7  ‚7   position !VFCF special NONE id     side EAST  vehicle SoldierPB leader    skill L> text obet1 ‚7    side EAST  Vehicles 7   Waypoints 9  \:   items     Item0 7   Item1 š8  9   	position WFDBŸMFid $    side EAST  vehicle SoldierPTeamLeader leader     rank MAJOR skill > text velitelZ  init zvedgroup = group this; this setCombatMode "SAFE" š8   position 'WFR B�MF special NONE id %    side EAST  vehicle SoldierPB  rank CORPORAL skill 6’> text vz1 9   items     Item0 L9   Item1 9   Item2 :  \:   position VF`BlMF type HOLD synchronizations     Effects 9   showWP NEVER 9    9   position `PFCB3LF type GETOUT  Effects 9   showWP NEVER :    :   position !YPFGBmLFsynchronizations      Effects V:   showWP NEVER \:    \:    side EAST  Vehicles ‹:   Waypoints =  vA   items     Item0 :   Item1 V<   Item2 <   Item3 |=  =   position 0TF†{šBNFazimut oNid )    side EAST  vehicle SoldierPB leader     rank CAPTAIN skill ”ˆˆ>health Ϣ;? text uraldriver1  init uraldrivers = group this; this setBehaviour "safe"; {removeAllWeapons _x} forEach units uraldrivers; {{_x addMagazine "8Rnd_9x18_Makarov"} forEach units uraldrivers} forEach [0,1]; {_x addweapon "Makarov"} forEach units uraldrivers V<   	position ATFŽd›BNFazimut ~Bid *    side EAST  vehicle SoldierPB  rank LIEUTENANT skill ”ˆˆ>health ~7A? text uraldriver2 <   	position #TF>šB�*NFazimut Bid +    side EAST  vehicle SoldierPB  rank SERGEANT skill ”ˆˆ>health R?? text uraldriver3 |=   position BTFF—B•NFazimut ž�id ,    side EAST  vehicle SoldierPB skill ”ˆˆ>health ~7A? text uraldriver4 =   items 
    Item0 ~>   Item1 >   Item2 <?   Item3 –?   Item4 ?   Item5 ,@   Item6 n@   Item7 @   Item8 @   Item9 4A  vA   position 2TFI,™B>NF combatMode GREEN  combat AWARE  Effects >   showWP NEVER >    >   position ˆ,TF—BLˆNFsynchronizations     Effects 6?   showWP NEVER <?    <?   position )SFežB
�NFsynchronizations     Effects �?   showWP NEVER –?    –?   position ?MEF*C&QF combat CARELESS  Effects ?   showWP NEVER ?    ?   position BFcC;VF Effects &@   showWP NEVER ,@    ,@   position AF AOCN_aF Effects h@   showWP NEVER n@    n@   position 6CFš3C]iF Effects @   showWP NEVER @    @   position CF‡C0nF Effects @   showWP NEVER @    @   position +FXoA}F Effects .A   showWP NEVER 4A    4A   position FMƒA€‚F Effects pA   showWP NEVER vA    vA    side EAST  Vehicles A   Waypoints B  E   items     Item0 A   Item1 ‰B  B   	position WFnAoIFazimut 'id -    side EAST  vehicle SoldierPB leader     rank CAPTAIN skill ǻ> init bbattlegroup3 = group this; this setCombatMode "GREEN" ‰B   presence �œ•>position 2†WFSA(IFazimut Œid .    side EAST  vehicle SoldierPB skill M†ƒ>B   items     Item0 CC   Item1 C   Item2 %D   Item3 rD   Item4 D  E   position 3ˆWF*A}qIFplacement   A combatMode BLUE  expCond utok  Effects C   showWP NEVER C    C   position ޯVFA2�HF combatMode RED  speed FULL  combat AWARE  Effects D   showWP NEVER %D    %D   position ”NVFyA‘mGF type SAD  Effects lD   showWP NEVER rD    rD   position u3VFh*A/GF type HOLD synchronizations 
    Effects D   showWP NEVER D    D   position ITF\u‡B(NF Effects E   showWP NEVER E    E    side EAST  Vehicles IE   Waypoints F  H   items     Item0 qE   Item1 ,F  F   	position SFœBGFazimut –!*Bid 0    side EAST  vehicle SoldierPB leader     rank CAPTAIN skill > init bbattlegroup6 = group this; this setCombatMode "BLUE" ,F   	presence y=position vRFBBvGFazimut –!*Bid 1    side EAST  vehicle SoldierPB  rank CORPORAL skill –5? text enemysniper F   items     Item0 	G   Item1 {G   Item2 G   Item3 JH   Item4 H  H   position )SF)i™BGF combatMode BLUE  combat AWARE  expCond utok  Effects uG   showWP NEVER {G    {G   position $TFAFF combatMode GREEN  speed FULL  combat AWARE  Effects G   showWP NEVER G    G   position bNVF*AFF type SAD  combatMode RED  Effects DH   showWP NEVER JH    JH   position <VF DADGF type HOLD synchronizations     Effects H   showWP NEVER H    H   position &TF…BNF Effects H   showWP NEVER H    H    side EAST  Vehicles !I   Waypoints K  $L   items     Item0 TI   Item1 $J   Item2 J  K   
position b˜OFw`BELFazimut R‰›Bid 2    side EAST  vehicle SoldierPB leader     rank CAPTAIN skill >health D? init battlegroup8 = group this; battlegroup8 setCombatMode "GREEN" $J   presence 4—>position mOF]uBeLFazimut Bid 3    side EAST  vehicle SoldierPB skill L>health =:?J   presence K€>position =ŽOFBbKFid 4    side EAST  vehicle SoldierPB skill L>health =?K   items     Item0 ;K   Item1 �K  $L   position OFQBSLF combatMode GREEN  Effects ŠK   showWP NEVER �K    �K   position >PF!oBiLF type JOIN  combatMode YELLOW  expActiv recount = true synchronizations      Effects L   showWP NEVER $L    $L    side GUER  Vehicles DL  L   items     Item0 aL  L   	position WFpBšMFid :    side GUER  vehicle SoldierSpy leader    skill ?ammo      text zved  init zved setcaptive true L    side EAST  Vehicles &M   Waypoints 4N  O   items     Item0 CM  4N   presence     position #WFBGMFazimut )LšCid "    side EAST  vehicle UAZMG leader     lock UNLOCKED skill q*> text uaz3  init {_x setBehaviour "AWARE"} forEach units group uaz3; group uaz3 setCombatMode "BLUE" 4N   items     Item0 gN   Item1 N   Item2 TO  O   position VF.BdMF combatMode BLUE  combat AWARE synchronizations     Effects N   showWP NEVER N    N   position ‘WF7A*KF combatMode RED  speed NORMAL  combat COMBAT  Effects NO   showWP NEVER TO    TO   position XFCAdJF type SAD  Effects ›O   showWP NEVER O    O    side EAST  Vehicles O   Waypoints Q  ZS   items     Item0 P   Item1 P   Item2 3Q  Q   position :WFBpMFazimut id &    side EAST  vehicle SoldierPB leader     rank LIEUTENANT skill L>health �y0? text vz2  init zaloha = group this P   presence g*>position CWF�Bi}MFazimut �id (    side EAST  vehicle SoldierPB skill L> text vz4 3Q   presence ˆF=position 6WFX	B�}MFazimut h‘id '    side EAST  vehicle SoldierPB skill L> text vz3 Q   items     Item0 Q   Item1 QR   Item2 R   Item3 
S  ZS   position ‹KWFB)gMF combatMode GREEN  combat AWARE  Effects KR   showWP NEVER QR    QR   position @WF8ŽB+MFsynchronizations     Effects R   showWP NEVER R    R   position QWFzABMLF combatMode RED  combat AWARE  Effects S   showWP NEVER 
S    
S   position WF!BvKF type SAD  Effects TS   showWP NEVER ZS    ZS    side EAST  Vehicles ‰S   Waypoints „U  Y   items     Item0 S   Item1 ˆT   Item2 U  „U   	position JZF{BvdCFazimut 3žC special NONE id >    side EAST  vehicle SoldierPB leader    skill ^‘> init kamikaze1 = group this; {_x setUnitPos "DOWN"} forEach units kamikaze1 ˆT   presence b>position LZFvB)gCFazimut �DMid ?    side EAST  vehicle SoldierPB skill ^‘>health `L?U   presence Š>position IZFˆBaCFazimut  �‹id @    side EAST  vehicle SoldierPB skill ^‘>health {Q?„U   items     Item0 U   Item1 sV   Item2 V   Item3 wW   Item4 W   Item5 dX   Item6 X  Y   position ‘HZFBeCF combatMode BLUE  formation LINE  speed FULL  combat AWARE  expCond utok  Effects mV   showWP NEVER sV    sV   position YF}* B�CF combatMode GREEN  formation LINE  speed FULL  combat AWARE  Effects V   showWP NEVER V    V   position Q-YFy[BHDF combatMode GREEN  formation LINE  speed FULL  combat AWARE  Effects qW   showWP NEVER wW    wW   position VF A|TFF combatMode GREEN  speed FULL  combat AWARE  Effects W   showWP NEVER W    W   position p‚VFŠAGF type SAD  combatMode WHITE  speed FULL  combat AWARE  Effects ^X   showWP NEVER dX    dX   position HrVFA>GF type HOLD synchronizations     Effects X   showWP NEVER X    X   position jTFR“B}NF Effects Y   showWP NEVER Y    Y   items     Item0 ˜Y   Item1 ˜Z   Item2 7[   Item3 [   Item4 u\   Item5 ]   Item6 †]   Item7 ]   Item8 j^   Item9 ^   Item10 r_  `   	position jTFOB#CFazimut -m special FLY id      side EMPTY  vehicle UH60MGRACS skill   €? text heli1  init heli1d exec "hold.sqs"; heli1 setpos [(getpos heli1 select 0), (getpos heli1 select 1), 130]; heli1 setVelocity [-3,-5,0] ˜Z   	position NTF’Bz\NFazimut >Did     side EMPTY  vehicle UralOpen  lock UNLOCKED skill š™? text ural2  init clearMagazinecargo ural2 7[   	position �TFu‰BNFazimut 5ˆ2Bid      side EMPTY  vehicle UralOpen  lock UNLOCKED skill š™? text ural3  init clearMagazinecargo ural3 [   	position ºTF3�BMFazimut xoCid !    side EMPTY  vehicle UralOpen  lock UNLOCKED skill š™? text ural4  init clearMagazinecargo ural4 u\   	position ›TF˶›B„NFazimut {Aid #    side EMPTY  vehicle UralOpen  lock UNLOCKED skill š™? text ural1  init clearMagazinecargo ural1 ]   position aVF�AWIFazimut B special NONE id ;    side EMPTY  vehicle HumpsDirt skill j?†]   position VFk5AIFazimut *C special NONE id <    side EMPTY  vehicle HumpsDirt skill j?]   position ’VF'A=IFazimut D ™C special NONE id =    side EMPTY  vehicle HumpsDirt skill j?j^   
position :VF˜; BSMFazimut 2„ special NONE id A    side EMPTY  vehicle UAZ leader     lock UNLOCKED skill š™? text uaz2 ^   position UF2A2vGFazimut DJB special NONE id B    side EMPTY  vehicle hiluxWreck skill j?r_   
position kFCYFazimut   special FLY id C    side EMPTY  vehicle MAA_DATSUN_PK2 leader    skill   €? text bumauto1 markers  pos2  pos1 `   items     Item0 7a   Item1 a   Item2 (b   Item3 �b   Item4 c   Item5 ‡c   Item6 c   Item7 kd   Item8 e   Item9 te   Item10 e   Item11 e   Item12 5f   Item13 �f   Item14 f   Item15 g   Item16 bg   Item17 g   Item18 g   Item19 $h   Item20 dh   Item21 h   Item22 h  %i   position ™6FI“CZF name createheli  text tady se vysamonuje helikoptera  type Empty  colorName ColorBlack a   position *OF�^BkIF name helizplace1  text kde muze heliz pristat  type Empty  colorName ColorBlack (b   position FFxkVCM“MF name helizplace2  text kde muze heliz pristat  type Empty  colorName ColorBlack �b   position إDF,�$CR;GF name helizplace3  text kde muze heliz pristat  type Empty  colorName ColorBlack c   position LFgFC8LF name helizplace4  text kde muze heliz pristat  type Empty  colorName ColorBlack ‡c   position PFœoA—„F name createheli2  text semka odleti helikoptera  type Empty  colorName ColorBlack c   position <FC:bF name ukrytse  text tady odleti heli3  type Select  colorName ColorBlack kd   	position ][VFA"GF name cilmise  text @STRC_M01m01  markerType RECTANGLE  type Flag  colorName ColorRedAlpha  fillName FDiagonal a   HBb   HBe   position WF\BuMF name konvoj  text @STRC_M01m03  type Empty  colorName ColorRed te   position TXFzB7HF name grp  type Empty e   position d\FT BFF name bbgroup5  type Empty e   position |FFMTChtMF name poziceOutro  type Empty angle =5f   position 
WFB*MF name zvedmarker  text @STRC_M01m02  type Empty  colorName ColorRed �f   position $šcFr_B@IAF name kamerawicks1  type Empty f   position <7dF=kBx^AF name kamerawicks2  type Empty g   position 4YdF†Bg@F name kamerawicksmid  type Empty bg   position RfFG-BŽ
BF name kamerazved1  type Empty g   position qfFPBO"BF name kamerazved2  type Empty g   position 	fFŽ۷B—AF name kamerazvedmid  type Empty $h   position mVF  A˜GF name obet1marker  type Empty dh   position #uVF  AFF name obet2marker  type Empty h   position VF"„A8GF name bumautomarker  type Empty h   position 3†IF5$C,ƒZF name zvolmarker  type Empty %i   ,items +    Item0 1k   Item1 l   Item2 ”m   Item3 n   Item4 _o   Item5 p   Item6 Vr   Item7 qs   Item8 s   Item9 
u   Item10 v   Item11 �w   Item12 6x   Item13 x   Item14 ‹y   Item15 ;z   Item16 6{   Item17 $|   Item18 P}   Item19 3~   Item20 8   Item21 @€   Item22 |�   Item23 ‚‚   Item24 Zƒ   Item25 „   Item26 k…   Item27 k†   Item28 D‡   Item29 ˆ   Item30 ˆ   Item31 m‰   Item32 Š   Item33 Š   Item34 lŒ   Item35 –�   Item36 AŽ   Item37 ƒ�   Item38 Y�   Item39 ‘   Item40 ‘   Item41 “   Item42 ”  �•   
position VVF6NA4EFa   HCb   HC activationBy WEST  age UNKNOWN  text bluetrigger  name bluetrigger  expCond this and bluetriggers and (({_x == vehicle _x} count units group player) == count units group player) and (({_x in list bluetrigger2} count units group player) > ({_x in list bluetrigger} count units group player))  expActiv bluetrig = true; this exec "pal.sqs"; this exec "allgreen.sqs"  Effects l  l    l   	position dZVFVAEFa   RCb   RC activationBy WEST  age UNKNOWN  text bluetrigger2  name bluetrigger2  expCond this and bluetriggers  Effects Žm  ”m    ”m   position fVFœAEGFa   4Bb   4B activationBy WEST timeoutMin    AtimeoutMid   `AtimeoutMax   *A age UNKNOWN  text sestreltrigger  name sestreltrigger  expActiv this exec "pal.sqs"; this exec "stringy.sqs"; this exec "allgreen.sqs"  Effects n  n    n   
position WF‘BgMFa     b     timeoutMin   €?timeoutMid   €?timeoutMax   €? age UNKNOWN  expCond true  expActiv this exec "movein.sqs"  Effects Yo  _o    _o   position /VFs!BhMFa   zDb   Crectangular     activationBy VEHICLE  age UNKNOWN idVehicle     text kdyz hrac prekroci zacnou ujizdet  name partiesunik1  expCond this and (not(unik)) and (not(partiesunik2aktivni))  expActiv partiesunik1aktivni = true; unik = true; "3" objStatus "DONE"; this exec "chase.sqs"; "4" objStatus "ACTIVE"  Effects p  p    p   position 6RF BYHFa   Db   D activationBy VEHICLE  activationType NOT PRESENT repeating    timeoutMin   *@timeoutMid    AtimeoutMax   pAinterruptable     age UNKNOWN idVehicle     text desertertrigger  name desertertrigger  expCond this and zapnidesertertrigger  expActiv opustil = true  expDesactiv opustil = false  Effects Pr  Vr    Vr   position ϺRFD4BHFa     b     repeating    timeoutMin   *AtimeoutMid   AtimeoutMax    Binterruptable     age UNKNOWN  text playerkilltrigger  name playerkilltrigger  expCond opustil  expActiv player setDamage 1  Effects Zs  qs    soundDet CA_AK qs   position EFCewFa    Bb    B activationBy GUER  age UNKNOWN  expActiv heli3 setfuel 0  Effects s  s    s   position WF†RA7DFa     b     timeoutMin    @timeoutMid   €@timeoutMax   @interruptable     age UNKNOWN  expCond not (alive zved)  expActiv this exec "kamerazved.sqs"; "1" objStatus "FAILED"  Effects t  
u    track ATrack17  titleEffect BLACK FADED 
u   position WF?ADFa     b     timeoutMin   @@timeoutMid   €@timeoutMax   *@interruptable     age UNKNOWN  text zved u zoldaku - PreENd  expCond (uzsmedoma) and (alive player and alive John and alive zved)  expActiv "1" objStatus "DONE"; followplayerexit = true; zoldacichaseend = true; helizkill = true; player exec "outro.sqs"; West setfriend [EAST,1]; East setFriend [WEST,1]  Effects v  v    v   position VFժADFa     b      age UNKNOWN  text INIT  expCond true  expActiv konec = false; bluetriggers = true; partiesunik2aktivni = false; partiesunik1aktivni = false  Effects ‡w  �w    �w   	position €VF,A EFa   *Bb    Aangle *2rectangular     activationBy WEST  age UNKNOWN  expActiv sniper groupRadio "M01r06"  Effects 0x  6x    6x   	position VVF™AfFFa   *Bb    Aangle >3rectangular     activationBy WEST  age UNKNOWN  expActiv demolition globalRadio "M01r08"  Effects x  x    x   	position hVFV—AGFa   *Bb    Aangle >3rectangular     activationBy WEST  age UNKNOWN  expActiv john groupRadio "M01r02"  Effects …y  ‹y    ‹y   
position CVFbA˩IFa   Bb    Aangle Բrectangular     activationBy GUER repeating     age UNKNOWN  expActiv vidim = vidim + 1  Effects 5z  ;z    ;z   
position %‹VF$AKEFa     b     interruptable     age UNKNOWN  text shromazdiste  name rallytrigger  expCond (({_x == vehicle _x} count units group player) == count units group player)  Effects 0{  synchronizations    6{    6{   position rTF1|�BNFa     b     interruptable     type SWITCH  age UNKNOWN  text jednotky rebelu utikaj  name utektrigger  expCond utek  Effects |  synchronizations       	   
         
      $|    $|   
position bTFd”BˆšNFa     b     timeoutMin    AtimeoutMid   pAtimeoutMax   *Ainterruptable     type SWITCH  age UNKNOWN  expCond utek  expActiv this exec "uraldrivers.sqs"; uraldrivers = true; this exec "setwppos.sqs"  Effects J}  synchronizations          P}    P}   position !YVFFAPGFa    Ab    A activationBy MEMBER interruptable     age UNKNOWN idVehicle     text objstatus start hotovo  name objstatusstart  expActiv "START" objStatus "DONE"  Effects -~  3~    3~   
position 'jVFJAbGFa     b     timeoutMin   @timeoutMid   @AtimeoutMax   �Ainterruptable     type SWITCH  age UNKNOWN  expCond utek  expActiv "2" objStatus "DONE"; "3" objStatus "ACTIVE"  Effects 2  synchronizations    8    8   
position %zVFD!BLFa     b     timeoutMin   *AtimeoutMid   BtimeoutMax   4Binterruptable     type SWITCH  age UNKNOWN  expCond unik and (chaseaktivni)  expActiv this exec "zoldacichase.sqs"  Effects :€  synchronizations    @€    @€   
position :WFB+MFa     b     timeoutMin   €@timeoutMid   €@timeoutMax   €@interruptable     age UNKNOWN  text spousti follow.sqs a zved.sqs  name followtrigger  expCond (zved == vehicle zved) and (alive zved)  expActiv this exec "follow.sqs"; this exec "zved.sqs"  Effects v�  |�    |�   
position ‡UFŠtA˜{GFa     b     timeoutMin   CtimeoutMid   DtimeoutMax   RDinterruptable     age UNKNOWN  text odpocitavani nez zacnou utikat  name battlecountdown  expCond battlenow  expActiv exitbattle = true  Effects |‚  ‚‚    ‚‚   position ZTF“BvNFa     b     timeoutMin   4BtimeoutMid   –BtimeoutMax   pBinterruptable     age UNKNOWN  expCond uraldrivers  expActiv this exec "nastupjednotek.sqs"  Effects Tƒ  Zƒ    Zƒ   position „SFOœBjNFa     b     timeoutMin   *AtimeoutMid   BtimeoutMax   pBinterruptable     type SWITCH  age UNKNOWN  text ma vyjet az nastoupi vojaci  expCond (({canstand _x} count vsechnyjednotky) == ({_x != vehicle _x} count vsechnyjednotky)) or unik  expActiv unik = true  Effects „  synchronizations    „    „   
position ;WFiA'DFa     b     interruptable     type END1  age UNKNOWN  text Vitezstvi po outru  expCond overEnd  expActiv forceEnd  Effects e…  k…    k…   
position 	SFIY‡BFFa   HDb   HD activationBy EAST interruptable     age UNKNOWN  text removne granaty opforum  name grenadetrigger  expActiv {{_x removeMagazine "handgrenade"} forEach thislist} forEach [0,1,2,3]  Effects e†  k†    k†   position NYZFB„_CFa     b     interruptable     age UNKNOWN  expCond utok  expActiv {_x setUnitPos "UP"} forEach units kamikaze1; {_x allowFleeing 0} forEach units kamikaze1  Effects >‡  D‡    D‡   position 5
WFeADFa     b     timeoutMin   €@timeoutMid   @timeoutMax    Ainterruptable     age UNKNOWN  expCond not alive john  expActiv this exec "kamerawicks.sqs"  Effects ˆ  ˆ    ˆ   position BWF;A*DFa     b     interruptable     type END3  age UNKNOWN  expCond losewicks  Effects ›ˆ  ˆ    track ATrack16 ˆ   	position WFˆADFa     b     interruptable     type END4  age UNKNOWN  expCond konec  expActiv "1" objStatus "FAILED"; "4" objStatus "FAILED"  Effects g‰  m‰    m‰   position —
WFmA<DFa     b     interruptable     type END2  age UNKNOWN  expCond losezved  Effects ‰  Š    track ATrack17 Š   
position a‚VFAqFFa   zDb   Crectangular     activationBy EAST interruptable     age UNKNOWN  expCond cheatkill  expActiv {_x setDamage 1} forEach thislist  Effects Š  Š    Š   position `VFA/EFa    Cb    C activationBy MEMBER  activationType NOT PRESENT timeoutMin   BtimeoutMid   4CtimeoutMax   pCinterruptable     age UNKNOWN idVehicle     text spusti se allgreen skript - aby se nepratele prepli z blue modu  name allgreentrigger  expCond this and ({_x == vehicle _x} count units zoldaci == 6)  expActiv this exec "allgreen.sqs"  Effects fŒ  lŒ    lŒ   
position �sWF‡fA,DFa     b     timeoutMin   €?timeoutMid   €?timeoutMax   €?interruptable     age UNKNOWN  text co rekne cernoch tesne pred vystoupenim  name letsrolltrigger  expCond mgunner == vehicle mgunner  expActiv mgunner groupRadio "M01r46"  Effects ��  –�    –�   position wWFADFa     b     interruptable     age UNKNOWN  expCond true  expActiv player exec "playerdistance.sqs"; vidim = 0  Effects ;Ž  AŽ    AŽ   position ŸQVF\ADFa     b     interruptable     age UNKNOWN  expCond (position heli2 select 2) < 1  expActiv {unassignVehicle _x} forEach [john,sniper,repair]; [john,sniper,repair] orderGetIn false; player exec "playerdistance.sqs"; heli3 lock false; zapnidesertertrigger = true  Effects }�  ƒ�    ƒ�   position D�VFAuDFa   \Bb   –Brectangular     activationBy WEST  activationType NOT PRESENT interruptable     age UNKNOWN  name presuntrigger  expActiv presun = true  Effects S�  Y�    Y�   	position “VFiAIFa     b     angle Բrectangular     age UNKNOWN  expCond vidim == 2  expActiv heli1 globalRadio "M01r09"  Effects �  ‘    ‘   	position EIPFBVMFa   pBb   pB activationBy MEMBER interruptable     age UNKNOWN idVehicle $    expActiv getout = true; zvedgroup setCombatMode "Yellow"; this exec "heliz2.sqs"  Effects ‘  ‘    ‘   
position ԹVFˆ#B UMFa     b     interruptable     age UNKNOWN  text kdyz nikdo neaktivuje partiestrigger  name uniktrigger  expCond unik and (not(partiesunik1aktivni or partiesunik2aktivni))  expActiv this exec "chase.sqs"; "4" objStatus "ACTIVE"; "3" objStatus "FAILED"  Effects “  “    “   position pVF2#BxiMFa   zDb   *Crectangular     activationBy WEST  age UNKNOWN  text kdyz nejaky zoldak prekroci zacnou ujizdet - az potom co zacnou prchat  name partiesunik2  expCond this and utek and (not(unik)) and (not(partiesunik1aktivni))  expActiv partiesunik2aktivni = true; unik = true; "3" objStatus "DONE"; this exec "chase.sqs"; "4" objStatus "ACTIVE"  Effects *”  ”    ”   
position VF
gBDMFa     b     interruptable     type SWITCH  age UNKNOWN  expCond unik  expActiv utekauta setCombatMode "GREEN"; zvedgroup setCombatMode "GREEN"  Effects —•  synchronizations       �•    �•   addOns  sara_dbe1  cacharacters  mercenary_dbe1  CAWheeled  caair  CAWater  datsun_armed_dbe1  uh60desert addOnsAuto  cacharacters  mercenary_dbe1  caair  cawheeled  datsun_armed_dbe1  uh60desert  CAWater  sara_dbe1 randomSeed h  Intel –   Groups 7—   Vehicles 5  Markers —  Sensors Q !  startWeather Œf=forecastWeather o=year   month 
   day    hour    minute (   7—   Fitems E    Item0 {š   Item1 
ž   Item2 ‹   Item3 8   Item4 9   Item5    Item6 ͫ   Item7 …   Item8 0*   Item9 *   Item10    Item11    Item12 Ӳ   Item13 ڴ   Item14 ’   Item15 J   Item16    Item17    Item18 Թ   Item19 h   Item20     Item21 ؽ   Item22 �   Item23 I   Item24    Item25    Item26    Item27 `   Item28 <   Item29    Item30 �   Item31 G   Item32    Item33    Item34 œ   Item35 f   Item36 0   Item37    Item38    Item39 {   Item40     Item41    Item42    Item43 ›   Item44 ~   Item45    Item46 &   Item47    Item48    Item49 œ   Item50 b   Item51 8   Item52    Item53 <   Item54    Item55 R   Item56    Item57 \  Item58   Item59 [  Item60   Item61   Item62 r  Item63 *	  Item64 	  Item65 w  Item66 ž  Item67 D  Item68  5   side GUER  Vehicles š   Waypoints �  
ž   items     Item0 š   Item1 ‰›   Item2 
œ   Item3 ‘œ  �   
position >Fi��AFazimut ?B special FLY id     side GUER  vehicle SoldierGPilot leader     rank LIEUTENANT skill   €? text heli1d ‰›   position 	>FBŽAjFazimut ?B special NONE id     side GUER  vehicle SoldierGPilot skill š™? text kopilot 
œ   position >Fd�AFazimut B special NONE id 	    side GUER  vehicle SoldierGPilot skill   €? text gunner1 ‘œ   position €>Fj�AvFazimut B special NONE id 
    side GUER  vehicle SoldierGPilot skill   €? text gunner2 �   items     Item0 =�   Item1 �  
ž   position \UF DBkcCF combatMode BLUE  combat CARELESS  expActiv interstart3=true  Effects �   showWP NEVER �    �   position SFˆBFF type HOLD  Effects ž   showWP NEVER 
ž    
ž    side GUER  Vehicles -ž  ‹   items     Item0 �ž   Item1 ž   Item2 gŸ   Item3 Ÿ   Item4 <*   Item5   ‹   position >F`‘AvFazimut Y‡A@id     side GUER  vehicle SoldierGAA  rank CORPORAL skill Ÿ>ž   position >F–‘A
Fazimut Y‡A@id     side GUER  vehicle SoldierGAT  rank CORPORAL skill Ÿ>gŸ   position >FX‘AFazimut Y‡A@id     side GUER  vehicle SoldierGAT  rank CORPORAL skill Ÿ>Ÿ   position >F6O”ASFazimut Y‡A@id     side GUER  vehicle SoldierGB skill L><*   
position >F†“AFazimut Y‡A@id     side GUER  vehicle SquadLeaderG leader     rank SERGEANT skill > text v1  init helivojaci = group this; {_x moveinCargo heli1} forEach units helivojaci    position d>FC’ATFazimut Y‡A@id     side GUER  vehicle SoldierGMG  rank CORPORAL skill Ÿ>‹    side WEST  Vehicles   8   items     Item0    Item1 Ȣ   Item2 g   Item3    Item4    Item5 b  8   
position Y=F	‡BŠ*Fazimut Y‡A@ special NONE id     side WEST  vehicle SoldierMG  rank SERGEANT skill j? text Kurt  init this moveInCargo heli3; player addWeapon "binocular" Ȣ   	position b_=F0„B¹Fazimut Y‡A@ special NONE id     side WEST  vehicle SoldierMMG skill j? text mgunner  init this moveInCargo heli3 g   	position œM=FwŠB*Fazimut Y‡A@ special NONE id 
    side WEST  vehicle SoldierMR skill j? text repair  init this moveInCargo heli2    
position S=FV‡BxFazimut Y‡A@ special NONE id     side WEST  vehicle SoldierMS  rank CORPORAL skill j? text sniper  init this moveInCargo heli2    
position 	R=F{ˆB†Fazimut Y‡A@ special NONE id     side WEST  vehicle SoldierMD  rank SERGEANT skill j? text demolition  init this moveInCargo heli3 b   position _=F„B}Fazimut Y‡A@ special NONE id     side WEST  vehicle SoldierMTeamLeader leader     rank CAPTAIN skill j? text John  init zoldaci = group this; this moveinCargo heli2 8    side GUER  Vehicles g   Waypoints €  9   items     Item0 „  €   position 1=FP
—B.…Fazimut ~A special FLY id     side GUER  vehicle MH6_RACS leader     rank SERGEANT skill   €? text heli2  init heli2 flyInHeight 125; heli2 setpos [(getpos heli2 select 0), (getpos heli2 select 1), 130] €   items     Item0    Item1 $   Item2 …   Item3 ب  9   position &PVF>kAӸDF combatMode BLUE  combat CARELESS  Effects    showWP NEVER $    $   position %(VF
A?DF expActiv heli2 flyInHeight 0  Effects    showWP NEVER …    …   position EVF„iA EF type TR UNLOAD  Effects Ҩ   showWP NEVER ب    ب   position ‚
VFA	EF expActiv heli2 flyInHeight 0  Effects 3   showWP NEVER 9    9    side GUER  Vehicles h   Waypoints ’     items     Item0 …  ’   position 
X<FCBFazimut ‰
B special FLY id     side GUER  vehicle MH6_RACS leader     rank SERGEANT skill   €? text heli3  init heli3 lock true; heli3 setpos [(getpos heli3 select 0), (getpos heli3 select 1), 130]; heli3 flyInHeight 125 ’   items     Item0      position WFUA6)DF combatMode BLUE  combat CARELESS  Effects    showWP NEVER         side CIV  Vehicles 4  ͫ   items     Item0 Q  ͫ   position •\SF�B6;Fazimut 2B special NONE id     side CIV  vehicle Civilian leader    skill š™?ͫ    side CIV  Vehicles   …   items     Item0 	  …   position ~TFtBqw:Fazimut pJ special NONE id     side CIV  vehicle SkodaRed leader    skill š™?…    side CIV  Vehicles   0*   items     Item0   0*   position vSF5*B4:F special NONE id     side CIV  vehicle Civilian leader    skill š™?0*    side CIV  Vehicles O*  *   items     Item0 l*  *   position …SFB‘:Fazimut ˆB special NONE id     side CIV  vehicle Civilian leader    skill š™?*    side CIV  Vehicles    Waypoints      items     Item0 3     position SF#Bb˜:Fazimut ‡B special NONE id     side CIV  vehicle Civilian leader    skill š™?   items     Item0    Item1 /   Item2 q   Item3      position MSFB�:F Effects )   showWP NEVER /    /   position �?TFBF:F Effects k   showWP NEVER q    q   position SFToBT:F Effects *   showWP NEVER        position „SF
–B:F type CYCLE  Effects    showWP NEVER         side CIV  Vehicles !     items     Item0 >     position SFŸ�B‡:Fazimut G4B special NONE id     side CIV  vehicle Civilian leader    skill š™?    side CIV  Vehicles    Waypoints €  Ӳ   items     Item0   €   position WFEB>:Fazimut (3 special NONE id     side CIV  vehicle tractor leader    skill š™?€   items     Item0    Item1     Item2 B   Item3 „  Ӳ   position ‹VF!8Bu7F Effects    showWP NEVER          position TFB5K8F Effects <   showWP NEVER B    B   position xTFoOB:F Effects ~   showWP NEVER „    „   position IVFv=B"|:F type CYCLE  Effects Ͳ   showWP NEVER Ӳ    Ӳ    side CIV  Vehicles    Waypoints š  ڴ   items     Item0   š   position SF‰QB9Fazimut * special NONE id     side CIV  vehicle SkodaRed leader    skill š™?š   items     Item0 ͳ   Item1    Item2 a  ڴ   position eSFB˜j9F expCond zacni  Effects    showWP NEVER        position HFŠ*A0F Effects [   showWP NEVER a    a   position �F;B\F speed FULL  combat CARELESS  expActiv zacni = true  Effects Դ   showWP NEVER ڴ    ڴ    side CIV  Vehicles   ’   items     Item0   ’   position ]LFRAY`0Fazimut C special NONE id     side CIV  vehicle Civilian leader    skill š™?’    side CIV  Vehicles   J   items     Item0 ε  J   position R*LFRAž0Fazimut  1(C special NONE id      side CIV  vehicle Civilian leader    skill š™?J    side CIV  Vehicles i     items     Item0 †     position  LFRAΪ0Fazimut rOB special NONE id !    side CIV  vehicle Civilian leader    skill š™?    side CIV  Vehicles !     items     Item0 >     position 2MFRAP0Fazimut M special NONE id "    side CIV  vehicle Civilian leader    skill š™?    side CIV  Vehicles    Waypoints �  Թ   items     Item0   �   position  IMFRAj
0Fazimut G4B special NONE id #    side CIV  vehicle Civilian leader    skill š™?�   items     Item0    Item1    Item2 C   Item3 …  Թ   position LFRA’0F Effects    showWP NEVER        position 3cMFRA/F Effects =   showWP NEVER C    C   position MFRA�0F Effects    showWP NEVER …    …   position ^HMFRA0F type CYCLE  Effects ι   showWP NEVER Թ    Թ    side CIV  Vehicles    Waypoints 	  h   items     Item0 @   Item1    Item2 +   Item3 š  	   position MNFRA;D0Fazimut  special NONE id $    side CIV  vehicle Civilian leader    skill š™?   position XNFRAF\0Fazimut  special NONE id '    side CIV  vehicle Civilian skill š™?+   position ŒdNFRA&Q0Fazimut  special NONE id )    side CIV  vehicle Civilian skill š™?š   position dNFRABI0Fazimut  special NONE id (    side CIV  vehicle Civilian skill š™?	   items     Item0 &  h   position pœMFRAi0F Effects b   showWP NEVER h    h    side CIV  Vehicles ‡      items     Item0       position uMFRAo0Fazimut M special NONE id %    side CIV  vehicle Civilian leader    skill š™?     side CIV  Vehicles ?  ؽ   items     Item0 \  ؽ   position rMFRAn0Fazimut M special NONE id &    side CIV  vehicle Civilian leader    skill š™?ؽ    side CIV  Vehicles   �   items     Item0   �   position zNFSA€š3Fazimut  special NONE id +    side CIV  vehicle Civilian leader    skill š™?�    side CIV  Vehicles   I   items     Item0 ̾  I   position 6nNF“AƒŒ3Fazimut ƒ� special NONE id *    side CIV  vehicle SkodaBlue leader    skill š™?I    side CIV  Vehicles h     items     Item0 …     position aNFA`*3Fazimut [Oˆ special NONE id ,    side CIV  vehicle Civilian leader    skill š™?    side CIV  Vehicles       items     Item0 =     position nNFmAœ3Fazimut [Oˆ special NONE id -    side CIV  vehicle Civilian leader    skill š™?    side CIV  Vehicles    Waypoints      items     Item0 %   Item1    Item2    Item3      position 	NFA3Fazimut �f special NONE id .    side CIV  vehicle Civilian leader    skill š™?   position NFhA3Fazimut �f special NONE id 1    side CIV  vehicle Civilian skill š™?   position y OFEWA2Fazimut �f special NONE id 0    side CIV  vehicle Civilian skill š™?   position yOF9A 3Fazimut �f special NONE id /    side CIV  vehicle Civilian skill š™?   items     Item0    Item1 x     position -NF†AG$3F speed LIMITED  expCond zacni  Effects r   showWP NEVER x    x   position &ˆNFA83F speed LIMITED  combat CARELESS  Effects    showWP NEVER         side CIV  Vehicles 
   Waypoints   `   items     Item0 '     position †NFRAž0Fazimut h special NONE id     side CIV  vehicle UralCivil leader    skill š™?   items     Item0    Item1   `   position RSNFRA0F expCond zacni  Effects    showWP NEVER        position .JFAh0F Effects Z   showWP NEVER `    `    side CIV  Vehicles Ž   Waypoints 3  <   items     Item0   3   position QFEAu2Fazimut  special NONE id     side CIV  vehicle datsun1_civil_3_open leader    skill š™?3   items     Item0 f   Item1    Item2   <   position UQFA5"2F expCond zacni  Effects    showWP NEVER        position \LFRA60F Effects    showWP NEVER        position Y^FA�BPQ)F Effects 6   showWP NEVER <    <    side CIV  Vehicles j   Waypoints       items     Item0 ‡      position SF)’Az;6Fazimut 6- special NONE id     side CIV  vehicle Skoda leader    skill š™?    items     Item0 (   Item1 z     position SF
6AU6F expCond zacni  Effects t   showWP NEVER z    z   position AJTFh3A<E$F Effects    showWP NEVER         side CIV  Vehicles    Waypoints „  �   items     Item0   „   position HSFQA�7Fazimut Ϸ( special NONE id     side CIV  vehicle SkodaBlue leader    skill š™?„   items     Item0    Item1 	   Item2 K  �   position 9SFAJ6F expCond zacni  Effects    showWP NEVER 	    	   position IF!›AQš0F Effects E   showWP NEVER K    K   position DFsC“YF Effects ‡   showWP NEVER �    �    side CIV  Vehicles   G   items     Item0   G   position }JFA0Fazimut —t special NONE id 2    side CIV  vehicle Civilian14 leader    skill š™?G    side CIV  Vehicles f     items     Item0 ƒ     position “JFA0Fazimut Wl special NONE id 3    side CIV  vehicle Civilian14 leader    skill š™?    side CIV  Vehicles       items     Item0 =     position �JFA0Fazimut • special NONE id 4    side CIV  vehicle Civilian14 leader    skill š™?    side CIV  Vehicles    Waypoints “  œ   items     Item0   “   	position 1[F0€%B)cAFazimut }h special NONE id 5    side CIV  vehicle car_sedan leader     rank SERGEANT skill j?“   items     Item0    Item1    Item2 Z  œ   position J[F‰&BNAF expCond zacni  Effects    showWP NEVER        position H–LFRAGB0F Effects T   showWP NEVER Z    Z   position TFˆœAJ4%F Effects –   showWP NEVER œ    œ    side CIV  Vehicles   f   items     Item0   f   	position V=[Fha(B|uAFazimut K�( special NONE id 6    side CIV  vehicle UralCivil2 leader     rank SERGEANT skill j?f    side CIV  Vehicles …  0   items     Item0   0   	position 	[FG+B•?AFazimut B‹ special NONE id 7    side CIV  vehicle UralCivil2 leader     rank SERGEANT skill j?0    side CIV  Vehicles O     items     Item0 l     	position [F4*)B`AFazimut 2œB special NONE id 8    side CIV  vehicle Civilian leader     rank SERGEANT skill j?    side CIV  Vehicles      items     Item0 4     	position ‹)[FbX)B`AFazimut j9 special NONE id 9    side CIV  vehicle Civilian leader     rank SERGEANT skill j?    side CIV  Vehicles   {   items     Item0   {   position 2[F�*Bk;AF special NONE id :    side CIV  vehicle Civilian leader     rank SERGEANT skill j?{    side GUER  Vehicles    Waypoints E      items     Item0   E   position 
DF:3@+q(Fazimut & special NONE id =    side GUER  vehicle SoldierGB leader    skill j?E   items     Item0 m   Item1       position ;DF?‹@*(F speed LIMITED  combat CARELESS  Effects    showWP NEVER        position DF2@*'(F type CYCLE  Effects    showWP NEVER           side GUER  Vehicles O   Waypoints      items     Item0 l     position DF:3@”€(Fazimut vݷ special NONE id >    side GUER  vehicle SoldierGB leader    skill j?   items     Item0    Item1 v     position kDF:@M(F speed LIMITED  combat CARELESS  Effects p   showWP NEVER v    v   position DFSh?ˆ6(F type CYCLE  Effects    showWP NEVER         side GUER  Vehicles    Waypoints �     items     Item0   �   position {DF<0"@9i(Fazimut QmC special NONE id ?    side GUER  vehicle SoldierGB leader    skill j?�   items     Item0      position DFYˆ@!(F speed LIMITED  combat CARELESS  Effects 
   showWP NEVER         side GUER  Vehicles ?   Waypoints ,  ›   items     Item0    Item1    Item2 g   Item3    Item4    Item5 >   Item6    Item7 ^   Item8    Item9 ~   Item10 %   Item11    Item12 \   Item13    Item14 |   Item15    Item16 œ  ,   
position .EF\ž=&Fazimut e)C special NONE id A    side GUER  vehicle SoldierGB leader    skill j? text sailor1  init this moveinDriver lodka1    	position 
EFഽ�&Fazimut e)C special NONE id C    side GUER  vehicle SoldierGB skill j? text sailor2  init this moveinTurret [lodka1, [0]] g   	position EF糧‘&Fazimut e)C special NONE id D    side GUER  vehicle SoldierGB skill j? text sailor3  init this moveinTurret [lodka1, [1]]    	position œEFY4p''Fazimut e)C special NONE id K    side GUER  vehicle SoldierGB skill j? text sailor4  init this moveInDriver lodka2    position HEFm;
>f&Fazimut e)C special NONE id H    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka1 >   position IDF;$:&Fazimut e)C special NONE id I    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka1    position qDF)H<Y&Fazimut e)C special NONE id G    side GUER  vehicle SoldierGB skill j? init this moveinCargo lodka1 ^   position 2 EF.�=&Fazimut e)C special NONE id E    side GUER  vehicle SoldierGB skill j? init this moveinCargo lodka1    position DF#o=i&Fazimut e)C special NONE id F    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka1 ~   	position *DF•
=N4'Fazimut e)C special NONE id M    side GUER  vehicle SoldierGB skill j? text sailor6  init this moveinTurret [lodka2, [1]] %   	position DF�Ÿ>“@'Fazimut e)C special NONE id L    side GUER  vehicle SoldierGB skill j? text sailor5  init this moveinTurret [lodka2, [0]]    position {DF„H>J'Fazimut e)C special NONE id N    side GUER  vehicle SoldierGB skill j? init this moveinCargo lodka2 \   position ŽDF|Q>m]'Fazimut e)C special NONE id Q    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka2    position ”DF*…>=^'Fazimut e)C special NONE id R    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka2 |   position DFx=^R'Fazimut e)C special NONE id P    side GUER  vehicle SoldierGB skill j? init this moveinCargo lodka2    position cDF]=sV'Fazimut e)C special NONE id O    side GUER  vehicle SoldierGB skill j? init this moveInCargo lodka2 œ   position DF֩2e&Fazimut e)C special NONE id B    side GUER  vehicle SoldierGB skill j? init this moveinCargo lodka1 ,   items     Item0 j   Item1    Item2 
   Item3 L  ›   position GF–r;
pF speed FULL  combat AWARE  Effects    showWP NEVER        position <F=qF Effects    showWP NEVER 
    
   position ;F|=&F Effects F   showWP NEVER L    L   position !'EF_=…$F type CYCLE  Effects •   showWP NEVER ›    ›    side LOGIC  Vehicles    Waypoints V  ~   items     Item0   V   position GF‰?RF special NONE id S    side LOGIC  vehicle Logic leader    skill j?V   	items     Item0    Item1 D   Item2    Item3 ‚   Item4 !   Item5    Item6 _   Item7   ~   position KHFpˆ�F type AND  expActiv camera say "S01v19" synchronizations      Effects >   showWP NEVER D    D   position YHF79=F type AND  expActiv camera say "S01v20"  Effects   timeoutMin   *@timeoutMid   *@timeoutMax   *@ showWP NEVER        position ,HFLkF type AND  expActiv camera say "S01v21"  Effects |  timeoutMin   €@timeoutMid   €@timeoutMax   €@ showWP NEVER ‚    ‚   position CHF.�=F type AND  expActiv camera say "S01v22"  Effects   timeoutMin   @timeoutMid   @timeoutMax   @ showWP NEVER !    !   position v[HF*$?F type AND  expActiv camera say "S01v23"  Effects   timeoutMin    @timeoutMid    @timeoutMax    @ showWP NEVER        position 9sHF€?6F type AND  expActiv camera say "S01v24"  Effects Y  timeoutMin   @timeoutMid   @timeoutMax   @ showWP NEVER _    _   position ‘HF…>QF type AND  expActiv camera say "S01v25"  Effects   timeoutMin   *@timeoutMid   *@timeoutMax   *@ showWP NEVER        position =HF@‰?‚	F type AND  Effects x  timeoutMin    AtimeoutMid    AtimeoutMax    A showWP NEVER ~    ~    side LOGIC  Vehicles    Waypoints 9     items     Item0   9   position tRF'B,<F special NONE id T    side LOGIC  vehicle Logic leader    skill j?9   items     Item0 ˜   Item1    Item2 ™   Item3 8   Item4    Item5 v   Item6      position oRFTN6B<F type AND  expCond druheradio  Effects    showWP NEVER        position orRF?B'=F type AND  expActiv camera say "S01v28"  Effects “  timeoutMin   €?timeoutMid   €?timeoutMax   €? showWP NEVER ™    ™   position 1|RF]Btp=F type AND  expActiv camera say "S01v27"  Effects 2  timeoutMin    @timeoutMid    @timeoutMax    @ showWP NEVER 8    8   position RF}B˜=F type AND  expActiv camera say "S01v29"  Effects   timeoutMin    @timeoutMid    @timeoutMax    @ showWP NEVER        position vRF)*ŠB�=F type AND  expActiv camera say "S01v32"  Effects p  timeoutMin   €?timeoutMid   €?timeoutMax   €? showWP NEVER v    v   position ~RFŽB„=F type AND  expActiv camera say "S01v33"  Effects   timeoutMin   €@timeoutMid   €@timeoutMax   €@ showWP NEVER        position SFhŒBb >F type AND  expActiv camera say "S01v34"  Effects   timeoutMin   @timeoutMid   @timeoutMax   @ showWP NEVER         side CIV  Vehicles    Waypoints y  &   items     Item0   y   position œNF(CŸA?)Fazimut @' special FLY id U    side CIV  vehicle tractor leader    skill š™?y   items     Item0    Item1    Item2 S   Item3 •   Item4   &   position 'MFƒAŽ6(F speed FULL  Effects    showWP NEVER        position hrOFbAV'F Effects M   showWP NEVER S    S   position MxPFCA,)F Effects �   showWP NEVER •    •   position �NF[*A~F*F Effects    showWP NEVER        position eMFy—A(F type CYCLE  Effects     showWP NEVER &    &    side CIV  Vehicles E     items     Item0 b     position IkNFbA0)Fazimut @' special FLY id V    side CIV  vehicle tractor leader    skill š™?    side EAST  Vehicles      items     Item0      
position 0VFdHA%GFazimut 4 special NONE id W    side EAST  vehicle DATSUN_DSHKM2 leader    skill š™? text bumauto1 markers  pos1_1  pos1  pos2     side EAST  Vehicles   œ   items     Item0   œ   	position qVF  A˜GFazimut B special NONE id X    side EAST  vehicle SoldierPB leader    skill L> init this setdamage 1 œ    side EAST  Vehicles   b   items     Item0   b   position ryVF  AYFF special NONE id Y    side EAST  vehicle SoldierPB leader    skill L> init this setDamage 1 b    side WEST  Vehicles ‚  8   items     Item0 Ÿ  8   position *&EO jAš?Eid Z    side WEST  vehicle SoldierWB  player PLAYER COMMANDER leader    skill š™? init this disableAI "MOVE" 8    side CIV  Vehicles f   Waypoints      items     Item0 ƒ     position RFGAZ4Fazimut 6- special NONE id [    side CIV  vehicle Skoda leader    skill š™?   items     Item0 $   Item1 v     position RFA$|4F expCond zacni  Effects p   showWP NEVER v    v   position +CFžBa2F Effects    showWP NEVER         side CIV  Vehicles    Waypoints €  <   items     Item0   €   position jJHFϾAD1Fazimut ) special NONE id \    side CIV  vehicle UralCivil leader    skill š™?€   items     Item0    Item1   <   position -HFA6k1F expCond zacni  Effects    showWP NEVER        position '�:F��A6F Effects 6   showWP NEVER <    <    side CIV  Vehicles j   Waypoints      items     Item0 ‡     position šIIF~Am0Fazimut ) special NONE id ]    side CIV  vehicle UralCivil leader    skill š™?   items     Item0 ,   Item1 ~     position 1IFAŽ0F expCond zacni  Effects x   showWP NEVER ~    ~   position .F2A'BF Effects    showWP NEVER         side CIV  Vehicles    Waypoints –  R   items     Item0   –   position )NFRA0Fazimut ; special NONE id ^    side CIV  vehicle datsun1_civil_2_covered leader    skill š™?–   items     Item0    Item1   R   position NFRAy0F expCond zacni  Effects 
   showWP NEVER        position GAF	B‚2F Effects L   showWP NEVER R    R    side CIV  Vehicles €   Waypoints (     items     Item0 �  (   position  nLFRA]0Fazimut C special NONE id _    side CIV  vehicle datsun1_civil_2_covered leader    skill š™?(   items     Item0 P   Item1      position sLFRA`/F Effects   timeoutMin    AtimeoutMid    AtimeoutMax    A showWP NEVER        position „`Fg!B�(F Effects    showWP NEVER         side CIV  Vehicles 5   Waypoints v \  
items 	    Item0    Item1 (   Item2 š   Item3    Item4 ~   Item5    Item6 Q   Item7    Item8  v  position ‰RFS�™AD(Fazimut Gid `    side CIV  vehicle Civilian4 leader     rank SERGEANT skill >(   position /�RFt˜A9(Fazimut %\id a    side CIV  vehicle Civilian15  rank CORPORAL skill Ÿ>š   position *”RF[A—A,(Fazimut -.id b    side CIV  vehicle Civilian19  rank CORPORAL skill Ÿ>   position 7™RFŽ–Am&(Fazimut .1id c    side CIV  vehicle Civilian13  rank CORPORAL skill Ÿ>~   position œRF1•A~(Fazimut Dyid d    side CIV  vehicle Civilian3  rank CORPORAL skill Ÿ>   position X*RF•A(Fazimut ˜id e    side CIV  vehicle Civilian17 skill L>Q   position RF›•A(Fazimut Wid f    side CIV  vehicle Civilian21 skill L>   position ƒ‘RF$—Aˆ3(Fazimut `z+id g    side CIV  vehicle Civilian10 skill L>  position ˆRFd™AB(Fazimut Fid h    side CIV  vehicle Civilian7 skill L>v  items     Item0 ž  Item1  \  position š‡RF™A$H(F formation STAG COLUMN  speed LIMITED  combat CARELESS  Effects   showWP NEVER      position \NFRAw.F Effects V  showWP NEVER \   \   side GUER  Vehicles ‹  Waypoints V   items     Item0  V  
position Z™4Fm>I2Fazimut e)C special NONE id l    side GUER  vehicle SoldierGB leader    skill j? text sailor10  init this moveinDriver lodka3 V  items     Item0 ~  Item1    position g•?F‹>
^-F Effects   showWP NEVER      position Œ+FNFս0F Effects   showWP NEVER       side GUER  Vehicles 1  Waypoints  [  items     Item0 N   
position ‹=F™=‘+Fazimut “C special NONE id m    side GUER  vehicle SoldierGB leader    skill j? text sailor11  init this moveinDriver lodka4   items     Item0  [  position AkEŠ’>SF Effects U  showWP NEVER [   [   side GUER  Vehicles Š  Waypoints U   items     Item0  U  
position $Few<‹1Fazimut e)C special NONE id n    side GUER  vehicle SoldierGB leader    skill j? text sailor12  init this moveinDriver lodka5 U  items     Item0 }  Item1    position .F›U<)F Effects   showWP NEVER      position ›B7FM…$F Effects   showWP NEVER       side CIV  Vehicles     items     Item0 =   position �sPFY2Ab)Fazimut …xA special NONE id o    side CIV  vehicle UralCivil leader    skill j?   side CIV  Vehicles  r  items     Item0  r  position „PFQAD)Fazimut }A special NONE id p    side CIV  vehicle Civilian leader    skill j?r   side CIV  Vehicles ‘ *	  items     Item0  *	  position nPFCA;)Fazimut e)C special NONE id q    side CIV  vehicle Civilian leader    skill j?*	   side CIV  Vehicles I	 	  items     Item0 f	 	  position RPFjA
>)Fazimut ˆ!B special NONE id r    side CIV  vehicle Civilian leader    skill j?	   side CIV  Vehicles 
  Waypoints 
 w  items     Item0 -
 
  position PF_A)Fazimut ^B special NONE id s    side CIV  vehicle Civilian leader    skill j?
  items     Item0 
  Item1 5 w  position €PF›“A#)F speed LIMITED  combat CARELESS  Effects /  showWP NEVER 5   5  position [ŸPF*ͩAl)F Effects q  showWP NEVER w   w   side CIV  Vehicles   Waypoints ? ž  items     Item0  ?  position ‘>FӸA‡Fazimut ڦI special NONE id t    side CIV  vehicle UralCivil leader    skill j??  items     Item0 \ ž  position C?)F†MA–%F Effects ˜  showWP NEVER ž   ž   side GUER  Vehicles   Waypoints ˜
 D  items     Item0  ˜
  
position ‘a2F/M‰>š-Fazimut e)C special NONE id v    side GUER  vehicle SoldierGB leader    skill j? text sailor13  init this moveinDriver lodka3 ˜
  items     Item0 
  Item1  D  position j›3Frœ&F Effects 
  showWP NEVER      position \=2Fq=œ/F Effects >  showWP NEVER D   D   side GUER  Vehicles s  Waypoints >   items     Item0 � >  
position 9FB>*Fazimut e)C special NONE id x    side GUER  vehicle SoldierGB leader    skill j? text sailor14  init this moveinDriver lodka3 >  items     Item0 f  Item1    position ž?F.*>>%F Effects   showWP NEVER      position b	4Fq=œv-F Effects   showWP NEVER       side GUER  Vehicles   Waypoints  5  items     Item0 6   position B‡DF@a(Fazimut  special NONE id y    side GUER  vehicle SoldierGB leader    skill j?  items     Item0  5  position }DF‚X“@Z#(F speed LIMITED  combat CARELESS  Effects /  showWP NEVER 5   5  items     Item0   Item1   Item2 $  Item3   Item4 p  Item5 ;  Item6   Item7   Item8 œ  Item9 g  Item10 2 —  	position W>Fcn�A]	Fazimut B special FLY id      side EMPTY  vehicle UH60MGRACS skill   €? text heli1  init heli1 flyInHeight 125; heli1 setpos [(getpos heli1 select 0), (getpos heli1 select 1), 130]   position ]DFY>�U(Fazimut –A special NONE id ;    side EMPTY  vehicle RHIB2Turret leader    skill j?$  position DFaOo?-O(Fazimut Š? special NONE id <    side EMPTY  vehicle RHIB2Turret leader    skill j?  
position 1EFa„;�&Fazimut e)C special FLY id @    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka1  init this setFlagSide Resistance; this setvelocity [5,1,0] p  
position IEF'Fazimut e)C special FLY id J    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka2  init this setFlagSide Resistance; this setvelocity [5,1,0] ;  
position F“?F,>�Fazimut e)C special FLY id i    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka3  init this setFlagSide Resistance; this setvelocity [5,0,0]   
position #F˜C>b1Fazimut �B special FLY id j    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka5  init this setFlagSide Resistance; this setvelocity [1,5,0]   
position >F|�T=-,Fazimut “C special FLY id k    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka4  init this setFlagSide Resistance; this setvelocity [5,1,0] œ  
position p0FW==-a-Fazimut e)C special FLY id u    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka6  init this setFlagSide Resistance; this setvelocity [5,1,0] g  
position !8F$„>)Fazimut e)C special FLY id w    side EMPTY  vehicle RHIB2Turret leader    skill j? text lodka7  init this setFlagSide Resistance; this setvelocity [5,1,0] 2  position m.DFaRŒ@Žl(Fazimut $�:id z    side EMPTY  vehicle LandroverMG skill š™?—  
items 	    Item0   Item1 G  Item2 ƒ  Item3   Item4   Item5 @  Item6 y  Item7   Item8 	 Q  position :DF{\@(F name kamera  type Empty G  position zRF:A‹2F name kamera2  type Empty ƒ  position ”PFRA[O1F name kamera3  type Empty angle s;  position ׽OFbA)F name kamera4  type Empty   position –�VFXA‰GF name pos1  type Empty @  position GVF�AGF name pos2  type Empty y  position 1DFN�'>!F name kamera5  type Empty angle „…A  position :BF’AA"F name kamera6  type Empty angle 	  position !CFV$>v!F name kamera7  type Empty angle „…AQ  	items     Item0   Item1 h  Item2   Item3   Item4   Item5 2   Item6    Item7 P! !  position •RFZQBG›<Fa   zCangle JlOC activationBy MEMBER  age UNKNOWN idVehicle     expActiv camera say "S01v30"; druheradio = true  Effects b h   h  position 
IFŽ“=)Fa   HCb   HC activationBy GUER interruptable     age UNKNOWN  expActiv zacni = true  Effects       position rHF	T—>š)Fa   Cb   *Aangle  Brectangular     activationBy MEMBER interruptable     age UNKNOWN idVehicle     text gamelogic start  Effects  synchronizations          
position 1QVFž A�FGFa     b     timeoutMin   HBtimeoutMid   HBtimeoutMax   HB age UNKNOWN  expCond true  expActiv bumauto1 setDamage 1; {_x setDamage 1} forEach crew bumauto1  Effects       position XWFGAj"EFa     b     interruptable     type END1  age UNKNOWN  expCond introkonec  Effects ,  2    2   position {DF@@�(Finterruptable     age UNKNOWN  expCond true  Effects �      soundEnv Sea  soundDet SeagullSfx    position SDF
@‹(Fa   Ab   Arepeating    interruptable     age UNKNOWN  expCond hrej  Effects 9! P!   track ATrack12 P!  position 7:&E[†Aˆ?Einterruptable     age UNKNOWN  expCond true  Effects ! !   soundEnv Sea  soundDet SeagullSfx !  addOns  sara_dbe1 addOnsAuto  sara_dbe1 randomSeed   Intel '" -"   -"  addOns  sara_dbe1 addOnsAuto  sara_dbe1 randomSeed   Intel {" �"   �"
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Alt 01.08.2008, 21:16   #3 (permalink)
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Neuartiger Kopierschutz
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Zitat von Marcus-Ergalla

*Su 47 aus dem Hangar rollt und bereit fr anfliegende Kapitalistenschweine ist*

Ich stelle mir gerade vor, wie wohl der Kursverlauf eines von Burns und Pelzi geflogenen Flugzeuges aussehen wrde

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Alt 01.08.2008, 21:27   #4 (permalink)
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Scheins wohl die falschen Tools benutzt, nehme persnlich das von Kegetys oder noch alte aus OFP-Zeiten, mt denen klappt alles wunderbar, die anderen sind, naja, sagen wir einfach fehlerhaft und buggy, da kommt dann eben sowas raus wie bei dir...
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Alt 01.08.2008, 23:34   #5 (permalink)
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Ich hab jetzt mal als Tools benutzt: PBOViewer und cpbo von kegetys. Beide Tools verhunze mir meine mission.sqm, sodass ich es nicht im Editor laden kann. Beim binpbo von BIS wei ich nicht wie ich da ein pbo entpacken kann

@Marcus: Kannst du vllt. mal versuchen die Kampagne zu entpacken und dann schauen, ob bei dir die mission.sqm's auch so verhunzt sind?
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Alt 02.08.2008, 03:20   #6 (permalink)
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Bin zwar pottenvoll, aber ich versuchs mal.

Probiers mal mit BinView

RapidShare Webhosting + Webspace

Einfach die mission.sqm damit ffnen, wieder irgendwohin speichern, (wird als .ccp gespeichert) die mission.ccp mit nem Editor ffnen und wieder als sqm speichern.
Klappt schon, ich hau mich hin
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Alt 02.08.2008, 13:26   #7 (permalink)
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Das funktioniert leider auch nicht =( Der kann die mission.sqm nicht ffnen. Da kommt dann immer: "An unkwon error occured during decoding. Errorcode = 55"

Ist das echt Absicht von BIS?!

Hab bis jetzt schon 3 Tools benutzt um die pbo zu entpacken. Bei allen 3 hab ich diese verdammte verhunzte mission.sqm.
Tools, die ich benutzt habe, sind: PBOview, cpbo und UnPBO
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Alt 02.08.2008, 15:30   #8 (permalink)
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Sorry, bis jetzt hat binView immer funktioniert, aber du hast Recht, das Programm kann die Dateien nicht ffnen. (bei mir zeigt er allerdings den Fehlercode 62 an)

Nun fllt mir leider auch nichts mehr ein. Mit BinPBO kam ich auch nicht zurecht.

Versuch dir mal Infos darber aus dem wiki zu besorgen.
BinPBO - Bohemia Interactive Community
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Alt 02.08.2008, 17:49   #9 (permalink)
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Ja, es kommt immer drauf an. Manchmal ist es bei mir der Errorcode 55 oder 62.

Aber ich denke mit binPBO kann man die pbos gar nicht entpacken.

Auf jeden Fall hab ich langsam das Gefhl, dass BIS das absichtlich gemacht hat
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Alt 02.08.2008, 18:39   #10 (permalink)
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Darf ich jetzt?

Also... auf meiner Seite vorbeisuren und dort unter Downloads ArmAUnbin herunterladen!

Damit ffenest du die Mission.sqm und kopierst dir den angezeigten Content in eine neue
oder die alte Mission.sqm. Kannst es auch mit der Save-Funktion irgendwo speichern, nur
er wir dir hinter dein .sqm noch ein .ccp machen. Das musst du dann umbenennen!

Und jetzt viel Spa im Editor mit den QG-Missionen


Viele Gre

Mr-Murray

www.mr-murray.de.vu
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Mr-Murray ist offline   Mit Zitat antworten
Alt 02.08.2008, 20:09   #11 (permalink)
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Jo, funzt! Hatte das Prog. glatt auf meiner Festplatte bersehen
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Alt 03.08.2008, 12:56   #12 (permalink)
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Danke Mr-Murray Hat jetzt geklappt Danke Du wirst dann als dankeschn die erste Version von der QG Coop Kampagne bekommen

EDIT: Hm ... aber wie soll ich das mit dem Waffenhndler hinkriegen? Weil das sind ja im MP dann einzelne Missionen, die man dann immer whlen muss und ich wei nicht wie ich das machen soll, damit die Spieler die Waffen aus den vorherigen Missionen behalten knnen.

Gendert von Cyborg11 (03.08.2008 um 13:01 Uhr).
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Alt 04.08.2008, 11:03   #13 (permalink)
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Htte jemand vno euch eine Idee, wie ich das mit dem Waffenhndler machen knnte? Der Spieler sollte ja die Waffen behalten knnen :o
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