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iV - Ghost

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Everything posted by iV - Ghost

  1. iV - Ghost

    Working with task ID's

    Now I'am working with a taskID. Example (Kamino_T1.sqf): // CHECK SERVER if (!isServer) exitWith {}; // VARIABLES private ["_taskID", "_taskMarker", "_taskTitle", "_taskDescription", "_taskMarkerType"]; _taskID = "Kamino_T1"; _taskMarker = "Marker_Kamino_1"; _taskTitle = format [localize "STR_iV_TaskTitle_ComSystem", localize "STR_iV_Kamino"]; _taskDescription = localize "STR_iV_TaskDesc_ComSystem"; _taskMarkerType = "destroy"; // TIMEOUT sleep 3; // CREATE TASK, ASSIGN AND SET STATE if (alive ([6438, 5347] nearestObject 29623)) then { // CREATE TASK [west, [_taskID], [_taskDescription, _taskTitle, _taskMarker], _taskMarker, false, 3, false, _taskMarkerType, true] call BIS_fnc_taskCreate; // ASSIGN TASK assignedTask = true; publicVariable "assignedTask"; ["TaskAssigned", ["", _taskTitle]] call BIS_fnc_showNotification; // TRIGGER FOR SUCCEEDED END _triggerSucceeded = createTrigger ["EmptyDetector", [6438, 5347, 0], true]; _triggerSucceeded setTriggerArea [0, 0, 0, false, 0]; _triggerSucceeded setTriggerActivation ["NONE", "", false]; _triggerSucceeded setTriggerTimeout [8, 8, 8, false]; _triggerSucceeded setTriggerType "NONE"; _triggerSucceeded setTriggerStatements [ // CONDITIONS "!alive ([6438, 5347] nearestObject 29623)", // ON ACTIVATION "['Kamino_T1', 'Succeeded', false] call BIS_fnc_taskSetState; ['TaskSucceeded', ['', format [localize ""STR_iV_TaskSucceeded_ComSystem"", localize ""STR_iV_TaskTitle_atKamino""]]] call BIS_fnc_showNotification; assignedTask = false; publicVariable 'assignedTask';", // ON DEACTIVATION "" ]; } else { hint localize "STR_iV_TaskNotAvailable"; }; And the part from the stringtable.xml looks like this: <Key ID="STR_iV_TaskTitle_ComSystem"> <Original>%1 - Radio tower</Original> <English>%1 - Radio tower</English> <German>%1 - Sendeturm</German> </Key> <Key ID="STR_iV_TaskDesc_ComSystem"> <Original>There is a communication system in the area of operations (AO).<br/>Find and destroy them for us.</Original> <English>There is a communication system in the area of operations (AO).<br/>Find and destroy them for us.</English> <German>Im Einsatzgebiet (AO) befindet sich eine Kommunikationsanlage.<br/>Finden und zerstören Sie sie für uns.</German> </Key> <Key ID="STR_iV_TaskSucceeded_ComSystem"> <Original>The radio tower %1 was destroyed.</Original> <English>The radio tower %1 was destroyed.</English> <German>Der Sendeturm %1 wurde zerstört.</German> </Key> <Key ID="STR_iV_atKamino"> <Original>at Kamino</Original> <English>at Kamino</English> <German>bei Kamino</German> </Key> My problem: The notificazion is still not right. Lokks like he don't use format in the trigger. The notification is exact: "The radio tower was destroyed." but should be: "The radio tower at Kamino was destroyed."
  2. I'm not sure how to create my question... What I wanna do: I wanna spawn my own created tasks via script. Every task has his own file (Girna_T1.sqf, ...). The objects, markers and units are created in the 3den editor and by ALiVE. Till now I have 11 files. My XXX.sqf's look approximately like this: // CHECK SERVER if (!isServer) exitWith {}; // VARIABLES iV_taskAssigned = format [localize "STR_iV_TaskAssigned", localize "STR_iV_TaskTitle_ComSystems"]; iV_taskSucceeded = format [localize "STR_iV_TaskSucceeded", localize "STR_iV_TaskTitle_ComSystems"]; iV_taskFailed = format [localize "STR_iV_TaskFailed", localize "STR_iV_TaskTitle_ComSystems"]; // TIMEOUT sleep 3; // CREATE TASK, ASSIGN AND SET STATE if (alive ([5251, 5027] nearestObject 32009) && alive ([5251, 5027] nearestObject 31966) && alive ([5251, 5027] nearestObject 31939)) then { // CREATE TASK [west, // 0: Task owner(s) ["Mike26_T2"], // 1: Task name [task name, parent task name] [localize "STR_iV_TaskDesc_ComSystems", localize "STR_iV_TaskTitle_ComSystems", "Marker_Mike26_3"], // 2: Task description ["description", "title", "marker"] "Marker_Mike26_3", // 3: Task destination false, // 4: Task state (or true to set as current) 3, // 5: Task priority (Higher priority is selected first) false, // 6: Show notification (default: true) "destroy", // 7: Task type as defined in the CfgTaskTypes true // 8: Shared (default: false) ] call BIS_fnc_taskCreate; // ASSIGN TASK assignedTask = true; publicVariable "assignedTask"; ["TaskAssigned", ["", iV_taskAssigned]] call BIS_fnc_showNotification; // TRIGGER FOR SUCCEEDED END _triggerSucceeded = createTrigger ["EmptyDetector", [5251, 5027, 0], true]; _triggerSucceeded setTriggerArea [0, 0, 0, false, 0]; _triggerSucceeded setTriggerActivation ["NONE", "", false]; _triggerSucceeded setTriggerTimeout [8, 8, 8, false]; _triggerSucceeded setTriggerType "NONE"; _triggerSucceeded setTriggerStatements [ // CONDITIONS "!alive ([5251, 5027] nearestObject 32009) && !alive ([5251, 5027] nearestObject 31966) && !alive ([5251, 5027] nearestObject 31939)", // ON ACTIVATION "['Mike26_T2', 'Succeeded', false] call BIS_fnc_taskSetState; ['TaskSucceeded', ['', iV_taskSucceeded]] call BIS_fnc_showNotification; assignedTask = false; publicVariable 'assignedTask';", // ON DEACTIVATION "" ]; } else { hint localize "STR_iV_TaskNotAvailable"; assignedTask = false; publicVariable "assignedTask"; }; I wanna make all with localize & stringtable so I can make original (english), english and german. My problem: Till now my biggest problem is that every time I created more than one task my iV_taskSucceeded will be overwritten from the latest XXX.sqf and the notification is wrong. I'm no good coder and I can't get it working. I try now for hours. Has somebody an idea how to fix that?
  3. iV - Ghost

    Working with task ID's

    I had hoped we can connect all with a unique taskID which were defined in the top of every XXX.sqf. And in the createTask and the Trigger should only be the placeholder that grab the conditions from the XXX.sqf. In the best case the trigger should be spawned by a seperate file (..\functions\iV_fnc_spawnTrigger.sqf) so we can reduce the filesize. Maybe something like this: _taskID = "CampRogain_T1"; _taskAO = "CampRogain"; _taskMarker = format ["Marker_%1", _taskAO]; _taskType = "documents"; _createTaskConditions = "alive Info1_CampRogain"; _createSucceededTriggerConditions = ... // CREATE TASK, ASSIGN AND SET STATE if (_createTaskConditions) then { // CREATE TASK [west, ["_taskID"], "_taskMarker", false, 3, false, "_taskType", true] call BIS_fnc_taskCreate; ...
  4. iV - Ghost

    Working with task ID's

    This is a way I've tried too. My notification is then only "any" and not "The task "1%" is completed."
  5. Hi everyone, I try to delete a value from a array after using selectRandom. _task1 = {execVM "scripts\taskmanager\tasks\Girna.sqf";}; _task2 = {execVM "scripts\taskmanager\tasks\Mike-26.sqf";}; _task3 = {execVM "scripts\taskmanager\tasks\Airbase.sqf";}; _task4 = {execVM "scripts\taskmanager\tasks\Kamino.sqf";}; _task5 = {execVM "scripts\taskmanager\tasks\CampRogain.sqf";}; _task6 = {execVM "scripts\taskmanager\tasks\AgiaMarina.sqf";}; // SELECT RANDOM TASK _randomTask = selectRandom [ _task1, _task2, _task3, _task4, _task5, _task6 ]; // DELETE TASK IF ASSIGNED if (taskStateNumber_Girna > 0) then { _randomTask deleteAt (_randomTask find _task1); }; if (taskStateNumber_Mike26 > 0) then { _randomTask deleteAt (_randomTask find _task2); }; if (taskStateNumber_Airbase > 0) then { _randomTask deleteAt (_randomTask find _task3); }; if (taskStateNumber_Kamino > 0) then { _randomTask deleteAt (_randomTask find _task4); }; if (taskStateNumber_CampRogain > 0) then { _randomTask deleteAt (_randomTask find _task5); }; if (taskStateNumber_AgiaMarina > 0) then { _randomTask deleteAt (_randomTask find _task6); }; The taskStateNumber_xxx is given by loading the xxx.sqf. But this will not work.
  6. Question 1: If I add 100 tasks on the "Lucullus way" is it bad for the performance? Or what exactly is the reason for using the "pierremgi way"? Question 2: I wanna handle some more like "if is leader group", "check if a task is assigned", ... . All this would be handled in the ..\taskManager.sqf before loading the selected task. Is it possible to make it on the "pierremgi way"?
  7. Now all becames a bit more logical. I think I've understood. I have to take a look into this two options and will test it and give a feedback. Thx a lot to all!
  8. OK. Tested but it DON'T DELETE _task1, _task2 or another. Everytime I interact (addaction on laptop) I get my hintC with ALL 6 _tasks. Normally the script should only be started 6 times. But I can start it infinitely. :-( Whats going wrong?
  9. No. I've said that it won't work with this code and I hope somebody can tell me why.
  10. What I will do: I will that the teamleader(s) can interact via addaction on a laptop and getting tasks by random from a pool (54 tasks on 21 locations on altis). Only 1 Task should be active at the same time. Never more than one. Every location get his own XXX.sqf which should be selected by random. Every location can be selected only 1x. After this location (E.G. _task1 for Girna on Stratis) was selected it should be deleted from the array so it is not possible to selected it again. What I need: A function to delete the value from the array so that the selected _tasks can't selected again. What I not need: A script what spawn the contents (tasks, triggers, ai, objects, ...) for me. I hope my awful english is sufficient to explain that. cheers
  11. Will not deleted the 1x selected _taskX. taskManager.sqf // CHECK SERVER if (!isServer) exitWith {}; // VARIABLES private ["_tasks", "_randomTask", "_caller"]; _caller = _this select 1; _task1 = {execVM "scripts\taskmanager\tasks\Girna.sqf";}; _task2 = {execVM "scripts\taskmanager\tasks\Mike-26.sqf";}; _task3 = {execVM "scripts\taskmanager\tasks\Airbase.sqf";}; _task4 = {execVM "scripts\taskmanager\tasks\Kamino.sqf";}; _task5 = {execVM "scripts\taskmanager\tasks\CampRogain.sqf";}; _task6 = {execVM "scripts\taskmanager\tasks\AgiaMarina.sqf";}; // IF NO GROUP-LEADER if ((leader group _caller) != _caller) exitWith { hint localize "STR_iV_OnlyGroupLeader"; }; // SELECT RANDOM TASK _tasks = [ _task1, _task2, _task3, _task4, _task5, _task6 ]; _randomTask = selectRandom _tasks; _tasks deleteAt (_tasks find _randomTask); // CHECK IF A TASK IS ASSIGNED if (isNil "assignedTask" || {!assignedTask}) then { call _randomTask; } else { hint "A Task is assigned!"; }; And the mission-scripts looks like the follow one. Is only for testing. Later I will create the tasks and triggers. Kamino.sqf hint "create Task Kamino"; sleep 3; // SET VALUES assignedTask = true; publicVariable "assignedTask"; if (assignedTask) then { hint "assignedTask Kamino"; sleep 8; // RESETING VALUES assignedTask = false; publicVariable "assignedTask"; }; // CHECK IF VALUES RESETTED if (isNil "assignedTask" || {!assignedTask}) then { hint "NOT assignedTask Kamino"; };
  12. Tested but it doesn't delete the 1x selected _taskX. Only give out a random value from _tasks. I get nor error massage.
  13. The task will assigned and the taskState setted in the ..\tasks\XXX.sqf. Everything I need is the function to delete the value (_task1,_task2,_task3,_task4,_task5,_task6) after one time selected. The task should be only one time available in the array. I will try this: // SELECT RANDOM TASK _tasks = [_task1,_task2,_task3,_task4,_task5,_task6]; _randomTask = _tasks deleteAt floor random (count _tasks);
  14. And is it possible to delete every _randomTask after he is get chosen?
  15. iV - Ghost

    Disable looting gear from corpses

    But only on this way the survival factor becomes more weight. And we have to organize the supplies. :-) The only faction who can looted is the syndicate with the AK's. No NVG's, no Titan's, ... .
  16. iV - Ghost

    Disable looting gear from corpses

    It was a part of a file called HandleAi.sqf and activated in the description.ext with: // LOADOUT MANAGEMENT class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'scripts\misc\HandleAi.sqf')"; }; }; But people tell me that this was not the best way. Now I've making a own file called LootStop.sqf and activated this in the init.sqf. LootStop.sqf // DELETE ALL WEAPONS & AMMO addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if (isPlayer _killed) exitWith {}; if !(_killed isKindOf "Man") exitWith {}; // HANDLE AAF if (faction _killed == "IND_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT if (faction _killed == "OPF_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT PACIFIC if (faction _killed == "OPF_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO if (faction _killed == "BLU_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO PACIFIC if (faction _killed == "BLU_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; }]; init.sqf execVM "scripts\misc\LootStop.sqf";
  17. MACC / Interval adjustable Would be a nice feature if the interval of activity of the air-commander would be adjustable. Now I think every 2-5 minutes the MACC become active. For me every 10-30 minutes are a better option. I have too much action on the beginning of the mission.
  18. iV - Ghost

    [WIP] Great White Shark

    Would be nice if the sharks will working with ALiVE and spawning in a radius around the players. Maybe with a adjustable probability and a optional marked area by markers so the missionmakers can define some places.
  19. iV - Ghost

    Heros Survive

    Take a look into your Arma3\!Workshop\@Heros Survive\mis folder.
  20. I try to delete the weapons and items from a faction member (IND_F) after he get killed. I'm using the follow script for deleting by side: // DELETE ALL WEAPONS & AMMO (EAST) if ((side _this == east) and (!isPlayer _this)) then { _this addEventHandler ["Killed", { _this = _this select 0; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; deleteVehicle (nearestObject [_this, "WeaponHolderSimulated"]); }]; }; I've tried to change side into faction but it won't work: // DELETE ALL WEAPONS & AMMO (IND_F) if ((faction _this == IND_F) and (!isPlayer _this)) then { _this addEventHandler ["Killed", { _this = _this select 0; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; deleteVehicle (nearestObject [_this, "WeaponHolderSimulated"]); }]; }; Any ideas how it will work?
  21. Then better make 2 scripts of this (HandleAi.sqf & LootStop.sqf) and activate it seperate? The upper part called HandleAi.sqf in the description.ext and your part called LootStop.sqf in the init.sqf? OK. Now I've making 2 scripts. I can't see any problems with the performance. But one thing I don't understand. In the last part of the script I tried to report killing civs. But everytime I kill a civillian I get another name in the hint and not my own. Starting this script in the init.sqf on my server. /* * * Filename: LootStop.sqf * Description: Delete weapons and ammo from killed units & report killing civ's * */ // DELETE ALL WEAPONS & AMMO addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if (isPlayer _killed) exitWith {}; if !(_killed isKindOf "Man") exitWith {}; ... // HANDLE CIV if (faction _killed == "CIV_F") then { hint format ["%1 tötete einen Zivilisten!", name _killer]; }; }];
  22. I activate the script in the description.ext. description.ext // LOADOUT MANAGEMENT class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'scripts\misc\HandleAi.sqf')"; }; }; And this is the script I call HanldeAi.sqf: /* * * Filename: HandleAi.sqf * Description: Forced units to use flashlight, delete weapons and ammo from killed units & reduce the spotting range by night * */ private "_this"; _this = _this select 0; // REMOVE NVG & ADD FLASHLIGHT & REDUCE SPOTTING RANGE (EAST) if ((side _this == east) and (!isPlayer _this)) then { _this unassignItem "NVGoggles_OPFOR"; _this removeItem "NVGoggles_OPFOR"; _this addPrimaryWeaponItem "acc_flashlight"; _this assignItem "acc_flashlight"; _this enableGunLights "ForceOn"; // REDUCE SPOTTING RANGE BY NIGHT _isNight = sunOrMoon; if (_isNight < 1) then { _this setskill ["spotDistance", 0.10]; _this setskill ["spotTime", 0.15]; } }; // ADD FLASHLIGHT & REDUCE SPOTTING RANGE (GUER) if ((side _this == guer) and (!isPlayer _this)) then { _this addPrimaryWeaponItem "acc_flashlight"; _this assignItem "acc_flashlight"; _this enableGunLights "ForceOn"; // REDUCE SPOTTING RANGE BY NIGHT _isNight = sunOrMoon; if (_isNight < 1) then { _this setskill ["spotDistance", 0.10]; _this setskill ["spotTime", 0.15]; } }; // DELETE ALL WEAPONS & AMMO addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if (isPlayer _killed) exitWith {}; // HANDLE AAF if (faction _killed == "IND_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT if (faction _killed == "OPF_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT PACIFIC if (faction _killed == "OPF_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO if (faction _killed == "BLU_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO PACIFIC if (faction _killed == "BLU_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CIV if (faction _killed == "CIV_F") then { hint format ["%1 tötete einen Zivilisten!", name _killer]; }; }]; Is this OK or should I use the init.sqf for activating? And will it work with ALiVE because the units spawning not all on server start?
  23. I get an error and the script will not work. Error !:Type Object, expected Bool Error in expression: if (isPlayer _killed) exitWith {}; if (!_killed isKindOf "Man") exitWith {}; Error position: !_killed isKindOf "Man") exitWith {}; I activate the script in the description.ext: // LOADOUT MANAGEMENT class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'scripts\misc\HandleAi.sqf')"; }; }; So maybe I don't need this? if (!_killed isKindOf "Man") exitWith {};
  24. OK thanks a lot. Is this ok? // DELETE ALL WEAPONS & AMMO addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer", "_instigator"]; if (isPlayer _killed) exitWith {}; // HANDLE AAF if (faction _killed == "IND_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT if (faction _killed == "OPF_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE CSAT PACIFIC if (faction _killed == "OPF_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO if (faction _killed == "BLU_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; // HANDLE NATO PACIFIC if (faction _killed == "BLU_T_F") then { removeAllWeapons _killed; removeAllItems _killed; removeAllAssignedItems _killed; deleteVehicle (nearestObject [_killed, "WeaponHolderSimulated"]); }; }]; And for what are the params _killer and _instigator?
  25. iV - Ghost

    Heros Survive

    @Realthinged: You can write the classnames in the HerosWorld/Her_Survive_Loot.sqf and they will spawn or used as a spawnplace (E.G. the cup-buildings, ...). Loot: // Which Loot may be spawned. (Applies to all buildings that are not defined separately.) Her_L_LootWhat = [9,10,11,12,14]; // LOOT Her_L_LootBackp = []; Her_L_LootMags = []; Her_L_LootWeaponP = []; Her_L_LootWeaponS = []; Her_L_LootWeaponH = []; Her_L_LootUniform = []; Her_L_LootHeadgear = []; Her_L_LootVest = []; Her_L_LootAss = []; Her_L_LootItem = ["ACE_HandFlare_White", "ACE_Chemlight_HiRed", "ACE_Flashlight_XL50", "ACE_Flashlight_KSF1", "ACE_MapTools", "ACE_CableTie", "ACE_key_lockpick"]; Her_L_LootFood = ["herl_dri_milk", "herl_dri_watera", "herl_dri_Spirit", "herl_dri_Franta", "herl_eat_TABA", "herl_eat_GB", "herl_u_RawM", "herl_eat_apple", "herl_ma_Canteen"]; Her_L_LootTools = ["ACE_wirecutter", "herl_o_saw", "herl_u_Knife", "herl_copener", "ACE_EntrenchingTool"]; Her_L_LootUse = ["herl_u_CLaterne", "herl_ma_wire", "herl_mb_waterpur", "herl_matches", "herl_lighter", "herl_u_hpack"]; Her_L_LootSpecial = []; Her_L_LootAidA = ["ACE_epinephrine", "ACE_quikClot", "herl_u_antibiotic", "ACE_salineIV_500", "ACE_surgicalKit"]; Her_L_LootAidB = []; Her_L_LootGogg = []; Her_L_LootItemA = []; Her_L_LootItemB = []; Her_L_LootItemC = []; Her_L_LootItemD = []; Buildings: Her_L_HouseClassListMain = [ "Land_A_GeneralStore_01", "Land_A_Office01", "Land_A_Office01_EP1", "Land_A_Pub_01", "Land_Afbarabizna", "Land_Airport_Tower_F", "Land_Ammostore2", "Land_Army_hut_int", "Land_Army_hut2", "Land_Army_hut2_int", "Land_Army_hut3_long", "Land_Army_hut3_long_int", "Land_Barn_W_01", "Land_Barn_W_02", "Land_Barrack2", "Land_Benzina_schnell", "Land_Bouda_plech", "Land_Bouda2_vnitrek", "Land_Budova2", "Land_Budova3", "Land_Budova4_in", "Land_cargo_house_slum_F", "Land_CarService_F", "Land_Castle_01_tower_F", "Land_Chapel_Small_V1_F", "Land_Chapel_V1_F", "Land_Cihlovej_Dum_mini", "Land_d_House_Big_01_V1_F", "Land_d_House_Small_01_V1_F", "Land_d_House_Small_02_V1_F", "Land_d_Stone_HouseBig_V1_F", "Land_d_Stone_HouseSmall_V1_F", "Land_d_Stone_HouseSmall_V2_F", "Land_d_Stone_HouseSmall_V3_F", "Land_Deutshe_mini", "Land_Dum_istan3_hromada2", "Land_Dum_mesto_in", "Land_Dum_mesto2", "Land_Dum_olez_istan1", "Land_Dum_olez_istan2", "Land_Dum_olez_istan2_maly", "Land_Dum_olezlina", "Land_Dum_rasovna", "Land_Dum_zboreny", "Land_Factory_Main_F", "Land_Farm_Cowshed_a", "Land_Farm_Cowshed_c", "Land_Garaz", "Land_Garaz_bez_tanku", "Land_GH_Gazebo_F", "Land_GH_House_1_F", "Land_GH_House_2_F", "Land_GH_MainBuilding_left_F", "Land_GH_MainBuilding_middle_F", "Land_GH_MainBuilding_right_F", "Land_Hlidac_budka", "Land_Hlidac_Budka_EP1", "Land_Hospoda_mesto", "Land_House_C_2_EP1", "Land_House_C_4_EP1", "Land_House_C_5_EP1", "Land_House_C_5_V1_EP1", "Land_House_C_5_V2_EP1", "Land_House_C_5_V3_EP1", "Land_House_C_10_EP1", "Land_House_C_11_EP1", "Land_House_K_1_EP1", "Land_House_K_3_EP1", "Land_House_K_5_EP1", "Land_House_K_6_EP1", "Land_House_K_7_dam_EP1", "Land_House_K_8_dam_EP1", "Land_House_L_1_EP1", "Land_House_L_3_EP1", "Land_House_y", "Land_HouseV_1I4", "Land_HouseV2_02_Interier", "Land_HouseV2_04_interier", "Land_Hruzdum", "Land_Hut01", "Land_Hut02", "Land_Hut04", "Land_i_Addon_02_V1_F", "Land_i_Addon_03_V1_F", "Land_i_Garage_V1_dam_F", "Land_i_Garage_V1_F", "Land_i_Garage_V2_F", "Land_i_House_Big_01_V1_dam_F", "Land_i_House_Big_01_V1_F", "Land_i_House_Big_01_V2_F", "Land_i_House_Big_02_V1_F", "Land_i_House_Big_02_V2_F", "Land_i_House_Big_02_V3_F", "Land_i_House_Small_01_V1_F", "Land_i_House_Small_01_V2_F", "Land_i_House_Small_02_V1_F", "Land_i_House_Small_02_V2_F", "Land_i_House_Small_02_V3_F", "Land_i_House_Small_03_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F", "Land_i_Shop_01_V3_F", "Land_i_Shop_02_V1_F", "Land_i_Shop_02_V2_F", "Land_i_Shop_02_V3_F", "Land_i_Stone_HouseBig_V1_F", "Land_i_Stone_HouseBig_V2_F", "Land_i_Stone_HouseBig_V3_F", "Land_i_Stone_HouseSmall_V1_F", "Land_i_Stone_HouseSmall_V2_F", "Land_i_Stone_HouseSmall_V3_F", "Land_i_Stone_Shed_V1_F", "Land_i_Stone_Shed_V2_F", "Land_i_Stone_Shed_V3_F", "Land_Ind_Coltan_Main_EP1", "Land_Ind_Garage01", "Land_Ind_Pec_01", "Land_Ind_SiloVelke_01", "Land_Ind_Vysypka", "Land_Ind_Workshop01_01", "Land_Ind_Workshop01_02", "Land_Ind_Workshop01_04", "Land_Kiosk_gyros_F", "Land_Kiosk_papers_F", "Land_Kiosk_redburger_F", "Land_Kostel", "Land_LHD_1", "Land_LHD_2", "Land_LHD_3", "Land_LHD_4", "Land_LHD_5", "Land_LHD_6", "Land_LHD_house_1", "Land_LHD_house_2", "Land_Nav_Boathouse", "Land_Offices_01_V1_F", "Land_Panelak", "Land_Panelak2", "Land_Ryb_domek", "Land_Sara_domek_zluty", "Land_Sara_domek04", "Land_Sara_domek05", "Land_Sara_hasic_zbroj", "Land_Sara_stodola", "Land_Sara_stodola2", "Land_Sara_zluty_statek_in", "Land_Shed_wooden", "Land_Slum_House01_F", "Land_Slum_House02_F", "Land_smd_Budova4_in", "Land_smd_cihlovej_dum_mini", "Land_smd_dum_mesto_in_open", "Land_smd_dum_olezlina_open", "Land_smd_garaz_open", "Land_Stodola_old_open", "Land_Stodola_open", "Land_Tovarna2", "Land_u_Addon_02_V1_F", "Land_u_House_Big_01_V1_dam_F", "Land_u_House_Big_01_V1_F", "Land_u_House_Big_01_V2", "Land_u_House_Big_02_V1_dam_F", "Land_u_House_Big_02_V1_F", "Land_u_House_Small_01_V1_dam_F", "Land_u_House_Small_01_V1_F", "Land_u_House_Small_02_V1_F", "Land_u_Shed_Ind_F", "Land_u_Shop_01_V1_F", "Land_u_Shop_02_V1_F", "Land_Unfinished_Building_01_F", "Land_Unfinished_Building_02_F", "Land_ZalChata", "Land_smd_dum_olez_istan1_open", "Land_smd_dum_olez_istan1_open2", "Land_smd_dum_olez_istan2_maly_open", "Land_smd_dum_olez_istan2_open2", "Land_smd_dum_olez_istan2_open", "Land_smd_dum_istan2", "Land_smd_Panelak2","Land_Hangar_2", "Land_smd_garaz_bez_tanku", "Land_smd_garaz_long_open", "Land_smd_army_hut3_long_int", "Land_smd_dum_istan3_hromada", "Land_Dum_istan3_pumpa", "Land_Dulni_bs", "Land_Sara_Domek_sedy", "Land_smd_sara_stodola2", "Land_smd_garaz_mala_open", "Land_smd_hut01", "Land_smd_sara_zluty_statek_in", "Land_smd_army_hut2", "Land_smd_hotel", "Land_smd_house_y_open", "Land_smd_army_hut2_int", "Land_smd_hospoda_mesto", "Land_Ind_Workshop01_L", "Land_House_L_8_dam_EP1", "Land_House_C_1_dam_EP1", "Land_House_C_1_v2_dam_EP1", "Land_House_C_9_dam_EP1", "Land_House_C_2_DAM_EP1", "Land_House_L_4_dam_EP1", "Land_House_L_7_dam_EP1", "Land_House_L_6_dam_EP1", "Land_House_K_6_dam_EP1", "Land_House_K_7_EP1", "Land_House_K_3_dam_EP1", "Land_House_C_11_dam_EP1", "Land_House_C_5_V3_dam_EP1", "Land_House_C_4_dam_EP1", "Land_i_Stone_HouseSmall_V3_dam_F", "Land_i_Stone_HouseSmall_V2_dam_F", "Land_i_Stone_HouseBig_V2_dam_F", "Land_u_Shop_02_V1_dam_F", "Land_u_Shop_01_V1_dam_F", "Land_d_House_Big_02_V1_F", "Land_House_L_7_EP1", "Land_House_L_8_EP1", "Land_House_L_6_EP1", "Land_House_L_4_EP1", "Land_House_C_3_EP1", "Land_House_C_1_v2_EP1", "Land_House_C_1_EP1", "Land_House_C_9_EP1", "Land_A_Hospital", "Land_i_House_Big_02_V3_dam_F", "Land_i_Shop_01_V3_dam_F", "Land_R_HouseV2_02", "Land_A_Stationhouse_ep1", "Land_i_House_Big_01_V3_dam_F", "Land_raz_hut01", "Land_raz_hut02", "Land_raz_hut03", "Land_raz_hut04", "Land_raz_hut05", "Land_raz_hut06", "Land_raz_hut07", "LAND_UNS_HootchE", "LAND_uns_om", "LAND_UNS_GuardHouse", "LAND_csj_hut01", "LAND_csj_hut02", "LAND_CSJ_hut05", "LAND_uns_hut08", "LAND_CSJ_hut07", "LAND_uns_leanto2","Land_Metal_Shed_F", // TANOA HOUSES "Land_House_Small_01_F", "Land_House_Small_02_F", "Land_House_Small_03_F", "Land_House_Small_06_F", "Land_Slum_01_F", "Land_Slum_02_F", "Land_Slum_03_F", "Land_Slum_04_F", "Land_Slum_05_F", "Land_Shed_01_F", "Land_Shed_02_F", "Land_Shed_04_F", "Land_Shed_05_F", "Land_Shed_07_F", "Land_House_Big_01_F", "Land_House_Big_02_F", "Land_Shop_Town_02_F", "Land_Shop_Town_03_F", "Land_GarageShelter_01_F", "Land_Supermarket_01_F", "Land_Warehouse_03_F", "Land_SM_01_shed_F", "Land_House_Native_01_F", "Land_House_Native_02_F", "Land_House_Native_03_F", // MALDEN HOUSES "Land_Barn_01_brown_F", "Land_Barn_01_grey_F", "Land_Supermarket_01_malden_F", "Land_Shed_08_brown_F", "Land_Shed_08_grey_F", "Land_i_Addon_02_b_white_F", "Land_i_House_Small_01_b_whiteblue_F", "Land_i_House_Small_01_b_white_F", "Land_i_House_Small_01_b_blue_F", "Land_i_House_Small_01_b_pink_F", "Land_i_House_Small_01_b_yellow_F", "Land_i_House_Small_01_b_brown_F", "Land_i_House_Small_02_c_whiteblue_F", "Land_i_House_Small_02_c_white_F", "Land_i_House_Small_02_c_blue_F", "Land_i_House_Small_02_c_pink_F", "Land_i_House_Small_02_c_yellow_F", "Land_i_House_Small_02_c_brown_F", "Land_i_House_Small_02_b_whiteblue_F", "Land_i_House_Small_02_b_white_F", "Land_i_House_Small_02_b_blue_F", "Land_i_House_Small_02_b_pink_F", "Land_i_House_Small_02_b_yellow_F", "Land_i_House_Small_02_b_brown_F", "Land_i_Stone_Shed_01_c_white_F", "Land_i_Stone_Shed_01_c_clay_F", "Land_i_Stone_Shed_01_b_white_F", "Land_i_Stone_Shed_01_b_raw_F", "Land_i_Stone_House_Big_01_b_clay_F", "Land_i_House_Big_01_b_whiteblue_F", "Land_i_House_Big_01_b_white_F", "Land_i_House_Big_01_b_blue_F", "Land_i_House_Big_01_b_pink_F", "Land_i_House_Big_01_b_yellow_F", "Land_i_House_Big_01_b_brown_F", "Land_i_House_Big_02_b_whiteblue_F", "Land_i_House_Big_02_b_white_F", "Land_i_House_Big_02_b_blue_F", "Land_i_House_Big_02_b_pink_F", "Land_i_House_Big_02_b_yellow_F", "Land_i_House_Big_02_b_brown_F", "Land_i_Shop_02_b"
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