Jump to content

Search the Community

Showing results for '.raP'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 472 results

  1. Hello everyone. First at all, I'm trying to get my campaign to work. I wanted to group it together and give it to the testers before I add other missions. I got it all setup beautifully, but then... Some very bad error popped up when I tried to launch the campaign. It says it's error with mission.sqm of my first mission: It says raP B· encountered instead of "-" (The mission opens propely in Eden) Here's my description EXT, what could be wrong? class Campaign { name = "Unleashed Hell Season 2"; firstBattle = Mission; disableMP = 1; enableHub = 1; briefingName = "Unleashed Hell Season 2"; author = "Goro"; overviewPicture = "\campaigns\S02\picture.jpg"; overviewText = "Campaign made by Goro. Unleashed Hell Season 2 is campaign about zombies, survival and sacrifice."; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Mission { name = "INTRO"; cutscene = ; firstMission = S02E00; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class S02E00: MissionDefault { end1 = S02E01; lost = S02E00; template = S02E00.Stratis; }; class S01E01: MissionDefault { end1 = S02E02; lost = S02E01; template = S02E01.Stratis; }; class S02E02: MissionDefault { end1 = S02E03; lost = S02E02; template = S02E02.Stratis; }; class S02E03: MissionDefault { end1 = S02E04; lost = S02E03; template = S02E03.Stratis; }; class S01E04: MissionDefault { end1 = S02E05; lost = S02E04; template = S02E04.Stratis; }; class S01E05: MissionDefault { end1 = S02E05; lost = S02E05; template = S02E05.Stratis; }; }; };
  2. Hi devs! I have a big problem with eden editor. I just import my missions.sqm in eden editor (it works fine) But when I build a campaign.pbo (same build as old mission.sqm), I have always the same crash: NavySeals_Chapter1/Campaigns/missions/NS_01.Stratis/mission.sqm, line 0: '.raP': 'â–¡' encountered instead of '=' I precise their missions works fine in a scenary mission (eden) or campaign (if I keep old mission.sqm) Can you help me? Do I have to change my description.ext or others?
  3. Now I understand this, I was wondering if there was a way to unbinarize this or un-'rap' it since I noticed that the compression/binarization is done through the 'rap' tool used in other files for bohemia interactive games.
  4. I had spent a good 6 hours on editing a mission with the new EDEN release. Now I forgot to edit the displayed mission name, so as I usually do, instead of having to relaunch the entire game, I edited the text in the mission.sqm so that it was fixed. This has always worked in the past, but I noticed the mission was 'Rap'-ped. Now I tested to see what the problem was, and I found out that even saving the mission.sqm (without even changing anything) in a text editor will not allow you to open up your mission. Is there anyway I could fix this? Here's the first few lines of code. I was getting an "Instead of '='" error in line 0 raP 3. version 3 EditorData ¤ addons ` A3_Structures_F_Mil_Cargo A3_Structures_F_Mil_Fortification A3_Structures_F_Mil_Shelters A3_Structures_F_Mil_BagBunker A3_Structures_F_Ind_Tank A3_Structures_F_Civ_Market A3_Structures_F_Households_Slum A3_Structures_F_Mil_Helipads A3_Structures_F_Heli_Items_Airport A3_Structures_F_Mil_BagFence A3_Structures_F_Heli_Items_Luggage A3_Structures_F_Items_Vessels A3_Structures_F_EPA_Mil_Scrapyard A3_Supplies_F_Heli_Fuel A3_Structures_F_Heli_Ind_AirPort A3_Structures_F_Walls A3_Structures_F_Furniture A3_Structures_F_EPA_Civ_Camping A3_Structures_F_Civ_InfoBoards A3_Supplies_F_Heli_CargoNets A3_Supplies_F_Heli_Bladders A3_Soft_F_Quadbike A3_Structures_F_Heli_Ind_Cargo A3_Structures_F_Heli_Ind_Machines A3_Structures_F_Heli_Civ_Market A3_Structures_F_Ind_Cargo A3_Data_F A3_Structures_F_Civ_Garbage A3_Structures_F_Civ_Camping A3_Structures_F_EPB_Civ_Garbage A3_Structures_F_EPC_Civ_InfoBoards A3_Structures_F_Items_Electronics A3_Soft_F_Gamma_Offroad a3_soft_f_offroad_01 A3_Weapons_F_Ammoboxes A3_Structures_F_System A3_Armor_F_AMV MELB HMDs_Kimi_METRIC_RHS rhs_us_a2_airimport A3_Structures_F_Mil_Flags rhsusf_c_hmmwv rhsusf_vehicles A3_Soft_F_Gamma_HEMTT blastcore_vep A3_Structures_F_Civ_Accessories A3_Modules_F_Curator_Curator A3_Characters_F_BLUFOR a3_characters_f A3_Modules_F_Multiplayer alive_main alive_sys_playeroptions alive_sys_profile alive_amb_civ_placement alive_amb_civ_population alive_sup_player_resupply alive_sys_aiskill alive_mil_c2istar alive_mil_cqb alive_mil_opcom alive_civ_placement alive_mil_logistics alive_mil_ied ace_zeus ace_common ace_advanced_ballistics ace_explosives ace_hearing ace_mk6mortar ace_respawn ace_captives ace_cargo ace_medical ace_winddeflection ace_map ace_repair ace_sitting alive_sys_data ace_rearm ace_refuel ace_medical_menu ace_microdagr ace_map_gestures alive_mil_placement ace_finger A3_Signs_F CABuildings aia_buildings_config CAMisc_E_WF CUP_WheeledVehicles_Stryker CUP_WheeledVehicles_RG31 rhsusf_c_rg33 dar_maxxpro A3_Soft_F_MRAP_01 rhsusf_c_m113 rhsusf_c_ch53 randomSeed ÀËÚ Mission ì 3. moveGridStep €?angleGridStep ’ †>scaleGridStep €?autoGroupingDist Atoggles ItemIDProvider X MarkerIDProvider k LayerIndexProvider ~ Camera ‘ ì nextID S k nextID ~ nextID ‘ pos wî“FS0Cï'â€Fdir lJ?—¿®Þ<up xÆ’?z‚J?o+¬<aside ’¹= R4²Ã¿ì Intel Entities Connections Ç) 3. briefingName BRG | Persistent MSO Al-Rayak | ACE3 | RHS | 0.6 | ALiVE overviewText Start Date: 24 June 2016 | OPFOR: Afghanistan Taliban resistanceWest resistanceEast €?startWeather ÌÌÌ=startWind forecastWeather ÌÌÌ=forecastWind forecastWaves year à month day hour minute startFogDecay …§¡;forecastFogDecay …§¡; Å“items Item0 Ôx Item1 Ky Item2 ÃŒy Item3 az Item4 íz Item5 }{ Item6 | Item7 Ÿ| Item8 )} Item9 ¹} Item10 6~ Item11 ¹~ Item12 C Item13 à Item14 :€ Item15 Ê€ Item16 I Item17 È Item18 H‚ Item19 Ë‚ Item20 [Æ’ Item21 E„ Item22 ù„ Item23 ¬… Item24 _†Item25 ‡ Item26 Ç Item27 Œˆ Item28 (‰ Item29 ܉ Item30 Å Item31 ,‹ Item32 à ‹ Item33 â€Å’ Item34 H Item35 Ž Item36 ´Ž Item37 g Item38 Item39 à Item40 †‘ Item41 >’ Item42 ò’ Item43 ¤“ Item44 X†Item45
  5. Not sure I can provide more insight, but I'll add what I've seen... The Enemy AI will indeed use grenades, launchers, and 40mm grenades. It seems to be somewhat random, based on some BIS formula/system. Not sure if it applies to vanilla units or all. We always go for the Grenadier first if ambushing, because he often opens up with a barrage if not dealt with first. There also seems to be a morale system in play as well. The Enemy AI will act differently based on several factors. I could be wrong. The more you retreat or get outnumbered and pinned down, the more aggressive they seem to be. And vice versa. They also seem to use throwable grenades more in urban/close environments for obvious reasons. We have noticed this alot while watching battles play out in our death cam waiting to Spawn a new game. And a great game we had last year... The two of us were sneaking into enemy territory when we were spotted by a patrol, only to engage in a small firefight. But little did we know word got out (over Radio?). We moved into a small abandoned rock-walled house nearby to re-qroup and reassess the situation. Then we heard footsteps around the house.... We waited... My friend was watching with his gun on the front door and I was checking all windows to see what I could. Someone was lurking around checking out the House, and then soon left.... Several tense minutes had passed... Nothing. All quiet. Looks clear... Still checking and moving from window to window. Then I noticed a long ways away, movement. Didn't look right. Not a CIV. Grabbed the Binoculars.... Yup, enemy! Saw a single CSAT soldier jogging across a field. He was about 600m away. Maybe more. Far enough that I couldn't make out detail without the Binoculars... He had a Tube! So he stops in the middle of this field, a long ways out. And gets out his Rocket Launcher. Points it at the house. All while I'm watching.... Keep in mind, about ten long minutes had passed at this point since that firefight. All was dead quiet. Then it happened... Puff of smoke.... Before I could finish yelling - GET OUT!!! I saw that warhead scream across those fields, and right into my window. KABOOM! Game Over. It sucked to get beat by the Enemy AI. But it was awesome, to see the AI actually play out that way. Realistic. Instead of simple gun to gun battles, when we were dug-in, they actually foresaw to get a Launcher out, way out in the field and just put that Rocket in through the window. Right in the face! Wow! It was great. Amazing. So they will indeed use Rockets, Grenades, and the Underbarrel when they see fit. Just may not seem too obvious sometimes. The AI gets a bad rap a times, often justified, but other times, ...it is absolutely fantastic.
  6. Mosshadow

    CCIP script for aircrafts

    raP Ó CfgPatches D CfgVehicles ¯ cfgMods š Ó CCIP_FIR_F16_F ^ ¯ units weapons requiredAddons CCIP_Core FIR_F16_F author eRazeri ¯ Plane_Fighter_03_base_F FIR_F16_Base à š Plane_Fighter_03_base_F CCIP_Configured CCIP_Allowed_Weapons FIR_M61A2 FIR_GBU31 FIR_GBU32 FIR_GBU38 FIR_GBU10 FIR_GBU12 FIR_mk82_Snakeye FIR_CBU103 CCIP_Weapon_Positions FIR_M61A2 ØbK¿è¤@õ¾µ¿ FIR_GBU31 ÿÿÿÿþÿÿÿ FIR_GBU32 ÿÿÿÿþÿÿÿ FIR_GBU38 ÿÿÿÿþÿÿÿ FIR_GBU10 ÿÿÿÿþÿÿÿ FIR_GBU12 ÿÿÿÿþÿÿÿ FIR_mk82_Snakeye ÿÿÿÿþÿÿÿ FIR_CBU103 ÿÿÿÿþÿÿÿš author 76561197968645219 timepacked 1421600911 Ó Here it is. Im not exactly sure I opened it with the right program because I used notepad and it has a bunch of gibberish. The problem is not that the bomb misses the target, its that the CCIP reticle works for the cannons and other bombs but does not appear for the rockets and Mk82s
  7. I give up

    [COOP-24] Cyclone.Altis

    raP ÖS version Mission Z Intro QO OutroWin ­P OutroLoose zR ÖS addOns a3_map_altis A3_Structures_F_Mil_Cargo A3_Characters_F_Mark A3_Modules_F_Curator_Curator A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 A3_Characters_F_BLUFOR a3_characters_f 3DEN A3_Modules_F_Multiplayer A3_Modules_F addOnsAuto 3DEN a3_modules_f_curator_curator A3_Characters_F_BLUFOR a3_characters_f A3_Modules_F_Multiplayer A3_Modules_F A3_Weapons_F_Ammoboxes A3_Structures_F_Civ_InfoBoards A3_Air_F_Heli_Light_01 A3_Soft_F_MRAP_01 A3_Soft_F_HEMTT A3_Air_F_Beta_Heli_Transport_01 A3_Air_F_Heli_Heli_Transport_03 a3_map_altis randomSeed ²xE Intel i Groups q Vehicles - Markers óI Sensors ¬M QO timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<q $items # Item0 Item1 ' Item2 ï Item3 ¯ Item4 o Item5 / Item6 ï Item7 ¯ Item8 o Item9 / Item10 ï Item11 ¯ Item12 o Item13 / Item14 ï Item15 ¯ Item16 o Item17 / Item18 ï Item19 ¯ Item20 o Item21 / Item22 ï Item23 ¯ Item24 o Item25 / Item26 © Item27 ## Item28 ' Item29 h( Item30 3) Item31 þ) Item32 É* Item33 â€+ Item34 _, - side LOGIC Vehicles > ' items Item0 [ ' position `; è5 args ê id side LOGIC vehicle ModuleCurator_F leader lock UNLOCKED skill Å¡â„¢? text zoos ' items Item0 ( Item1 p Item2 « Item3 é ' value #adminLogged parentCls ModuleCurator_F typeName Owner p value parentCls ModuleCurator_F typeName Name « value 2 parentCls ModuleCurator_F typeName Addons é value 0 parentCls ModuleCurator_F typeName Forced ' side WEST Vehicles G ï items Item0 d ï position Û6Fg)·Aˆƒ9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAYER COMMANDER leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position jÕ6F6·At}9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position Ñ6FI·A£w9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position -Ã6F3·Aêr9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position È6Fåþ¶A©n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ŒÃ6F³ö¶Aéj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position >â6Fù'·A¦9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ¡Ü6FÔ·A‘y9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position HØ6Fñ·AÄs9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position _Ô6FÚ·Ao9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position 4Ã6Fsþ¶AÂj9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position ÃÊ6F`ö¶Ag9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position yç6F†$·AÆ’z9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position Ùá6F]·Ajt9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position oÃ6Fv·A¤n9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position Ù6FX·Aæi9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position pÔ6Fû¶A¡e9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position íÃ6Fâò¶Aía9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position ªë6FH!·Av9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position æ6F/·Aüo9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side WEST Vehicles O ï items Item0 l ï position á6FD·A4j9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?ï side WEST Vehicles ¯ items Item0 , ¯ position ÆÃ6F.·Aye9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?¯ side WEST Vehicles à o items Item0 ì o position §Ø6Fá÷¶A9a9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?o side WEST Vehicles / items Item0 ¬ / position .Ô6F¶ï¶Az]9Fazimut ž<PÂid side WEST vehicle B_Soldier_F player PLAY CDG leader skill Å¡â„¢?/ side LOGIC Vehicles P © items Item0 m © position ·F¨ôlAÜÿ¨F args D id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations © items Item0 Ä Item1 Item2 Z Item3 ¤ Item4 æ Item5 - Item6 x Item7 ¼ Item8 Item9 W © value 30 parentCls ModuleRespawnVehicle_F typeName Delay value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Z value parentCls ModuleRespawnVehicle_F typeName RespawnCount ¤ value parentCls ModuleRespawnVehicle_F typeName Init æ value 0 parentCls ModuleRespawnVehicle_F typeName Position - value 0 parentCls ModuleRespawnVehicle_F typeName PositionType x value 1 parentCls ModuleRespawnVehicle_F typeName Wreck ¼ value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn W value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled © side LOGIC Vehicles Ê ## items Item0 ç ## position þý6FŸe·AwÅ’9F args ¾ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ## items Item0 > Item1 Æ’ Item2 Ô Item3 ! Item4 `! Item5 §! Item6 ò! Item7 6" Item8 …" Item9 Ñ" ## value 30 parentCls ModuleRespawnVehicle_F typeName Delay Æ’ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance Ô value parentCls ModuleRespawnVehicle_F typeName RespawnCount ! value parentCls ModuleRespawnVehicle_F typeName Init `! value 0 parentCls ModuleRespawnVehicle_F typeName Position §! value 0 parentCls ModuleRespawnVehicle_F typeName PositionType ò! value 1 parentCls ModuleRespawnVehicle_F typeName Wreck 6" value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification …" value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn Ñ" value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ## side LOGIC Vehicles D# ' items Item0 a# ' position 4Ë´Fö(L@új“F args 8$ id side LOGIC vehicle ModuleRespawnVehicle_F leader lock UNLOCKED skill Å¡â„¢?syncId synchronizations ' items Item0 ¸$ Item1 ý$ Item2 N% Item3 Ëœ% Item4 Ú% Item5 !& Item6 l& Item7 °& Item8 ÿ& Item9 K' ' value 30 parentCls ModuleRespawnVehicle_F typeName Delay ý$ value 400 parentCls ModuleRespawnVehicle_F typeName DesertedDistance N% value parentCls ModuleRespawnVehicle_F typeName RespawnCount Ëœ% value parentCls ModuleRespawnVehicle_F typeName Init Ú% value 0 parentCls ModuleRespawnVehicle_F typeName Position !& value 0 parentCls ModuleRespawnVehicle_F typeName PositionType l& value 1 parentCls ModuleRespawnVehicle_F typeName Wreck °& value 0 parentCls ModuleRespawnVehicle_F typeName ShowNotification ÿ& value 0 parentCls ModuleRespawnVehicle_F typeName ForcedRespawn K' value 0 parentCls ModuleRespawnVehicle_F typeName RespawnWhenDisabled ' side LOGIC Vehicles ¾' h( items Item0 Û' h( position `; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_0 h( side LOGIC Vehicles ‰( 3) items Item0 ¦( 3) position Ä; 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_1 3) side LOGIC Vehicles T) þ) items Item0 q) þ) position (< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_2 þ) side LOGIC Vehicles * É* items Item0 <* É* position Å’< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_3 É* side LOGIC Vehicles ê* â€+ items Item0 + â€+ position ð< 5 id side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_4 â€+ side LOGIC Vehicles µ+ _, items Item0 Ã’+ _, position T= 5 id ! side LOGIC vehicle HeadlessClient_F player PLAY CDG leader skill Å¡â„¢? text HC_SLOT_5 _, side LOGIC Vehicles €, - items Item0 , - position .; R5 id " side LOGIC vehicle Logic leader skill Å¡â„¢? text SERVER_LOGIC - "items ! Item0 ¤. Item1 Å’/ Item2 Q0 Item3 ð0 Item4 2 Item5 3 Item6 ¸3 Item7 ÃŒ4 Item8 Ãœ5 Item9 {6 Item10 7 Item11 ½7 Item12 Â¥8 Item13 l9 Item14 : Item15 ; Item16 /< Item17 Ó< Item18 ç= Item19 ÷> Item20 –? Item21 7@ Item22 Ø@ Item23 ÀA Item24 ‡B Item25 &C Item26 :D Item27 JE Item28 îE Item29 G Item30 H Item31 ±H Item32 RI óI position Æ6FQ ·ARw9Fazimut ~%kà special NONE id # side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Å’/ position -Ã¥6Fq·A*d9Fazimut ©Rdà special NONE id $ side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard init this allowDamage false; this enableSimulation false; Q0 position ø7Fü¼¶Aô9Fazimut xD special NONE id % side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ð0 position s6FÇ+·A½‡9Fazimut 0§Â special NONE id & side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 2 position íh6FE·AMy9Fazimut 0§Â special NONE id ' side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations 3 position É™6FÜ÷·Aü¿9Fazimut ºHÜà special NONE id ( side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations ¸3 position óŠ6F‡·Ax¤9Fazimut /ÿßà special NONE id ) side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÃŒ4 position ~6FE[·AÈ•9Fazimut 9ßà special NONE id * side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations Ãœ5 position 37Fh·A?_9Fazimut l¿A special NONE id + side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations {6 position O7Fõ¸AçÌ9Fazimut B|FÄid , side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7 position ãâ6F,ˆ¹A :Fazimut nzkÄid - side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations ½7 position ßÄ´Fö(L@ð{“Fazimut ‰Ç¬B special NONE id . side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; Â¥8 position ÞÑ´Fö(L@>|“Fazimut 1mºB special NONE id / side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_1 init this allowDamage false; this enableSimulation false; l9 position þž´Fö(L@"‡“Fazimut n+ÃC special NONE id 0 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations : position *§´Fö(L@ô5“Fazimut £›tC special NONE id 1 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ; position 먴Fö(L@ÀQ“Fazimut ÃuD special NONE id 2 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations /< position †£´Fö(L@Â¥]“Fazimut …±ðà special NONE id 3 side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations Ó< position y©´Fö(L@_H“Fazimut bºï special NONE id 4 side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ç= position ¨´Fö(L@Ã>“Fazimut Æ¡ì special NONE id 5 side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations ÷> position •¥´Fö(L@}›“Fazimut )ä‡C special NONE id 6 side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations –? position Žö´Fö(L@$t“Fazimut †l4Äid 7 side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations 7@ position ªî´Fö(L@>0“Fazimut RiaÄid 8 side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations Ø@ position ªF¥ŠmAÉô¨Fazimut &.yC special NONE id 9 side EMPTY vehicle B_supplyCrate_F skill Å¡â„¢? init ["AmmoboxInit", [this, true]] call BIS_fnc_arsenal; this allowDamage false; this enableSimulation false; ÀA position F’F¢ÌlAÕó¨Fazimut ôÜ special NONE id : side EMPTY vehicle MapBoard_altis_F skill Å¡â„¢? text mapboard_2 init this allowDamage false; this enableSimulation false; ‡B position CMFmAŸæ¨Fazimut ¯mC special NONE id ; side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations &C position *F­‚A¨°¨Fazimut ^}õC special NONE id < side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations :D position ãF‡’‚A:´¨Fazimut ^}õC special NONE id = side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations JE position Ã’FÕ,„AĤ¨Fazimut y0 C special NONE id > side EMPTY vehicle B_Truck_01_transport_F skill Å¡â„¢?syncId synchronizations îE position ŸæFsÆ’AjǬFazimut à ýB special NONE id ? side EMPTY vehicle B_MRAP_01_hmg_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations G position 3ùF¶ƒAô­¨Fazimut ? C special NONE id @ side EMPTY vehicle B_MRAP_01_F skill Å¡â„¢? init this disableTIEquipment true; this addMPEventHandler ["MPRespawn", {(_this select 0) disableTIEquipment true}]; syncId synchronizations H position fF_pAôèFazimut îJÅ’B special NONE id A side EMPTY vehicle B_Heli_Light_01_F skill Å¡â„¢?syncId synchronizations ±H position F™ùvA¿ï¨Fazimut ·Äid B side EMPTY vehicle B_Heli_Transport_01_F leader skill Å¡â„¢?syncId synchronizations RI position Û}FfZgAÕ%©Fazimut ßG%Äid C side EMPTY vehicle B_Heli_Transport_03_F leader skill Å¡â„¢?syncId synchronizations óI items Item0 hJ Item1 ½J Item2K Item3 aK Item4 °K Item5 L Item6 VL Item7 ÄL Item8 0M ¬M position yÕ6F¼Ô¶AI9F name respawn_vehicle_west type Empty angle ÃLÃýJ position Ö6FM·Al9F name respawn_west type Empty angle ‚IÃK position *Ì´Fö(L@ox“F name respawn_vehicle_west_1 type Empty angle 5q_CaK position ÔË´Fö(L@}“F name respawn_west_1 type Empty angle ‚íðB°K position F^–jAà ©F name respawn_vehicle_west_2 type Empty angle cý„CL position ›Fñ6mAò¨F name respawn_west_2 type Empty angle ­xÅ¡ÃVL position ÃŒN7F·A9,9F name OUTPOST_FRISKY text OUTPOST FRISKY type o_hq colorName ColorWEST ÄL position cÃFrè‚A´­¨F name OUTPOST_PANDA text OUTPOST PANDA type o_hq colorName ColorWEST 0M position šÑ´Fö(L@6„“F name OUTPOST_LIFE_IS_MEMEINGLESS text OUTPOST CISTERN type o_hq colorName ColorWEST ¬M items Item0 ßM Item1 aN Item2 ÙN QO position 1Ã¥6Fš·AÃj9Fa è b è angle Õv¾Ãinterruptable age UNKNOWN name SAFE_ZONE Effects [N aN aN position hôFö(L@s“Fa „ b „ interruptable age UNKNOWN name SAFE_ZONE_1 Effects ÓN ÙN ÙN position õªF=ýmAŠï¨Fa ¼ b ¼ interruptable age UNKNOWN name SAFE_ZONE_2 Effects KO QO QO addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ëz Intel Â¥O ­P timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<­P addOns a3_map_altis addOnsAuto a3_map_altis randomSeed ª*) Intel Q Markers R zR timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<R items Item0 3R zR position ®œFð±CìžF name PLACE text PLACE type Empty zR addOns a3_map_altis addOnsAuto a3_map_altis randomSeed w(p Intel ÃŽR ÖS timeOfChanges áDstartWeather š™™>startWind ÃÌÌ=startWaves ÃÌÌ=forecastWeather š™™>forecastWind ÃÌÌ=forecastWaves ÃÌÌ=forecastLightnings ÃÌÌ=year ó month day hour minute startFogDecay ôýT<forecastFogDecay ôýT<ÖS Hi mate, thanks for your reply and sorry for late response. The above is what I see in your mission.sqm. Opening the mission nothing starts, dont know if is related.
  8. Colince411

    After Exporting WRP......

    I failed Crunching, then when I viewed my errors and received this. I don't understand it. This is only 1/8 the actual error.... a3\plants_f\tree\t_poplar2f_dead_F.p3d 1 File(s) copied a3\plants_f\tree\t_PinusS1s_F.p3d 1 File(s) copied a3\plants_f\tree\t_PinusS2s_F.p3d 1 File(s) copied a3\structures_f\households\house_big01\d_House_Big_01_V1_F.p3d 1 File(s) copied a3\structures_f\walls\Net_Fence_pole_F.p3d 1 File(s) copied a3\structures_f\mil\radar\Radar_small_F.p3d 1 File(s) copied a3\structures_f\walls\Net_Fence_4m_F.p3d 1 File(s) copied a3\structures_f\walls\Net_FenceD_8m_F.p3d 1 File(s) copied a3\structures_f\walls\Net_Fence_8m_F.p3d 1 File(s) copied a3\structures_f\wrecks\Wreck_Slammer_F.p3d 1 File(s) copied a3\structures_f\ind\transmitter_tower\TBox_F.p3d 1 File(s) copied a3\structures_f\ind\solarpowerplant\SolarPanel_1_F.p3d 1 File(s) copied a3\structures_f\ind\solarpowerplant\spp_Transformer_F.p3d 1 File(s) copied a3\structures_f\dominants\wip\WIP_ruins_F.p3d 1 File(s) copied a3\structures_f\ind\solarpowerplant\SolarPanel_3_F.p3d 1 File(s) copied a3\structures_f\mil\radar\Radar_F.p3d 1 File(s) copied //forcing arma raP //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.88 //Wed Dec 31 20:29:17 2014 : Source 'file' date Wed Dec 31 20:29:17 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //IMPORTANT!! //Class map_stratis : config.bin{ class CfgPatches { class CAPS_Gotland //Look it up here: https://sites.google.com/site/islandconfigs/home { units[] = {"CAPS_Gotland"}; //not sure if it must be filled, as Stratis didn't, but A2 Maps did... weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","jbad_Structures"}; author = "CAPTNCAPS"; //Author Name (this entry exists twice!) mail = "AuthorsEmail@Adress.com"; }; }; class CfgVehicles{}; //I think useless in ArmA3 class CfgWorlds { class DefaultWorld { cutscenes[] = {""}; //plays in main menu (this entry exists twice!) class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class CAPS_Gotland: CAWorld { dynLightMinBrightnessAmbientCoef = 0.5; dynLightMinBrightnessAbsolute = 0.05; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0.25; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 1.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Underwater { noWaterFog = -0.001; fullWaterFog = 0.001; deepWaterFog = 200; waterFogDistanceNear = 10; waterFogDistance = 40; waterColor[] = {0.04,0.16,0.22}; deepWaterColor[] = {0.0,0.001,0.009}; surfaceColor[] = {0.04,0.16,0.22}; deepSurfaceColor[] = {0.0,0.001,0.009}; }; class SeaWaterShaderPars { refractionMoveCoef = 0.03; minWaterOpacity = 0.0; waterOpacityDistCoef = 0.4; underwaterOpacity = 0.5; waterOpacityFadeStart = 60; waterOpacityFadeLength = 120; }; startWeather = 0.3; //sets weather when opening map in editor startFog = 0.0; //sets fog value when opening map in editor | same as fog slider in editor (probably) forecastWeather = 0.3; //sets forecast when opening map in editor forecastFog = 0.0;//~ startFogBase = 0.0;//~ forecastFogBase = 0.0;//~ startFogDecay = 0.013;//~ forecastFogDecay = 0.013;//~ fogBeta0Min = 0.0;//~ fogBeta0Max = 0.05;//~ class Lighting: DefaultLighting //Too much D: (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather) { groundReflection[] = {0.132,0.133,0.122}; moonObjectColorFull[] = {550,500,450,1.0}; moonHaloObjectColorFull[] = {20,20,20,0.5}; moonsetObjectColor[] = {275,250,225,1.0}; moonsetHaloObjectColor[] = {10,10,10,0.25}; class ThunderBoltLight { diffuse[] = {2120,2170,8550}; ambient[] = {0.001,0.001,0.001}; intensity = 120000; class Attenuation { start = 0.0; constant = 0.0; linear = 0.0; quadratic = 1.0; }; }; starEmissivity = 30.0; }; class DayLightingBrightAlmost: DayLightingBrightAlmost //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.182,0.213,0.25 },{ 0.05,0.111,0.221 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.082,0.128,0.185 },{ 0.283,0.35,0.431 },0}; sunMoon[] = {-3.75,{ 0.377,0.441,0.518 },{ 0.103,0.227,0.453 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.174,0.274,0.395 },{ 0.582,0.72,0.887 },0.5}; earlySun[] = {-2.5,{ 0.675,0.69,0.784 },{ 0.22,0.322,0.471 },{ 0.04,0.034,0.004 },{ 0.039,0.049,0.072 },{ 0.424,0.549,0.745 },{ 0.698,0.753,0.894 },1}; sunrise[] = {0,{ 0.675,0.69,0.784 },{ 0.478,0.51,0.659 },{ 0.2,0.19,0.07 },{ 0.124,0.161,0.236 },{ { 0.847,0.855,0.965 },0.2 },{ { 0.933,0.949,0.996 },2 },1}; earlyMorning[] = {3,{ { 0.844,0.61,0.469 },0.8 },{ 0.424,0.557,0.651 },{ { 1,0.45,0.2 },1 },{ 0.12,0.26,0.38 },{ { 0.428,0.579,0.743 },2 },{ { 0.844,0.61,0.469 },2.7 },1}; midMorning[] = {8,{ { 0.822,0.75,0.646 },3.8 },{ { 0.383,0.58,0.858 },1.3 },{ { 1.3,0.9,0.61 },2.8 },{ { 0.12,0.18,0.28 },0.5 },{ { 0.322,0.478,0.675 },3.5 },{ { 1.0,0.929,0.815 },4.7 },1}; morning[] = {16,{ { 1,0.95,0.91 },12.2 },{ { 0.12,0.18,0.28 },9.2 },{ { 1,0.95,0.91 },11.2 },{ { 0.12,0.18,0.28 },8.5 },{ { 0.14,0.18,0.24 },11.0 },{ { 0.5,0.6,0.9 },13.2 },1}; noon[] = {45,{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.98,0.94,0.94 },13.8 },{ { 0.2,0.27,0.35 },10.8 },{ { 0.5,0.64,1.0 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1,0.5,0.4,0.5,0.4}; }; class DayLightingRainy: DayLightingRainy //as above { deepNight[] = {-15,{ 0.005,0.01,0.01 },{ 0.0,0.002,0.003 },{ 0.0,0.0,0.0 },{ 0.0,0.0,0.0 },{ 0.0,0.002,0.003 },{ 0.0,0.002,0.003 },0}; fullNight[] = {-5,{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.023,0.023,0.023 },{ 0.02,0.02,0.02 },{ 0.01,0.01,0.02 },{ 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75,{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.04,0.05 },{ 0.04,0.035,0.04 },{ 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5,{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.0689,0.0689,0.0804 },{ 0.06,0.06,0.07 },{ 0.08,0.07,0.08 },{ 0.14,0.1,0.12 },0.5}; earlyMorning[] = {3,{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+3.95" },{ { 1,1,1 },"(-4)+3.0" },{ { 1,1,1 },"(-4)+4" },{ { 1,1,1 },"(-4)+5.5" },1}; morning[] = {16,{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+5.7" },{ { 1,1,1 },"(-4)+4.5" },{ { 1,1,1 },"(-4)+7" },{ { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25,{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+10.45" },{ { 1,1,1 },"(-4)+9.75" },{ { 1,1,1 },"(-4)+12" },{ { 1,1,1 },"(-4)+12.75" },1}; noon[] = {45,{ { 1,1,1 },10.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },9.0 },{ { 1,1,1 },8.0 },{ { 0.5,0.64,1 },12.0 },{ { 0.5,0.5,0.5 },14.8 },1}; }; class Weather: Weather //WAY too much Dx (https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-weather) { class LightingNew { class Lighting0 { height = 0; overcast = 0.4; sunAngle = -14; sunOrMoon = 0; diffuse[] = {{ 0.11,0.2744,0.97 },3}; diffuseCloud[] = {{ 0.099,0.24696,0.873 },2.7}; ambient[] = {0.02,0.11,0.54}; ambientCloud[] = {0.018,0.099,0.486}; ambientMid[] = {0.018,0.099,0.486}; ambientMidCloud[] = {0.0162,0.0891,0.4374}; groundReflection[] = {0.0162,0.0891,0.4374}; groundReflectionCloud[] = {0.01458,0.08019,0.39366}; bidirect[] = {0.0284,0.02712,0.0254}; bidirectCloud[] = {0.02556,0.024408,0.02286}; sky[] = {{ 0.001273,0.001838,0.004057 },0.001404}; skyAroundSun[] = {4e-006,0.000104,0.000366}; fogColor[] = {0.1,0.2,0.4}; apertureMin = 5.916064; apertureStandard = 6.859; apertureMax = 17.1475; standardAvgLum = 1.08; desiredLuminanceCoef = 0.118098; desiredLuminanceCoefCloud = 0.059049; luminanceRectCoef = 0.4; luminanceRectCoefCloud = 0.2; rayleigh[] = {0.00749,0.01388,0.02878}; mie[] = {0.0046,0.0046,0.0046}; cloudsColor[] = {{ 0.3,0.4,1 },13.61492}; swBrightness = 5; };
  9. OberSchutze

    Texture path issue

    I completely wiped Mikero and reinstalled. Made a simple config with only the patches class and it cant even do that right now. class CfgPatches { class TF_2031_Units { units[] = {}; weapons[] = {}; icon = "TF_2031_Units\data\TF2031Icon.paa"; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; MakePbo: Building entries:... config.cpp //forcing arma raP class CfgPatches { class TF_2031_Units { units[] = {}; weapons[] = {}; icon = "TF_2031_Units\data\TF2031Icon.paa"; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; Warning: rapWarning: **********missing file(s)*************** Warning: Projects\TF_2031_Mod\addons\TF_2031_Units\config.cpp Line 8: TF_2031_Units\data\TF2031Icon.paa rapWarning: **********missing file(s)*************** The path to do my data dir: P:\Projects\TF_2031_Mod\addons\TF_2031_Units\data
  10. WarGravy

    (SMA) Specialist Military Arms

    This is what I get. --------------------------- Arma 3 --------------------------- File SMA_SHOWCASE\SMA_SHOWCASE.Altis\mission.sqm, line 0: '.raP': '' encountered instead of '=' --------------------------- OK ---------------------------
  11. auscleaver

    (SMA) Specialist Military Arms

    Wanted to try this out as I have had my eye on it for a while now but it seems to crash Arma 3 as soon as you hit the showcases button. All required addons are good and the error message is specific to the mod showcase. Here's the error that pops up after the crash: File SMA_SHOWCASE\SHOWCASE.Altis\mission.sqm, line 0: '.raP': 'insert weird character here' encountered instead of '=' Unfortunately I couldn't copy/paste the error as the window is unaccessible except for hitting the ok button. Hope this helps a little with the issue. Cheers
  12. mad_cheese

    [SP/@] War of Dagestan (RWO)

    very cool mission! First try, I was confused by the AI boarding and dismounting from the BMP so I figured I'd stay outside.. Restarted after the bunch took off without me, lol. Second run was just awesome, no issues apart from the squadlead-rap-performance you mentioned before. I also tried a third time and allowed myself to change the daytime to dawn and add a fair amount of fog. I don't know, I personally do't get immersed too much by sunshine and clear skies in Arma3, but I do get mind blown in low light settings and artificial light sources quite easily.
  13. vilas

    Ukraine General

    than i disagree, i could introduce you to mafia ruled areas but there is no longer 90s when on my streets cars were blown up or people were hanged on tree behind my window or rap-listners were hunting for every metalhead but i prefere police state (as i also worked all my life in civil law enforcement/market surveilance) than goddamn gangs, mafia, lads drunk or after drugs roaming on the street does anyone ever robbed you ? cause i was robbed with knife by gypsies in 1993 which were regular thieves in neighborhood (now they left PL to west) i was also robbed second time by group of lads in public transport in 1995 i had burglary, i had broken windows cause drunken lad thrown something into my window etc. i seen several robberies, and i would rather live in Texas where i could shot such bastards without any consequences my mother was robbed once too, our friends car was robbed too etc. etc. etc. back than only group we could trust as metalheads were skinheads, they were not commiting robberies unlike disco-fans or rap-fans in early 90s, they were beating with local lads , they were going to serve in police etc. they were beating local junkies who were threatening people they have AIDS in needle and if you not give money they will cut you with infected needle - i have seen such things in my life when i was young, probably noone ever tried to hit you with AIDS needle Misty, when i was very short time in municipal police course it was biggest threat - junkies with needle with Aids and i resigned from municipal police because i was too afraid to be hit by junkie with AIDS and we couldn't simply shot them so i felt helpless i hate chaos
  14. vilas

    North Korea General

    policians should care about nation such way that people have no reasons to be desperate - look at Switzerland look at Andorra, Switzerland , Finland and in case of US there drug cartels from Mexico make some mess , also some "gangsta" youth who watch too much rap music and want to become "o.g." but all they use illegal guns, not guns which are legal and like in Europe after psychological test disarmed society is more easy to abuse - level of corruption, usual criminals etc. number of murders per capita in UK is 6 times bigger than in disarmed eastern europe societies, in UK there is several times bigger than in eastern europe https://upload.wikimedia.org/wikipedia/commons/thumb/0/0d/World_map_of_civilian_gun_ownership_-_2nd_color_scheme.svg/1920px-World_map_of_civilian_gun_ownership_-_2nd_color_scheme.svg.png now compare with murders number in Europe: http://www.wykop.pl/ramka/1419767/porownanie-ilosci-morderstw-w-europie-i-usa/ in eastern europe you have few times more murders, few times less guns in people hands, because bandit will always get gun Poland, Romania, Lithuania - most disarmed countries in EU - compare to murders rate stats - biggest number of murders is Lithuania, Romania compare it with corruption the same,
  15. Hi, i have a little Problem with my retexture Mod: PboProject says: Building entries:... config.cpp In File Projects\KKA3_SW_IA\config.cpp: Line 59 rap: missing inheritence class(es) this is my config.cpp: class CfgPatches { class KKA3_SW_IA { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"BH_SWIA_Characters"}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class KKA3_scout_helmet_des : HeadgearItem { scope = 2; weaponPoolAvailable = 1; displayName = "Scout Helmet Desert"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_helmet"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Projects\KKA3_SW_IA\data\ScoutTrooper_des.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_helmet"; modelSides[] = {3, 1}; armor = 15*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class KKA3_scout_helmet_wood : HeadgearItem { scope = 2; weaponPoolAvailable = 1; displayName = "Scout Helmet Woodland"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_helmet"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Projects\KKA3_SW_IA\data\ScoutTrooper_wood.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_helmet"; modelSides[] = {3, 1}; armor = 15*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class KKA3_scout_armor_des : Vest_Base { scope = 2; displayName = "Scout Armor Desert"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_armor"; class ItemInfo : VestItem { uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_armor"; containerClass = "Supply100"; //how much it can carry mass = 50; //how much it weights armor = 5*0.5; passThrough = 0.7; }; }; class KKA3_scout_armor_wood : Vest_Base { scope = 2; displayName = "Scout Armor Woodland"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_armor"; class ItemInfo : VestItem { uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_armor"; containerClass = "Supply100"; //how much it can carry mass = 50; //how much it weights armor = 5*0.5; passThrough = 0.7; }; }; class KKA3_scout_uniform_des : Uniform_Base { scope = 2; displayName = "Scout Suit Desert"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_Csuit"; class ItemInfo : UniformItem { uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_Csuit"; uniformClass = "KKA3_scout_uniform_des"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; class KKA3_scout_uniform_wood : Uniform_Base { scope = 2; displayName = "Scout Suit Woodland"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\BH_SWIA_Characters\ScoutTrooper\Scout_Csuit"; class ItemInfo : UniformItem { uniformModel = "\BH_SWIA_Characters\ScoutTrooper\Scout_Csuit"; uniformClass = "KKA3_scout_uniform_wood"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; };
  16. srbknight

    World Politics General

    YouTube ??? i never said YouTube is under influence I am talking about Six Jewish Companies Control 96% Of The World’s Media including CNN FOX NBC three mainly US medias The largest media conglomerate today is Walt Disney Company, whose chairman and CEO, Michael Eisner, is a Jew. The Disney Empire, headed by a man described by one media analyst as a “control freakâ€, includes several television production companies (Walt Disney Television, Touchstone Television, Buena Vista Television), its own cable network with 14 million subscribers, and two video production companies. As for feature films, the Walt Disney Picture Group, headed by Joe Roth (also a Jew), includes Touchstone Pictures, Hollywood Pictures, and Caravan Pictures. Disney also owns Miramax Films, run by the Weinstein brothers. When the Disney Company was run by the Gentile Disney family prior to its takeover by Eisner in 1984, it epitomized wholesome, family entertainment. While it still holds the rights to Snow White, under Eisner, the company has expanded into the production of graphic sex and violence. In addition, it has 225 affiliated stations in the United States and is part owner of several European TV companies. ABC’s cable subsidiary, ESPN, is headed by president and CEO Steven Bornstein, a Jew. This corporation also has a controlling share of Lifetime Television and the Arts & Entertainment Network cable companies. ABC Radio Network owns eleven AM and ten FM stations, again in major cities such as New York, Washington, Los Angeles, and has over 3,400 affiliates. Although primarily a telecommunications company, Capital Cities/ABC earned over $1 billion in publishing in 1994. It owns seven daily newspapers, Fairchild Publications, Chilton Publications, and the Diversified Publishing Group. Time Warner, Inc, is the second of the international media leviathans. The chairman of the board and CEO, Gerald Levin, is a Jew. Time Warner’s subsidiary HBO is the country’s largest pay-TV cable network. Warner Music is by far the world’s largest record company, with 50 labels, the biggest of which is Warner Brothers Records, headed by Danny Goldberg. Stuart Hersch is president of Warnervision, Warner Music’s video production unit. Goldberg and Hersch are Jews. Warner Music was an early promoter of “gangsta rap.†Through its involvement with Interscope Records, it helped popularize a genre whose graphic lyrics explicitly urge Blacks to commit acts of violence against Whites. In addition to cable and music, Time Warner is heavily involved in the production of feature films (Warner Brothers Studio) and publishing. Time Warner’s publishing division (editor-in-chief Norman Pearlstine, a Jew) is the largest magazine publisher in the country (Time, Sports Illustrated, People, Fortune).
  17. Something unbelievable happened to Tim Hunt. https://en.wikipedia.org/wiki/Tim_Hunt He made some jokes involving females at some conference. How dare he?! Feminist, led by Connie St. Louis, charged their hashtags and ruined his career: Details are here: www.dailymail.co.uk/news/article-3141158/A-flawed-accuser-Investigation-academic-hounded-Nobel-Prize-winning-scientist-job-reveals-troubling-questions-testimony.html While reading Connie's heartbreaking story about how "women had enough" I realized that she and her minions don't even care about the (flawed) idea of feminism. Of all sexism occurrences, be it rap music or movies, they pick this! They're simply seeking easy waves of publicity on which they can surf. In other words, this is great example of pure attention whoring. The saddest thing is that in civilized world a bunch of 100% disposable and harmful (sub-)human beings have the power to sack a person from useful research from which we all would benefit. This is so ridiculous it's not even funny.
  18. Discussion unanswered here: http://steamcommunity.com/app/107410/discussions/1/622954302095652398/ "when it crashes it says File mission.sqm, line 0: '.raP':' ' encountered instead of '=' I can kind of read script it wants me to replace it. and ^ there is this weird symbol"
  19. Hey I am trying to do that now. However when I DePBO'd it is garbeled when opening up in Notepad++. Looks like this. raP âà CfgPatches s UniformSlotInfo Ö cfgWeapons ù CfgVehicleClasses ?E CfgVehicles sE âà CharExtras ‰ Ö units weapons requiredVersion ÃÌÌ=requiredAddons version ÃÌÌ=Ö slotType linkProxy - ù LItemCore InventoryItem_Base_F U_B_HeliPilotCoveralls HeadgearItem Uniform_Base UniformItem ItemInfo U_BasicBody O_Soldier_base_F U_O_CombatUniform_ocamo U_B_CombatUniform_mcam_vest Vest_Base VestItem V_Rangemaster_belt H_Cap_red H_MilCap_ocamo H_HelmetB H_HelmetO_ocamo H_Booniehat_khk V_TacVest_khk V_HarnessO_brn V_RebreatherB U_O_PilotCoveralls U_B_BasicBody ã U_O_BasicBody U_Retro_BasicBody + U_Brown_BasicBody W U_Blue_BasicBody Æ’ U_O_CombatUniform_oucamo *** U_O_Officer_uniform û U_C_Poloshirt_Pants D U_C_Citizen_clothes1 o U_C_Citizen_clothes2 â„¢ U_C_Citizen_clothes3 à U_C_Citizen_clothes4 í U_RU_Wetsuit U_G_Coveralls_Urban_Camo R U_C_Coverall_bandit • U_C_Coverall_black Ê U_C_Coverall_dirty U_C_Coverall_grey B U_O_Coveralls_Scientist | U_B_PilotCoveralls à U_R_PilotCoveralls ö V_RebreatherIR , V_RebreatherRU j# V_TacVest_blck £& V_TacVest_blckPol c' V_TacVest_woodcam .( H_HelmetO_ou_camo ñ( H_Helmet_O_Spec °) H_Helmet_OU_Spec §+ H_PilotHelmetFighter_O ¦- H_PilotHelmetFighter_B Â¥/ H_PilotHelmetFighter_R ¤1 H_HelmetB_plain £3 H_Cap_bis 5 H_Cap_black °5 H_Cap_cmmg ]6 H_Cap_green 7 H_Cap_ion º7 H_Cap_iran g8 H_Cap_police 9 H_Cap_raven È9 H_Cap_surf {: H_Cap_tan ); H_Cap_uk Ã’; H_Cap_us †< H_MilCap_grey 0= H_MilCap_blu > H_MilCap_check1 ? H_MilCap_check2 î? H_MilCap_check3 Û@ H_MilCap_tn ÈA H_Booniehat_Indp ®B H_Watchcap_blk 2C ?E Uniform_Base scope displayName U_B_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ¦ UniformItem uniformModel - uniformClass Underwear_B containerClass Supply0 mass Uniform_Base scope displayName U_O_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Ê + UniformItem uniformModel - uniformClass Underwear_O containerClass Supply0 mass + Uniform_Base scope displayName U_Retro_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ò W UniformItem uniformModel - uniformClass Underwear_Retro containerClass Supply0 mass W Uniform_Base scope displayName U_Brown_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Æ’ UniformItem uniformModel - uniformClass Underwear_Brown containerClass Supply0 mass Æ’ Uniform_Base scope displayName U_Blue_BasicBody picture \A3\characters_f\data\ui\icon_U_BasicBody_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo I *** UniformItem uniformModel - uniformClass Underwear_Blue containerClass Supply0 mass *** U_O_CombatUniform_ocamo scope displayName U_O_CombatUniform_oucamo picture \A3\characters_f\data\ui\icon_u_oi_combatuniform_oucamo_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver.p3d ItemInfo Ëœ û UniformItem uniformModel - uniformClass O_USoldier_F containerClass Supply20 mass P û U_O_CombatUniform_ocamo scope displayName U_O_Officer_uniform picture \A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver.p3d ItemInfo Þ D UniformItem uniformModel - uniformClass Officer_soldier containerClass Supply20 mass P D Uniform_Base scope displayName U_C_Poloshirt_Pants picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo o UniformItem uniformModel - uniformClass C_RangeMaster containerClass Supply10 mass < o Uniform_Base scope displayName U_C_Citizen_clothes1 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo 7 â„¢ UniformItem uniformModel - uniformClass C_ManJeans1 containerClass Supply10 mass < â„¢ Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo a à UniformItem uniformModel - uniformClass C_ManJeans2 containerClass Supply10 mass < à Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo ‹ í UniformItem uniformModel - uniformClass C_ManJeans3 containerClass Supply10 mass < í Uniform_Base scope displayName U_C_Citizen_clothes2 picture \A3\characters_f\data\ui\icon_U_Citizen_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo µ UniformItem uniformModel - uniformClass C_ManJeans4 containerClass Supply10 mass < Uniform_Base scope displayName $U_RU_Wetsuit picture \A3\characters_f\data\ui\icon_u_oi_wetsuit_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Û R UniformItem uniformModel - uniformClass RU_diver_F containerClass Supply90 uniformType Neopren mass Z R U_B_HeliPilotCoveralls scope displayName U_G_Coveralls_Urban_Camo picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo - • UniformItem uniformModel - uniformClass G_Helipilot_Urban containerClass Supply10 mass < • U_B_HeliPilotCoveralls scope displayName U_C_Coverall_bandit picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo k Ê UniformItem uniformModel - uniformClass C_Bandit containerClass Supply10 mass < Ê U_B_HeliPilotCoveralls scope displayName U_C_Coverall_black picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Ÿ UniformItem uniformModel - uniformClass C_Coverall_black containerClass Supply10 mass < U_B_HeliPilotCoveralls scope displayName U_C_Coverall_dirty picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo Û B UniformItem uniformModel - uniformClass C_Coverall_dirty containerClass Supply10 mass < B U_B_HeliPilotCoveralls scope displayName U_C_Coverall_grey picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo | UniformItem uniformModel - uniformClass C_Coverall_grey containerClass Supply10 mass < | U_B_HeliPilotCoveralls scope displayName U_O_Coveralls_Scientist picture \A3\characters_f\data\ui\U_B_HeliPilotCoveralls.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo V à UniformItem uniformModel - uniformClass O_Coverall_scientist containerClass Supply10 mass < à U_O_PilotCoveralls scope displayName U_B_PilotCoveralls picture \A3\characters_f\data\ui\icon_u_b_pilotcoveralls_ca.paa model \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver ItemInfo – ö UniformItem uniformModel - uniformClass B_Pilot_F containerClass Supply50 mass Z ö U_O_PilotCoveralls scope displayName U_R_PilotCoveralls picture \A3\characters_f\data\ui\icon_U_OI_PilotCoveralls_ca.paa model \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa hiddenSelectionsTextures \A3\characters_f\OPFOR\data\tech_oucamo_co.paa °) H_HelmetO_ocamo scope weaponPoolAvailable displayName H_Helmet_O_Spec picture \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa model \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\tech_co.paa ItemInfo ó* §+ HeadgearItem mass ‚ uniformModel \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec modelSides armor 3*0.6 passThrough @?hiddenSelections camo §+ H_HelmetO_ocamo scope weaponPoolAvailable displayName H_Helmet_OU_Spec picture \A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa model \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa ItemInfo ò, ¦- HeadgearItem mass ‚ uniformModel \A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec modelSides armor 3*0.6 passThrough @?hiddenSelections camo ¦- ItemCore scope weaponPoolAvailable displayName OPFOR Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_oi_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_iran_co.paa ItemInfo ú. Â¥/ HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 Â¥/ ItemCore scope weaponPoolAvailable displayName BLUFOR Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_b_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_nato_co.paa ItemInfo ù0 ¤1 HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 ¤1 ItemCore scope weaponPoolAvailable displayName Russian Fighter Pilot Helmet picture \A3\characters_f\Data\UI\icon_h_pilothelmetfighter_b_ca.paa Model \A3\characters_f\common\headgear_helmet_pilot hiddenSelections camo2 hiddenSelectionsTextures \A3\Characters_F\common\Data\pilot_helmet_rus_co.paa ItemInfo ø2 £3 HeadgearItem mass d uniformModel \A3\characters_f\common\headgear_helmet_pilot modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo2 £3 ItemCore scope weaponPoolAvailable displayName Plain Helmet picture \A3\characters_f\Data\UI\icon_h_helmetb_ca.paa model \A3\characters_f\blufor\headgear_b_helmet_plain ItemInfo q4 5 HeadgearItem mass d uniformModel \A3\characters_f\blufor\headgear_b_helmet_plain modelSides armor 3*0.5 passThrough ÃÃŒL?5 H_Cap_red displayName H_Cap_bis picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_bis_co.paa °5 H_Cap_red displayName H_Cap_black picture \A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_black_co.paa ]6 H_Cap_red displayName H_Cap_cmmg picture \A3\characters_f\Data\UI\icon_h_cap_blk_cmmg_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_cmmg_co.paa 7 H_Cap_red displayName H_Cap_green picture \A3\characters_f\Data\UI\icon_h_cap_grn_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_green_co.paa º7 H_Cap_red displayName H_Cap_ion picture \A3\characters_f\Data\UI\icon_h_cap_blk_ion_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_ion_co.paa g8 H_Cap_red displayName H_Cap_iran picture \A3\characters_f\Data\UI\icon_h_cap_tan_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_iran_co.paa 9 H_Cap_red displayName H_Cap_police picture \A3\characters_f\Data\UI\icon_h_cap_blu_police_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_police_co.paa È9 H_Cap_red displayName H_Cap_raven picture \A3\characters_f\Data\UI\icon_h_cap_blk_raven_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_raven_co.paa {: H_Cap_red displayName H_Cap_surf picture \A3\characters_f\Data\UI\icon_h_cap_surfer_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_surf_co.paa ); H_Cap_red displayName H_Cap_tan picture \A3\characters_f\Data\UI\icon_h_cap_tan_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_tan_co.paa Ã’; H_Cap_red displayName H_Cap_uk picture \A3\characters_f\Data\UI\icon_h_cap_khaki_specops_uk_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_uk_co.paa †< H_Cap_red displayName H_Cap_us picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\capb_us_co.paa 0= H_MilCap_ocamo displayName H_MilCap_grey picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_grey_co.paa model \A3\Characters_F\Common\cappatrol_gry > H_MilCap_ocamo displayName H_MilCap_blu picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa model \A3\Characters_F\Common\cappatrol_gry hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_blue_co.paa ? H_MilCap_ocamo displayName H_MilCap_check1 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check1_co.paa model \A3\Characters_F\Common\cappatrol_gry î? H_MilCap_ocamo displayName H_MilCap_check2 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa model \A3\Characters_F\Common\cappatrol_gry hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check2_co.paa Û@ H_MilCap_ocamo displayName H_MilCap_check3 picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_check3_co.paa model \A3\Characters_F\Common\cappatrol_gry ÈA H_MilCap_ocamo displayName H_MilCap_tn picture \A3\characters_f\Data\UI\icon_h_cap_grn_bi_ca.paa hiddenSelectionsTextures \A3\Characters_F\Common\Data\cappatrol_tan_co.paa model \A3\Characters_F\Common\cappatrol_gry ®B H_Booniehat_khk displayName $H_Booniehat_Indp hiddenSelectionsTextures \A3\Characters_F\Common\Data\booniehat_indp_co.paa 2C ItemCore scope weaponPoolAvailable displayName Watch Cap - Black hiddenSelections camo hiddenSelectionsTextures a3\characters_f\common\data\woolhat_black_co.paa a3\characters_f\common\data\headset_3_co.paa picture \A3\characters_f\Data\UI\icon_h_beret_blk_ca.paa model \A3\characters_f\Civil\headgear_beaniehat01 ItemInfo —D ?E HeadgearItem mass d uniformModel \A3\characters_f\Civil\headgear_beaniehat01 modelSides armor 3*0.5 passThrough ÃÃŒL?hiddenSelections camo ?E MenUrban SE sE displayName Men - Urban sE ZB_Bergen_Base B_Kitbag_Base B_Carryall_Base B_FieldPack_ocamo_Medic B_FieldPack_cbr_Repair B_FieldPack_cbr_LAT B_Carryall_ocamo_Exp man Civilian_F O_Soldier_base_F B_Soldier_diver_base_F O_Soldier_diver_base_F B_Soldier_base_F B_Kitbag_digi fL B_Bergen_mcamo ùL B_Bergen_ocamo Å M B_Bergen_rgr N B_Bergen_blk ¦N B_Carryall_khk 3O B_Carryall_cbr ËO B_Carryall_blk cP B_FieldPack_oucamo_Medic ûP B_FieldPack_oucamo_Repair ¦Q B_FieldPack_oucamo_LAT QR B_Carryall_oucamo_Exp öR B_Soldier_F ÂS B_Soldier_lite_F ÃS B_Soldier_GL_F T B_soldier_AR_F 6T B_Soldier_SL_F iT B_Soldier_TL_F Å“T B_soldier_M_F ÃT B_soldier_LAT_F U B_medic_F 5U B_soldier_repair_F hU B_soldier_exp_F ›U B_Helipilot_F ÃŽU B_diver_F V B_diver_TL_F :V B_diver_exp_F sV O_Soldier_F ¬V O_Soldier_lite_F ßV O_Soldier_GL_F W O_Soldier_AR_F EW O_Soldier_SL_F xW O_Soldier_TL_F «W O_soldier_M_F ÞW O_Soldier_LAT_F X O_medic_F DX O_soldier_repair_F wX O_soldier_exp_F ªX O_helipilot_F ÃX O_diver_F Y O_diver_TL_F IY O_diver_exp_F ‚Y O_USpecOpCQB_F »Y O_USoldier_F j\ O_USoldier_lite_F O^ O_USoldier_GL_F ` O_USoldier_AR_F b O_USoldier_SL_F ïc O_USoldier_TL_F ée O_Usoldier_M_F ãg O_USoldier_LAT_F Êi O_Umedic_F Õk O_Usoldier_repair_F Ãœm O_Usoldier_exp_F ío Officer_soldier ÷q C_RangeMaster Õu G_Helipilot_Urban Ay RU_diver_F ’~ RU_diver_TL_F ì€ RU_diver_exp_F ;„ O_Coverall_scientist … C_Bandit =‡ C_Coverall_black ¬‰ C_Coverall_dirty Å’ C_Coverall_grey „Ž Underwear_B í Underwear_O –– Underwear_Retro >Å“ Underwear_Brown Ù¡ Underwear_blue |§ C_ManJeans1 *** C_ManJeans2 …¯ C_ManJeans3 ð± C_ManJeans4 \´ O_Pilot_F ç¶ B_Pilot_F sº R_Pilot_F ù½ âà B_Kitbag_Base scope displayName B_Kitbag_digi hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa ùL B_Bergen_Base scope displayName B_Bergen_mcamo hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_mcamo_co.paa Å M B_Bergen_Base scope displayName B_Bergen_ocamo hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_hex_co.paa N B_Bergen_Base scope displayName B_Bergen_rgr hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_rgr_co.paa ¦N B_Bergen_Base scope displayName B_Bergen_blk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack1_blk_co.paa 3O B_Carryall_Base scope displayName B_Carryall_khk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_khk_co.paa ËO B_Carryall_Base scope displayName B_Carryall_cbr hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_cbr_co.paa cP B_Carryall_Base scope displayName B_Carryall_blk hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa ûP B_FieldPack_ocamo_Medic scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_Medic ¦Q B_FieldPack_cbr_Repair scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_Repair QR B_FieldPack_cbr_LAT scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_gorod_oucamo_co.paa displayName B_FieldPack_oucamo_LAT öR B_Carryall_ocamo_Exp scope hiddenSelectionsTextures \A3\weapons_f\ammoboxes\bags\data\backpack_tortila_oucamo_co.paa displayName B_Carryall_oucamo_Exp ÂS B_Soldier_base_F nakedUniform U_B_BasicBody ÃS B_Soldier_base_F nakedUniform U_B_BasicBody T B_Soldier_base_F nakedUniform U_B_BasicBody 6T B_Soldier_base_F nakedUniform U_B_BasicBody iT B_Soldier_base_F nakedUniform U_B_BasicBody Å“T B_Soldier_base_F nakedUniform U_B_BasicBody ÃT B_Soldier_base_F nakedUniform U_B_BasicBody U B_Soldier_base_F nakedUniform U_B_BasicBody 5U B_Soldier_base_F nakedUniform U_B_BasicBody hU B_Soldier_base_F nakedUniform U_B_BasicBody ›U B_Soldier_base_F nakedUniform U_B_BasicBody ÃŽU B_Soldier_base_F nakedUniform U_B_BasicBody V B_Soldier_diver_base_F nakedUniform U_B_BasicBody :V B_Soldier_diver_base_F nakedUniform U_B_BasicBody sV B_Soldier_diver_base_F nakedUniform U_B_BasicBody ¬V O_Soldier_base_F nakedUniform U_O_BasicBody ßV O_Soldier_base_F nakedUniform U_O_BasicBody W O_Soldier_base_F nakedUniform U_O_BasicBody EW O_Soldier_base_F nakedUniform U_O_BasicBody xW O_Soldier_base_F nakedUniform U_O_BasicBody «W O_Soldier_base_F nakedUniform U_O_BasicBody ÞW O_Soldier_base_F nakedUniform U_O_BasicBody X O_Soldier_base_F nakedUniform U_O_BasicBody DX O_Soldier_base_F nakedUniform U_O_BasicBody wX O_Soldier_base_F nakedUniform U_O_BasicBody ªX O_Soldier_base_F nakedUniform U_O_BasicBody ÃX O_Soldier_base_F nakedUniform U_O_BasicBody Y O_Soldier_diver_base_F nakedUniform U_O_BasicBody IY O_Soldier_diver_base_F nakedUniform U_O_BasicBody ‚Y O_Soldier_diver_base_F nakedUniform U_O_BasicBody »Y O_Soldier_F displayName Soldier SF - CQB vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_TacVest_blck H_Helmet_OU_Spec NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_TacVest_blck H_Helmet_OU_Spec NVGoggles ItemMap ItemCompass ItemWatch ItemRadio weapons arifle_Khaybar_C_ACO_flash_snds_F hgun_Rook40_F Throw Put Binocular respawnWeapons arifle_Khaybar_C_ACO_flash_snds_F hgun_Rook40_F Throw Put Binocular j\ O_Soldier_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio O^ O_Soldier_lite_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_BandollierB_cbr H_MilCap_blu ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_BandollierB_cbr H_MilCap_blu ItemMap ItemCompass ItemWatch ItemRadio ` O_Soldier_GL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio b O_Soldier_AR_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio ïc O_Soldier_SL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio ée O_Soldier_TL_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemGPS ItemMap ItemCompass ItemWatch ItemRadio ãg O_soldier_M_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio Êi O_Soldier_LAT_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_LAT Õk O_medic_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_Medic Ãœm O_soldier_repair_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa nakedUniform U_O_BasicBody linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_FieldPack_oucamo_Repair ío O_soldier_exp_F vehicleClass MenUrban uniformClass U_O_CombatUniform_oucamo nakedUniform U_O_BasicBody hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa \A3\Characters_F\OPFOR\Data\tech_oucamo_co.paa linkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_HarnessO_brn H_HelmetO_ou_camo NVGoggles ItemMap ItemCompass ItemWatch ItemRadio backpack B_Carryall_oucamo_Exp ÷q O_Soldier_base_F _generalMacro O_Soldier_F scope vehicleClass Men Faction OPF_F displayName Officer model \A3\Characters_F\OPFOR\o_officer.p3d modelSides uniformAccessories nakedUniform U_O_BasicBody uniformClass U_O_Officer_uniform hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\OPFOR\Data\officer_hex_co.paa weapons hgun_Rook40_F Throw Put Binocular respawnWeapons hgun_Rook40_F Throw Put Binocular magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag HandGrenade SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag HandGrenade SmokeShell items FirstAidKit linkeditems H_Cap_iran ItemMap ItemCompass ItemWatch ItemRadio respawnlinkeditems H_Cap_iran ItemMap ItemCompass ItemWatch ItemRadio Wounds 7u Õu tex mat A3\Characters_F\OPFOR\Data\officer.rvmat A3\Characters_F\OPFOR\Data\officer_injury.rvmat A3\Characters_F\OPFOR\Data\officer_injury.rvmat Õu Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_poloshirtpants.p3d displayName Rangemaster hiddenSelections Camo uniformClass U_C_Poloshirt_Pants weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag 16Rnd_9x21_Mag linkeditems V_Rangemaster_belt H_Cap_headphones ItemMap ItemCompass ItemWatch ItemRadio respawnlinkeditems V_Rangemaster_belt H_Cap_headphones ItemMap ItemCompass ItemWatch ItemRadio hiddenSelectionsTextures \A3\characters_f\civil\data\c_poloshirtpants_1_co.paa Wounds ˆx Ay tex mat A3\Characters_F\Civil\Data\c_poloshirtpants.rvmat A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat A3\Characters_F\Civil\Data\c_poloshirtpants_injury.rvmat Ay B_Helipilot_F displayName Helicopter Pilot side faction IND_F vehicleClass Men genericNames NATOMen model \A3\Characters_F\Common\coveralls.p3d modelSides uniformClass U_G_Coveralls_Urban_Camo linkedItems H_PilotHelmetHeli_B NVGoggles ItemMap ItemCompass ItemWatch ItemRadio V_TacVest_blck respawnLinkedItems H_PilotHelmetHeli_B NVGoggles ItemMap ItemCompass ItemWatch ItemRadio V_TacVest_blck weapons arifle_TRG20_F Throw Put respawnWeapons arifle_TRG20_F Throw Put magazines 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag SmokeShell HandGrenade HandGrenade respawnMagazines 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag 30Rnd_65x39_case_mag SmokeShell HandGrenade HandGrenade hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_urbancamo_co.paa cost N camouflage @ Wounds [} ’~ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat ’~ B_Soldier_diver_base_F _generalMacro B_diver_F faction IND_F identityTypes Language_RU_EP1 Head_Euro G_NATO_diver side scope displayName Diver uniformClass U_RU_Wetsuit model \A3\characters_F\Common\diver_slotable linkedItems V_RebreatherRU G_Diving ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_RebreatherB G_Diving ItemMap ItemCompass ItemWatch ItemRadio hiddenSelectionsTextures \A3\Characters_F\Common\Data\diver_suit_rus_co.paa \A3\Characters_F\Common\Data\diver_suit_rus_co.paa modelSides cost Pà camouflage @ì€ RU_diver_F _generalMacro B_diver_TL_F scope backpack B_AssaultPack_blk_DiverTL weapons arifle_SDAR_F hgun_P07_F Throw Put Binocular respawnWeapons arifle_SDAR_F hgun_P07_F Throw Put Binocular linkedItems V_RebreatherB G_Diving ItemGPS ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems V_RebreatherB G_Diving ItemGPS ItemMap ItemCompass ItemWatch ItemRadio magazines 30Rnd_556x45_Stanag 30Rnd_556x45_Stanag 16Rnd_9x21_Mag 16Rnd_9x21_Mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag SmokeShell respawnMagazines 30Rnd_556x45_Stanag 30Rnd_556x45_Stanag 16Rnd_9x21_Mag 16Rnd_9x21_Mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag 20Rnd_556x45_UW_mag SmokeShell displayName Diver Team Leader icon iconManLeader cost € ;„ RU_diver_F _generalMacro B_diver_exp_F scope backpack B_AssaultPack_blk_DiverExp displayName Diver Explosives Specialist canDeactivateMines cost €8 icon iconManExplosive … Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d displayName Scientist uniformClass U_O_Coveralls_Scientist hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_scientist_co.paa cost N camouflage @ Wounds †=‡ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat =‡ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Bandit uniformClass U_C_Coverall_bandit hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_bandit_co.paa cost N camouflage @ Wounds uˆ ¬‰ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat ¬‰ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - black uniformClass U_C_Coverall_black hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_black_co.paa cost N camouflage @ Wounds ኌ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat Å’ Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Dirty uniformClass U_C_Coverall_dirty hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_dirty_co.paa cost N camouflage @ Wounds M „Ž tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat „Ž Civilian_F scope model \A3\Characters_F\Common\coveralls.p3d _generalMacro C_man_1 displayName Coveralls - Grey uniformClass U_C_Coverall_grey hiddenSelections Camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\coveralls_grey_co.paa cost N camouflage @ Wounds ¶ í tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\characters_f\common\data\coveralls.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat A3\Characters_F\Common\Data\coveralls_injury.rvmat í B_Soldier_base_F _generalMacro B_Soldier_F scope displayName BLUFOR - Underwear model \A3\Characters_F\Common\basicbody uniformClass U_B_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_green_co.paa Wounds m’ –– tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat –– O_Soldier_base_F _generalMacro O_Soldier_F scope displayName OPFOR - Underwear model \A3\Characters_F\Common\basicbody uniformClass U_O_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_black_co.paa Wounds Ëœ >Å“ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat >Å“ Civilian_F _generalMacro Civilian_F scope displayName Retro Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Retro_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures CharExtras\textures\basicbody_greedo_co.paa Wounds ° Ù¡ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat Ù¡ Civilian_F _generalMacro Civilian_F scope displayName Brown Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Brown_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_brown_co.paa Wounds S£ |§ tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat |§ Civilian_F _generalMacro Civilian_F scope displayName Blue Underwear model \A3\Characters_F\Common\basicbody uniformClass U_Blue_BasicBody weapons magazines respawnWeapons respawnMagazines items linkeditems respawnlinkeditems hiddenSelections camo hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_blue_co.paa Wounds ó¨ *** tex mat A3\Characters_F\Common\Data\basicbody.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Common\Data\basicbody_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat *** Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 1 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_brown_co.paa \A3\characters_f\civil\data\c_cloth4_co.paa uniformClass U_C_Citizen_clothes1 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds ä® …¯ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat …¯ Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 2 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_blue_co.paa \A3\characters_f\civil\data\c_cloth4_v2_co.paa uniformClass U_C_Citizen_clothes2 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds O± ð± tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat ð± Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d displayName Civilian Jeans 3 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures \A3\Characters_F\Common\Data\basicbody_black_co.paa \A3\characters_f\civil\data\c_cloth4_v3_co.paa uniformClass U_C_Citizen_clothes3 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds »³ \´ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat \´ Civilian_F _generalMacro C_man_1 scope model \A3\Characters_F\Civil\c_citizen5.p3d nakedUniform U_retro_BasicBody displayName Civilian Jeans 4 hiddenSelections Camo1 Camo2 Camo3 hiddenSelectionsTextures CharExtras\textures\basicbody_greedo_co.paa \A3\characters_f\civil\data\c_cloth4_kabeiroi_co.paa uniformClass U_C_Citizen_clothes4 linkeditems ItemCompass ItemWatch ItemRadio respawnlinkeditems ItemMap ItemCompass ItemWatch ItemRadio Wounds F¶ ç¶ tex mat A3\Characters_F\Civil\Data\c_cloth4.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat ç¶ O_helipilot_F _generalMacro O_helipilot_F scope displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_O_PilotCoveralls linkedItems H_PilotHelmetFighter_O ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_O ItemMap ItemCompass ItemWatch ItemRadio weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_iran_co.paa \A3\Characters_F\Common\Data\pilot_helmet_iran_co.paa cost N camouflage @ Wounds ѹ sº tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat sº B_Helipilot_F _generalMacro B_helipilot_F scope displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_B_PilotCoveralls linkedItems H_PilotHelmetFighter_B ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_B ItemMap ItemCompass ItemWatch ItemRadio weapons hgun_P07_F Throw Put respawnWeapons hgun_P07_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_nato_co.paa \A3\Characters_F\Common\Data\pilot_helmet_nato_co.paa cost N camouflage @ Wounds W½ ù½ tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat ù½ O_helipilot_F _generalMacro O_helipilot_F scope side faction IND_F vehicleClass Men displayName Fighter Pilot model \A3\characters_F\Common\pilot_f.p3d uniformClass U_R_PilotCoveralls weapons hgun_Rook40_F Throw Put respawnWeapons hgun_Rook40_F Throw Put magazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell respawnMagazines 16Rnd_9x21_Mag 16Rnd_9x21_Mag SmokeShell Items FirstAidKit RespawnItems FirstAidKit linkedItems H_PilotHelmetFighter_R ItemMap ItemCompass ItemWatch ItemRadio respawnLinkedItems H_PilotHelmetFighter_R ItemMap ItemCompass ItemWatch ItemRadio hiddenSelections Camo1 Camo2 hiddenSelectionsTextures \A3\Characters_F\Common\Data\pilot_suit_rus_co.paa \A3\Characters_F\Common\Data\pilot_helmet_rus_co.paa cost N camouflage @ Wounds @à âà tex mat A3\characters_f\common\data\pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat A3\Characters_F\Common\Data\W1_pilot_suit.rvmat âà destructengine destructdefault destructwreck destructtree destructtent stabilizedinaxisx stabilizedinaxesxyz stabilizedinaxisy stabilizedinaxesboth destructno stabilizedinaxesnone destructman destructbuilding
  20. kimi_uy

    Usaf tacp mrap

    Update Coming: - Improved UAVs and UGV user interface for the turret. - Added White Phosphorous Rounds for the grenade launchers in the M-RAP and UGV. - Laser Designator for UGV. - Custom TACP Decals (Textures by Patchwork). - New desert version of the UGV. Some pics: http://i.imgur.com/cETLray.jpg (247 kB) http://i.imgur.com/04hzG0f.jpg (599 kB) http://i.imgur.com/izCT1wv.jpg (546 kB) http://i.imgur.com/Q41QKwF.jpg (349 kB) I need to edit the name of the thread to "USAF TACP Assets". ---------- Post added at 18:56 ---------- Previous post was at 17:40 ---------- NEW UPDATE AVAILABLE!!!! USAF TACP Assets by Kimi v2.0: - Changed the name od the addon to "USAF TACP Assets" - Added custom skins for UAV, UGV and M-RAP. - Custom UI for turrets. - Added White Phosphorous rounds to mk19 on the UGV and M-RAP. - Added desert variant for UGV. - Added Laser Designator to UGV.
  21. mistyronin

    France General

    I think the main cause of the attack was the boys frustration that lead them to be brainwashed by a few bastards that use a twisted view of Islam to manipulate and get power. After all, we are talking about people who were raised in France, who even lived like French normal teens: drinking alcohol, with dreams of becoming a rap star, etc. not about some poor Iraq civilian raised and indoctrinated into extremist Islam that was bombed by the Coalition and had strong motives for vengeance. But as they couldn't achieve their expectations they decided to reject their culture and turn into the first one that promised them to be "heroes" ( martyrs )... It's really hard to fight against frustration, after all most teenagers are frustrated at some point... So the ones we can fight are those who take advantage of the situation, the ones that radicalize our youth.
  22. perhaps this will help, and end the confusion: last time i tested += it ONLY OPERATES AS FOLLOWS: the inherited class MUST HAVE THE array[]= {...}; this operator does NOT do any further recursion than that. AND, this parent class MUST be as above. (ie another += in it will not help you) in short class A:who_cares { array[]={any,thing}; }; class b:A // in this or ANY other config.cpp { array[]+={more,stuff}; }; no other combination will work. Period You can spend a lot of time agonizing over this, saying either that's crazy, or i must be stupid. Or, accept it. Note that there's a huge caveat here, that this was the last time I looked (and tried to implement it). Like most, I considered it useless and haven't checked in later engine revisions. There's also a side comment here of no real relevance that in implementing += in binary rap code they bazongled the format. It is contrary to every other token construct (which happen to be consistent and uniform). That may or may not cause trouble in the multiple code fragments in their engine that try and read rap code in a uniform manner.
  23. Drawyah

    Roads don't appear in-game

    But still no roads! I mean, I have nicely layed out folders (Which I won't lie, have made like 100X easyer!) but I still can't get my roads to work, no matter the circumstances. And I have a RAP and DERAP error with my Mikeros Addon Builder yet I have DeRap, Rapify and Make PBO all installed... http://i.imgur.com/XePI1PP.png (111 kB) All files have been left unchanged since it was edited for me. All I have done is tried twice more in exporting roads, failing.
  24. devilspawn

    Iron Front as mod in Arma 3

    Trying to start up campaign and crashes to desktop with this error, any ideas? missions_DE_LIB\campaign\missions\missions\LIB_GER_CAMP_01.Panovo\mission.sqm, line0; 'raP'; ' 'encountered instead of '='
  25. Drawyah

    Roads don't appear in-game

    Free Hugs all round! :3 Thanks for sorting it out, I'll think about how to thank you guys. If you would like to be credited in the desc of the Steam Workshop page (Once I upload it with building and an airport) then I'll happily do it. The reason the project files may have been a mess id because the tutorials I'm watching to make these are also coming from an inexperienced person (As he says to himself). https://www.youtube.com/watch?v=yQsPQWGoQwI Again, thanks for the help. BTW, there is still a Rap or Dr-Rap error with my Mikero's Make PBO, even though I have both installed.
×