AL_snowstorm\al_snow.sqf X AL_snowstorm\alias_hunt.sqf iXu AL_snowstorm\alias_snowstorm_effect.sqf GX
AL_snowstorm\rotocol.sqf =X AL_snowstorm\snow_breath.sqf \Xs AL_snowstorm\umblator.sqf X8 description.ext K
X init.sqf X iskra1.jpg
X mission.sqm
X sound\bcg_wind.ogg Xb
sound\lup_01.ogg lU sound\lup_02.ogg \lU` sound\lup_03.ogg lU sound\rafala_1.ogg ݚX4 sound\rafala_2.ogg _W sound\rafala_6.ogg WS sound\rafala_7.ogg 1¾W sound\rafala_8.ogg I¾Wy sound\rafala_9.ogg .þW8 sound\tree_crack_1.ogg X$ sound\tree_crack_2.ogg Xl sound\tree_crack_3.ogg $Xg sound\tree_crack_4.ogg XT sound\tree_crack_5.ogg XC sound\tree_crack_6.ogg WX sound\tree_crack_7.ogg Xr sound\tree_crack_8.ogg X sound\tree_crack_9.ogg XB sound\tremurat_1.ogg (TX0 sound\tremurat_2.ogg jTX sound\tremurat_3.ogg TXe sound\tremurat_4.ogg SX@ sound\tuse_1.ogg
ZXG sound\tuse_2.ogg jZXV sound\tuse_3.ogg ZX sound\tuse_4.ogg [X sound\tuse_5.ogg f[Xq sound\tuse_6.ogg [X // by ALIAS
// SNOW STORM SCRIPT DEMO- For vanilla terrains
// Tutorial: https://www.youtube.com/user/aliascartoons
// null = [direction_monsoon, duration_monsoon, effect_on_objects] execvm "AL_snowstorm\al_monsoon.sqf";
if (!isServer) exitWith {};
_name_terr = worldName;
if (_name_terr=="Altis" or _name_terr=="Stratis" or _name_terr=="Tanoa") then {
terrain_type_vanilla = true;
publicVariable "terrain_type_vanilla";
} else {
terrain_type_vanilla = false;
publicVariable "terrain_type_vanilla";
};
//hint str _name_terr;
_direction_snowstorm = _this select 0;
_duration_snowstorm = _this select 1;
_effect_on_objects = _this select 2;
ambient_sounds_al =_this select 3;
publicVariable "ambient_sounds_al";
breath_vapors_units = _this select 4;
publicVariable "breath_vapors_units";
null = [] execVM "AL_snowstorm\alias_hunt.sqf";
null = [] execvm "AL_snowstorm\umblator.sqf";
al_snowstorm_om = true;
publicVariable "al_snowstorm_om";
// - memoreaza parametri actuali
al_foglevel = fog;
al_windlevel = wind;
publicVariable "al_foglevel";
publicVariable "al_windlevel";
sleep 0.1;
[_duration_snowstorm] spawn {
x_duration_monsoon = _this select 0;
sleep x_duration_monsoon;
al_snowstorm_om = false;
publicVariable "al_snowstorm_om";
finishRotocol = false;
publicVariable "finishRotocol";
// restaureaza parametri vreme
0 setFog 0.9;
setWind [al_windlevel select 0, al_windlevel select 1, true];
};
[] spawn {
while {al_snowstorm_om} do {
["bcg_wind","playSound"] call BIS_fnc_MP;
sleep 42;
};
};
[] spawn {
sleep 10;
while {true /*al_snowstorm_om*/} do {
_tuse = ["tuse_1","tuse_2","tuse_3","tuse_4","tuse_5","tuse_6"] call BIS_fnc_selectRandom;
[[hunt_alias, _tuse], "say3d", true] call BIS_fnc_MP;
// >> you can tweak sleep value if you want to hear playable units coughing more or less often
sleep 60+ random ambient_sounds_al;//60+random 280;
};
};
// tree cracks
[] spawn {
sleep 20;
treecrack= "Land_HelipadEmpty_F" createVehicle [0,0,0];
while {al_snowstorm_om} do {
_treesu = ["tree_crack_1","tree_crack_2","tree_crack_3","tree_crack_4","tree_crack_5","tree_crack_6","tree_crack_7","tree_crack_8","tree_crack_9"] call BIS_fnc_selectRandom;
pos_tree = [hunt_alias,3+random 10, random 360] call BIS_fnc_relPos;
treecrack setpos [pos_tree select 0,pos_tree select 1,3 + random 20];
[[treecrack, _treesu], "say3d", true] call BIS_fnc_MP;
// >> you can tweak sleep value if you want to hear trees cracking more or less often
sleep 31+random ambient_sounds_al;
};
};
[] spawn {
sleep 5;
_rotocol= "Land_HelipadEmpty_F" createVehicle [0,0,0];
_rotocol_1= "Land_HelipadEmpty_F" createVehicle [0,0,0];
while {al_snowstorm_om} do {
finishRotocol = true;
publicVariable "finishRotocol";
if (terrain_type_vanilla) then {
drop_int_rot = 0.001 + random 0.01;
publicVariable "drop_int_rot";
life_part_rot = 1+random 3;
publicVariable "life_part_rot";
fulg_p_drop = 0.001;
publicVariable "fulg_p_drop";
} else {
fulg_p_drop = 0.0001;
publicVariable "fulg_p_drop";
life_part_rot = 5+random 5;
publicVariable "life_part_rot";
drop_int_rot = 0.001;
publicVariable "drop_int_rot";
};
_fct = [1,-1] call BIS_fnc_selectRandom;
vitx = 5*_fct;
publicVariable "vitx";
vity = 5*_fct;
publicVariable "vity";
//hint "agitat";
_rafale = ["rafala_1","rafala_2","rafala_6","rafala_7","rafala_9"] call BIS_fnc_selectRandom;
[_rafale,"playSound"] call BIS_fnc_MP;
size_rotocol=1+random 9;
publicVariable "size_rotocol";
[[[_rotocol],"AL_snowstorm\rotocol.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
[[[_rotocol_1],"AL_snowstorm\rotocol.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
sleep 1.5;
_pos_rotocol = [hunt_alias,5+random 10, random 360] call BIS_fnc_relPos;
_rotocol setpos [_pos_rotocol select 0,_pos_rotocol select 1,0];
_pos_rotocol_1 = [hunt_alias,10+random 10, random 360] call BIS_fnc_relPos;
_rotocol_1 setpos [_pos_rotocol_1 select 0,_pos_rotocol_1 select 1,0];
_dir = ["x","y"] call BIS_fnc_selectRandom;
_i=0;
_dist=1+floor(random 5);
while {_i<_dist} do {
if (_dir == "x") then {
_rotocol setpos [(getPos _rotocol select 0)+_i,getPos _rotocol select 1,0];
_rotocol_1 setpos [getPos _rotocol_1 select 0,(getPos _rotocol_1 select 1)+_i,0];
} else {
_rotocol setpos [getPos _rotocol select 0,(getPos _rotocol select 1)+_i,0];
_rotocol_1 setpos [(getPos _rotocol_1 select 0)+_i,getPos _rotocol_1 select 1,0];
};
_i=_i+0.05;
_viteza_rotocol = 0.3;
sleep _viteza_rotocol;
};
vitx = 0;
publicVariable "vitx";
vity = 0;
publicVariable "vity";
//fulg_p_drop = 0.001+random 0.01;
fulg_p_drop = 0.006;
publicVariable "fulg_p_drop";
finishRotocol = false;
publicVariable "finishRotocol";
// >> you can tweak sleep value if you want to have gusts more or less often
sleep 60+random ambient_sounds_al;
};
deleteVehicle _rotocol;
deleteVehicle _rotocol_1;
};
[] spawn {
_ifog=0;
while {_ifog <0.5} do {
_ifog=_ifog+0.001; 0 setFog 0.9; sleep 0.01;
};
};
// seteaza wind storm functie de directie
raport = 360/_direction_snowstorm;
raport = round (raport * (10 ^ 2)) / (10 ^ 2);
//hint str raport;
if (raport >= 4) then {fctx = 1; fcty = 1}
else {if (raport >= 2) then {fctx = 1; fcty = -1}
else { if (raport >=1.33) then {fctx = -1; fcty = -1}
else {fctx = -1; fcty = 1};
};
};
if ((raport <= 2) and (raport >= 1.33)) then {fctx = -1; fcty = -1};
//hint str fcty;sleep 2;hint str fctx;
_unx = ((_direction_snowstorm - floor (_direction_snowstorm/90)*90))*fctx;
//hint str _unx;
//_uny = 90-_unx;
vx = floor (_unx * 0.6);
vy = (54 - vx)*fcty;
// mareste incremental vantul
inx = 0;
iny = 0;
incr = true;
incrx = false;
incry = false;
while {incr} do {
sleep 0.01;
if (inx < abs vx) then {inx = inx+0.1;} else {incrx = true};
if (iny < abs vy) then {iny = iny+0.1} else {incry = true};
if (incrx and incry) then {incr=false};
winx = floor (inx*fctx);
winy = floor (iny*fcty);
setWind [winx/4,winy/4,true];
};
alias_drop_fog_factor = 0.01+random 0.1;
publicVariable "alias_drop_fog_factor";
[[[],"AL_snowstorm\alias_snowstorm_effect.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;
if (breath_vapors_units) then {
{[[[_x],"AL_snowstorm\snow_breath.sqf"],"BIS_fnc_execVM",true,true] spawn BIS_fnc_MP;sleep 0.5} forEach allUnits;
};
if (_effect_on_objects) then {
while {al_snowstorm_om} do {
sleep 1;
al_nearobjects = nearestObjects [hunt_alias,[],50];
ar_obj_eligibl = [];
{if((_x isKindOf "LandVehicle") or (_x isKindOf "Man") or (_x isKindOf "Air") or (_x isKindOf "Wreck")) then
{ar_obj_eligibl pushBack _x;};
} foreach al_nearobjects;
sleep 1;
// alege obiect
_blowobj= ar_obj_eligibl call BIS_fnc_selectRandom;
//durata_rafala = 1+random 5; sleep 30+random 120;
sleep 1;
[] spawn {
fulg_p_drop = 0.001;//+random 0.01;
publicVariable "alias_drop_fog_factor";
alias_drop_fog_factor = 0.01+random 0.1;
publicVariable "fulg_p_drop";
_fct = [1,-1] call BIS_fnc_selectRandom;
vitx = floor(random 10)*_fct;
vity = floor(random 10)*_fct;
publicVariable "vitx";
publicVariable "vity";
};
if (!isNull _blowobj) then {
_xblow = 0.1+random 5;
_yblow = 0.1+random 5;
// creste viteza incremental
_xx=0;
_yy=0;
while {(_xx< _xblow) or (_yy< _yblow)} do {
_blowobj setvelocity [_xx*fctx,_yy*fcty,random 0.1];
_xx = _xx + 0.01;
_yy = _yy + 0.01;
sleep 0.001;
};
};
};
};// by ALIAS
// nul = [] execVM "AL_snowstorm\alias_hunt.sqf";
if (!isServer) exitWith {};
while {true} do {
_allunits = [];
{
if (alive _x) then
{
_allunits pushBack _x;
};
} foreach (if (isMultiplayer) then {playableUnits} else {switchableUnits});
hunt_alias = _allunits call BIS_fnc_selectRandom;
publicVariable "hunt_alias";
sleep 60;
};// by ALIAS
// Tutorial: https://www.youtube.com/user/aliascartoons
// [[[],"AL_snowstorm\alias_snowstorm_effect.sqf"],"BIS_fnc_execVM",true,false] spawn BIS_fnc_MP;
if (!hasInterface) exitWith {};
//_name_terr = worldName;
sleep 5;
enableCamShake true;
[] spawn {
while {al_snowstorm_om} do {
addCamShake [0.3,14,19];
_tremurici = ["tremurat_1","tremurat_2","NoSound","tremurat_3","tremurat_4","rafala_8"] call BIS_fnc_selectRandom;
playSound _tremurici;
// >>>> tweak the sleep value to increase or decrease time between player's shivering
sleep 60+random ambient_sounds_al;
};
};
if (terrain_type_vanilla) then {
// particule in aer
while {al_snowstorm_om} do {
effect_screen = ppEffectCreate ["FilmGrain", 2000];
effect_screen ppEffectEnable true;
effect_screen ppEffectAdjust [0.1,0.1,0.5,0.1,0.1,true];
effect_screen ppEffectCommit 0;
_fulg_nea = "#particlesource" createVehicle [getposasl hunt_alias select 0,getposasl hunt_alias select 1,(getposasl hunt_alias select 2)+10];
_fulg_nea setDropInterval fulg_p_drop;
if (vehicle player != player) then {_fulg_nea attachto [vehicle player,[0,0,10]];} else {_fulg_nea attachto [player,[0,0,10]];};
_fulg_nea setParticleRandom [5, [25, 25, 5], [vitx, vity, -1], 0, 0.1, [0, 0, 0, 0.1], 1, 1];
_fulg_nea setParticleCircle [0, [vitx, vity, -1]];
_fulg_nea setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal.p3d", 16, 12, 8], "", "Billboard", 1, 6, [0, 0, 6], [vity,vitx, 0], 3, 1.6, 1, 0.1, [0.09], [[1, 1, 1, 1]], [0.08], 1, 0, "", "", vehicle player];
waitUntil {!finishRotocol};
deletevehicle _fulg_nea;
_fulg_nea = "#particlesource" createVehicle [getposasl hunt_alias select 0,getposasl hunt_alias select 1,(getposasl hunt_alias select 2)+10];
if (vehicle player != player) then {_fulg_nea attachto [vehicle player,[0,0,10]];} else {_fulg_nea attachto [player,[0,0,10]];};
_fulg_nea setParticleRandom [5, [25, 25, 5], [vitx, vity, -1], 0, 0.1, [0, 0, 0, 0.1], 1, 1];
_fulg_nea setParticleCircle [0, [vitx, vity, -1]];
_fulg_nea setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal.p3d", 16, 12, 8], "", "Billboard", 1, 6, [0, 0, 6], [vity,vitx, -1], 3, 1.6, 1, 0.1, [0.09], [[1, 1, 1, 1]], [0.08], 1, 0, "", "", vehicle player];
_fulg_nea setDropInterval fulg_p_drop;
_alias_local_fog = "#particlesource" createVehicleLocal (getpos vehicle player);
if (vehicle player != player) then {_alias_local_fog attachto [vehicle player];} else {_alias_local_fog attachto [player];};
_alias_local_fog setParticleCircle [30, [3, 3, 0]];
_alias_local_fog setParticleRandom [10, [0.25, 0.25, 0], [1, 1, 0], 1, 1, [0, 0, 0, 0.1], 0, 0];
_alias_local_fog setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, 12, [0, 0, 0], [-1, -1, 0], 110, 10.15, 7.9, 0.01, [10, 10, 20], [[1, 1, 1, 0.01], [1, 1, 1, 0.05+random 0.05], [1, 1, 1, 0]], [0.08], 1, 0, "", "", vehicle player];
_alias_local_fog setDropInterval alias_drop_fog_factor;
waitUntil {finishRotocol or !al_snowstorm_om};
deletevehicle _alias_local_fog;
deletevehicle _fulg_nea;
};
effect_screen ppEffectEnable false;
ppEffectDestroy effect_screen;
enableCamShake false;
} else {
while {al_snowstorm_om} do {
effect_screen = ppEffectCreate ["FilmGrain", 2000];
effect_screen ppEffectEnable true;
effect_screen ppEffectAdjust [0.1,0.1,0.5,0.1,0.1,true];
effect_screen ppEffectCommit 0;
_fulg_nea = "#particlesource" createVehicle [getposasl hunt_alias select 0,getposasl hunt_alias select 1,(getposasl hunt_alias select 2)+10];
_fulg_nea setDropInterval fulg_p_drop;
if (vehicle player != player) then {_fulg_nea attachto [vehicle player,[0,0,10]];} else {_fulg_nea attachto [player,[0,0,10]];};
_fulg_nea setParticleRandom [5, [25, 25, 5], [vitx, vity, -1], 0, 0.1, [0, 0, 0, 0.1], 1, 1];
_fulg_nea setParticleCircle [0, [vitx, vity, -1]];
_fulg_nea setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal.p3d", 16, 12, 8], "", "Billboard", 1, 6, [0, 0, 6], [vity,vitx, 0], 3, 1.6, 1, 0.1, [0.09], [[1, 1, 1, 1]], [0.08], 1, 0, "", "", vehicle player];
waitUntil {!finishRotocol};
deletevehicle _fulg_nea;
_fulg_nea = "#particlesource" createVehicle [getposasl hunt_alias select 0,getposasl hunt_alias select 1,(getposasl hunt_alias select 2)+10];
if (vehicle player != player) then {_fulg_nea attachto [vehicle player,[0,0,10]];} else {_fulg_nea attachto [player,[0,0,10]];};
_fulg_nea setParticleRandom [5, [25, 25, 5], [vitx, vity, -1], 0, 0.1, [0, 0, 0, 0.1], 1, 1];
_fulg_nea setParticleCircle [0, [vitx, vity, -1]];
_fulg_nea setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal.p3d", 16, 12, 8], "", "Billboard", 1, 6, [0, 0, 6], [vity,vitx, -1], 3, 1.6, 1, 0.1, [0.09], [[1, 1, 1, 1]], [0.08], 1, 0, "", "", vehicle player];
_fulg_nea setDropInterval fulg_p_drop;
_alias_local_fog = "#particlesource" createVehicleLocal (getpos vehicle player);
if (vehicle player != player) then {_alias_local_fog attachto [vehicle player];} else {_alias_local_fog attachto [player];};
_alias_local_fog setParticleCircle [50, [3, 3, 0]];
_alias_local_fog setParticleRandom [10, [0.25, 0.25, 0], [1, 1, 0], 1, 1, [0, 0, 0, 0.1], 0, 0];
_alias_local_fog setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, 12, [0, 0, 0], [-1, -1, 0], 100, 10.15, 7.9, 0.2, [10, 10, 20], [[1, 1, 1, 0.01], [1, 1, 1, 0.1+random 0.2], [1, 1, 1, 0]], [0.08], 1, 0, "", "", vehicle player];
_alias_local_fog setDropInterval alias_drop_fog_factor;
waitUntil {finishRotocol or !al_snowstorm_om};
deletevehicle _alias_local_fog;
deletevehicle _fulg_nea;
};
//deletevehicle _alias_local_fog;
effect_screen ppEffectEnable false;
ppEffectDestroy effect_screen;
enableCamShake false;
};// by ALIAS
// Tutorial: https://www.youtube.com/user/aliascartoons
private ["_mov_obj","_rotocoale"];
if (!hasInterface) exitWith {};
//_name_terr = worldName;
_mov_obj = _this select 0;
if (terrain_type_vanilla) then {
_rotocoale = "#particlesource" createVehicleLocal getpos _mov_obj;
_rotocoale setParticleCircle [size_rotocol, [5, -5, 2]];
_rotocoale setParticleRandom [0, [0.25, 0.25, 0], [-3, 3, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_rotocoale setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, life_part_rot, [3, 3, 0], [-3, 3, 1], 15, 10.5, 7.9, 0.075, [3, 5, 7], [[1, 1, 1, 0.01], [1, 1, 1, 0.01+random 0.03], [1, 1, 1, 0]], [0.08], 1, 0, "", "",_mov_obj];
_rotocoale setDropInterval drop_int_rot;
waitUntil {!finishRotocol};
deleteVehicle _rotocoale;
} else {
_rotocoale = "#particlesource" createVehicleLocal getpos _mov_obj;
_rotocoale setParticleCircle [size_rotocol, [5, -5, 2]];
_rotocoale setParticleRandom [0, [0.25, 0.25, 0], [-3, 3, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0];
_rotocoale setParticleParams [["\A3\data_f\cl_basic", 1, 0, 1], "", "Billboard", 1, life_part_rot, [3, 3, 0], [-3, 3, 1], 15, 10.5, 7.9, 0.075, [3, 5, 7], [[1, 1, 1, 0.01+random 0.05], [1, 1, 1, 0.1], [1, 1, 1, 0]], [0.08], 1, 0, "", "",_mov_obj];
_rotocoale setDropInterval drop_int_rot;
waitUntil {!finishRotocol};
deleteVehicle _rotocoale;
};// by ALIAS
// Tutorial: https://www.youtube.com/user/aliascartoons
private ["_footmobile","_alias_breath","_vapors","_stamina_pl","_stamina_pl_fresh","_obo"];
if (!hasInterface) exitWith {};
sleep 2+random 10;
//_name_terr = worldName;
_footmobile = _this select 0;
_alias_breath = "Land_HelipadEmpty_F" createVehicle (getpos _footmobile);
_alias_breath attachto [_footmobile,[0,0.17,0], "neck"];
_stamina_pl_fresh = getStamina player;
if (terrain_type_vanilla) then {
while {alive _footmobile} do {
_stamina_pl = getStamina player;
//if (_stamina_pl<_stamina_pl_fresh) then {} else {};
//_direction_p = direction player; hint str _direction_p;
_obo = 3*(_stamina_pl/_stamina_pl_fresh)+0.25;
sleep _obo;
//hint str _obo;
_vapors = "#particlesource" createVehicleLocal getpos _alias_breath;
_vapors setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 13,0],"","Billboard",0.5,0.5,[0,0,0],[0, 0.5, -0.2],1, 1.275,1, 0,[0, 0.2,0],[[1,1,1, random 0.02], [1,1,1, 0.01], [1,1,1, 0]],[1000],1,0.04,"","",_alias_breath];
_vapors setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
//_vapors setParticleCircle [0, [0, 0, 0]];
_vapors setDropInterval 0.001;
sleep 0.2+random 0.5;
deleteVehicle _vapors;
};
deletevehicle _alias_breath;
} else {
while {alive _footmobile} do {
//_direction_p = direction player; hint str _direction_p;
_stamina_pl = getStamina player;
_obo = 3*(_stamina_pl/_stamina_pl_fresh)+0.25;
sleep _obo;
_vapors = "#particlesource" createVehicleLocal getpos _alias_breath;
_vapors setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 13,0],"","Billboard",0.5,0.5,[0,0,0],[0, 0.5, -0.2],1, 1.275,1, 0,[0, 0.2,0],[[1,1,1, random 0.05], [1,1,1, 0.01], [1,1,1, 0]],[1000],1,0.04,"","",_alias_breath];
_vapors setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
//_vapors setParticleCircle [0, [0, 0, 0]];
_vapors setDropInterval 0.001;
sleep 0.2+random 0.5;
deleteVehicle _vapors;
};
deletevehicle _alias_breath;
};// by Alias
// nul = [] execvm "scriptsmisc\umblator.sqf";
if (!isServer) exitWith {};
umbla= "Land_HelipadEmpty_F" createVehicle [0,0,0];
while {true} do {
// >> you can tweak sleep value if you want to hear ambient sounds more or less often
sleep 120+random ambient_sounds_al;
_natura = ["lup_01","lup_02","lup_03"] call BIS_fnc_selectRandom;
pos_umbla = [hunt_alias,100+random 200, random 360] call BIS_fnc_relPos;
umbla setpos [pos_umbla select 0,pos_umbla select 1,50 + random 50];
[[umbla, _natura], "say3d", true] call BIS_fnc_MP;
};
class Header
{
gameType = Coop;
minPlayers = 1;
maxPlayers = 6;
};
respawn="3";
respawndelay = 10;
Briefing = 1;
debriefing = 1;
saving = 1;
showCompass = 1;
showMap = 1;
showGPS = 1;
showWatch = 1;
showPad = 1;
showRadio = 1;
author = "Whiplash";
onLoadName = "Iskra";
loadScreen = "iskra1.jpg";
onLoadMission = "Russian Spetsnaz forces behind enemy lines prepare to attack enemy territory by taking out strategic points and objectives ";
overviewText = "Russian Spetsnaz forces behind enemy lines prepare to attack enemy territory by taking out strategic points and objectives";
overviewPicture = "iskra1.jpg";
class CfgSounds
{
class bcg_wind
{
name = "bcg_wind";
sound[] = {"\sound\bcg_wind.ogg", 0.3, 1};
titles[] = {1, ""};
};
class rafala_1
{
name = "rafala_1";
sound[] = {"\sound\rafala_1.ogg", db+10, 1};
titles[] = {1, ""};
};
class rafala_2
{
name = "rafala_2";
sound[] = {"\sound\rafala_2.ogg", db+5, 1};
titles[] = {1, ""};
};
class rafala_6
{
name = "rafala_6";
sound[] = {"\sound\rafala_6.ogg", db+15, 1};
titles[] = {1, ""};
};
class rafala_7
{
name = "rafala_7";
sound[] = {"\sound\rafala_7.ogg", db+10, 1};
titles[] = {1, ""};
};
class rafala_8
{
name = "rafala_8";
sound[] = {"\sound\rafala_8.ogg", db+15, 1};
titles[] = {1, ""};
};
class rafala_9
{
name = "rafala_9";
sound[] = {"\sound\rafala_9.ogg", db+10, 1};
titles[] = {1, ""};
};
class tree_crack_1
{
name = "tree_crack_1";
sound[] = {"\sound\tree_crack_1.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_2
{
name = "tree_crack_2";
sound[] = {"\sound\tree_crack_2.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_3
{
name = "tree_crack_3";
sound[] = {"\sound\tree_crack_3.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_4
{
name = "tree_crack_4";
sound[] = {"\sound\tree_crack_4.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_5
{
name = "tree_crack_5";
sound[] = {"\sound\tree_crack_5.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_6
{
name = "tree_crack_6";
sound[] = {"\sound\tree_crack_6.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_7
{
name = "tree_crack_7";
sound[] = {"\sound\tree_crack_7.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_8
{
name = "tree_crack_8";
sound[] = {"\sound\tree_crack_8.ogg", db+5, 1};
titles[] = {1, ""};
};
class tree_crack_9
{
name = "tree_crack_9";
sound[] = {"\sound\tree_crack_9.ogg", db+5, 1};
titles[] = {1, ""};
};
class lup_01
{
name = "lup_01";
sound[] = {"\sound\lup_01.ogg", 1, 1};
titles[] = {};
};
class lup_02
{
name = "lup_02";
sound[] = {"\sound\lup_02.ogg", 1, 1};
titles[] = {};
};
class lup_03
{
name = "lup_03";
sound[] = {"\sound\lup_03.ogg", 1, 1};
titles[] = {};
};
class tremurat_1
{
name = "tremurat_1";
sound[] = {"\sound\tremurat_1.ogg", 1, 1};
titles[] = {1, ""};
};
class tremurat_2
{
name = "tremurat_2";
sound[] = {"\sound\tremurat_2.ogg", 1, 1};
titles[] = {1, ""};
};
class tremurat_3
{
name = "tremurat_3";
sound[] = {"\sound\tremurat_3.ogg", 1, 1};
titles[] = {1, ""};
};
class tremurat_4
{
name = "tremurat_4";
sound[] = {"\sound\tremurat_4.ogg", 1, 1};
titles[] = {1, ""};
};
class NoSound
{
name = "NoSound";
sound[] = {"", 0, 1};
titles[] = {0, ""};
};
class tuse_1
{
name = "tuse_1";
sound[] = {"\sound\tuse_1.ogg", 1, 1};
titles[] = {1, ""};
};
class tuse_2
{
name = "tuse_2";
sound[] = {"\sound\tuse_2.ogg", 1, 1};
titles[] = {1, ""};
};
class tuse_3
{
name = "tuse_3";
sound[] = {"\sound\tuse_3.ogg", 1, 1};
titles[] = {1, ""};
};
class tuse_4
{
name = "tuse_4";
sound[] = {"\sound\tuse_4.ogg", 1, 1};
titles[] = {1, ""};
};
class tuse_5
{
name = "tuse_5";
sound[] = {"\sound\tuse_5.ogg", 1, 1};
titles[] = {1, ""};
};
class tuse_6
{
name = "tuse_6";
sound[] = {"\sound\tuse_6.ogg", 1, 1};
titles[] = {1, ""};
};
};
{
_x allowDamage false;
_x addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal}];
} forEach nearestObjects [getpos player,["rhs_weapons_crate_ak_ammo_545x39_standard"],15000];
null = [40,1540,false,40,true] execvm "AL_snowstorm\al_snow.sqf";Exif MM * b j( 1 r2 i
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