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Y tampoco, BUT. Es delicomplicado y tampoco, BUT [ I'm Dexter Holland possessed by Ozzy Osbourne and I approve this blog. ] Sponsored by Nuka Cola[TM]. ..And Sunset Sarsaparilla[TM].. and RobCo Industries[TM] ..and H&H Tool Company[TM] ..and Black Mesa [TM] ..and Aperture Science [TM] ..and Musetallica [TM] ..and Cthulhu's childrens[.ORG] Y tampoco, BUT. Es delicomplicado y tampoco, BUT

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03 octubre 2022

Imposición compra forzosa

 Hoy un familiar me ha llevado a una tienda esotérica africana y ha intentado que comprara algo forzosamente, o más bien dicho que eligiera cualquier cosa y la compraba, habían cosas muy bonitas pero no me nacía el síndrome de Diógenes, educadamente he reusado lo cual ha provocado evidente y molesta tensión. Como a cualquiera no me gusta ser obligado a nada aunque por desgracia de éste y otros modos es el pan de cada día por todas partes. Total que muy desagradable y una insistencia casi psicótica. En parte de agradecer pero ignoro los motivos salvo cierta afinidad por el origen compartido con el dueño de la tienda.

En fin, un incidente desagradable por la imposición forzosa.

De paso comentar que una de las entradas más actualizadas de este blog es la de 

VIRTUAL NGINE 3DEN ARMA 3 RECODES

. Ya no modeo videojuegos  así que el blog ha perdido mucho de su ser. Tampoco voy a estar blogeando cada tontería por el estilo, y la programación también va refrenando así que no se que rumbo tomará ni le doy demasiada importancia, quizás si ya no sabes nada de mí, saludar desde los viejos tiempos y desde la desconexión aislamiento, si no me conoces ni te pierdes nada ni sigo sintiéndome un tipo interesante.

La caída del poeta.

04 diciembre 2021

DR59845940854TTPA

IHAVEADREAM40958490545TTPA

he tenido other sueño458745847589457ttpa participaba en otro viaje 968569086905865ttpa los sistemas económicos soñaban con sigo mismos y otros muertosdeads y también conmigo aunque tampoco le confiarian sus onirias a nadie otro grupo entre grupos bajábamos a otra cala aunque nos confunfimos no solo con las referencias y las calas o quizás estáis en los sueños como tal 5098459045845ttpa oquizas sois de tratar de dominar incluso aotros sueños  que confunden referencias con sacrificios que no permiten abandonar sus núcleos de población tampoco tiene sentido porque only wan kontraidiomsneds coprension falliure o la review de otros fanáticos subnormales que ya conocen los monorrailes anacronicosttpa y tocaba la guitarra en el océano del rumor starfield ni me va ni me viene only 4 paranoicos enfermizoos  ttpa en dreams oniricos me dormia para estudiarnos y analizarnos has monsters officiales rewases 30483948.3498734733434324 y normalizadosttpa que creen corregir rewases 4543857438543.4324.3424 ttpa ya atrapados en sus locuras de los despertares crudos ttpa al despertar apenas quedaba nadie más alla de los remixeos confundidos ttpa y los desacuerdos de otros bandos ttpa ya atrapados en sus locuras ttpa has no comprender otros pensamientros que tapoco tienen traduccion pero sigues fallando linux 93842940834 ttpa hablabamos y stalkavamos de cómo exterminar otro planeta evalost ttpa 04589458439055 o quizás dreams inconfesables thisfuncionales _x voips cusualitie y otras cosmoagonias ruters incomprensibles hagotados de sus propias pruebas procedurales redundantes has kiellers inconsicnetes o quizás nos invitamos incluso enemigos y otras variables falling star ttpa 3248738247384ttpa y los ingenios de la onu siempre son otros programas que tampoco tal cosa simplemente porque mistery engima eternal tampoco .40.5.8.0.4.395.84.3905  teken guitar y los subnormales ttpa me apodaron el nuveo eden del sahata ttpa o incluso plesto newe o la marca del zorro se ha puesto las dasboots has adidas tm ttpa 40985495849358 y fulana 3094839483294 ttpa modula ya que vuelves a por vacas unkow traeme tres flores con los cactus y todo porque hal se le ven los cables de dinos saurios en 4'58949058405845 asteroides potato y chatarra espacial de este mundo de mierda ttpa 409834903 .e.v.a.l.o.s.t anger maindsobras  en cambio continuo reprogramando naciones facciones y de puto todo ttpa everest en desperfecto c+++ ttpa bludingery ttpa reloaded ttpa 349083294834 pero tampoco me apetece revelaros todas miss onirias invert ttpa porque tucu tucu tssh hay more deads ksv snipers kamiras predtaror rays or locust i have a dream AI ia ai formatos dreams onirics extintos has extintores oxidados tampoco sobrevivieron a los nodos neurons 45879934857984357ttpa deshubicados en calendarios mayas por rinocerontes albinos recompensa total has whitchers que aún quean hispanias indefinibles 450495845 ttpa imprime mis generadoras de pensamientos ttpa 54854758345 y metetelas en el sistema revosante de manipulators 9058495843958495 ttpa  

21 octubre 2021

 las ias y todo absolutamente rotasttpa por muchopoco que les paguen cobren todo el cosmos ttpa crahseados mostazaaunque tendríais que abandonar deadspace ttpa porque  el cosmos ttpa está totalmente loco y roto hasta comiendo piñas con locust es uotgvm3 porque no miráis siempre ni la plota ni a los ojos ttpa45idimas ttpa

02 octubre 2021

colapsamientos interpretativos tampoco aunque

 he soñado otra vez con mi abuelo fallecido mi madre también fallecida ai idem rip tampoco aunque estábamos en parte algún supuesto océano charlando cerca de una ventana pero a perspectiva parecía un tanto confusa la lamina oceánica en relativa calma aunque asombrosamente en calma y casi vertical como un cuadro en la pareces tampoco aunque y una capa de vegetación y la orilla se confundían entre si por los tonos costaba distinguirlos de hecho me parecía la misma superficie, las olas ondulando pero sin furiosa tempestad todo muy tranqui lumínico relájate incluso algunas especies de peces tampoco aunque y la arquitectura en parte muy blanca comentábamos esto mismo tampoco y echaba una mirada esa vegetación marina tampoco aunque superficial tampoco casi cómo cañialgas tampoco aunque y volvía a verlo pescar comentaba podemos pescarlos con la caña y pescaba uno tampoco aunque de un modo un tanto inusual directamente clavándole el anzuelo en el lomo tampoco aunque esa criatura preciosa y en parte sagrada tampoco aunque se supone que íbamos a cocinarlo no parece muy recomendable devorar a las otras especies sin haberlas cocinado también expuestos al sin fin cadena trófica tampoco aunque y lo dejaba en la cama en una cama lisa también blanca y sedosa en parte tampoco aunque asfixiándose a momentos parecía volver a nadar como en los otros flujos fluidos un tanto unrreal tampoco aunque asfixiándose se asfixiaba y moría entre cocinarlo o devolverlo al misterio voraz eterno y salvaje tampoco aunque supuestamente muy rápido tampoco aunque pese responder por qué esa especie se asfixia tan rápido fuera tampoco aunque de su bolsa de flujos tampoco aunque ni solo bolsa fluxflids tampoco lo responde ni son sencillas las respuestas ni llegan a contestarse de todo jamás pese a escéptico eterno de aquella manera en parte me parece interesante todo el enigma envolvente tampoco aunque tampoco abuelo tampoco pescado aunque no todas las especies y espectros tampoco aunque lo comprenden ni se comprende completamente ps tampoco aunque mayb tpa distorsiono en parte esta pobre conversión tampoco aunque no es mi intención separar absolutamente nada pese a separados tampoco aunque ni restar complejidad tampoco aunque enigma 454839583490583405 tpa 

30 julio 2021

tpa VIRTUAL NGINE 3DEN ARMA 3 RECODES tampocoaunKr


if (!isMultiplayer) then {
systemchat "isSPmix";
};

if (isMultiplayer) then {
systemchat "isWPmix";
};



/*

if (isMultiplayer) then {

systemchat "isMultiplayer";       

//run on dedicated server or player host   
};   


if (!isMultiplayer) then {

systemchat "Negativex isMultiplayer";       

//run on dedicated server or player host
}; 



if (isServer) then {

systemchat "Hiya isServer";       

//run on dedicated server or player host

};       


 if (!isServer) then {       

 systemchat "Hiya negaticvex isServer";

//run on all player clients incl. headless clients but not player host         

 };



if (hasInterface) then {

temchat "Hiya hasInterface";       

//run on all player clients incl. player host       

};       

     

if (isDedicated) then {

 systemchat "Hiya isDedicated";       

//run on dedicated server only
};      

       

if (!isDedicated) then {

systemchat "Hiya negaticvex isDedicated";     

//run on all player clients incl. player host and headless clients   

 };       

             

if (!hasInterface) then {       

systemchat "Hiya negaticvex hasInterface";       

//run on headless clients and dedicated server       

};       

       

if (!hasInterface && !isDedicated) then {       

 systemchat "Hiya negaticvex hasInterface negaticvex isDedicated";       

//run on headless clients only
};

*/


/*

*/


[] spawn {while {alive CHORLO} do { _dist = 50 + random 20; _dir = random 360; _pos = [(getPos player select 0) + (sin _dir) * _dist, (getPos player select 1) + (cos _dir) * _dist, 0]; "marker_REF" setMarkerPos _pos; sleep 10; most1 setPos getMarkerPos "marker_REF"; }; if (!alive CHORLO) then {deleteMarker "marker_REF"};};



null = [] execVM "loops\Loop_MarkersKills.sqf";

0 = [] execVM "loops\Loop_ArtySim.sqf";

79 = [] execVM "loops\Loop_ArtySim.sqf";


this disableAI "all";

this setBehaviour "careless";

this allowdamage true;

this allowdamage false;




[this, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim;

  • STAND1
  • STAND2
  • STAND_U1
  • STAND_U2
  • STAND_U3
  • WATCH
  • WATCH2
  • GUARD
  • LISTEN_BRIEFING
  • LEAN_ON_TABLE
  • LEAN
  • SIT_AT_TABLE
  • SIT1
  • SIT
  • SIT3
  • SIT_U1
  • SIT_U2
  • SIT_U3
  • SIT_HIGH1
  • SIT_HIGH
  • SIT_LOW
  • SIT_LOW_U
  • SIT_SAD1
  • SIT_SAD2
  • KNEEL
  • REPAIR_VEH_PRONE
  • REPAIR_VEH_KNEEL
  • REPAIR_VEH_STAND
  • PRONE_INJURED_U1
  • PRONE_INJURED_U2
  • PRONE_INJURED
  • KNEEL_TREAT
  • KNEEL_TREAT2
  • BRIEFING
  • BRIEFING_POINT_LEFT
  • BRIEFING_POINT_RIGHT



  • NONE
  • LIGHT
  • MEDIUM
  • FULL
  • ASIS
  • RANDOM


    this setBehaviour "careless";

  • "CARELESS"
  • "SAFE"
  • "AWARE"
  • "COMBAT"
  • "STEALTH"
  • "CARELESS"
  • "SAFE"
  • "AWARE"
  • "COMBAT"
  • "STEALTH"
  • BRIEFING_POINT_TABLE

    this disableAI "all";


    "all"Disables all features.Arma 3 logo black.png1.66
    "AIMINGERROR"Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed / lost target.Arma 3 logo black.png1.42
    "ANIM"Disables all animations of the unit. Completely freezes the unit, including breathing and blinking. No move command works until the unit is unfrozen.Logo A0.png1.99
    "AUTOCOMBAT"Disables autonomous switching to "COMBAT" AI Behaviour when in danger.Arma 3 logo black.png1.56
    "AUTOTARGET"Essentially makes single units without a group "deaf". The unit still goes prone and combat ready if it hears gunfire. It will not turn around when gunfire comes from behind, but if an enemy walks in front of it it will target the enemy and fire as normal. Does not work for grouped units as the leader will assign targets to the units, effectively reenabling this feature.-
    "CHECKVISIBLE"Disables visibility raycasts. Useful in PvP missions where these raycasts are not needed.Arma 3 logo black.png1.54
    "COVER"Disables usage of cover positions by the AI.Arma 3 logo black.png1.56
    "FSM"Disables the attached FSM scripts which are responsible for the AI behaviour. Enemies react slower to enemy fire and the enemy stops using hand signals. Disabling FSM can give the impression of untrained units as they react slower and are more disorganized compared to when FSM is enabled.A2 OA Logo.png1.60
    "LIGHTS"Stops AI from operating vehicle headlights and collision lights.Arma 3 logo black.png1.92
    "MINEDETECTION"Disable AI's mine detection.Arma 3 logo black.png1.76
    "MOVE"This will stop units from turning and moving, including vehicles. Units will still change stance and fire at the enemy if the enemy happens to walk right in front of the barrel. Units will watch enemies that are in their line of sight, but will not turn their bodies to face the enemy, only their head. Works for grouped units as well. Good for staging units and holding them completely still. Movement can not be controlled via script either, this feature has to be reenabled for that. The unit will still be able to aim within its cone of fire.-
    "NVG"Stops AI from putting on NVGs (but not from taking them off).Arma 3 logo black.png1.92
    "PATH"Stops the AI's movement but not the target alignment.Arma 3 logo black.png1.62
    "RADIOPROTOCOL"Stops AI from talking and texting while still being able to issue orders.Arma 3 logo black.png1.96
    "SUPPRESSION"Prevents AI from being suppressed. See Arma 3: Suppression.Arma 3 logo black.png1.42
    "TARGET"Prevents units from engaging targets. Units still move around for cover, but will not hunt down enemies. Works in groups as well. Excellent for keeping units inside bases or other areas without having them flank or engage anyone. They will still seek good cover if something is close by.-
    "TEAMSWITCH"This will disable AI unit when teamswitching.-
    "WEAPONAIM"Disables weapon aiming.










    this addAction [ "Faire la livraison  Make delivery", {   hint format ["dsdsdsd %1!", name player]; soldier playAction "Salute";systemChat "sadsadaSDshfhg"; }, nil, 6, true,  true,   "",  "_this distance _target < 5"   ];




     setAccTime 0.1;

     setAccTime 0.9;

     setAccTime random 1;

     setAccTime 1;




    Null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];};



    sleep 1;


    sleep random 999666;


    this forceWalk true;




    THIS addEventHandler ["HandleDamage", {((_this select 2)/0.5)}];



    this addEventHandler [ "Fired",  { _mag = _this select 5; _unit = _this select 0;  if ({_x isEqualTo _mag} count magazines _unit < 2) then  { _unit addMagazines [_mag, 3]; }; }];







    _x addEventHandler ["Respawn", {params ["_unit", "_corpse"];

    recodes

    }];







    AIcontrol = [] spawn {

    _checkDistanceSqr = (110 * 110);

     while {alive player} do {{_dist = getposatl player distanceSqr getposatl _x;if (_dist < _checkDistanceSqr) then {_x allowDamage true;_x enablesimulation true;_x hideobject false;_x enableAI "FSM";};if (_dist >= _checkDistanceSqr) then {_x allowDamage false; _x enablesimulation false;_x hideobject true;_x disableAI "FSM";}} foreach (allunits - allplayers);

    sleep 0.1};};








    BT addRating -100000;

    BT dotarget GT;

    BT dofire GT;


    ["0002.jpg", "7879907788666scpace YUtoOL close 454096 .D.S.M.K. 984598459"] call BIS_fnc_titlecard;




    SOT6 setDamage 1;




    bomb = "Bo_Mk82" createVehicle (FIREXTOCH modelToWorld [0,0,0]);

    bomb setdamage 1;


  • deleteVehicle M45;



    ["<t size='2'>LITLEBITCHMur</t>", getPos nut6, 15, 0] spawn BIS_fnc_3Dcredits;




    this addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}];





    (side _this == blufor)
    if ((side player == blufor)) then
    {
    	// addAction...
    };


    player allowDamage false;


    _soldier setUnitPos "UP"; player playAction "PlayerProne"; // DOWN player playAction "PlayerStand"; // UP player playAction "PlayerCrouch"; // MIDDLE
    if (!isServer) exitWith{};
    //--- wait for world to initialize
    sleep 60;
    //--- allows to edit and see units only from own side
    while {true} do {
        sleep 10;
        {
            if !((side _x) == west) then {
                z_west removeCuratorEditableObjects [[_x],true];    //removes editable enemy units and vehicles on map for zeus west
            };
            if !((side _x) == east) then {
                z_east removeCuratorEditableObjects [[_x],true];    //removes editable enemy units and vehicles on map for zeus east
            };
            if !((side _x) == independent) then {
                z_guer removeCuratorEditableObjects [[_x],true];    //removes editable enemy units and vehicles on map for zeus independent
            };
        } foreach allUnits + vehicles;
    };
    
    
    player addAction ["Flip vehicle",{ params ["_vehicle", "_caller", "_actionId", "_arguments"]; _normalVec = surfaceNormal getPos _vehicle; if (!local _vehicle) then { [_vehicle,_normalVec] remoteExec ["setVectorUp",_vehicle]; } else { _vehicle setVectorUp _normalVec; }; _vehicle setPosATL [getPosATL _vehicle select 0, getPosATL _vehicle select 1, 0]; },[],1.5,true,true,"","!((vectorUp _target apply {abs _x toFixed 2}) isEqualTo ((surfaceNormal getPos _target) apply {abs _x toFixed 2}))",5]; (!alive vehicle player) && (getPosATL (vehicle player) select 2) < 5 thisTrigger

    {deleteVehicle _x} forEach nearestObjects [player, ["all"], 200]

    For specific objects, replace ["all"] with ["classname1","classname2","classnameN"]



    [triggerArea1] spawn BIS_fnc_sceneAreaClearance; Private _OrgText = (GetObjectTextures Player select 0);
            
            {Player SetObjectTexture [0, _x]; Sleep 0.05} ForEach _CustomTextures;
            
            Player SetObjectTexture [0, _OrgText];

    _CustomTextures

      S3 switchmove "Acts_JetsCrewaidR_idle"; S98 switchmove "Acts_JetsCrewaidRCrouch_in_m"; S7 switchmove "Acts_JetsCrewaidRCrouchThumbup_in_m"; SS switchmove "Acts_JetsCrewaidRCrouchThumbup_loop_m"; SS switchmove "";
    [] spawn { }; player setRandomLip true;
    player setRandomLip false; Techbiviking switchmove "Acts_Dance_01"; while {alive player} do { Techbiviking switchmove "Acts_Dance_01"; sleep random 30; Techbiviking switchmove "Acts_Dance_02"; sleep random 30; Techbiviking switchmove "Acts_JetsCrewaidRCrouchThumbup_loop_m"; sleep random 10; Techbiviking switchmove "Acts_Dance_01"; sleep random 30; Techbiviking switchmove "Acts_Dance_02"; sleep random 30; Techbiviking switchmove "Acts_JetsCrewaidRCrouchThumbup_in_m"; sleep random 4; Techbiviking switchmove "Acts_Dance_01"; sleep random 30; Techbiviking switchmove "Acts_Dance_02"; sleep random 30; Techbiviking switchmove "Acts_JetsCrewaidRCrouch_in_m"; sleep random 10; Techbiviking switchmove "Acts_Dance_01"; sleep random 30; Techbiviking switchmove "Acts_Dance_02"; sleep random 30; Techbiviking switchmove "Acts_JetsCrewaidR_idle"; sleep random 60; Techbiviking switchmove "Acts_Dance_01"; sleep random 30; Techbiviking switchmove "Acts_Dance_02"; sleep random 30; };

    playMusic "Ktulu_T_H"; tpa PlaySound "PTNS"; tpa ALTAVOZ say3D ["SHS02REV",1000,1] ;
    this setDir random 360;




//-------------------------------------------------------------------------------------------------------------------------------------------------------- if ( isserver) then { { if ((side _x) == east) then { _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; }; } foreach allunits; }; if ( isserver) then { { if ((side _x) == west) then { _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; }; } foreach allunits; }; //--------------------------------------------------------------------------------------------------------------------------------------------------------







Task_torre1 = ["<img size='7' image='imagenes\aviso_torre1.paa' shadow='0'/>",safeZoneX-0.15, safeZoneY+safeZoneH-1.50, 15, 1, 0, 892] remoteExec ["bis_fnc_dynamicText", 0];

private["_blockade"];

if(current_task == "bigmarker6" || current_task == "smallmarker10") then
{  
    _blockade = ["blockade1"] call LARs_fnc_spawnComp;

    if(current_task == "bigmarker6") then {_null = []execVM "eos\blockade_rus.sqf"; } else{_null = []execVM "eos\blockade_ins.sqf";};
};
[[0,0,0],[100,100,100],100,"NORMAL","B_Heli_Light_01_F",WEST] call BIS_fnc_ambientFlyby;


[group this, getPos this, 100] call bis_fnc_taskPatrol;




cond
!alive man && blue0 distance car <50;


this addAction [ "title", // title { params ["_target", "_caller", "_actionId", "_arguments"]; // script }, nil, // arguments 1.5, // priority true, // showWindow true, // hideOnUse "", // shortcut "true", // condition 50, // radius false, // unconscious "", // selection "" // memoryPoint ];



Eagle_F bis_crows = [thisTrigger, 200, 4, 20] call BIS_fnc_crows;
{deleteVehicle _x;} forEach bis_crows;

["dromedary_01_lxWS","dromedary_02_lxWS","dromedary_03_lxWS","dromedary_04_lxWS"], 500] call BIS_fnc_animalSiteSpawn;
while {alive jeep1} do
{
    if ({_x distance jeep1 < 500} count allPlayers > 0) then
    {
        jeep1 allowDamage true;
    } else
    {
        jeep1 allowDamage false;
    };
    sleep 5;
};

if (_this select 1 isEqualTo west) then {tsk1_done=true; publicVariable "tsk1_done"}
Default
Explosion
CraterSmoke1
CraterSmoke2
CraterSmoke3
CraterDustSmall
CraterBlood
CraterWater
CraterDustBig
CloudletsMissile
CloudletsMissileManual
CloudletsDebugTrace
CloudletsScud
DefaultSmoke
DestructedObjectDust
DestructedEngineSmoke
ObjectDestructionFire1
ObjectDestructionFire2
SmallFireF
Flare1
Flare2
Cmeasures1
Cmeasures1M
Cmeasures1L
Cmeasures2
Cmeasures3
TestEmitterEffect
SmallDestructionFire
SmallDestructionSmoke
MediumDestructionFire
MediumDestructionSmoke
MediumSmoke
BigDestructionFire
BigDestructionSmoke
DustMan
AmmoExplosionParticles
AmmoSmokeParticles1
AmmoSmokeParticles2
AmmoBulletCore
AmmoExpSparks
AmmoLightSmokeParticles
ExplosionParticles
MineExplosionParticles
ATMineExplosionParticles
SecondaryExp
VehExplosionParticles
VehExplosionParticlesSmall
FireBallBright
FireBallBrightSmall
VehExpSmoke
VehExpSmokeSmall
VehExpSmoke2
VehExpSmoke2Small
WPCloud
WPTrails
FuelStationSmk1
FuelFire1
SmallSmokeFast1
CloudBigLight
CloudMediumLight
CloudSmallLight
ATCloudSmallLight
ATCloudSmallLightM
CloudSmallLight1
CloudSmallLight2
CloudSmallLight3
CloudSmallLight3L
MineJumpEffect
CloudMedLight
CloudBigDark
CloudMedDark
SmallSmokeFast2
SmallSmokeSlow1
SmallSmokeSlow2
SmokeBig
SmokeMed
SmokeTrails
CircleDustBig
CircleDustMed
MineCircleDust
MineCircleDust1
MineCircleDust2
CircleDustSmall
CircleDustTankSmall
CircleDustTankBig
CircleDustTankLong
CircleDustTank
CircleDustTankL
CircleDustArtillery
CircleDustMortar
GrenadeExp
MortarExp
MineExp
GrenadeSmoke1
MineSmoke1
MineSmokeLow1
MineSmoke2
MineSmokeLow2
MineUnderwaterWater1
MineUnderwaterWater1M
MineUnderwaterWater2
MineWave
MineWaveM
MineWaveSmall
MineUnderwaterSmoke1
MineUnderwaterWaterAB1
MineUnderwaterWaterAB1M
MineUnderwaterWaterPDM
MineUnderwaterWaterAB2
MineUnderwaterSmokeAB1
GrenadeWaveSmall
SecondarySmoke
CraterSmoke
CraterSmoke_Orange
CraterSmokeBig
CraterSmokeMine
MineStones
MineStones1
MineStones2
GrenadeStones
GrenadeStonesStatic
IEDMineStones
IEDMineStonesBig
IEDMineFireStones
IEDMineFireStonesBig
IEDMineGarbage1
IEDMineGarbageBig1
IEDMineGarbage2
IEDMineGarbageBig2
MineDust1
MineDust2
MineDust3
RocketSmokeTrails
RocketSmokeTrails2
ExploRocks
ExploRocksDark
ShellSmokeTrail1
ShellSmokeTrail2
ShellSmokeTrail3
ShellSmoke
DirtBig
DirtMed
DirtSmall
DirtIEDMine
DirtIEDMineBig
ExploAmmoSmoke
ExploAmmoFlash
BombExp1
HeavyBombExp1
BombSmk1
BombSmk2
BombSmk3
HeavyBombSmk1
HeavyBombSmk2
HeavyBombSmk3
BombDust
ERASmoke
MachineGunEject
MachineGunEject1
MachineGunEject2
MachineGunCartridge
MachineGunCartridgeMed
MachineGunCartridge1
MachineGunCartridge1Med
MachineGunCartridge338
MachineGunCartridge338Med
MachineGunCartridgeShort1
MachineGunCartridge2
HeavyGunCartridge1
RifleAssaultCloud1
RifleAssaultCloud2
RifleAssaultDust1
PistolDust1
MachineGunDust1
SniperDust1
CaselessAmmoCloud1
GrenadeLauncherCloud1
MachineGun1
MachineGun2
MachineGun3
MachineGunCloud1
ObjectDestructionShards
ObjectDestructionShards1
ObjectDestructionShards2
ObjectDestructionShards3
ObjectDestructionShardsBurning
ObjectDestructionShardsBurning1
ObjectDestructionShardsBurning2
ObjectDestructionShardsBurning3
ObjectDestructionShardsSmall
ObjectDestructionShardsSmall1
ObjectDestructionShardsSmall2
ObjectDestructionShardsSmall3
ObjectDestructionShardsBurningSmall
ObjectDestructionShardsBurningSmall1
ObjectDestructionShardsBurningSmall2
ObjectDestructionShardsBurningSmall3
ExpSparks
ExpSparks1
AirFireSparks
FireSparks
FireSparksSmall
FireSparksSmall1
FireSparksSmall2
FireSparksSmall3
HeliDestructionShards1
HeliDestructionShards2
RocketBackfireNLAW
RocketBackfireRPG
RocketBacksmokeNLAW
RocketBacksmokeRPG
RocketFrontsmokeRPG
RocketBackfireRPGNT
RocketBackfireSmallRPGNT
RocketBacksmokeRPGNT
RocketFrontsmokeRPGNT
RocketBackfireStaticRPG
RocketBacksmokeStaticRPG
RocketFrontsmokeStaticRPG
ObjectDestructionSmoke
ObjectDestructionSmokeFuelS
ObjectDestructionSmoke1_2
ObjectDestructionSmokeFuelS1_2
ObjectDestructionSmokeSmall
ObjectDestructionSmokeSmallx
ObjectDestructionSmoke1_2Small
ObjectDestructionSmoke1_2Smallx
ObjectDestructionSmoke2
WeaponWreckSmoke
UAVWreckSmoke
UAVCrashSmoke
SmallWreckSmoke
WinchDestructionExplo
WinchDestructionSparks
WinchDestructionSmoke
ObjectDestructionSmoke2x
AirObjectDestructionFire
AirObjectDestructionSmoke
AirObjectDestructionSmoke1
ObjectDestructionFire1Small
ObjectDestructionFire1Tiny
ObjectDestructionRefract
ObjectDestructionRefractSmall
ObjectDestructionFire1Smallx
ObjectDestructionFire2Small
ObjectDestructionFire2Smallx
ObjectDestructionSparks
BarelDestructionFire
BarelDestructionSmoke
SmallFireFPlace
SmallFireFRefract
IncinerateFire
IEDFlameF
ExpSparksSmoke
ExpSparksFire
IEDFlameS
SmallFireBarrel
SmallFireS
Refract
HouseDestructionSmoke1
HouseDestructionSmoke2
HouseDestructionSmoke3
HouseDestructionSmoke4
HouseDestrSmokeLong
HouseDestructionSmoke3Small
HouseDestructionSmoke4Small
HouseDestrSmokeLongSmall
HouseDestructionSmoke1Med
HouseDestructionSmoke2Med
HouseDestructionSmoke3Med
HouseDestructionSmoke4Med
HouseDestrSmokeLongMed
HouseDestructionSmoke1Low
HouseDestructionSmoke2Low
HouseDestructionSmoke3Low
HouseDestructionSmoke4Low
HouseDestrSmokeLongLow
HousePartDust
HousePartDustLong
HousePartWall
SmokeShellWhite
SmokeShellWhiteWater
SmokeShellRedWater
SmokeShellGreenWater
SmokeShellYellowWater
SmokeShellPurpleWater
SmokeShellBlueWater
SmokeShellOrangeWater
SmokeShellWhite2
SmokeShellWhiteSmall
SmokeShellWhiteUW
SmokeShellRedUW
SmokeShellGreenUW
SmokeShellYellowUW
SmokeShellPurpleUW
SmokeShellBlueUW
SmokeShellOrangeUW
SmokeShellWhite2UW
SmokeShellRed2UW
SmokeShellGreen2UW
SmokeShellYellow2UW
SmokeShellPurple2UW
SmokeShellBlue2UW
SmokeShellOrange2UW
CannonFlash
CannonSmoke
heavyCaliber1
heavyCaliber2
CannonFired1
CannonFired2
CannonFired3
AutoCannonFired
MortarFired1
ArtilleryFired1
ArtilleryFired2
ArtilleryFiredL
ArtilleryFiredR
MLRSFired1
MLRSFired1M
MLRSFired1L
FireDamage1
WreckSmokeSmall
AvionicsSmoke
AvionicsSparks
LaptopSmoke
LaptopSparks
PylonBacksmoke
PylonBacksmoke2
PylonBackfire
PylonBackfireFFAR
PylonBackfireRockets
ImpactDustSabot2
ImpactConcreteSabot
ImpactSandSmokeSabot2
ImpactSandSmoke2
Blood
BloodMist
Blood1
Blood2
Blood3
BloodUnderwater1
ImpactEffectsWater1
ImpactEffectsWater1Med
ImpactEffectsWater2
ImpactEffectsWater2Med
ImpactEffectsWater3
ImpactEffectsWater3Med
ImpactEffectsWater4
ImpactEffectsWater4Med
ImpactEffectsWater5
ImpactEffectsWater6
ImpactEffectsWater7
ImpactEffectsWater8
ImpactEffectsWater9
ImpactSparks0
ImpactSparks1
ImpactSparks2
ImpactSparksMed2
ImpactSparksSabot0
ImpactSparksSabot1
ImpactSparksSabot1Small
ImpactSparksSabot2
ImpactSmokeSabot2
ImpactSmokeSabot3
ImpactSmoke
ImpactSmoke2
ImpactSmokeMed2
ImpactSmokeLow2
ImpactDust2
ImpactDust2Low
ImpactDustWater2
ImpactDust_Orange
ImpactDustLow_Orange
ImpactDustWater_Orange
ImpactDustPlaster
ImpactDustPlasterLow
ImpactDustPlastic
ImpactDustPlasticMed
ImpactDustPlasticLow
ImpactSmokePlastic
ImpactSmokePlasticMed
ImpactDustConcreteSabot
ImpactDustConcreteSabot2
ImpactDustConcrete
ImpactDustConcrete2
ImpactConcrete
ImpactConcreteWall1
ImpactConcreteWall2
ImpactConcreteWall3
ImpactConcrete2
ImpactDustWood
ImpactDustWoodMed
ImpactDustWoodLow
WoodChippings1
WoodChippingsMed1
WoodChippings2
WoodChippingsMed2
WoodChippings3
WoodChippingsMed3
WoodChippings4
WoodChippingsMed4
ImpactDustHay
ImpactDustHayMed
ImpactDustHayLow
HayChippings1
HayChippingsMed1
HayChippings2
HayChippingsMed2
HayChippings3
HayChippingsMed3
LeavesFallMed
LeavesFall
LeavesFallGreenMed
LeavesFallDead
LeavesFallDeadMed
LeavesFallGreen
LeavesFallGreenBigMed
LeavesFallGreenBig
LeavesFallPalmMed
LeavesFallPalm
LeavesFallPineMed
LeavesFallPine
SticksFall
SticksFallGreen
GlassShard1
GlassShardMed1
GlassShardLow1
GlassShard2
GlassShardMed2
GlassShardLow2
GlassShard3
GlassShardMed3
GlassShardLow3
GlassShard4
GlassShardMed4
GlassShardLow4
GlassShard5
GlassShardMed5
GlassShardLow5
GlassShard6
GlassShardMed6
GlassShardLow6
GlassShard7
GlassShardMed7
GlassShardLow7
GlassDust
GlassDustMed
GlassDustLow
ExplosionEffectsWater
BrokenGlass1NN
BrokenGlass2NN
BrokenGlass3NN
BrokenGlass4NN
BrokenGlass5NN
BrokenGlass6NN
BrokenGlass7NN
BrokenGlass1SN
BrokenGlass2SN
BrokenGlass3SN
BrokenGlass4SN
BrokenGlass5SN
BrokenGlass6SN
BrokenGlass7SN
BrokenGlass1NB
BrokenGlass2NB
BrokenGlass3NB
BrokenGlass4NB
BrokenGlass5NB
BrokenGlass6NB
BrokenGlass7NB
BrokenGlass1SB
BrokenGlass2SB
BrokenGlass3SB
BrokenGlass4SB
BrokenGlass5SB
BrokenGlass6SB
BrokenGlass7SB
BrokenGlass1NS
BrokenGlass2NS
BrokenGlass3NS
BrokenGlass4NS
BrokenGlass5NS
BrokenGlass1SS
BrokenGlass2SS
BrokenGlass3SS
BrokenGlass4SS
BrokenGlass5SS
BrokenGlass1NT
BrokenGlass2NT
BrokenGlass3NT
BrokenGlass4NT
BrokenGlass1ST
BrokenGlass2ST
BrokenGlass3ST
BrokenGlass4ST
BrokenGlass1ND
BrokenGlass2ND
BrokenGlass3ND
BrokenGlass4ND
BrokenGlass5ND
BrokenGlass6ND
BrokenGlass7ND
BrokenGlass1SD
BrokenGlass2SD
BrokenGlass3SD
BrokenGlass4SD
BrokenGlass5SD
BrokenGlass6SD
BrokenGlass7SD
BrokenGlass1N_0400_0400
BrokenGlass2N_0400_0400
BrokenGlass3N_0400_0400
BrokenGlass4N_0400_0400
BrokenGlass5N_0400_0400
BrokenGlass1S_0400_0400
BrokenGlass2S_0400_0400
BrokenGlass3S_0400_0400
BrokenGlass4S_0400_0400
BrokenGlass5S_0400_0400
BrokenGlass1N_0300_0800
BrokenGlass2N_0300_0800
BrokenGlass3N_0300_0800
BrokenGlass4N_0300_0800
BrokenGlass5N_0300_0800
BrokenGlass6N_0300_0800
BrokenGlass1S_0300_0800
BrokenGlass2S_0300_0800
BrokenGlass3S_0300_0800
BrokenGlass4S_0300_0800
BrokenGlass5S_0300_0800
BrokenGlass6S_0300_0800
BrokenGlass1N_0850_0300
BrokenGlass2N_0850_0300
BrokenGlass3N_0850_0300
BrokenGlass4N_0850_0300
BrokenGlass5N_0850_0300
BrokenGlass6N_0850_0300
BrokenGlass1S_0850_0300
BrokenGlass2S_0850_0300
BrokenGlass3S_0850_0300
BrokenGlass4S_0850_0300
BrokenGlass5S_0850_0300
BrokenGlass6S_0850_0300
BrokenGlass1N_0500_1250
BrokenGlass2N_0500_1250
BrokenGlass3N_0500_1250
BrokenGlass4N_0500_1250
BrokenGlass5N_0500_1250
BrokenGlass6N_0500_1250
BrokenGlass7N_0500_1250
BrokenGlass1S_0500_1250
BrokenGlass2S_0500_1250
BrokenGlass3S_0500_1250
BrokenGlass4S_0500_1250
BrokenGlass5S_0500_1250
BrokenGlass6S_0500_1250
BrokenGlass7S_0500_1250
BrokenGlass1N_0700_0950
BrokenGlass2N_0700_0950
BrokenGlass3N_0700_0950
BrokenGlass4N_0700_0950
BrokenGlass5N_0700_0950
BrokenGlass6N_0700_0950
BrokenGlass7N_0700_0950
BrokenGlass1S_0700_0950
BrokenGlass2S_0700_0950
BrokenGlass3S_0700_0950
BrokenGlass4S_0700_0950
BrokenGlass5S_0700_0950
BrokenGlass6S_0700_0950
BrokenGlass7S_0700_0950
BrokenGlass1N_1150_0600
BrokenGlass2N_1150_0600
BrokenGlass3N_1150_0600
BrokenGlass4N_1150_0600
BrokenGlass5N_1150_0600
BrokenGlass6N_1150_0600
BrokenGlass7N_1150_0600
BrokenGlass1S_1150_0600
BrokenGlass2S_1150_0600
BrokenGlass3S_1150_0600
BrokenGlass4S_1150_0600
BrokenGlass5S_1150_0600
BrokenGlass6S_1150_0600
BrokenGlass7S_1150_0600
BrokenGlass1N_0900_0950
BrokenGlass2N_0900_0950
BrokenGlass3N_0900_0950
BrokenGlass4N_0900_0950
BrokenGlass5N_0900_0950
BrokenGlass6N_0900_0950
BrokenGlass7N_0900_0950
BrokenGlass1S_0900_0950
BrokenGlass2S_0900_0950
BrokenGlass3S_0900_0950
BrokenGlass4S_0900_0950
BrokenGlass5S_0900_0950
BrokenGlass6S_0900_0950
BrokenGlass7S_0900_0950
BrokenGlass1N_0600_1800
BrokenGlass2N_0600_1800
BrokenGlass3N_0600_1800
BrokenGlass4N_0600_1800
BrokenGlass5N_0600_1800
BrokenGlass6N_0600_1800
BrokenGlass7N_0600_1800
BrokenGlass1S_0600_1800
BrokenGlass2S_0600_1800
BrokenGlass3S_0600_1800
BrokenGlass4S_0600_1800
BrokenGlass5S_0600_1800
BrokenGlass6S_0600_1800
BrokenGlass7S_0600_1800
BrokenGlass1N_0900_1300
BrokenGlass2N_0900_1300
BrokenGlass3N_0900_1300
BrokenGlass4N_0900_1300
BrokenGlass5N_0900_1300
BrokenGlass6N_0900_1300
BrokenGlass7N_0900_1300
BrokenGlass1S_0900_1300
BrokenGlass2S_0900_1300
BrokenGlass3S_0900_1300
BrokenGlass4S_0900_1300
BrokenGlass5S_0900_1300
BrokenGlass6S_0900_1300
BrokenGlass7S_0900_1300
BrokenGlass1N_1300_1000
BrokenGlass2N_1300_1000
BrokenGlass3N_1300_1000
BrokenGlass4N_1300_1000
BrokenGlass5N_1300_1000
BrokenGlass6N_1300_1000
BrokenGlass7N_1300_1000
BrokenGlass1S_1300_1000
BrokenGlass2S_1300_1000
BrokenGlass3S_1300_1000
BrokenGlass4S_1300_1000
BrokenGlass5S_1300_1000
BrokenGlass6S_1300_1000
BrokenGlass7S_1300_1000
BrokenGlass1N_2400_0700
BrokenGlass2N_2400_0700
BrokenGlass3N_2400_0700
BrokenGlass4N_2400_0700
BrokenGlass5N_2400_0700
BrokenGlass6N_2400_0700
BrokenGlass7N_2400_0700
BrokenGlass1S_2400_0700
BrokenGlass2S_2400_0700
BrokenGlass3S_2400_0700
BrokenGlass4S_2400_0700
BrokenGlass5S_2400_0700
BrokenGlass6S_2400_0700
BrokenGlass7S_2400_0700
BrokenGlass1N_1900_0900
BrokenGlass2N_1900_0900
BrokenGlass3N_1900_0900
BrokenGlass4N_1900_0900
BrokenGlass5N_1900_0900
BrokenGlass6N_1900_0900
BrokenGlass7N_1900_0900
BrokenGlass1S_1900_0900
BrokenGlass2S_1900_0900
BrokenGlass3S_1900_0900
BrokenGlass4S_1900_0900
BrokenGlass5S_1900_0900
BrokenGlass6S_1900_0900
BrokenGlass7S_1900_0900
BrokenGlass1N_1100_1600
BrokenGlass2N_1100_1600
BrokenGlass3N_1100_1600
BrokenGlass4N_1100_1600
BrokenGlass5N_1100_1600
BrokenGlass6N_1100_1600
BrokenGlass7N_1100_1600
BrokenGlass1S_1100_1600
BrokenGlass2S_1100_1600
BrokenGlass3S_1100_1600
BrokenGlass4S_1100_1600
BrokenGlass5S_1100_1600
BrokenGlass6S_1100_1600
BrokenGlass7S_1100_1600
BrokenGlass1N_0850_2250
BrokenGlass2N_0850_2250
BrokenGlass3N_0850_2250
BrokenGlass4N_0850_2250
BrokenGlass5N_0850_2250
BrokenGlass6N_0850_2250
BrokenGlass7N_0850_2250
BrokenGlass1S_0850_2250
BrokenGlass2S_0850_2250
BrokenGlass3S_0850_2250
BrokenGlass4S_0850_2250
BrokenGlass5S_0850_2250
BrokenGlass6S_0850_2250
BrokenGlass7S_0850_2250
BrokenGlass1N_0700_3300
BrokenGlass2N_0700_3300
BrokenGlass3N_0700_3300
BrokenGlass4N_0700_3300
BrokenGlass5N_0700_3300
BrokenGlass6N_0700_3300
BrokenGlass7N_0700_3300
BrokenGlass1S_0700_3300
BrokenGlass2S_0700_3300
BrokenGlass3S_0700_3300
BrokenGlass4S_0700_3300
BrokenGlass5S_0700_3300
BrokenGlass6S_0700_3300
BrokenGlass7S_0700_3300
BrokenGlass1N_1100_2150
BrokenGlass2N_1100_2150
BrokenGlass3N_1100_2150
BrokenGlass4N_1100_2150
BrokenGlass5N_1100_2150
BrokenGlass6N_1100_2150
BrokenGlass7N_1100_2150
BrokenGlass1S_1100_2150
BrokenGlass2S_1100_2150
BrokenGlass3S_1100_2150
BrokenGlass4S_1100_2150
BrokenGlass5S_1100_2150
BrokenGlass6S_1100_2150
BrokenGlass7S_1100_2150
BrokenGlass1N_1850_1450
BrokenGlass2N_1850_1450
BrokenGlass3N_1850_1450
BrokenGlass4N_1850_1450
BrokenGlass5N_1850_1450
BrokenGlass6N_1850_1450
BrokenGlass7N_1850_1450
BrokenGlass1S_1850_1450
BrokenGlass2S_1850_1450
BrokenGlass3S_1850_1450
BrokenGlass4S_1850_1450
BrokenGlass5S_1850_1450
BrokenGlass6S_1850_1450
BrokenGlass7S_1850_1450
BrokenGlass1N_1250_2200
BrokenGlass2N_1250_2200
BrokenGlass3N_1250_2200
BrokenGlass4N_1250_2200
BrokenGlass5N_1250_2200
BrokenGlass6N_1250_2200
BrokenGlass7N_1250_2200
BrokenGlass1S_1250_2200
BrokenGlass2S_1250_2200
BrokenGlass3S_1250_2200
BrokenGlass4S_1250_2200
BrokenGlass5S_1250_2200
BrokenGlass6S_1250_2200
BrokenGlass7S_1250_2200
BrokenGlass1N_1050_2800
BrokenGlass2N_1050_2800
BrokenGlass3N_1050_2800
BrokenGlass4N_1050_2800
BrokenGlass5N_1050_2800
BrokenGlass6N_1050_2800
BrokenGlass7N_1050_2800
BrokenGlass1S_1050_2800
BrokenGlass2S_1050_2800
BrokenGlass3S_1050_2800
BrokenGlass4S_1050_2800
BrokenGlass5S_1050_2800
BrokenGlass6S_1050_2800
BrokenGlass7S_1050_2800
BrokenGlass1N_1600_2000
BrokenGlass2N_1600_2000
BrokenGlass3N_1600_2000
BrokenGlass4N_1600_2000
BrokenGlass5N_1600_2000
BrokenGlass6N_1600_2000
BrokenGlass7N_1600_2000
BrokenGlass1S_1600_2000
BrokenGlass2S_1600_2000
BrokenGlass3S_1600_2000
BrokenGlass4S_1600_2000
BrokenGlass5S_1600_2000
BrokenGlass6S_1600_2000
BrokenGlass7S_1600_2000
BrokenGlass1N_1000_3400
BrokenGlass2N_1000_3400
BrokenGlass3N_1000_3400
BrokenGlass4N_1000_3400
BrokenGlass5N_1000_3400
BrokenGlass6N_1000_3400
BrokenGlass7N_1000_3400
BrokenGlass1S_1000_3400
BrokenGlass2S_1000_3400
BrokenGlass3S_1000_3400
BrokenGlass4S_1000_3400
BrokenGlass5S_1000_3400
BrokenGlass6S_1000_3400
BrokenGlass7S_1000_3400
BrokenGlass1N_1300_2750
BrokenGlass2N_1300_2750
BrokenGlass3N_1300_2750
BrokenGlass4N_1300_2750
BrokenGlass5N_1300_2750
BrokenGlass6N_1300_2750
BrokenGlass7N_1300_2750
BrokenGlass1S_1300_2750
BrokenGlass2S_1300_2750
BrokenGlass3S_1300_2750
BrokenGlass4S_1300_2750
BrokenGlass5S_1300_2750
BrokenGlass6S_1300_2750
BrokenGlass7S_1300_2750
BrokenGlass1N_1250_3400
BrokenGlass2N_1250_3400
BrokenGlass3N_1250_3400
BrokenGlass4N_1250_3400
BrokenGlass5N_1250_3400
BrokenGlass6N_1250_3400
BrokenGlass7N_1250_3400
BrokenGlass1S_1250_3400
BrokenGlass2S_1250_3400
BrokenGlass3S_1250_3400
BrokenGlass4S_1250_3400
BrokenGlass5S_1250_3400
BrokenGlass6S_1250_3400
BrokenGlass7S_1250_3400
BrokenGlass1N_2350_1900
BrokenGlass2N_2350_1900
BrokenGlass3N_2350_1900
BrokenGlass4N_2350_1900
BrokenGlass5N_2350_1900
BrokenGlass6N_2350_1900
BrokenGlass7N_2350_1900
BrokenGlass1S_2350_1900
BrokenGlass2S_2350_1900
BrokenGlass3S_2350_1900
BrokenGlass4S_2350_1900
BrokenGlass5S_2350_1900
BrokenGlass6S_2350_1900
BrokenGlass7S_2350_1900
BrokenGlass1N_2950_1600
BrokenGlass2N_2950_1600
BrokenGlass3N_2950_1600
BrokenGlass4N_2950_1600
BrokenGlass5N_2950_1600
BrokenGlass6N_2950_1600
BrokenGlass7N_2950_1600
BrokenGlass1S_2950_1600
BrokenGlass2S_2950_1600
BrokenGlass3S_2950_1600
BrokenGlass4S_2950_1600
BrokenGlass5S_2950_1600
BrokenGlass6S_2950_1600
BrokenGlass7S_2950_1600
BrokenGlass1N_4200_2250
BrokenGlass2N_4200_2250
BrokenGlass3N_4200_2250
BrokenGlass4N_4200_2250
BrokenGlass5N_4200_2250
BrokenGlass6N_4200_2250
BrokenGlass7N_4200_2250
BrokenGlass1S_4200_2250
BrokenGlass2S_4200_2250
BrokenGlass3S_4200_2250
BrokenGlass4S_4200_2250
BrokenGlass5S_4200_2250
BrokenGlass6S_4200_2250
BrokenGlass7S_4200_2250
BrokenGlass1N_3700_2600
BrokenGlass2N_3700_2600
BrokenGlass3N_3700_2600
BrokenGlass4N_3700_2600
BrokenGlass5N_3700_2600
BrokenGlass6N_3700_2600
BrokenGlass7N_3700_2600
BrokenGlass1S_3700_2600
BrokenGlass2S_3700_2600
BrokenGlass3S_3700_2600
BrokenGlass4S_3700_2600
BrokenGlass5S_3700_2600
BrokenGlass6S_3700_2600
BrokenGlass7S_3700_2600
BrokenGlass1N_3700_3500
BrokenGlass2N_3700_3500
BrokenGlass3N_3700_3500
BrokenGlass4N_3700_3500
BrokenGlass5N_3700_3500
BrokenGlass6N_3700_3500
BrokenGlass7N_3700_3500
BrokenGlass1S_3700_3500
BrokenGlass2S_3700_3500
BrokenGlass3S_3700_3500
BrokenGlass4S_3700_3500
BrokenGlass5S_3700_3500
BrokenGlass6S_3700_3500
BrokenGlass7S_3700_3500
MissileFire
MissileManualEffects1
MissileEffects1
Missile0
Missile1
Missile2
Missile2Med
Missile3
Missile3Med
Missile4
Missile5
CruiseMissile
CruiseMissileMed
MissileDARExplo
MissileDARSmoke
ArtilleryShell1
SmokeTrailEffect1
SmokeTrailEffect2
WPTrailEffect
MGunSmoke1
ExhaustSmoke1
ExhaustSmokeOffroad
ExhaustSmokeBoat1
ExhaustSmokeRefract
ExhaustSmokeRefractOffroad
ExhaustSmoke1Med
ExhaustSmoke2Med
ExhaustSmokeRefractMed
ExhaustSmoke1Heli
ExhaustSmoke1HeliCom
ExhaustSmoke1Drone
ExhaustSmoke1HeliHP
ExhaustSmoke1HeliBig
ExhaustSmokeTankGasTurbine
ExhaustSmokeRefractHeli
ExhaustSmokeRefractHeliMed
ExhaustSmokeRefractHeliCom
ExhaustSmokeRefractHeliBig
ExhaustSmoke1PlaneBig
ExhaustFirePlaneBig
ExhaustSmoke1Plane
ExhaustSmoke1PlaneHP
ExhaustSmoke1Jet
ExhaustSmoke1JetM
ExhaustSmoke1JetL
ExhaustSmokeRefractPlane
ExhaustSmokeBig1
ExhaustSmokeTank1
ExhaustSmokeTank2
ExhaustSmokeAMV
ExhaustSmokeHEMTT
ExhaustSmokeHTruck
ExhaustSmokeMRAP_02
ExhaustSmokeTractor
ExhaustSmokeBigRefract
ExhaustSmokeHEMTTRefract
ExhaustSmokeWater1
ExhaustSmokeBigWater1
ExhaustSmokeWater2
ExhaustSmokeBigWater2
ExhaustSmokeBigOnWater
ExhaustSmokeOnWater
LeftDust1
RightDust1
LeftDust1Med
RightDust1Med
LeftDust1Low
RightDust1Low
LeftDustLong
RightDustLong
LeftDustLongMed
RightDustLongMed
LeftDust1Air
RightDust1Air
LeftDust1AirMed
RightDust1AirMed
LeftDust1AirLow
RightDust1AirLow
LeftDustLongAir
RightDustLongAir
LeftDustLongAirMed
RightDustLongAirMed
DustEffectBottom1
LeftDustWater1
RightDustWater1
LeftDustWater1Med
RightDustWater1Med
LeftDustWater1Low
RightDustWater1Low
LeftVehicleWater1
RightVehicleWater1
LVehicleWaterTrack
RVehicleWaterTrack
LVehicleWaterTrackMed
RVehicleWaterTrackMed
LVehicleWaterTrackLow
RVehicleWaterTrackLow
LVehicleWaterTrackFront
RVehicleWaterTrackFront
LeftDustMan
RightDustMan
LeftDustManMed
RightDustManMed
DustWaterMan
RightSand
LeftSand
RightSandMed
LeftSandMed
RightSandBig
LeftSandBig
LeftDirt
RightDirt
LeftDirtBig
RightDirtBig
LeftGrass
RightGrass
LeftGrassMed
RightGrassMed
LeftGrassBig
RightGrassBig
LeftGrassDry
RightGrassDry
LeftGrassDryMed
RightGrassDryMed
LeftGrassDryBig
RightGrassDryBig
LeftStones
RightStones
LeftStonesBig
RightStonesBig
PersonDust1
RightWater1
LeftWater1
RightWater1M
LeftWater1M
RightWater1L
LeftWater1L
RightWater2
LeftWater2
RightWaterSmall1
LeftWaterSmall1
RightEng1
LeftEng1
RWaterTrack1
LWaterTrack1
RWaterTrack1M
LWaterTrack1M
RWaterTrack1L
LWaterTrack1L
RWaterTrackSmall1
LWaterTrackSmall1
RWaterTrackSmall1M
LWaterTrackSmall1M
RWaterTrackSmall1L
LWaterTrackSmall1L
HDust1
HDust1M
HDust1L
HDust1Long
HDust1LongM
HDust1LongBig
HDust1LongBigM
HWater1
HWater1M
HWater2
HWater3
HWater3M
UAVDust1
UAVDust1M
UAVDust1L
UAVDust1Long
UAVDust1LongM
UAVWater1
UAVWater1M
DSmoke1
DSmoke2
WingTrail
WingTrailMed
BodyTrail
BodyTrailMed
ScudSmoke
ScudFire
ScudSmoke2
collisionVeh1
collisionVeh2
collisionVeh3
collisionVehSmoke
BubblesMedium
BubblesSmall
BubbleTrack1
BubbleTrackMed1
BubbleTrack2
BubblesShot1
BubblesShotBig1
BubblesShotBigMed1
PointBubbles1
PointBubbles2
PlanktonEffect
WaterWhirl
WaterWave
WaterSplash
WaterWaveMen
WaterSplashMen
WaterEffectMen
WaterWaveAir
WaterSplashAir
BulletBubbles1
ImpactUnderwater1
GrenadeBubbles1
collisionVehSmokeSmall
StarterPistolCloud1
StarterPistolCloud2
RightWater1Scooter
LeftWater1Scooter
RightWater1ScooterM
LeftWater1ScooterM
RightWater1ScooterL
LeftWater1ScooterL
RightWater2Scooter
LeftWater2Scooter
RightWaterSmall1Scooter
LeftWaterSmall1Scooter
RightEng1Scooter
LeftEng1Scooter
RWaterTrack1Scooter
LWaterTrack1Scooter
ExhaustSmoke1PlaneSmall
ExhaustSmoke1PlaneSmallHP
ExhaustSmoke1VTOL
ExhaustSmoke1VTOLHP
ExhaustSmoke2VTOL
HDustVTOL1
HDustVTOL1Long
HDustVTOL1Big
HDustVTOL1LongBig
HWaterVTOL1
HWaterVTOL2
HWaterVTOL3
HWaterVTOL1Big
HWaterVTOL2Big
HWaterVTOL3Big
LeftDust1Red
RightDust1Red
LeftDust1RedMed
RightDust1RedMed
LeftDust1RedLow
RightDust1RedLow
LeftDustLongRed
RightDustLongRed
LeftDustLongRedMed
RightDustLongRedMed
LeftDust1AirRed
RightDust1AirRed
LeftDust1AirRedMed
RightDust1AirRedMed
LeftDust1AirRedLow
RightDust1AirRedLow
LeftDustLongAirRed
RightDustLongAirRed
LeftDustLongAirRedMed
RightDustLongAirRedMed
LeftDustManRed
RightDustManRed
LeftDustManRedMed
RightDustManRedMed
RocketFrontsmokeRPG7
RocketBacksmokeRPG7
ImpactDust2Red
ImpactDust2RedLow
ImpactSandSmoke2Red
FX_BodyTrail_FighterJet
FX_WingTrail_FighterJet
FX_MissileTrail_SAM
FX_EjectorSeatSmoke
ClusterFire
ClusterSmoke
ClusterSmokeLingering
ClusterFly
ClusterExplosion
ClusterExpFire
Leaflets
LeafletsPersistent
TrainingMine_script
TrainingMine_smoke
TrainingMine_FireSparks
FlareShell
DeminingExplosiveTrial
DeminingExplosiveTrial_Blue
DeminingExplosiveExp
DeminingExplosiveSmoke1
DeminingExplosiveSmoke2
DeminingExplosiveCircleDust
DeminingExplosiveDirt
DeminingExplosiveDirt2
DeminingExplosiveDummy_smoke
DeminingExplosiveDummy_charge
FX_MissileTrail_SAM_LongRange
ProbingBeam_base_script
ProbingBeam_Foliage_green
ProbingBeam_Foliage_Dead
ProbingBeam_Foliage_Green_big
ProbingBeam_Foliage_Palm
ProbingBeam_Foliage_Pine
ProbingBeam_Foliage
ProbingBeam_Glass
ProbingBeam_GlassArmored
ProbingBeam_Wood
ProbingBeam_Metal
ProbingBeam_MetalPlate
ProbingBeam_Building
ProbingBeam_Plastic
ProbingBeam_Rubber
ProbingBeam_Tyre
ProbingBeam_Concrete
ProbingBeam_Man
ProbingBeam_GroundSoft
ProbingBeam_GroundRed
ProbingBeam_GroundHard
ProbingBeam_Water
ProbingBeam_Virtual
ProbingBeam_AlienShell
ProbingBeam_AlienArmour
ProbingBeam_AlienWeakPoint


{
if (side _x == west) then {

};
} foreach (playableUnits + switchableUnits);

[group this, getPos this, 400] call BIS_fnc_taskPatrol;

 THIS flyInHeight 200;

if (!local this) exitWith {}; 

this && (vehicle player in thisList)
{ code } forEach allDeadMen;

PlayMusic "meditation";


{ 

_x addAction ["::: registrar :::", "nul = [] execVM 'registrar.sqf';", [], 6, true, true, "", "true", 3, false, ""]; 

} forEach allDeadMen;

{_x setpos [4190.35,1911.61,7.62939e-006];   
} forEach (units group PB1);
NigthStalkersAlpha = group this;


LCVP01 animate ["Ramp_Hatch_01",1];

VIKINGDR4C01 animateDoor ["Door_1_source", 1];

huron
this animateDoor ["door_rear_source",1];

nul = [WAR,0,Player,60] execVM "LV\LV_functions\LV_fnc_removeAC.sqf";
nul = [SPWAR,1,player,0,180] execVM "LV\LV_functions\LV_fnc_removeAC.sqf";

titleText ["", "BLACK IN", 5];
"dynamicBlur" ppEffectEnable true;   
"dynamicBlur" ppEffectAdjust [6];   
"dynamicBlur" ppEffectCommit 0;     
"dynamicBlur" ppEffectAdjust [0.0];  
"dynamicBlur" ppEffectCommit 5;






[bouton,
localize "STR_Sav",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa",
"player distance bouton < 4",
"player distance bouton < 4",
{},
{},
{cutText [localize "STR_Sav1", "PLAIN DOWN", -1, false, true]; saveGame},
{},
[],
2,
0,
true,
false
] remoteExec ["BIS_fnc_holdActionAdd"];



call{[this,                
 "Hack satelite",             
"\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa", 
"\a3\ui_f\data\igui\cfg\holdactions\holdaction_connect_ca.paa",      
"_this distance _target < 3",         
"_this distance _caller < 3",  
 {},                  
 {},                 
 {["task1","succeeded"] call bis_fnc_tasksetstate},         
 {},                 
 [],                  
 5,                  
 1000,                 
 true,                
  true                  
] remoteExec ["BIS_fnc_holdActionAdd", 0, this]}



[group this, getPos this, 500] call BIS_fnc_taskPatrol;


Big trees

bla=[];{_factor=random [1,3,8];_p=getposatl _x;_p set [2,0];_o=createSimpleObject [(getModelInfo _x)#1,_p];_o setObjectScale _factor;_p set [2,((getPosWorld _o)#2)];_o setPosatl _p;_o setdir getdir _x;_x hideObject true;_o setObjectScale _factor;bla pushback _o;} foreach (nearestTerrainObjects [getpos thistrigger,["TREE"],150]);


this spawn {
	{
		_pos = [];
		if (!(leader _x == _x)) then {
			_pos = [_this, 10, 50, 5, 0, 90, 0] call BIS_fnc_findSafePos;
		} else {
			_pos = [random 30000, random 30000];
			while {surfaceIsWater _pos} do {
				_pos = [random 30000, random 30000];
			};
		};
		(vehicle _x) setPosATL (_pos + [1]);
		(vehicle _x) setVectorUp (surfaceNormal _pos);
		(vehicle _x) setPosATL (_pos + [0.1]);
		sleep 0.01;
	} forEach (units _this);
};
[] spawn {
	while {alive dude1} do {
	dude1 setObjectScale 0.3;
	};
};

(_vehType iskindof "man")
 (_vehType iskindof "car")
 (_vehType iskindof "tank")
 (_vehType iskindof "helicopter")
 (_vehType iskindof "plane")
typeOf vehicle player == "B_Heli_Transport_03_F" && (player distance thistrigger) < 500
this addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}];