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. "AIMINGERROR" Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed / lost target. "ANIM" Disables all animations of the unit. Completely freezes the unit, including breathing and blinking. No move command works until the unit is unfrozen. "AUTOCOMBAT" Disables autonomous switching to "COMBAT" AI Behaviour when in danger. "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. "COVER" Disables usage of cover positions by the AI. "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. "LIGHTS" Stops AI from operating vehicle headlights and collision lights. "MINEDETECTION" Disable AI's mine detection. "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). "PATH" Stops the AI's movement but not the target alignment. "RADIOPROTOCOL" Stops AI from talking and texting while still being able to issue orders. "SUPPRESSION" Prevents AI from being suppressed. See Arma 3: Suppression. "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 "";
- 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] ;
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;
!alive man && blue0 distance car <50;
{deleteVehicle _x;} forEach bis_crows;
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]);
There seems to be a lot of unused textures/skins still in the game that were cut, but can be put back into the vanilla game using init codes. These skins require no mods or custom texture templates.
You can see a few of these unused textures here
I have found most but I have yet to find all of them. Here is a big list of all the inits others and myself have found so far...
Fatigues (Raven) (reskin of Fatigues (Urban))
this setObjectTexture [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\OPFOR\Data\clothing_rus_co.paa"]};Combat Fatigues (Sage) (reskin of Combat Fatigues (MTP))
this setObjectTexture [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"]};Combat Fatigues (Woodland) (reskin of Combat Fatigues (MTP))
this setObjectTexture [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"]};Combat Fatigues (MTP, Dirty) (thanks to SgtDornan)
this setObjectTexture [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_epb\BLUFOR\Data\clothing1_dirty_co.paa"]};Wetsuit (Raven)
this setObjectTexture [0,"A3\characters_f\common\data\diver_suit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\characters_f\common\data\diver_suit_co.paa"]};Gorka (Light Green) (thanks to soceris)
this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\Gorka_01_Camo_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\Gorka_01_Camo_CO.paa"]};Guerrilla Garment (Skull Shirt)
this setObjectTexture [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"]};Guerrilla Garment (Grey Camo Shirt) (thanks to Nightmare515)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"]};Guerrilla Garment (Red Camo Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa"]};Guerrilla Garment (Orange Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa"]};Guerrilla Garment (Yellow Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa"]};Guerrilla Garment (Blue Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth1_co.paa"]};Guerrilla Garment (Brown Shirt)
this setObjectTexture [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"]};Guerrilla Garment ('Arnold is Numero Uno' Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_co.paa"]};Guerrilla Garment (Poor Shirt)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v2_co.paa"]};Guerrilla Garment (Poor Shirt v2)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\poor_v3_co.paa"]};Guerrilla Outfit (Checkered) (incomplete)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_co.paa"]};Guerrilla Outfit (Checkered v2) (incomplete)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v2_co.paa"]};Guerrilla Outfit (Green) (incomplete)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_v3_co.paa"]};Guerrilla Outfit (Orange) (incomplete)
this setobjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_kabeiroi_co.paa"]};Guerrilla Outfit (Red) (incomplete)
this setobjectTexture [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\c_cloth3_bandit_co.paa"]};Guerrilla Smocks (Yellow) (thanks to Debrin052)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\hunter_bushman_co.paa"]};Guerilla Smocks (Yellow and Green)
this setObjectTexture [0, "\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_2_co.paa"]};Syndikat Reskin of Combat Fatigues (AAF)
this setObjectTexture [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa"]};LDF Reskin of Combat Fatigues (AAF) (thanks to soceris)
this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\I_L_Uniform_01_Deserter_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\I_L_Uniform_01_Deserter_2_co.paa"]};Brown Reskin of Combat Fatigues (AAF) (thanks to M. Glade)
this setObjectTexture [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\characters_f_exp\Syndikat\Data\U_I_C_Soldier_Para_4_F_2_co.paa"]};Worker Coveralls (Bandit)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_bandit_co.paa"]};Worker Coveralls (Grey)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_grey_co.paa"]};Worker Coveralls (Black)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_black_co.paa"]};Worker Coveralls (Urban Camo)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_urbancamo_co.paa"]};Scientist Clothes (CSAT)
this setObjectTexture [0, "\A3\characters_f\common\data\coveralls_scientist_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\characters_f\common\data\coveralls_scientist_co.paa"]};Casual Clothes (Brown and Grey) (reskin of Marshal Clothes) (thanks to Igor Nikolaev)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_1_co.paa"]};Casual Clothes (Brown and Tan) (reskin of Marshal Clothes)
this setObjectTexture [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Characters_F\Civil\Data\ig_poloshirt_2_co.paa"]};Casual Clothes (Artiste) (reskin of the Art of War outfits) (thanks to soceris)
this setObjectTexture [0, "a3\Missions_F_AoW\Data\Img\Textures\Uniforms\u_art_shirt_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Missions_F_AoW\Data\Img\Textures\Uniforms\u_art_shirt_co.paa"]};Scientist Outfit (Formal, Black) (thanks to soceris)
this setObjectTexture [0, "a3\characters_f_enoch\Uniforms\Data\scientist_02_2_formal_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\characters_f_enoch\Uniforms\Data\scientist_02_2_formal_co.paa"]};Farmer Outfit (the following changes the pants and gloves colour)
"A3\Characters_F\Civil\Data\c_cloth1_bandit_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_v3_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_v2_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_co.paa" "A3\Characters_F\Civil\Data\c_cloth1_kabeiroi_co.paa"VR Suit (No Lights) (thanks to DreadPirate)
this setObjectTexture [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\A3\Characters_F\Common\Data\basicbody_black_co.paa"]};Kitbag (AAF)
(backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_digi_co.paa"]};Kitbag (Black)
(backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_fast_blk_co.paa"]};
Carryall Backpack (Black)
(backpackContainer this) setObjectTexture [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]; if (isServer) then {(backpackContainer this) setObjectTextureGlobal [0,"A3\weapons_f\ammoboxes\bags\data\backpack_tortila_blk_co.paa"]};
NATO Strider (now in Virtual Garage)
this setObjectTexture [0,'\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa']; this setObjectTexture [1,'\A3\data_f\vehicles\turret_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "\A3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "\A3\data_f\vehicles\turret_co.paa"]};NATO Gorgon
this setObjectTexture [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]; this setObjectTexture [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]; this setObjectTexture [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]; this setObjectTexture [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext2_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\rcws30_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [3, "A3\Armor_F_Gamma\APC_Wheeled_03\Data\apc_wheeled_03_ext_alpha_co.paa"]};NATO Black Pawnee/Hummingbird
this setObjectTexture [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_01\Data\heli_light_01_ext_ion_co.paa"]};NATO Green Blackfoot
this setObjectTexture [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_02\Data\heli_light_02_common_co.paa"]};NATO Black Blackfoot (thanks to Solitaire195)
this setObjectTexture [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F_Beta\heli_attack_01\data\UI\Heli_Attack_01_EDEN_CA.PAA"]};AAF Panther (incomplete)
this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_indp_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_body_indp_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_indp_co.paa"]};AAF Pawnee/Hummingbird
this setObjectTexture [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "A3\Air_F\Heli_Light_01\Data\heli_light_01_ext_indp_co.paa"]};AAF Orca
this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_indp_co.paa"]};CSAT Zamak MRL
this setObjectTexture [0,'a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa']; this setObjectTexture [2,'a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa']; if (isServer) then {this setObjectTextureGlobal [0, "a3\soft_f_beta\Truck_02\data\truck_02_kab_OPFOR_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\soft_f_gamma\Truck_02\Data\Truck_02_MRL_OPFOR_CO.paa"]};CSAT Panther (incomplete)
this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_opfor_co.paa"]};
CSAT Cheetah (thanks to Zygzak191) (incomplete)
this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_tower_opfor_co.paa"]};CSAT Bobcat (incomplete)
this setObjectTexture [0,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa']; this setObjectTexture [2,'A3\data_f\vehicles\turret_opfor_co.paa']; this setObjectTexture [3,'A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_crv_opfor_co.paa']; if (isServer) then {this setObjectTextureGlobal [0, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_aa_body_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "A3\data_f\vehicles\turret_opfor_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [3, "A3\armor_f_beta\apc_tracked_01\data\apc_tracked_01_crv_opfor_co.paa"]};CSAT Buzzard (now in Virtual Garage) (thanks to seacaptainjim)
this setObjectTexture [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]; this setObjectTexture [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_brownhex_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_brownhex_CO.paa"]};CSAT Buzzard Grey (now in Virtual Garage)
this setObjectTexture [0,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]; this setObjectTexture [1,"a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_greyhex_CO.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_greyhex_CO.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_greyhex_CO.paa"]};Civilian Orca (now in Virtual Garage)
this setObjectTexture [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "\a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa"]};Civilian Mohawk (Dahoman)
this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_dahoman_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_dahoman_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_dahoman_co.paa"]};Civilian Mohawk (Ion)
this setObjectTexture [0,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]; this setObjectTexture [1,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]; this setObjectTexture [2,"a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"]; if (isServer) then {this setObjectTextureGlobal [0, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_1_ion_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [1, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_2_ion_co.paa"]}; if (isServer) then {this setObjectTextureGlobal [2, "a3\air_f_beta\Heli_Transport_02\Data\Skins\heli_transport_02_3_ion_co.paa"]};
Apparel missing from Virtual Arsenal:
Nikos Clothes
this forceAddUniform "U_NikosBody";
Nikos Clothes (Formal)
this forceAddUniform "U_NikosAgedBody";
Untextured Variant of the Light Combat Helmet
this addHeadgear "H_BandMask_demon";Bucket Hat
this addHeadgear "H_TurbanO_blk";
Shemag (glitched texture)
this addHeadgear "H_Shemag_tan";
Bandana Cap
this addHeadgear "H_BandMask_blk";
Military Cap (Tan)
this addHeadgear "H_MilCap_OUcamo";
Beanie (Blue)
this addHeadgear "H_Watchcap_sgg";
Extra Hidden Stuff:
Stone (thanks to AdelaideTsu)
this addItem "HandGrenade_Stone"
Hidden textures we're still missing:
- CSAT and AAF Slammer
- NATO Mohawk
- Skirts of the AAF and CSAT Panther
- Possibly more...
Notes:
- Retextures of 'Guerrilla Garment' also work with 'Bandit Clothes (Tee)' and 'Summer Clothes'
- Retextures of 'Combat Fatigues' also work with 'CTRG Stealth Uniforms'
- There are hidden textures for headgear and vests, but unfortunately it is impossible to retexture them.
- Dropping or picking up a uniform with a texture applied to them will revert the texture back to its default one.
If you have found a hidden texture that is not on the list above, feel free to post the init for it in this thread, and I'll put it on the list. Any contributions will be much appreciated!
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}];